Thursday, September 27, 2007
Halo 3: Co-op Campaign is a Halo of a Different Color.
Freshly Picked: Tingle's Rosy Rupeeland -- Taking A Stab At Tingle's Combat.
Tuesday, September 25, 2007
Halo 3: Initial Impression.
Saturday, September 22, 2007
Freshly-Picked: Tingle's Rosy Rupeeland -- Money, It's What I Want.
The point of Tingle's adventure is to collect Rupees. Enough Rupees to throw into a pool atop this ever-growing tower so that Tingle can get closer to the supposed heaven that is Rupeeland. The more Rupees you throw in, the higher the tower gets. Luckily the game provide various means of acquiring ever more Rupees. You can sell items found from combat. You can sell items created from recipes. You can earn Rupees from completing maps. You can earn rewards in the form of Rupees from helping people. The problem comes in from the fact that everything in Tingle's world costs money. And I mean everything. Want to talk to a non-player character? It'll cost you. It even goes as far as making Rupees your life. You don't take damage in combat, you lose Rupees. Run out of Rupees and it's game over. This wouldn't normally be an issue but the game employs a barter system. So when you go to talk to someone and they ask for Rupees there isn't a set amount. You have to offer up what you think will be enough to get them to talk. Still not really a problem you say? Well, if you're wrong, you don't get any information and they keep your offering. That's right. They keep it. And it doesn't count towards getting them to talk. So you're out however much. For example. You offer twenty Rupees initially and fail. Then you try thirty-five and fail. Then you try fifty and succeed. So fifty was the correct amount, but it only cost you one-hundred and five Rupees to get it right. This is made worse by there seemingly being only one save point in the entire game. So saving beforehand and restarting is an exceedingly inconvenient option. This bartering system pops up everywhere. This design choice is bafflingly stupid. It puts a potentially game breaking aspect into a what would otherwise be a wonderfully charming and fun adventure game. I'll cover a little more of the charming and fun adventure side of the game next time...
Friday, September 21, 2007
Landstalker: The Treasures of King Nole -- Final Opinion.
Wednesday, September 19, 2007
Freshly-Picked: Tingle's Rosy Rupeeland -- Initial Impression.
I'm going to try and fit in another game before Halo 3 and this time we're going back to the Nintendo DS with Freshly-Picked: Tingle's Rosy Rupeeland. The title was developed by Vanpool. Their other credit includes the Nintendo DS game Tingle's Balloon Fight which was a Japanese Mario Club reward only title. If you earned enough Mario Club points you could trade them in for the game. Anyway, back to the game at hand. Freshly-Picked: Tingle's Rosy Rupeeland is an adventure title. The game has you playing as Tingle, the mildly disturbing thirty-five year old man-child that likes to dress like a fairy and collect Rupees who first showed up in The Legend of Zelda: Majora's Mask. From the time spent with the game thus far I can tell that it's going to be a well-drawn and colorful adventure. And it's going for laughs. I mean it would have to be right? I don't even want to imagine a world where anyone takes this one seriously. I had to import the game from Europe where it just came out last week. It was released in Japan the week before that. This is the first game I've imported from Europe and I noticed it automatically started up in English without any language selection option. In Europe Nintendo games are released in five languages. English, Spanish, French, German, and Italian. The game will automatically load based on your Nintendo DS language settings. I found that to be a cooly subtle feature of the region free Nintendo DS. The game isn't on any release list for North America as of yet. Nintendo of America had an online survey regarding how much you liked Tingle. So they were clearly fishing around to gauge the title's viability in North America. It appears the results were less than favorable for old Tingle. We'll have to see if North America is actually missing out, or lucking out, in seemingly not getting Freshly-Picked: Tingle's Rosy Rupeeland.
Landstalker -- Making Your Way In An Isometric World.
Landstalker uses an isometric perspective that allows for an entirely different approach to puzzles, combat, and action. An isometric perspective is a roughly three-quarters topdown view over two-dimensional backgrounds designed to mimic a three-dimensional space. Think Zaxxon. Nigel moves through the world with four-way directional movement that was originally tied to the diagonals on the Genesis controller. The game was coded with the Genesis controller in mind of course and it worked perfectly on said controller. It doesn't work so well on the Wii Remote's D-pad. Fortunately it works wonderfully on the Classic Controller's analog stick of all things, but not so well on the Classic Controller's D-pad. Landstalker takes place in a far more 3D space than Zelda's 2D games. As a result the puzzles and the action and the combat reflect this. The developers were smart in animating Nigel's sword slashing in wide arcing swings. Nigel swings around himself. He's not thrusting. You don't have to worry about lining up with an enemy as you would in other action RPGs without the isometric perspective. You do have to worry about the enemy attempting to get behind you though, as most of them will try to do so. The isometric view means that you can often walk around objects such as trees and spikes and walls. The puzzles will often make use of this. So does the action. You'll need to make directional changes mid jump. Later on in the game the jumps tend to become out and over rather than just out. Landstalker is tougher than most action RPGs because of the isometric view. Some people just can't seem to see or think clearly enough in the isometric space. If you're able to move around in the isometric space unabated then you're likely to find a challenging and rewarding action and puzzle element in Landstalker. If not, then Landstalker will clearly give you fits. I for one love the perspective as used in Landstalker. Climax Entertainment really handled the difficult perspective well in my opinion.
Sunday, September 16, 2007
Landstalker: The Treasures of King Nole -- Initial Impression.
Neutopia--Final Opinion.
Friday, September 14, 2007
Neutopia -- Initial Impression.
Thursday, September 13, 2007
Shining in the Darkness -- All in One.
Wednesday, September 5, 2007
Metroid Prime 3: Corruption -- Final Opinion.
Sunday, September 2, 2007
Metroid Prime 3: Corruption -- Controlling Ms. Aran.
Having explored fifty-three percent of the rooms within Metroid Prime 3: Corruption I can safely say these are not the greatest controls ever devised for a first person shooter. Give me Halo's controls thank you very much. With that being said however they aren't bad. They work. Samus is moved around with the analog stick of the nunchuck. The Z button is used to lock on to enemies or grapple points. The problem is that it's one very sketchy lock on system. The same one that's plagued all three Metroid Prime games. While locked on you can move Samus around and aim her gun arm around at anything you wish. That's the big improvement here. Something that's been around forever in the first person shooter genre. But then again, Metroid Prime isn't a first person shooter supposedly. But now you have the free movement and independent aiming. The A button on the Wii Remote serves as your trigger with jump assigned to B. Missiles are assigned to down on the D-pad. The minus button serves as your means of switching visor modes and the plus button initiates and cancels hyper mode. Button 1 will bring up your map and button 2 is for hints. There is a little more to it than just adding first person shooter functionality to Metroid Prime. There are some Wii enabled gimmicks that work well enough as to not feel so gimmicky. The new grapple beam allows you to shoot out an energy beam from Samus' left hand that she can use to swing from hotpoint to hotpoint like Tarzan. This function has been brought into the combat. You can use the grapple beam to remove the shields from enemies and as well as flip switches and pull open hatches and other obstructions. It's as simple as targeting whatever and using Z to lock-on and then making a gesture towards the screen with the nunchuck to have Samus shoot the beam. It will latch on to whatever and then you make a sharp pulling gesture with the nunchuck to pull the shield from the enemy or flip that switch. You no longer flip the basic switch in Metroid Prime. Every little thing requires a cute Wii gimmick. Like pointing the Wii Remote at the screen and holding A to grab a switch that you must pull out of its socket by pulling the Wii Remote closer to you. Then turning said switch like a key, and then pushing the Wii Remote back closer towards the television as to reinsert the key. There are numerous and clever versions of this basic mimic the onscreen function with the Wii Remote design. The controls work as well as they could given that even the lock on function sucked with the Gamecube controller for the first two games in the trilogy. So far we've learned that you can play Zelda with the Wii controls quite well and Metroid functions well enough and that Sonic controls beyond bad with them. Good to know the three real games on the system are all over the place as far as controls go isn't it?

