tag:blogger.com,1999:blog-9168801783231050122024-03-13T06:54:42.654-04:00The Stock Pot InnWill you be staying the night?Nathttp://www.blogger.com/profile/17053837986455906196noreply@blogger.comBlogger100125tag:blogger.com,1999:blog-916880178323105012.post-36835960538897275612016-10-26T20:30:00.002-04:002018-09-15T21:53:12.696-04:00My Three Favorite Video Games (My Top 115 Favorite Video Games Finale)<div class="separator" style="clear: both; text-align: center;">
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<b>Welcome to the final
post of The Stock Pot Inn!</b> From the <a href="http://stockpotinn.blogspot.com/2012/06/about-stock-pot-inn.html" target="_blank">very first post</a> all the way to the one-hundredth
today, writing here has allowed me to immerse myself in my favorite hobby,
practice reviewing and talking about games, and analyze my strengths and
weaknesses as a writer. Maybe it comes across as a little silly to officially end a blog, but my decision to do so is just part of me making some changes
in my life. I’ll reiterate that I’m not deleting this blog and it will
hopefully always be here for anyone to go back to and look over (most likely chiefly
by myself). I also don’t plan on quitting writing about video games and will
continue to do so in a capacity that is unknown to me at this time. With all
that said, I want to now say thank-you to anyone and everyone who has taken the
time to read anything I’ve written here over the years, including this final
entry. I truly appreciate it when anyone reads something I write, so I
sincerely thank you.</div>
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Now let’s get to what you’re here for, as this isn’t just this blog’s final
post, it’s also the finale of My Top 115 Favorite Video Games. To head all the
way back to the very beginning and start from number 115, <a href="http://stockpotinn.blogspot.com/2016/09/my-top-115-favorite-video-games-115-111.html" target="_blank">click here</a> to be
taken to the introductory post. For the rest of you, here we are, the top
three. And surprise! <b>It’s a three-way
tie!</b> Or perhaps I should say it’s a “Tieforce”. Yep, it would be dishonest
of me to claim anything other than that the three of these titles are tied for
my favorite video game of all. I’ve said this list is mainly a way for me to
reminisce about and reflect on my history with games and that the numbering
isn’t too important (the numbering in this final post is merely a formality by the way), but this <a href="http://zeldawiki.org/Triforce" target="_blank">“Triforce”</a> truly contains the three
games that currently stand out among all of my gaming experiences. All three
of these games are monumentally important works of art to me and I’m delighted
to share some of my feelings on them with you. I began this blog to celebrate
my love of video games and I hope that in this final posting you’ll see that passion
more clearly than ever before.<o:p></o:p></div>
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<span style="font-family: "calibri" , "sans-serif"; font-size: 11.0pt; line-height: 115%;">With great joy, I now present to you my three
favorite video games:</span><br />
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<b><span style="font-family: "calibri" , "sans-serif"; font-size: 11.0pt; line-height: 115%;">3. </span><span style="text-indent: -0.25in;"><a href="https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_The_Wind_Waker" target="_blank">The Legend of Zelda: The Wind Waker</a>/<a href="https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_The_Wind_Waker_HD" target="_blank">The Wind Waker HD</a> (GameCube/Wii U)</span></b><br />
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<span style="text-indent: -0.25in;">When I first saw the <a href="https://youtu.be/aQ7riCXrDxY" target="_blank">initial trailer</a> for “Celda”, I
admit I was a little turned off. I wasn’t an obsessive fan of the </span><i style="text-indent: -0.25in;">Zelda</i><span style="text-indent: -0.25in;"> series yet so I wasn’t exactly one
of the people tossing my green tunic in the trash and sending hate mail to
Nintendo, but the trailer’s cartoonish and slapstick vibe didn’t appeal to me
much all the same. I sort of just shrugged the game off and moved on with my
life. In time something changed, however, as what had initially been a game I
was quite apathetic to soon became something I was feverishly anticipating. While
I can’t remember the exact details that led to this transition, I do remember
pouring over a detailed <a href="http://d2ydh70d4b5xgv.cloudfront.net/images/3/0/nintendo-power-magazine-vol-165-zelda-wind-waker-c35d9507c7ecad6bf246ead4a623ea2d.jpg" target="_blank">cover story</a> in <a href="https://en.wikipedia.org/wiki/Nintendo_Power" target="_blank">Nintendo Power</a> filled with screenshots
of a beautiful-looking adventure unlike anything I’d ever seen before. I began
to recall fond memories with the few </span><i style="text-indent: -0.25in;">Zelda</i><span style="text-indent: -0.25in;">
games that I had played previously and upon pre-ordering </span><i style="text-indent: -0.25in;">The Wind Waker</i><span style="text-indent: -0.25in;">, I finally got my chance to properly play through
the entirety of the legendary N64 classic, </span><i style="text-indent: -0.25in;">Ocarina
of Time</i><span style="text-indent: -0.25in;">. With that crucial missing </span><i style="text-indent: -0.25in;">Zelda</i><span style="text-indent: -0.25in;">
experience under my belt, I was prepared.</span><br />
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I began my journey in <i>The Wind Waker</i> on a school night and was immediately endeared to
the colorful island of Outset and its inhabitants while far-off silhouettes across
the ocean made my imagination stir. I made it through the Forsaken Fortress and
stopped playing just as I got to Windfall Island that night, and all I could
think about the next day at school was discovering what awaited me in that
bustling island village. Diving back into <i>The
Wind Waker</i> that afternoon and getting lost in the dense town of Windfall as
I conversed with villagers, completed little sidequests, and began to take my
first true steps in the great quest that lay before me is one of my fondest
gaming memories to this day. The first time I set out to sea and realized as I
came ashore the grassy Pawprint Isle that the whole world was seamless, a vast
canvas for exploration and discovery, my heart beat with a kind of excitement
that no video game had ever given me. Those early moments set this game up to
be one of the greatest experiences I’d ever have with interactive entertainment,
and thirteen years and many playthroughs later, <i>The Legend of Zelda: The Wind Waker</i> continues to deliver.<o:p></o:p><br />
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They say that everyone who admires the <i>Zelda</i> series has a different idea of
what makes a <i>Zelda</i> game good; that
one person’s ideal <i>Zelda</i> may differ
greatly from another’s. Consider <i>The Wind
Waker</i> <b>my</b> personal <i>Zelda </i>ideal<i> </i>then. For better or for worse, it basically became the model by
which I judged all future games in the series, or at the very least the 3D
ones; though it’s worth noting that <i>The
Wind Waker </i>is also by my estimation the most faithful realization of a classic
2D <i>Zelda</i> experience in full 3D to
date. Similar to games like <i><a href="http://stockpotinn.blogspot.com/2016/09/my-top-115-favorite-video-games-55-51.html" target="_blank">A Link to the Past</a></i> and <i>Link’s Awakening</i>, <i>The Wind Waker</i> places a huge emphasis on
experimentation and just “playing around”. Link can be a downright mischievous
little brat in this game and I love it. The wide range of available actions he
has at his disposal, such as crawling and sidling, coupled with his lively
expressions and the freedom to perform these actions just about anywhere one
likes allow for the <i>Zelda</i> game in
which it is the most fun to just goof around. Items with a diverse range of
utility such the Deku Leaf, minor quirky items like pears that allow the player to
control seagulls, and the camera known as the Picto Box all compound this sense
of playfulness. The increased functionality of the Picto Box in <i>The Wind Waker HD</i>, including the ability
to take selfies, only adds to this sense of whimsy. The sidequests also
occasionally play into the mischief, such as an extended one where Link plays
paparazzo and has to sneak around taking candid photos of villagers in an
elaborate scavenger hunt. The sidequests as a whole have a lot of effort put
into them and Windfall Island in particular is host to a number of compelling
vignettes if one takes the time to get to know the locals.<o:p></o:p></div>
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All of this ties into an overarching sense
of freedom present in <i>The Wind Waker</i>,
which is of course no more obviously apparent than in the unparalleled joy of
sailing across the boundless Great Sea, where new discoveries constantly await.
Sharing more than a few things in common with <i><a href="http://stockpotinn.blogspot.com/2016/10/my-top-115-favorite-video-games-10-4.html" target="_blank">Skies of Arcadia</a> </i>(which I amazingly actually played right before <i>The Wind Waker</i> the same year), <i>The Wind Waker</i> exudes a feeling of
adventure and discovery in every island charted, treasure plundered, and tale
shared at the Café Bar on Windfall Island. It’s difficult to describe the giddy
anticipation that comes from sailing towards an unknown shape on the horizon or
leaping down into a newly-discovered cavern or entering a lonely submarine
rolling about on the waves. Countless mysteries await on the Great Sea,
including an eerie traveling Ghost Ship and terrifying beasts lying in wait
beneath the sea to swallow the player up. Like <i>Skies of Arcadia</i>, there is a true sense of peril and possibility in
<i>The Wind Waker’s</i> world, and the drive
to see everything there is to see is intoxicating. The <a href="https://youtu.be/5J_bL2bjQ-k" target="_blank">overworld theme music</a>,
likewise, sets the scene marvelously.<o:p></o:p></div>
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Sailing in <i>The Wind Waker </i>is one of the most expert uses of “downtime” I’ve
seen in a game, and the shifting weather, setting sun, and rising moon all
place a sharp focus on atmosphere. This atmosphere prevails throughout every
corner of the beautiful world and each individual moment is a gem: letting my sail down and gazing at the stars in the middle of the sea, descending into a
subterranean cavern alight with fireflies and overgrown with vegetation, getting swept up in a roiling thunderstorm and taking shelter on an island where some new
little adventure awaits. As the sky clears and I sail at a brisk clip through
the cool night air towards the spinning lighthouse of Windfall Island, it feels like a homecoming as I make port and put my feet up in the cozy warmth of the Café Bar, where sailors swap stories of
fantastic sights I might someday see or may have already come across. This
all establishes a world that feels vast but intimately-connected, and these relaxing
moments in places like the café juxtaposed with adventures out on the high seas
form the heart of <i>The Wind Waker’s</i>
wonderful sense of adventure. Whoa, I haven’t even gotten to the art design,
have I?<o:p></o:p><br />
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What at first seemed like a trivial and
silly game worthy of derision turned out to not only be the most artistically sophisticated
game in the whole <i>Zelda</i> series, but one of the most narratively sophisticated as
well. The art design of the original <i>Wind
Waker</i> is truly an animated cartoon come to life and it makes for a
compelling fairy tale quality that is contrasted with the game’s decidedly
mature and weighty storytelling. There is a theme of “legend vs. reality” prevalent
all throughout <i>The Wind Waker</i> and
while I am not going to dissect or spoil its narrative, I will tell you that it
is unequivocally one of the strongest in the series and is not only an
enchanting tale in its own right with some of the most chill-inducing and
emotional moments in the series, but it also provides a smart commentary of
sorts on the nature of the <i>Zelda</i> series
as a whole. I would highly recommend that you play <i>Ocarina of Time</i> prior to <i>The
Wind Waker</i> as well if you want to receive the full impact of the narrative.
In fact, playing <i>Ocarina</i> fully for
the first time myself right before I first played <i>The Wind Waker</i> was a serendipitous turn of events that
may be part of the reason I was so immensely endeared to the <i>Zelda</i> series as a whole back then. The
visuals serve the story as well and they were ultimately a daring and genius
move for the series that ended up being incredibly fitting. While I find the
visuals of the original version to be more cohesive than the HD remaster’s, that
newer version is still undeniably a very, <i>very
</i>beautiful game that also makes some smart tweaks beyond the visuals and is
currently what I <a href="http://stockpotinn.blogspot.com/2014/01/the-legend-of-zelda-wind-waker-hd-review.html" target="_blank">consider to be</a> the best <i>Zelda</i>
remaster/remake Nintendo has done (well, along with <i>Link's Awakening DX </i>that is).<o:p></o:p></div>
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<span style="font-family: "calibri" , "sans-serif"; font-size: 11.0pt; line-height: 115%;">I could go on indefinitely about <i>The Wind Waker</i>, I really could; I’ve
only barely scratched the surface. How have I not mentioned that it contains
one of my favorite <a href="https://www.youtube.com/playlist?list=PL3E7B876342ECE5C0" target="_blank">soundtracks</a> in the series? Or how its combat and fluid
mechanics follow suit? Or discussed the dungeons? But like I said, <i>The Wind Waker</i> is my <i>Zelda</i> ideal, so just assume it does just
about everything exceptionally in my opinion. <i>The Legend of Zelda</i>, for me, is a fairy tale about a kid on a
magical quest; Link has never been “badass” and this is not “gritty” and “edgy”
fantasy. That also does not mean that it’s not mature and sophisticated though,
and <i>The Wind Waker</i> is the perfect
melding of these two principles that largely define <i>Zelda</i> for me. <i>The Wind Waker</i>
is the game that made me fall in love with the <i>Zelda</i> series and it altered my expectations for just how utterly
enchanting a video game can be. Taking some of the best aspects of both <i>Ocarina of Time</i> and <i>Majora’s Mask </i>while also taking the series back to its classic roots in many ways, this wonderful, magical game wound up being a video game
experience that has yet to be topped for me, and there is no describing the
amount of joy and happiness that just hearing one of its sound effects brings
me.</span><br />
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<b><span style="font-family: "calibri" , sans-serif;"><span style="font-size: 14.6667px;">2. </span></span><span style="text-indent: -0.25in;"><a href="https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_Link%27s_Awakening" target="_blank">The Legend of Zelda: Link’s Awakening</a>/<a href="https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_Link%27s_Awakening#Releases" target="_blank">Link’s Awakening DX</a> (Game Boy/Game Boy Color)</span></b></div>
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<b><span style="text-indent: -0.25in;">**WARNING: The following write-up about </span><span style="text-indent: -0.25in;"><i>Link’s Awakening</i></span><span style="text-indent: -0.25in;"> contains M</span><span style="text-indent: -0.25in;">ajor Spoilers</span><span style="text-indent: -0.25in;"> so read at your own
risk!**</span></b><br />
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<span style="text-indent: -0.25in;">Have you ever felt a strange connection to dreams? Like have you ever
had a dream that felt so real, so tangible, that waking up felt wrong? Where a
person in your dream that you conversed with, got to know, even loved felt so
real that you mourned their loss when you awoke? I have, and it is one of many,
many reasons why </span><i style="text-indent: -0.25in;">The Legend of Zelda:
Link’s Awakening</i><span style="text-indent: -0.25in;"> occupies a special place in my heart shared by no other.</span></div>
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“This is <i>Zelda</i>”, my brother said to wide-eyed young me as I stared down at a
black and white screen and watched him fight Moblins in the Mysterious Forest
(It’s a little bit mysterious). This is to the best of my memory my first
exposure to <i>The Legend of Zelda </i>beyond
just occasionally hearing the name, and <i>Link’s
Awakening DX</i>, the Game Boy Color remaster and my preferred version of that
original black and white title my brother was playing, was my first <i>Zelda</i> game. Well, to be honest, just
between you and me it’s possible that my brief little journey through a rented <i>Ocarina of Time</i> that I <a href="http://stockpotinn.blogspot.com/2016/10/my-top-115-favorite-video-games-10-4.html" target="_blank">talked about last time</a> predated all this or fell somewhere in the middle, but at the very least <i>Awakening DX</i>, which released in 1998
just a month after <i>Ocarina of Time</i>,
was the first <i>Zelda</i> game I played
extensively and finished. I said that <i>Ocarina</i>
kind of frightened me when I first played it and I also had a somewhat similar
reaction to <i>Link’s Awakening </i>as well,
except even stronger and coupled with other feelings that are something else
entirely.<o:p></o:p><br />
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<i>Link’s
Awakening</i> imbued in me a sense of both wonder and existential dread that I
cannot adequately articulate. I might describe the experience as eerie in some
ways, uncanny, just “not right” in that way that’s tough to lay a finger on.
Needless to say, nothing else has ever made me feel quite this way, and no
other work of art has ever quite left the same impression. In the simplest
terms, <i>Link’s Awakening</i> has a notably
<a href="http://stockpotinn.blogspot.com/2015/05/the-mysterious-nature-of-links-awakening.html" target="_blank">mysterious nature</a> where just about every character, enemy, piece of dialogue, and
section of the map has some sort of puzzling element to it, and it’s the kind
of thing that made me simultaneously intrigued and repulsed. That was my initial
reaction to <i>Zelda</i>: fascination and aversion.<o:p></o:p></div>
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But when I got deep into <i>Link’s Awakening</i>, I couldn’t stop
playing.<o:p></o:p></div>
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I was stuck for around a year (or maybe it was just a few months) on a single
puzzle in only the game’s second dungeon, Bottle Grotto (even uttering this
place’s sing-songy name has a great significance for me). I might not care
about the <i>Zelda</i> series at all today
if I hadn’t eventually returned to the game and solved that riddle, at which
point the entire game seemed to unlock and a feeling of immense excitement overcame
me. Much of the experience that followed is tied to memories of me being home
sick from school for about a week with strep throat, and during that time I
left this world and absconded into a confusing and wondrous subconscious land.<o:p></o:p><br />
<br />
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You see, <i>Link’s Awakening</i> doesn’t feel like just an external work of art to
me, or like just a really good video game; it feels deeply personal. I’ve
described other games on this list as feeling like they are "a part of me", but with <i>Link’s Awakening</i> it goes even beyond
that. It’s like…it’s like the game is a dream that I had a long time ago. In
fact, that’s exactly what it feels like.<br />
<br />
And that is, of course, exactly what <i>Link’s
Awakening</i> literally is. A dream. It’s a dream that feels so real and so
tangible that waking up feels wrong. That the actions I do as Link feel wrong,
evil even. And the person in that dream that I get to know and that I love? Her
name is Marin and I mourn her and the entire world that I destroy every time I play <i>Link’s Awakening</i>. It’s just a
video game, I tell myself, but I still feel personally responsible. I am wracked
with guilt, sadness, and confusion when I turn the Game Boy off.<br />
<br />
Maybe it’s all just a powerful, potent nostalgia, but you know what? That’s ok.
There’s nothing wrong with nostalgia. It’s what ties our emotions to the past and
resurrects the past today, so that we may remember and vicariously
re-experience happiness, sadness, love, loss; memories of all kinds. <i>Link’s Awakening</i> can fit into a lot of categories
I have been laying out throughout this list: it was an extremely formative game
for me, it is another prime example of Game Boy eccentricity and creativity, it
has a lonely feeling that draws me to it like <a href="http://stockpotinn.blogspot.com/2016/10/my-top-115-favorite-video-games-10-4.html" target="_blank"><i>Silent Hill 2</i> and <i>Shadow of the Colossus</i></a> but different, and it also shares quite a lot in common with
the final game on this list. But it is also completely unique. It disturbed and
enchanted me deeply as a child, and today this unique feeling of fear and awe
that it inspired in me (and continues to) is perhaps what I admire and love
about the experience most of all.<o:p></o:p></div>
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<span style="font-family: "calibri" , "sans-serif"; font-size: 11.0pt; line-height: 115%;">Dreams are where I escape, explore, fear,
imagine, love, hate, and even live.<br />
<br />
Eventually, I have to wake up, and it is always sad.</span><br />
<span style="font-family: "calibri" , "sans-serif"; font-size: 11.0pt; line-height: 115%;"><br /></span>
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<b><span style="font-family: "calibri" , sans-serif;"><span style="font-size: 14.6667px;">1. </span></span><span style="text-indent: -0.25in;"><a href="https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_Majora%27s_Mask" target="_blank">The Legend of Zelda: Majora’s Mask (N64)</a></span></b><br />
<b><br /></b>
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<span style="text-indent: -0.25in;">Of
course it all comes down to </span><i style="text-indent: -0.25in;">Majora’s Mask</i><span style="text-indent: -0.25in;">.
I called <i>The Legend of Zelda: </i></span><span style="text-indent: -0.25in;"><i>Majora’s Mask</i></span><span style="text-indent: -0.25in;"> alone my
favorite game of all time for a long time, but the more I’ve thought about and
replayed </span><i style="text-indent: -0.25in;">The Wind Waker</i><span style="text-indent: -0.25in;"> and </span><i style="text-indent: -0.25in;">Link’s Awakening</i><span style="text-indent: -0.25in;">, the more I’ve realized just how much love I have for all three of these games and how picking one over the
others just feels wrong. That said, obviously there’s a reason why I’m ending with
</span><i style="text-indent: -0.25in;">Majora’s Mask</i><span style="text-indent: -0.25in;">, and it’s right in the
title of this blog.</span><br />
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<br />
So let’s talk about the <a href="http://zeldawiki.org/Stock_Pot_Inn" target="_blank">Stock Pot Inn</a>. No,
not the blog, the actual inn located is East Clock Town run by the modest Anju.
I’ve used the word “cozy” to describe aspects of both <i>Ocarina of Time</i> and <i>The Wind
Waker</i>, and this quality, in a larger sense, is one of the primary reasons
why I love the entire <i>Legend of Zelda</i>
series so much. The Stock Pot Inn is an embodiment of this “signature
coziness”, but it’s also only one of several similar locations throughout the
series, such as the aforementioned Café Bar from <i>The Wind Waker</i> and Romani Ranch also from <i>Majora’s Mask</i>. Actually, if there’s a theme song for this cozy
feeling, it’s the traditional <a href="https://youtu.be/RaK9OSSOqQM" target="_blank">“house theme”</a> first established in <i>Ocarina of Time</i>, which in a way is the
true main theme of <i>Zelda</i> for me, as
funny as that might seem. The “coziness factor” is actually a quality that
endears me to many video games, but the <i>Zelda</i>
series and perhaps especially <i>Majora’s
Mask</i> are simply the pinnacle of this feeling.<o:p></o:p></div>
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I love it when a game invites me into in
its world and asks me to explore, discover, and eventually settle in and make a
home for myself. It’s returning to my spaceship in <i><a href="http://stockpotinn.blogspot.com/2016/09/my-top-115-favorite-video-games-70-66.html" target="_blank">Pikmin 3</a></i> after a busy in-game day to unwind and recuperate, it’s
hanging out with the Nopon in the delightful Frontier Village in <i><a href="http://stockpotinn.blogspot.com/2016/09/my-top-115-favorite-video-games-60-56.html" target="_blank">Xenoblade Chronicles</a></i>, it’s going for a stroll
in <i><a href="http://stockpotinn.blogspot.com/2016/09/my-top-115-favorite-video-games-40-36.html" target="_blank">Animal Crossing</a></i> or <i><a href="http://stockpotinn.blogspot.com/2016/09/my-top-115-favorite-video-games-15-11.html" target="_blank">Shenmue</a></i> just to see what’s new around town, it’s
getting intimate with the geography of Isle Delfino in <i><a href="http://stockpotinn.blogspot.com/2016/09/my-top-115-favorite-video-games-25-21.html" target="_blank">Super Mario Sunshine</a></i> and conversing with its residents, it’s…well it can
be a lot of things. The Stock Pot Inn, Clock Town, <i>Majora’s Mask</i> as a whole doesn’t just embody this feeling of
coziness, it’s basically the primary goal of the entire experience. Whenever I
play <i>Majora’s Mask</i>, it feels like
coming home.<o:p></o:p><br />
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There’s a moment in the <a href="https://www.youtube.com/watch?v=Ek7wdvPFkG0" target="_blank">opening cinematic</a> of
the game that takes us inside the lobby of the Stock Pot Inn, where we see one
of the Rosa Sisters walk down the stairs and pause for a moment as she
considers something, then begin walking again, pause once more, and then resume
walking yet again as the scene cuts away. When I think of <i>Majora’s Mask</i>, this moment is often one of the first to pop into my
head for some reason. Perhaps it’s because, in a way, this small, seemingly
trivial little snapshot captures the essence of <i>Majora’s Mask</i>.<br />
<br />
<i>Majora’s Mask</i> stalls and lingers, it
focuses on the little details, the little moments that other games pass by in
their rush to the next big action set-piece or boss fight. It invites the
player to live in its dense, detailed world, which at first seems confusing and
imposing, but soon begins to feel intimately familiar. The world of <i>Majora’s Mask</i> is often painted as
abrasive and uncomfortable by people, and while elements of it certainly are, it’s largely the
game’s overall apocalyptic scenario that is so threatening while the world
itself is actually a place that I simply love spending time in.<o:p></o:p></div>
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It’s interesting then that when I first
began <i>Majora’s Mask</i> on a rental over
fifteen years ago, I didn’t really know what to make of it. I initially wasn’t
too fond of being stuck as Deku Link in the early moments and still wasn’t sure
if this <i>Zelda</i> thing was really for me
at that point. The experience changed when I regained Link’s human shape though
and by the time I had reached Woodfall, I knew I had to own the game. I was
beginning to learn that “this <i>Zelda</i>
thing” was indeed very, <i>very</i> much for
me. I received the game and its strategy guide on my thirteenth birthday and my
first proper adventure with a 3D <i>Zelda </i>began. The only game in the series that I had fully played prior was <i>Link’s Awakening</i>, which ended up being
quite appropriate considering that <i>Majora’s
Mask</i> is the spiritual successor to that game in every way. Both games are
in large part the brainchildren of <a href="https://en.wikipedia.org/wiki/Yoshiaki_Koizumi" target="_blank">Yoshiaki Koizumi</a>, a talented storyteller and designer at Nintendo who is responsible for the unique
scenario and narrative of <i>Link’s
Awakening</i> as well as largely responsible for the overall scenario and many
of the serious narrative elements of <i>Majora’s
Mask</i>. He also co-directed <i>Majora’s
Mask</i> along with <a href="https://en.wikipedia.org/wiki/Eiji_Aonuma" target="_blank">Eiji Aonuma</a>, who of course also deserves plenty of credit,
for without Aonuma’s creative entrepreneurism, <i>Majora’s Mask</i> probably wouldn’t have existed in the first place. <i>Majora’s Mask</i> carries on the surreal and
offbeat spirit of <i>Link’s Awakening</i>,
and like that game there is also a deep sense of loneliness present.<br />
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<br />
Taking place over the course of countless “three day cycles” in a scenario where
the player must continuously rewind time lest a grimacing moon crash into the
city of Clock Town and bring about the apocalypse, <i>Majora’s Mask</i> places a large emphasis not on one big, linear
storyline, but on getting to know the various citizens of the land of Termina
and healing their sorrows in the three days leading up to the end of days. The
feeling of loneliness comes from intimately getting to know these people over
the course of a cycle, only to rewind everything to the point where they have
no idea who the player is because from their perspective we've never actually met. In <i>Majora’s Mask</i>, you are constantly making
and subsequently erasing friendships, and it can be downright heartbreaking.<o:p></o:p></div>
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There’s another side though. The more you
learn about the innkeeper whose fiance mysteriously ran off days before their
wedding, the depressed leader of the carnival troupe whose performance was
canceled, and the sisters at the ranch who are beset with both supernatural and
mundane terrors, the less Termina begins to feel like a curse and the more it
begins to feel like a home; the less its people feel like uncanny strangers and
the more they feel like family. The flipside of loneliness is togetherness, and
just as I grow immensely attached to the denizens of Koholint Island in <i>Link’s Awakening</i> by the end and feel a
sense of community there that is punctuated by my own lonely reality in that
game, so too do I discover quite a similar experience in <i>Majora’s Mask</i>.<br />
<o:p></o:p></div>
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Because the unique three day system allows
for characters to follow detailed schedules in a constantly-changing world,
Termina, despite so many fantastical and nonsensical elements, feels more real
than any other place in video games for me (and for a game that released in the
US sixteen years ago on this very day, it certainly was way ahead of its time
and is even still remarkably unique today). Like many of my other favorite
games, <i>Majora’s Mask</i> understands the
importance of “downtime” and for a game with such a notorious reputation for
“rushing” the player, it is ironic just how much it actually takes the time to
slow down and allow one to immerse themselves in the day to day lives of its
characters. Watching Anju struggle to feed her stubborn grandmother lunch,
visiting the Romani Sisters at dinnertime, and indeed listening to the troubles of the Rosa Sisters as they pace around the Stock Pot Inn connects one to the
world and makes that world truly feel like one worth saving. The larger
narrative scenes certainly stand out, but some of the most poignant moments in <i>Majora’s Mask</i> come from completely
optional little conversations or discoveries if one takes the time to check up
on certain characters at certain times throughout the three days. In the end, I
want to save Termina because I deeply care about it, not just because “it’s a
video game and it’s what you do” or because there’s likely to be an epic boss fight
at the end. It’s a cozy world that is just as fragile and endearing as any
loving home.<br />
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<br />
If there is one aspect that is most key to the feeling of coziness so embodied
by <i>Majora’s Mask</i>, it’s atmosphere. I
have droned on and on all throughout this list about atmosphere, atmosphere,
atmosphere. I don’t like to boil video games down to one central most important
element, but figuratively speaking atmosphere is everything to me. The
atmosphere of <i>Majora’s Mask</i> is
incredible. It’s difficult to describe because it’s not just one thing, but
something that changes quite frequently across the entire experience, yet still
remains remarkably consistent. It’s like a range of moods that all ultimately
arrive at the same destination. From the <a href="https://youtu.be/AaJshi31pm8" target="_blank">warm coziness</a> of the Stock Pot Inn to
the <a href="https://youtu.be/ErWVpxkdX_o" target="_blank">melancholic wonder</a> of the Astral Observatory to the <a href="https://youtu.be/J1TkKA4jSi0" target="_blank">eerie mystery</a> of Great
Bay, much of this potent atmosphere is owed to the often bizarre art design and
much is owed to the phenomenal <a href="https://www.youtube.com/playlist?list=PLC675B851A38C9C2F" target="_blank">soundtrack</a>, which never ceases to amaze me and
move me to tears. Because of the
accompanying score, the snowy mountains truly feel <a href="https://youtu.be/tliIbkCdwd4" target="_blank">distant and chilling</a>,
caverns feel <a href="https://youtu.be/E5TTHYcmI14" target="_blank">secretive and ominous</a>, and the Stone Tower Temple feels like a
<a href="https://youtu.be/wz_NK5HgR6Q" target="_blank">fascinating enigma enwrapped in mystery</a>. And the simultaneously sad and hopeful <a href="https://youtu.be/7G_aaak-tDE" target="_blank">"Song of Healing"</a> might be my favorite composition in the entire <i>Legend of Zelda</i> series. Once the drill
of constantly rewinding time becomes mundane and the world becomes more and
more known, it becomes enjoyable just to hang out in Termina, to watch the rain
fall at Romani Ranch or a fireplace crackle at the Inn. <o:p></o:p></div>
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<i>Majora’s
Mask</i> is often described as a “dark”, “depressing”, and “frightening” game,
and while those elements are definitely there, people only looking for darkness
often fail to see the other side of the experience, which is just as prominent.
This game reflects both the sorrow <i>and</i>
joy of life and can be just as uplifting and full of hope as it can be
crushing and full of despair. There is a central theme of healing throughout
the game, and as the experience largely deals with how different people deal
with their own impending mortality, we see some people quake in fear at the end
while others stand resolutely in the face of it, content that they are with
loved ones or that they feel fulfilled with their life (often because of a
little help from the player). There is a huge emphasis on the strength and the
love present in the human spirit and <i>Majora’s
Mask</i> is an experience that fills me with sadness and happiness both. It
accurately imitates life while also providing a uniquely imaginative fantasy
escape into a world that I deeply love, that I find so much pleasure in just
cuddling up in on a cold winter night. It’s strange, but one of my favorite
experiences in any game is simply spending a night at the Stock Pot Inn.<o:p></o:p><br />
<br />
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It’s difficult to adequately describe how I
feel about <i>Majora’s Mask</i>. It’s been
difficult to adequately describe how I feel about any of these games. Video
games are feelings, they’re emotions; they’re amorphous, confusing, contradictory,
strange things. To be honest, I’ve been thinking about the role video games
have played and currently play in my life, and questioning how much value they
have for me and how much they have brought to my life. Through making this list
though and reflecting on all of these experiences, oftentimes with joy,
sometimes with wistfulness, and occasionally with tears in my eyes, I’ve
reaffirmed just how important and crucial video games are for me. In some way,
in some form I will continue to experience them and I will continue to cheer
for them. <i>The Wind Waker</i>, <i>Link’s Awakening</i>, and <i>Majora’s Mask</i> are emblematic of this
love and passion and I’m happy that I got to share some of that love with you
today and over the course of the past two months, and indeed throughout the
last four plus years. If you’re willing, I would love to hear about your own
favorite games of all time, your own cherished experiences and memories with
games, perhaps even your own “Triforce”.</div>
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<div class="MsoListParagraphCxSpFirst">
I love video games. One of my favorite
aspects of video games is the memorable worlds that they showcase. The Stock
Pot Inn is a cozy retreat located in East Clock Town, the central city in <i>The Legend of Zelda: Majora’s Mask</i>. The
Inn has always been one of my favorite locations in any video game and it
represents a warm mix of nostalgia, fond memories, and a place that will
always hold my heart captive.<o:p></o:p></div>
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I therefore found it appropriate to name
this place after the Inn, for it is here that I have collected memories,
musings, and many thoughts on my favorite hobby, video games. I love video
games and it has been a pleasure to share that love with you.<o:p></o:p></div>
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<span style="font-family: "calibri" , "sans-serif"; font-size: 11.0pt; line-height: 115%;">The Stock Pot Inn will now be locking the door. Thank-you
for staying the night.</span></div>
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<span style="font-family: "calibri" , "sans-serif"; font-size: 11.0pt; line-height: 115%;"><br /></span></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://2.bp.blogspot.com/-xHya9DZfhVc/WAfpq1TD1-I/AAAAAAAACak/ESBRIz9qJbEF6ueWBZf-BbUjAQ9cBbMgQCEw/s1600/Stock_Pot_Inn.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="223" src="https://2.bp.blogspot.com/-xHya9DZfhVc/WAfpq1TD1-I/AAAAAAAACak/ESBRIz9qJbEF6ueWBZf-BbUjAQ9cBbMgQCEw/s400/Stock_Pot_Inn.png" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><i>It seems the veranda door of the town's Stock Pot Inn has carelessly been left unlocked...</i></td></tr>
</tbody></table>
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Nathttp://www.blogger.com/profile/17053837986455906196noreply@blogger.com0tag:blogger.com,1999:blog-916880178323105012.post-87852135580413389392016-10-07T23:33:00.001-04:002018-09-15T21:51:26.330-04:00My Top 115 Favorite Video Games (10-4)The top ten begins today in the penultimate post of both this countdown and this blog. <a href="http://stockpotinn.blogspot.com/2016/09/my-top-115-favorite-video-games-115-111.html" target="_blank">Click here</a> to head all the way back to the introduction of this project and see where it all began before heading into the conclusion. It's a bit of a lengthier post today as this is the top ten after all and I wanted to take extra care to accurately describe just how much each of these immensely special games means to me. I hope you enjoy reading, and as always, reminiscing about some of your own memories you might have with these titles!<br />
<br />
Without further ado, here are my current top ten favorite video games:<br />
<br />
<b>10. <span style="text-indent: -0.25in;"><a href="https://en.wikipedia.org/wiki/The_Legend_of_Zelda%3A_Ocarina_of_Time" target="_blank">The Legend of Zelda: Ocarina of Time (N64)</a></span></b><br />
<b><br /></b>
<br />
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<a href="https://4.bp.blogspot.com/-Cdr21cWReuo/V_haR0agluI/AAAAAAAACY8/hB4eYR9H3mMWwg_3YepsoAO3yds_25mMgCLcB/s1600/zelda%2Bocarina%2Bof%2Btime%2Byoung%2Blink%2Bin%2Bhyrule%2Bfield.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="300" src="https://4.bp.blogspot.com/-Cdr21cWReuo/V_haR0agluI/AAAAAAAACY8/hB4eYR9H3mMWwg_3YepsoAO3yds_25mMgCLcB/s400/zelda%2Bocarina%2Bof%2Btime%2Byoung%2Blink%2Bin%2Bhyrule%2Bfield.jpg" width="400" /></a></div>
<br />
<span style="text-indent: -0.25in;">In
some nearly forgotten, lost pocket of time existing somewhere between 1998 and
1999, I briefly spent a few hours being confused and frightened by </span><i style="text-indent: -0.25in;">The Legend of Zelda: Ocarina of Time</i><span style="text-indent: -0.25in;">. I
did not understand it, I could not pronounce “Hyrule”, the Stalchildren that
appeared at night freaked me out, the Peahats that appeared during the day
freaked me out. Hyrule Field felt vast and threatening, so I took shelter in
villages where I felt safe…until I encountered a giant golden spider scuffling
on a wall and found my way into the Royal Family’s Tomb, where I encountered
<a href="http://4.bp.blogspot.com/-bUcgpbVq2i0/UmwejStKyjI/AAAAAAAAAwQ/JPrCoXpFds4/w1200-h630-p-nu/ReDead+Ocarina+of+Time.jpg" target="_blank">this</a>. I did not yet “get” this </span><i style="text-indent: -0.25in;">Zelda</i><span style="text-indent: -0.25in;">
thing, but even so there was something mystical about my brief sojourn wandering
around Hyrule as child Link; it was exciting when I found a secret passage
connecting the Lost Woods and Death Mountain, bizarre elements like “Happy
Masks” intrigued me, and I longed to see what lay on the other side of the map
in the distant lands of Lake Hylia and Gerudo Valley. I can’t fully explain to
you why I did not take the plunge and buy the game to further explore these mysteries,
but I think it comes back to me being intimated and frightened by it all.
Whatever the reason, I returned the game to where I’d rented it from (or
borrowed it from?) and wouldn’t revisit </span><i style="text-indent: -0.25in;">Ocarina
of Time</i><span style="text-indent: -0.25in;"> until 2003, on the eve of the release of </span><i style="text-indent: -0.25in;">The Wind Waker</i><span style="text-indent: -0.25in;">.</span><br />
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<o:p></o:p></div>
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When I finally did sit down to properly
play <i>Ocarina of Time </i>via the GameCube version released as a pre-order bonus for <i>The Wind Waker</i>, I was older and
wiser, I had experience with <i>Link’s
Awakening</i>, <i>Majora’s Mask</i>, and <i>A Link to the Past</i> and was now eagerly anticipating
the upcoming and beautiful-looking <i>The
Wind Waker</i>, and I went into the N64 classic knowing full well its
reputation and how foolish I was for passing it up several years prior. I was
immediately taken aback by the <a href="https://www.youtube.com/watch?v=g2wzMZzdNJA" target="_blank">title screen</a>, the tranquil scene of link riding
Epona through Hyrule Field at dawn with a <a href="https://youtu.be/5ShzyggtsCs" target="_blank">contemplative piece of music</a> playing.
There was something unexpectedly subtle about the opening that caught me off
guard and already a powerful emotion overcame me. <i>It’s like they knew</i>, I thought at the time. Knew what?<i><o:p></o:p></i></div>
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<br /></div>
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That <i>Ocarina
of Time</i> was one of the greatest video games ever created. <o:p></o:p></div>
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<br /></div>
<span style="font-family: "calibri" , "sans-serif"; font-size: 11.0pt; line-height: 115%;">It took me roughly two weeks to see the whole
adventure through that first playthrough (I’ve lost count of subsequent
playthroughs) and the experience lived up to it all. <i>Ocarina of Time</i> is just an amazing and special game. There are few
games, or perhaps none, that feel as confident in their execution and that
unwind as elegantly as <i>Ocarina</i>, where
everything locks into place just so, in such perfect strokes. <i>Ocarina of Time</i> is a beautifully-spun
metaphor about growing up. The game does this magic thing where when you’re
child Link, you <i>feel </i>like a child:
the world is brighter and livelier, and everything seems bigger. You’re just a
kid playing games, going on adventures, and making friends. Then the transition
to adulthood happens, and while I still want to stray away from spoilers,
suffice it to say the world suddenly seems smaller, bleaker; your friends are
suddenly more important than ever, and now your adventure is no longer a game
but a crucially important quest, one with burden and responsibility. This theme
is poetically and artfully worked throughout the entire experience, and it’s
one of the reasons why I feel <i>Ocarina of
Time</i> still has some of the best storytelling in the whole <i>Zelda</i> series. There’s so much more I’d
like to tell you about <i>Ocarina of Time</i>:
how I love its dense and cozy world, how magical its <a href="https://www.youtube.com/playlist?list=PL8D1E4637261C45EF" target="_blank">music</a> is, how its finale
is my favorite in all of video games, how perfect its ending scene is, what it
felt like to enter the Forest Temple for the first time, what it felt like to
finally reach Gerudo Valley and hear <a href="https://youtu.be/K8GRDNU50b8" target="_blank">that music</a> for the first time, how I’m
tearing up just thinking of it all right now…but I’ve gone on long enough, and
this is only number 10.</span><br />
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<div>
<b><span style="font-family: "calibri" , "sans-serif"; font-size: 11.0pt; line-height: 115%;">9. </span><span style="text-indent: -0.25in;"><a href="https://en.wikipedia.org/wiki/Chrono_Trigger" target="_blank">Chrono Trigger (SNES)</a></span></b></div>
<div>
<b><br /></b></div>
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<a href="https://4.bp.blogspot.com/-Lmiz4uChox8/V_hbAX0R0BI/AAAAAAAACZA/4qnILkIiFngHLtVjsNYXvsXoNKOzSSYawCLcB/s1600/chrono-trigger-snes-ingame-1641.gif" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="348" src="https://4.bp.blogspot.com/-Lmiz4uChox8/V_hbAX0R0BI/AAAAAAAACZA/4qnILkIiFngHLtVjsNYXvsXoNKOzSSYawCLcB/s400/chrono-trigger-snes-ingame-1641.gif" width="400" /></a></div>
<div>
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<div>
<i style="text-indent: -0.25in;">Chrono Trigger</i><span style="text-indent: -0.25in;"> is unlike any other RPG or adventure game I have
ever played. It just has this vibe…this inexplicable vibe that is difficult to
grasp. The game is undoubtedly incredibly charming, for starters, featuring
perhaps my favorite cast of central characters in any game, a colorful line-up of
personalities that include technological genius, Lucca, chivalrous frog knight,
Frog, and prehistoric matriarch, Ayla. The central time travel theme and the
concept of visiting a planet’s life throughout several different stages of its
history in order to learn how it became doomed and what must be done to save it
was and still is original and largely unexplored territory in interactive
entertainment and just a brilliant concept besides. The total surface area of
the world in </span><i style="text-indent: -0.25in;">Chrono Trigger</i><span style="text-indent: -0.25in;"> is actually
pretty small compared to most other RPGs, but the excitement comes from
exploring “vertically” and seeing how the planet changes throughout history as
opposed to exploring “horizontally” across a wide area of land. The whole adventure
is excellently-paced, the battle system is innovative and never feels like it
bogs down the experience (partly thanks to the game dispersing with random
battles), and the art and spritework is colorful and lively. </span><i style="text-indent: -0.25in;">Chrono Trigger</i><span style="text-indent: -0.25in;"> is overall a journey that
constantly surprises, delights, and engages around every corner.</span></div>
<div>
<span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><br /></span></div>
<div>
<span style="font-family: "calibri" , sans-serif; font-size: 11pt;">But you know what my favorite part of </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Chrono Trigger</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> is? You know what I think
is perhaps the most important factor that determines that special “vibe” I
mentioned? Music. I’ve brought up music a lot throughout this list, whether in
regards to how important a specific game’s soundtrack is to the overall
experience for me or how large a role music plays in my enjoyment of video
games in general. While it might be dishonest of me to make such a definitive
assertion, </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Chrono Trigger’s</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> </span><a href="https://www.youtube.com/playlist?list=PL21BAA7C6EDEB63A3" style="font-family: Calibri, sans-serif; font-size: 11pt;" target="_blank">musical score</a><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">
has long been what I consider to be my favorite video game soundtrack of all. The
game’s characters are partly so endearing because each one has their own
musical motif, each time period comes alive with its own unique sound, and
there are so many moments, so many perfect, </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">beautiful
</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">moments that are so perfect and beautiful because a perfectly-suited piece
of music kicks in at just the right time. The ending credits theme, </span><a href="https://youtu.be/lfUYZmydl8I" style="font-family: Calibri, sans-serif; font-size: 11pt;" target="_blank">“To Far Away Times”</a><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">, might be my favorite single composition in video game history.
</span><a href="https://en.wikipedia.org/wiki/Yasunori_Mitsuda" style="font-family: Calibri, sans-serif; font-size: 11pt;" target="_blank">Yasunori Mitsuda</a><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">, the brilliant composer behind </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Chrono Trigger</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> and later </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;"><a href="http://stockpotinn.blogspot.com/2016/09/my-top-115-favorite-video-games-60-56.html" target="_blank">Chrono Cross</a></i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> (among other titles), poured everything he had into this soundtrack and
damn does it show. </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Chrono Trigger</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> is
an experience that has largely stuck with me so much because of its music, and
it’s a score that has basically become the soundtrack to my own life as I
constantly go back to listen to it in the car, on walks, when I’m writing, when
I’m drawing, when I’m in lying in bed, when I’m cleaning, when I’m dreaming,
and of course right now as I write this. </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Chrono
Trigger</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> is a wonderful game in every respect, but its music especially is a
part of my soul.</span></div>
<div>
<span style="font-family: "calibri" , "sans-serif"; font-size: 11.0pt; line-height: 115%;"><br /></span></div>
<div>
<b><span style="font-family: "calibri" , "sans-serif"; font-size: 11.0pt; line-height: 115%;">8. </span><span style="text-indent: -0.25in;"><a href="https://en.wikipedia.org/wiki/Silent_Hill_2" target="_blank">Silent Hill 2 (PS2)</a></span></b></div>
<div>
<b><br /></b></div>
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<a href="https://2.bp.blogspot.com/-EtevWu-tRF4/V_hcCKUlf0I/AAAAAAAACZQ/rspgiTniHtYCNucrEpdCQARR2EQdg4QzgCLcB/s1600/silent%2Bhill%2B2%2Bangela%2Bwith%2Bknife%2Bon%2Bfloor.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="223" src="https://2.bp.blogspot.com/-EtevWu-tRF4/V_hcCKUlf0I/AAAAAAAACZQ/rspgiTniHtYCNucrEpdCQARR2EQdg4QzgCLcB/s400/silent%2Bhill%2B2%2Bangela%2Bwith%2Bknife%2Bon%2Bfloor.jpg" width="400" /></a></div>
<div>
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<div>
<i style="text-indent: -0.25in;">Silent Hill 2</i><span style="text-indent: -0.25in;"> has the best storytelling of any video game I’ve ever
played. It is one of very few games that I know of where narrative seems to not
only have been an extremely important focus in development, but indeed the
primary focus. This isn’t a case where there’s a few hours of compelling story
delivered through cutscenes intermixed with divorced gameplay sections, but
rather the rare video game where almost everything serves the story. There are
still cutscenes in </span><i style="text-indent: -0.25in;">Silent Hill 2</i><span style="text-indent: -0.25in;">, but
the storytelling does not end when control returns to the player; every
location, every monster, every moment has significance, and if something doesn’t
directly influence the central narrative, than it fleshes out the universe in
some way, which in turn also enhances the central story. Nothing is random and </span><i style="text-indent: -0.25in;">Silent Hill 2</i><span style="text-indent: -0.25in;"> is drenched in symbolism
in an artistic way that no other video game I’ve encountered can parallel.</span></div>
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<o:p></o:p></div>
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Disconnecting itself completely from the first
<i>Silent Hill’s</i> narrative, <i>SH2</i> follows James Sunderland, a man
wrecked by grief who receives a letter from his late wife, Mary, who died three
years prior to a deadly disease (it’s never named, but I assume cancer). The
letter beckons James to the couple’s “special place”, the lakeside resort town
of Silent Hill, and as we journey with James into the fog-enshrouded, seemingly
abandoned town, we meet a variety of other troubled characters and spend a lot
of alone time with our protagonist as he tries to come to grips with what
appears to be reality breaking down around him. As James delves deeper and
deeper into horrors that begin to slowly feel less and less external, I feel
myself getting pulled down with him; as sweat beads on my forehead at 2AM as I
huddle in a dark corner of a grimy hospital or walk down a dark flight of
stairs that seems impossibly long, I feel a player-protagonist connection
unlike any other. This is my journey just as much as it is James’s, and as this
focused experience winds towards its conclusion, I feel a closeness and an
empathy for James and his tormented friends few other games have ever matched
for me. As the credits role, there are always tears in my eyes.<o:p></o:p></div>
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<i>Silent
Hill 2</i> also has a very unique atmosphere among its brethren. For one thing,
largely unlike its predecessors, <i>SH2</i> doesn’t
feel like it’s “horror all the time” but rather contains several “relaxed”
moments that while still fitting the horror theme, just feel…different somehow. There’s a feeling of deep loneliness
and stagnation to the game, and some have even likened the experience as a
whole to depression, which I feel is an
incredibly appropriate reading. This atmosphere is of course heavily supported
by the bleak and dreary art design and the unforgettable <a href="https://www.youtube.com/playlist?list=PLhHcMbVmbwCcZIeDvqZ3z2odegbv5B7M3" target="_blank">soundtrack</a>, which probably
unsurprisingly is one of my favorites in anything ever. All of this too serves
the narrative, but I also think this “feeling” that <i>Silent Hill 2</i> has is one of the main reasons this entry in the <i>Silent Hill</i> series in particular has
left such a strong impression on so many people; I can at least say that this
is largely the case for myself.<o:p></o:p></div>
<div class="MsoListParagraphCxSpLast">
<br /></div>
<span style="font-family: "calibri" , "sans-serif"; font-size: 11.0pt; line-height: 115%;">As a thoughtful human story, one that deals with
taboo subjects in a mature way rarely seen in this medium, <i>Silent Hill 2</i> was not only way ahead of its time, but is still
ahead of the curve today compared to most other games. As an atmospheric
feeling, it is uniquely dreary and affecting. And as a piece of horror fiction,
as my <i>favorite </i>piece of horror
fiction in fact, it has left a scar on me. I watched my older brother play
almost the entirety of the original <i>Silent
Hill </i>when it first came out, but I couldn’t even stand to watch him journey
that deep into the early apartment building area in <i>Silent Hill 2</i>. There was something about this game that kept me up
at night even just knowing it was being played in the other room. I avoided <i>Silent Hill 2</i> for years until it finally
called me back to it when I was a sophomore in college. I <a href="http://stockpotinn.blogspot.com/2016/09/my-top-115-favorite-video-games-40-36.html" target="_blank">said before</a> that I
probably consider the first <i>Silent Hill</i>
to be the “scariest” in the series, and <i>Silent
Hill 3</i> is probably the most viscerally unnerving, but <i>Silent Hill 2</i> is the most lingering. I used to see an <a href="https://jacksattic.files.wordpress.com/2014/05/silent-hill-2-comic-book-ad.png" target="_blank">advertisement</a> for the
game in Electronic Gaming Monthly around the time it released that I would
actively try to avoid looking at. “Wounds will heal…” it read, “…but your mind
will be scarred forever.” To this day I still catch myself every so often
having a bizarre nightmare of being trapped in a hellish hospital as
unfathomable creatures, including a hulking Pyramid-headed one, stalk me in the
dark.</span><br />
<span style="font-family: "calibri" , "sans-serif"; font-size: 11.0pt; line-height: 115%;"><br /></span>
<span style="font-family: "calibri" , "sans-serif"; font-size: 11.0pt; line-height: 115%;"><b>NOTE: </b></span><span style="font-family: "calibri" , sans-serif;"><span style="font-size: 11pt;">This
blurb originally contained a line relating different colors to different </span></span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Silent
Hill</i><span style="font-family: "calibri" , sans-serif;"><span style="font-size: 11pt;"> games, but I removed it because it was similar to an idea contained in
YouTube creator Jordan Underneath’s </span></span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Silent Hill 3</i><span style="font-family: "calibri" , sans-serif;"><span style="font-size: 11pt;"> video, "Silent Hill 3 and the Worst Movie Ever". When I originally
wrote this, I suppose I was thinking of this idea as a kind of universal truth
about the <i>Silent Hill</i> games (I really can’t remember if I necessarily got the idea from Jordan’s
video or also had it on my own before watching his video) but have since reconsidered and out of
respect for Jordan’s work, and to avoid the risk of stealing his idea, I’ve
decided to take the line out. While I'm sometimes inspired or gain knowledge from other creators, I always strive to use my own words and ideas. Also, when I mentioned that some have likened
</span></span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Silent Hill 2</i><span style="font-family: "calibri" , sans-serif;"><span style="font-size: 11pt;"> to depression, I was talking about Jordan’s brilliant video on
</span></span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Silent Hill 2 </i><span style="font-family: "calibri" , sans-serif;"><span style="font-size: 11pt;">(</span><span style="font-size: 14.6667px;">appropriately</span><span style="font-size: 11pt;"> titled "Silent Hill 2 and Depression"), which I originally linked to but Jordan has since removed. After
a </span><span style="font-size: 14.6667px;">re-branding</span><span style="font-size: 11pt;"> of his YouTube channel, Jordan has since deleted all of his video game-related videos, including his </span><i style="font-size: 11pt;">Silent Hill</i><span style="font-size: 11pt;"> </span><span style="font-size: 14.6667px;">videos</span><span style="font-size: 11pt;">, but you can check out his newer, more artistic videos on his channel, <a href="https://www.youtube.com/channel/UCJcK_CBW0M6TwtpUl99psxg" target="_blank">“Jordan’s House”</a> (I highly recommend you do as well, as his surreal, atmospheric
short films are really something special). While I highly doubt Jordan will ever see this, I nevertheless apologize to him if it seemed like I was trying to steal his idea, which absolutely was not my conscious intention.</span></span><br />
<div>
<span style="font-family: "calibri" , "sans-serif"; font-size: 11.0pt; line-height: 115%;"><br /></span></div>
<div>
<b><span style="font-family: "calibri" , "sans-serif"; font-size: 11.0pt; line-height: 115%;">7. </span><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><a href="https://en.wikipedia.org/wiki/Shadow_of_the_Colossus" target="_blank">Shadow of the Colossus (PS2)</a></span></b></div>
<div>
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<span style="font-family: "calibri" , sans-serif; font-size: 11pt;">As I clutched onto the back of a gargantuan bird soaring
over a vast lake, the wind pummeling me and the creature ferociously beating
its great wings and spinning upside down in an attempt to shake me off, I knew
I was experiencing a historic moment in video games. I knew </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Shadow of the Colossus</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> would go on to be
regarded as one of the greatest works in the medium. The sixteen colossus
battles are varied, intelligently-designed, and easily some of the most
emotionally epic encounters in any video game I’ve ever played (and are backed by an outstanding <a href="https://www.youtube.com/playlist?list=PLF18CCE90CD308259" target="_blank">soundtrack</a>), but when I
think of </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Shadow of the Colossus</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">, I
just as readily think of the space between these stunning conflicts. Quiet,
lonesome moments spent journeying across sprawling plains and vapid deserts
with my only companion, my horse, Agro, who I found myself more attached to
than any other companion-type character in video games. Discovering forgotten
ruins on a mountain ridge, knocking apples off of a solemn tree on a seaside
cliff, or simply marveling at the breadth and the wonder of it all…it’s these
moments I cherish. In a somewhat similar way to </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Silent Hill 2</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">, it is this lonely atmosphere that calls to me and
connects me with </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Shadow of the Colossus</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">,
that creates a powerful kinship with the game in me, but the feeling present in
both of these experiences is very different; </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Silent Hill 2</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> feels akin to depression, whereas </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Shadow of the Colossus</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> feels more like
contemplative isolation. Also like </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Silent
Hill 2</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">, except to an even greater degree, the minimalism and starkness of </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Shadow of the Colossus</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> demonstrates the
greatly untapped emotional potential of video games beyond film-like cutscenes,
wordy scripts, and a neatly divided gameplay/story philosophy; </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Shadow of the Colossus</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> lets you live its
narrative, feel the pain of its protagonist, and feel the pain of every beast
you slay. It is a marvelous experience that nothing has ever rivaled for me.</span></div>
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<b><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">6. </span><span style="text-indent: -0.25in;"><a href="https://en.wikipedia.org/wiki/Skies_of_Arcadia" target="_blank">Skies of Arcadia Legends (GameCube)</a></span></b></div>
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<span style="text-indent: -0.25in;">Adventure
and discovery. </span><i style="text-indent: -0.25in;">Skies of Arcadia</i><span style="text-indent: -0.25in;">
embodies adventure and discovery. Despite all the <a href="https://en.wikipedia.org/wiki/Dreamcast" target="_blank">Dreamcast</a> love on this list,
I strangely did not actually play </span><i style="text-indent: -0.25in;">Skies
of Arcadia</i><span style="text-indent: -0.25in;"> on its debut console and instead played the 2003 GameCube </span><i style="text-indent: -0.25in;">Legends</i><span style="text-indent: -0.25in;"> port, which is essentially the
same game with a few tweaks here and there and a few extra sidequests. </span><i style="text-indent: -0.25in;">Skies of Arcadia</i><span style="text-indent: -0.25in;"> is my favorite RPG; it’s
everything I love about the genre contained in a single experience. I received </span><i style="text-indent: -0.25in;">Skies of Arcadia</i><span style="text-indent: -0.25in;"> as a birthday gift in
2003 and was pulled into a world of adventure that didn’t let me go until very
late that night, at which point I was already emotionally attached to the characters
and the world. And what a world it is. I often criticize the lazy perpetuation
of traditional video game environment clichés these days (forest, desert, ocean,
etc.), but I’m not inherently against them, and if you want to see a game where
these tropes are richly explored and used in an imaginative, effective way,
look no further than </span><i style="text-indent: -0.25in;">Skies of Arcadia</i><span style="text-indent: -0.25in;">.
The culturally and environmentally distinct lands of Arcadia make for an
unforgettable world where the possibilities seem to be endless. It’s a world of
floating continents and airships, air pirates and evil empires, of flying
monsters and ancient weapons, lost civilizations and countless unsolved mysteries,
of daring rogues and fierce friendships. It’s like some dream mixture of </span><i style="text-indent: -0.25in;"><a href="https://en.wikipedia.org/wiki/Star_Wars" target="_blank">Star Wars</a></i><span style="text-indent: -0.25in;">, the works of <a href="https://en.wikipedia.org/wiki/Jules_Verne" target="_blank">Jules Verne</a>, and
the films of <a href="https://en.wikipedia.org/wiki/Hayao_Miyazaki" target="_blank">Hayao Miyazaki</a>. </span><i style="text-indent: -0.25in;">Skies of
Arcadia</i><span style="text-indent: -0.25in;"> contains a fair bit of the usual JRPG clichés, but it also eschews
many of them, particularly in regards to its overall positive and upbeat vibe
and easy-to-follow but unpredictable narrative. The cast of upbeat characters
is also simply darling, and in particular the three central characters of Vyse,
Aika, and Fina are a group of tightly-bound friends who I grew to immensely
love.</span></div>
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<span style="font-family: "calibri" , "sans-serif"; font-size: 11.0pt; line-height: 115%;">The beating heart of <i>Skies of Arcadia</i> undoubtedly lies in its sense of adventure,
facilitated through a focus on exploration and discovery that is prevalent
throughout almost every aspect of the game. The world of Arcadia is full of
mysteries to ponder and discoveries to be made, hidden areas and nooks to
uncover, dangerous bounties to hunt, and all myriad of secrets stowed in far-off
corners of the world where who knows what lies in wait. My favorite sidequest in
the game involves chronicling Discoveries made (each one providing a bit of
lore and intrigue) and selling information about them. Eventually, you are able
to recruit your own rogues’ gallery, build a base, and customize your own airship.
<i>Skies</i> is simply one of the best times
I’ve had exploring and discovering in a video game, and that’s really saying
something for me. This central tenet of adventurous discovery is clearly manifested throughout <i>Skies of Arcadia's</i> wonderful <a href="https://www.youtube.com/playlist?list=PLB11C1C2E5A946D12" target="_blank">soundtrack</a>, and no more clearly than in the game's <a href="https://youtu.be/4EE-OcbElbs" target="_blank">final traveling theme</a>, which is my favorite in any game. The appeal of <i>Skies of Arcadia</i> largely lies in its
traditional, swashbuckling atmosphere of adventure and discovery, but also in
how it takes this familiar theme and builds a fantastic world beyond imagination
around it, surprising and enamoring the player at every turn.</span><br />
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<b><span style="font-family: "calibri" , "sans-serif"; font-size: 11.0pt; line-height: 115%;">5. </span><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><a href="https://en.wikipedia.org/wiki/Sonic_the_Hedgehog_3" target="_blank">Sonic the Hedgehog 3</a> and <a href="https://en.wikipedia.org/wiki/Sonic_%26_Knuckles" target="_blank">Knuckles</a> (Genesis)</span></b></div>
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<span style="font-family: "calibri" , sans-serif; font-size: 11pt;">When I think about what makes a great
platformer for me, i.e. creative and memorable levels filled with secrets, a
sense of connection and level-to-level progression, a non-intrusive but
effective narrative, a moderate but non-frustrating challenge, and great art
design and music, </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Sonic 3 and Knuckles</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">,
a.k.a. the true </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Sonic the Hedgehog 3</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">
born when combining </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Sonic 3 </i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">with </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Sonic and Knuckles</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">, immediately comes to
mind. Picking up right where </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Sonic 2</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">
left off both design and narrative-wise, </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Sonic
3</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> is a platforming legend that amazingly seems to often go overlooked in
favor of </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Sonic 2 </i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">(probably in large
part because of its weird double-game nature and relatively late release). The
level design of </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Sonic 3</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> balances a satisfying
sense of speed and momentum with more traditional platforming challenges more
elegantly than ever before, the art design builds on the previous titles’
uniquely surreal but also realistic look culminating in what is one of my favorite retro aesthetics, the <a href="https://www.youtube.com/playlist?list=PLvNp0Boas721ZhOX_U084B4Jrxdr8rJOj" target="_blank">music</a> is the height of classic
Sega Genesis tunes, and I am still making new discoveries in this game’s
massive and intricate stages to this day. I’ve always admired the creativity
present in the </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Sonic</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> series’ zones
from a thematic perspective and </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Sonic 3</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">
is the pinnacle of this imagination as Sonic and friends race through a vast
sunken city, a vibrant amusement park metropolis, a dense season-changing
forest, and an immense flying battleship, among so much more. </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Sonic 3</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> is also one gigantic,
interconnected adventure as the end of each level seamlessly blends into the
next area, creating a sense of cohesion and progress. The two individual Acts
of each Zone also often differ from each other in dramatic ways and environments
sometimes change in real time, like when Dr. Robotnik’s machines turn the jungles
of Angel Island Zone into an inferno or when the bad doctor uses a giant drill
to cause earthquakes that shift and alter the landscape of Marble Garden Zone.
Even though the levels are more gigantic than ever before, nothing ever becomes
stale because of this constant variety. The story of </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Sonic 3</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> is also subtly told not only through brief little
“cutscenes” usually involving Knuckles messing with Sonic and Tails in some
way, but also in the level themes themselves, such as Launch Base Zone, an
inventive location where we can see Robotnik’s gigantic doomsday weapon, the
Death Egg, being repaired in the background…before of course going back there
in the second Act to try to stop it from launching. </span></div>
<span style="font-family: "calibri" , "sans-serif"; font-size: 11.0pt; line-height: 115%;">
<br />
Indeed, much of the stuff I love about the brilliant <i><a href="http://stockpotinn.blogspot.com/2016/09/my-top-115-favorite-video-games-50-46.html" target="_blank">Donkey Kong Country: Tropical Freeze</a></i>, my favorite modern
platformer, was present in <i>Sonic 3 and
Knuckles</i> years prior. There is such a wonderful attention to detail in <i>Sonic 3</i> and the result is a platformer
that doesn’t just feel like a bunch of disconnected levels you hop and bop
through to get to the goal, but rather an epic journey that feels incredibly
satisfying when all is said and done. Besides all this, <i>Sonic 3 and Knuckles</i> seems to be a treasure trove of secrets waiting
to be uncovered, and there was a real sense of mystery surrounding <i>Sonic the Hedgehog 3</i> and <i>Sonic and Knuckles</i> when I was a kid. This
partly stems from the fact that there are puzzling elements in the stand-alone <i>Sonic 3 </i>that betray its incomplete
nature, such as mysterious unreachable paths that wouldn’t become fully
explained until one could return to them with a playable Knuckles. Along with a
Tails who could actually fly this time around, there are actually three
playable characters who all feature a unified gameplay style but each have
their own unique skills that allow them to reach new level sections; Knuckles’
story in particular, which takes place after the main events of the game,
diverges dramatically from the route Sonic and Tails take. The series’ patented
<a href="http://sonic.wikia.com/wiki/Special_Stage" target="_blank">“Special Stages”</a> are also finally not extremely difficult garbage and this is still
the only <i>Sonic</i> game to date where I’m
able to acquire every single Emerald and obtain all of the characters’ super
forms the legitimate way…and I also enjoying doing so to boot! <span style="font-size: 11pt; line-height: 115%;">As
an added bonus on top of everything else, <i>Sonic
3 and Knuckles</i> even has an <a href="http://stockpotinn.blogspot.com/2014/09/the-sonic-3-and-laputa-connection.html" target="_blank">interesting connection</a> to <i><a href="https://en.wikipedia.org/wiki/Castle_in_the_Sky" target="_blank">Castle in the Sky</a></i>, one of my favorite Hayao Miyazaki-directed
films! </span>I have no
hesitation in saying that <i>Sonic 3 and
Knuckles</i> is the absolute pinnacle of this series, a timeless platforming
masterpiece, and also my personal favorite platformer of all time tied with the
next game on this list, which is of course…</span><br />
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<b><span style="font-family: "calibri" , "sans-serif"; font-size: 11.0pt; line-height: 115%;">4. </span><span style="text-indent: -0.25in;"><a href="https://en.wikipedia.org/wiki/Super_Mario_Bros._3" target="_blank">Super Mario Bros. 3 (NES)</a></span></b></div>
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<i style="text-indent: -0.25in;">Super Mario Bros. 3</i><span style="text-indent: -0.25in;"> is my favorite </span><i style="text-indent: -0.25in;">Mario</i><span style="text-indent: -0.25in;"> game, my favorite NES game, and my favorite platformer of all
time tied with </span><i style="text-indent: -0.25in;">Sonic 3 and Knuckles</i><span style="text-indent: -0.25in;">.
I have a nostalgic attachment to this game unlike any other and just beholding
its yellow and blue <a href="https://upload.wikimedia.org/wikipedia/en/a/a5/Super_Mario_Bros._3_coverart.png" target="_blank">boxart</a> makes me melt, nevermind listening to any of its
<a href="https://www.youtube.com/playlist?list=PL45AF721D6D42EA80" target="_blank">music</a> or sound effects. It had a tremendous influence on my imagination as a
child, and it continues to do so today. The game even initially released in
Japan the year I was born and it came to the states on my second birthday; it
was meant to be. It’s easy to retroactively look back at </span><i style="text-indent: -0.25in;">Super Mario Bros. 3 </i><span style="text-indent: -0.25in;">as basically </span><i style="text-indent: -0.25in;">the </i><span style="text-indent: -0.25in;">standard </span><i style="text-indent: -0.25in;">Super Mario</i><span style="text-indent: -0.25in;">
title. After all, airships, the Koopalings, the familiar world themes, the raccoon
tail, it’s all here, and it all </span><i style="text-indent: -0.25in;">started </i><span style="text-indent: -0.25in;">here.
But that’s the key element: all of this was new in </span><i style="text-indent: -0.25in;">Mario 3</i><span style="text-indent: -0.25in;">, and back in 1988 this game was a powerhouse of invention that
aside from bringing back Super Mushrooms, Goombas, and traditional platforming gameplay,
was just as creative and weird and distinct as </span><i style="text-indent: -0.25in;">Super Mario Bros. 2</i><span style="text-indent: -0.25in;"> before it. While I heavily criticize just how
much the </span><i style="text-indent: -0.25in;">Mario</i><span style="text-indent: -0.25in;"> series constantly and
nauseatingly recycles elements from </span><i style="text-indent: -0.25in;">Mario
3</i><span style="text-indent: -0.25in;"> </span><span style="text-indent: -0.25in;"> </span><span style="text-indent: -0.25in;">today to the point where the whole
</span><i style="text-indent: -0.25in;">Mario</i><span style="text-indent: -0.25in;"> franchise has largely become
stale and quite boring compared to what it once was, I don’t let that current reality
sour this original masterpiece, which in addition to introducing all that stuff
also does dozens of other wonderful little things that newer </span><i style="text-indent: -0.25in;">Super Mario</i><span style="text-indent: -0.25in;"> titles </span><i style="text-indent: -0.25in;">don’t</i><span style="text-indent: -0.25in;"> emulate and that make this game still far and beyond them
all.</span></div>
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The creative genius of <i>Super Mario Bros. 3</i> is in the details. Did you know the entire game
is themed around a stage-play? That’s the context for those big blocks with
screws in them; they’re stage props. A world map was introduced here, but it’s
more than just a level select screen; it’s full of little secrets of its own and
contains all sorts of neat interactive moments like being able to guide a
rowboat out to some bonus islands in the water land. Then there’s the fifth
world, which at first glance seems like just a small landmass with a mysterious
spiraling tower at the far end of it. Climb that tower though and…. Yes,
there’s a desert land and a water land that come second and third respectively,
but besides this being the game that established that formula in the first
place, it uses these themes with style and still manages to branch outside of them
with some really imaginative ideas for the time, like a world where all the
sprites are mega-sized. The narrative also isn’t just Bowser kidnapping the
princess, which doesn’t actually happen until the very end of the game in this
one, but instead sees the plumber brothers venturing outside the Mushroom
Kingdom proper to the larger Mushroom World, where the various kings of
different lands have been transformed into dogs and seals and spiders and all
manner of other creatures by the nasty magic wand-wielding Koopalings. Another element
that I admire about <i>Mario 3</i>, and
actually something I admire about all three NES <i>Super Mario</i> games (four counting <i><a href="https://en.wikipedia.org/wiki/Super_Mario_Bros.:_The_Lost_Levels" target="_blank">The Lost Levels</a></i>), is atmosphere. I <a href="http://stockpotinn.blogspot.com/2016/09/my-top-115-favorite-video-games-15-11.html" target="_blank">described</a> the original <i>Super Mario Bros. </i>as having a uniquely stark
and weighty atmosphere and a similar kind of feeling extends to its NES successors
as well. The castles and airships feel truly foreboding in <i>Mario 3</i>, there’s a sense of mystique surrounding certain areas like
the ice land (which is embodied in its <a href="https://youtu.be/4NoJ_KSUTgA" target="_blank">theme music</a>), and the world as a whole just seems to feel more immersive in a
way. I actually just played through most
of <i>Super Mario Bros. 3</i> this past
weekend and it always amazes me not only how varied and memorable each level is
considering the limited tech at the time, but also how, similar to <i>Sonic 3</i>, I’m still finding new secrets
in this game to this day. Like the original <i>Super
Mario Bros.</i>, <i>Super Mario Bros. 3</i>
is a game that I can return to and play through at any time and always immensely
enjoy, and each experience also always seems to bring new discoveries.<o:p></o:p></div>
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<i><span style="font-family: "calibri" , "sans-serif"; font-size: 11.0pt; line-height: 115%;">Super
Mario Bros. 3</span></i><span style="font-family: "calibri" , "sans-serif"; font-size: 11.0pt; line-height: 115%;">
was, to put it plainly, the game that I wanted to play throughout my childhood.
Like, all the time, over anything else. I owned it myself for a brief period of
time, but I mostly remember relying on outside sources. If someone had <i>Mario 3</i>, I wanted to visit them and play
it, and if I went somewhere and someone had <i>Mario
3</i>, I had to play it. Before the days of the <a href="https://en.wikipedia.org/wiki/Virtual_Console" target="_blank">Virtual Console</a> and re-releases,
there was a long period of time where I dreamed of someday having ready access
to this game. Nowadays I own <i>Mario 3</i> in
just about every way one can and I feel like I take such an unbelievably wonderful
thing for granted. I didn’t actually fully complete the whole game until the
<a href="https://en.wikipedia.org/wiki/Super_Mario_Advance_4:_Super_Mario_Bros._3" target="_blank">Game Boy Advance port</a> (which is based on the SNES <i><a href="https://en.wikipedia.org/wiki/Super_Mario_All-Stars" target="_blank">Super Mario All-Stars</a></i> remake), and while I love every version of
this game, I definitely prefer the original NES one, which I find leaves a lot
more to the imagination in regards to its visuals and atmosphere. Also
nostalgia. Warm, fuzzy, lovely nostalgia. When it
comes to my favorite entries in several of my other favorite video game series, I have to put some thought into it and often wind up with a lot of ties or no clear winner at all, but
throughout my life <i>Super Mario Bros. 3</i>
has always been my favorite <i>Mario</i>
game. There’s never really been any question; I just love this game with all my
being.</span><br />
<div>
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<div>
<span style="font-family: "calibri" , "sans-serif"; font-size: 11.0pt; line-height: 115%;"><br /></span></div>
<div>
<span style="font-family: "calibri" , "sans-serif"; font-size: 11.0pt; line-height: 115%;">Phew! I thank you if you took the time to read all that, or even if you read any of it! Clearly, these seven games are incredibly important to me, but there are still three more yet.... Next time, please join me for the big finale as I close the doors of The Stock Pot Inn with a grand celebration of my three favorite games of all time. </span></div>
<div>
<span style="font-family: "calibri" , "sans-serif"; font-size: 11.0pt; line-height: 115%;"><br /></span></div>
<div>
<span style="font-family: "calibri" , "sans-serif"; font-size: 11.0pt; line-height: 115%;">Yes, please join me for the Carnival of Time.</span></div>
Nathttp://www.blogger.com/profile/17053837986455906196noreply@blogger.com0tag:blogger.com,1999:blog-916880178323105012.post-80198259280532724362016-09-30T15:58:00.000-04:002018-09-15T21:47:20.917-04:00My Top 115 Favorite Video Games (15-11)<a href="http://stockpotinn.blogspot.com/2016/09/my-top-115-favorite-video-games-115-111.html" target="_blank">Click here</a> for the introduction!<br />
<br />
<b>15. <span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><a href="https://en.wikipedia.org/wiki/%C5%8Ckami" target="_blank">Okami (PS2)</a></span></b><br />
<b><br /></b>
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://3.bp.blogspot.com/-0pKPtA11vUU/V-69ipKIneI/AAAAAAAACYE/O-R_T7XZlc4wGrqBpTuZZHJDAiF5AfzBQCLcB/s1600/Okami-HD_8.jpeg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="223" src="https://3.bp.blogspot.com/-0pKPtA11vUU/V-69ipKIneI/AAAAAAAACYE/O-R_T7XZlc4wGrqBpTuZZHJDAiF5AfzBQCLcB/s400/Okami-HD_8.jpeg" width="400" /></a></div>
<br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt;">Some people call </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Okami</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> “the
best </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Zelda</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> game Nintendo never made”,
but I don’t think that does the game justice. Yes, in terms of its structure
and feel </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Okami</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> definitely takes
inspiration from my favorite video game series, but similar to </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;"><a href="http://stockpotinn.blogspot.com/2016/09/my-top-115-favorite-video-games-100-96.html" target="_blank">Beyond Good and Evil</a></i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> it is also a uniquely
brilliant game in its own right. The level of artistry on every level of </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Okami</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> is awe-inspiring. The art design
is breathtaking, the <a href="https://www.youtube.com/playlist?list=PL1AC584471FD4F040" target="_blank">musical score</a> is wonderful, and the Celestial Brush is one
of the most inventive mechanics in video games. The world, a fantastical version
of Japan, is a layered land of wonders and the narrative and endearing
characters truly moved me in a way that only a handful of games, or any works
for that matter, have ever done. There are few feelings as magical as dashing
through the fields of Nippon as Amaterasu as flowers bloom in my wake. The way
mechanics, art design, and the central narrative themes of good vs. evil and restoring
nature all come together in </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Okami</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> is
nothing short of poetic, and more than just an endlessly imaginative journey, </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Okami</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> feels like a lifetime. </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Okami </i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">is a video game masterpiece if
there ever was one.</span><br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><br /></span>
<b><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">14. </span><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><a href="https://en.wikipedia.org/wiki/Shenmue" target="_blank">Shenmue (Dreamcast)</a></span></b><br />
<b><br /></b>
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://4.bp.blogspot.com/-KB21zmd3xg4/V-7A1d0BURI/AAAAAAAACYQ/DCguNJkVpM0aik4COFLW9AaXDDf2dV7JQCLcB/s1600/shenmue%2BGAME%2Barcade.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="207" src="https://4.bp.blogspot.com/-KB21zmd3xg4/V-7A1d0BURI/AAAAAAAACYQ/DCguNJkVpM0aik4COFLW9AaXDDf2dV7JQCLcB/s400/shenmue%2BGAME%2Barcade.jpg" width="400" /></a></div>
<br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt;">There has never been a video game that has amazed me as much as </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Shenmue</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> did in 2000. It was way ahead of
its time and revolutionary in many ways. Many video games strive for realism,
and while graphical prowess has continued to evolve, few feature a world that
truly feels “real”. With its dense, yet hyper-detailed world, </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Shenmue</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> felt like I actually lived in
Japan throughout my duration of playing it. It appealed to me because of my
interest in eastern culture, but the magic of </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Shenmue</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> is also in the mundanity of it. I mentioned when talking
about </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;"><a href="http://stockpotinn.blogspot.com/2016/09/my-top-115-favorite-video-games-40-36.html" target="_blank">Animal Crossing</a></i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> that despite it
being a very unique experience, there was actually another game somewhat
similar to it that I had played previously. I was referring, of course, to </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Shenmue</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">, and like </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Animal Crossing</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">, it is the simple act of living a life day to day
that makes </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Shenmue</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> so special. In
other words, it’s another game where “downtime” is the focus. I could walk
around Ryo Hazuki’s house and open every drawer, I could buy and drink soda
from a vending machine (and even inspect the cans), I could enter a convenience
store and browse through different packets of noodles, or I could waste hours
buying toy capsules from a machine outside of it. I could play classic Sega
games at the local arcade, I had a daily allowance from my sweet housekeeper, I
went to work, I practiced martial arts in the park, and I could talk to a wide
variety of other people living their lives (and at the time, I was astounded by
the sheer amount of voice acting in the game). </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Shenmue</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> immersed me in its ordinary yet foreign world, it made me
want to travel, it catered to my love of Japanese culture, and it made me gain
more of an appreciation for other cultures in general. The sense of realism in
the game, the wide degree of interactivity, the atmosphere, the ambitious
storytelling…</span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Shenmue</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> was and still is
in a league of its own and is an experience that will always stick with me.</span><br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><br /></span>
<b><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">13. </span><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><a href="https://en.wikipedia.org/wiki/Super_Mario_64" target="_blank">Super Mario 64 (N64)</a></span></b><br />
<b><br /></b>
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://4.bp.blogspot.com/-yWAhSLmZAc4/V-7BVLirEjI/AAAAAAAACYU/7DIOdEYvEaYwuhJHSNy8cQI1dZ_hTjZ2gCLcB/s1600/super%2Bmario%2B64%2Bcastle%2Bcourtyard.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="288" src="https://4.bp.blogspot.com/-yWAhSLmZAc4/V-7BVLirEjI/AAAAAAAACYU/7DIOdEYvEaYwuhJHSNy8cQI1dZ_hTjZ2gCLcB/s400/super%2Bmario%2B64%2Bcastle%2Bcourtyard.jpg" width="400" /></a></div>
<br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt;">I don’t specifically remember the very first time I played </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Super Mario 64</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">, but I remember the time
period. The Sony PlayStation and Nintendo 64 were taking console video games into
a bold new dimension, and everyone on the N64 side was either playing </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;"><a href="https://en.wikipedia.org/wiki/Wave_Race_64" target="_blank">Wave Race 64</a></i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> or </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Super Mario 64</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">. </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Mario 64</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">
truly felt massive back then, with an intricate, labyrinthine overworld full of
secrets and what seemed like a never-ending supply of colorful and imaginative
levels to explore. I remember even being taken aback by the peaceful courtyard
of Peach’s Castle; Mario’s world had come to life in a way it never had before.
</span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Super Mario 64</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> is a playground; it’s
a joyous, bounding experience in which it is a wonder to just move around.
That’s perhaps what I remember most about my initial experience with the game: just
how damn good it felt to move Mario around in 3D, to do backflips and triple
jumps and climb trees. I’ve gone back to </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">64</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">
in the past simply to run and jump around just for the hell of it. </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Super Mario 64</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> is more than just great
control though. Its many worlds feel like the epitome of classic </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Super Mario</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> themes (which, for the
record, I don’t inherently hate) and all of them are jam-packed with memorable
moments, like the terrifying piano in Big Boo’s Haunt, exploring the pyramid in
Shifting Sand Land, and finding the hidden town in Wet-Dry World. Beyond the
worlds is the brilliantly-designed hub from which you access them: Peach’s
Castle, which might be my favorite thing about the whole game. There are just
so many secrets and little details to discover inside and outside the castle:
the secret aquarium, looking at the sun in the lobby, following a Big Boo and leaping
into a birdcage to access a new world, not to mention the surprise waiting on
the roof…so much effort was put into making the hub just as interesting to play
around in as the levels themselves. </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Mario
64’s</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> <a href="https://en.wikipedia.org/wiki/Koji_Kondo" target="_blank">Koji Kondo</a>-composed <a href="https://www.youtube.com/playlist?list=PL8FA3FE759E7FEE2B" target="_blank">soundtrack</a> is also one of my absolute favorites in
the series, with <a href="https://youtu.be/GBPbJyxqHV0" target="_blank">“Dire, Dire Docks”</a> and <a href="https://youtu.be/a1YhYv6-_Os" target="_blank">“Koopa’s Road”</a> being particular
highlights. The game’s colorful art and smooth, simple geometry also really
stood out to me back then over the grainy, jaggy PS1 visuals and still holds up
pretty well today despite the obviously dated technical aspects. It’s amazing that
Nintendo got 3D </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Super Mario</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> so right
right out of the gate and paved the way for intuitive 3D control in video games
with this one exceptional title.</span><br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><br /></span>
<b><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">12. </span><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><a href="https://en.wikipedia.org/wiki/Super_Mario_Bros." target="_blank">Super Mario Bros. (NES)</a></span></b><br />
<b><br /></b>
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://4.bp.blogspot.com/-UrvNtP49dSs/V-7BxIzDwwI/AAAAAAAACYY/vbhlxp26pIkVZe-_rLH4tS2q-ywKl1WegCLcB/s1600/SMB1-1.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="375" src="https://4.bp.blogspot.com/-UrvNtP49dSs/V-7BxIzDwwI/AAAAAAAACYY/vbhlxp26pIkVZe-_rLH4tS2q-ywKl1WegCLcB/s400/SMB1-1.png" width="400" /></a></div>
<br />
<i style="font-family: Calibri, sans-serif; font-size: 11pt;">Super Mario 64</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">
changed the game in a major way, but there might not be a game at all if it
wasn’t for </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Super Mario Bros.</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">, which essentially
saved video games from a tragic early demise and is in my opinion basically the
moment that video games stopped being merely “games” and started being works of
art. It is also one of my earliest gaming memories along with </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;"><a href="http://stockpotinn.blogspot.com/2016/09/my-top-115-favorite-video-games-55-51.html" target="_blank">Sonic the Hedgehog</a></i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> and </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;"><a href="http://stockpotinn.blogspot.com/2016/09/my-top-115-favorite-video-games-30-26.html" target="_blank">Kirby’s Dream Land</a></i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> and very likely the first
video game I ever played. </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Super Mario
Bros.</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> is basically the reason I care about video games at all. Video games
were no longer a single screen with simple rules and only a few actions, they
weren’t merely about getting a high score anymore; </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Super Mario Bros.</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> was an adventure over land, air, and sea, it was
a fantastical world, it had a story to it, there was a beginning and an ending.
The <a href="http://stockpotinn.blogspot.com/2012/06/why-do-i-love-video-games-recent.html" target="_blank">first major post</a> on this blog that I wrote four years ago was a breakdown
detailing how </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Super Mario Bros.</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">
basically contains all of the core elements that make me love video games so
much, and while I’m not sure I’d break it down into such a cut and dry list
anymore, I still basically feel the same way; hell it even has the kind of
progression and level-to-level connection that I love in platformers so much.
Not only is </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Super Mario Bros.</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> a game
that <a href="http://stockpotinn.blogspot.com/2013/04/just-did-speed-run-of-original-super.html" target="_blank">I can go back to and play at any time</a>, at any place, at any point in my
life and get an immense amount of enjoyment out of, but there’s something about
the stark atmosphere of Mario’s original Mushroom Kingdom adventure that I
really love. I love the idea, whether official or not, of two plumbers supposedly
stumbling upon a surreal fantasy world that has been conquered and brought to
ruin by a fascist turtle monster (a set-up that the infamous <a href="https://en.wikipedia.org/wiki/Super_Mario_Bros._(film)" target="_blank">1993 film</a> was
actually surprisingly pretty “faithful” to) and whether intentional or merely a
byproduct of the limited technology of the time, there’s a mystery and somewhat
somber vibe about this game that was largely lost the more the series went on.
The game’s narrative premise and backdrop of what essentially is a
post-apocalyptic Mushroom Kingdom is at least a fair bit more interesting than
the “Bowser absconds with the Princess to lava land” routine that the series
constantly recycles today. Of course, even though I consistently replay it and
do think the game has aged wonderfully, I also simply cannot deny how large a
role nostalgia plays in my undying love for </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Super
Mario Bros.</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">, and every art asset, <a href="https://www.youtube.com/playlist?list=PL6C29099C33AFE345" target="_blank">music track</a>, and sound effect evokes
powerful feelings deep within me. A masterpiece of surreal art, a masterpiece
of game design and game feel, </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Super Mario
Bros.</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> simply is eternal.</span><br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><br /></span>
<b><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">11. </span><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><a href="https://en.wikipedia.org/wiki/Paper_Mario:_The_Thousand-Year_Door" target="_blank">Paper Mario: The Thousand-Year Door (GameCube)</a></span></b><br />
<b><br /></b>
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://4.bp.blogspot.com/-ZJFKMjxy98U/V-7DgdDrtlI/AAAAAAAACYk/5NeaartJNAwqdsADLM8ScGnZBz7kUzL9gCLcB/s1600/paper%2Bmario%2Bthe%2Bthousand%2Byear%2Bdoor%2Bmario%2Band%2Bgoombella%2Bin%2Brogueport.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="225" src="https://4.bp.blogspot.com/-ZJFKMjxy98U/V-7DgdDrtlI/AAAAAAAACYk/5NeaartJNAwqdsADLM8ScGnZBz7kUzL9gCLcB/s400/paper%2Bmario%2Bthe%2Bthousand%2Byear%2Bdoor%2Bmario%2Band%2Bgoombella%2Bin%2Brogueport.jpg" width="400" /></a></div>
<br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt;">When I think of </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Paper Mario: The Thousand-Year Door</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">, I think of a cool Saturday
morning in October, the sun gently falling through the window, a little bit of
heat coming through the radiator, and exploring the mysteries of the Glitz Pit,
where Mario had enlisted as a prize fighter and was trying to weed out seedy
corruption in the floating entertainment center accompanied by a newly-hatched
baby Yoshi with a spunky attitude. Around the same time, I remember proclaiming
that </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">The Thousand-Year Door</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> was my
favorite game of all time. It’s hard to put into words just how </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">good </i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">this game truly is, but let me try:
</span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Paper Mario: The Thousand-Year Door</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> is
one of the most creative, subversive, and memorable games that not only
Nintendo has ever made, but that I’ve ever played period. It is the complete
antithesis to the staleness the </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Mario</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">
franchise largely <a href="http://stockpotinn.blogspot.com/2013/11/paper-mario-sticker-star-3ds-review.html" target="_blank">wallows in</a> today and I find it hard to believe that the
current Nintendo even created a game like this once upon a time. Like the
original </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Paper Mario</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">, </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">The Thousand-Year Door</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> is comprised of
several chapters, each complete with their own unique characters and subplots
that all tie into a larger story, which in this game’s case involves the core
mystery of what lies behind the sealed Thousand-Year Door that a secret society
known as the X-Nauts want desperately to unlock for some reason. Unlike the
first game’s more familiar Mushroom Kingdom setting, </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">TTYD</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> takes Mario to a bizarre new land where he sets foot in the risqué
harbor town of Rogueport, which features a gallows as a centerpiece, is full of
the </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Paper Mario</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> universe’s versions
of criminals, and even has its own mafia. From here, we meet a host of colorful
and memorable characters and go on one captivating adventure after the next
throughout one of the most interesting worlds Nintendo has ever created, from
the aforementioned corrupt fighting arena, to a cursed town in the woods, to a
murder mystery aboard a ritzy locomotive. That’s the key word: mystery. </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">The Thousand-Year Door</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> is like a series
of short stories and every one of them is compelling and full of mystery and
intrigue. On that note, </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">TTYD</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> probably
has the best writing of any Nintendo game aside from some of the </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Zelda</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> games (namely the ones <a href="https://en.wikipedia.org/wiki/Yoshiaki_Koizumi" target="_blank">Yoshiaki Koizumi</a> was involved with such as </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Link’s
Awakening</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> and </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Majora’s Mask</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">) and
is also probably the funniest game the company has ever produced as well, and
one of the funniest games I’ve ever played period. Even if you don’t care about
Mario or Nintendo, you owe it to yourself to try this game out. This list is
all about special games, and it really doesn’t get much more special than </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Paper Mario: The Thousand-Year Door</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">.</span><br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><br /></span>
<span style="font-family: "calibri" , sans-serif; font-size: 11pt;">---</span><br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><br /></span>
<span style="font-family: "calibri" , sans-serif; font-size: 11pt;">We head into the top ten next time with #10-4, followed by the big finale!</span>Nathttp://www.blogger.com/profile/17053837986455906196noreply@blogger.com0tag:blogger.com,1999:blog-916880178323105012.post-11648884501013306362016-09-28T21:26:00.001-04:002018-09-15T21:44:16.168-04:00My Top 115 Favorite Video Games (20-16)<a href="http://stockpotinn.blogspot.com/2016/09/my-top-115-favorite-video-games-115-111.html" target="_blank">Click here</a> for the introduction!<br />
<br />
<b>20. <span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><a href="https://en.wikipedia.org/wiki/Sonic_the_Hedgehog_2" target="_blank">Sonic the Hedgehog 2 (Genesis)</a></span></b><br />
<b><br /></b>
<br />
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<a href="https://1.bp.blogspot.com/-1NPurNe4JLI/V-xjigBuqRI/AAAAAAAACXU/cJ0jwZZl19ovGfztpiMw0uydsDOYg7VTQCLcB/s1600/Sonic-2-1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="225" src="https://1.bp.blogspot.com/-1NPurNe4JLI/V-xjigBuqRI/AAAAAAAACXU/cJ0jwZZl19ovGfztpiMw0uydsDOYg7VTQCLcB/s400/Sonic-2-1.jpg" width="400" /></a></div>
<br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt;">One day back in 199-something, my brother and I were
playing a game that we’d rented (a frequent occurrence back then), when
suddenly the news came that </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Sonic the
Hedgehog 2</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> had arrived in the mail. “Forget this crap!” I remember one of
us saying as we yanked that poor, forgotten rental out of our Sega Genesis. </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Sonic 2</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> was here and it took precedence
over everything else. </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Sonic the Hedgehog 2</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">
followed up the original classic with a bigger, faster, prettier game, and
while these things don’t always mean a </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">better</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">
game, in this case they did. The </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Sonic</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">
sequel cut each zone down to two acts insuring that no one theme would ever
drag, its levels are better designed around </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Sonic’s</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">
speedy momentum-based platforming, its visuals are more vibrant and colorful, its
<a href="https://www.youtube.com/playlist?list=PLvNp0Boas721Im_ZBhvDEuCqzLsRvlKb3" target="_blank">soundtrack</a> is arguably even more amazing, and it introduced Sonic’s signature
spin-dash and sidekick <a href="http://sonic.wikia.com/wiki/Miles_%22Tails%22_Prower" target="_blank">Miles “Tails” Prower</a>, and co-op play along with him. In
addition, the iconic Super Sonic made his debut here, and while I’ll likely
never unlock him the legit way, cheats have allowed me to experience what a fun
hidden extra Sonic’s powered-up form is. The memories with </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Sonic 2</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> are too many to count. Memories of trying to get through
the game on my own as a kid and many more of fumbling around as Tails while my
brother played as Sonic. Every zone, every boss, every section of every level
has a story: the terror of the polluted water in Chemical Plant Zone Act 2, the
secret base at the bottom of Casino Night Zone, getting stuck on those damn nuts and bolts in Metropolis Zone. </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Sonic 2</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> is
an anthem of my childhood, it’s a part of me, and I always make sure to set
aside some time to run through it and its two Genesis counterparts every year
or so. Where once upon a time, the harrowing final boss fights were a nightmare
rarely glimpsed, now I can get through the game in just over an hour.</span><br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><br /></span>
<b><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">19. </span><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><a href="https://en.wikipedia.org/wiki/Dragon_Quest_VIII" target="_blank">Dragon Quest VIII: Journey of the Cursed King (PS2)</a></span></b><br />
<b><br /></b>
<br />
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<a href="https://4.bp.blogspot.com/-8QHBQldxGdI/V-xkPj-tn2I/AAAAAAAACXY/cDplR9iE470liUQKmMn8_LKSzEMk5g5NACLcB/s1600/dragon%2Bquest%2BVIII%2Bhero%2Boverlooking%2Bworld.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="228" src="https://4.bp.blogspot.com/-8QHBQldxGdI/V-xkPj-tn2I/AAAAAAAACXY/cDplR9iE470liUQKmMn8_LKSzEMk5g5NACLcB/s400/dragon%2Bquest%2BVIII%2Bhero%2Boverlooking%2Bworld.jpg" width="400" /></a></div>
<br />
<i style="font-family: Calibri, sans-serif; font-size: 11pt;">Dragon
Quest VIII</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> is the quintessential traditional JRPG and one of the most
finely-crafted and polished games I’ve ever played. There’s a “classic appeal” to
this game, an old-school approach to fantasy perfected that I really dig:
exploring pastoral countryside, traversing quaint little villages and talking
to townsfolk at the local inn, exploring a cave with torch in hand, finding
treasure, battling monsters…there’s a true sense of old-fashioned adventure in </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Journey of the Cursed King</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">. The world in
</span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">DQVIII </i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">is vast, and this was the
first RPG I played where I wasn’t some little avatar running around a world map
but where every inch of the actual world was explorable, up close and personal.
It all looks and sounds so lovely too, with a colorful semi cel-shaded
aesthetic and probably my favorite use of live orchestrated music in a game
with its <a href="https://www.youtube.com/playlist?list=PLFF48874738197D15" target="_blank">astoundingly beautiful score</a>. This is also another refreshingly
narratively straightforward JRPG, and this works well combined with the rest of
the game’s clean, simplified approach. What makes the story truly come to life
though is the lively characters and superb voice acting. The colorful cast of </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Dragon Quest VIII</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> is brimming with
personality and this is definitely one of the funniest and most charming games
I’ve ever played. </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">DQVIII </i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">also
features traditional, yet refined mechanics and its battle system is one of my
favorites in the genre for its purity and accessibility. It can be quite a retro
challenge at times, but </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Dragon Quest VIII</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">
is simply an RPG masterwork and was the perfect adventure to completely immerse
myself in during winter break after receiving it on <a href="http://stockpotinn.blogspot.com/2014/12/christmas-video-game-memories.html" target="_blank">Christmas morning</a> in 2005,
playing until the wee hours of the morning every night.</span><br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><br /></span>
<b><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">18. </span><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><a href="https://en.wikipedia.org/wiki/Half-Life_2" target="_blank">Half-Life 2 (PC)</a></span></b><br />
<b><br /></b>
<br />
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<a href="https://4.bp.blogspot.com/-Bo_eaS0n8Xo/V-xmOSPeTqI/AAAAAAAACXk/8TblPzNIuxkfVKZM9sy5W5KPams6qkQ2ACLcB/s1600/half-life%2B2%2Btitle%2Bscreen.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="225" src="https://4.bp.blogspot.com/-Bo_eaS0n8Xo/V-xmOSPeTqI/AAAAAAAACXk/8TblPzNIuxkfVKZM9sy5W5KPams6qkQ2ACLcB/s400/half-life%2B2%2Btitle%2Bscreen.png" width="400" /></a></div>
<br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt;">My favorite games have a way of sticking with me, of taking up
residence in my consciousness and every so often signaling their presence. A
particular noise, a certain location, even a smell can <a href="http://stockpotinn.blogspot.com/2012/09/my-memories-are-framed-by-video-games.html" target="_blank">trigger a memory</a>, an
association with a cherished experience. </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Half-Life
2</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> is one of these games, and also like many of my favorite games, it is
entwined with a very particular time in my life; in this case, my first
semester of college and the week leading up to it. Even with so many
distractions around me, there are few games that have immersed me as entirely
as </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Half-Life 2</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">. There is a lonely and
absorbing atmosphere to this game that I can’t adequately describe, but it left
its mark on me. I think of </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Half-Life 2</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">
when I drive through city tunnels or when I find myself in a grungy stairwell;
when I hear certain sounds, I think of headcrabs and Combine sirens and other
sound effects from the game; tall towers occasionally make the Combine Citadel
pop into my head. </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Half-Life 2</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> is also
one of those games that just never seemed to end, but this could partly be
because of the long period of time I stretched the experience out over.
Regardless, I journeyed through the bowels of City 17, rode a hovercraft,
escaped a horrible village filled with parasite-infested zombies, explored a
vast coastline, crept through dark tunnels and creepy sewers, and still Gordon
Freeman’s journey just kept on going. I fondly recall the night I finally
reached the end of the game, sitting at my computer in the dark with my giant
headphones on in my freshman-year dorm room as my roommate slept. I just couldn’t
believe it was over. Darn, </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Half-Life 2</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">
is so good, wouldn’t it be great if they made anoth-oh…oh yeah.</span><br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><br /></span>
<b><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">17. </span><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><a href="https://en.wikipedia.org/wiki/Metal_Gear_Solid_3:_Snake_Eater" target="_blank">Metal Gear Solid 3: Snake Eater/Subsistence (PS2)</a></span></b><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><br /></span><br />
<b><br /></b>
<br />
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<a href="https://2.bp.blogspot.com/-qFuHRXBZRp8/V-xoMvyZ20I/AAAAAAAACXw/eFMxMne4XtIzorfWhpcD5PHZVvtlfCmOwCLcB/s1600/MgsCamoExample.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="312" src="https://2.bp.blogspot.com/-qFuHRXBZRp8/V-xoMvyZ20I/AAAAAAAACXw/eFMxMne4XtIzorfWhpcD5PHZVvtlfCmOwCLcB/s400/MgsCamoExample.jpg" width="400" /></a></div>
<br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt;">Never have I seen a work balance
extreme campiness with powerful emotional drama as beautifully as <a href="https://en.wikipedia.org/wiki/Hideo_Kojima" target="_blank">Hideo Kojima’s</a>
masterpiece, </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Metal Gear Solid 3: Snake
Eater</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">. The game design in </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">MGS3</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> is
impeccable and much more open-ended than previous </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Metal Gear</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> games, with the jungle setting offering a variety of
ways to sneak around and introducing interesting new survival mechanics as
well. The boss fights are, as always, incredible, but </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Snake Eater</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> truly contains some of the very best in the series,
including the brilliant sniper duel with The End, a patient, drawn-out affair
that takes place across a gigantic multi-area battlefield. <i>MGS3</i> also features a relatively grounded narrative that focuses on the fascinating relationship between Snake
(aka Big Boss) and his mentor, The Boss, who is one of my favorite characters
in all of video games. The finale of </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Snake
Eater</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> is absolutely stunning, but I won’t say any more than that on the
subject. Much of what makes </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Snake Eater</i><span style="font-family: "calibri" , sans-serif;"><span style="font-size: 11pt;">
so special is in the details, such as the absurd antics of a young Revolver
Ocelet and the infamous ladder scene, and just all of the ingenious E</span><span style="font-size: 14.6667px;">aster</span><span style="font-size: 11pt;"> eggs
and secrets that I don’t want to spoil. I enjoyed </span></span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Snake Eater</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> so much that after first playing through the original
version on a borrowed copy, I immediately bought the </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Subsistence</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> version and replayed the whole game again with the new free-form camera angle that improved version provided and never once did I feel bored or
fatigued. And just listen to that <a href="https://youtu.be/t30QRNeM9JE" target="_blank">glorious theme song</a>.</span><br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><br /></span>
<b><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">16. </span><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><a href="https://en.wikipedia.org/wiki/Metroid_Prime" target="_blank">Metroid Prime (GameCube)</a></span></b><br />
<b><br /></b>
<br />
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<a href="https://2.bp.blogspot.com/-TxCr5zw4WcQ/V-xov78CW3I/AAAAAAAACX0/yuFzL6_z3Y8_DIftCgZZwyBuslVnqZ9nwCLcB/s1600/mprime_wii_19.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="225" src="https://2.bp.blogspot.com/-TxCr5zw4WcQ/V-xov78CW3I/AAAAAAAACX0/yuFzL6_z3Y8_DIftCgZZwyBuslVnqZ9nwCLcB/s400/mprime_wii_19.jpg" width="400" /></a></div>
<br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt;">Along with </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Metroid Fusion</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">,
</span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Prime</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> was my introduction to </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Metroid</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> back at Christmas in 2002. </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Metroid Prime</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> was unlike anything I’d
ever played before, and to be honest it kind of stressed me out. It’s hard to
really explain why, but I felt somewhat overwhelmed by this game. I struggle with
various anxiety-based issues, Obsessive Compulsive Disorder being chief among
them, and these issues can often be detrimental to my enjoyment of video games.
When it comes to my initial </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Metroid Prime
</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">experience, it was something about the dense, detailed, oppressive
nature of the game, my inexperience with first-person shooters (which
technically </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Prime</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> is not, but
obviously it shares certain elements with the genre), and the scanning mechanic
that brought about this stress. Scanning is an aspect of the </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Prime</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> series that I have always had a
love/hate relationship with because I </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">love
</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">the concept but it’s a </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">nightmare </i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">for
my Obsessive Compulsive self because I need to scan </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">everything</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">. Ultimately, I think it all just came down to how
detail-oriented </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Prime</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> is. Even with my
anxiety though, I still immensely enjoyed </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Metroid
Prime</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">, and revisiting it via the </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;"><a href="https://en.wikipedia.org/wiki/Metroid_Prime:_Trilogy" target="_blank">Metroid Prime: Trilogy</a></i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> compilation for the Wii in 2009 after having so much
experience with the rest of the </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Metroid</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">
series and the other </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Prime</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> games allowed
me to fully appreciate this incredible game without so many hang-ups. Long-winded
preamble aside, </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Metroid Prime</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> is astounding.
Every fiber of this experience is crafted with the express purpose of immersing
the player in a rich atmosphere that literally steams and dampens their screen.
The stunning art direction, the attention to detail in the HUD (aka Samus’s
visor), the detailed lore and creature biology accessed by scanning, the
mesmerizing <a href="https://www.youtube.com/playlist?list=PLvNp0Boas7205R5ySBYZTfH_ePHdDFFkZ" target="_blank">musical score</a>…</span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Prime</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> is
scarily good. In fact, I can’t think of a single thing I’d fault the game for,
not even the late game artifact-collecting mission as I tend to like that kind
of thing. </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Metroid Prime</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> is a sterling
example of how to translate an established 2D video game series into a bold new
3D world, and even with its new first-person perspective, I would even say it
is probably the most faithful example of such that I can think of, even more so
than </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Mario</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> and </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Zelda’s</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> initial 3D translations.</span><br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><br /></span>
<span style="font-family: "calibri" , sans-serif; font-size: 11pt;">---</span><br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><br /></span>
<span style="font-family: "calibri" , sans-serif; font-size: 11pt;">Stay tuned for #15-11!</span>Nathttp://www.blogger.com/profile/17053837986455906196noreply@blogger.com0tag:blogger.com,1999:blog-916880178323105012.post-34043973262638667002016-09-27T22:19:00.001-04:002018-09-15T20:21:10.837-04:00My Top 115 Favorite Video Games (25-21)<a href="http://stockpotinn.blogspot.com/2016/09/my-top-115-favorite-video-games-115-111.html" target="_blank">Click here</a> for the introduction!<br />
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<b>25. <span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><a href="https://en.wikipedia.org/wiki/Kirby%27s_Dream_Land_2" target="_blank">Kirby’s Dream Land 2 (Game Boy)</a></span></b></div>
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<i style="font-family: Calibri, sans-serif; font-size: 11pt;">Kirby’s Dream
Land 2</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> released during a time when a sequel to a game that I loved wasn’t
an expected or familiar occurrence to me, so when I learned that there was a </span><b style="font-family: Calibri, sans-serif; font-size: 11pt;">second</b><i style="font-family: Calibri, sans-serif; font-size: 11pt;"> Kirby’s Dream Land</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">? Hoo boy! </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Dream
Land 2</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> is just as important to me as the original, if not more so. This sequel
is basically an expanded, much more robust version of the first </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Dream Land</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> and it remains one of the
most important games of my childhood. I loved all the varied worlds, seeking
out the mysterious Rainbow Drops, and finally reaching the true finale. One of
the big reasons why I really connected with </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Dream
Land 2</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> was the new animal friends that Kirby could team up with. Not only
am I someone who has always had an affinity with animals, but there’s a real
sense of adventure and friendship here, and there’s an epic
feeling as the game draws to a close. Besides the new animal buddies, </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Dream Land 2</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> also featured copy
abilities, unlike the first game, and since the only other </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Kirby</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> game I had played was that first game (and not </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Kirby’s Adventure</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">, where copy powers
were introduced), I actually played all the way up to the penultimate world without
having any idea this was an aspect of the game. After getting stuck and having
to consult the manual, my whole world changed when I learned of Kirby’s then relatively
new ability and it only made this game that much more incredible to me. </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Dream Land 2 </i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">is also notable for
introducing my favorite villain in the </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Kirby
</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">series, the enigmatic Dark Matter, and kicking off a three-game saga that
would continue in </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;"><a href="https://en.wikipedia.org/wiki/Kirby%27s_Dream_Land_3" target="_blank">Kirby’s Dream Land 3</a></i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">
and conclude in </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Kirby 64</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">. I was so
fascinated by this strange new villainous force that I basically included a
rip-off of it in a short story that I wrote in the third grade. Finally
reaching the true final boss of </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Dream
Land 2</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> felt triumphant on its own, but it would be years before I finally
succeeded and saw the true ending of this extremely special game.</span></div>
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<b><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">24. </span><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><a href="https://en.wikipedia.org/wiki/Super_Mario_Land_2:_6_Golden_Coins" target="_blank">Super Mario Land 2: Six Golden Coins (Game Boy)</a></span></b></div>
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<span style="font-family: "calibri" , sans-serif; font-size: 11pt;">From Kirby to Mario, it should be
clear if you’ve been following this list just how special the Game Boy and its
games are to me, and how formative and crucial they were in my video game
history. Game Boy was my go-to game device as a kid and I perhaps have more
fond childhood memories with it and its games than any of the consoles. </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Super Mario Land 2 </i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">is emblematic of this
time in my life. This game is my childhood in a tiny gray cartridge, and while
I’ve been saying that I have three earliest gaming memories that were very
formative for me (one more still to come), I probably should have said four, as
this game is definitely mixed up in that time period. I feel like I must have
played </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Six Golden Coins</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> for several
years and I brought it with me everywhere: in the car, on vacations, to the
beach, to friends’ houses, etc. It influenced my imagination in countless ways,
prompting me to dream up my own “zones” in the same spirit as those in the game
and draw out maps on napkins. It’s more than just nostalgia though. I described my admiration for the Game Boy era of Nintendo eccentricity when
talking about </span><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><i><a href="http://stockpotinn.blogspot.com/2016/09/my-top-115-favorite-video-games-70-66.html" target="_blank">Wario Land II</a> </i>and <i><a href="http://stockpotinn.blogspot.com/2016/09/my-top-115-favorite-video-games-45-41.html" target="_blank">Wario Land</a> </i>and
</span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Super Mario Land 2</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> is one of the
quintessential examples of this imaginative spirit</span><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">. There is no Mushroom
Kingdom. There is no Bowser. There is no pandering nostalgia-bait. There is no
goddamn desert land. There is Mario’s messed-up bizarro twin, Wario in his
debut appearance, there is a carrot that grants Mario bunny ears, and one of
the worlds is a gigantic mechanical statue of Mario where you fight the three
little pigs in Lego land (this statement is 100% accurate, I assure you). One
of my favorite things about this game is these creative worlds and the great
sense of progression and detail that each one presents. Another world is Tree
Zone, where Mario explores a gigantic tree starting at the roots, ventures into
its sap-filled interior, and climbs up into its branches to explore a giant
beehive and bird’s nest. It’s all a far-cry from the bland regurgitated environments
Mario so frequently tromps through today and I can’t think of a better reminder
of the wonderful creativity and variety that Mario once displayed in each and
every new special adventure of his than </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Super
Mario Land 2: Six Golden Coins</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">. Also, just to set the record straight:
Mario in space? This game did it first. Sorry, </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Galaxy</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">.</span></div>
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<b><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">23. </span><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><a href="https://en.wikipedia.org/wiki/Metroid_Prime_2:_Echoes" target="_blank">Metroid Prime 2: Echoes (GameCube)</a></span></b></div>
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<i style="font-family: Calibri, sans-serif; font-size: 11pt;">Metroid Prime
2</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> definitely seems to be the underdog of the <i>Prime</i> trilogy, and that’s a shame because
it’s an exceptional experience. </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Prime 2</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">
is probably one of the creepiest titles in the </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Metroid</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> series and also one of the most creative in my eyes. It has
this very oppressive, harrowing atmosphere, and it really feels like, as Samus,
you’re stranded on a twisted, hostile alien world. As I’ve discussed before,
the whole “light and dark world” motif has been done to death when it comes to
Nintendo games, but </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Echoes’</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> take on
the concept at least feels inspired. I love how the very air of Dark Aether is
corrosive as it really adds a great deal of tension to this eerie other world,
and makes it really feel like a place you don’t want to be in. Dark Samus was
also introduced in this one, and she (or it) is one of my favorite takes on
the whole “dark doppelganger” cliché; she’s creepy, powerful, and she wants you
dead (and she also has a <a href="https://youtu.be/vOEazxTKkBs" target="_blank">badass theme</a>). What chiefly comes to my mind about </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Echoes</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> though is its richly-realized
locales, which all stand out sharply in my memory, such as the rain-soaked
Torvus Bog with its subterranean secrets and the beautiful, </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;"><a href="https://en.wikipedia.org/wiki/Tron" target="_blank">Tron</a></i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">-esque Sanctuary Fortress, which is
definitely one of the most stand-out locations in the series. <a href="https://en.wikipedia.org/wiki/Retro_Studios" target="_blank">Retro Studios’</a> knack
for creating believable, immersive alien worlds really shines in </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Echoes</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">, and I felt completely absorbed
in the flora, fauna, and terrain of Aether. As I may or may not talk about next
time, the original </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Metroid Prime</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> was initially
a bit of a mixed experience for me, so in a way </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Echoes</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> feels like </span><b style="font-family: Calibri, sans-serif; font-size: 11pt;">my</b><i style="font-family: Calibri, sans-serif; font-size: 11pt;"> Metroid </i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">game; I was familiar with the </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Prime</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> formula at this point, and it
allowed me to get immediately sucked into this game and to quickly fall in love
with it.</span></div>
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<span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><br /></span></div>
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<b><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">22. </span><span style="text-indent: -0.25in;"><a href="https://en.wikipedia.org/wiki/Super_Mario_Sunshine" target="_blank">Super Mario Sunshine (GameCube)</a></span></b></div>
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<span style="text-indent: -0.25in;">Oh </span><i style="text-indent: -0.25in;">Sunshine</i><span style="text-indent: -0.25in;">, you underappreciated, underplayed
gem. I was so excited for this game and remember pouring over every new
screenshot and detail that would emerge in the latest issue of <a href="https://en.wikipedia.org/wiki/Electronic_Gaming_Monthly" target="_blank">EGM</a>. When it
finally released in the US in late August of 2002, I spent every remaining
minute of my <a href="http://stockpotinn.blogspot.com/2015/07/my-favorite-summer-games.html" target="_blank">summer vacation</a> playing it and continued doing so as I entered my
freshman year of high school. Like the Game Boy, the GameCube was a special time
of experimentation and unbridled creativity from Nintendo; a time when they
focused on doing interesting things with the games themselves rather than with
the controller you use to interact with them. </span><i style="text-indent: -0.25in;">Super Mario Sunshine </i><span style="text-indent: -0.25in;">is one of many examples of this creativity. It’s
not the revolution that </span><i style="text-indent: -0.25in;">Super Mario 64</i><span style="text-indent: -0.25in;">
was or the grand crowd-pleaser that the </span><i style="text-indent: -0.25in;">Galaxy</i><span style="text-indent: -0.25in;">
games are, but it’s sort of like the “</span><i style="text-indent: -0.25in;">Majora’s
Mask</i><span style="text-indent: -0.25in;">” of the </span><i style="text-indent: -0.25in;">Super Mario</i><span style="text-indent: -0.25in;"> series; a
bold, creative follow-up to an immensely well-regarded and important game that
feels more low-key and intimate in its own way. It won’t appeal to everyone,
but those who recognize its magic will surely fall in love with it. </span><span style="text-indent: -0.25in;"> </span><span style="text-indent: -0.25in;">One of the things that makes </span><i style="text-indent: -0.25in;">Sunshine</i><span style="text-indent: -0.25in;"> so special is the connected,
detailed world of Isle Delfino. Being able to gaze into the distance and see
other locations and how everything connects lends a sense of cohesion to the
experience that I really love, and this great sense of place is strengthened by
a potent atmosphere that takes the theme of a tropical vacation and fleshes it
out to its limits with a variety of memorable locations, including a peaceful
village resting in the hills, an offshore amusement park, and an eerie haunted
hotel on a beautiful twilit beach. There are less “levels” than in other 3D </span><i style="text-indent: -0.25in;">Super Mario</i><span style="text-indent: -0.25in;"> games, but </span><i style="text-indent: -0.25in;">Sunshine</i><span style="text-indent: -0.25in;"> focuses more on building a
world than linear challenges, and there is a great emphasis on quality over
quantity as each area is densely packed with little details, including the
central hub of Delfino Plaza. The result is a </span><i style="text-indent: -0.25in;">Super Mario</i><span style="text-indent: -0.25in;"> game that feels less like a series of levels and more
like a </span><i style="text-indent: -0.25in;">Mario</i><span style="text-indent: -0.25in;"> RPG in 3D platformer
form. There’s a great sense of context in </span><i style="text-indent: -0.25in;">Sunshine</i><span style="text-indent: -0.25in;">
and this applies to its much-maligned narrative as well. While the game’s voice
acting may be a source of great derision today (and largely for good reason), I
still appreciate the effort put into framing an adventure that was more than
just “Bowser kidnaps Peach” and back in 2002 I was just amazed that a </span><i style="text-indent: -0.25in;">Super Mario</i><span style="text-indent: -0.25in;"> game had voice acting and
such a relatively fleshed-out storyline.</span></div>
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<span style="font-family: "calibri" , sans-serif; font-size: 11pt;">There is just something so joyous and lively and
“feel-good” about </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Super Mario Sunshine</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">.
I could go on about the incredibly fluid mechanics, which are probably the best
of all the 3D </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Super Mario</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> games, the
jubilant sound design and </span><a href="https://www.youtube.com/playlist?list=PL758E3A1DBCFFF017" style="font-family: Calibri, sans-serif; font-size: 11pt;" target="_blank">soundtrack</a><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">, the bright and luscious visuals, and
those amazing water effects, but simply put </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Super
Mario Sunshine</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> truly is unique in this series and easily one of my </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Mario </i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">favorites.</span></div>
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<span style="font-family: "calibri" , "sans-serif"; font-size: 11.0pt; line-height: 115%;"><br /></span></div>
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<b><span style="font-family: "calibri" , "sans-serif"; font-size: 11.0pt; line-height: 115%;">21. </span><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><a href="https://en.wikipedia.org/wiki/Golden_Sun" target="_blank">Golden Sun</a> and <a href="https://en.wikipedia.org/wiki/Golden_Sun:_The_Lost_Age" target="_blank">Golden Sun: The Lost Age</a> (Game Boy Advance)</span></b></div>
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<span style="font-family: "calibri" , sans-serif; font-size: 11pt;">Similar to </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Sonic the Hedgehog 3</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> and </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Sonic and Knuckles</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">, </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Golden Sun</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> and </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Golden Sun:
The Lost Age</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> are merely two halves of the same big adventure, originally
intended to be one large game but split up due to hardware limitations and
developer ambitions. Funnily enough, </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Golden
Sun</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> was recommended to me by a random stranger I was chatting with in a
random chat room at the dawn of the internet age, and it then became my first
Game Boy Advance game along with </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;"><a href="https://en.wikipedia.org/wiki/Sonic_Advance" target="_blank">Sonic Advance</a></i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">. I thank that person (whoever they are and wherever they are now) because
they were right: </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Golden Sun</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> is
fantastic. It is pretty much my ideal RPG: a traditional battle system with a
large, explorable, interesting world, with unique psychic powers called
“Psynergy” that are used in puzzle-solving and combat mixed in for good measure.
The gorgeous sprite-based visuals also have to be seen to be believed and these
are easily some of the prettiest GBA games around, featuring visually-stunning
and over-the-top summons and magic attacks. The “</span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Golden Sun</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">” portion of this two-part journey is certainly great,
but in a way it sort of feels like a prologue to </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">The Lost Age</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">, which is where the experience really takes off,
opening up the great world of Weyard and featuring multiple continents,
islands, intricately-detailed villages, complex dungeons, and a vast ocean to
explore. The </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Golden Sun</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> saga also
takes a different tone from most JRPGs and features a refreshingly
easy-to-follow and not overly complicated narrative, but the narrative
structure is nonetheless very interesting. There are basically two central
groups that set off on a journey at the start of the first game, each with
opposing goals, and in </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Golden Sun</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> you
play as one side and in </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">The Lost Age</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> you
switch perspectives and play as the other. The situation in the game then is
not a straightforward “good vs. evil” tale as in many RPGs, but that’s all I’ll
say about it. In addition, if you play both games (which you obviously should),
you can transfer your characters from </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Golden
Sun</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> into </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">The Lost Age</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">, an
element that comes into play as </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">The Lost
Age</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> goes on. Of course, it wouldn’t be one of my favorite games of all time
if the soundtrack wasn’t amazing, and the </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;"><a href="https://www.youtube.com/playlist?list=PLADD5FA6FA60887CD" target="_blank">Golden Sun</a></i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">/</span><i style="font-family: Calibri, sans-serif; font-size: 11pt;"><a href="https://www.youtube.com/playlist?list=PLBFC277D047DDFDA3" target="_blank">The Lost Age</a></i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> OST is really something quite different. The music has a very signature
sound and a certain style that I find very unique, and it ranges from <a href="https://youtu.be/AbPpIfmHSm4" target="_blank">peaceful and relaxing</a> with many of the town themes to <a href="https://youtu.be/H28sCQl7lRg" target="_blank">downright inspirational</a> when it
comes to the world map and traveling themes.</span></div>
<div>
<span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><br /></span></div>
<div>
<span style="font-family: "calibri" , sans-serif; font-size: 11pt;">---</span></div>
<div>
<span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><br /></span></div>
<div>
<span style="font-family: "calibri" , sans-serif; font-size: 11pt;">Only twenty games left? Yup! #20-16 is next!</span></div>
Nathttp://www.blogger.com/profile/17053837986455906196noreply@blogger.com0tag:blogger.com,1999:blog-916880178323105012.post-74125384065199661822016-09-26T17:33:00.004-04:002018-09-15T20:16:36.376-04:00My Top 115 Favorite Video Games (30-26)<a href="http://stockpotinn.blogspot.com/2016/09/my-top-115-favorite-video-games-115-111.html" target="_blank">Click here</a> for the introduction!<br />
<br />
<b>30. <span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><a href="https://en.wikipedia.org/wiki/Super_Smash_Bros._Melee" target="_blank">Super Smash Bros. Melee (GameCube)</a></span></b><br />
<br />
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<a href="https://1.bp.blogspot.com/-DdN4f3jKdEI/V-mCauoFlBI/AAAAAAAACVY/4p9RlLEEZR0AOfne_En45J1xAZB91ZWQACLcB/s1600/super%2Bsmash%2Bbros.%2Bmelee%2Bcorneria%2Bbattle.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="328" src="https://1.bp.blogspot.com/-DdN4f3jKdEI/V-mCauoFlBI/AAAAAAAACVY/4p9RlLEEZR0AOfne_En45J1xAZB91ZWQACLcB/s400/super%2Bsmash%2Bbros.%2Bmelee%2Bcorneria%2Bbattle.jpg" width="400" /></a></div>
<br />
<i style="font-family: Calibri, sans-serif; font-size: 11pt;">Super Smash
Bros. Melee</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> blew my mind when I first played it that Christmas morning on
my shiny new GameCube in 2001. </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Melee</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">
is one of those sequels that took the foundation of the first game and simply
exploded it in a big bang effect, expanding and elaborating on the original a
dozen times over while still retaining a distinctive sense of identity. I
simply got lost in the various modes, new characters, trophies, and the
ever-deepening series of unlockables within the game. </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Melee</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> has a lot of stuff in it, but not so much stuff that it feels
overwhelming, and every new avenue, from trophies to the new Adventure Mode, has
worth. It keeps the original’s unique target-smashing stages and features a
similar Classic Mode, but the added Adventure Mode, All-Star Mode, Event Matches,
plus more all help to create a satisfying single-player experience. Of
course, what cemented this one in my heart was just how long I continued to
play it after release because of its multiplayer, a fairly unique situation in
my video game history. Many summers in high school <a href="http://stockpotinn.blogspot.com/2015/07/my-favorite-summer-games.html" target="_blank">were spent</a> hanging around
with my friends, which often entailed swimming in my friend’s pool followed by
hours upon hours of four-player smashes. </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Melee</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">
is one of the few multiplayer games that I didn’t tire of after a few sessions
of play, and it seemed like no matter who I played it with, I had a blast. It
was an evolution of the original that set the standard that the rest of the
series is still following today, and it’s the <i>Smash </i>that is most special to me.</span><br />
<br />
<b>29. <span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><a href="https://en.wikipedia.org/wiki/Castlevania:_Dawn_of_Sorrow" target="_blank">Castlevania: Dawn of Sorrow (DS)</a></span></b><br />
<br />
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</div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://3.bp.blogspot.com/-bjJZ0ZWYn7o/V-mDr13L_LI/AAAAAAAACVg/DBVx8ZXnreElxMbDeCoJCq6lQpWWiKKNwCLcB/s1600/castlevania_ds_16.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="300" src="https://3.bp.blogspot.com/-bjJZ0ZWYn7o/V-mDr13L_LI/AAAAAAAACVg/DBVx8ZXnreElxMbDeCoJCq6lQpWWiKKNwCLcB/s400/castlevania_ds_16.jpg" width="400" /></a></div>
<br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt;">It’s very difficult for me to pick a favorite </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Metroidvania</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> game, and therefore
favorite </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Castlevania</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> game overall,
because I love them all for different reasons (except for maybe </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;"><a href="https://en.wikipedia.org/wiki/Castlevania:_Portrait_of_Ruin" target="_blank">Portrait of Ruin</a></i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">), but </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Dawn of Sorrow</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">…</span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Dawn of Sorrow</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> is so frickin’ beautiful. It picks up right where </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Aria of Sorrow</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> left off, building upon
and refining everything about that already refined game, including the return
of the Tactical Soul system, and features a massive castle that rivals </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Symphony of the Night’s</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> in terms of its marvelous
design, details, and copious secrets upon secrets. Just when you think you’ve
seen or done it all, there’s more, and if you think you’ve finally seen it all,
you’re wrong. Being the first </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Castlevania</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">
game on the DS, its visuals are gorgeous, featuring beautiful
environments, huge sprites, and colossally gruesome bosses, its <a href="https://www.youtube.com/playlist?list=PL5ED058FCFDB8D4ED" target="_blank">musical score</a> is
among my favorites in </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Castlevania </i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">history, and it is simply all-around probably the best-designed game in the series. The
only things wrong with </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Dawn of Sorrow</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">
are its unfortunately mediocre <a href="http://static1.gamespot.com/uploads/scale_medium/mig/4/5/3/8/2214538-box_cvdos.png" target="_blank">anime character artwork</a> (the <a href="https://www.google.com/search?q=ayami+kojima+castlevania+art&espv=2&biw=1920&bih=950&source=lnms&tbm=isch&sa=X&ved=0ahUKEwjujt-B563PAhXGOD4KHZkIA-cQ_AUIBigB" target="_blank">beautifully elegant artwork</a> of <a href="https://en.wikipedia.org/wiki/Ayami_Kojima" target="_blank">Ayami Kojima</a> was sorely missed) and its weak narrative and villains.
</span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Aria of Sorrow’s</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> narrative was pretty
wacky too, but it’s interesting at least and has an important purpose in the
grand scheme of the </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Castlevania</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> mythos,
but </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Dawn of Sorrow</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">, as much as it
pains me to say it, is unfortunately just sort of an unnecessary continuation
of that story, and it just feels like they had to come up with </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">something </i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">to justify this otherwise
beautifully-designed game. The narrative isn’t terrible and it doesn’t greatly
detract from the experience, but let’s just say as the final story chronologically
in the series, it could have been better. When the rest of the experience is so
phenomenal though, I’m willing to turn the other way. Its narrative and
official artwork aside, </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Dawn of Sorrow</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">
is the pinnacle of the </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Metroidvania</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">
series.</span><br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><br /></span>
<b><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">28. </span><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><a href="https://en.wikipedia.org/wiki/GoldenEye_007_(1997_video_game)" target="_blank">GoldenEye 007 (N64)</a></span></b><br />
<br />
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<a href="https://1.bp.blogspot.com/-d0u0kWkRBps/V-mGnDQR40I/AAAAAAAACVw/ylzwCEeHWFkDQFZQ0DozwlLyxVSFs2tYwCLcB/s1600/goldeneye-1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="280" src="https://1.bp.blogspot.com/-d0u0kWkRBps/V-mGnDQR40I/AAAAAAAACVw/ylzwCEeHWFkDQFZQ0DozwlLyxVSFs2tYwCLcB/s400/goldeneye-1.jpg" width="400" /></a></div>
<br />
<i style="font-family: Calibri, sans-serif; font-size: 11pt;">GoldenEye</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> is one of those
games that I completely dissected as kid. It was more than a game; it was a
world. I spent hours playing and replaying every mission and each session
brought new discoveries. I would obsess over details like the ventilation
shafts in the Facility level and how they all connected, I would create my own
meta-games in my head and my own fantasy storylines for each mission. I settled
into each level, exploring every room, examining every toilet and desk; these
levels were more than just linear corridors, they were fully-designed
environments to explore and uncover. I longed to finally unlock the coveted hidden
Aztec and Egyptian levels, which I sadly never did. I used to dream about this
game. Then there was the multiplayer, where countless hours were spent with
friends playing hide and seek in the Complex, laying proximity mine traps in
the Caves, and having duels in the Temple. It’s amusing to me that one of my
strongest nostalgic attachments, one of my most cherished and memorable video
game experiences, is a licensed James Bond game based on a <a href="https://en.wikipedia.org/wiki/GoldenEye" target="_blank">film</a> I wouldn’t
first watch until years after finally putting the game down, but so it is.</span><br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><br /></span>
<b><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">27. </span><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><a href="https://en.wikipedia.org/wiki/Kirby_64:_The_Crystal_Shards" target="_blank">Kirby 64: The Crystal Shards (N64)</a></span></b><br />
<br />
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<a href="https://3.bp.blogspot.com/-vLwvGTnMqzM/V-mIFYyVyZI/AAAAAAAACV8/c2_t6Bvpbig6YkBRvbUU684CshvxgauPgCLcB/s1600/kirby%2B64%2Bfirst%2Blevel%2Bscreenshot.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="295" src="https://3.bp.blogspot.com/-vLwvGTnMqzM/V-mIFYyVyZI/AAAAAAAACV8/c2_t6Bvpbig6YkBRvbUU684CshvxgauPgCLcB/s400/kirby%2B64%2Bfirst%2Blevel%2Bscreenshot.jpg" width="400" /></a></div>
<br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt;">After drooling over screenshots of it in <a href="https://en.wikipedia.org/wiki/Nintendo_Power" target="_blank">Nintendo Power</a> prior to release, I finally got </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Kirby
64</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> in my hands in late June of 2000, and it is another game that is <a href="http://stockpotinn.blogspot.com/2015/07/my-favorite-summer-games.html" target="_blank">fondly synonymous with summer</a> for me. I still remember the pure joy this game brought
me as I began it and how amazing it was to me back then to finally have a </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Kirby</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> game with 3D visuals. Not only was
</span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Kirby 64</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> one of the first “2.5D”
platformers to my knowledge, but its clean, colorful art has aged remarkably
well and the game stands as one of the best-looking N64 games in the modern
era. When it comes to platformers, </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Kirby
64</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> is another game that hits just about all the right notes for me. Though
they largely follow familiar video game tropes such as the good ol’ desert and
beach, the worlds of </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">The Crystal Shards</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">
execute these themes with a lot of imagination and detail, and although there
aren’t a whole lot of them, every single level in the game is unique and
nothing feels copy and pasted. The ice world is particularly memorable for its
pseudo-futuristic and industrial themes, as well as for the fact that
it seems to hide a suspicious backstory. What also makes </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Kirby 64</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> still stand out among all of its brethren is its fantastic
power-combining system. For the first and basically last time so far, Kirby can
combine copy abilities. For example, combine Cutter and Burning to make a giant
fire sword, Burning and Bomb to turn into fireworks, or Ice and Spark to morph
into an adorable Kirby refrigerator that barfs up snacks! It’s a brilliant spin
on the familiar </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Kirby</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> formula and it’s
a ton of fun to experiment and play around with each combination. The game gets
a ton of mileage out of only a handful of base abilities and you’ll find
yourself making surprising discoveries even late in the game. The simple narrative
is also excellently implemented throughout, providing both great motivation and
a great sense of progression. Rounding out the whole delightful package is <a href="https://www.youtube.com/playlist?list=PL5E5D679F262434D2" target="_blank">my favorite <i>Kirby</i> soundtrack</a></span><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">, which is a
stand-out even by the series’ very high standards. The music in </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Kirby 64</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> contains a wide variety of
styles, including some very atmospheric and emotional tracks, including the
<a href="https://youtu.be/UALrmoYzZEc" target="_blank">true final boss theme</a>, which is one of my favorite final boss themes in any
game.</span><br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><br /></span>
<b><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">26. </span><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><a href="https://en.wikipedia.org/wiki/Kirby%27s_Dream_Land" target="_blank">Kirby’s Dream Land (Game Boy)</a></span></b><br />
<br />
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<a href="https://1.bp.blogspot.com/-jrwCoW8zfTM/V-mJNzfzXcI/AAAAAAAACWE/TQHC3d7OxYIyrlcD0IRdIuQwgLCytC8SwCLcB/s1600/kirby%2527s%2Bdream%2Bland%2Bwhispy%2Bwoods%2Bscreenshot.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="360" src="https://1.bp.blogspot.com/-jrwCoW8zfTM/V-mJNzfzXcI/AAAAAAAACWE/TQHC3d7OxYIyrlcD0IRdIuQwgLCytC8SwCLcB/s400/kirby%2527s%2Bdream%2Bland%2Bwhispy%2Bwoods%2Bscreenshot.png" width="400" /></a></div>
<br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt;">Another of my three earliest gaming memories and crucial
formative games (along with </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;"><a href="http://stockpotinn.blogspot.com/2016/09/my-top-115-favorite-video-games-55-51.html" target="_blank">Sonic the Hedgehog</a> </i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">and one more upcoming game) is </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Kirby’s Dream Land</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">, the very first </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Kirby</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> game. I’m fairly certain that this was my first Game Boy game
and I remember walking around Toys “R” Us with my Mom when the game’s strange
<a href="http://vignette2.wikia.nocookie.net/kirby/images/9/96/KDL_Boxart.jpg/revision/latest?cb=20110711122449&path-prefix=en" target="_blank">boxart</a> caught my eye. There are two elements that I chiefly admire about </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Kirby’s Dream Land</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">: simplicity and surrealism.
I love the simplistic nature of the mechanics and platforming; this was a world
where Kirby could not copy the abilities of his enemies yet, he could only
inhale and exhale, and there’s something about this pure, uncluttered design
that I find appealing. The game can also be finished in about 40 minutes (not
counting the special “Extra Game”) and I love this too; it’s a breezy, charming
little adventure. I also love how surreal and strange </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Kirby’s Dream Land</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> is and it raised so many questions for me when I
was a little kid: why am I fighting a sentient tree that’s attacking me with
apples? Why am I now fighting a sentient blimp with a lemon? What exactly </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">is</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> Kirby anyway? And what is “Dream
Land”? Is the whole game a world of dreams or a figment of some child’s
imagination?? Why is the main villain a big penguin with a hammer wearing a
Santa Claus suit??? This game ignited my imagination as a child, and it and </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Kirby’s Dream Land 2</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> feel like they are
a part of me.</span><br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><br /></span>
<span style="font-family: "calibri" , sans-serif; font-size: 11pt;">---</span><br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><br /></span>
<span style="font-family: "calibri" , sans-serif; font-size: 11pt;">It's the final countdown! #25-21 is next!</span>Nathttp://www.blogger.com/profile/17053837986455906196noreply@blogger.com0tag:blogger.com,1999:blog-916880178323105012.post-89445759296055200662016-09-24T23:00:00.001-04:002018-09-15T20:07:10.917-04:00My Top 115 Favorite Video Games (35-31)<a href="http://stockpotinn.blogspot.com/2016/09/my-top-115-favorite-video-games-115-111.html" target="_blank">Click here</a> for the introduction!<br />
<br />
<b>35. <span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><a href="https://en.wikipedia.org/wiki/Paper_Mario" target="_blank">Paper Mario (N64)</a></span></b><br />
<br />
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<a href="https://3.bp.blogspot.com/-tcg_O922jt8/V-ctWqnReeI/AAAAAAAACUc/a1e-U3QZGPsTsvTxxmqRrUqpMwaWyoJWQCLcB/s1600/paper%2Bmario%2Btoad%2Btown%2Bpost%2Boffice.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="302" src="https://3.bp.blogspot.com/-tcg_O922jt8/V-ctWqnReeI/AAAAAAAACUc/a1e-U3QZGPsTsvTxxmqRrUqpMwaWyoJWQCLcB/s400/paper%2Bmario%2Btoad%2Btown%2Bpost%2Boffice.jpg" width="400" /></a></div>
<br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt;">Did you know that the only fanfiction I’ve ever written was a </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Paper Mario</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> one? As I was eagerly
anticipating the upcoming </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Paper Mario:
The Thousand-Year Door</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">, I lamented the fact that I had never played the
original N64 game, so I tracked down a copy and played </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Paper Mario</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> in the summer of 2004. While playing the game, I began
posting on the <a href="https://en.wikipedia.org/wiki/IGN" target="_blank">IGN</a> </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Paper Mario</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">
forums, initially just asking for help. This soon spiraled into
me becoming a full-time member of a gaming community and before I knew it I was
writing a fanfiction. I have extremely fond memories of that time and can’t
help but associate them with this game and its sequel. </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Paper Mario</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> itself is a wonderful example of creativity; it
features an inspired take on the familiar Mushroom Kingdom and I love its
chapter format, diversity of lovable partner characters, and simple yet
satisfying RPG mechanics. In this premier outing, the whole “paper” concept was
just an aesthetic choice, and it made for a compelling art-style that still
holds up well even on the aged N64 hardware.</span><br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><br /></span>
<b><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">34. </span><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><a href="https://en.wikipedia.org/wiki/Mario_%26_Luigi:_Superstar_Saga" target="_blank">Mario and Luigi: Superstar Saga (Game Boy Advance)</a></span></b><br />
<br />
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<a href="https://2.bp.blogspot.com/-1-ez6HYfRLg/V-cwdP65wvI/AAAAAAAACUk/JSbFGt8p7iYiNF-UjJC-9unGP7Fhue5WQCLcB/s1600/mario%2Band%2Bluigi%2Bsuperstar%2Bsaga%2Bstandard%2Bbattle.gif" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="266" src="https://2.bp.blogspot.com/-1-ez6HYfRLg/V-cwdP65wvI/AAAAAAAACUk/JSbFGt8p7iYiNF-UjJC-9unGP7Fhue5WQCLcB/s400/mario%2Band%2Bluigi%2Bsuperstar%2Bsaga%2Bstandard%2Bbattle.gif" width="400" /></a></div>
<br />
<i style="font-family: Calibri, sans-serif; font-size: 11pt;">Superstar Saga</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> was the first </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Mario</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">
RPG I played and I instantly fell in love with it. It is zany, imaginative, and
hilarious. It’s from a time when Nintendo wasn’t afraid to do whatever the hell
they wanted with Mario and when the </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Mario</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">
RPGs in particular were a bastion of creativity and unique ideas. Unique ideas
like an evil bean witch stealing Princess Peach’s dialogue (as in the text in
her text boxes) and replacing it with explosives and sending Mario and Luigi on
a quest to the Beanbean Kingdom, an all-new land where Bowser loses his memory
and becomes a thief’s apprentice, the now infamous villain Fawful makes
metaphors about sandwiches and mustard and doom, and Mario uses his brother as
a surfboard I think? What I really love about the first </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Mario and Luigi</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> compared to its successors is its open, interconnected,
detailed world, which doesn’t feel like merely a handful of areas stapled
together. It feels like a 2D </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Zelda</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">
overworld almost, with tons of secrets to find and interesting areas to explore
and quirky characters to meet. The battle system and mechanics are engaging without
being drawn-out or gimmicky and the humor is inspired. </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Superstar Saga </i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">isn’t bogged down with tutorials or repetitive,
boring areas full of mundane fetch quests, and it’s not a mess of
touch-screeny, motion-controlled mini-game gimmickry; it’s just a wonderfully
creative, well-designed RPG. None of the games that followed in the still
ongoing </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Mario and Luigi</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> series have
managed to capture the magic of the original for me, and quite frankly they don’t
even come anywhere close.</span><br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><br /></span>
<b><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">33. </span><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><a href="https://en.wikipedia.org/wiki/Final_Fantasy_VII" target="_blank">Final Fantasy VII (PS1)</a></span></b><br />
<br />
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<a href="https://4.bp.blogspot.com/-5k6isPcylk0/V-c2LVZF6gI/AAAAAAAACU0/FWe3VmGh_u00I4BAJHxR9qCan73Q_SwJwCLcB/s1600/Midgar_FFVII_Concept_Art.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="307" src="https://4.bp.blogspot.com/-5k6isPcylk0/V-c2LVZF6gI/AAAAAAAACU0/FWe3VmGh_u00I4BAJHxR9qCan73Q_SwJwCLcB/s400/Midgar_FFVII_Concept_Art.jpg" width="400" /></a></div>
<br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt;">Let me get something out of the way right now: I’ve never
finished </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Final Fantasy VII</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">. I stopped
playing at the very end of the game on disc three with only the big finale to
go, so I did play through practically the whole thing, I just never actually </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">finished </i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">it. It is one of my biggest
gaming regrets, because I adore this game. </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Final
Fantasy VII</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> is tied with <a href="http://stockpotinn.blogspot.com/2015/07/my-favorite-summer-games.html" target="_blank">memories</a> of a high school summer long gone by and even
though I was quite late in playing the game, I still found myself engrossed in
its extremely compelling world and complex narrative. For its time, </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">FFVII</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> was incredibly ambitious, and it’s
one of those games where I can feel the passion of the developers in every
facet of the experience. I unabashedly love this game’s atmosphere as well as its
<a href="https://www.youtube.com/playlist?list=PLZzKhgUfPukDd0R8D1_fxTSHT8S_cWeFi" target="_blank">soundtrack</a>. Composed by the great <a href="https://en.wikipedia.org/wiki/Nobuo_Uematsu" target="_blank">Nobuo Uematsu</a>, </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Final Fantasy VII’s </i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">score is a wonder, and easily one of my absolute
favorites in video games. It also contains the greatest <a href="https://youtu.be/TO1xq64FhX0" target="_blank">battle music</a> in JRPG
history that still gets me pumped up to this day. Someday, someday soon, I need
to go back and re-experience this whole game complete with a proper conclusion.</span><br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><br /></span>
<b><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">32. </span><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><a href="https://en.wikipedia.org/wiki/Final_Fantasy_VI" target="_blank">Final Fantasy VI (SNES)</a></span></b><br />
<br />
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<a href="https://1.bp.blogspot.com/-yAaYPntGXSY/V-c4mswjYmI/AAAAAAAACU8/Xy5izUw8Xa8VGLes6XBg6pUVcMhZv0SdACLcB/s1600/final%2Bfantasy%2Bvi%2Bcliff%2Boverlooking%2Bnarshe.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="293" src="https://1.bp.blogspot.com/-yAaYPntGXSY/V-c4mswjYmI/AAAAAAAACU8/Xy5izUw8Xa8VGLes6XBg6pUVcMhZv0SdACLcB/s400/final%2Bfantasy%2Bvi%2Bcliff%2Boverlooking%2Bnarshe.jpg" width="400" /></a></div>
<br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt;">First off: another masterful <a href="https://www.youtube.com/playlist?list=PLZzKhgUfPukCcTD_iUD46BQ3XanQWOU2Y" target="_blank">soundtrack</a> by Nobuo Uematsu. It
should be clear if you’ve read just about any one of these posts, but music is extremely
important to me, in video games and otherwise. In fact, it is one of the most
important elements in video games for me; it can set a mood, create an
atmosphere, evoke emotions, and so much more. I think when it comes to </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Final Fantasy VI</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">, “emotion” is a very
key word. One of the first things I think about when I think about </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">FFVI</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> is its characters; their different
stories, the way they grow, and how the narrative draws them together and progresses
with a focus and a confidence that few other games can match. Unlike many other
JRPGs, the narrative here is not convoluted or overly complex, but it is gripping
stuff and does a great job of balancing humor and drama. </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">FFVI</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> is filled with powerful narrative moments that I won’t dare
spoil, but suffice to say it’s an incredibly narratively ambitious game for its
time and summons a heap of emotion using only pixels and sprites, which is
actually quite similar to the next game on this list…</span><br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><br /></span>
<b><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">31. </span><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><a href="https://en.wikipedia.org/wiki/Cave_Story" target="_blank">Cave Story (PC)</a></span></b><br />
<br />
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<a href="https://3.bp.blogspot.com/-nSgZuARbNPE/V-c6BeIq8XI/AAAAAAAACVI/L3H5bLYBoCYPQ6l2Ut5lgvsFpICL9laxQCLcB/s1600/cave-story_windows.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="300" src="https://3.bp.blogspot.com/-nSgZuARbNPE/V-c6BeIq8XI/AAAAAAAACVI/L3H5bLYBoCYPQ6l2Ut5lgvsFpICL9laxQCLcB/s400/cave-story_windows.png" width="400" /></a></div>
<br />
<i style="font-family: Calibri, sans-serif; font-size: 11pt;">Cave Story</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> speaks
directly to my heart. It pulled me in, held me close, punched me in the gut,
and left me deeply moved. It just does everything right. The detailed
world-building, emotional storytelling, and level of imagination on display in </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Cave Story</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> rivals any of my favorite
games of all time. Also, I know I’m a fossilized record at this point, but I
also adore this game’s pixel art and <a href="https://www.youtube.com/playlist?list=PL0A12ED38862DB0F5" target="_blank">soundtrack</a>. From its enigmatic beginnings
to its multiple endings, </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Cave Story</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">
is an unforgettable and special journey that can be downright brutal in more
ways than one. I really want to spoil as little as I can about the game as it’s
something best experienced as blind as possible, but you have my word that </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Cave Story</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> is easily one of the greatest
video games I’ve ever played. It is also immensely inspirational, as the entire
game, which was inspired by the likes of </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Metroid</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">,
was developed by a single person, <a href="https://en.wikipedia.org/wiki/Daisuke_Amaya" target="_blank">Daisuke “Pixel” Amaya</a>, who did the art,
writing, music, level design, and programming all by himself in a five year effort.
An indie inspiration and simply an incredible game, </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Cave Story</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> is a work of art in every way.</span><br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><br /></span>
<span style="font-family: "calibri" , sans-serif; font-size: 11pt;">---</span><br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><br /></span>
<span style="font-family: "calibri" , sans-serif; font-size: 11pt;">Only 30 more games to go! The final stretch begins next time with #30-26!</span>Nathttp://www.blogger.com/profile/17053837986455906196noreply@blogger.com0tag:blogger.com,1999:blog-916880178323105012.post-33403294994484691052016-09-23T18:21:00.001-04:002018-09-15T20:05:40.054-04:00My Top 115 Favorite Video Games (40-36)<a href="http://stockpotinn.blogspot.com/2016/09/my-top-115-favorite-video-games-115-111.html" target="_blank">Click here</a> for the introduction!<br />
<br />
<b>40. <span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><a href="https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_Oracle_of_Seasons_and_Oracle_of_Ages" target="_blank">The Legend of Zelda: Oracle of Seasons and Oracle of Ages (Game Boy Color)</a></span></b><br />
<b><br /></b>
<br />
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<a href="https://2.bp.blogspot.com/-bq3iq7MHzTU/V-WTQjN_fjI/AAAAAAAACTY/t4-XOblfP5UX-_k1qvOi83vj4KAI8y5EQCLcB/s1600/zelda%2Boracle%2Bof%2Bseasons%2Bricky%2Bpunching.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="315" src="https://2.bp.blogspot.com/-bq3iq7MHzTU/V-WTQjN_fjI/AAAAAAAACTY/t4-XOblfP5UX-_k1qvOi83vj4KAI8y5EQCLcB/s400/zelda%2Boracle%2Bof%2Bseasons%2Bricky%2Bpunching.png" width="400" /></a></div>
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<div class="separator" style="clear: both; text-align: center;">
<br /></div>
<i style="font-family: Calibri, sans-serif; font-size: 11pt;">The Legend of Zelda: Oracle of Seasons</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">
and </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">The Legend of Zelda: Oracle of Ages</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">
are both great games when played on their own, but if want to get the most of
them and see this grand adventure to its proper conclusion, than the two must
be linked together. It is this combined adventure that occupies this spot on
the list and it is easily the most overlooked and underappreciated </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Zelda</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> game in the whole series (even </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;"><a href="https://en.wikipedia.org/wiki/Zelda_II:_The_Adventure_of_Link" target="_blank">Zelda II</a></i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> is at least well-known by the
fans). This sprawling adventure has Link venturing outside Hyrule to new lands
to control the seasons, travel through time, explore lost ruins and haunted
crypts, help undead pirates escape the underworld, ride a flying bear, explore
the depths of the ocean, and conquer a team of dastardly villains out to do the
world harm. The season-controlling mechanic is one of my favorites in the
series and both games, though particularly </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Ages</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">,
feature some of the trickiest puzzles and dungeons the </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Zelda</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> series has ever seen. If you love top-down </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Zelda</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> or old-school adventure and have
avoided these treasures, you are doing yourself a huge disservice.</span><br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><br /></span>
<b><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">39. </span><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><a href="https://en.wikipedia.org/wiki/Silent_Hill_3" target="_blank">Silent Hill 3 (PS2)</a></span></b><br />
<b><br /></b>
<br />
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<br />
<i style="font-family: Calibri, sans-serif; font-size: 11pt;">Silent Hill 3</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> is
basically the first </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Silent Hill</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> on
steroids, returning to a similar aesthetic except even more encrusted with
fleshy, rusted horror that practically seeps out of your TV screen. <a href="https://en.wikipedia.org/wiki/Team_Silent" target="_blank">Team Silent</a>
really outdid themselves with the environments, the scares, and the signature
Otherworld in this one; the place truly comes to life here and almost every
single room in the game is designed to fuck with you. From the more overt pulsating,
bleeding walls to the more subtle barely glimpsed horrors beyond foggy windows,
</span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Silent Hill 3</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> is a </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">master </i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">of horror and atmosphere. I am
always astounded by the art direction in this game and just how remarkably well
it has aged. The character animation, particularly facial animation, and voice
acting have also aged well and lend a lot of emotion to the game’s memorable
cast of characters, including protagonist Heather, who is one of the most
likable and empathetic characters I’ve ever encountered in a game. The
narrative also finds a nice balance between the more esoteric bizarreness of
the first game’s plot and the grounded emotional center of the second’s. Both
the original </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Silent Hill</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> and </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Silent Hill 2</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> definitely get their dues,
and rightfully so, but </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Silent Hill 3</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">
seems to have largely been ignored in the mainstream over the years, which is a
true shame because in a way it is the quintessential </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Silent Hill</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> experience and at the very least an absolutely
brilliant one that stands toe to toe with its two predecessors. Just stay far
away from the </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;"><a href="https://en.wikipedia.org/wiki/Silent_Hill_HD_Collection" target="_blank">Silent Hill HD Collection</a></i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">,
“remasters” of this game and </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Silent Hill
2</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> for the PlayStation 3 and Xbox 360 that Konami vomited out a few years
back; they are terrible, broken trash.</span><br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><br /></span>
<b><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">38. </span><span style="text-indent: -0.25in;"><a href="https://en.wikipedia.org/wiki/Silent_Hill_(video_game)" target="_blank">Silent Hill (PS1)</a></span></b><br />
<b><br /></b>
<br />
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<a href="https://1.bp.blogspot.com/-LS-0bLD1AGw/V-WgdIQHYpI/AAAAAAAACT0/bHzv9E04UbwPdehlaYVsBIVWr4WN59OAwCLcB/s1600/silent%2Bhill%2Bweird%2Bdoor.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="250" src="https://1.bp.blogspot.com/-LS-0bLD1AGw/V-WgdIQHYpI/AAAAAAAACT0/bHzv9E04UbwPdehlaYVsBIVWr4WN59OAwCLcB/s400/silent%2Bhill%2Bweird%2Bdoor.jpg" width="400" /></a></div>
<br />
<span style="text-indent: -0.25in;">If the original </span><i style="text-indent: -0.25in;"><a href="https://en.wikipedia.org/wiki/Resident_Evil_(1996_video_game)" target="_blank">Resident Evil</a> </i><span style="text-indent: -0.25in;">defined <a href="https://en.wikipedia.org/wiki/Survival_horror" target="_blank">survival horror</a>,
than the original </span><i style="text-indent: -0.25in;">Silent Hill </i><span style="text-indent: -0.25in;">showed
the true potential of the genre, and the kind of unparalleled horror experience
that only video games can deliver. Even though I am intimately familiar with
the series that it spawned, </span><i style="text-indent: -0.25in;">Silent Hill</i><span style="text-indent: -0.25in;">
still creeps me the fuck out to this day. It’s difficult to make such a call,
but my heart still considers the original the scariest in the series. I was
exposed to this game as a child, watching my older brother and his friends play
it, and where I expected another </span><i style="text-indent: -0.25in;">Resident
Evil</i><span style="text-indent: -0.25in;">, I got something far more sinister, far, </span><i style="text-indent: -0.25in;">far </i><span style="text-indent: -0.25in;">creepier, and something that bore its way into my subconscious
and permanently took up residence there. A seed had been planted, and a genre I
had mostly shied away from my entire childhood had finally revealed itself to
be something right up my alley.</span><br />
<div class="MsoListParagraphCxSpFirst" style="mso-list: l0 level1 lfo1; text-indent: -.25in;">
<o:p></o:p></div>
<div class="MsoListParagraphCxSpLast">
<br /></div>
<span style="font-family: "calibri" , "sans-serif"; font-size: 11.0pt; line-height: 115%;">There was no spooky mansion in <i>Silent Hill</i>, there was an empty
elementary school, there were no zombies, there were pale, maggot-headed
children that slinked out of the darkness. The atmosphere in <i>Silent Hill</i>, created through a masterful
mix of gritty art direction that still holds up well for a PS1 game, haunting
sound design and <a href="https://www.youtube.com/playlist?list=PLhHcMbVmbwCdY5k6g7_HZG6-L1NGMyogo" target="_blank">music</a> by <a href="https://en.wikipedia.org/wiki/Akira_Yamaoka" target="_blank">Akira Yamaoka</a>, and one increasingly bizarre and twisted
scenario after the next is nearly indescribable at its core, but it is perhaps
best summed up by the word “dread”. It’s an experience that constantly feels
out of the player’s control as they are toyed with and manipulated throughout
the course of the game. More recently, I’ve heard people look back on and criticize
this game’s stilted and often hilariously awkward voice acting and at times
immensely cryptic dialogue, but I still admire the game’s narrative ambition
and love its core concept; at the very least, there are a handful of scenes
that I still find to be absolutely brilliant and unforgettable to this day. <i>Silent Hill</i> isn’t just monsters and
guns; there’s real emotion here, there’s something poetic about the whole
thing. I was fascinated with this game as a kid and it left a huge impact on
me, and even though I wouldn’t play through it entirely myself and get hugely
into the series until I was in college, I credit this game and the <i>Silent Hill</i> series at large as one of
the prime reasons for my love of psychological horror today.</span><br />
<div>
<span style="font-family: "calibri" , "sans-serif"; font-size: 11.0pt; line-height: 115%;"><br /></span></div>
<div>
<b><span style="font-family: "calibri" , "sans-serif"; font-size: 11.0pt; line-height: 115%;">37. </span><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><a href="https://en.wikipedia.org/wiki/Animal_Crossing_(video_game)" target="_blank">Animal Crossing (GameCube)</a></span></b></div>
<div>
<b><br /></b></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://4.bp.blogspot.com/-mdhDUhNYwv8/V-Whpk7qU1I/AAAAAAAACT4/QECIFanrpMcVcAydNIC8-mYy37bhqAuggCLcB/s1600/animal%2Bcrossing%2Bnook%2527s%2Bcranny.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="298" src="https://4.bp.blogspot.com/-mdhDUhNYwv8/V-Whpk7qU1I/AAAAAAAACT4/QECIFanrpMcVcAydNIC8-mYy37bhqAuggCLcB/s400/animal%2Bcrossing%2Bnook%2527s%2Bcranny.png" width="400" /></a></div>
<div>
<br /></div>
<div>
<span style="font-family: "calibri" , sans-serif; font-size: 11pt;">When I first rented </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Animal
Crossing</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> back in 2002, I didn’t quite know what to make of it. But after
only playing it for a few days, I knew this was something that was for me. I’ve
always been a great appreciator of “downtime” in games. Time to just hang
around a village in an RPG, or enjoy a beautiful piece of scenery or a special moment.
</span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Animal Crossing</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> is sort of like “RPG
Village Downtime: The Game” but it’s also so much more than that. Quite
frankly, I had never played anything like it back then (well actually, there
was one other game sort of like it that I had played previously, but I’ll get
to that later…) and it absorbed me with its simplistic visual presentation, lively
cast of characters that felt like real people despite being anthropomorphic cartoon
animals, soothing <a href="https://www.youtube.com/playlist?list=PLhHcMbVmbwCeSZ9t-mDT3yNRMDvOOpzzo" target="_blank">music</a> and atmosphere, and surprising amount of depth and
variety of things to do. There was a reason to play every day, and every day I
did…for months. I have so many fond memories tied to this game. I remember a
cool autumn day, my Mom baking cookies, me playing <i>Animal Crossing</i>. I remember
how my friends moved into my town and would exchange letters, and how I would
set up scavenger hunts for them. I remember how satisfying it felt to arrange
my little virtual home, how I was so proud of my video game corner and boxing ring in
my basement. I remember how exciting winter felt, all the little ways the game
changed on a daily basis and all the little surprises, like igloos, snowmen,
and finding a particularly exciting piece of furniture. I recall how crestfallen
I was when beloved villagers left my town. My dear town of Foresta, how I
cherish the time I spent living there. To date, the GameCube original (original
in the U.S. anyway) is the only </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Animal
Crossing</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> game I’ve played, and while I’m not against playing another one
someday, I feel like I had my fill with this one.</span></div>
<div>
<span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><br /></span></div>
<div>
<b><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">36. </span><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><a href="https://en.wikipedia.org/wiki/Jet_Set_Radio" target="_blank">Jet Grind Radio (Dreamcast)</a></span></b></div>
<div>
<b><br /></b></div>
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<a href="https://1.bp.blogspot.com/-W4o_m0uDxuI/V-WmvWaiBDI/AAAAAAAACUM/kBt0cLBS8Y0FieyyG26ccr7rfiHLBg_LwCLcB/s1600/jet%2Bset%2Bradio%2Bgrinding.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="225" src="https://1.bp.blogspot.com/-W4o_m0uDxuI/V-WmvWaiBDI/AAAAAAAACUM/kBt0cLBS8Y0FieyyG26ccr7rfiHLBg_LwCLcB/s400/jet%2Bset%2Bradio%2Bgrinding.jpg" width="400" /></a></div>
<div>
<br /></div>
<div>
<span style="font-family: "calibri" , sans-serif; font-size: 11pt;">Similar to the GameCube, the Dreamcast was home to
many creative, original games that were just…different, and in some ways
changed my expectations of what a game could be. </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Jet Grind Radio</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> (or </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Jet Set
Radio</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">, its original title that it’s called by everywhere but the initial U.S.
release) was an artistic revelation. I had never seen a <a href="https://en.wikipedia.org/wiki/Cel_shading" target="_blank">cel-shaded</a> video game
before, and although this wasn’t technically the first one released, it was one
of them. The cel-shaded art isn’t just a pretty aesthetic though, but rather an
artistic choice that informs the whole experience. </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Jet Set Radio </i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">transcends being a game and is actually more of a “style”.
This funky fresh experience involves rollerblading around urban Japanese
environments and painting graffiti at select locations while evading the fuzz, battling
other rival gangs, and listening to <a href="https://www.youtube.com/playlist?list=PLD61626F6813F6C5F" target="_blank">blazin’ hot tunes</a>…I’m really bad at trying
to sound cool, aren’t I? Regardless, as a young teen in love with video games
and just getting into anime and learning about how all of this stuff that I
loved came from Japan, I was completely enthralled with the <a href="https://en.wikipedia.org/wiki/Shibuya" target="_blank">Shibuya</a>-infused vibe
and setting of this game. There aren’t a ton of them, but each location in </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Jet Set Radio</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> is huge and detailed, with
more areas of each one becoming unlocked as the game goes on, and I had a blast
simply exploring every corner of them. I’m pretty sure this game is the reason
I appreciate graffiti art so much today and when I was in middle school, I
frequently doodled in a graffiti style and drew characters based on the ones in
the game. Of course, the game itself also featured on option to create one’s
own graffiti tags, a welcome feature in this mesmerizing work of audio-visual
interactive art.</span></div>
<div>
<span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><br /></span></div>
<div>
<span style="font-family: "calibri" , sans-serif; font-size: 11pt;">---</span></div>
<div>
<span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><br /></span></div>
<div>
<span style="font-family: "calibri" , sans-serif; font-size: 11pt;">Five more fantastic favorites next time in #35-31!</span></div>
Nathttp://www.blogger.com/profile/17053837986455906196noreply@blogger.com0tag:blogger.com,1999:blog-916880178323105012.post-73495486207035926442016-09-22T19:17:00.002-04:002018-09-15T21:36:40.313-04:00My Top 115 Favorite Video Games (45-41)<a href="http://stockpotinn.blogspot.com/2016/09/my-top-115-favorite-video-games-115-111.html" target="_blank">Click here</a> for the introduction!<br />
<br />
<b>45. <span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><a href="https://en.wikipedia.org/wiki/Wario_Land:_Super_Mario_Land_3" target="_blank">Wario Land: Super Mario Land 3 (Game Boy)</a></span></b><br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://1.bp.blogspot.com/-5p3aVHPV-HE/V-RTGv5UgyI/AAAAAAAACSk/FKBoXDlOQHkaZdgTu4qikqlBSFCNWJ_AACLcB/s1600/wario%2Bland%2Btrain%2Blevel.gif" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="360" src="https://1.bp.blogspot.com/-5p3aVHPV-HE/V-RTGv5UgyI/AAAAAAAACSk/FKBoXDlOQHkaZdgTu4qikqlBSFCNWJ_AACLcB/s400/wario%2Bland%2Btrain%2Blevel.gif" width="400" /></a></div>
<br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt;">Another Game Boy game from my childhood
that’s bursting with creativity and that signature oddness that defined
first-party Nintendo games for the system in the 90s, </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Wario Land</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> is not only a fantastic sequel to the already excellent </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Super Mario Land 2</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">, but it’s also one of
my favorite platformers of all time. This was Wario’s first game all to himself
so Nintendo really had complete freedom in what they could do with the
adventure, and it really shows. The </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Wario
Land</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> series is appropriately like some bizarro inversion of the Mario
series, and what I love so much about it is that it’s not chained down by all
of the conventions and tired staples of the latter. With nothing holding him
back, Wario journeys to Kitchen Island to steal the treasure of the Brown Sugar
Pirates and explores memorable locales such as Mt. Teapot and Parsley Woods,
hunting down hidden treasures and finding secret paths. The game features a world
map similar to its predecessor, but the world is even more dynamic. For
example, the first time you venture through the first world, Rice Beach, it
will be low tide. Later on, however, one can revisit the beach when the tide has
come in and has flooded previously explored levels, which allows access to new areas. </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Wario Land</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> also has a very strange
and memorable atmosphere and much of its <a href="https://www.youtube.com/watch?v=UPs1ei4oDSE" target="_blank">soundtrack</a> is decidedly mysterious,
culminating in a presentation that brings to mind </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">The Legend of Zelda: Link’s Awakening</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> in ways.</span><br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><br /></span>
<b><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">44. </span><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><a href="https://en.wikipedia.org/wiki/Super_Metroid" target="_blank">Super Metroid (SNES)</a></span></b><br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://2.bp.blogspot.com/-_qGQg0nxpr0/V-RUzjjuGUI/AAAAAAAACSs/LhCpEfhruPQRa1kdZJsX9p0BAH1W5aWygCLcB/s1600/super%2Bmetroid%2Bkraid%2Bboss%2Bbattle.gif" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="345" src="https://2.bp.blogspot.com/-_qGQg0nxpr0/V-RUzjjuGUI/AAAAAAAACSs/LhCpEfhruPQRa1kdZJsX9p0BAH1W5aWygCLcB/s400/super%2Bmetroid%2Bkraid%2Bboss%2Bbattle.gif" width="400" /></a></div>
<br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt;">Haunting. If there’s one word to describe </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Super Metroid</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">, it’s "haunting". Another word might be "brilliant".
The opening title screen immediately sets a mood that is completely absorbing
and the rest of the game follows suit. </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Super Metroid</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> is a master of atmosphere, exploration, game design,
sound design, <a href="https://www.youtube.com/playlist?list=PL0BCE0BA953AC33E4" target="_blank">music composition</a>, 2D pixel art, and hell the game even succeeds wonderfully
at minimalist narrative, with subtle examples of great in-game storytelling and
a world littered with details and little moments that tell the story without
words or without ever removing interactivity, including one of the most
memorable finales in video game history. I waited years to finally play this
classic on the Wii Virtual Console and it did not disappoint. </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Super Metroid</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> is one of those games that
represents just about everything I love about the medium and is basically just an
experience extremely catered to my own personal tastes.</span><br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><br /></span>
<b><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">43. </span><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><a href="https://en.wikipedia.org/wiki/Castlevania:_Circle_of_the_Moon" target="_blank">Castlevania: Circle of the Moon (Game Boy Advance)</a></span></b><br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://1.bp.blogspot.com/-71Iy36ioXiA/V-RgNusg4FI/AAAAAAAACS8/6ttVECk3Azonn0EgHRwMPKzbMEjlVvpBwCLcB/s1600/Castlevania_-_Circle_of_the_Moon_-_Gameplay.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="266" src="https://1.bp.blogspot.com/-71Iy36ioXiA/V-RgNusg4FI/AAAAAAAACS8/6ttVECk3Azonn0EgHRwMPKzbMEjlVvpBwCLcB/s400/Castlevania_-_Circle_of_the_Moon_-_Gameplay.png" width="400" /></a></div>
<br />
<i style="font-family: Calibri, sans-serif; font-size: 11pt;">Bloodlines</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">
was my first </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Castlevania</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> game, but </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Circle of the Moon</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> is the game that made
me fall in love with the series. After constantly reading about how great this </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Symphony of the Night</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> game was and then
how great its immediate successor </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Circle
of the Moon</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> was in <a href="https://en.wikipedia.org/wiki/Electronic_Gaming_Monthly" target="_blank">Electronic Gaming Monthly</a> (which I subscribed to for
years and have just about as many fond memories with as I do with the games on
this list), I finally decided to give </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Circle
of the Moon</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> a shot. It instantly made me nostalgic for the </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Castlevania</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> games I played as a child
and I soon found myself addicted to exploring Dracula’s dark abode. I played </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Circle of the Moon</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> for a long time,
mainly because it can be a very difficult game with very little hand-holding,
but I have <a href="http://stockpotinn.blogspot.com/2015/07/my-favorite-summer-games.html" target="_blank">fond memories</a> of waking up early to play it during the summer and
also of playing it around October. I remember finally finishing the game
feeling truly triumphant. </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Circle of the
Moon</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> might have my favorite atmosphere of the </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Metroidvania</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> games; it perhaps feels closest of them all to the classic </span><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><i>Castlevanias </i></span><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">in this regard and has
a very classically gothic appeal. Its <a href="https://www.youtube.com/playlist?list=PLhHcMbVmbwCdWejkaes1Trs0qUlwDH3Sp" target="_blank">soundtrack</a> is mainly comprised of remixes
of old tunes, but besides them all being terrific arrangements, at the time I
didn’t know they were recycled works. Also, the protagonist’s name is Nathan
and although it may be a bit silly, it just heightens my connection to this
game even more.</span><br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><br /></span>
<b><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">42. </span><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><a href="https://en.wikipedia.org/wiki/Castlevania:_Aria_of_Sorrow" target="_blank">Castlevania: Aria of Sorrow (Game Boy Advance)</a></span></b><br />
<br />
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<a href="https://4.bp.blogspot.com/-8dMoo9Lnst4/V-Rg55XhIvI/AAAAAAAACTA/5kLdv1wWNeU70LKCehS7OZkT-usyf4qJgCLcB/s1600/castlevania%2Baria%2Bof%2Bsorrow%2Bbig%2Bskeleton%2Bboss.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="225" src="https://4.bp.blogspot.com/-8dMoo9Lnst4/V-Rg55XhIvI/AAAAAAAACTA/5kLdv1wWNeU70LKCehS7OZkT-usyf4qJgCLcB/s400/castlevania%2Baria%2Bof%2Bsorrow%2Bbig%2Bskeleton%2Bboss.jpg" width="400" /></a></div>
<br />
<i style="font-family: Calibri, sans-serif; font-size: 11pt;">Aria
of Sorrow</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> rounded out the GBA </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Castlevania</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">
trilogy beautifully. By this time, <a href="https://en.wikipedia.org/wiki/Koji_Igarashi" target="_blank">Koji Igarashi</a> and company had just about
perfected the </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Metroidvania</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> formula
and </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Aria</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> built on and refined just
about everything in the previous games from a mechanical standpoint. After
experimenting with different magic and ability systems with each new release,
the developers finally arrived at the Tactical Soul system, which is my
favorite ability system in the series by far. Not only was collecting the soul
of every creature addicting and a lot of fun, but trying out each unique new
ability was exciting and lent so much variety to the game. This was only
compounded by the wide variety of weapons that Soma Cruz, the game’s
protagonist, could wield, which all featured unique visual designs and
mechanical properties. One of the most memorable aspects of </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Aria of Sorrow</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> though it its colorful
cast of characters and bonkers narrative, which took the </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Castlevania</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> mythos to an interesting new place and an interesting
new time period: the future year of 2035! That said, the narrative does some
really bold and intriguing things with the well-established </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Castlevania</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> canon.</span><br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><br /></span>
<b><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">41. </span><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><a href="https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_The_Minish_Cap" target="_blank">The Legend of Zelda: The Minish Cap (Game Boy Advance)</a></span></b><br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://1.bp.blogspot.com/-Ss7uYFNq2rg/V-RhzLsveTI/AAAAAAAACTI/X93olD_B_eUo6WDFM2a5HXvwz405YyxyQCLcB/s1600/zelda%2Bthe%2Bminish%2Bcap%2Bshoe%2Bhouse.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="266" src="https://1.bp.blogspot.com/-Ss7uYFNq2rg/V-RhzLsveTI/AAAAAAAACTI/X93olD_B_eUo6WDFM2a5HXvwz405YyxyQCLcB/s400/zelda%2Bthe%2Bminish%2Bcap%2Bshoe%2Bhouse.jpg" width="400" /></a></div>
<br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt;">One of the more overlooked </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Zelda</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> titles, </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">The Minish Cap</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> is a true gem. It is easily the most visually
gorgeous of the 2D </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Zeldas</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">, and I long
for the series to make a return to something akin to this game’s lovingly-drawn spritework and
artistically-painted environments. This lovely art-style only enhances the
game’s inventive central theme of shrinking down to explore the nooks
and crannies of Hyrule hidden in cracks in the wall, on top of rafters, in
patches of tall grass, and beneath stones. I love this premise and I love how
much detail was put into the Minish society and the little secretive places that they
call home. </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">The Minish Cap</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> also has a
wonderful cast of characters including Ezlo the talking hat and the devious
villain Vaati, a huge and bustling Hyrule Castle Town that is one of the best
communities in the series, and it’s one of my favorite games, so of course the
<a href="https://www.youtube.com/playlist?list=PLhHcMbVmbwCcqtNxMFytSZImJCHU3IT1m" target="_blank">soundtrack</a> is great too. </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">The Minish Cap</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">
is a delight and one of the most underappreciated entries in the long-running </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Zelda</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> series, which is a shame since it
is also one of the best.</span><br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><br /></span>
<span style="font-family: "calibri" , sans-serif; font-size: 11pt;">---</span><br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><br /></span>
<span style="font-family: "calibri" , sans-serif;"><span style="font-size: 14.6667px;">More to come in #40-36! We're getting close! </span></span>Nathttp://www.blogger.com/profile/17053837986455906196noreply@blogger.com0tag:blogger.com,1999:blog-916880178323105012.post-57421513367415848642016-09-21T22:19:00.002-04:002018-09-15T20:01:49.603-04:00My Top 115 Favorite Video Games (50-46)<a href="http://stockpotinn.blogspot.com/2016/09/my-top-115-favorite-video-games-115-111.html" target="_blank">Click here</a> for the introduction!<br />
<br />
<b>50. <span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><a href="https://en.wikipedia.org/wiki/Streets_of_Rage_2" target="_blank">Streets of Rage 2 (Genesis)</a></span></b><br />
<b><br /></b>
<br />
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<a href="https://1.bp.blogspot.com/-U_7vGZWQWFg/V-GjO_Ac2pI/AAAAAAAACRc/pRpuSqN8_z8ySLrMcYaKZ6nvFQa8VuDRQCLcB/s1600/streets%2Bof%2Brage%2B2%2Bfirst%2Blevel%2Bscreenshot.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="308" src="https://1.bp.blogspot.com/-U_7vGZWQWFg/V-GjO_Ac2pI/AAAAAAAACRc/pRpuSqN8_z8ySLrMcYaKZ6nvFQa8VuDRQCLcB/s400/streets%2Bof%2Brage%2B2%2Bfirst%2Blevel%2Bscreenshot.jpg" width="400" /></a></div>
<br />
<i style="font-family: Calibri, sans-serif; font-size: 11pt;">Streets of Rage 2</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">
is my favorite co-op game of all time. I don’t even have to think about that
one; nothing else even comes close. I have countless great memories of playing
through </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Streets 2</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> over and over again
with family and friends over the years, from childhood to adulthood. It's the
ultimate chill-out, talk about life, and beat up some thugs kind of game. As
far as beat ‘em ups go, they simply don’t come any better. Its stages are huge
and detailed, encompassing a wide variety of different sections, and each one
seems to flow into one another naturally, forming the kind of progression and
silent storytelling that I dig. Tying the whole experience together is the
divine <a href="https://www.youtube.com/playlist?list=PL2D1260C76A5F0BA8" target="_blank">soundtrack</a> largely composed by <a href="https://en.wikipedia.org/wiki/Yuzo_Koshiro" target="_blank">Yuzo Koshiro</a> (with some help from
<a href="https://en.wikipedia.org/wiki/Motohiro_Kawashima" target="_blank">Motohiro Kawashima</a>). The music is so good that it’s the only video game I know
of (besides the other two </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Streets of Rage</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">
games) that credits the music composer on the <a href="http://s.emuparadise.org/Sega%20Genesis/Titles/Streets%20of%20Rage%202%20(U).png" target="_blank">title screen</a> right underneath the
Sega copyright.</span><br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><br /></span>
<b><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">49. </span><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><a href="https://en.wikipedia.org/wiki/Resident_Evil_(2002_video_game)" target="_blank">Resident Evil (GameCube)</a></span></b><br />
<b><br /></b>
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<a href="https://1.bp.blogspot.com/-aV2kenGsLDM/V-GoDPdiY0I/AAAAAAAACRo/izvXGIHMBVsUV39QWSQp-cFfk4luim5sACLcB/s1600/resident%2Bevil%2Boriginal%2Bgamecube%2Bremake%2Btop%2Bof%2Bstairway%2Bscreenshot.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="300" src="https://1.bp.blogspot.com/-aV2kenGsLDM/V-GoDPdiY0I/AAAAAAAACRo/izvXGIHMBVsUV39QWSQp-cFfk4luim5sACLcB/s400/resident%2Bevil%2Boriginal%2Bgamecube%2Bremake%2Btop%2Bof%2Bstairway%2Bscreenshot.jpg" width="400" /></a></div>
<br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt;">Originally released for the GameCube in 2002, the </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Resident Evil</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> remake is a masterpiece of
atmosphere. There’s an HD remaster of the game out now, but even the original
version still looks great because of its intricately detailed pre-rendered
environments. Every frame, every moment, every screen of this game was
purposely constructed and fixed to provide a certain mood, and every shot could
be a beautifully macabre painting. Candles flickering in the foreground, creepy
shadows dancing on the wall, ominous hallways stretching into the darkness…this
game has it all. The labyrinthine and looping Spencer Mansion is a master class
in level and environmental design and one of my favorite settings in video game
history. I have an affinity for relatively small but richly detailed spaces in
video games and perhaps nothing encapsulates this principle better than </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Resident Evil’s </i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">residence, which doesn’t
look that big when you look at a map of it, but feels like a universe when you
are lost in its dark recesses. Countless esoteric riddles, memorable creatures,
and weird hidden documents all contribute to an unparalleled interactive horror
experience here. Many call the “REmake” <i>the</i> example to follow to do a remake right,
and while I think the best approach varies depending on the game, there’s no
denying the remarkable achievement the developers pulled off here.</span><br />
<span style="font-family: "calibri" , "sans-serif"; font-size: 11.0pt; line-height: 115%;">
<br />
This may sound odd, but there’s also something strangely comforting about this
game for me. Maybe it’s all the time I spent watching my brother play the
original PS1 version (as well as <i><a href="https://en.wikipedia.org/wiki/Resident_Evil_2" target="_blank">Resident Evil 2</a></i>) as a kid, or just something about the atmosphere, but I find myself
drawn back to this game again and again. I’ve only played through it twice
myself, but I never tire of watching others play it and have found myself
watching Let’s Plays, Twitch streams, and friends playing it over the years and
am always strangely entranced by this hauntingly hypnotizing experience.</span><br />
<div>
<span style="font-family: "calibri" , "sans-serif"; font-size: 11.0pt; line-height: 115%;"><br /></span></div>
<div>
<b><span style="font-family: "calibri" , "sans-serif"; font-size: 11.0pt; line-height: 115%;">48. </span><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><a href="https://en.wikipedia.org/wiki/Super_Mario_Galaxy_2" target="_blank">Super Mario Galaxy 2 (Wii)</a></span></b></div>
<div>
<b><br /></b></div>
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<a href="https://4.bp.blogspot.com/-_n_ElrfrSQI/V-GsGKTAE0I/AAAAAAAACR0/4VALWFwPaXU8h5Kt08h4rDHH3aG2AMwNwCLcB/s1600/Super-Mario-Galaxy-2-Screenshot-2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="275" src="https://4.bp.blogspot.com/-_n_ElrfrSQI/V-GsGKTAE0I/AAAAAAAACR0/4VALWFwPaXU8h5Kt08h4rDHH3aG2AMwNwCLcB/s400/Super-Mario-Galaxy-2-Screenshot-2.jpg" width="400" /></a></div>
<div>
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<div>
<i style="font-family: Calibri, sans-serif; font-size: 11pt;">Super Mario Galaxy 2</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> is a really good </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Super Mario</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> game. In one sense, it might
even be the greatest </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Super Mario</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> game
Nintendo has ever created. Stripped of almost anything that gets in the way of
you jumping around through one colorful, imaginative level after the next, </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Galaxy 2 </i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">is pure, unrestrained joy from
beginning to end; it is very much the original </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Super Mario Galaxy</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> streamlined. It overall has a more “fun” vibe
that its predecessor; it’s a brighter, more jubilant game in a way, and pretty
much does whatever it wants with its levels without worrying too much about
strictly adhering to the space theme. That said, </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Galaxy 2</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> still has some of those more contemplative, peaceful
moments that the first game is full of, and also like the first </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Galaxy</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">, it’s simply a thrill discovering
each new galaxy and launching into them to see what new adventures await. </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Galaxy 2</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> really captures a feeling of
cosmic adventure as Mario and friends sail through space on a starship shaped
like the plumber’s head. </span><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">Yoshi’s back as well and this
game is perhaps the most fun I’ve ever had controlling him; his mechanics feel
bouncy and fluid, using pointer controls for his tongue is a smart idea, and
there are also a lot of fun Yoshi-centric power-ups to use. Unlike the </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">New Super Mario Bros.</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> games, Yoshi
doesn’t just feel thrown in for nostalgia's sake, but instead his inclusion feels
inspired and he features heavily throughout the game. </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Super Mario Galaxy 2 </i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">unfortunately broke the trend of each new 3D </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Super Mario</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> game being a major event and
something truly unique and exciting, but this is a game where the immense
enjoyableness of the experience seems to overshadow everything else.</span></div>
<div>
<span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><br /></span></div>
<div>
<b><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">47. </span><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><a href="https://en.wikipedia.org/wiki/Super_Mario_Galaxy" target="_blank">Super Mario Galaxy (Wii)</a></span></b></div>
<div>
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<div>
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<div>
<span style="font-family: "calibri" , sans-serif; font-size: 11pt;">Believe it or not, I was a bit disappointed with </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Super Mario Galaxy </i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">at first. It’s hard
to articulate why, but I think it comes down to a mix of expectations, a handful of nitpicks, and perhaps simply becoming a little jaded as I got older. S</span><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">imply put, </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Galaxy</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> did not initially have as much of an impact on me
as it seems to have had on many other people. </span><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">After the stardust settled, however, I grew to appreciate and respect this game a lot more over time. Besides, it’s not like I didn’t immensely enjoy the
game when I first played it even with those feelings of disappointment, and similar to </span><i style="font-family: calibri, sans-serif; font-size: 11pt;">The Legend of Zelda: Twilight Princess</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">, few games capture the
</span><a href="http://stockpotinn.blogspot.com/2014/12/christmas-video-game-memories.html" style="font-family: calibri, sans-serif; font-size: 11pt;" target="_blank">joy of Christmas morning</a><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> as much as </span><i style="font-family: calibri, sans-serif; font-size: 11pt;">Super
Mario Galaxy</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> for me. There’s also just something special about this game.
I don’t mean that it’s personally particularly special to me in this case, but
rather that there’s something </span><i style="font-family: calibri, sans-serif; font-size: 11pt;">inherently</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">
special about <i>Galaxy</i>. When I think of <i>Super Mario </i></span><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><i>Galaxy</i></span><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">,
I think of that tranquil moment early in the game when Mario wakes up on a
small planetoid and has to chase some star bunnies around. But I also think of
that epic opening that precedes it with Bowser and his army invading Toad Town
with their fleet of airships. It’s grandiose set-pieces backed by sweeping orchestrated music like this one mixed with more atmospheric,
reflective moments like the former one that give this game a very unique
appeal. Unlike its sequel, this game also feels more cohesive and
has a stronger identity as it uses the space theme more effectively. </span><i style="font-family: calibri, sans-serif; font-size: 11pt;">Super Mario Galaxy</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> succeeds on many
levels: it adds a new dimension to Mario’s familiar platforming, it tastefully
calls back to the series’ classic roots by bringing back elements such as
Bowser’s airships and the iconic fire flower power-up (a trend that would
unfortunately all but become the downfall of the series in my eyes in
subsequent years), and it features a narrative with both a sense of weight as
well as a surprisingly touching undertone. The character of </span><a href="http://www.mariowiki.com/rosalina" style="font-family: calibri, sans-serif; font-size: 11pt;" target="_blank">Rosalina</a><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> and her </span><i style="font-family: calibri, sans-serif; font-size: 11pt;"><a href="https://en.wikipedia.org/wiki/The_Little_Prince" target="_blank">Little Prince</a></i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">-esque backstory brings a
lot of emotion and personality to this game that the sequel definitely lacks. I
said I was initially a bit disappointed with </span><i style="font-family: calibri, sans-serif; font-size: 11pt;">Super Mario Galaxy</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">, but now nearly a decade after its release I
long for another </span><i style="font-family: calibri, sans-serif; font-size: 11pt;">Super Mario</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> game in
its spirit; not a Galaxy 3, no I actually mean the exact opposite. I mean a
truly </span><b style="font-family: calibri, sans-serif; font-size: 11pt;">new</b><i style="font-family: calibri, sans-serif; font-size: 11pt;"> Super Mario</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> game (and not, you know, another </span><i style="font-family: calibri, sans-serif; font-size: 11pt;"><a href="http://www.mariowiki.com/New_Super_Mario_Bros._(disambiguation)" target="_blank">New Super Mario</a> </i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">game either...). With its inspiring </span><a href="https://www.youtube.com/playlist?list=PL7CFEF478E3980B62" style="font-family: calibri, sans-serif; font-size: 11pt;" target="_blank">orchestrated score</a><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">,
distinct narrative center, and new cosmic setting, </span><i style="font-family: calibri, sans-serif; font-size: 11pt;">Galaxy</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> is to date the most recent </span><i style="font-family: calibri, sans-serif; font-size: 11pt;">Super Mario</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> game that truly felt wholly new in
my eyes. I can only hope that whatever Nintendo is cooking up right now for the
most famous character in video games, it’s something worth getting excited
about again.</span></div>
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<b><span style="font-family: "calibri" , "sans-serif"; font-size: 11.0pt; line-height: 115%;">46. </span><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><a href="https://en.wikipedia.org/wiki/Donkey_Kong_Country:_Tropical_Freeze" target="_blank">Donkey Kong Country: Tropical Freeze (Wii U)</a></span></b></div>
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<a href="https://3.bp.blogspot.com/-3a37YiqaNDo/V-HO2fFj25I/AAAAAAAACSU/XF4Oui1Tp3wT9g6sfijT4_HTq8i0R0O9ACLcB/s1600/DKCTF_3.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="225" src="https://3.bp.blogspot.com/-3a37YiqaNDo/V-HO2fFj25I/AAAAAAAACSU/XF4Oui1Tp3wT9g6sfijT4_HTq8i0R0O9ACLcB/s400/DKCTF_3.jpg" width="400" /></a></div>
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<span style="font-family: "calibri" , sans-serif; font-size: 11pt;">By the end of world one, I was impressed.
By the end of world two, I was in love. By the end of level one of world three,
I was in tears. </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;"><span id="goog_1068448391"></span>Tropical Freeze</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> is
<a href="http://stockpotinn.blogspot.com/2014/11/donkey-kong-country-tropical-freeze-wii.html" target="_blank">outstanding</a><span id="goog_1068448392"></span>. It’s my favorite pure platformer of the last decade plus and a
masterwork of the genre. I don’t even know where to begin because this game
just wins on so many levels: its imaginative and lushly-realized worlds break
away from stale genre clichés, its levels were painstakingly crafted piece by
crumbling/growing/burning/spinning/flying piece and every single one of them is
memorable, its mechanics are razor sharp, it is a colorful, beautiful-looking
game, and its <a href="https://www.youtube.com/playlist?list=PLvNp0Boas723wfsMDJjkwanwllj39NBNu" target="_blank">soundtrack</a>, composed by returning master <a href="https://en.wikipedia.org/wiki/David_Wise_(composer)" target="_blank">David Wise</a> (with some help), is just
sublime; it’s catchy, atmospheric, grand, creative, joyful, wonderful, and is
simply one of the best OSTs in gaming period. In addition, the sense of
progression and narrative framing is executed wonderfully. The attention to
detail in </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Tropical Freeze</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> is almost
alarming: every single platform, every trap, every obstacle has a purpose and a
context; platforms don’t just float in the air, they are attached to trees or
get carved out and thrown in front of you by gigantic saw blades, they don’t
simply move about on their own, but are tilted by falling streams of water in a
leaky cavern or are part of an intricate fruit harvesting mechanism in the
middle of a dense jungle. This game is alive; it’s dancing, it’s grooving and
moving, and it is just gosh darn amazing. Where </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Donkey Kong Country Returns</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> felt largely chained to the past, </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Tropical Freeze</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> is more in the spirit of
</span><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><i>Donkey Kong Country 2</i></span><i style="font-family: Calibri, sans-serif; font-size: 11pt;"> </i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">but surpasses that classic with an
original adventure that is not afraid to break away and proudly be an
experience that evokes nostalgia for a bygone era by not simply recycling or
winking and nudging and saying “hey, remember that?”, but instead by simply
being an experience every bit as wonderful, special, and imaginative as those
classic platformers I fell in love with in the 90s are. </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Tropical Freeze</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> captured my heart in a way that a game hasn’t in a
long time and I have no hesitation in saying it is one of the finest
platformers ever created.</span></div>
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<span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><br /></span></div>
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<span style="font-family: "calibri" , sans-serif; font-size: 11pt;">---</span></div>
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<span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><br /></span>
<span style="font-family: "calibri" , sans-serif; font-size: 11pt;">The games continue next time with #45-41!</span></div>
Nathttp://www.blogger.com/profile/17053837986455906196noreply@blogger.com0tag:blogger.com,1999:blog-916880178323105012.post-64515959308634418042016-09-20T02:30:00.000-04:002018-09-15T20:00:12.716-04:00My Top 115 Favorite Video Games (55-51)<a href="http://stockpotinn.blogspot.com/2016/09/my-top-115-favorite-video-games-115-111.html" target="_blank">Click here</a> for the introduction!<br />
<br />
<b>55. <span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><a href="https://en.wikipedia.org/wiki/Sonic_the_Hedgehog_(1991_video_game)" target="_blank">Sonic the Hedgehog (Genesis)</a></span></b><br />
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<a href="https://1.bp.blogspot.com/-JUqYw7tFwnM/V-DNL8QgVDI/AAAAAAAACQs/keJ8rxEBHoMLUQJxvobqf70-I7KHKcwOQCEw/s1600/Sonic%2B1%2Btitle%2Bscreen.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="280" src="https://1.bp.blogspot.com/-JUqYw7tFwnM/V-DNL8QgVDI/AAAAAAAACQs/keJ8rxEBHoMLUQJxvobqf70-I7KHKcwOQCEw/s400/Sonic%2B1%2Btitle%2Bscreen.png" width="400" /></a></div>
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<i style="font-family: Calibri, sans-serif; font-size: 11pt;">Sonic the
Hedgehog</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> is one of my three earliest video game memories and possibly the
first game I ever played. Therefore, its music, its sound effects, its visuals,
its slopes, and its loops are etched into my mind in a way that few games are. </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Sonic </i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">is one of the primary reasons I
love games as much as I do. While I’m incapable of being completely impartial
about this game, <a href="http://stockpotinn.blogspot.com/2015/04/hey-we-started-podcast.html" target="_blank">I recognize its flaws yet still find much to be impressed by</a>
in Sonic’s debut adventure. Compared to later games in the series, the original
</span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Sonic </i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">feels lonelier and more foreboding,
especially in the final level. Just listen to the menacing <a href="https://youtu.be/cMJnOY-5K4o" target="_blank">boss theme</a>; it
really captures the idea of a little rodent going up against a megalomaniacal
industrialist. The whole nature vs. technology theme that is present throughout
the </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Sonic </i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">series, especially in the
older games, as well as the focus on playing as and rescuing animals has always
spoken to me directly. While they contain some annoying designs, I find </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Sonic the Hedgehog’s</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> levels or “zones”
unforgettable and inspired, even so many years later. This game began a trend
in the </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Sonic</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> series of taking Sonic
to imaginative locations such as a surreal city park filled with pinball
equipment, a dreamy starlit highway, and a treacherous
polluted factory, giving it a unique identity that set it apart from many other
common platformer clichés in the 90s. Beyond the locations themselves though, </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Sonic’s</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> worlds are largely so memorable
because of the game’s distinctive art direction and <a href="https://www.youtube.com/playlist?list=PLD7DC98A19144ECDA" target="_blank">musical score</a>, both of which were quite unlike anything else at the time. It’s easy to look at the original </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Sonic the Hedgehog</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> now and compare it to
its sequels and other games and dismiss it as archaic and awkward, but at the
time it was new and exciting and unique, and I applaud its developers for
having an inspired vision instead of just blatantly copying what Mario was
doing.</span><br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><br /></span>
<b><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">54. </span><span style="text-indent: -0.25in;"><a href="https://en.wikipedia.org/wiki/Castlevania:_Order_of_Ecclesia" target="_blank">Castlevania: Order of Ecclesia (DS)</a></span></b><br />
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<a href="https://1.bp.blogspot.com/-PZPF_SDCXAQ/V-DQ91476vI/AAAAAAAACQ4/7CFsEcSUDIUV6L52xrYJfeqMVTFCOTSjACLcB/s1600/castlevania%2Border%2Bof%2Becclesia%2Bship%2Blevel%2Bscreenshot.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="298" src="https://1.bp.blogspot.com/-PZPF_SDCXAQ/V-DQ91476vI/AAAAAAAACQ4/7CFsEcSUDIUV6L52xrYJfeqMVTFCOTSjACLcB/s400/castlevania%2Border%2Bof%2Becclesia%2Bship%2Blevel%2Bscreenshot.jpg" width="400" /></a></div>
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<i style="text-indent: -0.25in;">Order of Ecclesia</i><span style="text-indent: -0.25in;"> has a very fond place
in my heart for several reasons. For starters, it was the final </span><i style="text-indent: -0.25in;">Metroidvania</i><span style="text-indent: -0.25in;">* produced by <a href="https://en.wikipedia.org/wiki/Koji_Igarashi" target="_blank">Koji Igarashi</a>, and
although I would have gladly accepted more explorative </span><i style="text-indent: -0.25in;">Castlevania</i><span style="text-indent: -0.25in;">, in my opinion </span><i style="text-indent: -0.25in;">Order
of Ecclesia</i><span style="text-indent: -0.25in;"> was at the very least a glorious note to go out on. It combines
several different elements from throughout the </span><i style="text-indent: -0.25in;">Metroidvania</i><span style="text-indent: -0.25in;"> series such as the multiple area approach of </span><i style="text-indent: -0.25in;"><a href="https://en.wikipedia.org/wiki/Castlevania:_Portrait_of_Ruin" target="_blank">Portrait of Ruin</a></i><span style="text-indent: -0.25in;"> and a similar ability
system to the Tactical Soul system from the </span><i style="text-indent: -0.25in;">Sorrow</i><span style="text-indent: -0.25in;">
games, and it even incorporates a hub town full of eccentric villagers that brings
</span><i style="text-indent: -0.25in;"><a href="https://en.wikipedia.org/wiki/Castlevania_II:_Simon%27s_Quest" target="_blank">Castlevania II</a></i><span style="text-indent: -0.25in;"> to mind. To top it all
off, it all culminates in one of the most climactic final battles the series
has ever seen. The <a href="https://www.youtube.com/playlist?list=PLhHcMbVmbwCeIAv3t7BuPF6Nt7Wyym4q2" target="_blank">soundtrack</a> is of course also glorious and the 2D art is at its
absolute best; what’s more, </span><i style="text-indent: -0.25in;">Ecclesia</i><span style="text-indent: -0.25in;">
also features a <a href="https://s-media-cache-ak0.pinimg.com/736x/58/cb/b8/58cbb8c830480e57654dfa7815ee369a.jpg" target="_blank">beautiful painterly art style</a> for character portraits and
official art, a welcome return to form after the <a href="http://uvejuegos.com/imagenes/gladiator/Dawnsorrow.jpg" target="_blank">garish anime look</a> of the past
two DS </span><i style="text-indent: -0.25in;">Castlevania</i><span style="text-indent: -0.25in;"> titles. Perhaps my
favorite aspect of </span><i style="text-indent: -0.25in;">Ecclesia </i><span style="text-indent: -0.25in;">though is
its narrative and its protagonist, Shanoa. In </span><i style="text-indent: -0.25in;">Order of Ecclesia</i><span style="text-indent: -0.25in;">, the Belmonts are nowhere to be found, there’s no
legendary Vampire Killer whip, no contrived tie-ins to past games or cameos,
there’s just Shanoa, an ordinary woman who decides to stand up and fight evil because
no one else will. Ok, so there’s a little more to it than that and Shanoa
technically isn’t entirely alone in her quest, but I just love this game’s
basic premise and Shanoa is my favorite protagonist in the series. </span><i style="text-indent: -0.25in;">Castlevania</i><span style="text-indent: -0.25in;"> isn’t exactly known for its
great storytelling, but there are actually some pretty touching moments here
and the way in which the adventure progresses feels very inspiring in a way and
almost like Igarashi and company knew this would be the last one. If I had a hat,
I’d tip it to those folks, and I eagerly await this game’s long-awaited
spiritual successor, </span><i style="text-indent: -0.25in;"><a href="https://en.wikipedia.org/wiki/Bloodstained:_Ritual_of_the_Night" target="_blank">Bloodstained: Ritual of the Night</a></i><span style="text-indent: -0.25in;">.</span><br />
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<span style="font-family: "calibri" , "sans-serif"; font-size: 11.0pt; line-height: 115%;">*Just a side note: when I say “<i>Metroidvania</i>”, I
am not referring to the <a href="https://en.wikipedia.org/wiki/Metroidvania" target="_blank">whole subgenre</a>, but rather just using the term as shorthand
for the seven <i>Symphony of the Night</i>-style
<i>Castlevania</i> games. Speaking of which...</span><br />
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<b><span style="font-family: "calibri" , "sans-serif"; font-size: 11.0pt; line-height: 115%;">53. </span><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><a href="https://en.wikipedia.org/wiki/Castlevania:_Symphony_of_the_Night" target="_blank">Castlevania: Symphony of the Night (PS1)</a></span></b></div>
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<a href="https://3.bp.blogspot.com/-1CsZaSCcL-E/V-DSxyrHOlI/AAAAAAAACRA/f6R4ytyluYMT6Ze7WcxoHdGh6eyqEngeACLcB/s1600/castlevania-symphony-of-the-night-1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="267" src="https://3.bp.blogspot.com/-1CsZaSCcL-E/V-DSxyrHOlI/AAAAAAAACRA/f6R4ytyluYMT6Ze7WcxoHdGh6eyqEngeACLcB/s400/castlevania-symphony-of-the-night-1.jpg" width="400" /></a></div>
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<span style="font-family: "calibri" , sans-serif; font-size: 11pt;">I didn’t really get super into the </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Castlevania</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> series until 2001’s </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Castlevania: Circle of the Moon</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> and I
waited years to finally play 1997’s </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Symphony
of the Night</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> when it was re-released on PSN. While I don’t quite hold the
game in as high regard as many others mainly because I feel many of its
successors improved on it mechanically and also because I’m not exactly a fan
of the game’s “second half”, </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Symphony of
the Night</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> is nonetheless a masterful creation, especially for its time. It
has perhaps the most well-designed version of Dracula’s castle in the series
and almost every nook of this obsessively-detailed gothic mausoleum is etched
into my brain…besides the recesses I’ve likely still yet to discover. </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Symphony of the Night</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> is also a
brilliant work of 2D video game art and is wholly embossed with its own
distinct atmosphere. Its <a href="https://www.youtube.com/playlist?list=PLR8BQUi55UEx2nzn-J5s8K6-a25cMVXHp" target="_blank">soundtrack</a> by <a href="https://en.wikipedia.org/wiki/Michiru_Yamane" target="_blank">Michiru Yamane</a> combines <a href="https://youtu.be/V5CdFmlkoeo" target="_blank">hard rock</a>,
<a href="https://youtu.be/GXcs1b3XbCA" target="_blank">chapel hymns</a>, <a href="https://youtu.be/Yj_vzY-nlvQ" target="_blank">gothic anthems</a>, and <a href="https://youtu.be/JdQP650i8_M" target="_blank">funky electronica</a> to produce something extraordinary.
</span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Symphony </i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">is special, it is timeless,
and nothing can ever replace <a href="https://www.youtube.com/watch?v=5tV33Ewf_hw" target="_blank">dialogue</a> like “What is a man? A miserable little
pile of secrets.”</span></div>
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<span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><br /></span></div>
<div>
<span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><b>52. <a href="https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_A_Link_to_the_Past" target="_blank">The Legend of Zelda: A Link to the Past (SNES)</a></b></span></div>
<div>
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<a href="https://4.bp.blogspot.com/-Yxk2FeXuQj8/V-DTdpyEDuI/AAAAAAAACRE/E_2W4j01tc4FnHO_mL4bPohmK5MZ8VeEACLcB/s1600/zelda%2Ba%2Blink%2Bto%2Bthe%2Bpast%2Bfighting%2Bon%2Bbridge.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="350" src="https://4.bp.blogspot.com/-Yxk2FeXuQj8/V-DTdpyEDuI/AAAAAAAACRE/E_2W4j01tc4FnHO_mL4bPohmK5MZ8VeEACLcB/s400/zelda%2Ba%2Blink%2Bto%2Bthe%2Bpast%2Bfighting%2Bon%2Bbridge.png" width="400" /></a></div>
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<div>
<span style="font-family: "calibri" , sans-serif; font-size: 11pt;">I actually didn’t care too much for </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">A Link to the Past</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> at first. I certainly
liked it to an extent, but I kind of struggled through it difficulty-wise and overall
didn’t think the adventure was as inspired as </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Link’s Awakening</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">, the only 2D </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Zelda</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">
game I’d previously played. I didn’t really start appreciating </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">A Link to the Past</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> until I had more </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Zelda</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> experience in me and returned to
replay it over and over again. Each time I did, I seemed to enjoy the game more
and nowadays it may not be my favorite </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Zelda</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">
game but it sits neatly in the middle or so. It’s a quintessential-feeling game
in many ways through its structure, its level of polish, and its overall
completeness. There’s just something very satisfying about finishing </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">A Link to the Past</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">. This game also has a charmingly classic feeling and </span><span style="font-family: "calibri" , sans-serif; font-size: 14.6667px;">distinctly magical atmosphere </span><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">about it and for as much as it established for
the series as a whole, </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">A Link to the Past</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">
still feels unique among its peers. It has one of my favorite <a href="https://www.youtube.com/playlist?list=PL0D2CCAC050B0B904" target="_blank">soundtracks</a> in
the series (the <a href="https://youtu.be/MSjJeZ8DOog" target="_blank">ending credits theme</a> is profound and makes me tear up every
time I finish the game), its mechanics feel great, and its art is colorful and
pleasing. I also dig </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">ALttP’s</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">
storytelling, which I don’t think gets enough credit. While there’s a
wonderfully written and illustrated backstory in the original <a href="http://www.gamesdatabase.org/Media/SYSTEM/Nintendo_SNES//Manual/formated/The_Legend_of_Zelda-_A_Link_to_the_Past_-_1992_-_Nintendo.pdf" target="_blank">SNES instruction manual</a> and certainly quite a few exposition dumps throughout the game, I love
how details about its world and its lore are fleshed out by NPCs hiding in
caves and whatnot throughout both the Light and Dark World. Speaking of the
Dark World, it’s both an interesting concept narrative-wise and design-wise and
while the whole “dual world” idea has been completely beaten into the ground by
Nintendo today, </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">A Link to the Past</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">
still stands as one of its best examples. From its expertly-constructed opening
to its satisfying, climactic finale, </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">A
Link to the Past</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> is a great game that’s easy to just jump into and have an
adventure with.</span></div>
<div>
<span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><br /></span></div>
<div>
<b><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">51. </span><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><a href="https://en.wikipedia.org/wiki/Kirby%27s_Adventure" target="_blank">Kirby’s Adventure/Kirby: Nightmare in Dream Land (NES/Game Boy Advance)</a></span></b></div>
<div>
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://1.bp.blogspot.com/-znZfG2DYGOk/V-DT4DLsNBI/AAAAAAAACRI/k6kEPRCRhBclLD84Wq9K2GS8mTE2MoeZQCLcB/s1600/kirby%2Bnightmare%2Bin%2Bdream%2Bland%2Bkirby%2Band%2Bwhispy%2Bwoods.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="266" src="https://1.bp.blogspot.com/-znZfG2DYGOk/V-DT4DLsNBI/AAAAAAAACRI/k6kEPRCRhBclLD84Wq9K2GS8mTE2MoeZQCLcB/s400/kirby%2Bnightmare%2Bin%2Bdream%2Bland%2Bkirby%2Band%2Bwhispy%2Bwoods.png" width="400" /></a></div>
<div>
<br /></div>
<div>
<span style="font-family: "calibri" , sans-serif; font-size: 11pt;">My first
experience with </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Kirby’s Adventure</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> was
the Game Boy Advance remake, </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Nightmare in
Dream Land</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">, which I’m pretty sure I didn’t even know was a remake of the
NES classic at the time. Which is amusing, because </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Adventure</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> is yet another game I longed to play for years. I grew up
with the Game Boy </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Kirby</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> games and </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Adventure</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> released at a time when I did
not have access to a NES. I remember the <a href="http://vignette4.wikia.nocookie.net/kirby/images/b/bc/KA_Boxart.jpg/revision/latest?cb=20110711122258&path-prefix=en" target="_blank">boxart</a> alone making my imagination run
wild about the wonderful </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Kirby</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">
adventure I was missing out on. While I of course eventually played the
original </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Kirby’s Adventure </i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">and think
it’s great, my preferred version is </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Nightmare
in Dream Land</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">, which features new visuals, enhanced music, new modes, and
so on. Having missed the original version and </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Kirby Super Star</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> as a kid, </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">NiDL</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">
was the first </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Kirby</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> game I played
with such a large set of wacky copy abilities. It was a joy discovering them
all as well as making my way through imaginative and colorful lands such as “Ice
Cream Island” and “Butter Building”. You can’t go wrong with a level called
“Butter Building”. </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Kirby’s Adventure/Nightmare
in Dream Land</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> is also probably what I would call the quintessential </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Kirby</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> game; it’s kind of like the “</span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">A Link to the Past</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">” of the series. It
was the second game in the series and built on the template of the original </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Kirby’s Dream Land </i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">in numerous ways.</span><i style="font-family: Calibri, sans-serif; font-size: 11pt;"> </i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">Not only did this game introduce </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Kirby’s</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> signature copy ability, but
several boss concepts and characters (such as series mainstay <a href="http://kirby.wikia.com/wiki/Meta_Knight" target="_blank">Meta Knight</a>) also
originated here, in addition to an overall game structure and many conventions that
would go on to greatly influence the series. No matter which version you play, </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Kirby’s Adventure</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> is a great time sure
to put a smile on your face.</span></div>
<div>
<span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><br /></span></div>
<div>
<span style="font-family: "calibri" , sans-serif; font-size: 11pt;">---</span></div>
<div>
<span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><br /></span></div>
<div>
<span style="font-family: "calibri" , sans-serif; font-size: 11pt;">We get ever closer to the big finale next time with #50-46!</span></div>
Nathttp://www.blogger.com/profile/17053837986455906196noreply@blogger.com0tag:blogger.com,1999:blog-916880178323105012.post-64592519569576026392016-09-18T00:07:00.001-04:002018-09-15T19:57:57.661-04:00My Top 115 Favorite Video Games (60-56)<a href="http://stockpotinn.blogspot.com/2016/09/my-top-115-favorite-video-games-115-111.html" target="_blank">Click here</a> for the introduction!<br />
<br />
<b>60. <span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><a href="https://en.wikipedia.org/wiki/Xenoblade_Chronicles" target="_blank">Xenoblade Chronicles (Wii)</a></span></b><br />
<b><br /></b>
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://1.bp.blogspot.com/-fSwVkosVkxc/V94D7Q-wA1I/AAAAAAAACPw/53X0bOKUXdE21AVNupDvL0frT29-UZGgwCLcB/s1600/Bionis%2527_Leg.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="223" src="https://1.bp.blogspot.com/-fSwVkosVkxc/V94D7Q-wA1I/AAAAAAAACPw/53X0bOKUXdE21AVNupDvL0frT29-UZGgwCLcB/s400/Bionis%2527_Leg.jpg" width="400" /></a></div>
<br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt;">In </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;"><a href="http://stockpotinn.blogspot.com/2013/03/xenoblade-chronicles-nintendo-wii-review.html" target="_blank">Xenoblade Chronicles</a></i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">,
the world is god. Literally, as the game’s entire massive world is set on the
bodies of two titanic humanoid gods, one biological and one mechanical. It’s an
incredibly ambitious and imaginative concept, but somehow <a href="https://en.wikipedia.org/wiki/Monolith_Soft" target="_blank">Monolith Soft</a> pulls
it off brilliantly on the Wii. Surely this must be some kind of sorcery.
Undoubtedly my favorite aspect of </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Xenoblade</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">
is exploring its marvelous world, full of unforgettable locations and sights,
and figuring out how everything connects in this fascinating, mind-bending
world concept. Being on the Wii, </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Xenoblade</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">
is very dated from a technical standpoint, but it still manages to stun thanks
to its colorful and creative art direction, which in addition to a phenomenal
and varied musical score gives each region a strong sense of identity. The
<a href="https://www.youtube.com/playlist?list=PLvNp0Boas722S8F_-p4qiR7XDZZbHRzkV" target="_blank">soundtrack</a> is gigantic and was composed by a team of six artists who produced
something truly unparalleled here; it’s easily one of my favorite OSTs in games
and I still listen to it on a fairly regular basis today. I really cannot
overstate how immensely enjoyable it is to simply run around the sprawling
world in this game while listening to songs like <a href="https://youtu.be/Cx0r4_btOQc" target="_blank">this</a> and <a href="https://youtu.be/6NVV_NVTXlQ" target="_blank">this</a>. Beyond pretty
sights, the world is made up of characters and quests, and the game’s writing,
voice acting, and tone meld a mostly grounded and engaging narrative with a
surreally goofy sense of humor and charm that has spawned the kind of
quotes and memes one might think are only reserved for the likes of </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;"><a href="https://www.youtube.com/watch?v=GTMNg3eJTp4" target="_blank">Star Fox 64</a></i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">. Even with some flaws here
and there, </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Xenoblade Chronicles</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> completely
engulfed and amazed me; it’s just such a lovely, special experience and is
surely one of the greatest JRPGs ever created.</span><br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><br /></span>
<b><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">59. </span><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><a href="https://en.wikipedia.org/wiki/Chrono_Cross" target="_blank">Chrono Cross (PS1)</a></span></b><br />
<b><br /></b>
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://2.bp.blogspot.com/-bArnShFDiWw/V94HNVkRIlI/AAAAAAAACP8/mOjN5ShnRfgbWS71QQjtJfg8-XZzRBDyQCLcB/s1600/chrono-cross_1763x.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="300" src="https://2.bp.blogspot.com/-bArnShFDiWw/V94HNVkRIlI/AAAAAAAACP8/mOjN5ShnRfgbWS71QQjtJfg8-XZzRBDyQCLcB/s400/chrono-cross_1763x.jpg" width="400" /></a></div>
<br />
<i style="font-family: Calibri, sans-serif; font-size: 11pt;">Chrono Cross</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> is a game that
is <a href="http://stockpotinn.blogspot.com/2015/07/my-favorite-summer-games.html" target="_blank">interwoven with summer</a> for me perhaps more than any other. I played it in
the summer of course, but its island setting, nature-rich locales, painterly
visuals, and tranquil yet incredibly beautiful <a href="https://www.youtube.com/playlist?list=PLe49bTB1MEI2UcYl9lzqn5MeUH5aaGhdu" target="_blank">soundtrack</a> (another of my <a href="http://stockpotinn.blogspot.com/2012/08/my-top-ten-favorite-video-game.html" target="_blank">personal favorites</a>) all embody the season for me. </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Chrono
Cross</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> is a somber experience; it’s full of melancholy and contemplation,
and it takes its time in everything it does. It makes sense then that many fans
of its predecessor, the much more generally upbeat, quick-paced, and
swashbuckling </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Chrono Trigger</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">, are
turned off by it, and that </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Cross</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> has
gone largely overlooked despite being very highly praised by critics when it
was released. There are other reasons of course, such as the game simply being different and focusing on new characters, new mechanics, new themes, and
largely being a </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Majora’s Mask </i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">kind of
sequel, if you catch my drift. Personally I feel that </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Chrono Cross</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> is a daring, fascinating accompaniment to the original
classic, and an experience that utterly captivated me with its unique atmosphere
and complex, flawed, and beautiful narrative. Play </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Chrono Trigger</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> first, but definitely give </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Chrono Cross</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> a shot afterward. If nothing else, at least watch the
<a href="https://www.youtube.com/watch?v=180sjeAMKPE" target="_blank">opening cinematic</a>, which is the best of its kind in all of video games.</span><br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><br /></span>
<b><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">58. </span><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><a href="https://en.wikipedia.org/wiki/Journey_(2012_video_game)" target="_blank">Journey (PS3)</a></span></b><br />
<b><br /></b>
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://2.bp.blogspot.com/-JgzTQQeMgrA/V94JlC-1RTI/AAAAAAAACQE/nExZE9vKpUUauBdl6hXvRk4u3ETh2iMRgCLcB/s1600/journey-game-screenshot-20.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="223" src="https://2.bp.blogspot.com/-JgzTQQeMgrA/V94JlC-1RTI/AAAAAAAACQE/nExZE9vKpUUauBdl6hXvRk4u3ETh2iMRgCLcB/s400/journey-game-screenshot-20.jpg" width="400" /></a></div>
<br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt;">The first word that comes to mind when thinking about </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Journey</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> is “beautiful”. </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Journey</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> is staggeringly beautiful. It’s
hard to put </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Journey</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> into any </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">other </i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">words really. Many describe it as
an “art game” or an “experience” more than a “game”, but I think such
descriptors are cheap. </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Journey</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> knows
exactly what it is and what it wants to do; it is just as long as it needs to
be and every inch of it is full of meaning. It is gorgeous aesthetically and
aurally, but it is also beautiful in how it not only draws anonymous people
together online and requires them to find ways to communicate without speech,
but also in its power of accessibility. I truly believe that if there’s one
game you want to just hand to your neighbor whose last gaming session was a
round of </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Pac-Man</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> in the 80s or never,
this is it. Its controls are marvelously simple, its themes are universal, and
anyone is capable of appreciating its wonders.</span><br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><br /></span>
<b><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">57. </span><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><a href="https://en.wikipedia.org/wiki/Sonic_Adventure_2" target="_blank">Sonic Adventure 2 (Dreamcast)</a></span></b><br />
<b><br /></b>
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://3.bp.blogspot.com/-teFMEdr2ijk/V94MTRXrv9I/AAAAAAAACQM/e2U1-pnyaMUxTn6zxGV5GOsiZjCR_tX5gCLcB/s1600/sonic%2Badventure%2B2%2Bescape%2Bfrom%2Bthe%2Bcity%2Btruck%2Bchase.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="223" src="https://3.bp.blogspot.com/-teFMEdr2ijk/V94MTRXrv9I/AAAAAAAACQM/e2U1-pnyaMUxTn6zxGV5GOsiZjCR_tX5gCLcB/s400/sonic%2Badventure%2B2%2Bescape%2Bfrom%2Bthe%2Bcity%2Btruck%2Bchase.png" width="400" /></a></div>
<br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt;">Another game <a href="http://stockpotinn.blogspot.com/2015/07/my-favorite-summer-games.html" target="_blank">inexorably tied</a> with summertime for me, I
had just gotten out of school when </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Sonic
Adventure 2</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> released in June of 2001. I recall excitedly reading the back
of the box and pouring over the instruction manual before starting the game,
reading all about Dr. Eggman and new characters Shadow the Hedgehog and Rouge
the Bat. I specifically remember thinking something along the lines of “This is
gonna be good”. I put the game in my humming, whirring Dreamcast and proceeded
to <a href="https://youtu.be/gmXEIdLQwHQ" target="_blank">Escape From the City</a> and eventually to <a href="https://youtu.be/z1BRZg0GG0A" target="_blank">Live and Learn</a>. Even after finishing
the game, I just replayed the levels over and over again (even the treasure
hunting ones) and messed around in the Chao Garden that whole summer. The
ability to play as both the heroes and the villains from two sides of the same
story felt really unique to me at the time and playing as Dr. Eggman/Robotnik
after squaring off against him my entire childhood blew my mind. I think this
aspect, as well the purely unbridled atmosphere of energy and enthusiasm this
game has is what makes it so great, despite a laundry list of obvious flaws. Yeah,
</span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">SA2</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> is very, </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">very </i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">easy to point and laugh at, but really that’s all part of its
charm. </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Sonic Adventure 2</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> was the
perfect game for thirteen-year-old me: an awkward and adventurous anthem to my
early teenhood.</span><br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><br /></span>
<b><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">56. </span><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><a href="https://en.wikipedia.org/wiki/Sonic_Adventure" target="_blank">Sonic Adventure (Dreamcast)</a></span></b><br />
<b><br /></b>
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://4.bp.blogspot.com/-lCo3HgwhuXk/V94N-6Pq-DI/AAAAAAAACQY/Jx25zCZjM3MAII-i05uDWlAhAF2IX9XHACLcB/s1600/sonic%2Badventure%2Bemerald%2Bcoast%2Bstart.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="300" src="https://4.bp.blogspot.com/-lCo3HgwhuXk/V94N-6Pq-DI/AAAAAAAACQY/Jx25zCZjM3MAII-i05uDWlAhAF2IX9XHACLcB/s400/sonic%2Badventure%2Bemerald%2Bcoast%2Bstart.png" width="400" /></a></div>
<br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt;">When I listen to <a href="https://youtu.be/_SBKj5ofGVw" target="_blank">“Azure Blue World”</a>, the song that plays
on Emerald Coast, the first level of </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Sonic
Adventure</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">, something magical happens. I’m transported back to 1999 when I
had just received a Dreamcast for Christmas with a copy of Sonic’s first true
3D adventure. The first time I experienced Emerald Coast, controlling Sonic in
a beautiful, crisp 3D world with a wonderful sense of speed, I was blown away.
This game truly felt state of the art to me back then, and if Emerald Coast
made my jaw drop, Speed Highway knocked me out of my chair. I remember wanting
to show the latter to friends because I had never seen such an exhilarating level
of speed in a video game before. </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Sonic
Adventure</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> was the birth of “Modern</span><i style="font-family: Calibri, sans-serif; font-size: 11pt;"> </i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">Sonic”,
and while many aspects of it may not have aged gracefully and the series may
have lost its footing not long afterwards, this game really felt like a huge
leap forward in 1999. Beyond its technical qualities though, </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">SA1</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> feels like a natural evolution from </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Sonic 3 and Knuckles</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> in many ways, with
its many playable characters and its narrative that seemed to expand on the
classic lore involving the chaos emeralds. There’s a special atmosphere to </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Sonic Adventure</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> that no 3D </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Sonic</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;"> that followed really quite
mimicked (that I’ve played anyway). I suppose this is in no small part due to the
game’s varied <a href="https://www.youtube.com/playlist?list=PLvNp0Boas722L8qX0VsBhaI8s0a9k4Umr" target="_blank">soundtrack</a>, which I’ve grown to appreciate more and more over the
years and that is exceptional even by the </span><i style="font-family: Calibri, sans-serif; font-size: 11pt;">Sonic</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt;">
series’ very high musical standards.</span><br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><br /></span>
<span style="font-family: "calibri" , sans-serif; font-size: 11pt;">---</span><br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt;"><br /></span>
<span style="font-family: "calibri" , sans-serif;"><span style="font-size: 14.6667px;">Whoa, we're halfway there! What games will show up next time in #55-51?</span></span>Nathttp://www.blogger.com/profile/17053837986455906196noreply@blogger.com0tag:blogger.com,1999:blog-916880178323105012.post-19841347946031214092016-09-16T22:49:00.002-04:002018-09-15T19:17:42.973-04:00My Top 115 Favorite Video Games (65-61)<a href="http://stockpotinn.blogspot.com/2016/09/my-top-115-favorite-video-games-115-111.html" target="_blank">Click here</a> for the introduction!<br />
<br />
<b>65. <span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><a href="https://en.wikipedia.org/wiki/Metal_Gear_Solid" target="_blank">Metal Gear Solid (PS1)</a></span></b><br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://1.bp.blogspot.com/-pG1BgXcqTSQ/V9yfiyGde7I/AAAAAAAACO0/wKVrrvnU_S8YafyAJL6DX4YgCm7fI05TgCLcB/s1600/MGS_screen_psx.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="277" src="https://1.bp.blogspot.com/-pG1BgXcqTSQ/V9yfiyGde7I/AAAAAAAACO0/wKVrrvnU_S8YafyAJL6DX4YgCm7fI05TgCLcB/s400/MGS_screen_psx.jpg" width="400" /></a></div>
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<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">The original </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Metal Gear
Solid</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> is not only another game that I have fond memories of watching my older
brother play, but one that I grew to love playing myself eventually. </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">MGS </i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">is a trimmed experience that makes
excellent use of a relatively small environment and that has no qualms with
moving the story along at a brisk pace as it throws the player into one quirky
boss encounter and frantic scenario after the next, intermixed with stealth
gameplay that was revolutionary for its time. Its narrative is also fairly
straightforward when compared to its sequels and is in many ways better for it.
What really makes </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Metal Gear Solid</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> and
the series that surrounds it so great though is its personality, from the
lovably awkward Otacon, peeing his pants and talking about his “Japanese
animes” as he watches a cyborg ninja bang his head against the ground and tell
Snake to hurt him more, to the “back of the CD case” moment, to of course
Psycho Mantis, a boss who can read the player’s “mind” (aka memory card) and is
invulnerable to their attacks until they discover the infamously ingenious way
of besting him.</span><br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><br /></span>
<b><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">64. </span><span style="text-indent: -0.25in;"><a href="https://en.wikipedia.org/wiki/Pok%C3%A9mon_Gold_and_Silver" target="_blank">Pokémon Silver Version (Game Boy Color)</a></span></b><br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://4.bp.blogspot.com/-1PV7z0SXPDE/V9yhSXfCseI/AAAAAAAACPA/to9ly_JwYysRlpXmTYCQrVtrYQK1tSo7ACLcB/s1600/pokemon%2Bsilver%2Bnighttime%2Bbike%2Bscreenshot.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="300" src="https://4.bp.blogspot.com/-1PV7z0SXPDE/V9yhSXfCseI/AAAAAAAACPA/to9ly_JwYysRlpXmTYCQrVtrYQK1tSo7ACLcB/s400/pokemon%2Bsilver%2Bnighttime%2Bbike%2Bscreenshot.jpg" width="400" /></a></div>
<br />
<span style="text-indent: -0.25in;">Before
going further, I will warn you that I’ll be </span><b style="text-indent: -0.25in;">spoiling</b><span style="text-indent: -0.25in;"> a significant aspect of </span><i style="text-indent: -0.25in;">Pokémon Silver</i><span style="text-indent: -0.25in;"> as it’s impossible for me to talk about why this
title is such an exceptional follow-up to the original phenomenon without doing
so.</span><br />
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<i><span style="font-family: "calibri" , "sans-serif"; font-size: 11.0pt; line-height: 115%;">Silver</span></i><span style="font-family: "calibri" , "sans-serif"; font-size: 11.0pt; line-height: 115%;"> delivered a whole new region with a slew of all
new critters beyond the original 151 to discover and back in 2000 this was
beyond exciting. It had a day and night cycle, an in-game clock, a radio, a
phone…it really felt like the original beefed up to twelve. But what really
makes <i>Silver</i> so memorable to me is
how after basically finishing the game by besting the Elite Four and becoming
the new Pokémon Champion of the Johto region, the player can then travel to the
neighboring Kanto region, the world from the original <i>Pokémon Red</i> and <i>Pokémon Blue</i>,
and proceed to explore it at their leisure and challenge the eight gym leaders
from the original games. This completely blew my mind as a kid and it was
almost too good to be true. Not content with merely one huge twist though, <i>Silver</i> pulls the whole “just when you
think it’s over, it’s not” trick a second time by offering perhaps an even
bigger surprise for fans of the original games beyond Kanto waiting deep in the
bowels of the ominous Mt. Silver.</span><br />
<div>
<span style="font-family: "calibri" , "sans-serif"; font-size: 11.0pt; line-height: 115%;"><br /></span></div>
<div>
<b><span style="font-family: "calibri" , "sans-serif"; font-size: 11.0pt; line-height: 115%;">63. </span><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><a href="https://en.wikipedia.org/wiki/Pok%C3%A9mon_Red_and_Blue" target="_blank">Pokémon Blue Version (Game Boy)</a></span></b></div>
<div>
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<div class="separator" style="clear: both; text-align: center;">
<a href="https://1.bp.blogspot.com/-HujhMSFRM_I/V9yivSgrnxI/AAAAAAAACPI/pTi7Wno6JK4ZuDdQIyIbQPQDC5z5ST_YQCLcB/s1600/pokemon%2Bblue%2Bversion%2Btitle%2Bscreen.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="360" src="https://1.bp.blogspot.com/-HujhMSFRM_I/V9yivSgrnxI/AAAAAAAACPI/pTi7Wno6JK4ZuDdQIyIbQPQDC5z5ST_YQCLcB/s400/pokemon%2Bblue%2Bversion%2Btitle%2Bscreen.jpg" width="400" /></a></div>
<div>
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<div>
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">While I’ve fallen out of Poké-mania over the years,
there’s no denying how special a time it was to be a kid when the craze first
erupted in the US. My first exposure to the Poké-nomenon was actually the
<a href="https://en.wikipedia.org/wiki/Pok%C3%A9mon_(anime)" target="_blank">anime</a>, the <a href="https://www.youtube.com/watch?v=VQeuw1NgB1g" target="_blank">“Squirtle Squad” episode</a> in particular, and later on I started
seeing other kids at school playing the game. Having absolutely no experience
with turn-based RPGs, I was initially baffled by </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Pokémon</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">, but I thought it was neat that you could ride a bike.
Classmates assured me I would like it though and I soon picked up </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Pokémon Blue</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> for myself. Even though I
was a complete noob, the game’s extremely accessible nature allowed me to still
have a blast shooting bubbles at other Pokémon with my <a href="http://bulbapedia.bulbagarden.net/wiki/Squirtle_(Pok%C3%A9mon)" target="_blank">Squirtle</a> as we journeyed
across the Kanto region together. The rest is history, as they say. I watched
the anime religiously, I collected the <a href="https://en.wikipedia.org/wiki/Pok%C3%A9mon_Trading_Card_Game" target="_blank">trading cards</a>, I eagerly anticipated </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;"><a href="https://en.wikipedia.org/wiki/Pok%C3%A9mon:_The_First_Movie" target="_blank">The First Movie</a></i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> (actual title), I even
had a <a href="https://en.wikipedia.org/wiki/Pok%C3%A9mon_Pikachu" target="_blank">Pocket Pikachu</a>; I drew Pokémon, I played Pokémon, I watched Pokémon, I
dreamt of Pokémon. Even though I later got </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Pokémon
Red</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> and would go on to play and enjoy </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Silver</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">
and </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;"><a href="https://en.wikipedia.org/wiki/Pok%C3%A9mon_Ruby_and_Sapphire" target="_blank">Sapphire</a></i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">, it all started with </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Blue</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">, and I have a very emotional
attachment to that little blue cartridge with <a href="http://bulbapedia.bulbagarden.net/wiki/Blastoise_(Pok%C3%A9mon)" target="_blank">Blastoise</a> on it.</span></div>
<div>
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><br /></span></div>
<div>
<b><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">62. </span><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><a href="https://en.wikipedia.org/wiki/Super_Mario_World" target="_blank">Super Mario World (SNES)</a></span></b></div>
<div>
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<div class="separator" style="clear: both; text-align: center;">
<a href="https://3.bp.blogspot.com/-IRuCvQBIk5k/V9ykyLQox2I/AAAAAAAACPQ/nPoopwRrgjIobzzTNmSooAJzcOYcHHf5ACLcB/s1600/super%2Bmario%2Bworld%2Byoshi%2527s%2Bisland%2Bworld%2Bmap.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="346" src="https://3.bp.blogspot.com/-IRuCvQBIk5k/V9ykyLQox2I/AAAAAAAACPQ/nPoopwRrgjIobzzTNmSooAJzcOYcHHf5ACLcB/s400/super%2Bmario%2Bworld%2Byoshi%2527s%2Bisland%2Bworld%2Bmap.png" width="400" /></a></div>
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<div>
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">For many, </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Super Mario
World</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> is </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">it</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> when it comes to </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Super Mario</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> games. For me, it was a
distant, mysterious dream game as a child that I only glimpsed out of the
corner of my eye and have very, </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">very </i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">foggy
memories of maybe playing once or twice, but mostly just of wishing that I
could play it. So when a <a href="https://en.wikipedia.org/wiki/Super_Mario_World#Re-releases" target="_blank">port</a> was on the way to the Game Boy Advance back in
the early 2000s, I was giddy as heck and upon release fell in love with the
game as I completely immersed myself in every corner of its rich and detailed
world. No, </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">World </i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">isn’t </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">it</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> for me but it’s a fine classic that’s
just so damn </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">pleasing </i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">for some
reason. Maybe it’s the rich, yet satisfyingly simple color palette, or the
catchy <a href="https://www.youtube.com/playlist?list=PLE14D89ABE94E7409" target="_blank">soundtrack</a> that’s in large part just a bunch of different remixes of the
same <a href="https://youtu.be/Fn0khIn2wfc?list=PLE14D89ABE94E7409" target="_blank">song</a> and that works brilliantly for some reason (and that <a href="https://youtu.be/fdmS4ndSAT8" target="_blank">castle music</a>
though), or maybe it’s the buttery smooth and fluid sense of control and game
feel…it could be a lot of things. The thing that probably stands out the most
to me about </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Super Mario World</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> though
is, well, its world. Its world map, to be exact, which really made the game
stand apart from </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Super Mario Bros. 3</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">
while also feeling like an evolution of that game in a way. The interconnected,
secret-filled Dinosaur Land is like a labyrinth of adventure that just keeps
giving as more and more of its interlocking terrain reveals itself to savvy
players who discover each new hidden path. It’s artfully designed and places a focus
on freedom and discovery that newer 2D </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Super
Mario</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> games that try to emulate it simply fail to understand. It was a delight
to fully uncover everything this </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Super
Mario</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> world had to offer after so many years of being deprived of this
game, and it still always is whenever I take a vacation to Dinosaur Land today.</span></div>
<div>
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><br /></span></div>
<div>
<b><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">61. </span><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><a href="https://en.wikipedia.org/wiki/Eternal_Darkness" target="_blank">Eternal Darkness: Sanity’s Requiem (GameCube)</a></span></b></div>
<div>
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://2.bp.blogspot.com/-hka8CtMixoQ/V9yoOBreHpI/AAAAAAAACPg/qRmNtMNVY5oHRWUHgJpTVnWeQSiy-Wr-QCLcB/s1600/eternal%2Bdarkness%2Balex%2Bin%2Bsecret%2Broom.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="225" src="https://2.bp.blogspot.com/-hka8CtMixoQ/V9yoOBreHpI/AAAAAAAACPg/qRmNtMNVY5oHRWUHgJpTVnWeQSiy-Wr-QCLcB/s400/eternal%2Bdarkness%2Balex%2Bin%2Bsecret%2Broom.jpg" width="400" /></a></div>
<div>
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<div>
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">Next up on “great GameCube games you
never played” is </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Eternal Darkness</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">, which
was highly praised yet greatly overlooked at release. The first notable thing
about </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Eternal Darkness </i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">is its
intriguing premise: you step into the shoes of a variety of people from all
over the world and throughout human history as they each uncover in their own way
pieces of a dark, festering mystery lurking in ancient temples, musty crypts,
and a creepy mansion in Rhode Island of all places. Whenever </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Eternal Darkness</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> comes up, many people
seem to default to discussing the game’s “sanity effects” and while they’re a
neat gimmick, they’re just icing on an intricately-written, carefully-plotted
<a href="https://en.wikipedia.org/wiki/H._P._Lovecraft" target="_blank">Lovecraftian</a> adventure that hooked me with its narrative and its tone. Whether
in voiced monologues or in flowery descriptions of dirty fountains, the writing
is the star here: it’s detailed, stylish, and has just the right amount of camp. I was so into </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Eternal Darkness's </i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">winding tale</span><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> that I played through the game three times back to back; doing so isn't required to have a great experience, but it is necessary if one wants to see everything the narrative, one of my favorites in the medium, has to offer. This
is a game that at times feels like a Saturday morning cartoon and at others
will haunt your darkest dreams; it’s an eccentric combination, but an unforgettable
one.</span></div>
<div>
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><br /></span></div>
<div>
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">---</span></div>
<div>
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><br /></span></div>
<div>
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">The list hits the halfway point next time with #60-56!</span></div>
Nathttp://www.blogger.com/profile/17053837986455906196noreply@blogger.com0tag:blogger.com,1999:blog-916880178323105012.post-10655078886671105262016-09-15T20:27:00.001-04:002018-09-15T19:15:53.829-04:00My Top 115 Favorite Video Games (70-66)<a href="http://stockpotinn.blogspot.com/2016/09/my-top-115-favorite-video-games-115-111.html" target="_blank">Click here</a> for the introduction!<br />
<br />
<b>70. <span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><a href="https://en.wikipedia.org/wiki/Wario_Land_II" target="_blank">Wario Land II (Game Boy)</a></span></b><br />
<b><br /></b>
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://1.bp.blogspot.com/-f57kFoAth_U/V9sZyw5RQWI/AAAAAAAACOE/zGv9zygpywYX5IBdXiZ8omj9xzHhx7DmQCLcB/s1600/wario_land_2_gbc_screenshot2.gif" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="280" src="https://1.bp.blogspot.com/-f57kFoAth_U/V9sZyw5RQWI/AAAAAAAACOE/zGv9zygpywYX5IBdXiZ8omj9xzHhx7DmQCLcB/s320/wario_land_2_gbc_screenshot2.gif" width="320" /></a></div>
<br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">The </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Wario Land</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">
games represent a special kind of oddness and creativity that blossomed in
Nintendo’s suite of titles for their Game Boy handheld back in the 90s. Because
they weren’t developing a big console game, Nintendo’s designers probably felt
less pressure to deliver on certain expectations or adhere to certain
conventions. This kind of freedom really shows in games like the </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Super Mario Land</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> titles, </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">The Legend of Zelda: Link’s Awakening</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">,
and of course the </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Wario Land</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> games. </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Wario Land II</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> differs quite a bit from
its predecessor: Wario is impervious to damage, for one thing, and the game has
also gotten rid of the </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Super Mario World</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">-style
world map. Instead, a narrative plays out across a bunch of stages played
immediately one after the other, but depending on what actions the player takes
or what secret routes they find, their path can branch and the final outcome of
the adventure can vary wildly. It’s a really interesting set-up for a
platformer and one that encourages replaying levels and discovering every
secret the game has to offer. </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Wario Land
II </i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">is like a treasure trove that keeps extending deeper downwards until you
discover the final, ultimate secret. Full of imaginative levels and packed with
mysteries, I got completely lost in </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Wario
Land II</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> as a kid and it kept my face glued to my Game Boy screen until I
had found and seen everything.</span><br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><br /></span>
<b><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">69. </span><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><a href="https://en.wikipedia.org/wiki/Kirby_Super_Star" target="_blank">Kirby Super Star</a>/<a href="https://en.wikipedia.org/wiki/Kirby_Super_Star#Remake" target="_blank">Kirby Super Star Ultra</a> (SNES/DS)</span></b><br />
<b><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><br /></span></b>
<br />
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<br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">Like most Super Nintendo games on
this list, </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Kirby Super Star</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> is another
game that I wanted to play for years, but was denied on account of me not
having a Super Nintendo. While it eventually came to the Wii’s Virtual Console,
I actually first experienced </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Super Star</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">
in its original form when I was in college. My roommate had somehow acquired a
Super Nintendo and a box of games (something about his aunt finding it in her
attic or something) and one of these was of course the elusive </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Super Star</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">. I was overjoyed to finally
experience the game and everything was going great until my save data somehow
got corrupted when I was nearly finished with the adventure. I did restart and
complete the whole game from scratch, but this nonetheless really soured my
initial experience with </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Super Star </i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">unfortunately.
All the same, from <i>The Great Cave Offensive</i> (my favorite) to <i>Revenge of Meta Knight</i> to <i>Milky Way Wishes</i> and more, </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Kirby
Super Star</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> is a greatly enjoyable time from beginning to end. While I
mainly prefer the more standard </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Kirby</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">
adventures to </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Super Star’s</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> oddball
“multi-game” approach, I still appreciate the title’s uniqueness. The 2008 DS
remake, </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Super Star Ultra</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">, is my
preferred version of the game and includes all of the original game’s modes as
well as several new ones that all fit in nicely. In many ways, </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Super Star Ultra</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> feels like the ultimate
</span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Kirby</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> game, offering a robust and
fulfilling </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Kirby</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> experience that covers
a ton of ground and contains most of the iconic characters and elements from throughout
the series.</span><br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><br /></span>
<b><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">68. </span><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><a href="https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_A_Link_Between_Worlds" target="_blank">The Legend of Zelda: A Link Between Worlds (3DS)</a></span></b><br />
<b><br /></b>
<br />
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<br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">It had been a long time since a
new </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Zelda</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> game had <a href="http://stockpotinn.blogspot.com/2014/02/the-legend-of-zelda-link-between-worlds.html" target="_blank">given me</a> the kind
of feeling that </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">A Link Between Worlds</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">
did. It brought back the free-form, exciting sense of exploration and discovery
that the classic top-down </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Zeldas</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> are
known for, and it did it with several twists. The item-shop idea allowed for a
wonderful sense of freedom and the extremely well-implemented wall-merging
mechanic allowed for numerous angles to puzzle-solving and completely changed
the way I thought about top-down </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Zelda</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">.
To top it all off, </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">A Link Between Worlds</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">
also uses stereoscopic 3D to lovely effect and this is just another way this
game subtly brings something new to the classic overhead </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Zelda</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> design. While it’s not flawless, there’s just so
much I could praise about this game: I could on and on about the wonderful
<a href="https://www.youtube.com/playlist?list=PLz5gUls4mkX8Z_HPYY9xFHth0f-7qIrWn" target="_blank">soundtrack</a> (with a surprising amount of great original compositions), fantastic
dungeons, and the way that the game constantly played with my expectations and
surprised me in all sorts of delightful ways. Beyond all this, </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">ALBW</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> also just has that special </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Zelda</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> magic, as evidenced by moments
like its touching ending sequence.</span><br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><br /></span>
<b><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">67. </span><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><a href="https://en.wikipedia.org/wiki/Super_Paper_Mario" target="_blank">Super Paper Mario (Wii)</a></span></b><br />
<b><br /></b>
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<br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">The first two </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Paper
Mario</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> games get plenty of love, and rightfully so, but </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Super Paper Mario</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> seems to get a raw deal, and it pains me to see
it occasionally lumped in with the likes of the soulless </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;"><a href="http://stockpotinn.blogspot.com/2013/11/paper-mario-sticker-star-3ds-review.html" target="_blank">Paper Mario: Sticker Star</a></i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> as “one of the bad </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Paper Mario</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> games”. While at its mechanical core, </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Super Paper Mario</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> is a platformer and
quite a departure from its turn-based RPG brethren, its heart and soul is
completely in line with the smartly written, wildly imaginative, and subversive
originals, perhaps even surpassing them to an extent in these regards. Full of
memorable new characters (and new roles for existing ones) and interesting
locations, </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Super Paper Mario </i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">is
brimming with personality and creativity.<i> </i>Like its predecessor, <i>Paper Mario: The Thousand-Year Door</i>, <i>Super Paper Mario </i>largely eschews well-worn-out <i>Mario</i> series tropes and instead</span><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> sees Mario
and his companions traveling to the pixelated palace of a nerdy chameleon who
is a parody of Nintendo’s very own fanbase, a prehistoric land where overworld-dwelling
rock people and underworld-dwelling flower people are at war, a convenience
store in space, and even to…well, I won’t spoil that one. And even though it
lacks turn-based battles, in its structure, atmosphere, ancillary mechanics,
and storytelling, this adventure is every bit an RPG at heart and fits well in
line with its predecessors. Speaking of storytelling, one of the aspects of </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Super Paper Mario</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> that stands out the
most is its narrative, which takes some surprisingly thoughtful and interesting
turns for a game starring Nintendo’s mustachioed mascot, and is ultimately a
uniquely touching tale for the series.</span><br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><br /></span>
<b><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">66. </span><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><a href="https://en.wikipedia.org/wiki/Pikmin_3" target="_blank">Pikmin 3 (Wii U)</a></span></b><br />
<b><br /></b>
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<br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">I <a href="http://stockpotinn.blogspot.com/2015/07/my-favorite-summer-games.html" target="_blank">associate</a> </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Pikmin 3</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> with late
summer nights, peaceful and cool, crickets chirping a lullaby outside the
window. Similar to </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;"><a href="http://stockpotinn.blogspot.com/2016/02/unravel-was-made-for-me.html" target="_blank">Unravel</a></i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> (and I
suppose many games on this list), </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Pikmin
3</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> is another very “me” game. </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Pikmin 2</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">
is <a href="http://stockpotinn.blogspot.com/2013/10/the-power-of-video-games-how-pikmin-2.html" target="_blank">special to me</a> and a great game, but it’s a bit bloated. Its follow-up condenses
things and delivers the most refined, polished, accessible, and quite frankly enjoyable
game in the series. It takes some of the great aspects of </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Pikmin 2</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> and melds them with a sense of urgency and greater
narrative heft more akin to the original </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Pikmin
</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">and spins it all into a wonderful adventure with a potent atmosphere that
feels almost profound. It’s hard to describe the kind of unique feeling that the
</span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Pikmin</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> games have but this essence is
perhaps more prominent than ever in </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Pikmin
3</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">. An experience that combines my love of nature with my love of little
things with my love of engrossing interactive experiences, its locales are
gorgeous, its characters charming, its design satisfying, and its memorable final
chapter left such an impression on me that I felt the need to dedicate a <a href="http://stockpotinn.blogspot.com/2014/09/extended-thoughts-on-finale-of-pikmin-3.html" target="_blank">whole post</a> to it separate from <a href="http://stockpotinn.blogspot.com/2014/09/pikmin-3-review.html" target="_blank">my review</a>.</span><br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><br /></span>
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">---</span><br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><br /></span>
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">We approach the halfway point next time with #65-61!</span>Nathttp://www.blogger.com/profile/17053837986455906196noreply@blogger.com0tag:blogger.com,1999:blog-916880178323105012.post-7738348071049402242016-09-13T18:43:00.001-04:002018-09-15T19:13:30.369-04:00My Top 115 Favorite Video Games (75-71)<a href="http://stockpotinn.blogspot.com/2016/09/my-top-115-favorite-video-games-115-111.html" target="_blank">Click here</a> for the introduction!<br />
<br />
<b>75. <span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><a href="https://en.wikipedia.org/wiki/The_Last_of_Us" target="_blank">The Last of Us (PS3)</a></span></b><br />
<br />
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<br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">Just about one year after playing through it for the first
time, I have very distinct memories of </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">The
Last of Us</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">. </span><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">Even with all the high
expectations I had going in, the game still managed to <a href="http://stockpotinn.blogspot.com/2015/09/the-last-of-us-spoilers.html" target="_blank">impress me</a>, and from the
moment I saw its haunting title screen, I knew it would be special. Its harrowing
world, poignant storytelling, and fully-realized characters that feel more like
real people than perhaps any other game I’ve played save for maybe </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Majora’s Mask</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> all contribute to a weighty
experience that is burdensome, distressing, and emotionally draining. There’s
something about </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">The Last of Us </i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">that has
really made it stick with me. I expected a top-tier “AAA” video game experience,
but I got something more.</span><br />
<b><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><br /></span>
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">74. </span><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><a href="https://en.wikipedia.org/wiki/Donkey_Kong_Country_2:_Diddy%27s_Kong_Quest" target="_blank">Donkey Kong Country 2: Diddy’s Kong Quest (SNES)</a></span></b><br />
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<a href="https://4.bp.blogspot.com/-MjatalJHQaU/V9hxEp0YB_I/AAAAAAAACNc/pV1FAeb67-c2PjZvDY8eOCiY9wjiIhEPQCLcB/s1600/donkey%2Bkong%2Bcountry%2B2%2Bmine%2Blevel%2Bscreenshot.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="300" src="https://4.bp.blogspot.com/-MjatalJHQaU/V9hxEp0YB_I/AAAAAAAACNc/pV1FAeb67-c2PjZvDY8eOCiY9wjiIhEPQCLcB/s400/donkey%2Bkong%2Bcountry%2B2%2Bmine%2Blevel%2Bscreenshot.jpg" width="400" /></a></div>
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<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">There’s something about the
atmosphere of </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Donkey Kong Country 2 </i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">that
captivated me in a way that the original </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Donkey
Kong Country</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">, good game though it may be, failed to do. A big part of this
is certainly the <a href="https://www.youtube.com/playlist?list=PL334A457011BC5467" target="_blank">music</a>, which is one of my favorite soundtracks in video game
history and earned <a href="https://en.wikipedia.org/wiki/David_Wise_(composer)" target="_blank">David Wise</a> a place among legends in my book. The first time
I heard <a href="https://youtu.be/8ir0d7bjMIk" target="_blank">Stickerbush Symphony</a> was a religious experience. My love for <i>DKC2</i> is
also related to the adventurous, pirate-themed setting though and memorable levels
that are creative and fantastical, like a gigantic pirate ship and a beehive-infested
amusement park. In addition, I love the tag-team of Diddy and Dixie, who both
play much better than lumbering Donkey Kong does in the original game, and
little touches like their end-of-level fanfares give this game a lot of
personality. </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">DKC2</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> is the special kind
of 90s platformer that made me initially fall in love with video games that I
just happened to somehow miss playing until I was in college, and there’s only
one game with the Donkey Kong name that I love more.</span><br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><br /></span>
<b><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">73. </span><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><a href="https://en.wikipedia.org/wiki/Mario_Kart_8" target="_blank">Mario Kart 8 (Wii U)</a></span></b><br />
<br />
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<a href="https://1.bp.blogspot.com/-UgYKVoTJazI/V9hzNNI2s4I/AAAAAAAACNk/VV0KSX09DgMVwGcQwPDmprtNNgCMnHjeACLcB/s1600/mario%2Bkart%2B8%2Brosalina%2Bn64%2Brainbow%2Broad.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="225" src="https://1.bp.blogspot.com/-UgYKVoTJazI/V9hzNNI2s4I/AAAAAAAACNk/VV0KSX09DgMVwGcQwPDmprtNNgCMnHjeACLcB/s400/mario%2Bkart%2B8%2Brosalina%2Bn64%2Brainbow%2Broad.jpg" width="400" /></a></div>
<br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">I captured my feelings on the gorgeous and blissful </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Mario Kart 8 </i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">pretty well in <a href="http://stockpotinn.blogspot.com/2015/11/the-beautiful-bliss-that-is-mario-kart-8.html" target="_blank">this post</a>,
but suffice it to say this joyous game surprised me with how special it really
is. There’s just something sublime about the feel of drifting around every
tight corner and racing at blistering speeds through the game’s imaginative and
beautiful courses. Everything from the <a href="https://www.youtube.com/playlist?list=PLvNp0Boas720LISRlYE1GDtcNIC-ai2iz" target="_blank">music</a> to the visuals to the feel of play
all harmoniously come together in </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Mario
Kart 8</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> to produce something magical and even therapeutic. </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Mario Kart 8 </i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">is, in a word, jubilant.</span><br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><br /></span>
<b><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">72. </span><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><a href="https://en.wikipedia.org/wiki/Rush_2:_Extreme_Racing_USA" target="_blank">Rush 2: Extreme Racing USA (N64)</a></span></b><br />
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<a href="https://2.bp.blogspot.com/-FkuvuIoV02Y/V9h0W0VxntI/AAAAAAAACNo/yg_1ar969lIYhJh2ivQqMA2bVebditg1gCLcB/s1600/rush%2B2%2Balcatraz%2Bloop.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="300" src="https://2.bp.blogspot.com/-FkuvuIoV02Y/V9h0W0VxntI/AAAAAAAACNo/yg_1ar969lIYhJh2ivQqMA2bVebditg1gCLcB/s400/rush%2B2%2Balcatraz%2Bloop.jpg" width="400" /></a></div>
<br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">I don’t talk about it much, but the </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;"><a href="https://en.wikipedia.org/wiki/Rush_(video_game_series)" target="_blank">Rush</a></i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> series has a very special place in
my heart. In fact, for a certain period of time </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Rush 2</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> was perhaps my first or second favorite N64 game, no joke. </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Rush 2 </i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">is emblematic of a time when I
would rarely acquire new games, and the ones that I did I would completely devour.
What makes the </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Rush</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> series unique
among racing games is that they place a large focus not on a standard Grand
Prix mode (though that’s there too) but on exploring the game’s enormous and extravagantly</span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;"> </i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">detailed tracks. Calling them “tracks” doesn’t
really seem accurate though as these may as well be mini open world sandboxes.
These games are packed with secrets and wacky easter eggs, such as a hidden
underground stunt arena in the original </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;"><a href="https://en.wikipedia.org/wiki/San_Francisco_Rush:_Extreme_Racing" target="_blank">San Francisco Rush: Extreme Racing</a> </i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">that would eventually lead to an entire
dedicated “stunt mode” in </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;"><a href="https://en.wikipedia.org/wiki/San_Francisco_Rush_2049" target="_blank">San Francisco Rush 2049</a></i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">. The courses in </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Rush 2</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> highly
encourage exploration as they offer not only creative shortcuts and other
hidden areas but collectible keys and even collectible…Mountain Dew cans??? There’s
a delightful surreality to the </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Rush </i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">games.
Even though the tracks in </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Rush 2 </i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">take
place in largely faithful recreations of the likes of New York and Los Angeles,
I don’t think San Francisco’s Alcatraz Island actually contains a gigantic
loop-the-loop. In truth, I love all the classic </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Rush</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> games, from the original to </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">2049</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">, but </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Rush 2 </i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">is the
one that I have the fondest memories of. It’s also one of those sequels that
pretty much one-ups the original in every way and I love the wide variety of
locales in the game beyond just San Francisco.</span><br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><br /></span>
<b><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">71. </span><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><a href="https://en.wikipedia.org/wiki/Viewtiful_Joe" target="_blank">Viewtiful Joe (GameCube)</a></span></b><br />
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<a href="https://4.bp.blogspot.com/-tNnZiYaYOc8/V9h2Dyr5qII/AAAAAAAACN0/f34O6Ce5Wfof2A_sBf5_CGzlD4EaGxMDQCLcB/s1600/viewtiful%2Bjoe%2Bcity%2Bscreenshot.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="300" src="https://4.bp.blogspot.com/-tNnZiYaYOc8/V9h2Dyr5qII/AAAAAAAACN0/f34O6Ce5Wfof2A_sBf5_CGzlD4EaGxMDQCLcB/s400/viewtiful%2Bjoe%2Bcity%2Bscreenshot.jpg" width="400" /></a></div>
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<i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Viewtiful Joe</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> is one
of many unique gems to come out of the GameCube era. After the eponymous Joe gets
sucked into the land of movies </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;"><a href="https://en.wikipedia.org/wiki/Last_Action_Hero" target="_blank">Last Action Hero</a></i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">-style, he becomes a superhero and can unleash “VFX” powers that
allow him to harness the special effects of movies such as slowing down time to
dodge bullets or speeding it up to solve certain puzzles. It’s an inspired
concept and mastering all of Joe’s abilities to punch and platform through
several different “movies” is a great time. The game employs an incredibly
stylish cel-shaded visual aesthetic and every world is packed with detail and
life. </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Viewtiful Joe</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> is also a punishing
game that requires dedication and mastery of its mechanics; I still regard
finally defeating its level 6 boss, one of the hardest in any game I’ve ever
played, after days and days of attempts as one of my most satisfying video game
accomplishments. What was perhaps even more satisfying though was defeating
this same boss again for a friend on just the first or second try.</span><br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><br /></span>
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">---</span><br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><br /></span>
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">Next up is #70-66! Hope to see you then!</span>Nathttp://www.blogger.com/profile/17053837986455906196noreply@blogger.com0tag:blogger.com,1999:blog-916880178323105012.post-58638541377723150742016-09-12T22:12:00.001-04:002018-09-15T21:33:53.710-04:00My Top 115 Favorite Video Games (80-76)<a href="http://stockpotinn.blogspot.com/2016/09/my-top-115-favorite-video-games-115-111.html" target="_blank">Click here</a> for the introduction!<br />
<br />
<b>80. <span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><a href="https://en.wikipedia.org/wiki/Metroid:_Zero_Mission" target="_blank">Metroid: Zero Mission (Game Boy Advance)</a></span></b><br />
<br />
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<a href="https://4.bp.blogspot.com/-egKMZQxnYIg/V9dS_S9QicI/AAAAAAAACMk/nFzRpGCvb04-KUQZLGqtupsGxFW0DErRgCLcB/s1600/metroid%2Bzero%2Bmission%2Bsamus%2Bon%2Belevator.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="265" src="https://4.bp.blogspot.com/-egKMZQxnYIg/V9dS_S9QicI/AAAAAAAACMk/nFzRpGCvb04-KUQZLGqtupsGxFW0DErRgCLcB/s400/metroid%2Bzero%2Bmission%2Bsamus%2Bon%2Belevator.jpg" width="400" /></a></div>
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<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">The original </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Metroid</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> for NES has not aged well. In concept, it’s brilliant and
revolutionary for its time and it still has an eerie atmosphere of isolation to
this day, but refilling one’s health and missiles after dying is such an egregious
chore and the copy-and-paste level design makes things not only extremely
confusing (in a bad way) but also just rather dull a lot of the time. Enter </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Zero Mission</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">, an excellent remake that
addresses these issues as well as gives the game a visual makeover and an
interesting extra chapter after the finale. What </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Zero Mission</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> may lack in terms of the original’s stark atmosphere,
it makes up for by being a much more playable and well-designed experience.</span><br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><br /></span>
<b><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">79. </span><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><a href="https://en.wikipedia.org/wiki/Metroid_Prime_3:_Corruption" target="_blank">Metroid Prime 3: Corruption (Wii)</a></span></b><br />
<br />
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<br />
<i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Prime 3</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> is
my least favorite of the trilogy but it’s still a worthy </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Metroid</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> experience. While I prefer sinking my space bounty hunter
boots into one, intricately-detailed world, I still appreciate that </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Corruption</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> switches things up by having
Samus be able to jump into her ship and explore multiple planets. The game is
gorgeous for a Wii game (once again, <a href="https://en.wikipedia.org/wiki/Retro_Studios" target="_blank">Retro Studios</a> is an exceptional talent
when it comes to art direction and world-building) and each environment that
Samus visits is distinct. </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Corruption</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> also
sees one of the best uses of the Wii’s motion controls with simple and fluid
point and shoot mechanics and I even get a kick out of the gimmicky stuff as
well, such as turning the Wii remote to turn levers and so on. The game also
features some pretty decent voice acting, though I personally still prefer my </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Metroid</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> more isolated and quiet than
this; still, the game knows when to shut up and chatty bits are mostly few and
far between. </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Corruption</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> is a
satisfying end to the stellar </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Prime</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">
trilogy; it’s just unfortunate that at this present time it is also, sadly, at
nearly ten years old the last great original </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Metroid</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> game we’ve gotten.</span><br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><br /></span>
<b><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">78. </span><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><a href="https://en.wikipedia.org/wiki/Portal_(video_game)" target="_blank">Portal (PC)</a></span></b><br />
<br />
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<a href="https://3.bp.blogspot.com/-vy0UxOkF2u0/V9dWKylvvPI/AAAAAAAACMw/f3BnJveacC0r6x39X5D8bzQP--qnnvMUQCLcB/s1600/Testchmb17.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="253" src="https://3.bp.blogspot.com/-vy0UxOkF2u0/V9dWKylvvPI/AAAAAAAACMw/f3BnJveacC0r6x39X5D8bzQP--qnnvMUQCLcB/s400/Testchmb17.jpg" width="400" /></a></div>
<br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">If you’ve never played </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Portal</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">,
stop reading and go play it. I won’t outright spoil anything major here, but if
you’ve somehow missed this game and haven’t been in the loop in regards to nerd
culture in the last ten years or so, this is definitely a game best experienced
blind. </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Portal</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> is an unassuming
masterpiece. Originally packed into </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;"><a href="https://en.wikipedia.org/wiki/The_Orange_Box" target="_blank">The Orange Box</a></i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">, it begins as a rather straightforward puzzle game, albeit one
with a really neat mechanical hook, as the player moves from test chamber to
test chamber solving increasingly difficult puzzles with the portal gun as a
robotic voice on the intercom blandly guides them on. It’s rare that a game is
as genius on as many levels as </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Portal </i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">is,
because as brilliant as the game’s central portal mechanic is, what ultimately makes
the experience so memorable is how it fools players into thinking it is just a
series of puzzles…until that dull intercom guide starts talking about android
hell and promises of cake, and you start to question, “Wait, what did she just
say?”. Furthermore, enterprising players might use the portal gun creatively to
sneak behind a wall and land themselves in a part of the facility they aren’t
supposed to be in, where they’ll likely find mad scrawls and implications that
“the cake is a lie”. No one expected the writing and the narrative to
overshadow the unique mechanics in </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Portal</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">,
and no one expected the unmistakable mark that the game would leave on popular
culture. </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Portal </i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">is one of a very
small number of games that I can’t personally find a single fault in, and if
you somehow haven’t played it (and ignored my earlier suggestion and are still
reading this), please do yourself a favor and change that.</span><br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><br /></span>
<b><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">77. </span><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><a href="https://en.wikipedia.org/wiki/Yoshi%27s_Island" target="_blank">Super Mario World 2: Yoshi’s Island (SNES)</a></span></b><br />
<br />
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<a href="https://2.bp.blogspot.com/-WPeZeo0AV4A/V9daCkek2RI/AAAAAAAACM4/j0OHTNZ4r5UojY46f4XjX7YmE50D0nZkgCLcB/s1600/yoshi%2527s%2Bisland%2Bstandard%2Bscreenshot.gif" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="260" src="https://2.bp.blogspot.com/-WPeZeo0AV4A/V9daCkek2RI/AAAAAAAACM4/j0OHTNZ4r5UojY46f4XjX7YmE50D0nZkgCLcB/s320/yoshi%2527s%2Bisland%2Bstandard%2Bscreenshot.gif" width="320" /></a></div>
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<i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Yoshi’s
Island</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> is <a href="http://stockpotinn.blogspot.com/2013/08/super-mario-world-2-yoshis-island-snes.html" target="_blank">a wonderful game</a> made with love and care and effort. I could point
to its disparate elements: its gorgeous art-style that hasn’t aged a day, its small
but unforgettable <a href="https://www.youtube.com/playlist?list=PL5D8399FA91008F97" target="_blank">soundtrack</a>, and its imaginative level designs and bosses…but
ultimately this game just has a certain feeling about it that I can’t quite describe.
When I think of </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Yoshi’s Island</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">, I often
think of the cave levels. The sparkling rocks, the waterfalls in the distance,
maybe some mist pervading the scene, little ghost creatures carrying lanterns,
giant mushrooms and little munching plant monsters, and above all else that
<a href="https://youtu.be/-HOrFykW5ew" target="_blank">absolutely enchanting music</a>. There’s just nothing else quite like it. I
distinctly remember how appealing this game’s <a href="http://vignette2.wikia.nocookie.net/nintendo/images/f/ff/Super_Mario_World_2_-_Yoshi's_Island_(NA).png/revision/latest?cb=20120609173627&path-prefix=en" target="_blank">box-art</a> and overall look was to
me as a kid, and how much I really wanted to play it. I remember playing it at
a friend’s house once, but I unfortunately didn’t experience </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Yoshi’s Island</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> in full until the Game
Boy Advance port, though I now own and have completed the original and superior
version as well, don’t worry.</span><br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><br /></span>
<b><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">76. </span><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><a href="https://en.wikipedia.org/wiki/Sonic_Colors" target="_blank">Sonic Colors (Wii)</a></span></b><br />
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<a href="https://1.bp.blogspot.com/-Jps8hjUdTTE/V9dbxEmkwDI/AAAAAAAACNA/m83w1kmqFmAkaTD__wQvDiV0OW0b5ePxACLcB/s1600/sonic%2Bcolors%2Brunning%2Bthrough%2Btropical%2Bresort.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="240" src="https://1.bp.blogspot.com/-Jps8hjUdTTE/V9dbxEmkwDI/AAAAAAAACNA/m83w1kmqFmAkaTD__wQvDiV0OW0b5ePxACLcB/s400/sonic%2Bcolors%2Brunning%2Bthrough%2Btropical%2Bresort.png" width="400" /></a></div>
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<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">The game that brought Sonic back into my life. Don’t get me
wrong, I’d still been consistently replaying the classic Genesis games over the
years, but when it came to actively following the </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Sonic</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> series, I’d largely tuned out after one <a href="https://en.wikipedia.org/wiki/Shadow_the_Hedgehog_(video_game)" target="_blank">disappointing</a> and
<a href="https://en.wikipedia.org/wiki/Sonic_the_Hedgehog_(2006_video_game)" target="_blank">poorly received</a> game after the next was churned out. I hesitated for a while
but I eventually took the plunge again with </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Colors</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">
after positive reviews and seeing what simply looked like an overall very solid
game. I’m so glad I did because this game made me remember why I fell in love
with </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Sonic</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> as a kid. It has flaws, such as its obnoxious writing and stiff 3D control (most of the game plays from a 2D perspective, which fares better control-wise), but its creative
and beautiful worlds like Planet Wisp and Aquarium Park, its wonderful and
catchy <a href="https://www.youtube.com/playlist?list=PLvNp0Boas721kdXyVrMyRCaDIRWSSQQgq" target="_blank">soundtrack</a>, and its layered level designs all brought to mind the 2D
Genesis games that I grew up with, and yet the game still felt very fresh as
well. With the Wisp power-ups, Sonic Team also finally found a gimmick in this one that supplemented </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Sonic’s</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> core gameplay in a positive way
instead of divided it or bogged it down. In short, I was a </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Sonic</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> fan again, <a href="https://en.wikipedia.org/wiki/Sonic_Generations" target="_blank">for better</a> and <a href="https://en.wikipedia.org/wiki/Sonic_Lost_World" target="_blank">for worse</a> (and with the recently announced </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;"><a href="https://www.youtube.com/watch?v=KxmtYdEWVzo" target="_blank">Sonic Mania</a></i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">, right now I’m happily leaning more
towards “for better”).</span><br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><br /></span>
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">---</span><br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><br /></span>
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">The games continue next time with #75-71!</span>Nathttp://www.blogger.com/profile/17053837986455906196noreply@blogger.com0tag:blogger.com,1999:blog-916880178323105012.post-12813320992269309322016-09-11T23:38:00.001-04:002018-09-15T19:07:31.697-04:00My Top 115 Favorite Video Games (85-81)<a href="http://stockpotinn.blogspot.com/2016/09/my-top-115-favorite-video-games-115-111.html" target="_blank">Click here</a> for the introduction!<br />
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<b>85. <span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><a href="https://en.wikipedia.org/wiki/Super_Mario_Maker" target="_blank">Super Mario Maker (Wii U)</a></span></b><br />
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<a href="https://4.bp.blogspot.com/-tuHA4GuMnHE/V9YYsFIGY9I/AAAAAAAACL0/zqeL4ZmbZ3Yhd_5tcQ6BDH51SPb36fTpACEw/s1600/super%2Bmario%2Bmaker%2Bstandard%2Blevel%2Bcreator%2Bscreenshot.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="225" src="https://4.bp.blogspot.com/-tuHA4GuMnHE/V9YYsFIGY9I/AAAAAAAACL0/zqeL4ZmbZ3Yhd_5tcQ6BDH51SPb36fTpACEw/s400/super%2Bmario%2Bmaker%2Bstandard%2Blevel%2Bcreator%2Bscreenshot.jpg" width="400" /></a></div>
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<i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Super Mario Maker</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">
nearly became a full-time job for me when it released exactly one year ago
today. Prior to the game’s release, I was reasonably excited for it, but I
figured I’d play around with it for a few weeks and then move on. I ended up
completely losing myself in this bottomless toy-box as my imagination
completely ran wild. </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Super Mario Maker</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">
is a childhood dream come true for me. All those imaginary </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Mario</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> levels I’ve daydreamed about and played through in my head over
the years could now be reality (well, somewhat). While the game has some <a href="http://stockpotinn.blogspot.com/2015/10/super-mario-maker-has-important-lesson.html" target="_blank">frustrations</a>
and <a href="http://stockpotinn.blogspot.com/2015/10/three-big-problems-with-super-mario.html" target="_blank">limitations</a> (most of which have now been addressed through updates), this creative-tool/game
hybrid is nonetheless a treasure. I spent hours and hours deep into the night
toiling away on making every brick perfect in creations that I poured my heart
into, from a massive airship to an underground sewer complex to a four-level ghost
story, and this isn’t even taking into account all the other time I spent exploring
all of the creative and wonderful levels from other users. </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Super Mario Maker </i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">even extended beyond the screen as I’d pen ideas
down in a notebook and plan out future courses; I even had a whole game planned
but I inevitably got burned out before realizing my full ambitions. Looking
back, this game fired up my imagination in a way that I hadn’t felt in many
years; it was invigorating, and I was always excited to jump back into the game
to start creating and playing around again. </span><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Super
Mario Maker</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> is a universe, an endless template for creating and playing,
and if you are someone who can appreciate both aspects of the experience like
me, than it is a truly magical experience indeed.</span><br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><br /></span>
<b><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">84. </span><span style="text-indent: -0.25in;"><a href="https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_Twilight_Princess" target="_blank">The Legend of Zelda: Twilight Princess</a>/<a href="https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_Twilight_Princess_HD" target="_blank">Twilight Princess HD</a> (GameCube/Wii U)</span></b><br />
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<a href="https://1.bp.blogspot.com/-ddqFBejz4xc/V9Ybh3b_N0I/AAAAAAAACL8/OkOFdwecd7YWqQoN8UFC0-wtAPCvrlmogCLcB/s1600/twilight%2Bprincess%2Bhd%2Blink%2Brunning%2Bnear%2Bfaron%2Bspring.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="225" src="https://1.bp.blogspot.com/-ddqFBejz4xc/V9Ybh3b_N0I/AAAAAAAACL8/OkOFdwecd7YWqQoN8UFC0-wtAPCvrlmogCLcB/s400/twilight%2Bprincess%2Bhd%2Blink%2Brunning%2Bnear%2Bfaron%2Bspring.jpg" width="400" /></a></div>
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<span style="text-indent: -0.25in;">I’ve <a href="http://stockpotinn.blogspot.com/2014/12/christmas-video-game-memories.html" target="_blank">written about this before</a>, but to this date,
I have never in my life been more excited for an upcoming video game than </span><i style="text-indent: -0.25in;">The Legend of Zelda: Twilight Princess</i><span style="text-indent: -0.25in;">.
I remember when <a href="https://www.youtube.com/watch?v=VE2Dc1sx71U" target="_blank">it was announced</a>, I remember each <a href="https://youtu.be/ViTiPDZGLBc" target="_blank">new trailer</a>, I remember when
<a href="https://youtu.be/ZuaHUFXI_UE" target="_blank">Midna and Wolf Link were revealed</a> (in what still stands as my favorite video game trailer of all time)…there was the delay, the inevitable porting
to the Wii, and all the hype and speculation surrounding the game’s release. I remember
finally beholding the game Christmas morning in 2006, having just gotten home
for winter break from my first year at college. I unpackaged the game, absorbed
the <a href="https://www.youtube.com/watch?v=9nGl1G1Hvhs" target="_blank">title cinematic</a>, and experienced those opening moments with shaking
hands.</span><br />
<span style="text-indent: -0.25in;"><br /></span>
<span style="text-indent: -0.25in;">I had never been so immensely thrilled to herd goats.</span><br />
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<span style="font-family: "calibri" , "sans-serif"; font-size: 11.0pt; line-height: 115%;">I’ve long had a rocky relationship with <i>Twilight Princess </i>and "mixed feelings" only begins to describe it. <i>Twilight Princess </i>represents a
catering to fans and a safe return to form after the unhinged imagination
present in <i>Majora’s Mask</i> and <i>The Wind Waker</i>, a facet which sours the
title a bit for me to this day. Nevertheless, <i>Twilight Princess</i> is a beautiful, impeccably-designed, and
memorable adventure. Its dungeons are some of the strongest in the series, with
the haunting Arbiter’s Grounds and the charming Snowpeak Ruins being two
especially memorable highlights. While it is lacking in terms of sidequests
compared to other <i>Zelda </i>titles, <i>TP’s</i> main quest is mainly one engaging
venture after another that takes Link to the dreary depths of a giant lake, to
a moonlit desert encampment, and to the far reaches of an enchanted grove.
There are thrilling horseback battles, sword duels with an undead knight, and
even an old-West shoot-out…by the time the credits role, there are few games
that can say they’ve delivered such a satisfying journey. It’s nothing too
daring and it certainly apes a lot of material from previous <i>Zelda</i> adventures, but there’s something
comforting and pristine about <i>Twilight
Princess’s</i> traditional adventure, and the Wii U’s <a href="http://stockpotinn.blogspot.com/2016/05/the-legend-of-zelda-twilight-princess.html" target="_blank">HD remaster</a> only makes its
creative art direction easier to appreciate.</span><br />
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<span style="font-family: "calibri" , "sans-serif"; font-size: 11.0pt; line-height: 115%;"><br /></span></div>
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<b><span style="font-family: "calibri" , "sans-serif"; font-size: 11.0pt; line-height: 115%;">83. </span><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><a href="https://en.wikipedia.org/wiki/The_Legend_of_Zelda_(video_game)" target="_blank">The Legend of Zelda (NES)</a></span></b></div>
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<a href="https://2.bp.blogspot.com/-C0NxI52Wkt0/V9YdORemPaI/AAAAAAAACME/OiM7NmO3JIEZrcnCZP5hfqTlPmnkE7QJgCLcB/s1600/legend-of-zelda-nes-ingame-41383.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="288" src="https://2.bp.blogspot.com/-C0NxI52Wkt0/V9YdORemPaI/AAAAAAAACME/OiM7NmO3JIEZrcnCZP5hfqTlPmnkE7QJgCLcB/s320/legend-of-zelda-nes-ingame-41383.png" width="320" /></a></div>
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<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">I was surprised by how easily I became immersed in the
original </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Legend of Zelda</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> the first
time I played it. I expected something that would be awkward and difficult to
get into compared to the </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Zelda</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> games
that I’d played, and while perhaps in some ways this was true, </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">The Legend of Zelda</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> ended up being an absorbing
adventure that not only contains many of the hallmarks that make later </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Zelda</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> games so great, but also a unique
charm that is all its own. It’s a satisfying challenge and there’s something about its
minimalist pixel art, tiled dungeons, and satisfying sense of progression that
I find very endearing. Coupled with its lovingly-detailed <a href="http://legendsoflocalization.com/media/the-legend-of-zelda/manuals/ZeldaNESManual.pdf" target="_blank">instruction manual</a>
and <a href="https://www.google.com/search?q=the+legend+of+zelda+nes+official+artwork&espv=2&biw=1920&bih=955&source=lnms&tbm=isch&sa=X&ved=0ahUKEwi4w8Hx6IjPAhWE7R4KHYgZAnwQ_AUIBigB" target="_blank">official old-school-anime-style artwork</a>, there’s a very classic nature to
this game that I adore. I was late to the party on this one, first playing the
re-released Game Boy Advance version, but thanks to a close friend also playing
through the same version at the same time, I was able to have that experience
of sharing secrets and experiences just like people did with the NES version.
And even though Level 6 is still a major pain in the ass, I still enjoy going
through the original </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Zelda</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> quite a
bit today.</span></div>
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<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><br /></span></div>
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<b><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">82. </span><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><a href="https://en.wikipedia.org/wiki/BioShock" target="_blank">BioShock (PC)</a></span></b></div>
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<a href="https://3.bp.blogspot.com/-aSbFJyx-Li0/V9YfH1rXMuI/AAAAAAAACMM/Y0dXA8nzAV0MBm-UL25VqZqQox7Ld8uHACLcB/s1600/bioshock%2Brapture%2Bmasquerade%2Bball%2B1959%2Bposter%2Bscreenshot.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="225" src="https://3.bp.blogspot.com/-aSbFJyx-Li0/V9YfH1rXMuI/AAAAAAAACMM/Y0dXA8nzAV0MBm-UL25VqZqQox7Ld8uHACLcB/s400/bioshock%2Brapture%2Bmasquerade%2Bball%2B1959%2Bposter%2Bscreenshot.jpg" width="400" /></a></div>
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<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">I still remember the pre-release buzz for the original </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">BioShock</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> and thinking that the game
looked fascinating. The concept of a mysterious, derelict city under the ocean
full of hulking beings in diving suits immediately intrigued me. It did not
take long at all to realize that the game was something special the <a href="http://stockpotinn.blogspot.com/2015/07/my-favorite-summer-games.html" target="_blank">summer</a> that
I finally dove into it and began exploring the halls of the city of Rapture.
The environment, atmosphere, art design, and sound design in </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">BioShock</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> is all brilliantly done, and
working my way through every flooded corridor and listening to every discarded
audio log was truly a treat. There’s a potent sense of place in this game, and Rapture
and its many colorful personalities is a beautifully-realized creation.</span></div>
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<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><br /></span></div>
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<b><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">81. </span><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><a href="https://en.wikipedia.org/wiki/Metroid_Fusion" target="_blank">Metroid Fusion (Game Boy Advance)</a></span></b></div>
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<a href="https://3.bp.blogspot.com/-eI7Vz2weFOI/V9YgL31sdnI/AAAAAAAACMU/eUj7EdaE6fMttiNOw8wAc-_zmm9mpofsQCLcB/s1600/metroid%2Bfusion%2Bsamus%2Bhides%2Bfrom%2Bsa%2Bx.gif" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="266" src="https://3.bp.blogspot.com/-eI7Vz2weFOI/V9YgL31sdnI/AAAAAAAACMU/eUj7EdaE6fMttiNOw8wAc-_zmm9mpofsQCLcB/s400/metroid%2Bfusion%2Bsamus%2Bhides%2Bfrom%2Bsa%2Bx.gif" width="400" /></a></div>
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<div>
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">Can you believe that back in the glorious year of
2002, </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Metroid Fusion</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> and </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Metroid Prime</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> both released on the <i>same
day</i> in the US? I mean, what a time to be alive! Comparing that with the dark
post-</span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;"><a href="https://en.wikipedia.org/wiki/Metroid:_Other_M" target="_blank">Other M</a></i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> times we live in today
is bound to make a person a little wistful, especially since these two games
were my very first experience with the </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Metroid</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">
series. While </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Prime</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> admittedly left
the bigger impact on me, </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Fusion</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> is
still a great experience. Taking Samus to a creepy space station overrun with
mutants and a parasitic menace, </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Fusion</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">
is a polished and somber follow-up to </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Super
Metroid</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">, and is still currently the last </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Metroid</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> story chronologically. While I prefer the more non-linear
2D </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Metroid</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> titles over </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Fusion</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">, it is nonetheless dripping with
atmosphere and the encounters with Samus’s eerie doppelganger, the SA-X, are a
tense highlight.</span></div>
<div>
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><br /></span></div>
<div>
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">---</span></div>
<div>
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><br /></span></div>
<div>
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">Stop by again for #80-76!</span></div>
Nathttp://www.blogger.com/profile/17053837986455906196noreply@blogger.com0tag:blogger.com,1999:blog-916880178323105012.post-25209786004144195252016-09-11T02:40:00.001-04:002018-09-15T19:05:40.890-04:00My Top 115 Favorite Video Games (90-86)<a href="http://stockpotinn.blogspot.com/2016/09/my-top-115-favorite-video-games-115-111.html" target="_blank">Click here</a> for the introduction!<br />
<br />
<b>90. <span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><a href="https://en.wikipedia.org/wiki/Super_Castlevania_IV" target="_blank">Super Castlevania IV (SNES)</a></span></b><br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://2.bp.blogspot.com/--k0tYLeWfbU/V9TsR-RF3eI/AAAAAAAACK4/flpX0oj-f78SvVOsJEHNpBzet1va09zbACLcB/s1600/super%2Bcastlevania%2Biv%2Bvs%2Bmedusa%2Bboss.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="277" src="https://2.bp.blogspot.com/--k0tYLeWfbU/V9TsR-RF3eI/AAAAAAAACK4/flpX0oj-f78SvVOsJEHNpBzet1va09zbACLcB/s320/super%2Bcastlevania%2Biv%2Bvs%2Bmedusa%2Bboss.png" width="320" /></a></div>
<br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">Something I love in many video games, and especially
platformers, is a great sense of progression. A good sense of moving from point
A to B with purpose is something that most, if not all, of my favorite
platformers accomplish well. There’s something so confident about the way </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Super Castlevania IV</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> is executed that
makes it the pinnacle of the classic 2D Castlevanias for me. After the eerie
title screen and absorbing introduction cinematic, we see the classic shot of
Simon Belmont cracking his whip before Dracula’s castle and then our journey
begins. Simon must journey through forests, caves, and riverbeds before
reaching the castle proper and I love this build-up as well as the presence of
a world map between each stage that charts the player’s progress and lets them
know where they are in relation to each level. This is something that previous
classic-vanias did as well, but </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Castlevania
IV</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> also refines the mechanics and balances the difficulty, the visuals are
dripping with grimy detail, and the <a href="https://www.youtube.com/playlist?list=PL891516D5CE3DD2E4" target="_blank">soundtrack</a> is one of the series’ most hauntingly
atmospheric. The final moments against Dracula and the following credits
sequence is simply one of the most satisfying finales to any video game I’ve
played and the whole quest is always an extremely fulfilling undertaking.</span><br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><br /></span>
<b><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">89. </span><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><a href="https://en.wikipedia.org/wiki/Castlevania:_Harmony_of_Dissonance" target="_blank">Castlevania: Harmony of Dissonance (Game Boy Advance)</a></span></b><br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://1.bp.blogspot.com/-sh2gceEi-PU/V9TuQj2V2FI/AAAAAAAACLE/J3BR09QQSUMStTohsBZc3CIMQK1DZS8HwCLcB/s1600/castlevania%2Bharmony%2Bof%2Bdissonance%2Bjuste%2Brunning%2Bfrom%2Bgiant%2Bmonster.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="265" src="https://1.bp.blogspot.com/-sh2gceEi-PU/V9TuQj2V2FI/AAAAAAAACLE/J3BR09QQSUMStTohsBZc3CIMQK1DZS8HwCLcB/s400/castlevania%2Bharmony%2Bof%2Bdissonance%2Bjuste%2Brunning%2Bfrom%2Bgiant%2Bmonster.jpg" width="400" /></a></div>
<br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">I have specific memories of playing </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Harmony of Dissonance </i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">at night when the
weather was just the perfect degree of sweatshirt cool. I’m pretty sure I got
through the bulk of this game in a weekend, but I spent much more time afterwards
exploring every nook of the game’s two castles and striving for the true ending.
Something that stands out to me about </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Harmony
of Dissonance</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> is its very NES-like <a href="https://www.youtube.com/playlist?list=PLhHcMbVmbwCfqYeLT9__Q80LpYbwLY8a0" target="_blank">soundtrack</a>, which is unique among its </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Metroidvania</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> brethren. I remember some
reviewers criticizing this aspect at the time, but it’s something I’ve always
liked about the game and that makes it stand out to me and have a unique
atmosphere.</span><br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><br /></span>
<b><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">88. </span><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><a href="https://en.wikipedia.org/wiki/Rayman_Legends" target="_blank">Rayman Legends (Wii U)</a></span></b><br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://4.bp.blogspot.com/-3nmD51jLKwc/V9T31KRm4aI/AAAAAAAACLg/Zr2oQD647pcBy8R44heNz6aT1PVnGO83ACLcB/s1600/rayman%2Blegends%2Bgrannies%2Bworld%2Btour.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="225" src="https://4.bp.blogspot.com/-3nmD51jLKwc/V9T31KRm4aI/AAAAAAAACLg/Zr2oQD647pcBy8R44heNz6aT1PVnGO83ACLcB/s400/rayman%2Blegends%2Bgrannies%2Bworld%2Btour.jpg" width="400" /></a></div>
<br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">I considered putting </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Rayman
Origins </i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">and </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Rayman Legends</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">
together in one entry on this list since </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Legends</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">
sort of acts like an expansion to </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Origins</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">
in a way (and even contains a bunch of remastered </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Origins</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> levels), but technically </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Legends</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> is a sequel and both games has very distinct vibes
regardless. There’s a lot I could say that applies to both games: they are both
delightfully imaginative and revel in absurdity, have a sense of fluidity to
their mechanics that makes them an absolute joy to play, and many of their
levels place a focus on running continuously through a thrilling gauntlet of
obstacles (this last point applies to </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Legends</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">
especially). </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Legends </i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">is the more
razor-focused adventure of the two and is <a href="http://stockpotinn.blogspot.com/2015/08/rayman-legends-wii-u-review.html" target="_blank">simply pure platforming ecstasy</a>. It’s
also even more visually stunning than the already beautiful </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Origins</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> and its beautiful <a href="https://www.youtube.com/playlist?list=PLhHcMbVmbwCcKVYrt4CAogBa9J3NfKEg9" target="_blank">soundtrack</a> tops
the original game’s also already great score. </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Legends’ </i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">main claim to fame is probably its brilliant musical
levels, where every leap and slap is choreographed to the tune of zany
arrangements of famous songs like <a href="https://www.youtube.com/watch?v=btPJPFnesV4" target="_blank">“Eye of the Tiger”</a> and <a href="https://www.youtube.com/watch?v=M2UPIzGZrSA" target="_blank">“Woo-Hoo”</a>. They are
seriously some of the most exhilarating and satisfying levels ever conceived in
the genre. Its worlds at large are imaginative and memorable as well, with its
underwater world “20,000 Lums Under the Sea” being a particular highlight. The cumbersome
touch-screen controlled Murfy levels on the Wii U version seriously drag the
single-player experience down for me, but even with this unfortunate issue, </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Legends</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> is still mostly a true
platforming treat.</span><br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><br /></span>
<b><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">87. </span><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><a href="https://en.wikipedia.org/wiki/Rayman_Origins" target="_blank">Rayman Origins (PS3)</a></span></b><br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://3.bp.blogspot.com/-1Jal2yQXx24/V9T48GzPZyI/AAAAAAAACLk/QggZjaKNwZMwWERVOqmuCnsKtDS4jc4DwCLcB/s1600/rayman%2Borigins%2Bjungle%2Bgrotto.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="250" src="https://3.bp.blogspot.com/-1Jal2yQXx24/V9T48GzPZyI/AAAAAAAACLk/QggZjaKNwZMwWERVOqmuCnsKtDS4jc4DwCLcB/s400/rayman%2Borigins%2Bjungle%2Bgrotto.jpg" width="400" /></a></div>
<br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">What separates </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;"><a href="http://stockpotinn.blogspot.com/2013/09/rayman-origins-ps3-review.html" target="_blank">Origins</a></i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">
from its successor and ultimately makes it a bit more special to me is the
stronger context and cohesion of the adventure. I love the concept of Rayman’s
world, a “Glade of Dreams” dreamed into existence by a slumbering frog-like god
known as the “Bubble Dreamer”. The worlds of </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Origins</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> tread more familiar ground than </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Legends</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> but each one puts a spin on tried and true tropes. For
example, there’s a desert world that is music themed and features platforms and
obstacles made out of instruments, and the world’s soundtrack ties into this
theme as well. Similar to </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Legends</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">, I
also love this game’s underwater world; I’m actually someone who usually likes
water levels in platformers and the </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Rayman</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">
games’ aquatic sojourns are particularly strong. I praised the art and music of
</span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Legends</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">, but both aspects are
<a href="https://www.youtube.com/playlist?list=PLhHcMbVmbwCeA8HLlBjB1oHf17UB_ljAL" target="_blank">incredibly strong</a> in </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Origins</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> as well.
</span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Origins</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> simply feels more like a full
adventure to me than </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Legends</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">; the
world is more closely tied together via a map and the narrative is more prevalent. Its final bonus level is also a masterpiece and one of
my favorite levels in any platformer ever.</span><br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><br /></span>
<b><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">86. </span><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><a href="https://en.wikipedia.org/wiki/Shovel_Knight" target="_blank">Shovel Knight (Wii U)</a></span></b><br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://4.bp.blogspot.com/-6lvvGNYzRSw/V9Tz53hJ0rI/AAAAAAAACLU/SXS0thGPdFUgNuNrJ0MC47rNX01677ndgCLcB/s1600/shovel%2Bknight%2Bfirst%2Blevel%2Bscreenshot.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="225" src="https://4.bp.blogspot.com/-6lvvGNYzRSw/V9Tz53hJ0rI/AAAAAAAACLU/SXS0thGPdFUgNuNrJ0MC47rNX01677ndgCLcB/s400/shovel%2Bknight%2Bfirst%2Blevel%2Bscreenshot.jpg" width="400" /></a></div>
<br />
<i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Shovel Knight</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> combines
elements from several old-school games and perhaps does these things better
than any of them to create the ultimate retro NES throwback that also has its
own charming personality and plenty of its own original ideas. It also has some
of the best level design and most well-constructed mechanics in any video game
I’ve ever played, contains that satisfying sense of progression that I love,
tells a surprisingly touching yet subtle story that is delivered through both text
boxes and gameplay beats, and the final stretch of the game is one of the most elegantly
and flawlessly constructed finales in anything I’ve ever played. Did I mention
the lovingly-drawn pixel art and the chiptune heaven <a href="https://www.youtube.com/playlist?list=PLvNp0Boas723qPMNwQfX0yRRHP242XH0f" target="_blank">soundtrack</a> (which can be downloaded <a href="https://virt.bandcamp.com/album/shovel-knight-original-soundtrack" target="_blank">here</a> and was composed
by the lovely <a href="https://en.wikipedia.org/wiki/Jake_Kaufman" target="_blank">Jake Kaufman</a> of </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;"><a href="https://en.wikipedia.org/wiki/Shantae" target="_blank">Shantae</a></i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">
fame with a few tracks by <a href="https://en.wikipedia.org/wiki/Manami_Matsumae" target="_blank">Manami Matsumae</a>, the composer of the original </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Mega Man</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">)? Yeah, </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Shovel Knight</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> is good. Really good.</span><br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><br /></span>
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">---</span><br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><br /></span>
<span style="font-family: "calibri" , sans-serif;"><span style="font-size: 14.6667px; line-height: 16.8667px;">Next up: #85-81!</span></span>Nathttp://www.blogger.com/profile/17053837986455906196noreply@blogger.com0tag:blogger.com,1999:blog-916880178323105012.post-80352917971196739092016-09-08T23:00:00.000-04:002018-09-15T21:32:10.867-04:00My Top 115 Favorite Video Games (95-91)<a href="http://stockpotinn.blogspot.com/2016/09/my-top-115-favorite-video-games-115-111.html" target="_blank">Click here</a> for the introduction!<br />
<br />
<b>95. <span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><a href="https://en.wikipedia.org/wiki/Mega_Man_2" target="_blank">Mega Man 2 (NES)</a></span></b><br />
<b><br /></b>
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://1.bp.blogspot.com/-5v5VoqV7ct0/V9ILWq3m6eI/AAAAAAAACJ8/TjzNSyS2ou0OcxV3YKAoI2Iq5z8y6Pb4ACLcB/s1600/mega%2Bman%2B2%2Bair%2Bman%2527s%2Bstage.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="300" src="https://1.bp.blogspot.com/-5v5VoqV7ct0/V9ILWq3m6eI/AAAAAAAACJ8/TjzNSyS2ou0OcxV3YKAoI2Iq5z8y6Pb4ACLcB/s320/mega%2Bman%2B2%2Bair%2Bman%2527s%2Bstage.png" width="320" /></a></div>
<br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">I’ve never been a big </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Mega
Man</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> person. I have</span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;"> </i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">hazy memories
of playing some of the old NES games as a kid and I’ve tried several of the games
since, but there are just so many of them and they usually kick my ass so much
that I just quickly lose patience. The one big exception is </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Mega Man 2</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">, which I find to be easy
enough to comfortably enjoy, but not so easy as to be a total pushover (two different
difficulty settings also help). Its level design feels simplistic, but there’s also
something very elegant about it. Likewise, the colorful visuals, large enemy
sprites, smooth mechanics, and fantastic <a href="https://www.youtube.com/playlist?list=PL2F553EFB76F93B22" target="_blank">soundtrack</a> all jive together very well.
The first time I got to Dr. Wily’s fortress and heard that <a href="https://youtu.be/aTbfpkByIM8" target="_blank">inspiring music</a>, I
knew the game was something special.</span><br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><br /></span>
<b><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">94. </span><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><a href="https://en.wikipedia.org/wiki/Donkey_Kong_Country_Returns" target="_blank">Donkey Kong Country Returns (Wii)</a></span></b><br />
<b><br /></b>
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://1.bp.blogspot.com/-ouGpJwqQdY4/V9IhTHtpUKI/AAAAAAAACKo/LuSAwHj-U6I9qZa-L6EF7KgVGJdgiygygCLcB/s1600/donkey%2Bkong%2Bcountry%2Breturns%2Bdonkey%2Band%2Bdiddy%2Bin%2Bjungle.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="225" src="https://1.bp.blogspot.com/-ouGpJwqQdY4/V9IhTHtpUKI/AAAAAAAACKo/LuSAwHj-U6I9qZa-L6EF7KgVGJdgiygygCLcB/s400/donkey%2Bkong%2Bcountry%2Breturns%2Bdonkey%2Band%2Bdiddy%2Bin%2Bjungle.jpg" width="400" /></a></div>
<br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">I didn’t fully appreciate how much of a terrific
platformer </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Donkey Kong Country Returns</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">
is until <a href="http://stockpotinn.blogspot.com/2013/07/donkey-kong-country-returns-wii-review.html" target="_blank">I replayed it</a> shortly before its sequel, </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Tropical Freeze</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">, came out. Once I took my time to fully invest
myself in this game’s rich, finely-crafted world, I was transported back to a
time when video games where I controlled a character that hopped and bopped
through colorful, imaginative worlds consistently enraptured me. Every inch of </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Returns</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> is polished, from its sound
design to its artfully crafted levels, which are packed with detail and make Donkey
Kong Island truly feel like a living, breathing world. <a href="https://en.wikipedia.org/wiki/Retro_Studios" target="_blank">Retro Studios</a> has proven
time and again that they have some of the best artists and environment
designers in the business. </span><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">As far as retro-throwbacks go, </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">DKC Returns</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> is basically as good as they
come, but though it’s transformative, it’s still largely a callback to the
original </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">DKC</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">. This is what initially
underwhelmed me about the game so much, and while it isn’t necessarily a flaw, I
almost always prefer when a game really breaks out on its own and carves out
its own identity. Luckily, that’s exactly the direction Retro smartly took </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Tropical Freeze</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> in, but we’ll talk about
that later.</span><br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><br /></span>
<b><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">93. </span><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><a href="https://en.wikipedia.org/wiki/Kingdom_Hearts_II" target="_blank">Kingdom Hearts II (PS2)</a></span></b><br />
<b><br /></b>
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://4.bp.blogspot.com/-LQlnaJipPoQ/V9IRk9HV4JI/AAAAAAAACKI/Jyo03Pwlw38VXbQFADOQMl5l-9naK-whQCLcB/s1600/kh2hd-roxas-hayner-pence-olette-twilight-town.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="225" src="https://4.bp.blogspot.com/-LQlnaJipPoQ/V9IRk9HV4JI/AAAAAAAACKI/Jyo03Pwlw38VXbQFADOQMl5l-9naK-whQCLcB/s400/kh2hd-roxas-hayner-pence-olette-twilight-town.jpg" width="400" /></a></div>
<br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">I am not a big </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Kingdom
Hearts</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> fan. In fact, I find most of the first game to be pretty bland and
empty-feeling. </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Kingdom Hearts II</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">,
however, captivated me immediately. I’ve heard many pan the game’s lengthy prologue
section, but I was completely engrossed in its mysterious and surreal
atmosphere. The rest of the game improved in every single way upon the first
game for me: the worlds had more personality and felt more alive, there were
more original, non-Disney locations and characters, the narrative felt more
prevalent throughout the entire experience, the combat was more fluid and
enjoyable, and the <a href="https://www.youtube.com/playlist?list=PLhHcMbVmbwCckuuydFQtHzVkpGVnFXK6y" target="_blank">soundtrack</a> is even more beautiful throughout. I associate </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Kingdom Hearts II</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> with the summer before
I headed off to college. Perhaps this is another reason why the prologue spoke
so much to me: it involves a group of kids idling their time away during summer
vacation, and something about the <a href="https://youtu.be/YkJsiD7VKC8" target="_blank">peaceful but melancholic music</a> and atmosphere
of Twilight Town felt very appropriate for the time in my life. </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Kingdom Hearts II</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> as a whole felt like
one last imaginative adventure before I headed off into the frightening unknown
and although it may sound a bit melodramatic, in a way this game represents the
bittersweet end of my childhood.</span><br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><br /></span>
<b><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">92. </span><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><a href="https://en.wikipedia.org/wiki/Devil_May_Cry_3:_Dante%27s_Awakening" target="_blank">Devil May Cry 3: Dante’s Awakening (PS2)</a></span></b><br />
<b><br /></b>
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://2.bp.blogspot.com/-_vPF5JU55WA/V9Ibqr7ikuI/AAAAAAAACKY/Ixugr_ko4pwW2iYs1hG4Cnt_-3gtoyCqgCLcB/s1600/z10592398O%252CDevil-May-Cry-HD-Collection.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="225" src="https://2.bp.blogspot.com/-_vPF5JU55WA/V9Ibqr7ikuI/AAAAAAAACKY/Ixugr_ko4pwW2iYs1hG4Cnt_-3gtoyCqgCLcB/s400/z10592398O%252CDevil-May-Cry-HD-Collection.jpg" width="400" /></a></div>
<br />
<i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Devil
May Cry 3</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> may be the best pure action game I’ve ever played. This game is
campy, goofy fun wrapped up in a delicious gothic atmosphere. As the titular
Dante, you surf around on the backs of demons, wield creative weapons like a triple
ice nunchaku and a demonic electric guitar (like it literally shoots electricity), and explore an ancient tower
that has appeared in the middle of a modern-day city. Joining Dante are a memorable
cast of characters, including a badass lady named, uh, Lady, Dante’s twin
brother and rival Vergil, and a bizarre jester named, er, Jester…so the names aren’t the most creative thing, but the characters themselves are great, trust me. The deep combat and mechanics are where this game truly
shines, as it involves several different combat “Styles” to cycle through such
as Swordmaster and Gunslinger to name a few, and experimenting with each one
and with the wide variety of imaginative weapons is an absolute blast. </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">DMC3</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> is also a notably difficult game,
but learning and mastering the mechanics and levels is a joy, and you’ll be
amazed by the wacky antics you’ll eventually be able to pull off. It’s one of
only a handful of games where I had so much fun replaying levels over and over
again as I mastered my skills.</span><br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><br /></span>
<b><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">91. </span><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><a href="https://en.wikipedia.org/wiki/World_of_Goo" target="_blank">World of Goo (Wii)</a></span></b><br />
<b><br /></b>
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://1.bp.blogspot.com/--qI5WDQBqI4/V9Icza8DRtI/AAAAAAAACKc/4BYISo2L7ws0vxW-O7TtVshyfyFeD7bVwCLcB/s1600/World-Of-Goo1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="225" src="https://1.bp.blogspot.com/--qI5WDQBqI4/V9Icza8DRtI/AAAAAAAACKc/4BYISo2L7ws0vxW-O7TtVshyfyFeD7bVwCLcB/s400/World-Of-Goo1.jpg" width="400" /></a></div>
<br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">For a puzzle game to captivate me it must have something more
than just challenging riddles to solve; it has to have atmosphere, narrative,
something that makes it stand out. Enter </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">World
of Goo</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">, a game I played on Wii that really took me by surprise. I fell in
love with this game not only because the core goo-building mechanic is
interesting and the physics-based puzzles are challenging, but because the
game’s world and vibe is simply intoxicating. The <a href="https://en.wikipedia.org/wiki/Tim_Burton" target="_blank">Tim Burton</a>-esque art is one
part of this, but the moody and beautiful <a href="https://www.youtube.com/playlist?list=PLB1253D498BF19F6E" target="_blank">soundtrack</a> by Kyle Gabler (which is <a href="https://kylegabler.com/WorldOfGooSoundtrack/" target="_blank">free to download</a> on his website) is also a
huge factor, as is the way the narrative unfolds. For such an initially
silly-looking game, </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">World of Goo </i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">is a
surprisingly emotional experience.</span><br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><br /></span>
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">---</span><br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><br /></span>
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">I hope you join me again for #90-86!</span>Nathttp://www.blogger.com/profile/17053837986455906196noreply@blogger.com0tag:blogger.com,1999:blog-916880178323105012.post-28730500081894916322016-09-06T20:03:00.001-04:002018-09-15T18:47:47.374-04:00My Top 115 Favorite Video Games (100-96)<a href="http://stockpotinn.blogspot.com/2016/09/my-top-115-favorite-video-games-115-111.html" target="_blank">Click here</a> for the introduction!<br />
<br />
<b>100. <a href="https://en.wikipedia.org/wiki/Beyond_Good_%26_Evil_(video_game)" target="_blank">Beyond Good and Evil (GameCube)</a></b><br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://2.bp.blogspot.com/-2liFMae4p_M/V89IYHwuDGI/AAAAAAAACJI/IYHC20-e8OkoHtxYNC9asaX0OcQmPf9cQCLcB/s1600/beyond%2Bgood%2Band%2Bevil%2Bjade%2Band%2Bfriends.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="223" src="https://2.bp.blogspot.com/-2liFMae4p_M/V89IYHwuDGI/AAAAAAAACJI/IYHC20-e8OkoHtxYNC9asaX0OcQmPf9cQCLcB/s400/beyond%2Bgood%2Band%2Bevil%2Bjade%2Band%2Bfriends.jpg" width="400" /></a></div>
<br />
<span style="font-family: "calibri" , "sans-serif"; font-size: 11.0pt; line-height: 115%;">There’s
a tangible quality to the characters and world of <i>Beyond Good and Evil</i> that really makes it stand out. The world isn’t
very large by many adventure games’ standards but it’s vividly and imaginatively
painted in a way that leaves an indelible impression. Likewise, <i>Beyond Good and Evil</i> isn’t a very long
experience, but it is confident, focused, and everything about it simply comes
together so well. Its narrative isn’t groundbreaking, but it’s gripping and
incredibly well-told, and its characters are varied and endearing. It’s clear
that <i>BG&E</i> takes some inspiration
from the <i>Zelda</i> series, but like
another game that will appear on this list much later on, it uses that template
to serve a unique work that is full of personality and that easily stands
apart. In fact, <i>Beyond Good and Evil</i> stands
out so much that even though it has been many years since I played it and there’s
plenty I don’t remember about the experience, I am still eagerly awaiting the
long-promised but seldom-mentioned continuation of this story and a chance to
return to this universe.</span><br />
<br />
<b><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">99. </span><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><a href="https://en.wikipedia.org/wiki/God_of_War_(2005_video_game)" target="_blank">God of War (PS2)</a></span></b><br />
<b><br /></b>
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://3.bp.blogspot.com/-iJHQfW4c27M/V89UO2IB9zI/AAAAAAAACJU/d7KbcqtzSc4a_SwwiTHy3WEdridQ8JLFQCLcB/s1600/god%2Bof%2Bwar%2Bkratos%2Bin%2Bhydra%2Bmouth.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="225" src="https://3.bp.blogspot.com/-iJHQfW4c27M/V89UO2IB9zI/AAAAAAAACJU/d7KbcqtzSc4a_SwwiTHy3WEdridQ8JLFQCLcB/s400/god%2Bof%2Bwar%2Bkratos%2Bin%2Bhydra%2Bmouth.jpg" width="400" /></a></div>
<br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">I’ve played all three of the main </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">God of War</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> games, but the first one is still the most special to
me. It feels more mythic somehow than the following two, with a larger emphasis
on adventure than on simply ripping things apart, and it has a comparatively competent
and satisfying narrative unlike the mess that the </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">God of War</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> story turned into by </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">God
of War III</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">. I also love that pretty much the whole game takes places in a
gigantic temple chained to the back of the colossal Titan, Cronos, who is
doomed to wander through a vast desert. And yes, it’s fun to rip things apart
in this one too.</span><br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><br /></span>
<span style="font-family: "calibri" , "sans-serif"; font-size: 11.0pt; line-height: 115%;"><b>98. <a href="https://en.wikipedia.org/wiki/Gunstar_Heroes" target="_blank">Gunstar Heroes (Genesis)</a></b></span><br />
<span style="font-family: "calibri" , "sans-serif"; font-size: 11.0pt; line-height: 115%;"><br /></span>
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://1.bp.blogspot.com/-GBrQmOHrbnc/V89WPlVW5FI/AAAAAAAACJg/5iINV_g0jXkkZ7rH1ACD44L4rLNfKuUnQCLcB/s1600/gunstar%2Bheroes%2Bco%2Bop%2Bfirst%2Blevel%2Bscreenshot.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="277" src="https://1.bp.blogspot.com/-GBrQmOHrbnc/V89WPlVW5FI/AAAAAAAACJg/5iINV_g0jXkkZ7rH1ACD44L4rLNfKuUnQCLcB/s400/gunstar%2Bheroes%2Bco%2Bop%2Bfirst%2Blevel%2Bscreenshot.jpg" width="400" /></a></div>
<span style="font-family: "calibri" , "sans-serif"; font-size: 11.0pt; line-height: 115%;"><br /></span>
<span style="font-family: "calibri" , "sans-serif"; font-size: 11.0pt; line-height: 115%;">From its saturated art direction to its impactful explosions
to its twangy, heart-pumping sound design, <i>Gunstar
Heroes</i> is pure Genesis. My fondest memory of <i>Gunstar Heroes</i> is playing through the whole game co-op with a good
friend. Working together to take down the multitude of wacky enemies and
bosses, such as Seven Force, a particularly memorable mechanoid that cycles
through seven different unique forms, was a blast and super satisfying to
finally conquer. Playing the game solo is also a good time, but <i>Gunstar Heroes</i> is primarily a co-op
experience in my mind.</span><br />
<span style="font-family: "calibri" , "sans-serif"; font-size: 11.0pt; line-height: 115%;"><br /></span>
<b><span style="font-family: "calibri" , "sans-serif"; font-size: 11.0pt; line-height: 115%;">97. </span><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><a href="https://en.wikipedia.org/wiki/Castlevania:_Bloodlines" target="_blank">Castlevania: Bloodlines (Genesis)</a></span></b><br />
<b><br /></b>
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://4.bp.blogspot.com/-Jms87T15w8g/V89WvrB8nlI/AAAAAAAACJk/IsF6PGZe9Ws0GOjvjF-Hf8zFWxapQ2gsACLcB/s1600/castlevania%2Bbloodlines%2Bzombie%2Bdog%2Bmini%2Bboss.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="300" src="https://4.bp.blogspot.com/-Jms87T15w8g/V89WvrB8nlI/AAAAAAAACJk/IsF6PGZe9Ws0GOjvjF-Hf8zFWxapQ2gsACLcB/s400/castlevania%2Bbloodlines%2Bzombie%2Bdog%2Bmini%2Bboss.jpg" width="400" /></a></div>
<br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">One of my first introductions to </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Castlevania</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">, </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Bloodlines </i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">burrowed
its way into my subconscious and fueled my imagination as a child. There was
something about the gritty, detailed environments and haunting atmosphere, and
of course its </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">transcendent </i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><a href="https://www.youtube.com/playlist?list=PL01D23354DB6D47D3" target="_blank">soundtrack</a>,
the first in the series composed by the incredible <a href="https://en.wikipedia.org/wiki/Michiru_Yamane" target="_blank">Michiru Yamane</a> (who would go
on to score </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Symphony of the Night</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> and
much more) that really stirred me up as a kid. This is a bit difficult to
explain, but I used to construct my own imaginary video games based on </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Castlevania: Bloodlines</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> with toys as
characters and the real world as levels, the game’s soundtrack humming along in
my head as I did so. When I returned to </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Bloodlines</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">
years later as an adult, it held up as perhaps the most underappreciated classic
</span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Castlevania</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> game, with its only
drawback being the lack of infinite continues, which even the original NES game
had. Still, it’s an experience I always feel drawn to as October rolls around and
one I’ll always enjoy returning to.</span><br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><br /></span>
<b><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">96. </span><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><a href="https://en.wikipedia.org/wiki/Tales_of_Symphonia" target="_blank">Tales of Symphonia (GameCube)</a></span></b><br />
<b><br /></b>
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://4.bp.blogspot.com/-0fGXnYhQ2KI/V89YzWqE9QI/AAAAAAAACJs/unBPd9oDMnAhVyBHHdARDQNZVxAc86XeQCLcB/s1600/tale%2Bof%2Bsymphonia%2Bbattle%2Bvictory%2Bscreen.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="225" src="https://4.bp.blogspot.com/-0fGXnYhQ2KI/V89YzWqE9QI/AAAAAAAACJs/unBPd9oDMnAhVyBHHdARDQNZVxAc86XeQCLcB/s400/tale%2Bof%2Bsymphonia%2Bbattle%2Bvictory%2Bscreen.jpg" width="400" /></a></div>
<br />
<i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Tales of
Symphonia</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> is JRPG comfort food. It contains pretty much every single <a href="http://project-apollo.net/text/rpg.html" target="_blank">JRPG cliché</a> in the book, but it executes all of it with such delightful enthusiasm
and polish that I can’t help but be taken in by its charms. The lovely cel-shaded
art style doesn’t hurt either. There’s nothing too extraordinary about </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Tales of Symphonia</i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> and that’s kind of
what I love about it. There’s something so inviting about its picturesque
villages and character archetypes and stock-standard world map, and I found the
action-packed combat system to be very simplistic but enjoyable to just slash
through until I got to exploring the pretty environments more and came to the
next contrived plot point. And when I say “contrived”, I mean that in the most
affectionate way possible with a warm, remembering smile on my face.</span><br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><br /></span>
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">---</span><br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><br /></span>
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">Next up: #95-91! Hope you stop by again!</span>Nathttp://www.blogger.com/profile/17053837986455906196noreply@blogger.com0tag:blogger.com,1999:blog-916880178323105012.post-65492152226154547632016-09-05T17:13:00.001-04:002018-09-15T18:45:11.824-04:00My Top 115 Favorite Video Games (105-101)<a href="http://stockpotinn.blogspot.com/2016/09/my-top-115-favorite-video-games-115-111.html" target="_blank">Click here</a> for the introduction!<br />
<br />
<b>105. <span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><a href="https://en.wikipedia.org/wiki/Resident_Evil_4" target="_blank">Resident Evil 4 (GameCube)</a></span></b><br />
<b><br /></b>
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://2.bp.blogspot.com/-h2VePTJO4dM/V83PH04itaI/AAAAAAAACIQ/Kzf2hIA1JkYUtCr5UM-iEq2SIEMaNq5ZgCLcB/s1600/Resident_Evil_4_Ganado_village.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="222" src="https://2.bp.blogspot.com/-h2VePTJO4dM/V83PH04itaI/AAAAAAAACIQ/Kzf2hIA1JkYUtCr5UM-iEq2SIEMaNq5ZgCLcB/s400/Resident_Evil_4_Ganado_village.png" width="400" /></a></div>
<br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">I do not have the religious reverence for <i>Resident Evil 4</i> that many have, but I
definitely recognize the game’s impact and it’s certainly a memorable experience.
<i>RE4</i> was a huge deal back when it
first released in 2005 as a GameCube exclusive (yeah, remember that?). Many of
my friends were playing it and talking about at the time, so much so that I
kind of…got sick of it. Also, a good chunk of the game was spoiled for me as
well because of my constant exposure to it before playing it myself. Despite
all this, I still remember my first time with the early village sequence as one
of the tensest and most harrowing sections in a game I’d ever experienced. I love
the game’s atmosphere, its environments, its self-aware camp, and its ridiculous characters and varied
bosses. <i>RE4</i> is a game that just keeps
one-upping itself and surprising the player with one exciting, nail-biting,
interesting sequence after the next. Just when you get comfortable with a
certain scenario and think you know the rules, the game throws a wacky
curveball at you, or perhaps a chainsaw.</span><br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><br /></span>
<b><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">104. </span><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><a href="https://en.wikipedia.org/wiki/Kirby%27s_Epic_Yarn" target="_blank">Kirby’s Epic Yarn (Wii)</a></span></b><br />
<b><br /></b>
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://2.bp.blogspot.com/-C91rOzHxFQk/V83Qjilv7YI/AAAAAAAACIY/P_OSPZFZlZIQjFM5NzBTy8ZwdAUjPW0yQCLcB/s1600/kirby%2527s%2Bepic%2Byarn%2Bkirby%2Bstrolls%2Bthrough%2Bflower%2Bgarden.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="225" src="https://2.bp.blogspot.com/-C91rOzHxFQk/V83Qjilv7YI/AAAAAAAACIY/P_OSPZFZlZIQjFM5NzBTy8ZwdAUjPW0yQCLcB/s400/kirby%2527s%2Bepic%2Byarn%2Bkirby%2Bstrolls%2Bthrough%2Bflower%2Bgarden.jpg" width="400" /></a></div>
<br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><i>Epic
Yarn</i> is my favorite of the “experimental” <i>Kirby</i> games, which include <a href="https://en.wikipedia.org/wiki/Kirby:_Canvas_Curse" target="_blank">a game</a> where you control a spherical Kirby
with magic paintbrush strokes (actually there are <a href="https://en.wikipedia.org/wiki/Kirby_and_the_Rainbow_Curse" target="_blank">two of those</a>) and <a href="https://en.wikipedia.org/wiki/Kirby_Mass_Attack" target="_blank">one</a> where the pink cream-puff is split into a
swarm of ten mini-Kirbys. I like <i>Epic
Yarn</i> because unlike these other alterna-<i>Kirbys</i>,
it’s still a traditional platformer; it just gives <i>Kirby</i> a new aesthetic and set of mechanics within its fabric
framework to play around with. The word that always comes to mind when I think
of <i>Epic Yarn</i> is “delightful”. It will
charm the pants right off of you…which Kirby will probably then unravel and
turn into <a href="http://vignette3.wikia.nocookie.net/kirby/images/9/9b/KEY_Sleigh.png/revision/latest?cb=20110317122937&path-prefix=en" target="_blank">a sled</a> or something.</span><br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><br /></span>
<b><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">103. </span><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><a href="https://en.wikipedia.org/wiki/Yoshi%27s_Woolly_World" target="_blank">Yoshi’s Woolly World (Wii U)</a></span></b><br />
<b><br /></b>
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://3.bp.blogspot.com/-FaT3sOYCP3k/V83S10dKqFI/AAAAAAAACIk/wGnvw63PavgxBL6ayvJFDZ7SgzdEje-xgCLcB/s1600/yoshi%2527s%2Bwoolly%2Bworld%2Byoshi%2Bin%2Bfirst%2Blevel.jpeg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="225" src="https://3.bp.blogspot.com/-FaT3sOYCP3k/V83S10dKqFI/AAAAAAAACIk/wGnvw63PavgxBL6ayvJFDZ7SgzdEje-xgCLcB/s400/yoshi%2527s%2Bwoolly%2Bworld%2Byoshi%2Bin%2Bfirst%2Blevel.jpeg" width="400" /></a></div>
<br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">The third and final title on this list from
the booming “yarn genre” is <i>Yoshi’s
Woolly World</i>, <a href="http://stockpotinn.blogspot.com/2015/11/yoshis-woolly-world-wii-u-review.html" target="_blank">a special game that surprised me</a> with not only its creative
level design, but also an intimate and emotional adventure that I could feel
was created with a lot of love and
effort. There’s something inherently nostalgic about <i>Woolly World</i>. Simply put, it is the video game equivalent of
wrapping myself up in one of my Nana’s hand-knitted blankets and sipping a cup
of tea on a cool autumn night.</span><br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><br /></span>
<b><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">102. </span><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><a href="https://en.wikipedia.org/wiki/Pikmin_2" target="_blank">Pikmin 2 (GameCube)</a></span></b><br />
<b><br /></b>
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://4.bp.blogspot.com/-enrGAv0oT6s/V83YwmfYU1I/AAAAAAAACI0/ReigYX7qUmE26Njwt1JAG254_gO0nRB1ACLcB/s1600/pikmin%2B2%2Bred%2Bbattery.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="221" src="https://4.bp.blogspot.com/-enrGAv0oT6s/V83YwmfYU1I/AAAAAAAACI0/ReigYX7qUmE26Njwt1JAG254_gO0nRB1ACLcB/s400/pikmin%2B2%2Bred%2Bbattery.jpg" width="400" /></a></div>
<br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><i>Pikmin 2</i>,
which I actually played on Wii, is special to me because <a href="http://stockpotinn.blogspot.com/2013/10/the-power-of-video-games-how-pikmin-2.html" target="_blank">it helped bring me fulfillment</a>
during a time when all I felt like doing was lying in bed in the dark, but it’s
also a delightfully unique experience with an indescribable atmosphere. There’s
something about venturing further and further down into the depths of one of <i>Pikmin 2’s</i> many underground labyrinths,
not really knowing what’s going to be on each new floor, that’s intoxicating. This
is only compounded by the game’s uniquely bizarre soundtrack, which drew me
into a world that felt like a dream. The main goal of <i>Pikmin 2</i> is to discover and collect “treasures”, a bunch of human
junk ranging from Duracell batteries to bottle caps to references to Nintendo’s
history, in order to pay off a debt. Discovering each treasure and seeing what extravagant
name Olimar and Louie’s wonderfully characterized spaceship comes up with for
these mundane objects is simply a delight and one of my favorite aspects of the
experience. If you seek to complete it thoroughly, <i>Pikmin 2</i> is a long game, and it can be both challenging and
exhausting, but while it’s not a game I’m likely to return to that often or at
all, it is a treasured experience for me and one that felt immensely gratifying
to journey through and complete.</span><br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><br /></span>
<b><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">101. </span><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><a href="https://en.wikipedia.org/wiki/Kirby%27s_Return_to_Dream_Land" target="_blank">Kirby’s Return to Dream Land (Wii)</a></span></b><br />
<b><br /></b>
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://4.bp.blogspot.com/-uX-XEcKPrNo/V83aIXBdXwI/AAAAAAAACI4/p_qLr5W03j0howPIcNxS0g4lTAvVfrptACLcB/s1600/kirby-return-to-dream-land-screen-1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="218" src="https://4.bp.blogspot.com/-uX-XEcKPrNo/V83aIXBdXwI/AAAAAAAACI4/p_qLr5W03j0howPIcNxS0g4lTAvVfrptACLcB/s400/kirby-return-to-dream-land-screen-1.jpg" width="400" /></a></div>
<br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">I fondly remember the day that <i>Kirby’s Return to Dream Land</i> released in late October of 2011. After getting out of work and visiting two different
GameStops before I was able to buy the game, I brought it home and found myself
transported back to being a little kid with a Game Boy, playing <i>Kirby’s Dream Land</i> for the first time; back
to the summer of 2000 when I first played <i>Kirby
64</i>. The so appropriately-titled <i>Return
to Dream Land</i>, the first traditional <i>Kirby</i>
game on a home console since <i>Kirby
64</i>, was a very welcome return to form for the series. This game is just
good. It feels so artfully and perfectly traditional in so many ways, yet
doesn’t feel stale or recycle too many old staples. In fact, I sort of wish one
or two more classic bosses showed up even, as most are brand new. Even only
five years later, I already find myself feeling a bit nostalgic when I listen
to the <a href="https://www.youtube.com/playlist?list=PLF448BE4103D8D03F" target="_blank">soundtrack</a>. <i>Return to Dream Land</i>
is simply a joyful video game, elegant in its traditional design, and nearly
unmatched in its level of polish.</span><br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><br /></span>
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">---</span><br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><br /></span>
<span style="font-family: "calibri" , sans-serif;"><span style="font-size: 14.6667px; line-height: 16.8667px;">Check back again next time for #100-96!</span></span>Nathttp://www.blogger.com/profile/17053837986455906196noreply@blogger.com0tag:blogger.com,1999:blog-916880178323105012.post-30471244175669198252016-09-04T22:02:00.001-04:002018-09-15T18:43:47.837-04:00My Top 115 Favorite Video Games (110-106)<a href="http://stockpotinn.blogspot.com/2016/09/my-top-115-favorite-video-games-115-111.html" target="_blank">Click here</a> for the introduction!<br />
<br />
<b>110. <span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><a href="https://en.wikipedia.org/wiki/Shantae_(video_game)" target="_blank">Shantae (Game Boy Color)</a></span></b><br />
<b><br /></b>
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://2.bp.blogspot.com/-iDOkSwyWGu0/V8zKOqxKrvI/AAAAAAAACHo/e_Ws66BqUV8_J08etrL0ysU_yi1pFAPYQCLcB/s1600/shantae%2Bat%2Blighthouse.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="288" src="https://2.bp.blogspot.com/-iDOkSwyWGu0/V8zKOqxKrvI/AAAAAAAACHo/e_Ws66BqUV8_J08etrL0ysU_yi1pFAPYQCLcB/s320/shantae%2Bat%2Blighthouse.png" width="320" /></a></div>
<br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">Compared to its smoother-playing sequels, <a href="http://stockpotinn.blogspot.com/2013/08/shantae-game-boy-color-review.html" target="_blank">the original Shantae</a> is a little wonky,
but it’s nonetheless an imaginative platforming adventure that is still
probably the most unique game in the series. Released late in the handheld’s
life, it’s probably one of the prettiest Game Boy Color games out there and is
packed with big colorful sprites and charming animations. Structurally, the
game is sort of like a cross between <i><a href="https://en.wikipedia.org/wiki/Castlevania_II:_Simon%27s_Quest" target="_blank">Castlevania II: Simon’s Quest</a></i>, <i>Zelda</i>, and <i>Metroid</i>, but <i>Shantae</i> definitely has its own original flare that makes it stand
apart. The world and storyline is wacky, involving genies and pirates and roaming
zombie caravans, and the whole experience has a distinct sense of humor about
everything. I also adore the game’s unique and detailed belly-dancing mechanic
and Shantae’s transformation abilities. The original <i>Shantae </i>GBC cartridge is notoriously rare and expensive, but the
same experience <a href="http://www.nintendo.com/games/detail/qq0lhazRne-jkcfXDYbZ6CHneKliPybU" target="_blank">can be purchased for a mere $5</a> on the 3DS eShop.</span><br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><br /></span>
<b><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">109. </span><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><a href="https://en.wikipedia.org/wiki/Shantae:_Risky%27s_Revenge" target="_blank">Shantae: Risky’s Revenge (DSi)</a></span></b><br />
<b><br /></b>
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://2.bp.blogspot.com/-DAMV82pQja8/V8zMxZSL_kI/AAAAAAAACHw/xolzldoz_rcbgJ850KZ8tB5tjQ81JDj1ACLcB/s1600/shantae%2Brisky%2527s%2Brevenge%2Bvs%2Brisky%2527s%2Bship.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="225" src="https://2.bp.blogspot.com/-DAMV82pQja8/V8zMxZSL_kI/AAAAAAAACHw/xolzldoz_rcbgJ850KZ8tB5tjQ81JDj1ACLcB/s400/shantae%2Brisky%2527s%2Brevenge%2Bvs%2Brisky%2527s%2Bship.png" width="400" /></a></div>
<br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><i>Risky’s
Revenge </i>carries over a lot of what made the original <i>Shantae </i>special and, in a quantifiable sense, <a href="http://stockpotinn.blogspot.com/2013/08/shantae-riskys-revenge-nintendo-dsiware.html" target="_blank">improves on that game</a>
in just about every way. The combat and platforming mechanics are much more
satisfying, Shantae’s dancing has been streamlined (though a bit of the charm has
been lost in the process), the world is more enjoyable to explore, the music
has been kicked up about ten or twenty notches as <a href="https://en.wikipedia.org/wiki/Jake_Kaufman" target="_blank">Jake Kaufman</a> truly begins to
hit his stride, the quirky writing is even stronger (this is actually one of
the funniest games I’ve ever played), and the spritework is even more fantastic.
The one big drawback of <i>Risky’s Revenge </i>is
that its adventure feels a bit cut short and in order to get the full story,
you’ll need to play <i><a href="http://stockpotinn.blogspot.com/2014/12/shantae-and-pirates-curse-3ds-review.html" target="_blank">Shantae and the Pirate’s Curse</a></i>. Still, even though I still find a lot to love in the
original <i>Shantae</i>, <i>Risky’s Revenge</i> is much more playable
and currently my favorite in this charming and creative series. While it was
originally released as a downloadable title on the <a href="https://en.wikipedia.org/wiki/Nintendo_DSi" target="_blank">Nintendo DSi</a>, <i>Risky’s Revenge</i> has since been ported to
a bunch of other places, including 3DS, PC, and even smartphones.</span><br />
<br />
<b>108. <span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><a href="https://en.wikipedia.org/wiki/Gone_Home" target="_blank">Gone Home (PC)</a></span></b><br />
<b><br /></b>
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://1.bp.blogspot.com/-vhPuYTcItiw/V8zNMdnlCYI/AAAAAAAACH0/p5qbUcgqpA8YhmI-VoUXNg6pqUgpEUi6wCLcB/s1600/gone%2Bhome%2Btitle%2Bscreen%2Bartwork.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="225" src="https://1.bp.blogspot.com/-vhPuYTcItiw/V8zNMdnlCYI/AAAAAAAACH0/p5qbUcgqpA8YhmI-VoUXNg6pqUgpEUi6wCLcB/s400/gone%2Bhome%2Btitle%2Bscreen%2Bartwork.png" width="400" /></a></div>
<br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">I only <a href="http://stockpotinn.blogspot.com/2015/12/gone-home-spoilers.html" target="_blank">just played <i>Gone Home</i></a> last year but it was a strangely nostalgic and personal
experience with all of its references to the 90s and a shy, artistic, relatable
protagonist with a large imagination and aspirations of being a writer. It also
combined a fantastic central voice performance and intelligent environmental
design to tell a gripping and human story that hooked me from beginning to end.</span><br />
<br />
<b><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">107. </span><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><a href="https://en.wikipedia.org/wiki/Super_Smash_Bros._(video_game)" target="_blank">Super Smash Bros. (N64)</a></span></b><br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><br /></span>
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://3.bp.blogspot.com/-nkk51FmTvVc/V8zOBe0U8cI/AAAAAAAACH4/cdhVewpZa24nR69CcLlNNYeeEbuD-GFbQCLcB/s1600/Super_Smash_Bros._-_North_American_Boxart.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="275" src="https://3.bp.blogspot.com/-nkk51FmTvVc/V8zOBe0U8cI/AAAAAAAACH4/cdhVewpZa24nR69CcLlNNYeeEbuD-GFbQCLcB/s400/Super_Smash_Bros._-_North_American_Boxart.png" width="400" /></a></div>
<br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">The original <i>Super Smash Bros.</i> was a bizarre and exciting game when it released
in 1999. There was even something inherently exciting about the colorful, hand-drawn
boxart that immediately captivated me, even though I barely knew who Samus Aran or
Fox McCloud were at the time. I did recognize Mario, Kirby, and Pikachu though
and I fell in love with this surreal mishmash of Nintendoverses almost as soon
as I started playing. It was a blast playing with friends of course, but I also
have fond memories of rushing home from school to smash targets with Donkey
Kong by myself. The original <i>Smash</i>
also has something that the newer games in the series largely lack: atmosphere.
From the strangely toned-down <a href="https://youtu.be/yuc5n4C2HTI" target="_blank">main menu music</a> to the meta narrative of a <a href="https://www.youtube.com/watch?v=rIwWCioBpEM" target="_blank">child playing with their toys</a> to the <a href="https://youtu.be/Y5eUkSgrdHk" target="_blank">eerie music</a> that plays after defeating the final
boss, there’s just something special about this game that I feel was lost as
the series went on to become the flashy monstrosity that it is today.</span><br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><br /></span>
<b><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">106. </span><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><a href="https://en.wikipedia.org/wiki/Unravel_(video_game)" target="_blank">Unravel (PC)</a></span></b><br />
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<a href="https://4.bp.blogspot.com/-vCFZ4Ol0WAQ/V8zO2We3BEI/AAAAAAAACIA/CXOBOunUS9scxYs7GPB5OOopIFCotLFaACLcB/s1600/unravel%2Byarny%2Bon%2Btree%2Bbranch.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="223" src="https://4.bp.blogspot.com/-vCFZ4Ol0WAQ/V8zO2We3BEI/AAAAAAAACIA/CXOBOunUS9scxYs7GPB5OOopIFCotLFaACLcB/s400/unravel%2Byarny%2Bon%2Btree%2Bbranch.jpg" width="400" /></a></div>
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<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">While a clever and charming puzzle-platformer on
its own merits, what makes <i>Unravel</i> particularly
special to me is how much I relate to it. As I wrote <a href="http://stockpotinn.blogspot.com/2016/02/unravel-was-made-for-me.html" target="_blank">here</a>, it feels uncannily
like the game was made specifically for me between the beautiful, nearly
photorealistic appreciation of nature’s small wonders, the theme of a small creature
exploring our gigantic world, and even the fact that yarn has a special
nostalgic quality for me because my Nana loved to knit. Heck, the dang thing
even released on my birthday. While <i>Unravel’s</i>
narrative impact admittedly could have been stronger, it’s still an experience
that spoke to my heart and enchanted me thoroughly.</span><br />
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<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">Join me next time for #105-101! Hope to see you then!</span>Nathttp://www.blogger.com/profile/17053837986455906196noreply@blogger.com0tag:blogger.com,1999:blog-916880178323105012.post-89092507452580353462016-09-03T21:07:00.001-04:002018-09-15T18:40:16.968-04:00My Top 115 Favorite Video Games (115-111)<div class="separator" style="clear: both; text-align: center;">
<a href="https://1.bp.blogspot.com/-YRVut98glas/V8s8-38VP3I/AAAAAAAACGs/BzQEdBjys4gHubOscrVKQQpqJWVwV0IQwCLcB/s1600/800px-Southclocktown.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="250" src="https://1.bp.blogspot.com/-YRVut98glas/V8s8-38VP3I/AAAAAAAACGs/BzQEdBjys4gHubOscrVKQQpqJWVwV0IQwCLcB/s400/800px-Southclocktown.png" width="400" /></a></div>
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I regret to inform you that <b>The Stock Pot Inn will be
closing its doors</b> effective immediately…<o:p></o:p></div>
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…after one last gigantic game list that is! I’m not deleting
this blog, but I don’t plan on posting here anymore. While The Stock Pot Inn
has provided me with some good experience reviewing and writing about games,
the amount of effort I put into each post is far too disproportionate to the
people seemingly reading for me to continue to put so much time into writing
here. I don’t plan to quit writing about or discussing video games though; I’d simply
like to look into new avenues that will help me reach a wider audience. This
may even include starting a new blog at some point, but for now I’d
just like to move on from this one. I sincerely thank everyone who has taken
the time to read anything that I’ve written here over the years. But hey, I
thought, since I’m pretty close to 100 posts, why not have one last hurrah
before I bid Blogger adieu?<o:p></o:p></div>
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That’s what this list mainly is. It’s a celebration of video
games and my love for them, which is really <a href="http://stockpotinn.blogspot.com/2012/06/about-stock-pot-inn.html" target="_blank">what I began this blog to do</a>. I
can’t think of a better way to send off The Stock Pot Inn.<o:p></o:p></div>
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To this end, I’ve decided to highlight 115 particularly special
games in an effort to catalog my thoughts and feelings from over the course of my
25 or so years of interactive experiences. This is sort of an update on my old
“favorite games” lists from <a href="http://stockpotinn.blogspot.com/2012/09/my-top-15-video-games-of-all-time.html" target="_blank">2012</a> and <a href="http://stockpotinn.blogspot.com/2013/04/normal-0-false-false-false-en-us-x-none.html" target="_blank">2013</a>, but it’s mainly a way for me to
reminisce and try to make sense of my love for games, as well as recommend some
great games you may not have played. While I did make an attempt to number these
according to a mix of how special they are to me and simply how much I like
them, please keep in mind that comparing and contrasting so many disparate
experiences is basically an impossible task. While the ordering generally
reflects where these titles currently fall in my estimation, the numbering
isn’t too important and many of these games are basically tied. The purpose
here is not really to pit the games against each other but to celebrate them
all and my experiences with them. Also keep in mind that this isn’t “the only
115 games I like” but rather the 115 that are probably the most special to me.
Probably. Choosing the games was tough and many games that I'm also fond of were unfortunately left out. This isn’t in any way definitive and my feelings are always subject to change, of course.<br />
<br />
Since I want to recommend games as much as discuss them, I will be trying my
best to avoid what I would consider to be major spoilers. That said, if I feel
I must include some spoilers that I deem might be detrimental to know before
experiencing a game yourself, I’ll put a warning before that game’s blurb.
Still, read at your own caution if you absolutely don’t want to know a single
thing about any given game.<br />
<br />
Just like my 2013 list, the games are labeled according to the first platform that
they appeared on to the best of my knowledge. In the case of simultaneous
multi-platform releases, I labeled the game with the platform that I first
played it on (or the only one that I played it on).<o:p></o:p></div>
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<span style="font-family: "calibri" , "sans-serif"; font-size: 11.0pt; line-height: 115%;">Each post will contain five games until I get
to the top ten, which will be split into one post of the first seven games and
a final post about the top three. I plan on posting these just about daily, so I
hope you enjoy checking out my picks and that you reminisce about your own fond
memories with games along the way. Without further prattling, here are 115
video games that have shaped my love for the medium. Please enjoy!</span></div>
<span style="font-family: "calibri" , "sans-serif"; font-size: 11.0pt; line-height: 115%;"><br /></span>
<b><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">115. </span><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><a href="https://en.wikipedia.org/wiki/Xenogears" target="_blank">Xenogears (PS1)</a></span></b><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"> </span><br />
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<a href="https://3.bp.blogspot.com/-JmYn3iaQo_c/V8s7dijr7iI/AAAAAAAACGk/w48YKjw4kOYur15OUSmJhiqlj1W60mfhwCLcB/s1600/Xenogears_box.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="300" src="https://3.bp.blogspot.com/-JmYn3iaQo_c/V8s7dijr7iI/AAAAAAAACGk/w48YKjw4kOYur15OUSmJhiqlj1W60mfhwCLcB/s320/Xenogears_box.jpg" width="320" /></a></div>
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<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">I debated whether I should include <i>Xenogears</i> on this list as I’ve never
actually played it myself. I experienced most of the game vicariously from over
my older brother’s shoulder at the tender young age of ten or eleven, and I
like to think of it as the “best game I’ve never played”. Most of the game’s
heavy-handed narrative went right over my head back then, but I still have fondly
nostalgic memories of the game’s world, characters, soundtrack, and battles
involving gigantic robots known as “gears”. Though secondhand, <i>Xenogears</i> was technically my first experience
with a proper JRPG (only having played the original <i>Pokemon</i> around the same time) and it completely enthralled me with
an adventure beyond imagination full of wondrous and fantastical locales. I
still think back to it on occasion and have frequently referenced it in my
memory while playing through just about every JRPG I’ve experienced since.</span><br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><br /></span>
<b><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">114. </span><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><a href="https://en.wikipedia.org/wiki/Ecco_the_Dolphin" target="_blank">Ecco the Dolphin (Genesis)</a></span></b><br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><i><br /></i></span>
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<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><i>Ecco the
Dolphin</i> is strange. Yes, the game itself, which involves a time-traveling dolphin
on a quest to save his family from a horrific fate, is of course quite strange,
but what I actually mean is that my relationship with it is strange. It’s not a
game I enjoy playing, not only because it is so difficult that I can’t even
make it past the first level without using a level select code, but also
because <a href="http://stockpotinn.blogspot.com/2013/08/the-power-of-video-games-crushing.html" target="_blank">I’m downright terrified by it</a>. This said, it’s a game that I have an
incredible amount of respect and admiration for. I’m fascinated by <i>Ecco</i>. It’s haunting and eerie and
totally unique and unforgettable. <i>Ecco</i>
is a work of art in every way and it’s something that I can potently feel even
when I actively avoid exposing myself to it as much as I can.</span><br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><br /></span>
<b><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">113. </span><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><a href="https://en.wikipedia.org/wiki/Super_Mario_Bros._2" target="_blank">Super Mario Bros. 2 (NES)</a></span></b><br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><i><br /></i></span>
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<a href="https://3.bp.blogspot.com/-u3vtth6pfGg/V8tBQcEkdCI/AAAAAAAACHE/uEKLib82AMgZKHT-K_YEMkvAc4ef5lQ0gCLcB/s1600/super%2Bmario%2Bbros.%2B2%2Bmario%2Bwith%2Bpow%2Bblock.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="280" src="https://3.bp.blogspot.com/-u3vtth6pfGg/V8tBQcEkdCI/AAAAAAAACHE/uEKLib82AMgZKHT-K_YEMkvAc4ef5lQ0gCLcB/s320/super%2Bmario%2Bbros.%2B2%2Bmario%2Bwith%2Bpow%2Bblock.png" width="320" /></a></div>
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<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><i>Super
Mario Bros. 2</i> has a unique atmosphere and sense of mystery and intrigue
about it. It contains perhaps my favorite <a href="https://youtu.be/GqT5shNfTk0" target="_blank">overworld theme</a> (and one of my favorite OSTs in general) of the classic <i>Super Mario </i>games and I also really dig
the game’s whole premise and its ending. <i>Super
Mario 2</i> would probably be one of my favorite <i>Mario</i> games if it wasn’t for two big problems: it controls like a
wet bar of soap and its level design is often a tedious and awkwardly-designed bore
(gotta love those <a href="https://youtu.be/Izc1yLUxPIw?t=9m52s" target="_blank">sand digging sections</a>). These issues unfortunately make most
of my playthroughs of the game deteriorate into frustration and hair-pulling by
the end…until that <a href="https://youtu.be/UHKoov7XjRk?t=32s" target="_blank">magical credits theme</a> starts and I can’t help but smile and
think, “hey, <i>Super Mario 2</i> ain’t so
bad”. In fact, it’s pretty darn special.</span><br />
<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><br /></span>
<b><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">112. </span><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><a href="https://en.wikipedia.org/wiki/Xenoblade_Chronicles_X" target="_blank">Xenoblade Chronicles X (Wii U)</a></span></b><br />
<br />
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<a href="https://4.bp.blogspot.com/-UAA1h2-L1wE/V8tDh3Bp8GI/AAAAAAAACHQ/75qZZwi1n_IVplAOy2HhlAer73QyepgDwCLcB/s1600/xenoblade%2Bchronicles%2Bx%2Boverlooking%2Bnla.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="225" src="https://4.bp.blogspot.com/-UAA1h2-L1wE/V8tDh3Bp8GI/AAAAAAAACHQ/75qZZwi1n_IVplAOy2HhlAer73QyepgDwCLcB/s400/xenoblade%2Bchronicles%2Bx%2Boverlooking%2Bnla.jpg" width="400" /></a></div>
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<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">The definition of a love/hate relationship, <i>Xenoblade X </i>(my review <a href="http://stockpotinn.blogspot.com/2016/04/xenoblade-chronicles-x-wii-u-review.html" target="_blank">here</a>) wowed me its vast open world
full of awe-inspiring sights and moments of unparalleled scale and frustrated
me with its overwhelming nature and a bunch of problems that threatened to ruin
my good time like a flock of mosquitoes that show up on your vacation in
paradise. From sprawling plains filled with gigantic stalks of coral and roaming
hammer-headed brontosaurus creatures to particle-filled luminescent jungles and
glowing bonsai gardens to the indescribable Sylvalum, the alien planet of Mira
is a treat to discover. There is also a wonderful sense of progression to the
way <i>X</i> rolls out its great sense of freedom,
perhaps the greatest of any game I’ve played: first you are free to go anywhere
by foot, then via giant robot, then via <i>flying
</i>giant robot. Despite its wonders, however, <i>X </i>is host to a variety of issues both large and small: the
soundtrack can range from hauntingly beautiful to ear-tearingly irritating, inexplicable
glitches led to the game freezing and crashing for me, the game is simply colossally overwhelming
and offers little instruction outside of a gigantic electronic manual that I had
to study like I was actually training to get my giant robot license, the game’s
text was designed for ants…I could go on. Despite it all though, <i>Xenoblade X</i> is a memorable experience
that is survived by its best aspects and the more time goes on, the more I hold
fondly the time I spent adventuring with Sara and her crew throughout the alien
landscapes of the planet Mira.</span><br />
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<b><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">111. </span><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;"><a href="https://en.wikipedia.org/wiki/Soulcalibur_II" target="_blank">Soulcalibur II (GameCube)</a></span></b><br />
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<span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">I’m not that huge on fighting games, but there
is a certain quality about them that I’ve always admired. I’ve traditionally enjoyed
fighting games with a wealth of single-player options and some kind of
narrative to play through with a bunch of wacky characters. I know I just described quite a lot of
fighting games, but what sets the <i>Soulcalibur</i> series apart is that I also find it to be very accessible. See I also
kind of suck at fighting games and the weapons-based combat of <i>Soulcalibur</i> has always felt more open
to not learning the ins and outs of every little combo. I also love the wide
variety of weapons to unlock as well as the campy, over-the-top narrative vibe the
series has. So why <i>Soulcalibur II</i> in
particular? I simply recall enjoying this one the most. </span><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">I
found it improved on the first one pretty much across the board, I really
enjoyed its RPG-esque “Weapon Master Mode”, and the GameCube version had </span><i style="font-family: Calibri, sans-serif; font-size: 11pt; line-height: 115%;">Zelda’s </i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">Link in it to boot.</span><br />
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Next up is #110 to #106! I hope you check back then!Nathttp://www.blogger.com/profile/17053837986455906196noreply@blogger.com0tag:blogger.com,1999:blog-916880178323105012.post-8051536004743916732016-06-18T19:29:00.001-04:002018-09-11T23:06:54.799-04:00Ten Exciting Games from E3 2016<div class="MsoNormal">
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I had very low expectations going into E3 this year. After
so many incredibly exciting and surprising game announcements last year, 2016
seemed poised to be a “down year” for the convention, but it really took me aback.
Both Microsoft and Sony had strong, tight showings and both had deeper looks into
exciting games shown last year as well as some surprises. Nintendo’s wacky
strategy of only focusing on a single game this year, on the other hand, also seemed
to pay off: their beautiful new <i>Zelda</i>
adventure took my breath away and has captured my imagination all over again.
Here are ten games (and five honorable mentions) that I saw this E3 in any form
and whether newly announced or not that have me excited and/or interested this
year, in roughly ascending order based on simply how excited I am to play them:<o:p></o:p></div>
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<b><a href="https://youtu.be/WnKT9ZCGgBE" target="_blank">ReCore</a><o:p></o:p></b><br />
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<a href="https://2.bp.blogspot.com/-L3patbtMsCs/V2W4kCpHVwI/AAAAAAAACEA/milBPYJHUG4GF-AHUq_agMHzfV0PNRC9ACLcB/s1600/recore%2Bboxart%2Bartwork.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="225" src="https://2.bp.blogspot.com/-L3patbtMsCs/V2W4kCpHVwI/AAAAAAAACEA/milBPYJHUG4GF-AHUq_agMHzfV0PNRC9ACLcB/s400/recore%2Bboxart%2Bartwork.jpg" width="400" /></a></div>
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<i>ReCore</i> caught my
interest last E3 with a <a href="https://youtu.be/D2xgu4QnYA0" target="_blank">rarely compelling CG trailer</a>. The game is being created
by former <i>Metroid Prime</i> developers
(and being directed by Mark Pacini, the director of all three main <i>Prime</i> games) and <i>Mega Man </i>veteran Keiji Inafune and appropriately enough it seems to
be some kind of hybrid of <i>Metroid</i> and
<i>Mega Man</i>. The game involves exploring
a desert planet overworld and fighting through waves of hostile robots, melding
platforming with frantic gunplay in addition to a unique robot companion
mechanic. The movement in the game looks really slick and speedy and overall it
seems like it could be a blast to play. It also features a very colorful and
fun aesthetic and overall the game seems to have a classic, bouncy, “gamey”
appeal, in a good way, like a 3D platforming action game you might have seen on
the N64 or during the GameCube/PS2 days. <i>ReCore</i>
just overall has some good vibes. After watching <a href="https://youtu.be/UrBLkvJklN8" target="_blank">some gameplay footage</a>, I have
a few qualms, like how visually busy the game seems to be with a cluttered HUD
and tons of numbers and colors flashing everywhere, but I’m still definitely
keeping my eye on this one when it releases in September this year.<o:p></o:p></div>
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<b><a href="https://youtu.be/P2G54w8H4oM" target="_blank">Abzu</a><o:p></o:p></b><br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://1.bp.blogspot.com/-nbyCKtg9VLc/V2W6abnrlhI/AAAAAAAACEM/VMSYLrkf2FI2RB1Vu-8CG5FBCgQBTJpJgCLcB/s1600/abzu%2Bdiver%2Bin%2Blight%2Bshaft.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="236" src="https://1.bp.blogspot.com/-nbyCKtg9VLc/V2W6abnrlhI/AAAAAAAACEM/VMSYLrkf2FI2RB1Vu-8CG5FBCgQBTJpJgCLcB/s400/abzu%2Bdiver%2Bin%2Blight%2Bshaft.jpg" width="400" /></a></div>
</div>
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<i>Abzu</i> looks
incredibly beautiful and there really isn’t that much else to say about
it…other than, perhaps, that <i><a href="https://en.wikipedia.org/wiki/Flower_(video_game)" target="_blank">Flower</a></i> and <i><a href="https://en.wikipedia.org/wiki/Journey_(2012_video_game)" target="_blank">Journey</a> </i>art director, Matt
Nava, is involved, as well as Austin Wintory, the composer of <i>Journey</i>. Did I mention that it looks really,
really beautiful? <o:p></o:p></div>
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<b><a href="https://youtu.be/ZeEVws7f8uk" target="_blank">We Happy Few</a><o:p></o:p></b><br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://4.bp.blogspot.com/-j8Ii-BSyFR0/V2W6-fZSnUI/AAAAAAAACEU/ll5gZw562H88jiOocoSi6jQ_zpJKkn_UACLcB/s1600/we%2Bhappy%2Bfew%2Bwoman%2Bwith%2Bpill.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="225" src="https://4.bp.blogspot.com/-j8Ii-BSyFR0/V2W6-fZSnUI/AAAAAAAACEU/ll5gZw562H88jiOocoSi6jQ_zpJKkn_UACLcB/s400/we%2Bhappy%2Bfew%2Bwoman%2Bwith%2Bpill.jpg" width="400" /></a></div>
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The best E3 demos are the ones that amidst all the
excitement and energy of a typical press conference completely ensnare me and
make me forget what I’m even doing. <i>We
Happy Few</i> was <a href="https://youtu.be/ZeEVws7f8uk" target="_blank">one of those</a>. I was completely taken into this game’s world
and its narrative and simply couldn’t wait to see what would happen next. When
it was over, I was sold. I’ve been hearing good things about this game, but the
gameplay shown at Microsoft’s conference was the first I’ve actually seen of it
and it definitely lived up to its good name. What a great concept and an
artful, intriguing-looking game that looks to have some smart insights into the
way our society looks at emotional expression. <o:p></o:p></div>
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<b><a href="https://youtu.be/E0V2rPVQWfM" target="_blank">Inside</a><o:p></o:p></b><br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://2.bp.blogspot.com/-CmR22WS1Wxs/V2W7McjC7tI/AAAAAAAACEg/NVlzyC0lJQIzuvYMwbqRdt25VbWt_mOtQCLcB/s1600/inside%2Bend%2Bof%2Be3%2B2016%2Btrailer.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="223" src="https://2.bp.blogspot.com/-CmR22WS1Wxs/V2W7McjC7tI/AAAAAAAACEg/NVlzyC0lJQIzuvYMwbqRdt25VbWt_mOtQCLcB/s400/inside%2Bend%2Bof%2Be3%2B2016%2Btrailer.png" width="400" /></a></div>
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I know almost nothing about <i>Inside</i> besides that it is an action-adventure puzzle game being
made by Playdead, the creators of <i><a href="https://en.wikipedia.org/wiki/Limbo_(video_game)" target="_blank">Limbo</a></i>,
and that I want to play it. I don’t want to know anything else. It captured my
attention not just because of its creator, but because of an arresting trailer
at E3 2014. It went dark for two years and now we have a new trailer that
completely engrosses me. What’s more, the game surprisingly comes out this
summer. I’m looking forward to turning down the lights and immersing myself in
this one.<br />
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<b><a href="https://youtu.be/4txT2EicrHE" target="_blank">I Am Setsuna</a><o:p></o:p></b><br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://3.bp.blogspot.com/-VH1J_OEDSC0/V2W8fKnCsuI/AAAAAAAACEw/3EQjG3l4bBc6tuO-BpP-KqAuR7Q_b0uxwCLcB/s1600/i%2Bam%2Bsetsuna%2Bsnowy%2Bforest%2Bartwork.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="220" src="https://3.bp.blogspot.com/-VH1J_OEDSC0/V2W8fKnCsuI/AAAAAAAACEw/3EQjG3l4bBc6tuO-BpP-KqAuR7Q_b0uxwCLcB/s400/i%2Bam%2Bsetsuna%2Bsnowy%2Bforest%2Bartwork.jpg" width="400" /></a></div>
<br /></div>
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People are saying that <i>I
Am Setsuna</i> is like a spiritual successor to <i>Chrono Trigger</i> and that alone is enough to make me excited, but the
game doesn’t look like a rehash or just a simple retro throwback. It seems to
be taking some of the design and feel of <i>CT</i>
and making something original. The narrative sounds uniquely compelling and
melancholic and the art looks beautiful. I also love the idea of a snow and
ice-covered world and how this supports the game’s central theme of “sadness”.
This doesn’t seem to be just a glum, “dark” game for the sake of it though, but
seems to really be doing something interesting with the central theme. I just
love the feeling and atmosphere I get from the game’s trailer. The battle
mechanics look to be taking a lot of inspiration from that time-traveling SNES
masterpiece and that’s fantastic. There are a lot of RPGs I want to play and
have yet to play, but <i>I Am Setsuna</i>
has quickly climbed that list.<o:p></o:p></div>
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<b><a href="https://youtu.be/pr_dtRgC144" target="_blank">Shantae: Half-Genie Hero</a><o:p></o:p></b><br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://2.bp.blogspot.com/-VZhUw4m4rFQ/V2W-xj2pVOI/AAAAAAAACE8/ns_QehxVKgkid2vYcJ2SNu4EO10ON9zKwCLcB/s1600/shantae%2Bhalf%2Bgenie%2Bhero%2Bshantae%2Bjumping.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="225" src="https://2.bp.blogspot.com/-VZhUw4m4rFQ/V2W-xj2pVOI/AAAAAAAACE8/ns_QehxVKgkid2vYcJ2SNu4EO10ON9zKwCLcB/s400/shantae%2Bhalf%2Bgenie%2Bhero%2Bshantae%2Bjumping.jpg" width="400" /></a></div>
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I’m a big fan of the <i><a href="https://en.wikipedia.org/wiki/Shantae" target="_blank">Shantae</a></i>
games and <i>Half-Genie Hero </i>is shaping
up to be the best one yet. I’ve been patiently waiting for this game since I
backed it on <a href="https://www.kickstarter.com/projects/1236620800/shantae-half-genie-hero/description" target="_blank">Kickstarter</a> in late 2013, but It looks like it is going to be well
worth the wait. The first thing that is immediately apparent about this game is
that it’s freakin’ gorgeous. When I first saw the new art direction back when
the Kickstarter began, I was a bit skeptical and missed the wonderful
spritework done in the previous <i>Shantae</i>
games. WayForward has pulled if off though; the game looks like a playable Disney
animation. What’s more, it’s bringing back a big part of <i>Shantae’s</i> identity, her transformations, which I missed in her
previous game, <i><a href="http://stockpotinn.blogspot.com/2014/12/shantae-and-pirates-curse-3ds-review.html" target="_blank">Shantae and the Pirate’s Curse</a></i>. The mechanics and platforming look as smooth as ever and most exciting
of all we finally have a release date: September 27 of this year. Also, another
<a href="https://virt.bandcamp.com/" target="_blank">Jake Kaufman</a> soundtrack is always a good thing.<o:p></o:p></div>
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<b><a href="https://youtu.be/lAL07Pbqx3c" target="_blank">Bloodstained: Ritual of the Night</a><o:p></o:p></b><br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://3.bp.blogspot.com/-f3exLKFHn5U/V2XAAnu2bWI/AAAAAAAACFI/2XXtq5psJTQZuhk5U6s9HjWx_qYRKX4YACLcB/s1600/bloodstained%2Be3%2B2016%2Bdemo.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="225" src="https://3.bp.blogspot.com/-f3exLKFHn5U/V2XAAnu2bWI/AAAAAAAACFI/2XXtq5psJTQZuhk5U6s9HjWx_qYRKX4YACLcB/s400/bloodstained%2Be3%2B2016%2Bdemo.jpg" width="400" /></a></div>
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I cannot contain my excitement for this game, which is
another from the <a href="https://www.kickstarter.com/projects/iga/bloodstained-ritual-of-the-night/description" target="_blank">Kickstarter</a> camp (and another I supported in a heartbeat). Legendary post-<i>Symphony of the Night Castlevania</i> mastermind Koji Igarashi promised a new Metroidvania (or Igavania rather) in the style of his previous works and that seems
to be exactly what he’s delivering. I’ve been wary about the choice of 2.5D
visuals, but the game is actually looking pretty great, particularly the
environment. I’m a little iffy about the monster designs, but it’s not a huge
dealbreaker so far. The fact that the game looks (and seems like it plays) as
good as it does so early in development inspires tremendous confidence in the
final work though and makes me super happy that I supported this one. We
haven’t gotten a proper gothic Metroidvania game since 2008’s excellent <i><a href="https://en.wikipedia.org/wiki/Castlevania:_Order_of_Ecclesia" target="_blank">Castlevania: Order of Ecclesia</a></i> and I’m
just so excited for a new game in this style. Familiar isn’t always a bad
thing, especially if the particular kind of game in question has been missing
for quite some time.<o:p></o:p></div>
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<b><a href="https://youtu.be/T5Xx3MdqdgM" target="_blank">Horizon Zero Dawn</a><o:p></o:p></b><br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://1.bp.blogspot.com/-yjBlEcPTDxw/V2XH32nzlXI/AAAAAAAACFY/J-9Lg5Q_8SYO_UqzddV7szFOp0O1UYy-QCLcB/s1600/horizon%2Bzero%2Bdawn%2Bfiring%2Bbow%2Bat%2Bmech.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="225" src="https://1.bp.blogspot.com/-yjBlEcPTDxw/V2XH32nzlXI/AAAAAAAACFY/J-9Lg5Q_8SYO_UqzddV7szFOp0O1UYy-QCLcB/s400/horizon%2Bzero%2Bdawn%2Bfiring%2Bbow%2Bat%2Bmech.jpg" width="400" /></a></div>
<br /></div>
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<i>Horizon</i> captured my
attention with a surprising and fantastic reveal last year and every time I see
this game, I’m completely drawn into its beautiful, vibrant world. I love
nature vs. technology themes and the whole far future concept where these
mysterious machine animals have taken over the earth is just an instantly
intriguing set-up to me. I love that there’s a mystery at the core of <i>Horizon</i> and that the developers aren’t
giving too much away. Also, in a medium where combat mechanics saturate the landscape
and often make my eyes glaze over at E3, the combat encounters in <i>Horizon </i>look exhilarating and gripping
instead of merely routine and trivial affairs. There are a few aspects of the
game I’m weary of, such as the protagonist’s constant narration but I can see
that the developers are building her to be an established character that we
step into the role of, which is a valid approach. Also, the characters’ expressions
and animation during the conversation in the <a href="https://youtu.be/T5Xx3MdqdgM" target="_blank">gameplay video</a> shown at Sony’s
press conference are a little rough, so hopefully that can be ironed out by
release. All in all though, <i>Horizon</i>
is a game that makes me whisper to myself how I really need to get a PS4.<br />
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<b><a href="https://youtu.be/fL2zzgW6YOo" target="_blank">The Last Guardian</a><o:p></o:p></b><br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://3.bp.blogspot.com/-PJE1NBlpEEU/V2XJt7RPZjI/AAAAAAAACFk/1Kj6BCoxtK8zeyI427H_BPdEZkGCJQGewCLcB/s1600/the%2Blast%2Bguardian%2Be3%2B2016%2Bboy%2Band%2Bhorned%2Bcreature.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="225" src="https://3.bp.blogspot.com/-PJE1NBlpEEU/V2XJt7RPZjI/AAAAAAAACFk/1Kj6BCoxtK8zeyI427H_BPdEZkGCJQGewCLcB/s400/the%2Blast%2Bguardian%2Be3%2B2016%2Bboy%2Band%2Bhorned%2Bcreature.jpg" width="400" /></a></div>
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<i>The Last Guardian</i>
is ultimately <i>the </i>reason I will
likely buy a PS4 sometime this year though, because it’s the kind of game I
need to play as soon as it comes out to avoid the experience being spoiled in
any way. It’s true that this is largely such an anticipated experience for me because
of the pedigree of its director/designer <a href="https://en.wikipedia.org/wiki/Fumito_Ueda" target="_blank">Fumito Ueda</a> and <a href="https://en.wikipedia.org/wiki/Team_Ico" target="_blank">his team</a>, and because <i><a href="https://en.wikipedia.org/wiki/Shadow_of_the_Colossus" target="_blank">Shadow of the Colossus</a> </i>is…well…<i>Shadow of the Colossus</i>, but this doesn’t
mean that I don’t think <i>The Last Guardian</i>
looks beautiful and compelling, and the concept of a boy and his beast is
something near to my heart. I love animals and stories about human and animal
relationships and I know everyone is saying it, and this isn’t necessarily an
inherent reason for greatness of course, but at the very least this game will
likely be quite the cathartic experience. <i>TLG
</i>seems more <i><a href="https://en.wikipedia.org/wiki/Ico" target="_blank">Ico</a> </i>than <i>SotC </i>(or perhaps like a combination of the two), but that’s just fine (<i>Ico </i>is a beautiful experience in its own
right). <i>The Last Guardian </i>doesn’t
need to be a masterpiece and it doesn’t need to live up to years and years of
expectation, it just needs to be whatever it is and whatever its creators
wanted to make. I’m just so glad that it’s actually finally coming out on
October 25 of this year.<o:p></o:p></div>
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<b><a href="https://youtu.be/1rPxiXXxftE" target="_blank">The Legend of Zelda: Breath of the Wild</a><o:p></o:p></b><br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://4.bp.blogspot.com/-L9xSI_XNPpU/V2XKUGRt5wI/AAAAAAAACFw/5FJTK_9C2WQ3CGsedDg3Fb8G8sPxfpjcwCLcB/s1600/zelda%2Bbreath%2Bof%2Bthe%2Bwild%2Bhyrule%2Bvista%2Band%2Blogo.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="225" src="https://4.bp.blogspot.com/-L9xSI_XNPpU/V2XKUGRt5wI/AAAAAAAACFw/5FJTK_9C2WQ3CGsedDg3Fb8G8sPxfpjcwCLcB/s400/zelda%2Bbreath%2Bof%2Bthe%2Bwild%2Bhyrule%2Bvista%2Band%2Blogo.jpg" width="400" /></a></div>
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I already wrote a <a href="http://stockpotinn.blogspot.com/2016/06/the-legend-of-zelda-breath-of-wild-has.html" target="_blank">detailed piece</a> about my thoughts on <i>The Legend of Zelda: Breath of the Wild</i>’s
grand unveiling, but suffice it to say it’s a beautiful-looking dream come true
for a long-time <i>Zelda</i> fan like
myself. I’m digging the art and overall vibe of the game as well as the freedom
of exploration and action it is going to provide. The world in <i>Breath of the Wild</i> is also coated in
mystery and I’m loving what Nintendo seems to be doing with the narrative,
atmosphere, and overall feel of the experience. I simply can’t wait to get lost
in the wilds of the ruined kingdom of Hyrule next year.<o:p></o:p></div>
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<b>Honorable Mentions</b>:
<a href="https://youtu.be/UcaMw4aCz4c" target="_blank">Death Stranding</a>, <a href="https://youtu.be/2KaXZcjQiWc" target="_blank">Cuphead</a>, <a href="https://youtu.be/aE37l6RvF-c" target="_blank">Bound</a>, <a href="https://youtu.be/V_Hbr9ITvc0" target="_blank">RESIDENT EVII biohazard</a>, <a href="https://youtu.be/GwT1U6gbovA" target="_blank">Yomawari: Night Alone</a><o:p></o:p></div>
<span style="font-family: "calibri" , "sans-serif"; font-size: 11.0pt; line-height: 115%;"><br />Dang! Just looking at this list of games makes me so excited! Particularly, looking at those last two together makes my head spin. </span><span style="font-family: "calibri" , sans-serif; font-size: 14.6667px; line-height: 16.8667px;">What a great time for video games! </span><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">On the whole, I’d say it was a pretty great E3 and I look
forward to next year…and, you know, actually </span><i style="font-family: calibri, sans-serif; font-size: 11pt; line-height: 115%;">playing </i><span style="font-family: "calibri" , sans-serif; font-size: 11pt; line-height: 115%;">games in-between.</span><br />
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<a href="https://3.bp.blogspot.com/-XiQL4G80LyE/V2XYoknp7pI/AAAAAAAACGI/p4TK9frBobcieGSYE5CDr9id7M2NpT_NwCKgB/s1600/e3%2Blogo.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://3.bp.blogspot.com/-XiQL4G80LyE/V2XYoknp7pI/AAAAAAAACGI/p4TK9frBobcieGSYE5CDr9id7M2NpT_NwCKgB/s320/e3%2Blogo.png" width="256" /></a></div>
Nathttp://www.blogger.com/profile/17053837986455906196noreply@blogger.com0tag:blogger.com,1999:blog-916880178323105012.post-57663548719079508702016-06-17T02:41:00.000-04:002018-09-11T23:07:32.411-04:00The Legend of Zelda: Breath of the Wild Has Been Unveiled and it is Glorious<div class="separator" style="clear: both; text-align: center;">
<a href="https://1.bp.blogspot.com/-ce6LQZ-r3D4/V2OQzAkZOII/AAAAAAAAB_8/06b82mTLo2s06gumP0D1BkuVsvnHsA7UACLcB/s1600/zelda%2Bbreath%2Bof%2Bthe%2Bwild%2Blogo%2Bend%2Bof%2Btrailer.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="231" src="https://1.bp.blogspot.com/-ce6LQZ-r3D4/V2OQzAkZOII/AAAAAAAAB_8/06b82mTLo2s06gumP0D1BkuVsvnHsA7UACLcB/s400/zelda%2Bbreath%2Bof%2Bthe%2Bwild%2Blogo%2Bend%2Bof%2Btrailer.jpg" width="400" /></a></div>
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<br />
<a href="https://www.youtube.com/watch?v=1rPxiXXxftE" target="_blank">This trailer</a> made me cry.<br />
<br />
Ok, I wasn’t sobbing, but I was pretty watery by the end. Going into this E3,
all I really wanted was a proper trailer for the new <i>Zelda</i> in the spirit of the excellent trailers we got for <i><a href="https://youtu.be/ZuaHUFXI_UE" target="_blank">Twilight Princess</a></i> and <i><a href="https://youtu.be/8Zm1tLH1Oks" target="_blank">Skyward Sword</a></i>, complete with the title
reveal at the end. I got my wish and then some. That opening dialogue, those
vistas, that music, that pace…that simple and beautiful logo. This trailer
alone is probably one of the most beautiful things Nintendo has ever created.<br />
<br />
But what of the day’s worth of footage Nintendo Treehouse Live showed after a
very frustrating <i>Pokemon</i>
interruption? While I’m a bit bummed that Nintendo spoiled the opening of <i>Breath of the Wild</i>, I can see why they
started there as they wanted to establish how much freedom the game gives the
player right from the get-go. While watching that initial trailer and this
early footage, I was in awe. There’s nothing quite like the first in-depth look
at a new <i>Zelda</i> game. I’ve been
telling people that Breath of the Wild looks like the <i>Zelda</i> game of my dreams and I mean that quite literally. Ever since
I got huge into this series back around 2003, I’ve longed for a 3D <i>Zelda</i> game with a vast, open, colorful
landscape to discover, something akin to the 2D <i>Zelda</i> games more faithfully translated to 3D than <i>Ocarina of Time’s</i> hub and surrounding,
boxed areas. Over the years I have only seen such an experience in my dreams,
but during this past week I’ve seen such a game in my waking life. As much as I
love <i>OoT </i>and many of the <i>Zelda</i> games that are based on its model,
finally 3D <i>Zelda</i> has broken free from
its shackles.<br />
<br />
<i>Breath of the Wild</i> looks incredible and
I mean both visuals-wise and otherwise. I love the art direction, which is
<a href="http://www.zeldainformer.com/news/breath-of-the-wilds-art-style-is-inspired-by-japanese-animation-according-t" target="_blank">directly influenced by Japanese animation</a> (more than ever before anyway). It immediately
brings to mind the sort of colorful, old-school anime look that the early <i>Zelda</i> games’ concept art had, which is
what I have always wanted a 3D <i>Zelda</i>
game to look like. It’s hard to describe just how exciting this really is, but
suffice to they are finally delivering a <i>Zelda</i> game that actually captures
this: <o:p></o:p></div>
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And maybe this: <o:p></o:p></div>
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I love how alive the world seems. What a joy it is to have
an organic, natural world in a <i>Zelda</i>
game again after <i>Skyward Sword’s</i>
static sandboxes, and more organic than ever before this time. A lengthy day
and night cycle complete with time of day, wind swirling through the flowered grass
and the trees, insects scattering when one cuts the grass, a frog leaping away
from beneath an overturned rock, a boar grazing in a grove of trees, shifting
weather, and so on. I love the worn, rustic look of ruins that seem naturally
weathered into the fabric of the world, vines and moss wrapping around them. I
love the freedom right from the start of the game and even though it’s a bit on
the nose, I couldn’t help but smile at the old man right at the start as well. I
also love that there’s no chatty partner for the first time in a 3D <i>Zelda</i> game. I never thought we’d get
another 3D <i>Zelda</i> game like this; I
never thought we’d get another <i>Nintendo</i>
game like this. This kind of tutorial-less, free adventure that focuses on discovery
and the joy of play. When <i>Zelda</i>
series producer <a href="https://en.wikipedia.org/wiki/Eiji_Aonuma" target="_blank">Eiji Aonuma</a> said that this game was being heavily-influenced by
the original <i>Legend of Zelda</i>, I didn’t
think he meant it <i>this </i>literally, and
that the game would even go beyond the original’s level of freedom perhaps. Apparently
you can go straight to the final boss right at the beginning of the game if you
choose to (you will likely get slaughtered though, I assume). I didn’t think it
was possible for the Nintendo of today to create this game; it’s surreal.<br />
<br />
The amazing thing about <i>Breath of the
Wild</i> is that it seems to be delivering the experience that I feared to hope
too much for, in numerous ways. Apparently this adventure is not going to
feature an overt narrative that is force-fed to the player, but rather more
minimalist storytelling that is unveiled at one’s own pace as they discover
more and more of the world around them and try to discover the significance of
moss-covered mechanoids and ominous purple clouds swirling around a distant
castle. Clearly the <i>Zelda</i> team has
been reading my diary.<br />
<br />
Then during the Treehouse Live footage, Ganon gets name-dropped by a Sheikah
monk like nothing, without even a word of acknowledgement from the staff
playing the game. Again, it seems something else I feared to hope for is
happening. Ganon isn’t a big secret this time around and it would seem there’s
not going to be some pawn out there serving him or trying to resurrect him. Ganon
is just a part of the world; a distant, ominous threat that you know you’ll
have to face one day. But while Ganon may not be a secret, he does seem to be a
<i>mystery</i>. Or maybe I should say <i>it </i>seems to be a mystery. I didn’t watch
all of the Treehouse Live footage to avoid seeing too much and I know this
information is out there, but I’ve unwittingly stumbled upon some narrative
details involving Ganon’s role this time and it all sounds incredibly interesting
and I’m just loving everything I’m hearing in this regard. The game seems to be
doing something new and interesting with Ganon which I think is a very smart
idea if they’re going to insist on continuing to use the character.<br />
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While it certainly seems that <i>Breath of
the Wild</i> is catering to my wildest <i>Zelda</i>
dreams for the most part and even going beyond them, I’m actually not enamored
with everything I’ve learned of the game. I became a bit worried when I got my
first look at the game’s “Shrines of Trials”, which there are reportedly over
one-hundred of in the game. While I love the idea of tons of mini-dungeons to
discover and explore hidden throughout the world, I’m not sure these “Trial
Shrines” are really the form I want such a concept to take. Just the name makes
me nervous: that word, “Trial.” One of my biggest issues with the last 3D
console <i>Zelda</i> game, <i>Skyward Sword</i>, (<b>spoilers</b> if you’ve yet to play it) was that the entire game was
basically an elaborate series of tests or “trials” designed by the Goddess Hylia
and other spiritual figures in order for the hero to “prove” that he was
worthy. In other words, it felt like a thinly veiled video game, instead of an
organic adventure. I always prefer <i>Zelda</i>
when it’s chiefly just a kid going out on an adventure to save the world rather
than “the great hero chosen by the gods destiny blah blah blah” rhetoric
constantly being shoved in my face; I don’t mind a little talk of destiny, but <i>Skyward Sword</i> took that stuff to a
nauseating level. While almost everything I’ve seen about <i>Breath of the Wild</i> seems to be following the former model, the
Shrines seem to speak to the latter. I’m going to be extremely disappointed if
the narrative in <i>Breath of the Wild</i>
ends up revolving around another contrived errand of the Goddess Hylia, in a
literal sense at least, who is also mentioned by name within these Shrines.<br />
<br />
So the narrative context of these places worries me, but what’s more is each
Shrine seems to be a <i><a href="https://en.wikipedia.org/wiki/Portal_(series)" target="_blank">Portal</a></i>-esque “test
chamber” of sorts devoted to a single mechanic. The three Shrines I’ve seen also
all looked the same aesthetically. Before I go further I want to say that I am
completely in love with the mix of nature and high-technology in <i>Breath of the Wild</i> and the whole “high-tech”
motif is something the series has been steadily heading towards since <i>The Wind Waker’s</i> <a href="http://zeldawiki.org/Tower_of_the_Gods" target="_blank">Tower of the Gods</a>
(which was also designed as a trial for the hero, notably). Appropriately, the
original <i>Zelda</i> was also <a href="http://uproxx.com/gammasquad/15-fascinating-facts-you-may-not-know-about-the-legend-of-zelda/4/" target="_blank">originally planned to have sci-fi themes</a>. The
atmosphere in the Shrines seems interesting and the few mechanics I saw within
them look nothing short of genius, but the way that they seem to be obvious “levels”
rather than more natural spaces, their very samey aesthetics, and their
contrived nature worry me. Ideally, what I’d like from an open world <i>Zelda</i> is caverns and more organic ruins
and dungeons to explore out in the world. I want this to feel like a true
adventure, not a series of “Trials by the Goddess”. I’m worried that these
shrines will become too routine and static a concept. I think of <i>The Wind Waker</i> and how every island held
a different secret, about the wide variety of caves and little mini-dungeons to
explore and how I never quite knew what I was going to find. Ideally, I’d want
this game to be something akin to that. To be clear though, I only saw <i>three Shrines</i> out of <i>over one-hundred</i>, so the concept could
surprise me and end up being something I dig. Also, the Nintendo staff did
confirm that there will be more traditional dungeons in addition to the
Shrines. I’m guessing these dungeons won’t be as easy to access as the Shrines,
but I’m hoping the player can still come across them naturally in the world (I’d
love if it was just like the original <i>Zelda</i>
though and you could just come across a dungeon and enter it, but I’m guessing
that is largely what the Shrines are here for).</div>
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The only other thing I want to say about the exploration in the game is that the
best reward for exploration for me is not always just finding more stuff. It’s
great that it seems these physical rewards are possibly going to be better than
they’ve ever been in a <i>Zelda</i> game in <i>Breath of the Wild</i>, but I’m hoping for even
richer rewards such as interesting piece of architecture, a beautiful sight, a
bit of lore, and so on. From what I’ve seen, it seems these kinds of rewards
will largely be present, but I’ll probably be a bit disappointed if the game’s
world is going to be <i>Skyward Sword</i>-ish
in the way that there are only simply little pockets and nooks hidden around
filled with treasure and the only larger “caves” and mini-dungeons to find are
the Shrines.<o:p></o:p></div>
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I’m also hoping that the enemy variety is better than in <i>Skyward Sword</i> and the presence of “Stal-Bokoblins”
instead of proper <a href="http://zeldawiki.org/Stalfos" target="_blank">Stalfos</a> (so far) worries me. I also have mixed feelings about
the stamina meter being back (I at least wish it was off to the side of the
screen instead of constantly hovering next to Link; it worked just fine this
way in <i><a href="https://en.wikipedia.org/wiki/Shadow_of_the_Colossus" target="_blank">Shadow of the Colossus</a></i>,
Nintendo) and I also have conflicted feelings about the increased presence of
RPG elements like enemy health bars and hit points and different stats for
weapons. It should be noted that <i>SS</i>
Director <a href="https://en.wikipedia.org/wiki/Hidemaro_Fujibayashi" target="_blank">Hidemaro Fujibayashi</a> is returning to direct <i>Breath of the Wild</i> (he also directed the fantastic <a href="https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_Oracle_of_Seasons_and_Oracle_of_Ages" target="_blank"><i>Oracle of Seasons</i> and <i>Oracle of Ages</i></a> and <i><a href="https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_The_Minish_Cap" target="_blank">The Minish Cap</a></i>, among other things) and Eiji Aonuma <a href="http://www.ign.com/articles/2016/06/14/zelda-producer-on-skyward-sword-hd-aits-definitely-possible" target="_blank">has said</a> that
they wanted to “make a better <i>Skyward
Sword</i>” with <i>Breath of the Wild</i>
and that the game is “like an evolved or expanded version”. This could be
worrisome or exciting, depending on how one looks at it (and also depending on one’s
feelings on <i>SS</i>, which I don’t hate,
by the way). Ultimately, I think taking some of the good bits of <i>SS</i> and melding them with a design
philosophy inspired by the original <i>Legend
of Zelda</i> could produce a truly spectacular game, so I’m going to be
optimistic. At the very least, the fact that the Treehouse team made a point to
reiterate that item description flavor text doesn’t repeat ad nauseam in <i>Breath of the Wild</i> gives me hope and shows
that perhaps the <i>Zelda</i> team are
paying attention to all the little annoyances that occasionally bog down the <i>Zelda</i> games.<br />
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Ok, so those are my fears and my worries, but let’s get back to what looks
great, and a lot of what has me excited about this game is in the details. The
animation looks more fluid than any 3D <i>Zelda</i>
before. I love the cooking mechanic. I love that hearts are no longer found in
grass, pots, rocks, skulls, your shoe, and everything else in Hyrule, and that
the only way to restore health is by eating. I love that you can make
campfires. I <i>love</i> how you need to
dress for the weather and how they are making an effort to have more realistic
biomes. Having to dress for the environment is one of those subtly brilliant
things that I’ve never seen a fantasy adventure game do before. While on the
note of clothing, I love that you can change it, and that there are such a wide
variety of weapons and items to find. I love all the “realism” and survival
elements mixed with more fantastical “video gamey” elements (the cooking is a
great example of this). This is actually something that <i>Zelda</i> has always done well, but <i>Breath
of the Wild</i> looks to be taking this idea further than ever before. I love
how there’s a crouch button and how instead of just the obligatory one-and-done
<i>Zelda</i> stealth mission we’re so familiar
with at this point, stealth is now an option throughout the game. On that note,
I love the variety in how you can approach enemy encounters. The combat looks
slick, ditching hit and miss motion controls and building on the combat of pre-<i>Skyward Sword</i> titles while adding a ton
of new mechanics (I’m a bit mixed on the weird slow-mo super attacks though,
but whatever). The combat looks like it has that patented <i>Zelda</i> feel as well; that satisfaction and that mechanical polish. I
also love how unforgiving the game seems and how the world actually seems
dangerous. There are bosses out in the overworld! You can climb any sheer
cliff! <a href="http://zeldawiki.org/Korok" target="_blank">Koroks</a> are back (and they fit in this world so well)! I love how they’re
approaching sound design and music in the game as well, and the ambient music and
environmental noise sounds engrossing from what I’ve heard. In terms of the more
traditional compositions, well I already mentioned how the music in the trailer
made me cry, didn’t I? And there’s voice acting, a little bit at least, and it
ain’t half bad either. You can cut down trees. You can hunt or not hunt. You
can do an all vegetarian run. You can do a naked run.<br />
<br />
You can <i>jump</i>. MANUALLY. In a 3D <i>Zelda</i> game.<br />
<br />
Mind-blowing.</div>
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I’m sure <i>Breath of the
Wild</i> is going to be polarizing to at least some degree just like any other <i>Zelda</i> game. I’m already seeing the
inevitable comments of “the world is so empty!” and “tons of other games have
already done this!” Of course, the open world, non-linear design also won’t be
for everyone, especially those that have become <i>Zelda</i> fans with many of the more recent games in the series. And
just a million other things. To briefly address the two common gripes I listed
above: from what I’ve seen so far, no, the world does not look “empty” and in
terms of there being people and towns, they were not shown in the E3 footage to
keep the game’s mystery intact, which I appreciate. I’m also someone who
appreciates “down time” in games, time to take in the world, the scope, the
atmosphere. I’d rather not have every single square inch stuffed with treasure
chests and monsters constantly hounding me. What’s more important to me than
filling everything with stuff is how organic and alive the world feels, and <i>Breath of the Wild</i> looks to be doing a pretty
good job so far. Riding Epona across a vast, “empty” field, grass blowing in
the wind and the sun setting in the distance, may be a moment that seems empty
to some, but it is very “full” to me. For some more context, many call <i>The Wind Waker’s</i> world “empty” but I
think it balanced down time with tons of secrets and places to explore
wonderfully, if not perfectly. In terms of the whole “tons of other games have
already done this” thing, forgive me if this comes across as fanboyish, but the
difference is that we haven’t seen <b><i>Zelda</i></b><i> </i>do this, and seeing as how the original <i>Zelda</i> game was one of the central progenitors of the whole open
world design, it’s about damn time. <i>Zelda</i>
is unique; there are plenty of action-adventure games but there’s nothing else
out there quite like <i>Zelda</i>. Sure, I
get it, there is a deluge of 3D open world video games right now, and there are
also plenty of games with similar mechanics to some of the ones that this new
game is introducing, but <i>Breath of the
Wild</i> is marrying this kind of design and these kinds of mechanics with the essence
of <i>Zelda</i>. This is another reason why
I love the game’s art direction; there aren’t any other games out there, <i>especially</i> open world ones, that look
quite like it or have its kind of vibe.<o:p></o:p></div>
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<span style="font-family: "calibri" , "sans-serif"; font-size: 11.0pt; line-height: 115%;">Ultimately, I have a few misgivings about <i>Breath of the Wild</i>, but I keep reminding
myself that I’ve only seen a tiny of portion of the game and there is still so
much unknown, which makes me very, very excited. That is perhaps my favorite aspect
to the game of all: the mystery. I love the sense of mystery and discovery that
seems to be present in the world, which reminds me of why I was so first
entranced by this series so long ago. People are theorizing and speculating and
there’s much intrigue surrounding the game. I love this and I really hope
Nintendo’s marketing department can stay true to keeping this mystery intact
leading up to the game’s release. I’m going to try my best to avoid everything
anyway, but it’d be nice if that were easier to do. The game’s <a href="http://e3.nintendo.com/games/the-legend-of-zelda-breath-of-the-wild-wii-u" target="_blank">official website</a>
spurs us to “Travel across fields, through forests and to mountain peaks as you
discover what has become of the ruined kingdom of Hyrule…” and that that’s all
I really need to hear to get pumped. Sign me up. I’m in. I shouldn’t expect <i>Breath of the Wild</i> to do everything I personally
want and I’m not sure I’d even want it to. Ultimately, it seems to doing so
much right in my book while also going beyond and surprising me and doing its
own thing. It looks like it’s going back to the series’ roots while also being
something new and different, and that sounds like a fantastic combination. It’s
simply a stunning-looking game and it’s just so much fun thinking about, discussing,
and anticipating a new console 3D <i>Zelda</i>
in full force again.</span><br />
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Nathttp://www.blogger.com/profile/17053837986455906196noreply@blogger.com0