Click here for the introduction!
80. Metroid: Zero Mission (Game Boy Advance)
The original Metroid 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 Zero Mission, 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 Zero Mission may lack in terms of the original’s stark atmosphere,
it makes up for by being a much more playable and well-designed experience.
79. Metroid Prime 3: Corruption (Wii)
Prime 3 is
my least favorite of the trilogy but it’s still a worthy Metroid experience. While I prefer sinking my space bounty hunter
boots into one, intricately-detailed world, I still appreciate that Corruption 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, Retro Studios is an exceptional talent
when it comes to art direction and world-building) and each environment that
Samus visits is distinct. Corruption 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 Metroid more isolated and quiet than
this; still, the game knows when to shut up and chatty bits are mostly few and
far between. Corruption is a
satisfying end to the stellar Prime
trilogy; it’s just unfortunate that at this present time it is also, sadly, at
nearly ten years old the last great original Metroid game we’ve gotten.
78. Portal (PC)
If you’ve never played Portal,
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. Portal is an unassuming
masterpiece. Originally packed into The Orange Box, 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 Portal 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 Portal,
and no one expected the unmistakable mark that the game would leave on popular
culture. Portal 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.
77. Super Mario World 2: Yoshi’s Island (SNES)
Yoshi’s
Island is a wonderful game 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 soundtrack, 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 Yoshi’s Island, 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
absolutely enchanting music. There’s just nothing else quite like it. I
distinctly remember how appealing this game’s box-art 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 Yoshi’s Island 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.
76. Sonic Colors (Wii)
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 Sonic series, I’d largely tuned out after one disappointing and
poorly received game after the next was churned out. I hesitated for a while
but I eventually took the plunge again with Colors
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 Sonic 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 soundtrack, 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 Sonic’s core gameplay in a positive way
instead of divided it or bogged it down. In short, I was a Sonic fan again, for better and for worse (and with the recently announced Sonic Mania, right now I’m happily leaning more
towards “for better”).
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The games continue next time with #75-71!
Showing posts with label yoshi. Show all posts
Showing posts with label yoshi. Show all posts
Monday, September 12, 2016
My Top 115 Favorite Video Games (80-76)
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Monday, September 5, 2016
My Top 115 Favorite Video Games (105-101)
Click here for the introduction!
105. Resident Evil 4 (GameCube)
I do not have the religious reverence for Resident Evil 4 that many have, but I definitely recognize the game’s impact and it’s certainly a memorable experience. RE4 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. RE4 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.
104. Kirby’s Epic Yarn (Wii)
Epic Yarn is my favorite of the “experimental” Kirby games, which include a game where you control a spherical Kirby with magic paintbrush strokes (actually there are two of those) and one where the pink cream-puff is split into a swarm of ten mini-Kirbys. I like Epic Yarn because unlike these other alterna-Kirbys, it’s still a traditional platformer; it just gives Kirby 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 Epic Yarn is “delightful”. It will charm the pants right off of you…which Kirby will probably then unravel and turn into a sled or something.
103. Yoshi’s Woolly World (Wii U)
The third and final title on this list from the booming “yarn genre” is Yoshi’s Woolly World, a special game that surprised me 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 Woolly World. 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.
102. Pikmin 2 (GameCube)
Pikmin 2, which I actually played on Wii, is special to me because it helped bring me fulfillment 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 Pikmin 2’s 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 Pikmin 2 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, Pikmin 2 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.
101. Kirby’s Return to Dream Land (Wii)
I fondly remember the day that Kirby’s Return to Dream Land 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 Kirby’s Dream Land for the first time; back to the summer of 2000 when I first played Kirby 64. The so appropriately-titled Return to Dream Land, the first traditional Kirby game on a home console since Kirby 64, 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 soundtrack. Return to Dream Land is simply a joyful video game, elegant in its traditional design, and nearly unmatched in its level of polish.
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Check back again next time for #100-96!
105. Resident Evil 4 (GameCube)
I do not have the religious reverence for Resident Evil 4 that many have, but I definitely recognize the game’s impact and it’s certainly a memorable experience. RE4 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. RE4 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.
104. Kirby’s Epic Yarn (Wii)
Epic Yarn is my favorite of the “experimental” Kirby games, which include a game where you control a spherical Kirby with magic paintbrush strokes (actually there are two of those) and one where the pink cream-puff is split into a swarm of ten mini-Kirbys. I like Epic Yarn because unlike these other alterna-Kirbys, it’s still a traditional platformer; it just gives Kirby 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 Epic Yarn is “delightful”. It will charm the pants right off of you…which Kirby will probably then unravel and turn into a sled or something.
103. Yoshi’s Woolly World (Wii U)
The third and final title on this list from the booming “yarn genre” is Yoshi’s Woolly World, a special game that surprised me 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 Woolly World. 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.
102. Pikmin 2 (GameCube)
Pikmin 2, which I actually played on Wii, is special to me because it helped bring me fulfillment 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 Pikmin 2’s 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 Pikmin 2 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, Pikmin 2 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.
101. Kirby’s Return to Dream Land (Wii)
I fondly remember the day that Kirby’s Return to Dream Land 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 Kirby’s Dream Land for the first time; back to the summer of 2000 when I first played Kirby 64. The so appropriately-titled Return to Dream Land, the first traditional Kirby game on a home console since Kirby 64, 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 soundtrack. Return to Dream Land is simply a joyful video game, elegant in its traditional design, and nearly unmatched in its level of polish.
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Check back again next time for #100-96!
Friday, November 27, 2015
Yoshi’s Woolly World (Wii U) Review
I have a nostalgic attachment to yarn and knitted woolen blankets.
My Nana loved to knit. I have fond childhood memories of giant bundles of
colorful yarn that she used to knit me blankets; handcrafted tapestries of dark
blue and light blue and green. There’s a level in Yoshi’s Woolly World called “Up Shuttlethread Pass” which features
a backdrop of knitted blankets woven together to form of a patchwork of pale
blue and green intermixed with snowflake and sequin decorations. A light fluffy
snow falls and the whole scene is accompanied by a profoundly emotional piece of music. I was immediately struck by this level upon starting it, but it
wasn’t until I was about halfway through it that a certain chord in the music
stopped me in my tracks and I simply stopped and stared at the screen: the
knitted surroundings, the colors, the snow, the music…I was immediately struck
with images of my Nana (who passed away just a few years ago) and all the Christmases
we shared together. I suddenly felt the need to rub my eyes and a pervasive
sense of tranquility embraced me throughout the rest of the level.
Yoshi’s Woolly World
is a warm knitted blanket on a cool autumn day. It’s a very comforting game,
and that’s not just because it’s made out of blankets. When one boots it up
from the Wii U’s main menu, they are greeted with an image of Yoshi and his
lovable canine pal Poochy embracing each other while a lovely and inviting acoustic guitar melody plays. To me, this start-up screen is saying “It’s gonna
be all right” and “See? Not everything in the world is so bad”. Between its
endlessly charming handcrafted aesthetic, pleasing control scheme, and
inventive challenges, Woolly World is
a heart-warming, endearing experience that is as relaxing or as taxing as you
want it to be. And it reminds me of my Nana. And it makes me a little teary.
I can’t call Woolly
World’s aesthetic entirely unique because it is a spiritual successor to the
delightful Kirby’s Epic Yarn for Wii
after all (which was also developed by Good-Feel, the most appropriately-named
video game developer in the world), but Woolly
World’s visual design still stands apart from that game, presenting a more
three-dimensional and all in all different take on the whole “handcraft” look
than Epic Yarn presented. I love this
game’s art direction and it is clear a huge amount of effort went into it; in
fact I suspect it’s the main reason for the game’s rather lengthy development
time. Besides nailing the look and feel of yarn and fabric throughout, so much
so that I feel like I can reach out and touch this game and my TV screen would feel
soft to my hand, I love how much creativity went into representing a world made
out of handcraft. Windmills appear as giant wool socks adorned with buttons, lava
flowing down a volcano is represented by a scarf slowly unraveling from a giant
spool, and my favorite: distant hills in the snow world are representing by
giant smiling winter hats. That the game subtly simulates flowing water with
simply a few strands of yarn, some sequins, and some shadows is nothing short
of genius artistic design. Sure, Woolly
World may contain many of the clichéd environmental themes that Nintendo
loves to overuse like grass land, desert land, and snow land, but I’m not even
mad because the wonderful visual design breathes new life into these tired
tropes. If the endearing art design doesn’t draw you in, perhaps the pleasing
and varied (if at times a bit understated) soundtrack, another area of the game
that clearly had a lot of effort put into it, will.
Even though some of the environmental themes are familiar,
the original and inspired level designs that appear throughout the entire game
all the way up to the final level were a consistent surprise. Some of my
favorites include a level where the player “walks” a wireframe Chain Chomp,
knitting it up into a roll-able ball that can pounce baddies and be used to
solve puzzles and unraveling it so it can follow Yoshi to new places; a
rollercoaster ride of sorts involving giant curtains sliding down curtain rods
(just try to imagine it); and a festive nighttime snowscape where Yoshi must
knock piles of cottony snow out of knitted trees to progress. The yarn motif is
more than just aesthetic; the artistic choice is woven into the game design at
every step, from the way enemies and obstacles behave to the way Yoshi unravels
and knits the world around him, to a parade of clever level gimmicks that make
great use of the theming.
Despite so many fresh elements that have been newly
acquired, the main framework of Woolly
World is mostly a hand-me-down from the original Yoshi’s Island for Super Nintendo. This isn’t necessarily a negative,
as that original game is a brilliant, inspired platformer and Woolly World inherits its springy,
responsive control and engaging, exploratory level design. That said, perhaps
the influence is a bit too transparent
at times and this does lend of sense of banality to certain aspects like the
very familiar progression structure of the game. This can’t hurt an experience
as otherwise creative and endearing as Woolly
World too much, but I do wish the Yoshi platformer series wouldn’t be so
afraid to tear the traditional fabric of the original SNES classic every once
in a while.
I will say that going for 100% completion in Woolly World is a lot more tolerable
than in the original Yoshi’s Island,
which is important considering the game is chiefly designed with exploration
and collection in mind. Some tedium occurs when missing “that one thing” in a
level and some of the bonus levels are pretty annoying, but there’s nothing
here that I found to be as screamingly frustrating as attempting 100% in the
original. Woolly World is ultimately whatever
you want it to be though: want to float through the game care-free? Turn on
“Mellow Mode”. Want to simply see all the levels? Just go for collecting all of
the flowers. Or you can go for everything like me, which was a fair and
satisfying challenge. Woolly World’s design
is smart. There’s no intrusive timer rushing me along, there are no useless
“lives” here, the “Mellow Mode” option is probably the least intrusive “Super
Guide” option I’ve seen Nintendo implement yet, and there’s just all in all freedom
here to do what one wants.
Tuesday, June 23, 2015
My Favorite Games from E3 2015
I tell myself that E3 is nothing but a week long commercial, a hype generator cooked up by business people in business suits engineered to make me want to give them money and treat them like gods and the games shown like holy artifacts, each trailer a hallowed gift. I tell myself to sit back, to be measured and aware of what E3 really is. But there was real emotion last week, there was genuineness, and there were games no one thought would ever see the light of day, games that look refreshing and imaginative, nostalgic games, and games that look like they are really taking the medium to a new level. Sure, the usual onslaught of cars, guns, and bloody killing sprees were there, and yes, all the corporate shilling was intact, but for me all of that was overshadowed by some of the most exciting video games I’ve seen get the spotlight at E3 in a long time.
These are, in no particularly ranked order, the games that stood out to me the most this past week. Whether they were extensively demoed or simply teased, it doesn’t matter. As long as it was a game that was announced or shown off in some fashion at this year’s E3, it’s applicable for this list. There are other games not present that I’m very interested in, but they didn’t make the cut either because I’ve already known about them for a while and didn’t find out much new, or because these ten games just eclipsed them somehow in term of surprising me or leaving an impact on me this particular year. These are the titles I’ll fondly remember from this E3, and the ones that I’m just really jazzed about right now.
Nintendo had a rough E3 this year. Many people, myself
included, were a bit underwhelmed by their Digital Event, people are
complaining about Star Fox Zero’s
controls, and some misguided individuals are petitioning for the cancellation of
Metroid Prime: Federation Force. But
if there’s one thing I think we can all agree on, it’s that Super Mario Maker just looks swell.
Easily Nintendo’s star game for me this E3, Nintendo’s celebration of Super Mario’s 30th
anniversary looks to be delivering on its full potential with robust and easy
to use level creation and sharing options in addition to pipe-loads of quirky
charm. It hits all the right nostalgic notes, but it’s also an innovative and
spectacular idea. On top of all that, it’s kind of like a direct sequel or
expansion to Super Mario Bros., Super Mario Bros. 3 and Super Mario World all in one (like a new
“Lost Levels”, except for all three games, and with not necessarily all
brutally tough levels). Super Mario Maker
feels to me like an apology for that lazy Super Mario All-Stars port Nintendo released for the series’ 25th
anniversary back in 2010. It had a very strong showing at the 2015 Nintendo World Championships before the show even started, and continued to make me
smile all throughout the week. Like seriously, I can’t not smile watching this
game.
In the past, I’ve railed on CG trailers and how their abundance
at E3 always annoys me. I’d almost always rather see actual in-game footage
instead of just a pre-rendered movie that tells me nothing about how the actual
work is going to turn out. This E3, however, I’ve realized that CG trailers
have their place, and they can be done well. Right from the get go, I was
interested after seeing “from Keiji Inafune and the makers of Metroid Prime”
(umm…yes, please!), but even beyond that, the music and art design of ReCore immediately set a tone that
pulled me in, evoking the likes of both Kino’s Journey and Metroid itself, while
also being something fresh. The trailer for ReCore
also does a great job of telling a succinct little story that effectively gives
me an idea of how the game’s central mechanic is going to work, and the reveal
of the title at the end drives this “core” concept home (sorry, I had to). ReCore, you have my attention.
Do I even need to say anything? I think Cuphead’s footage speaks for itself. Shown for all of one second
during an indie montage at Microsoft’s conference last year, it was the kind of
thing that made me lean forward and say, “Hey, wait! Wait! What was THAT?” The
description for the E3 2015 trailer on YouTube reads “Inspired by 1930s
cartoons, the visuals are hand drawn and inked and the music is all original
jazz recordings”…now that is how you
sell me a video game. I love visually-creative platformers as a general rule,
but Cuphead really stands out to me
because of just how utterly seamless it looks. There is nothing about Cuphead’s presentation that gives away
its status as a video game; it’s just a playable cartoon.
I love seeing small indie developers with hugely creative
ideas get the spotlight at E3, and this trend has become more and more
prominent in the past couple of years. One of the most unique and special
things about video games, and one of the many aspects of them still brimming
with potential, is their ability to let us inhabit the role of anyone or
anything, to let us walk in the shoes of someone or something else. The potential
here to explore different life experiences other than our own and build empathy
is enormous. In Beyond Eyes, the
player steps into the shoes of a young bling girl looking for her lost cat. As
she moves through her world using her other senses, the landscape and objects
within it materialize around her, like watercolor paint expanding across a dry
canvas. In one scenario, she might hear some rushing water and think it’s a
fountain, only to get closer and realize that it’s actually a sewage pipe. Not
only does the game’s art look beautiful and the concept show a lot of promise
and originality, but this game is just one example of the power and potential
of video games as a unique artistic medium, something that I really like to see
at E3 in-between all the gun scopes and improved car textures.
…Speaking of which. Partway into the EA press conference, of
all places, out onto the stage comes a shy, visibly nervous man with a
tattooed hand and small doll made out of red yarn in his shaking hands. He goes
on to explain that he got the idea for his game, called Unravel, about a small creature named Yarny that traverses
beautiful environments inspired by Northern Scandinavia and leads a thread that
connects all of us together, or something poetic and beautiful like that, when
on a camping trip with his family. Unravel
is a game aimed directly at my soul and my sensibilities. Saying in an interview that he doesn’t believe in “heavy-handed storytelling”, the game’s
creative director, Martin Sahlin (the aforementioned tattooed man) says that he believes in "filling the world with interesting things, with clues, with details” that the player can discover on their own, adding that it's also fine if they don't because "it's more about the atmosphere and the feeling of the whole thing". So Unravel takes what I
love about the Pikmin series (a small
character running around huge photo-realistic environments) and presents a
puzzle-platformer with reason and context for its level design, all wrapped up
in a minimalist presentation? I think Martin Sahlin might be my soulmate.
The yarn genre has really been taking off recently, hasn’t it? I love colorful Nintendo platformers, so naturally I
anticipate playing and enjoying Yoshi’s
Woolly World. But what sets this spiritual successor to Kirby’s Epic Yarn (which is one of my
favorite platformers from the last console generation) apart from the likes of
something like New Super Mario Bros.
is just how much handcrafted effort seems to be being put into this game.
Obviously, the game’s artistic design is a huge draw, with everything being
crafted out of wool, fabric, and giant knitting needles; it truly looks like
something I can reach out and touch and feel. But I just love that the
developers actually crafted real-life Yarn Yoshis during the game’s development.
In addition, the composer for the game, who is trying to have a different song
for every level, actually took up guitar lessons to make sure the soundtrack
was up to par. I’m really looking forward to finally playing this during the
cool autumn months later this year.
One thing that made this year’s E3 stand out to me was a theme of change, of
growth, of this medium and this industry finally beginning to take the first
steps of reaching maturity. Sure, there was the usual onslaught of
sense-assaulting cartoonish violence, cheers for particularly brutal digital
decapitations, and all the familiar faces and concepts present, but there was
also creative-looking new worlds and ideas, more of a focus on narrative and
how games can evoke emotion. The words “emotional narrative” were uttered onstage
at Sony’s press conference, as opposed to another bland, self-defeating joke
about “f*cking blood and guts! Video games, am I right?”. In addition, there
was a very notable effort in making games and the gaming scene more diverse, to
reflect a growing and diverse audience. There were more female presenters on stage and a surprisingly ample amount of new games featuring female protagonists or at least a woman in a strong central role.
Then there was Horizon: Zero Dawn, a game starring a woman that takes place in a world unlike anything I’ve ever seen. The game’s extensive and fantastic trailer/demo begins with a well-acted narration over beautiful panoramic landscape shots that tells the story of a modern civilization like our own falling and eventually being reclaimed by natural forces. We then see hunter-gatherer tribes emerge in a “post-historic” world that tells tales of the “old ones” that went extinct. We’ve seen this tale before, but it’s told so well through visuals, narration, and some truly gorgeous music that I was completely immersed and already on board with this game. Then the twist came: “…for this world was never ours…we’ve always shared it…”, the female narrator suddenly says as we see otherworldly mechanical animals enter the scene, first in the form of a few small scavengers, and then followed by massive robotic dinosaurs with disks for heads that come stomping across a stunning, sunlit prairie, like some kind of cyberpunk Jurassic Park. It’s wonderful, and the juxtaposition of the natural elements and the unnatural, metallic creatures makes for an immediately intriguing and fresh-looking world. That would have been enough to get my interest, but then the trailer seamlessly transitions into a lengthy gameplay portion where the familiar narrator, now fully revealed as our player character, starts creeping through wonderfully-rendered plants as she hunts mechanical deer in order to harvest some kind of green canister attached to their backs. Before reaching her prey, she kills a smaller beast, after which she subverts every law of E3 by expressing remorse and actually apologizing to the life she’s taken. It all culminates in a thrilling Shadow of the Colossus-esque battle with a robotic T-Rex thing. In a word: it’s breathtaking, a genuine surprise, and I can’t wait to see more (ok, more than a word).
…did I say Shadow of the Colossus?
Then there was Horizon: Zero Dawn, a game starring a woman that takes place in a world unlike anything I’ve ever seen. The game’s extensive and fantastic trailer/demo begins with a well-acted narration over beautiful panoramic landscape shots that tells the story of a modern civilization like our own falling and eventually being reclaimed by natural forces. We then see hunter-gatherer tribes emerge in a “post-historic” world that tells tales of the “old ones” that went extinct. We’ve seen this tale before, but it’s told so well through visuals, narration, and some truly gorgeous music that I was completely immersed and already on board with this game. Then the twist came: “…for this world was never ours…we’ve always shared it…”, the female narrator suddenly says as we see otherworldly mechanical animals enter the scene, first in the form of a few small scavengers, and then followed by massive robotic dinosaurs with disks for heads that come stomping across a stunning, sunlit prairie, like some kind of cyberpunk Jurassic Park. It’s wonderful, and the juxtaposition of the natural elements and the unnatural, metallic creatures makes for an immediately intriguing and fresh-looking world. That would have been enough to get my interest, but then the trailer seamlessly transitions into a lengthy gameplay portion where the familiar narrator, now fully revealed as our player character, starts creeping through wonderfully-rendered plants as she hunts mechanical deer in order to harvest some kind of green canister attached to their backs. Before reaching her prey, she kills a smaller beast, after which she subverts every law of E3 by expressing remorse and actually apologizing to the life she’s taken. It all culminates in a thrilling Shadow of the Colossus-esque battle with a robotic T-Rex thing. In a word: it’s breathtaking, a genuine surprise, and I can’t wait to see more (ok, more than a word).
…did I say Shadow of the Colossus?
It’s real, and Sony opened their show with gameplay of it.
I know I said I wasn’t putting these games in any significant order, but I obviously saved these last three for a reason. After years of rumors, cancelation scares, and many dashed hopes, The Last Guardian’s long-awaited, often doubted, and always hoped for return kicked off an hour of dreams. I said this E3 was special for showing signs that this troubled and stagnant industry is changing, but it was equally as special for how it spoke to a generation. How it resurrected old legends and made me cover my mouth in stunned disbelief. I just don’t even really need to say it, do I? The Last Guardian. It’s one of those games, those ones I sigh about at the end of every E3 press conference cycle because once again it didn’t show up. But this time it did.
The spiritual successor to a work of interactive art that defined an era of video games for me and remains one of my most cherished interactive experiences, The Last Guardian also just looks like an incredibly touching and ambitious game, and it’s central “mechanic” revolving around the bond of a young boy and his giant gryphon-cat-bird friend has me enchanted all over again. Sure, there have been many games since The Last Guardian was first unveiled back in 2009 that have aimed to capitalize on the emotional potential of interactive art, but The Last Guardian still excites me due to its promising concept and its masterful pedigree. It also just makes me tear up every time I see it (why does Trico have to look so much like my own dog?). I don’t even know if I’ll be able to handle this game when it hopefully, oh please hopefully, releases next year.
I know I said I wasn’t putting these games in any significant order, but I obviously saved these last three for a reason. After years of rumors, cancelation scares, and many dashed hopes, The Last Guardian’s long-awaited, often doubted, and always hoped for return kicked off an hour of dreams. I said this E3 was special for showing signs that this troubled and stagnant industry is changing, but it was equally as special for how it spoke to a generation. How it resurrected old legends and made me cover my mouth in stunned disbelief. I just don’t even really need to say it, do I? The Last Guardian. It’s one of those games, those ones I sigh about at the end of every E3 press conference cycle because once again it didn’t show up. But this time it did.
The spiritual successor to a work of interactive art that defined an era of video games for me and remains one of my most cherished interactive experiences, The Last Guardian also just looks like an incredibly touching and ambitious game, and it’s central “mechanic” revolving around the bond of a young boy and his giant gryphon-cat-bird friend has me enchanted all over again. Sure, there have been many games since The Last Guardian was first unveiled back in 2009 that have aimed to capitalize on the emotional potential of interactive art, but The Last Guardian still excites me due to its promising concept and its masterful pedigree. It also just makes me tear up every time I see it (why does Trico have to look so much like my own dog?). I don’t even know if I’ll be able to handle this game when it hopefully, oh please hopefully, releases next year.
So they opened with
The Last Guardian? I mean, what could
they possibly have if they…Oh. Ooooooh. Even though it was set up by Adam Boyes
beforehand, Final Fantasy VII fans
have learned better than to trust a smug presenter promising the world. Even as
the trailer went on and a recognizable Midgar began to be more and more slowly unveiled,
with talk of “reunions” and “promises” accompanying the proceedings, I still
wasn’t convinced. At first I thought it was a proper, full-fledged sequel to FFVII, then perhaps another movie. Even
at the end of the trailer, at first only a logo appeared with no title. Well,
in order to dissuade any confusion, to make things perfectly, perfectly clear,
a single word appeared with booming fanfare afterword:
“Remake”
Now this is how
you use a CG trailer. And what a fantastic trailer it is. Every word spoken,
every shot, just designed to evoke specific emotions in those watching, just
toying with all the fans hoping and anticipating. Now, I like Final Fantasy VII a lot, and there’s
plenty of things that I admire about it, but I’ll admit that I don’t have as
emotional a connection to it as many others, due to me not playing it when it
was in its prime. I still remember how huge it was at that time though, and
still have a lot of nostalgia for finally playing through it myself one summer
years ago (though, I must shamefully confess, I never finished it, stopping
just before the crater and Sephiroth; I hope to go back and run through the
whole thing again sometime, this time to completion). I realize how massive the
FFVII remake’s announcement is, and I
think the way it was announced and the trailer itself is all brilliant, but it
was almost immediately followed by an announcement that was my personal moment
to start shouting things at my computer screen…
Shenmue III (When it’s ready)
Even as I write this, as I continue to look at the kickstarter (and yes, I backed it, of course I did) and the title: “Shenmue III”, I still can’t quite believe it, and I laugh to myself. Let me back up. I received a Dreamcast on Christmas day of 1999, right after it launched, and it blew my mind. Way ahead of their time, the games for that console delivered experiences I’d never dreamed of (heh…) in video games before. Sonic Adventure’s clean visuals and sense of speed made my jaw drop, Jet Grind Radio’s pioneering cel-shaded visuals and unique style were unlike anything I’d ever seen, and then there was a little game called Shenmue that made me realize the potential of video games. Never before had a game felt so real to me, had so much to interact with, and transported me to a place like the way Shenmue did. At the time, its detailed, fully interactable world, voice-acting (now notorious), and potent story-telling fully transported me, and not only cultivated my love of eastern culture, but cemented my love of video games.
I could go on. But suffice it to say, when Shenmue II was released in the west as an Xbox (at the time I only had a GameCube) exclusive, I was pretty bummed. I never played it, but I always, always wanted to. Well, now it’s finally time to get on ebay and pick up an original Xbox, I guess.
What made the announcement of Shenmue III (or to be more exact, its kickstarter) all the more potent was not only just how long it’s been since the release of Shenmue II (fourteen years), but because the continuation of Shenmue has long been nothing but a dream: the series’ continuation has become a joke, and has always been something I never thought would happen. But in front of a bewildered audience still recovering from Final Fantasy VII’s return, a shower of flower petals and Shenmue creator Yu Suzuki showed me that nothing is impossible, and that the legacy of Shenmue lives on, long after those enchanting Dreamcast days met with an all too abrupt end.
Even as I write this, as I continue to look at the kickstarter (and yes, I backed it, of course I did) and the title: “Shenmue III”, I still can’t quite believe it, and I laugh to myself. Let me back up. I received a Dreamcast on Christmas day of 1999, right after it launched, and it blew my mind. Way ahead of their time, the games for that console delivered experiences I’d never dreamed of (heh…) in video games before. Sonic Adventure’s clean visuals and sense of speed made my jaw drop, Jet Grind Radio’s pioneering cel-shaded visuals and unique style were unlike anything I’d ever seen, and then there was a little game called Shenmue that made me realize the potential of video games. Never before had a game felt so real to me, had so much to interact with, and transported me to a place like the way Shenmue did. At the time, its detailed, fully interactable world, voice-acting (now notorious), and potent story-telling fully transported me, and not only cultivated my love of eastern culture, but cemented my love of video games.
I could go on. But suffice it to say, when Shenmue II was released in the west as an Xbox (at the time I only had a GameCube) exclusive, I was pretty bummed. I never played it, but I always, always wanted to. Well, now it’s finally time to get on ebay and pick up an original Xbox, I guess.
What made the announcement of Shenmue III (or to be more exact, its kickstarter) all the more potent was not only just how long it’s been since the release of Shenmue II (fourteen years), but because the continuation of Shenmue has long been nothing but a dream: the series’ continuation has become a joke, and has always been something I never thought would happen. But in front of a bewildered audience still recovering from Final Fantasy VII’s return, a shower of flower petals and Shenmue creator Yu Suzuki showed me that nothing is impossible, and that the legacy of Shenmue lives on, long after those enchanting Dreamcast days met with an all too abrupt end.
While not in fact a video game, I had to mention the always
entertaining and somewhat revolutionary live stream that GameTrailers put on
this year. Filled with genuine human moments and giving off the vibe of a bunch
of friends hanging out and talking about E3, GameTrailers’ stream was the cure
for the stiff, PR-fueled interviews and more “professional” streams that litter
the internet during E3. Their stream was a constant highlight throughout the
week for me, as I would dip in to see what they were up to, only to see Brandon
Jones’ hilarious impersonations of his colleagues, Michael Huber crying about Shenmue, and more serious conversations
about the potential of video games. The GT crew feels like a family and I just
loved seeing their shenanigans all throughout the week. Also, their reactions
to Sony’s “Triforce of Dreams” are simply the best thing on the internet.
Honorable
Mentions: Dishonored 2, Rise of the Tomb Raider, Mirror’s Edge Catalyst, No Man’s Sky, Dreams, Uncharted 4: A Thief’s End, Star Fox Zero, Xenoblade Chronicles X, Fatal Frame: Maiden of Black Water, Earthbound Beginnings, The Legend of Zelda: Tri Force Heroes, Fire Emblem Fates, Shantae: Half-Genie Hero, FAST Racing Neo, Typoman, Kingdom Hearts III, Below, Edge of Nowhere, Soma…a lot of great and interesting games this year.Some disappointments from Nintendo aside (that were, honestly, tempered by some great times with the still awesome Treehouse Live and some definitely fantastic-looking games on display; also puppets and Miyamoto visiting shrines and Mario courses on graph paper), this was a great E3. A legendary E3 even. And even though I tell myself it’s just a big, loud, silly, week-long corporate magic trick, hell if it isn’t a lot of fun, and hell if I’m not just excited for video games right now.
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Sunday, May 17, 2015
Nintendo E3 2015 Predictions
It’s that time of year again and so I’d thought I’d make some E3 predictions on the Nintendo side of things. Nintendo had a fantastic showing last year, with some great reveals, fun events, and just an overall incredibly positive atmosphere throughout the week mainly thanks to the excellent Treehouse steaming event. I’m glad that Nintendo recognized that they had something great last year and have decided to pretty much do the same gig again this year, which is fine by me. After fumbling for a few years, it seems the quirky company has found their unique E3 sweet spot. This year could be another great for them, or it could just be solid; what made last year great was all the surprises and just the overall presentation of the thing. I have no doubt the presentation will be on point again this year, but so far I’m a little iffy on whether they’ll have as exciting a show, with their lineup being composed of a lot of games we already know a lot about, an already confirmed absence of “Zelda U” (which could change, but I’m inclined to think not, as much as it saddens me), and no Smash Bros. to fall back on this year. Still, I’m hoping they have a few mystery projects in store.
First off, the obvious: Mario Maker, Yoshi’s Woolly World, and Xenoblade Chronicles X will all be present and demoed (and hopefully will get release dates, and in Xenoblade X's case, finally get a western release date), with a big focus on Mario Maker since 2015 marks the 30th anniversary of the original Super Mario Bros. (they’ve already announced that Mario Maker is going to be the Best Buy demo title this year). Super Smash Bros. DLC will also be discussed, with a release date for Lucas, perhaps they’ll surprise us by announcing that Lucas is available the very same day (they’ve already said he’s coming in June, so why not?). Some more DLC details will likely be talked about, perhaps a hint at another character, maybe the return of Wolf to tie in with Star Fox later this year, and also some talk about how the Smash Ballot is going. I’m also predicting that Mother 3 will finally be announced for a western eShop release to go along with Lucas, maybe for release also in June, maybe later in the year. The new Wii U Star Fox game will finally get its proper big reveal and be demoed extensively by the Treehouse, likely with Shigeru Miyamoto in tow, passionately talking about his game with Bill Trinen by his side as always. Speaking of Miyamoto, it’s possible we’ll some more of his “Project Guard” and “Project Giant Robot” games in more mature forms, and maybe with proper titles.
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| Star Fox is gonna be big this year |
Next, the surprises: Most of the stuff above is expected, and most of it is games we’ve either already seen extensively or at least know about already, so I’m hoping Nintendo has some nice surprises in store for us. Here’s what I predict. First off, a new Metroid for Wii U from Retro Studios. We know that Retro has been working on something since the release of Donkey Kong Country: Tropical Freeze back in February of 2014. As much as I wouldn’t mind a follow-up to the sublime platforming masterpiece that is Tropical Freeze, I doubt they’re doing another DKC game. Maybe they’re working a new IP or something else, but it’s clear that people want a new Metroid from Retro, and I think Nintendo and Retro are both well aware of it. Given how much Nintendo has been catering to its fans lately, I think there’s a good chance that it’s happening. We’ll probably only get a teaser trailer and the game probably won’t be out until 2016 at the earliest, but we’re long overdue for a Metroid game, and even more overdue for a good Metroid game.
My second prediction is either less likely or more likely, I can’t decide which. Miyamoto has already hinted that they’re planning a big Mario game for Nintendo’s next home console. We also know that EAD Tokyo, the group responsible for all of the 3D Mario platformers since the original Super Mario Galaxy has been working on a new Mario game, though they won’t say for which platform. This mystery Mario could very well be for Nintendo’s next home console (which would explain why they won’t say which platform it’s on), but I’m also still not completely ruling out another 3D Mario on Wii U. With the 30th anniversary and all, I think now would be a good time to announce something like that. Maybe it would simply be “3D World 2”, but I’m predicting it will be something close to the Galaxy style, something that fans have also been asking for. There is definitely evidence that would make something like this less likely. Perhaps they want to focus on Mario Maker for one, and not distract from it. Or perhaps EAD Tokyo, assuming they are the ones developing it, want to put all of their energy and focus into this big Mario game for Nintendo's next console (which is something I'm not against). Some also say that Nintendo is not going to go back to a style more in line with Galaxy or dare I say, Super Mario 64 or Sunshine, and looking at the progression of the 3D games in the series and also hearing statements from the core people currently involved in the 3D Mario games, they’re probably right. I personally really want to see the next huge evolution in the series or at least something completely new (which in my eyes hasn't really happened since the first Galaxy, though arguments could be made that the 3D Land/World style was an evolution of sorts), but I wouldn't be completely opposed to another 3D outing on Wii U before then, and if that other Wii U outing is that revolutionary title, than that'd be pretty great too. I just have a feeling…something else Mario, something rather big, is going to show up this year.
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| Maybe... |
One last prediction
that probably won’t happen: So Eiji Aonuma has already confirmed that “Zelda
U” won’t be making an appearance at this year’s E3. Aonuma and the Zelda team could change their minds and
give us a short trailer or something, but I’m not counting on it. However,
perhaps the Zelda series won’t be
entirely absent. Given the game’s very positive reception, both critically and
fan-wise, I wouldn’t be surprised if we got another 3DS game in the same style
as A Link Between Worlds; the “Majora’s Mask” to A Link Between Worlds, if you will. It probably wouldn’t take too
long to develop either, if it reused that game’s assets. Maybe we’ll get that
reveal at E3 this year; after all, I’m unaware of any huge new 3DS games on the
horizon, besides that new Fire Emblem game coming at some point. Obviously, this is a wild guess, and I’m not in any
way expecting it, especially on the heels of Majora’s Mask 3D’s release. I’m thinking that Zelda will probably just take a break for the rest of the year, which
is honestly fine by me. The Zelda
series has gotten a lot of love recently and in order to avoid oversaturation,
I’m fine with Link and Zelda (and Tingle) taking a break for a little bit. …Although
I won’t lie: the void left by “Zelda U’s” absence at this year’s show is
probably going to be felt, at least by me.
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| I wouldn't mind another dose of top-down Zelda goodness on 3DS |
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Monday, August 5, 2013
Super Mario World 2: Yoshi's Island (SNES) Review
The Super Nintendo was never a big part of my childhood. I remember barely glimpsing games like Super Mario World and Donkey Kong Country, but somehow a SNES of my own never fell into my hands. I experienced many SNES classics when I was older (mainly thanks to Game Boy Advance ports and the Wii's Virtual Console, and eventually an original Super Nintendo console of my own), but I've always regretted not having these experiences when I was much younger, as many titles that are incredibly nostalgic for other people from my generation don't mean quite as much for me. I can distinctly recall wanting desperately to play one SNES game in particular: Super Mario World 2: Yoshi's Island. The colorful graphics and whimsical characters held a big attraction for me. Besides briefly getting to play the game at a childhood friend's house, I didn't get to fully experience Yoshi's Island until years later with the GBA port, and again on an actual Super Nintendo the past week.
Yoshi's Island is a very special video game. It's a work that embodies childhood creativity in its unique art direction, plot, and creative level designs and I ultimately think that it's a game that appeals to just about anyone who is a part of the human race. Visually, Yoshi's Island might be the most beautiful game on the SNES and it still looks fantastic today. It truly hasn't aged a day. The environments, backgrounds, and characters in the game all look like they've been sketched with colored pencils, crayons, and pastels and the result is a whimsical, imaginative paradise. Coupled with the game's great, though small, soundtrack, the game also has a really terrific atmosphere. The game's main level theme is the happiest song on the planet and always puts me in a good mood whenever I hear it. The atmospheric cave theme gives levels an adventurous, spelunking feel. The castle theme might be my favorite castle music in the entire Mario series and finally the world map music might follow suit, as it's such a simple yet catchy melody that adds a new instrument every time the player clears a world, building and building in tempo so one really feels like they are progressing on an adventure.
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| The level map is simple, but charming |
Yoshi's Island may carry the "Super Mario World 2" title, but I'm pretty sure that it is solely there for marketing purposes, as the game is entirely unique in the Mario series (not counting the later seuqels to the game) and a totally different experience than its SNES predecessor. Players control not just one Yoshi, but a variety of different-colored Yoshis as they ferry baby Mario on a quest to reunite the infant with his kidnapped twin brother, Luigi. Yoshi can't technically die, but when he (or she?) gets hit by an enemy, he'll lose baby Mario and a timer will begin counting down as the toddler floats about in a bubble, ceaselessly wailing until Yoshi reacquires him. Baby Mario's crying can become immensely, painfully annoying (more on that later), but it does add a great sense of urgency when Yoshi loses him, as well a punishment for failure. The crying and the beeping of the timer becomes louder and faster as it reaches closer to zero, at which point Kamek's (the Magikoopa villain responsible for kidnapping baby Luigi) minions will come and swoop baby Mario off to join his brother in the Kingdom of Koopa.
Yoshi feels wonderful to control. He has a springy, fluid feel to his control that Mario lacks, and Yoshi can also perform a flutter jump in order to hover through the air to avoid obstacles and pits. Yoshi doesn't have a run button like in traditional Mario sidescrollers, but he doesn't need one. The game is a slower-paced platformer, and levels aren't designed to be rushed through. Yoshi's speed is just fine anyway, and he begins to run when you simply hold down a directional button, so there's no worrying about having to hold down the B or Y button all the time. Besides the platforming, the main gameplay element in Yoshi's Island is the dinosaur's ability to scoop up just about any creature in his way with his tongue, digest them, and turn them into an egg. There's a certain sadistic pleasure in gobbling up cheery, smiling critters like skipping, singing sunflowers who look like they are doing nothing but enjoying life until...SLURP! Yoshi can store up to six of these eggs and use them as ammunition to throw at bigger enemies, collect objects, find secrets, and solve puzzles.
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| Yoshi's Island looks gorgeous |
Yes, puzzles. You see, Yoshi's Island is a totally different kind of platformer than a traditional Mario sidescroller. Levels are far more intricately designed than those in the original Super Mario World. The levels in Yoshi's Island are huge, sometimes labyrinthine, and are designed to be explored, full of secret items, rooms, areas, etc. Super Mario World also has secrets, but instead of offering tons of secret levels like that game does, Yoshi's Island packs all that content into fewer, but larger and more detailed levels. Some levels aren't necessarily about simply getting to the end, but rather about finding the way to the end (this is especially true of many of the cave levels, which are some of my favorites in the game). The fortresses and castles are especially worthy of note as they feel like true, complex dungeons at times, offering multiple paths, doors, and problems to be overcome. They are probably the most well-designed castles in the entire Mario series; each one feels like a different experience and is very satisfying to fully conquer. The boss fights in the game are all very satisfying and creative as well. Even though most of the bosses are enlarged versions of standard baddies, their giant forms still often have a unique visual design and their battle usually requires finding a weakness and exploiting it, rather than simply jumping on something's head three times. These bosses don't feel lazy like the bosses in the original Donkey Kong Country, which are also gigantic versions of regular enemies, and they also require some level of strategy and feel smarter than your usual Mario boss battle.
Almost every single level in Yoshi's Island offers something new that hasn't been seen yet in the game, like Shy Guys on Stilts! Or the infamous fuzzies that send Yoshi into a hallucinogenic, wobbly state every time he touches or eats one. Yoshi can also gain the ability to temporarily turn into cute little Yoshi vehicles, like a helicopter and a mole tank, in certain levels. Needless to say, there's plenty of variety, unique elements, and interesting level designs that keep the player engaged throughout.
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| HeliYoshi! |
The gameplay in Yoshi's Island is near-perfect, however I do feel that the control for throwing eggs could have been improved, and very simply too. When aiming with an egg, a cursor constantly moves in a semi-circle in front of Yoshi and the egg flys in whatever direction the cursor is in when the player presses the correct button. The cursor can be locked in place to make things easier, but oftentimes when I'd have to aim at a very specific place in a pinch the fact that the cursor can't be freely controlled and instead contantly moves made things needlessly cumbersome sometimes. The cursor's movement could have easily been mapped to Up and Down on the D-pad so that it could be freely controlled instead of in constant motion and I can't think of any reason why this simple alteration wouldn't improve the play control when throwing the eggs.
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| Egg-throwin' |
So everything is cheery, fluttery sunshine when it comes to Yoshi's Island, right? Colorful, imaginative, tons of fun, and well-designed, what could go wrong? Well, there's one big issue I have with this game.
Most levels in the game can be completed by moving through them from start to finish like a traditional platformer, but they are designed to be played at a slower clip, with many, many secret keys, rooms, and places to discover. I actually really like this sort of exploration-based design. In order to complete the game 100%, the player must find the 20 red coins hidden among the normal yellow ones and five flowers in every level, as well as complete each level with 30 stars (number of stars=number of time on the countdown when baby Mario is lost; you can have 30 maximum). The level design encourages the player to achieve this goal, as some levels can be completed fairly simply by just getting through them and avoiding all the goodies, but their true challenge comes from trying to collect everything. This is also where Yoshi's Island goes from being a happy-go-lucky, charming little platformer to a frustrating, grueling venture. And this leads us to my one big issue: at times, Yoshi's Island is one of the most frustrating video games I have ever played.
Yoshi's Island is a special kind of hell, and in order to demonstrate why I'll just provide an example. Sometimes, it feels like the designers purposefully designed the levels to be as annoying and frustrating for the player as possible. On one level, I had to guide Yoshi through a simple-enough straightforward field. This field was adorned with several small pits. Above, a Lakitu riding around in his cloud is throwing spiky balls at me, while behind me, Shy-Guys are endlessly jumping out of a pipe. All the while I'm trying to target a Shy-Guy flying up above holding a red coin, which if I don't hit in a matter of seconds, will fly away with the red coin and never come back, destroying my chances of fully completing the level. In the midst of all this, something inevitably hits Yoshi, at which point baby Mario starts flying away and wailing into my fragile ears. I flutter jump across one of the small pits to claim him, only to be confronted with a stream of bubbles spat from the mouth of a skipping sentient flower creature that pushes Yoshi back and directly into the bottomless pit.
And all the while the incredibly ironic cheery music seems to mock me.
And thus I get sent all the way back to the last checkpoint, which I feel are sometimes too few and far between in the game's long levels. And this is to say nothing of some of the game's secret unlockable stages, which are not designed to merely challenge, but to drive the player into a flaming rage inferno of controller-hurling, TV-punching insanity (one of these special stages involving a dog named Poochy that Yoshi can ride on feels broken as the stage relies on the dog's AI and it just doesn't feel sharp enough). I swear, one moment I'm having the time of my life in Yoshi's Island, flutter-jumping about and exploring the interesting levels with a big grin on my face, and the next I am literally screaming, followed swiftly by rage-quitting. I'm not kidding.
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| These monkeys will drive you bananas |
To be fair, most of this frustration comes from the admittedly optional and very taxing quest to gather all the red coins and flowers, as well as finish each stage with the max 30 stars. Stars can thankfully be restored at the end of the level if the player has a +10 or +20 stars power-up, which are easy to farm for when certain mini-games are permanently unlocked and can then be stored to be used when you need them. And you will need them; if the game didn't have these star power-ups, I never would have had the patience to complete every level with all stars intact, which would mean retaining 30 stars until the end of the level, where one hit right near the goal ring and no way to get any more stars would spell failure (you always have a minimum of ten stars, but above that, stars don't recover on their own if Yoshi gets damaged and stars must be found in each level to get back to 30). All bosses, however, must still be beaten without getting hit once, since these star power-ups are banned in boss fights.
This whole collection process is designed in a "high score" way so that even if you miss one red coin, your final score for that level will be 99/100 and you have to do the entire level over again, and collect everything all over again. Single collectables don't save: it's all or nothing. As I already mentioned, some red coins are carried by flying Shy-Guys (or Fly-Guys), who briefly appear on the screen and fly away a second later. If you miss them, you have to either kill yourself and restart from the last checkpoint or complete the level and then do it all again to get 100%. Having a system like this and having certain collectables be very, very easy to permanently miss either because you couldn't hit a target fast enough or because you moved off-screen too much and completely didn't see the Fly-Guy altogether is so. fricking. cheap. Other times I would reach the goal at the end of a level missing a flower or a coin, and on some levels there is no turning back and not even a way to commit suicide so I could go back to the last checkpoint. I can't even quit out of the level if I haven't finished it yet. I have no choice but to go ahead and finish the level, only to agonizingly see a 99% score and know that I have to waste another twenty minutes going through the whole level again, collecting everything again. Either that or I turn the SNES off in rage. One level right at the end of the game even punished me for being curious and going down a seemingly random pipe in the middle of my path, only to be taken to the end of the level with no way to turn back and collect the one or two things that I missed. After screaming into my hands for a while and taking a few deep breaths, I then did the whole level over again, this time being extra careful to get everything before going down that damn pipe. I wish the designers had been conscious of this sort of situation and added in something like a bottomless pit right near the level's end, so I could at least sacrifice a life to go back to the goal ring and collect what I had missed.
Having to replay levels, re-collect everything, and try over and over again like this just pads out the game. It isn't challenging, fun, or well-designed in my eyes. Just immensely frustrating. And that baby's cries will drive you mad. Again, I do want to stress that this is still all optional, and therefore choosing to finish the game without getting a perfect score on every level is very possible and might even be the better choice. But how can you pass up all those secrets? The levels encourage exploration and I feel like the collectables give an incentive to explore. Despite it being so tedious at times, exploring and striving for 100% in each level is a big part of the game and I feel like one is missing half the experience if they ignore all this. I think this kind of exploring and collecting system can and has been done well in other Mario games and in other platformers in general. For example, in Donkey Kong Country Returns for the Wii, I had a lot of fun returning to completed levels to find hidden puzzle pieces, and after I got a piece, it was saved and I never had to re-collect it again (although the K-O-N-G letters in each level all had to be collected in one go, but I thought this was a fair enough challenge and also distinguished this task from the puzzle pieces. And the letters are also only four collectables instead of twenty red coins and five flowers). Also, the levels in DKCR are more straightforward and that game is a faster-paced platformer overall. Yoshi's Island's levels are long and plodding and there are many collectables that need to be gathered all in one go, so going through everything again can be a pain, even if the levels themselves are well-designed and fun.
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| The score-card that appears at the end of each level. Miss one thing and you have to do it all over again if you want to get 100 points. |
Finishing Yoshi's Island 100% felt more like a relief than an accomplishment. The player can unlock a single bonus stage and a single bonus mini-game for every world they fully complete, but some of the bonus stages, as I already mentioned, are some of the most frustrating levels of them all and must also be completed with all the same collectables in order to fully complete the game, which you get nothing for except six stars on the title screen: one for each world thoroughly completed.
Despite me kicking and screaming my way through a decent portion of this game, the rest of my time with Yoshi's Island (which was the majority) was pure bliss. For every mind-numbingly frustrating level, there were five very interesting and very enjoyable ones. The game's aesthetic appeal alone is enough to recommend it, but behind that is also a very well-crafted platformer full of secrets and interesting levels. Ultimately, the best way to sum up Yoshi's Island comes from a special message that can be found in one of the game's many secret rooms, a brief message from the game's developers that proclaims that they poured their hearts and souls into the game for our enjoyment. And that's what Yoshi's Island is positively overflowing with: heart and soul. It's a Nintendo masterpiece from a time when every new game the company put out may have contained some similar faces, but was an entirely new, wildly creative experience, and oftentimes a genre and industry-defining one. It's from a time when Shigeru Miyamoto was still constantly upping tea-tables, instead of letting his most-beloved series settle for stale-feeling sequels year after year that do little more than add a new cute animal suit and local co-op multiplayer features that would have been revolutionary twenty years ago. These games that Nintendo has been assembly-lining out for the past couple years are fun, but they lack what Yoshi's Island has in droves: heart and soul.
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| Something many of Nintendo's newer Mario games are definitely lacking |
The fact that Nintendo is now adding the "New" moniker to the latest sequel to Yoshi's beloved SNES classic is the ultimate insult to the game's legacy and the perfect example of how Nintendo has recently lost sight of what made them so legendary in the video game sphere back in the late '80s, throughout the '90s, and into the early '00s; that is, boldy creative, exceptionally designed, unique video game experiences that often defined certain genres. Yoshi's New Island looks to be copying and pasting elements from the original and just like the New Super Mario Bros. series, ironically looks to be offering not much actually new.
Yoshi's Island probably isn't a game that I'll go back to as much as Super Mario World or any of the other old-school 2D Mario platformers, and certainly isn't one I'll likely ever attempt to 100% complete again. Its levels are large and intricate, and attempting to fully see and do everything in the game takes a massive level of patience. Super Mario World is a simpler platformer that boils things down to a few essential elements and features pure, elegantly simple level design. I'm not saying one game is really better than the other; they are just very different from each other, and unique and special in their own way. Yoshi's Island can be a deceptively grueling patience-tester, especially if you attempt to see and do everything in the game, but it's also unabashedly fun and creative and full of imaginative spark. It's one of the best platformers I've ever played. It's beautiful, joyous, and embodies a sense of imaginative wonder that only certain video games can deliver.
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