Tuesday, August 11, 2009

Street Fighter II: The World Warrior

Four years after the release of Street Fighter, its sequel was finally about to arrive. And in general nobody cared. The first game probably had its following, but was terrible any way you slice it. I'd even go so far as to say the game not only didn't deserve a sequel, but also that the creation of a followup game would be on the fast track to being one of the worst games of the year.

Sometimes, it feels pretty good to be wrong, and Street Fighter II: The World Warrior is one of those times. With this game Capcom took everything that was awful about the original and either removed or fixed it. Then they took everything that was good about the first game (which wasn't much, but it had its decent ideas, execution aside) and made it better. That Street Fighter II was a good game was surprising, but after playing it, there was no surprise at the way it spawned an entire fighting game industry.

Multiple choices.The first improvement is obvious from the beginning. While Street Fighter only let you play as Ryu (or Ken if you were in two-player battles), Street Fighter II expands the character selection to eight. And while Ryu and Ken are still essentially the same fighter with different appearances, each of the remaining six choices are completely unique from one another.

Ken and Ryu continue to rely on their special moves from the first game, but then you have Guile, who is less a martial artist and more of a street fighter in style. Which is already a step up, since now there is finally someone whose technique actually fits the game's title. There is Zangief, a Soviet wrestler covered in scars from all the bear wrestling he does in his spare time. Now that's a man (who just happens to be adapted directly from Mike Haggar of Final Fight fame). We have E. Honda, a sumo who can launch himself like a human projectile. We have Dhalsim, a Hindu ascetic whose yoga mastery allows him to stretch his limbs across half the screen. And we have Chun Li, significant more for being female than for anything else, though she can kick like lightning.

Army chill time.Finally, there's Blanka, who gets Street Fighter II's "Why Do You Exist?" award. He's supposedly human, despite the greenish appearance, and he's supposedly fighting with the Brazilian martial art capoeira, but most of the time he'll be somersaulting, biting his opponent like a vampire, or generating electricity by constipating himself. Not that I'm upset he's in the game; he's a great character and fun to play. It just doesn't make much sense when compared to everyone else. In that sense we might call Blanka the father of all the bizarre characters in fighting games...those guys who always seem just a tad out of place.

The gameplay mechanics are unchanged from Street Fighter, but are actually in working order this time around. Blocking is still accomplished by moving away from your opponent. There are still six attack buttons, but now they really make up six different kinds of attacks. There are still special moves, but now they control far more tightly so it's not a debacle trying to execute one. And the entire game is now responsive. The first game was so laggy it was nearly unplayable, but the game and control speed have now been evened out to make the whole thing run very smoothly.

Asceticism.Bonus stages make a return in Street Fighter II, occurring after every three victories through the single-player game. Now instead of kicking through boards, however, you have to beat a car to death with your bare hands, or destroy barrels that are falling on your head. These stages make less sense than their predecessors, but perhaps that's part of why they're so much more fun. And it's nice to have a diversion on occasion from the senseless violence the rest of the game espouses.

Not that the violence is bad - it's thoroughly enjoyable. But the story for the game is still pretty sparse. The overarching "plot" is virtually identical to the first game: it's a fighting tournament taking place all over the world to determine who the world's strongest/best fighter is. But that's not really compelling. We know that you won the first tournament in Street Fighter as Ryu, and he is therefore the defending champion, but it's meaningless within the game. To that end Capcom created loose backstories and motivations for each character. Guile and Chun Li are hunting down the game's final boss for criminal activity, for instance (Guile with the US military and Chun Li with Interpol). E. Honda wants to prove that sumo isn't just fat dudes in thongs belly bumping. None of these is fleshed out, but I give Capcom credit for recognizing they should explain the presence of all these diverse characters.

Background fighting.After defeating every selectable character in the single-player game, you must fight through four consecutive boss battles. The common thread is that all bosses are members of the criminal organization Shadaloo, which is also sponsoring the tournament. When the game was released in Japan, the first of these four bosses was an African American boxer named Mike Bison who was designed to be, of course, Mike Tyson. He even had the gap in his teeth, and wore some bling in his closeup photo. Because in America that would result in a suit for copyright infringement (you can copyright a human being?), they changed his name to Balrog.

Balrog is the game's only fighter who can't kick, but he doesn't need to. He punches absurdly hard, and is pretty quick to boot. Defeating him sends you to Vega (who had been the original Balrog in Japan...this is confusing I know), a Spanish narcissist who is the only character to use a weapon. That, and he can go into the background where he is invincible (as pictured above) to swan dive on your face. Afterward, you fight Sagat, who was the boss of Street Fighter. He's now got a massive scar on his chest from Ryu's dragon punch special move at the end of the first game, and he's pretty pissed about it. Which I guess led him to join a crime ring.

Psycho Crushaa.Finally, when everyone else is defeated, you fight the end boss. In Japan this was the original Vega, but because Vega was now the claw dude, America was left with Mike Bison as the remaining unused name. But does a military dictator in full uniform really strike you as a "Mike Bison?" No? What about an "M. Bison?" Yeah, sounds better now doesn't it? What's the M stand for now? Murder?

While the single-player game is superior in every way to Street Fighter's, it's the multiplayer mode where the game really shines brightest. You're bound to find a character out of the eight who is your favorite, and with six attack buttons that themselves can do 3-4 different attacks each depending on situation, there are a lot of nuances to learn. It's one of those "easy to learn, hard to master" types of games that generates a lot of really fun and rewarding competition. And the balance between fighters is significantly better than you might think. At first you'll choose Dhalsim because he can punch you from across the screen, and you'll think you're unstoppable. But then you'll realize that he's one of the slowest people in the game and is easily counter-attacked. So you'll move on to another fighter, but will find weaknesses there too. No single character is vastly superior to any other, and that's quite a feat considering it's the first time Capcom branched out beyond one playable guy.

Every character also has an individual ending for finishing the game. They range from lame (Dhalsim showing a kid a picture of him winning), to cool (Ryu skipping the awards ceremony to find more people to beat up), to downright strange (Blanka shouting "Mommy!" and blubbering like a baby). It further enriches the depth of the experience, which is one with few flaws. The only real complaints are that a few of the special moves still don't command reliably (Guile's "flash kick" comes to mind), the bosses feel like they should be playable, and the fighting can feel a bit stiff. Not laggy or terrible, but just stiff.

All that said, Street Fighter II: The World Warrior is a good game. Comparing it to the original isn't even fair. The main reason nobody remembers Street Fighter is that it was garbage. But the secondary reason is that with this game, Capcom eliminated any reason for anyone to ever play the first title again. So with that said, I think it's now time for us to celebrate in the appropriate Russian fashion.

Soviet Hoedown.



Bottom Line: 15/20

Friday, August 7, 2009

Donkey Kong Country

Donkey Kong was an arcade legend. He had given Mario his first appearance in a game, as both hero and villain. He made red girders into a cultural icon. He introduced us to his son, Donkey Kong, Jr. He even helped teach us math, which in hindsight was a little on the weird side. And then he vanished until 1994, when Nintendo hired a company called Rare to bring him back.

Worst jungle ever.Rare decided to make a platforming game that was simultaneously true to old formulas while breaking new ground. They utilized fancy rendering technology to make the game look great, which is probably the main reason people remember this game as being awesome (it wasn't). They gave us a huge, detailed map screen, an extended credits sequence, and a truly outstanding musical score. But you'll notice that I didn't include gameplay in that list of notable positives in this game.

First off, gameplay generally consists of running around a sidescrolling level, jumping on the heads of any enemy you come across. Sound familiar? You can also do a frontal attack on some enemies, but many will kill you for trying, so you might as well just jump. You'll find bananas floating around as you go. Collect a hundred for an extra life. Ringing any bells yet? There are occasionally hidden bonus areas full of bananas for you to collect. Still nothing?

Rhino in a factory.Of course, then you start riding around on a rhinoceros. Occasionally in the game you will find a crate with the picture of an animal on the side. These can be the rhino, a swordfish, a frog, or even an ostrich. They all have special abilities that are supposed to aid you. I say supposed to, because often you'll end up screwed due to the difference in how they play. For example, when riding the ostrich, you can't jump on enemies anymore. But that's all you do in the game so how was I supposed to know? So I jump on an enemy and my ostrich gets hurt and runs away. And now I'm flashing temporarily invincible because the game doesn't want me to get hit multiple times in a row. Which is normally respectable, but I can't interact with anything on screen (enemies, objects, etc) during this time period. In fact, I even clip through enemies. So now when I try again to jump on that same enemy because I'm no longer a worthless ostrich, I go through it. And then the invincibility wears off and the game says "Hey, you're standing in the enemy. Unacceptable." And you die. I wish I could say this kind of glitchiness is infrequent, but it's not.

Now you might be wondering why there are always two apes around. The answer is that you play through this game controlling both Donkey Kong, the big one with...the necktie...and Diddy Kong, who is supposed to be his nephew or some sort of freaky relation. You start with one Kong but can break barrels with "DK" on the side throughout the game to have the second one accompany you, which gets you an extra hit before you die. You can also switch between them by hitting the select button, but only if you're standing perfectly still on solid terrain that is flat....how is a gorilla related that closely to a chimpanzee anyway? Sorry, it's just still bothering me.

Poor Diddy.The functional difference between the two is fairly clear. Donkey is heavier than Diddy and can therefore kill more enemies by jumping on them than Diddy can. Diddy will usually just bounce off these enemies (more often than not straight into a bottomless pit). Donkey attacks with a somersault, and Diddy with a cartwheel, though this is meaningless since you never use these attacks anyway. That said, Diddy is faster than Donkey, jumps higher, and his smaller frame helps him avoid hits that much easier. As a result, throughout the game you will virtually always want to be Diddy, unless you are forced to be Donkey for certain enemies or situations. How sad is it that he's not even the best character in his own game? And when you have both, the one you aren't controlling follows you around, ignoring physics entirely. He'll float in midair, phase through objects, you know, whatever suits his fancy at the time. It's like they weren't even trying.

Level design is a huge gripe here. Rare sought to relieve the tedium of run-around-and-jump-on-stuff by creating a variety of different level types to play through. Only one of these kinds of levels, the mine cart, is any fun. You get to ride around in a mine car jumping from track to track while avoiding enemies, and it's actually a pretty good time. All the other non-basic levels suck.

Death by barrel.For example, barrel blasting. There are a significant number of stages in this game devoted to shooting yourself out of barrels and into other barrels. It sounds like it might possibly be entertaining, but don't be lured in. The occasional barrel launch is fine, but the stages devoted entirely to the cause belong in a vault, never to be played again. You shoot yourself out of automatically-rotating barrels, having to press the button at the right time to go where you want. But the timing is screwed up and it will frequently rotate the barrel an extra notch (even a notch backward) when you tell it to fire. Which of course kills you. If you manage to get it right, you'll end up in another barrel to do the same thing. Or maybe in one that fires you automatically into oblivion. That's right, there are times you can jump into a barrel and it will automatically kill you. No thanks.

There are multiple levels dedicated to not having lights. Let me emphasize: there are multiple levels that revolve entirely around you not being able to see anything you're doing. Sign me up, right? And by "sign me up" I mean suck my life away with rabid leeches. It's not fun in the least, especially when a couple of these dark stages are additionally designed around moving platforms that either fall away when you stand on them, or require tanks of gas to move, and should they run empty, you die. I can't imagine how anyone looked at and played these stages during the development process and said "Yeah, these are real winners."

Breathless.But then again, these are the same people who decided to champion the water stages and make them even more intolerable than their predecessors. Mario can shoot fire underwater. Sonic can still just spin into stuff and kill it. The Kongs? They can die. And die repeatedly. You can't touch anything down there - it all kills you. Thank goodness you don't ever have to breathe despite being a land mammal not known for swimming...I'm so willing to take any handicap I won't even question it. If you're lucky you'll find the swordfish to ride around on, so at least you can kill some of the enemies, but only from head-on, and the worst enemies remain invincible. It's an underwater gauntlet that you just want to be over.

In fact, "I just want it to be over" will sum up your opinion of the entire game once you get about ten or fifteen levels in. Which makes it a terribly cruel joke that there is a fake ending screen on the last boss, who then gets back up and kills you. In seeking to avoid monotony of platforming, Rare instead just burdened you with horrible level after horrible level. A stage comprised of jumping on small platforms covered in ice when the control is a bit wonky anyway? Sure! Sounds like an absolute blast.

Totally rad.And let's not forget the wonderful cast of characters. The original Donkey Kong has actually aged quite a bit, and is now sitting semi-crippled in a rocking chair, going by the name of Cranky Kong. Way to reinforce stereotypes, game. That means you are actually Donkey Kong, Jr. all grown up. Save points (which are your holy grail as you play) are run by your girlfriend, Candy Kong. And there are airports to get you from area to area, run by this dude, who is, like, more than happy to announce his name to anyone passing by. Who came up with this stuff? There's even an orangutan in some levels (including the ones with no lights!!) that incessantly hurls barrels at you, and the credits list him as Manky Kong. What? Are they related, or is every simian a Kong by default?

At least the plot is deep. You see, King K. Rool, the big crocodile man thing who acts as the game's boss, stole Donkey Kong's bananas from his banana hoard. So you have to go get them back. Man, I was upset about this game, but now that I know it's for the sake of dude's banana stash I am ready to do anything it takes to get it back.

You might be wondering why this game doesn't have a lower score with how I've been dismantling it. It's because the basic platforming stages aren't actually that bad, and there are a good number of them. But because they offer nothing new or notable, they aren't worth detailing. The music is also truly great. Maybe they should have released Donkey Kong Country just as a soundtrack. That'd be sweet.

Always remember: Just because a game is "classic" does not mean it is any good.

Bottom Line: 9/20

Monday, August 3, 2009

Final Fight

Metro City has been overrun by gangs for quite some time. The elections for mayor have just been held, and the winner was Mike Haggar, a large man with a moustache that is not to be trifled with. He announced that he would not tolerate the existence of the gangs as his predecessors had, and would seek to eliminate them from the city. Mad Gear, the dominant gang of Metro City, responded to this promise by kidnapping the mayor's daughter and demanding a guarantee that he would let them do as they pleased as payment for her safe return.

Big.
Mistake.

Mayor Haggar took off his shirt and headed down to the gym. There, talking and training, were two allies: Cody, the boyfriend of his daughter, and Cody's good friend Guy, who was a little too good at martial arts to be anything but a video game character. The three of them then set out on their quest...the quest to kick a whole lot of ass. This is Final Fight.

Andore the Giant.The enemies in Final Fight consist of members of the Mad Gear gang, with the common thugs being the game's bread-and-butter enemies and the higher ranking members acting as area bosses. The enemies all look distinctive, be they wearing a belt covered in knives or a neo-punk getup. But why is Andre the Giant in this game? They call him "Andore" so don't act like it's coincidence. Not that I'm complaining - Andre the Giant is welcome in any video game at any time for any reason. But it's certainly a bit random, particularly in that ruby red leopard print he's got going on there.

The three characters in Final Fight all play fairly distinctly. Mayor Haggar moves slower than Nancy Kerrigan after her "accident," but he doles out massive pain with his fists, and can also slam bodies around in a number of ways. Guy is the reverse of this; he moves quicker than Rain Man can count cards, but hits like a pansy and dies from only a few attacks. Cody is the healthy medium between the two extremes, which on a thought might make him seem like the best character. It's really all dependent on your style though - if you want to just truck everything you see, pick Haggar. If you really don't want to get hit at all, be Guy. If you want to wear normal clothes, pick Cody.

Sodomized.As Haggar's daughter is being held on the other side of town, the game's direction consists in moving eastward across Metro City through various districts and locales. Usually there's some sense to this, with each stage being subdivided into several smaller areas that all reasonably connect to one another and provide a believable change of scenery. And then, sometimes, you simply appear in a wrestling ring with no explanation, fighting an armored, two-sword wielding dude whose name really gives you some motivation to not let him knock you unconscious.

Completing a boss fight essentially equates to ridding that section of town of Mad Gear's presence, as their leader in that area would be gone. Presumably this would mean that any of the gang's members you didn't slaughter throughout the course of the stage would either quit or run off to the next section of the game under the leadership of its boss, ready to be punched repeatedly by your fists. But this sort of speculation is probably putting a bit too much weight into the story of the game, which exists only to give some sort of loose excuse to engage in copious amounts of fisticuffs. Amen.

Spinning clothesline.While every character can attack and jump, and even attack whilst jumping, they all have a special attack as well. The special attack costs health to use, with the amount of health lost dependent on the number of enemies hit with it. As such, it's primarily a tool for getting out of a tight spot, and not to be used liberally. Guy's special move is something a little too similar to Ryu's hurricane kick from Street Fighter, but it does a nice job of clearing space. Cody sort of does this flailing jump kick thing. And Haggar just sticks his arms out, screams, and spins around. Which is obviously the best of the three. High damage AND reach? I'll take me some of that.

The game's also got a lot of weapons. Most of these are found in containers throughout the stages. To be specific, you will most commonly encounter weapons inside oil drums, which is probably the least likely place they could have programmed for them.

-Exec: "We need something to hold the weapons."
-Dude: "Hrm. How about.....uh....oil........drums?"
-Exec: "Give that man a raise!"

Yet oil drums cover the landscape of Metro City, and if they're going to take up the space anyway, why not fill them with implements of violence? There are knives, swords, pipes...more knives. You know, come to think of it, Final Fight might contain more knives than I've ever seen in any other video game. Not only are they strewn about the ground everywhere, but enemies come in chucking them at you, and you can often pick them back off the ground to return the favor. Which is odd because as far as I can tell, only Cody can actually stab someone with a knife. The other two just throw it. Why are there this many knives when stabbing is out of the question?

Relentless Rolento.But you know who doesn't have a problem using weapons? This guy. By this point the question starts to enter your mind about just what sort of gang Mad Gear is. Their bosses have included a samurai, a couple giants, and now...a military dictator? What? And how is he not the last boss? You'd think being the dictator and all, he'd be unlikely to be anyone's subordinate, but that's clearly not the case. And maybe that's what's angering him enough to flip around lobbing infinite numbers of grenades at you. Don't be fooled by that nightstick he's got there. I've only seen him actually attempt to attack with it once. No, Rolento is set on making you explode. Dead set.

So who is the final boss then? Who's the guy who ultimately stole the mayor's daughter and who's the guy who ultimately runs all the Mad Gear gang activity in the city? I mean, if it's not Rolento, this guy must surely be totally awesome and powerful yeah?

Cody of Honor.Well, I hate to break it to you, but you're looking forward to a fight with a dude in a wheelchair. As if that's fair. You go through this whole game killing a veritable army of knife-throwers, barrel-rollers, and Andre the Giant clones, and when you're ready to put the pain on the dude in charge, he's a cripple? How dare you make me pity my last enemy! And he's a vicious little bugger too. He takes that moment of quiet hesitation and reflection on life's meaning to whip out a crossbow and start a-firing. You know why he has a crossbow? Because he can't shoot a normal bow in that wheelchair of his. See? How's that feel?

"You want to play my sympathies, I swear I will walk laps around your chair just to show off. And then I will hurl you out of a high rise window, because that's what happens to dirty old men like you, ya understand?"
~Mike Haggar, Mayor of Metro City

Antidote.Dude means business.



Bottom Line: 14/20

Thursday, July 30, 2009

Metroid

I'm going to say something that many readers might find downright offensive, but I implore you to stick with me on this one: Metroid is not a good game. Nor does it come close. Don't get me wrong; I wanted to like Metroid. I tried to like Metroid. Yet of all the old Nintendo classics that launched franchises, this is probably the worst. And its problems would be so easily corrected that it's inexcusable they were left in, particularly when they are so destructive to the gameplay experience.

The game opens with you, bounty hunter Samus Aran, arriving on Planet Zebes to complete your mission to destroy the secret base of the Space Pirates and their pet metroids. But that backstory is all you know, and booting up the game finds you standing on a screen with a couple enemies already walking around, pondering whether or not to kill you, while you have to figure out what in the world you should be doing and where you should be going.

Chozowned.So rather than show you screenshots of the game's action, which admittedly looks cool on its own, I decided I would show you the painful reality of this game as best I could. A major premise of the game is the collection of powerups - Samus' body armor was designed by a birdlike alien race known as the Chozo, who had once inhabited Planet Zebes, and left behind statues with suit modifications on them in case they ever returned. So Samus can steadily gain these throughout the game, becoming more powerful.

Which naturally makes the screen above completely ironic, because somehow - I don't even recall how I found myself there - I got stuck behind this statue whose sole purpose is to give me a powerup. You can't jump back over it because you can't fit between its head and the ceiling. The only way past is to have bombs, which you lay in "morph ball" mode. So if it was unclear, that orange ball is me in this position. The red thing under me is the bomb, which, if I'm lucky, will eventually propel me back over the statue. If I didn't have bombs? Reset the whole game. YEAH.

And then the bosses. Metroid only has three boss fights, and in a game this expansive, that means you'd better make them count. But they all suck. Below is Ridley, whose species is classified as "Space Dragon," as ridiculous as that sounds. He's also the chief of security for the Space Pirates, which is probably why you were able to infiltrate their top secret base in the first place. He fights you by jumping up and down and tossing little purple balls that slow the framerate of the game so severely it's nigh impossible to do anything.

Riddled.In fact, when you enter through that door on the right, you will likely drop to the platform directly under it to try to shoot him. It's the most reasonable place to go, right? But then you realize you can't shoot through those purple ball things he's firing, so you have to get up on his platform. But you can't jump up there. You know why? Because the door closes and juts out above your head. Seriously! You will drop into that acid stuff because the freaking door was designed to screw you over. If you DO manage to get on the platform, the purple crap usually launches you back deeper into the acid, which constantly drains your life. I honestly have no clue how I got to the place I'm standing in the picture. What I do know, however, is that if you are on that point with the most powerful gun in the game, Ridley can't hit you at all, and you can shoot him freely.

Which sounds like a great deal, except he just...won't...die. The best option at that point is to weigh down the shoot button on your controller somehow, leave the room, and do something productive for a while. Come back half an hour later or so. He might be dead by then, maybe. It's a fight that doesn't test your coordination and gaming skill...only your patience.

I lava you.And what about this crap? You get knocked back when an enemy hits you, which is fairly standard. But why make this spot that you can get knocked into with absolutely no hope of escape? I tried everything. Jumping out, shooting out, bombing out, even trying to submerge myself in the lava and go under the pillars, but none of them worked. Instead you just get to sit there and watch all your health slowly evaporate until the game over screen. How is that in any way fun?

And speaking of health, that's easily my biggest issue with this game. You start the game with 30 health, or "energy." I thought that was an odd number, but hey, maybe that's where you max out. But no, you quickly realize after killing some enemies and collecting health that you max out at 99. Why would Samus start a mission at less than full strength? It makes no sense. And whenever you die, you continue from the entry point of the region you died in, which is fine in itself; I can accept a penalty for dying. But you start at 30 energy again! Throughout the game you collect energy tanks, each of which increases your capacity by 100 energy points. Eventually you can have 700 energy. But if you die, say on a boss, you are sent back to that starting area at 30 life. Just 30. And of course at that point enemies are doing about 20 damage to you per hit, so you end up in this mind-numbing cycle of dying and restarting. The only way to avoid it is to sit there for an hour killing respawning enemies to refill your health. And the more you can have, the longer time you spend. It's penalizing you for getting upgrades! So you can understand how depressed was on the screen above, with all that health gone forever.

Hemmetroids.Then there are the metroids themselves, which you honestly by this point begin to believe don't actually exist at all. They're freaky jellyfish things that latch onto your head and suck life away almost as quickly as this game sucks your soul. You have to lay bombs inside them to get them off for a second, but one isn't enough! Imagine someone put a bomb inside your throat. Would you stop whatever you were doing? Of course you would, because you're not ridiculous. This game is. And what's worse, if you've been putting in the effort and time, by this point of the game you have the most powerful weapon upgrade. But guess what? Metroids are immune to it. Fooled you, huh! You have to go all the way back to a totally different area of the game and downgrade your weapon to even have a chance of surviving the encounter.

Not that finding the weapons is easy in the first place. The emphasis in Metroid is on exploration, which is great. I love exploring, and I don't even mind being plopped down with no explanation of where to go, as long as the game is compelling enough to warrant it. Metroid obviously does not fit that bill. So instead, you wander around aimlessly, getting killed repeatedly thanks to your 30 health, around screens that look practically identical to one another. In fact, the game does reuse exact screens - enemies and all - from time to time, which can be incredibly confusing. If you survive to find any powerups, you'll have to keep wandering to see if you can get anywhere new. All it would take to make this acceptable would be a map. Let me see a map when I hit pause. Why isn't there one in here? Oh, because you put that map in Nintendo Power magazine. I honestly believe that this game was created specifically to sell subscriptions to Nintendo's pet magazine, because who was going to figure this out on their own? I bet Nintendo Power even called it one of the best games of all time. Oh wait, they did.

Mother #?&!$Now we've all probably seen shots of the final showdown with "Mother Brain," the leader of the Space Pirate forces (none of whom are even present at any point during the game). It looks simple, and possibly fun, standing on that pillar shooting missiles into the brain until the whole place explodes and you win. What I am showing you instead is the horrible truth behind that fight. The fact that there is so much crap shooting you that you will inevitably fall into the lava here. You'd like to jump back up to where you were, but that's not possible. It's too high. Instead, you have to jump up to the platform where Mother Brain is. But if you touch the glass, you get shot back down into the lava. If you don't touch the glass, something will likely hit you, so you fall back into the lava. The entire fight revolves around trying to shoot a stationary target while escaping a lava pit right next to it, and it's hard as hell. Who green-lighted this thing? And naturally, missiles are the only thing that hurts it. If you run out of missiles during the fight (or even before it, because you have to destroy 5 walls with them on the way...that constantly regenerate), guess what? You're boned. Can't win. Go die. Come back with 30 health. See how you do then.

No dice.Then, when you finally do manage to beat the thing, the whole base is set to explode and a countdown timer appears for you to escape. The escape route consists of tiny little platforms that you have to jump to. But jumping is far from precise in Metroid, so here you are trying to methodically jump from tiny platform to tiny platform, often falling, while a timer counts down to your death. If you die, guess where you start? Yeah, with 30 health before the boss. Fight it again. I don't think it's a coincidence that the happiest-sounding music of the entire game plays during this escape sequence. The game is genuinely elated that you're going to die and have to redo everything. And if you DO get out of there, you get a screen saying, in broken English, that you succeeded and there's peace. Sike! Just kidding, there's not really peace, but you can pray for it if it'll make you feel better. What a load of horse manure.

The only reason Metroid has a score this high is that when you get fully powered up, which is like Chinese water torture to accomplish, the game is admittedly a little enjoyable. Because then you're not dying when random freaks of nature so much as look in your general direction, and things don't take 90 shots to kill. If you're one of the people crying blasphemy and thinking this game was the cat's meow or the bee's knees or somesuch, go back and check it out now. It might not be as hideous the second time, because you at least already know where to go. But rereleases of the game were generally called mediocre at best. Because they didn't change anything from the original. Because the original game, my friends, sucks the big one.

Bottom Line: 5/20

Sunday, July 26, 2009

Sonic the Hedgehog

Backed up against the Mario juggernaut, Sega tried to gain its market share with raw power, and for a time they had in the Genesis a machine more powerful than Nintendo's offerings. But it wasn't until they loosely borrowed from the Mario franchise that things really took off. "Why," Sega thought, "is Mario so gosh darn slow? Why can he only jump on things and not through them?" Sega then took the initiative, decided to put all their money on a blue hedgehog, and made many digits of dollars.

Badass.I'm going to kick this review off by ruining the ending for you. You ready? You ready?! Glance to the right. BAM! Ending spoiled. And that's the good ending. There's actually a worse one if you don't collect all the chaos emeralds during the game, which I'll talk about later down the page. This ending was too awesome for the cartridge label or title screen, and can only be earned by beating the game like a consummate pro. That's the kind of dude Sonic is, and you'd better get used to it. There are even multiple paths through every single level in the game. Make your own rules. Sonic does.

Loopy.The game is a side- scrolling platformer, but is designed on most levels to be played quickly. By that I mean Sonic can just run, at blazing speeds, through each level without stopping so long as he's not getting hit or running into walls. Need to run upside down a bit to accomplish this, or up a wall? No problem. Just run fast enough. The earlier stages especially allow this. And the powerups on each level consist of different items sitting around inside television screens, which can be accessed by destroying the television set itself. Sonic the Hedgehog rewards vandals. But I guess "stage" and "level" aren't the right words. Sonic has "zones," which are each divided into three "acts." So classy.

The game does borrow a few conventions, though. For one thing, the plot of the game is that the evil Dr. Robotnik has started turning cute little animals into deadly robots. Since the rest of mankind doesn't seem to have the least concern about such a venture, it is up to Sonic to put an end to the nefarious schemes. He also collects rings along the way, which are solid gold floating objects that empower Sonic to take damage without dying. He simply drops whatever rings he's carrying instead of losing a life, and is usually able to recollect a few of them afterward. Collecting a hundred earns an extra life, making them sort of the equivalent of Mario's gold coins. Except that rings are less cumbersome, are more aesthetically pleasing, and can double as halos in second grade church reenactments of the nativity scene. Sonic is more efficient with his bling.

Don't slip.The variety of each zone's design will be immediately apparent. The backgrounds are different, of course, but so are the enemies, obstacles, and style of gameplay. Some zones are covered in springs, which launch Sonic high into the air. Some have lightning orbs pulsing electricity out. Some have giant pools of lava. It really helps the game retain its fun factor throughout the entire experience.

But the developers did fall into that ever present booby trap. You know the one. We've seen it a couple times now already. I am speaking, of course, about the always-present-yet-never-desired water area.

Sonic doesn't swim. He's soooo over swimming. Plus he sinks like a rock. Yet his underwater movement is significantly slowed. Which is understandable, but this game is built around speed, right? Why do that? Plus, unlike certain other video game protagonists before him, Sonic actually breathes. Eventually, if you spend too long underwater without a breath, this "You're about to die" music starts playing and a big countdown timer appears on the screen. If you don't sneak a swig of air before that thing hits zero, say goodnight. Except you can't, because, you know, your little hedgehog lungs are all full of water and stuff.

Precious air.To that end Sega is diligent about trying to include ample opportunities for you to breathe. You can jump out of the water, of course, but most of the time you'll be looking for bubbles. Stand atop the bubble area long enough, and eventually a large enough bubble will emerge that Sonic is able to "breathe" it in and replenish his oxygen supply. Which brings me to a larger question: Why make him need to breathe at all? I suspect the rationale was that it would lend an extra degree of realism to the game, or perhaps extra challenge and urgency. But with so many bubble areas all over, the urgency isn't there. And why would you seek realism in a game with a blue hedgehog breathing bubbles and running almost as fast as the speed of sound?

Trippy.If you are in possession of at least 50 rings by the end of any given act (except boss acts and the final couple zones), a gigantic ring floats above the level's end. Jumping into it accesses a constantly rotating bonus stage in which Sonic curls up into a ball and tries not to vomit all over himself, while simultaneously attempting to acquire a gem called a chaos emerald. Having all the emeralds grants obscene power, so Sonic has to get to them before Dr. Robotnik can. The bonus stages are pretty strange, but I have to admit they're enjoyable once you get the hang of them. I just hope you aren't someone who gets motion sickness easily.

Bad egg.Each zone culminates in a battle with Dr. Robotnik, who always has some new device and/or attachment to his hovercraft to foible your attempts to stop him. It's cleverly simple - you attack him the same way every time (by jumping into him), but because you're avoiding different weapons from his machines, the timing and tempo change up. Each boss battle is actually a good time in itself. The good doctor even punks you at the end when you think you've reached him in his own factory. He flips a switch that drops the floor out from under your feet and sends you into...another water level. Touché, sir! It definitely makes his final defeat a good deal more satisfying.

All said Sonic the Hedgehog is definitely a good time to play. It loses a point here or there because of those unnecessary water levels, and for the fact that occasionally when you're tearing through a stage with any speed they'll place an enemy or damaging obstacle in such a way that it is guaranteed to hit you. In those cases it's a conscious choice between going really fast, which is what the game is supposed to be about, or not taking damage, and we should be able to have both. But these complaints aren't enough to prevent me from happily recommending the game.

Bottom Line: 15/20

Wednesday, July 22, 2009

Super Mario Land

The Game Boy was the pale green bastard child of the Nintendo Entertainment System. It was a black hole for batteries, didn't play in color, and was almost as large as Andre the Giant's right knee. But hey, it was portable, which was a huge deal at the time. You'll buy it for that, right? You know you will. And what better way to say "You're going to buy this crap whether it's any good or not" than with a game like Super Mario Land? Billboard.Mario had the name, the selling power, and was the unquestioned king of video games at the time. The first two Super Mario Bros. games were already out in America, and Japan had The Lost Levels and even Super Mario Bros. 3 to play. The guy's name was as good as gold. By putting his mug on a Game Boy launch title, it wouldn't matter if the game sucked or the whole console sucked - both would sell. It's a prudent marketing strategy, really. And while it's not exactly fair to say Super Mario Land sucks, it would certainly be a stretch to call it good. Midnight ride.If you've ever taken trigonometry or calculus, and the screen at left seems eerily familiar, it might be because someone in your class was playing it on his or her graphing calculator. That's right, a TI-83 could in essence run Super Mario Land. Clearly part of that is the fact that, like any console, it takes several games to figure out how to get the most out of it. But I feel like they had to have been able to do better than this, right? And what's with that enemy? There's a piranha plant which is well and good, but what is up with that prancing colonist? The worst part is that he doesn't even die when you jump on him. It just stuns him, and he keeps following you. Creeper. Sphinxer.The game's story is pretty incomprehensible. Mario is out to save Princess Daisy, who doesn't seem to have any relation whatsoever to Peach, from her captors. But her captor isn't Bowser; I'm not really sure it's anyone. The enemies all seem totally unrelated, as do the worlds. And half the boss fights are just total clones of the Super Mario Bros. Bowser fights, including the "bridge release" switch or whatever it's supposed to be. So why not just make it Bowser? Why this Sphinx thing? What's the Egypt motif actually accomplishing here? UFB.There's also a whole world dedicated to aliens for some reason, and another one on Easter Island. They even replace the flying Koopa Troopas with - I kid you not - winged Easter Island heads. Why? Speaking of Koopas, when you jump on one in this game, they detonate. Yeah, like a bomb. I don't know why either. I have no answers for you. The game is mercifully brief, at least. Whereas Super Mario Bros. had 8 worlds with 4 levels each (32 levels total), Super Mario Land has 4 worlds with 3 levels each (12 levels total). Throughout most of them there plays a catchy little ditty that you may have heard in the context of a 4 strength/4 stam leather belt, but that's probably the high water mark of the positives of this game. The control, which was so tight and responsive in Super Mario Bros., is now dreadful by comparison. Midair control is pretty lacking, and many times Mario will glitch off platforms when jumping to them, falling into pits and the like. Submersible.The game does commendably try to shake things up a bit by including two vehicle levels. The first of these uses a submersible pod that fires torpedoes at everything in your way, and the second is an airplane that works in exactly the same way. These levels are interesting and more fun to play than the standard ones, and have special bosses that you fight within the vehicle. This game almost works better as a sidescrolling vehicle shooter than it does as a Mario game, which is pretty sad when you think about it. Some of the gameplay mechanics are unusual as well. For instance, often times if you run or jump straight into an enemy (rather than on top of it), the enemy will still take a hit and die, though you'll take damage. It's not really one or the other anymore. Bullet Bill launchers can now emerge from pipes, and the bullets themselves cannot be jumped on or killed. Mario's fireballs now also act like boomerangs, and can collect coins for him. One change I liked: if you're jumping when you get a super mushroom (the ones that make you big), your momentum doesn't stop. In Super Mario Bros., getting a powerup in midair was a virtual death sentence, which wasn't too fair. Princess slut.At least the princess this time around actually appears to have been worth saving. Not only does she thank you unconditionally, but she also runs straight over to you and gives you a little heart affection. Taking notes here, Peach? The hilarious thing is that, as Nintendo would later reveal, Princess Daisy is actually the girlfriend of Luigi. Mario's younger brother. It's unclear whether that happened after Mario had had enough of her, or whether he was just taking advantage of his brother's absence. But this is arguably the first instance of Luigi-prejudice...a theme we will see slowly develop over time throughout Mario's game library. But back on point. Super Mario Land is a quick game, which is wholly a good thing. It looks ugly, plays ugly, and doesn't feel too Mario-like, which is obviously unacceptable for a flagship Mario game to launch a console. But it succeeds a bit in the vehicle stages, the music is too catchy to ignore, and you're never too frustrated as you play, which can be a rarity amongst Mario games. Overall, it's pretty much a completely average game. Bottom Line: 10/20