I'd just like to start this list by saying I'm writing it because I don't want to break tradition, but this has to be the worst year for E3 speculation and anticipation in a long while. I initially started to get into the hype, as per usual, but that was short-lived. The big three companies - Nintendo, Sony, and Microsoft - have been pretty good to quell any sort of backlash or anger by fans who might be anticipating games or news that won't be forthcoming at this year's expo. As a result, there is a definite lack of wild expectation surrounding the event, which in my opinion is half the fun!
The long and short of it is that Sony and Microsoft will probably announce new "slim" versions of their current consoles for a lower price point as well as more powerful versions, which will support virtual reality attachments. Hopefully they have some new game announcements, but for the most part it looks like they'll give updated information on games they've already announced. Nintendo is not showing their new console, codenamed NX, and is only showing a handful of games that we already knew about. It doesn't leave a lot to write about!
Here are a few games that I'm excited to hear news about at this year's expo. A lot of them were already announced and some were teased at the last E3, but will most likely feature prominently this year, as well.
5. ReCore
Keiji Inafune isn't very popular with gamers these days. After several delays surrounding his Mega Man-inspired Mighty No. 9 and a few suspect Kickstarter campaigns, most fans are speaking his name with much disdain at the moment.
That said, I think just about anyone who saw the teaser for ReCore at last year's E3 are still looking forward to the game. In development by Inafune's Comcept and Armature Studios - a company created by Retro Studios alumni - the game is being developed for Xbox One and looks very promising.
From last year's E3 teaser, the game appears to be a 3D puzzle platformer. The protagonist, a unnamed female character, uses weapons and a grappling hook to pull "cores" out of robot enemies, either destroying or de-powering them. She is accompanied by a robotic dog and, from what the teaser trailer suggests, you can pull the core out of the dog and place it in other robot bodies, which can then be controlled.
The graphics and style of the trailer, coupled with what appears to be interesting gameplay, make me excited to see more of ReCore at E3 this year. Really, all we've seen is a video and no real gameplay at this point.
Inafune is producing the game, while Armature - reponsible for games like Metroid Prime 3: Corruption (as Retro Studios), and the upcoming Vita and Wii U ports of Bloodstained: Ritual of the Night - will be developing the game. It looks like a refreshing title in a world of bland first person shooters and will hopefully garner lots of positive attention at this years show.
4. Final Fantasy VII Remake
There certainly hasn't been a real lack of news surrounding Square Enix's remake of what is considered their most popular game of all time, Final Fantasy VII. The game was initially teased at last year's E3 and since then there's been a trickling of news; some gameplay was shown at the 2015 Playstation Experience and the announcement that the game will be released episodically. That said, there still isn't that much information out there for the remake and E3 is a great time to remedy that.
This is a game that most gamers are absolutely clamouring for and it would be in Square Enix and Sony's best interests to show off - at the very least - some more gameplay and another trailer for the game. I think a release date of the first episode, a price point, and some idea of how much content these episodes will contain should be released at E3. That said, Square Enix is usually quite tight-lipped with details like this and they also take their sweet time with development, as evidenced by FFXV, which has been officially in development since 2006.
One can only hope that the episodic release schedule will result in a quick turnaround for the FFVII Remake, which officially went into development in 2014, and that there will be news that 2017 will be the release year for this hotly anticipated title.
3. Hideo Kojima's New Game
Kojima's had a rocky few months. Whatever went on behind the scenes is up to anyone's imagination, but something occurred in Konami that resulted in them unceremoniously firing Kojima at around the same time as the company was releasing his newest hit chapter in the Metal Gear series, Metal Gear Solid V: The Phantom Pain.
As a result, Kojima briefly disbanded his development studio, Kojima Productions, and then reopened the company as an independent studio after the dust settled on the Konami situation.
Since then, Kojima has done little else but reveal the mascot for his new company, a character called Ludens, who appears to be some sort of space frontiersman. This is inline with Kojima Productions' new motto, "arming the new world with the latest technology and pioneering spirit".
Kojima was seen touring several different production and hardware studios with Mark Cerny, a consultant who is heavily embedded in the Sony PlayStation 4, and recently announced that he would be developing a new game exclusively for the console. Other than that, we know nothing.
Where Kojima has ramped up advertising his new company in the past few weeks I think that the hype for his new project is at an all-time high and E3 would be a great time to at least tease whatever Kojima Productions has in store. Described by Kojima as a game that fans of Uncharted would enjoy, it's sure to be a hit and a hotly anticipated title at next year's E3, as well.
2. Tokyo RPG Factory's Next Game
You might not be familiar with Tokyo RPG Factory. They only have one game to their credit, thus far, and it hasn't even been released in North America yet.
I Am Setsuna is the first title by Tokyo RPG Factory and it looks absolutely amazing. The company was created by Square Enix to produce games that have the old look and feel of SNES and PlayStation RPGs. I Am Setsuna was specifically modeled after Chrono Trigger and uses all the hallmarks of an RPG from that era; a top-down perspective, Active Time Battle System, and a playtime that matches games released on the SNES. It will be released in North America this July for the PS4 and PC and I can't wait to play it.
What I want to know at this year's E3 is what else Tokyo RPG Factory is up to! I Am Setsuna just released in February in Japan, but with the game fully localized and already garnering a lot of positive press, what else could be on their radar?
The idea of creating a studio that makes this style of games speaks to me. This is the stuff I want to play. Modern remakes of classic titles are cool and all, but I'm much happier playing new titles that act and play like the games I loved as a kid. If I Am Setsuna is the measuring stick of what Tokyo RPG Factory is going to develop then I'm in high hopes that they'll announce a new title at E3 and that it will hopefully use another great title from Square Enix's back catalogue - say Final Fantasy VI - as it's template.
1. The Legend of Zelda
As I previously mentioned, Nintendo has been very transparent with what they are going to show at this year's E3... which isn't much. In a statement released a few weeks ago, they made it clear that their newest console, codenamed Nintendo NX, would be released in March of 2017 and would not be shown at E3. They also announced that there would be no Nintendo Direct accompanying the event and that the crux of their show would be gameplay stations for the newest Legend of Zelda title, which will simultaneously release on the Wii U and the NX.
This news certainly ruffled some feathers with most gamers, but was probably a good call if Nintendo decided they weren't ready to show their newest console. I won't get into all that, but the one positive here is that they will finally be showing off gameplay for the next game in the LoZ series.
We've seen some live gameplay for the title already last year, but it was just Link riding a horse in a lush green environment. We still know little about the game, except for a few crumbs that the game's director, Eiji Aonuma, has dropped here and there.
The game will feature an open-world environment, which will be entirely new for the series. It was explored to some extent in A Link Between Worlds on the 3DS, but it's expected this game will take the idea to an all-new level. There is also speculation that Nintendo may allow players, for the first time, to choose between a male or female Link, but this is all rumour and conjecture as I'm writing this.
The game has had several delays so far, initially aiming for a 2015 release date, and some positive press along with actual gameplay is going to go a long way to help with Nintendo's press as of late.
All that business stuff aside, ever since I played Ocarina of Time back in '98 I've been a follower of this series and the videos that Nintendo has released thus far have left me highly anticipating any and all news surrounding the newest game in this storied franchise.
Showing posts with label video games. Show all posts
Showing posts with label video games. Show all posts
Tuesday, June 7, 2016
Thursday, September 10, 2015
The Alternate Worlds of Mega Man
When Mega Man was first released in 1987 I'm fairly certain that its creators at Capcom never expected that their game about a little blue robot shooting pellets at other robots would become the worldwide phenomenon it is today.
Mega Man is such a beloved icon that he has seen many homages and has been used in all sorts of other games and media, including spin-offs by Capcom themselves.
With Mega Man's 30th Anniversary looming and Capcom announcing a new animated series and feature film with 20th Century Fox I thought it would be fitting to take a look at a selection of some of the best and worst versions of the Blue Bomber that have surfaced over the last 28 years.
5. Worlds of Power
I recently posted an article on my site Retro-Def (shameless, I know) about Metal Gear and in researching the original NES title I rediscovered the Worlds of Power novels that were published in 1990.
They were edited by Seth Godin, written by several writers (including Godin himself), and published by Scholastic under the nom de plume "F.X. Nine". The idea was to take some of the most popular Nintendo games at the time and develop them into short novels as a gateway to get kids reading.
One of those novels was "Mega Man 2" written by Ellen Miles. It was one of two "junior" editions in the series - the other being "Bases Loaded II: The Second Season" - which meant they had a slightly smaller page count in comparison to the other novels in the series.
As was the case with all of the Worlds of Power books, the authors took great liberties with the storyline, often going off of what little they could find in the games' manuals, some of the gameplay, and notes that Godin had developed as a sort of "bible" to follow in their writing.
In many ways Mega Man 2's adaptation is no less wacky than any of the others, but it certainly stands out. In the novel Mega Man has already faced off against Wily's robots in the past. When Dr. Wily re-emerges with a new cadre of Robot Masters, Dr. Light decides it might be prudent to clone Mega Man to shore up their odds.
In his attempt, however, he pulls some sort of weird Geppetto and accidentally makes Mega Man into... a real boy! That's right, Mega Man is alive in this story, but still has to face off against Dr. Wily's evil robots.
As he is no longer a robot, Mega Man has to carry a handheld laser in this story, which may have been an attempt to answer the question as to why he was brandishing one on the box art of Mega Man 2. If it was then the great irony is that all weapons were removed from the covers of the Worlds of Power books, so instead of Mega Man blasting at Quick Man it just looks like Mega Man is shaking his fist sternly.
Mega Man is also at another disadvantage in this story, as he no longer has his copy abilities. Instead he takes the weapon of each of the Robot Masters he defeats so that he can use them down the line. Interestingly enough he can still consume "E-drinks" to regain his energy, even though he's no longer a robot.
I actually owned this book when I was a kid, although I can't seem to find my copy. I have no recollection of the storyline, whatsoever, and as a kid I may not have found it totally weird, although I suspect I would have. The one thing I do recall is that at the end of each chapter there would be a small hint that you could actually use in Mega Man 2 on the NES!
4. Captain N: The Game Master
Captain N: The Game Master was a Saturday morning cartoon series that aired on NBC from 1989 to 1991. It actually started out as a story in the pages of Nintendo Power, Nintendo's former official magazine, entitled "Captain Nintendo".
The story's writer, Randy Studdard, brought the character he'd published in Nintendo Power to some Nintendo executives as a "spokes-character" and even proposed a TV show. The greasy execs decided they liked the idea - but didn't want to play Studdard - so they went to DIC Entertainment with a very similar show idea, which became Captain N.
The show ultimately focused on a teenager by the name of Kevin Keene who is playing Nintendo with his dog Duke and is sucked into Videoland, where all of his favourite video game characters actually exist.
The show featured Nintendo-owned characters like Pit (erroneously named "Kid Icarus" in the TV series), Mother Brain, King Hippo, and Eggplant Wizard, but also - and somewhat surprisingly - there were licensed characters, like Simon Belmont, Dr. Wily, and Mega Man!
To say that the series took liberties with the source material would be the understatement of the century. Simon Belmont is portrayed as a womanizing dolt who is obsessed with his looks and is afraid of his own shadow and Mega Man is perplexingly coloured green and has what could be classified as the most grating voice in cartoon history.
You can't really blame the writers in taking some liberties with the subject matter on this one. They were trying to deliver a kid's cartoon based on characters that, at the time, didn't exactly have the deepest back-story. That said, I would say that the writers could have done a little more research. Mega Man's green hue, for instance, is often attributed to the fact that the animators played the game on a TV set with maladjusted colours and they actually thought that he was green and not his signature blue.
Although Mega Man is depicted as a loyal and powerful little fighting robot, having him prefix almost every other word with "mega-" and giving him that awful smoker's voice makes him a little hard to take whenever he's on screen. At the end of the day, though, I usually enjoyed the Megaland (Mega Man's home world in Videoland) episodes the most, because they often did a decent job of depicting what a Mega Man level might look like in a 3D space.
I give Captain N's weird little green Mega Man a bit of leeway, because I grew up with the cartoon, but in the end he is nothing like the true blue Mega Man he was based on.
3. Mega Man Animated Series
Captain N: The Game Master wouldn't be Mega Man's last foray into animated television. In 1994 Capcom, in association with several other production houses - namely Ruby-Spears Productions - decided to develop a Saturday Morning Cartoon-style Mega Man series.
The show was developed in Japan, but was animated in such a way so that it would blend in well with Western expectations of cartoons, and as such didn't go with an anime style. They also didn't depict Mega Man or Roll as children and instead went for a more grown-up, teenage look.
The show follows the events laid out in the first Mega Man game pretty closely. Dr. Light and Dr. Wily are working on advanced robots together and come up with a prototype version. After some issues, Dr. Light wants to scrap the prototype, but Dr. Wily steals the plans and goes on to create the robot in secret, which of course ends up being Proto Man. This is probably the biggest deviation from the canonized Mega Man storyline set out in the games.
Dr. Light goes on to build Rock, Roll, Ice Man, Guts Man, and Cuts Man. Dr. Wily kidnaps the robots, reprogramming the latter three. When he sets his sights on Rock and Roll, Rock lies to Dr. Wily - something he believes robots can't do - and tricks him into letting himself and Roll go free.
Dr. Light then sees that a warrior is needed to fight Dr. Wily and protect the world from his evil deeds, so he re-programs and upgrades Rock into Mega Man.
The show was a fairly big success and went on to spawn action figures from Bandai, as well as VHS releases of several episodes. This was ultimately a blessing and a curse, however, as Bandai would eventually drop the toyline because of poor sales, which prompted Capcom to pull the plug on the show after the second season, even though a Season 3 was already fully planned.
This was especially a bummer, because at the end of Season 2 there was a time warp, which brought Mega Man X, Vile, Spark Mandrill, and Sigma from the future of 21XX into 20XX. This same premise would go on to be explored in the relatively new Mega Man Archie comics, so if you are a big fan of the Mega Man Animated Series you can scratch that itch!
2. Bad Box Art Mega Man
Bad Box Art Mega Man is one of those things that I could never have imagined would exist in any sort of tangible way, but of course Capcom somehow managed to make him an actual character in their ever-growing roster.
It all started with Mega Man Universe, a scrapped game that was being developed for Xbox Live and Playstation Network, which was basically going to be an online, 2.5D side-scrolling Mega Man game where users could create their own levels, as well as customize their own characters. It was a great idea and is one of the two Mega Man projects that Capcom inexplicably cancelled in 2011 after Keiji Inafune left the company, the other being the hotly anticipated Mega Man Legends 3 for the Nintendo 3DS.
The game was not only going to include character creation and customization, but also several DLC characters, like Ryu from Street Fighter and Arthur from Ghosts n' Goblins. Another character that was teased for the game was none other than Bad Box Art Mega Man.
A complete joke character, Bad Box Art Mega Man is based on the horrific North American box art from the original NES Mega Man game. Referred to as "US Mega Man" in Japan, he is depicted as wearing yellow and blue armour and carrying his Mega Buster like a gun. The only difference between how he and a normal Mega Man character was intended to play in Mega Man Universe was that Bad Box Art Mega Man was only going to be able to shoot two shots at a time, unlike Mega Man who can shoot three.
This was all teased in an awesome claymation cartoon, which I would suggest you watch, but I can't find it anywhere on the web. Capcom might've been brushing this one underneath the carpet after the backlash of cancelling Mega Man Universe and Mega Man Legends 3. The image above stands as proof that the video existed.
Bad Box Art Mega Man wasn't down and out. During the development of these two Mega Man games a joint venture between Capcom and Namco was also brewing in the form of Street Fighter x Tekken, which featured fighters from Capcom and Namco game series. In what is widely considered to be an apology to fans expecting those Mega Man titles, Capcom added Bad Box Art Mega Man to the SFxT roster.
In this version Bad Box Art Mega Man is depicted as overweight and very boisterous. He says things like, "It's time to bring home the bacon!" He is sort of a cross between the look of Bad Box Art Mega Man and Megaman Volnutt - the hero of the Mega Man Legends series - as he is described as a digger and treasure hunter.
I for one wish that Mega Man Universe somehow gets greenlit again and that I get the opportunity to play through a game as this weird little oddity in the world of Mega Man.
1. The Protomen
What may be the most interesting and unique version of Mega Man is the mindchild of The Protomen.
The Protomen are a rock band based in Nashville known for their very gritty, indie style and most famously for their namesake: concept albums based on the world of Mega Man.
The band themselves are actually an enigma. They all use stage names based on different pop culture references, like "Murphy Weller" from Robocop and "Reanimator", a Stuart Gordon film loosely based on a Lovecraft story. The band is mostly comprised of students the Middle Tennessee State University's recording program and different musicians and artists from the area of Murfreesboro, Tennessee. When they play on stage they wear costumes and make-up, which thematically reflects their music, but also acts to hide their true identities.
The band has become famous with "Nintendocore" music enthusiasts for their first two albums, known as ACT I and ACT II. These albums are centered around the world of Mega Man's first six games, but this isn't the Mega Man you know and love. They've created this dark, dystopian world that essentially uses the story you know as a launching board and then goes in their own direction.
In their first album's story Dr. Wily rose up using a robot army and took over "the city", which serves as the entire scope of their world. Dr. Light, once a partner of Wily's, stood up against Wily's regime and created what he considered to be an unbeatable robot, Proto Man. Proto Man attacked Wily and his Robot Masters, but was defeated and literally torn apart.
In his grief, Light created a new son, Mega Man, who he dissuaded from fighting against Wily and his robots. Over time, however, Mega Man hears the stories of his brother's heroism and wants to fight back against Dr. Wily, take back his city, avenge his brother, and save the masses from their horrible lives under the thumb of the machine.
ACT II, entitled "The Father of Death" serves as a prequel to the first album and tells the story of Thomas Light and Albert Wily, inventors trying to create robots to perform jobs that are dangerous for humans, like mining and manufacturing. It details Albert Wily's rise to power, his betrayal of Thomas Light, and what leads Light to creating Proto Man in an attempt defeat Wily and end his rule over the city.
I'm reticent to give any more details than I have about the world the Protomen have created in their music. I can't emphasize enough just how much I enjoy their music and how their version of Mega Man stands out for me. They consider themselves storytellers, which is very apparent in their lyrics and the tone of their albums. ACT I features a dark, gritty sound, purposefully recorded in mono, meant to help mentally describe the city after everything changed and Wily took over. ACT II is a much cleaner sound, meant to reflect that we're seeing the world before "the bomb dropped".
The music may seem jarring at first and it may not be for everyone, but I encourage anyone that considers themselves to be a music enthusiast and a big fan of Mega Man to listen. It is a very different take on the world set out by Keiji Inafune some 28 years ago, but it is unlike any Mega Man you've witnessed before and likely ever will.
Mega Man is such a beloved icon that he has seen many homages and has been used in all sorts of other games and media, including spin-offs by Capcom themselves.
With Mega Man's 30th Anniversary looming and Capcom announcing a new animated series and feature film with 20th Century Fox I thought it would be fitting to take a look at a selection of some of the best and worst versions of the Blue Bomber that have surfaced over the last 28 years.
5. Worlds of Power
I recently posted an article on my site Retro-Def (shameless, I know) about Metal Gear and in researching the original NES title I rediscovered the Worlds of Power novels that were published in 1990.They were edited by Seth Godin, written by several writers (including Godin himself), and published by Scholastic under the nom de plume "F.X. Nine". The idea was to take some of the most popular Nintendo games at the time and develop them into short novels as a gateway to get kids reading.
One of those novels was "Mega Man 2" written by Ellen Miles. It was one of two "junior" editions in the series - the other being "Bases Loaded II: The Second Season" - which meant they had a slightly smaller page count in comparison to the other novels in the series.
As was the case with all of the Worlds of Power books, the authors took great liberties with the storyline, often going off of what little they could find in the games' manuals, some of the gameplay, and notes that Godin had developed as a sort of "bible" to follow in their writing.
In many ways Mega Man 2's adaptation is no less wacky than any of the others, but it certainly stands out. In the novel Mega Man has already faced off against Wily's robots in the past. When Dr. Wily re-emerges with a new cadre of Robot Masters, Dr. Light decides it might be prudent to clone Mega Man to shore up their odds.
In his attempt, however, he pulls some sort of weird Geppetto and accidentally makes Mega Man into... a real boy! That's right, Mega Man is alive in this story, but still has to face off against Dr. Wily's evil robots.
As he is no longer a robot, Mega Man has to carry a handheld laser in this story, which may have been an attempt to answer the question as to why he was brandishing one on the box art of Mega Man 2. If it was then the great irony is that all weapons were removed from the covers of the Worlds of Power books, so instead of Mega Man blasting at Quick Man it just looks like Mega Man is shaking his fist sternly.
Mega Man is also at another disadvantage in this story, as he no longer has his copy abilities. Instead he takes the weapon of each of the Robot Masters he defeats so that he can use them down the line. Interestingly enough he can still consume "E-drinks" to regain his energy, even though he's no longer a robot.
I actually owned this book when I was a kid, although I can't seem to find my copy. I have no recollection of the storyline, whatsoever, and as a kid I may not have found it totally weird, although I suspect I would have. The one thing I do recall is that at the end of each chapter there would be a small hint that you could actually use in Mega Man 2 on the NES!
4. Captain N: The Game Master
Captain N: The Game Master was a Saturday morning cartoon series that aired on NBC from 1989 to 1991. It actually started out as a story in the pages of Nintendo Power, Nintendo's former official magazine, entitled "Captain Nintendo".
The story's writer, Randy Studdard, brought the character he'd published in Nintendo Power to some Nintendo executives as a "spokes-character" and even proposed a TV show. The greasy execs decided they liked the idea - but didn't want to play Studdard - so they went to DIC Entertainment with a very similar show idea, which became Captain N.
The show ultimately focused on a teenager by the name of Kevin Keene who is playing Nintendo with his dog Duke and is sucked into Videoland, where all of his favourite video game characters actually exist.
The show featured Nintendo-owned characters like Pit (erroneously named "Kid Icarus" in the TV series), Mother Brain, King Hippo, and Eggplant Wizard, but also - and somewhat surprisingly - there were licensed characters, like Simon Belmont, Dr. Wily, and Mega Man!
To say that the series took liberties with the source material would be the understatement of the century. Simon Belmont is portrayed as a womanizing dolt who is obsessed with his looks and is afraid of his own shadow and Mega Man is perplexingly coloured green and has what could be classified as the most grating voice in cartoon history.
You can't really blame the writers in taking some liberties with the subject matter on this one. They were trying to deliver a kid's cartoon based on characters that, at the time, didn't exactly have the deepest back-story. That said, I would say that the writers could have done a little more research. Mega Man's green hue, for instance, is often attributed to the fact that the animators played the game on a TV set with maladjusted colours and they actually thought that he was green and not his signature blue.
Although Mega Man is depicted as a loyal and powerful little fighting robot, having him prefix almost every other word with "mega-" and giving him that awful smoker's voice makes him a little hard to take whenever he's on screen. At the end of the day, though, I usually enjoyed the Megaland (Mega Man's home world in Videoland) episodes the most, because they often did a decent job of depicting what a Mega Man level might look like in a 3D space.
I give Captain N's weird little green Mega Man a bit of leeway, because I grew up with the cartoon, but in the end he is nothing like the true blue Mega Man he was based on.
3. Mega Man Animated Series
Captain N: The Game Master wouldn't be Mega Man's last foray into animated television. In 1994 Capcom, in association with several other production houses - namely Ruby-Spears Productions - decided to develop a Saturday Morning Cartoon-style Mega Man series.
The show was developed in Japan, but was animated in such a way so that it would blend in well with Western expectations of cartoons, and as such didn't go with an anime style. They also didn't depict Mega Man or Roll as children and instead went for a more grown-up, teenage look.
The show follows the events laid out in the first Mega Man game pretty closely. Dr. Light and Dr. Wily are working on advanced robots together and come up with a prototype version. After some issues, Dr. Light wants to scrap the prototype, but Dr. Wily steals the plans and goes on to create the robot in secret, which of course ends up being Proto Man. This is probably the biggest deviation from the canonized Mega Man storyline set out in the games.
Dr. Light goes on to build Rock, Roll, Ice Man, Guts Man, and Cuts Man. Dr. Wily kidnaps the robots, reprogramming the latter three. When he sets his sights on Rock and Roll, Rock lies to Dr. Wily - something he believes robots can't do - and tricks him into letting himself and Roll go free.
Dr. Light then sees that a warrior is needed to fight Dr. Wily and protect the world from his evil deeds, so he re-programs and upgrades Rock into Mega Man.
The show was a fairly big success and went on to spawn action figures from Bandai, as well as VHS releases of several episodes. This was ultimately a blessing and a curse, however, as Bandai would eventually drop the toyline because of poor sales, which prompted Capcom to pull the plug on the show after the second season, even though a Season 3 was already fully planned.
This was especially a bummer, because at the end of Season 2 there was a time warp, which brought Mega Man X, Vile, Spark Mandrill, and Sigma from the future of 21XX into 20XX. This same premise would go on to be explored in the relatively new Mega Man Archie comics, so if you are a big fan of the Mega Man Animated Series you can scratch that itch!
2. Bad Box Art Mega Man
Bad Box Art Mega Man is one of those things that I could never have imagined would exist in any sort of tangible way, but of course Capcom somehow managed to make him an actual character in their ever-growing roster.
It all started with Mega Man Universe, a scrapped game that was being developed for Xbox Live and Playstation Network, which was basically going to be an online, 2.5D side-scrolling Mega Man game where users could create their own levels, as well as customize their own characters. It was a great idea and is one of the two Mega Man projects that Capcom inexplicably cancelled in 2011 after Keiji Inafune left the company, the other being the hotly anticipated Mega Man Legends 3 for the Nintendo 3DS.
The game was not only going to include character creation and customization, but also several DLC characters, like Ryu from Street Fighter and Arthur from Ghosts n' Goblins. Another character that was teased for the game was none other than Bad Box Art Mega Man.
A complete joke character, Bad Box Art Mega Man is based on the horrific North American box art from the original NES Mega Man game. Referred to as "US Mega Man" in Japan, he is depicted as wearing yellow and blue armour and carrying his Mega Buster like a gun. The only difference between how he and a normal Mega Man character was intended to play in Mega Man Universe was that Bad Box Art Mega Man was only going to be able to shoot two shots at a time, unlike Mega Man who can shoot three.
This was all teased in an awesome claymation cartoon, which I would suggest you watch, but I can't find it anywhere on the web. Capcom might've been brushing this one underneath the carpet after the backlash of cancelling Mega Man Universe and Mega Man Legends 3. The image above stands as proof that the video existed.
Bad Box Art Mega Man wasn't down and out. During the development of these two Mega Man games a joint venture between Capcom and Namco was also brewing in the form of Street Fighter x Tekken, which featured fighters from Capcom and Namco game series. In what is widely considered to be an apology to fans expecting those Mega Man titles, Capcom added Bad Box Art Mega Man to the SFxT roster.
In this version Bad Box Art Mega Man is depicted as overweight and very boisterous. He says things like, "It's time to bring home the bacon!" He is sort of a cross between the look of Bad Box Art Mega Man and Megaman Volnutt - the hero of the Mega Man Legends series - as he is described as a digger and treasure hunter.
I for one wish that Mega Man Universe somehow gets greenlit again and that I get the opportunity to play through a game as this weird little oddity in the world of Mega Man.
1. The Protomen
What may be the most interesting and unique version of Mega Man is the mindchild of The Protomen.
The Protomen are a rock band based in Nashville known for their very gritty, indie style and most famously for their namesake: concept albums based on the world of Mega Man.
The band themselves are actually an enigma. They all use stage names based on different pop culture references, like "Murphy Weller" from Robocop and "Reanimator", a Stuart Gordon film loosely based on a Lovecraft story. The band is mostly comprised of students the Middle Tennessee State University's recording program and different musicians and artists from the area of Murfreesboro, Tennessee. When they play on stage they wear costumes and make-up, which thematically reflects their music, but also acts to hide their true identities.
The band has become famous with "Nintendocore" music enthusiasts for their first two albums, known as ACT I and ACT II. These albums are centered around the world of Mega Man's first six games, but this isn't the Mega Man you know and love. They've created this dark, dystopian world that essentially uses the story you know as a launching board and then goes in their own direction.
In their first album's story Dr. Wily rose up using a robot army and took over "the city", which serves as the entire scope of their world. Dr. Light, once a partner of Wily's, stood up against Wily's regime and created what he considered to be an unbeatable robot, Proto Man. Proto Man attacked Wily and his Robot Masters, but was defeated and literally torn apart.
In his grief, Light created a new son, Mega Man, who he dissuaded from fighting against Wily and his robots. Over time, however, Mega Man hears the stories of his brother's heroism and wants to fight back against Dr. Wily, take back his city, avenge his brother, and save the masses from their horrible lives under the thumb of the machine.
ACT II, entitled "The Father of Death" serves as a prequel to the first album and tells the story of Thomas Light and Albert Wily, inventors trying to create robots to perform jobs that are dangerous for humans, like mining and manufacturing. It details Albert Wily's rise to power, his betrayal of Thomas Light, and what leads Light to creating Proto Man in an attempt defeat Wily and end his rule over the city.
I'm reticent to give any more details than I have about the world the Protomen have created in their music. I can't emphasize enough just how much I enjoy their music and how their version of Mega Man stands out for me. They consider themselves storytellers, which is very apparent in their lyrics and the tone of their albums. ACT I features a dark, gritty sound, purposefully recorded in mono, meant to help mentally describe the city after everything changed and Wily took over. ACT II is a much cleaner sound, meant to reflect that we're seeing the world before "the bomb dropped".
The music may seem jarring at first and it may not be for everyone, but I encourage anyone that considers themselves to be a music enthusiast and a big fan of Mega Man to listen. It is a very different take on the world set out by Keiji Inafune some 28 years ago, but it is unlike any Mega Man you've witnessed before and likely ever will.
Topics:
ryan,
video games
Monday, August 10, 2015
More Mellow Videogame Music
Hey, if it takes just copying a fellow Five-O-Ramaer's list to help keep myself productive, I'm not above that. Ryho's idea of creating a playlist out of some of the more soothing tracks videogames (I follow the EGM example and write it as a single word) have to offer is a good one and I plan to implement it myself.
So here are some of the songs that will definitely be on it.
*note: For this list I selected the in-game versions of these songs, foregoing any remixes or different versions like orchestral, piano solo, etc. just so that those seeing them for the first time could experience them as they are in their respective games. But I encourage you to explore different versions as well.
Here's ryho's list as well.
5. "Lazy Afternoons" (Twilight Town's theme) - Kingdom Hearts 2 (PS2) - Yoko Shimomura
Huge surprise, me picking a Kingdom Hearts song, I know. But how can a song titled "Lazy Afternoons" NOT be mellow? Backed by soft, elegant guitar picking with the compulsory strings overlaying as the melody comes on (clarinet in the high registers), the song conveys a definite feeling of warmth and tranquility. That's what summer afternoons have always felt like to me, particularly in the later stages and particularly when I was around the age of the game's main characters.
The song also meshes well with sunsets (I must have experienced a thousand of these in Twilight Town), as it gives you a feeling of something pleasant and peaceful just about drawing to a close. When Roxas says the line "Looks like my summer vacation is over" (in the game, not the song), my heart always breaks a little bit, not just for him and his situation but also for myself, as I recall the summer vacations of my own childhood and their inevitable endings.
4. "Tifa's Theme" - Final Fantasy VII (PSX) - Nobuo Uematsu
And now a Final Fantasy song. I guess the list isn't shaping up to be very original so far but I can't really help it. I can only assume Ryho left selections from that series off his own list because he figured those soundtracks and Nobuo Uematsu are already extremely well known and celebrated. Whatever his reasons, it was a good call because it introduced me to a couple songs I wasn't familiar with. That said, I still feel I have to put "Tifa's Theme" on here.
Now, there is a difference between songs that are mellow and songs that are more...I'm not sure how to put it, starkly beautiful? Anyway, I think the case of "Tifa's Theme" vs my personal favourite track from FFVII, "Aerith's Theme" provides a good example of that. While "Aerith's Theme" starts off very soft and peaceful, it eventually builds into a crescendo that can literally get your heart racing and give you goosebumps. "Tifa's Theme" remains slow and subdued throughout.
I know it's pretty melancholy, which is itself somewhat different from mellow, but I still feel it belongs here. "Farm Boy", also from FFVII, might have been the more obvious choice since it's pretty much all laid back peaceful days without any sadness, but I think for myself personally, I almost prefer a bit of sadness, as this list will reflect.
Much of the mood of this song is based on Tifa's past, growing up with Cloud, starting to have feelings for him that went beyond friendship, and the realization that she's going to lose him. Even though they're reunited after six years, she still carries this feeling (and this song) with her because, in many ways, the Cloud she knew and loved never really came back. Maybe by the game's finale he's actually become a stronger, better Cloud but still I think she yearns for the boy she knew in Nibelheim, when they were both innocent.
3. "Soft Tones On The Sea Breeze" - Lunar: Silver Star Harmony (PSP) - Noriyuki Iwadare
Once again, with a title like that, how could this song be anything but mellow? Lunar's major theme is music (the other is love) so its soundtrack is even more prominent and important than in most other games. So it's no surprise that it's one of the very best game soundtracks out there. And as far as songs that are mellow go, I'd say nearly half of them would qualify as such. I re-listened to them all and picked what I feel is the best of the bunch. Like many others in the game, the song is carried by a combination of strings and ocarina. I actually do prefer the piano solo version though.
Silver Star Harmony is, of course, the second remake of Lunar the Silver Star (Sega CD), the first being Lunar: Silver Star Story Complete (PSX). Additional music was added with each remake but I do recall this track was in Silver Star Story Complete as well and while I've never played the original game (although I'd buy a Sega CD just so I could), I can't imagine it not being on the original soundtrack (although it isn't listed on the soundtrack that was sold separately). In any case I've selected the newest version of the song for this list.
Listening to this song is a bit like wandering along a deserted beach in a dream. If that's not mellow, I don't know what is.
2." Xion's Theme" - Kingdom Hearts 358/2 Days (Nintendo DS) - Yoko Shimomura
Ok, let's face it: for me, "mellow' is rarely just laid back and peaceful, it also has to be heartbreaking as all hell. It's just how I'm wired, I guess.
"Heartbreaking as all hell" is definitely what's required if you're going to compose a theme for Xion, as she is easily one of the most tragic characters in all of videogames. Like a lot of people, I was first introduced to Roxas, the main character of 358/2 Days, in Kingdom Hearts 2. You play his little bit and it's definitely sad. But then to play 358/2 Days is that much more heartwrenching. For those who haven't played it, I won't spoil anything specific but I do think it's fair to warn you that if you have any kind of a soul, by the time its end credits are running, you're going to be feeling a sadness and emptiness that will cling to you for days. But it's worth it.
The song is structured around a slow and sombre piano part with drifting strings eventually overlaying. An echo-y, xylophone punctuates the melody later on and things eventually get downright Chrono Trigger-esque in the middle. The juxtaposition of high notes over low without ever really much in the middle registers adds to the dreamlike quality - doubly important in this game as its major themes are highly existential and identity-based.
As sad as this song and game make me, it's important for me to relive it. That way, Xion and Roxas will always live on in my own heart.
1. "Smiles and Tears" - Earthbound (SNES) - Keiichi Suzuki and Hirokazu Tanaka
One of the greatest videogame soundtracks of all time - featuring tons and tons of awesome songs - requires a pretty amazing tune for its ending and "Smiles And Tears" certainly doesn't disappoint. Like most good videogame music, it's really best experienced within the game but I'll let you cheat and hear it here. Just know that within the context of finishing the crazy, emotional, funny, surprising, post modern experience that is Earthbound is really the way to go. Of course it's too good of a song to limit yourself to just this rare occurrence, I know. But believe me when I say you owe it to yourself to play through this game in its entirety if you never have before. And if you have, you need to do it again. Even twenty years after its release, it remains a truly unique game, memorable for its visual style, unconventional storytelling, philosophical themes and, of course, brilliant music.
As I said, as a final track, "Smiles and Tears" doesn't disappoint. It carries within it many elements of the songs you've heard throughout the game so, while something wholly different than what came before, still feels very familiar. Hearing it for the first time is like hearing this melody that's been with you the whole time but just under the surface. It's new to you and yet it's like you already know its every note.
One of the more pronounced and obvious themes (of which there are many, some less obvious) of Earthbound is childhood and it's expressed musically (and in other forms as well) beautifully throughout the game at various points. But the ending is where it all comes together. The first time I beat it (seems so weird to me to still use such terminology; the best games out there you don't "beat", you just complete the experience; it's not about winning - too bad Roger Ebert never wrapped his fat head around that) and this song began to play, I felt all the emotions the game had spurred in me during my journey: joy, mirth, longing, sadness, regret, vulnerability and more, all come washing over me. By the time we hear Shigesato Itoi's voice (a very surprising phenomenon on the SNES) utter the words "I miss you", it almost became too much for me. But that was just right. As I've said, it's the way I'm wired.
RIP Satoru Iwata
So here are some of the songs that will definitely be on it.
*note: For this list I selected the in-game versions of these songs, foregoing any remixes or different versions like orchestral, piano solo, etc. just so that those seeing them for the first time could experience them as they are in their respective games. But I encourage you to explore different versions as well.
Here's ryho's list as well.
5. "Lazy Afternoons" (Twilight Town's theme) - Kingdom Hearts 2 (PS2) - Yoko Shimomura
Huge surprise, me picking a Kingdom Hearts song, I know. But how can a song titled "Lazy Afternoons" NOT be mellow? Backed by soft, elegant guitar picking with the compulsory strings overlaying as the melody comes on (clarinet in the high registers), the song conveys a definite feeling of warmth and tranquility. That's what summer afternoons have always felt like to me, particularly in the later stages and particularly when I was around the age of the game's main characters.
The song also meshes well with sunsets (I must have experienced a thousand of these in Twilight Town), as it gives you a feeling of something pleasant and peaceful just about drawing to a close. When Roxas says the line "Looks like my summer vacation is over" (in the game, not the song), my heart always breaks a little bit, not just for him and his situation but also for myself, as I recall the summer vacations of my own childhood and their inevitable endings.
4. "Tifa's Theme" - Final Fantasy VII (PSX) - Nobuo Uematsu
And now a Final Fantasy song. I guess the list isn't shaping up to be very original so far but I can't really help it. I can only assume Ryho left selections from that series off his own list because he figured those soundtracks and Nobuo Uematsu are already extremely well known and celebrated. Whatever his reasons, it was a good call because it introduced me to a couple songs I wasn't familiar with. That said, I still feel I have to put "Tifa's Theme" on here.
Now, there is a difference between songs that are mellow and songs that are more...I'm not sure how to put it, starkly beautiful? Anyway, I think the case of "Tifa's Theme" vs my personal favourite track from FFVII, "Aerith's Theme" provides a good example of that. While "Aerith's Theme" starts off very soft and peaceful, it eventually builds into a crescendo that can literally get your heart racing and give you goosebumps. "Tifa's Theme" remains slow and subdued throughout.
I know it's pretty melancholy, which is itself somewhat different from mellow, but I still feel it belongs here. "Farm Boy", also from FFVII, might have been the more obvious choice since it's pretty much all laid back peaceful days without any sadness, but I think for myself personally, I almost prefer a bit of sadness, as this list will reflect.
Much of the mood of this song is based on Tifa's past, growing up with Cloud, starting to have feelings for him that went beyond friendship, and the realization that she's going to lose him. Even though they're reunited after six years, she still carries this feeling (and this song) with her because, in many ways, the Cloud she knew and loved never really came back. Maybe by the game's finale he's actually become a stronger, better Cloud but still I think she yearns for the boy she knew in Nibelheim, when they were both innocent.
3. "Soft Tones On The Sea Breeze" - Lunar: Silver Star Harmony (PSP) - Noriyuki Iwadare
Once again, with a title like that, how could this song be anything but mellow? Lunar's major theme is music (the other is love) so its soundtrack is even more prominent and important than in most other games. So it's no surprise that it's one of the very best game soundtracks out there. And as far as songs that are mellow go, I'd say nearly half of them would qualify as such. I re-listened to them all and picked what I feel is the best of the bunch. Like many others in the game, the song is carried by a combination of strings and ocarina. I actually do prefer the piano solo version though.
Silver Star Harmony is, of course, the second remake of Lunar the Silver Star (Sega CD), the first being Lunar: Silver Star Story Complete (PSX). Additional music was added with each remake but I do recall this track was in Silver Star Story Complete as well and while I've never played the original game (although I'd buy a Sega CD just so I could), I can't imagine it not being on the original soundtrack (although it isn't listed on the soundtrack that was sold separately). In any case I've selected the newest version of the song for this list.
Listening to this song is a bit like wandering along a deserted beach in a dream. If that's not mellow, I don't know what is.
2." Xion's Theme" - Kingdom Hearts 358/2 Days (Nintendo DS) - Yoko Shimomura
Ok, let's face it: for me, "mellow' is rarely just laid back and peaceful, it also has to be heartbreaking as all hell. It's just how I'm wired, I guess.
"Heartbreaking as all hell" is definitely what's required if you're going to compose a theme for Xion, as she is easily one of the most tragic characters in all of videogames. Like a lot of people, I was first introduced to Roxas, the main character of 358/2 Days, in Kingdom Hearts 2. You play his little bit and it's definitely sad. But then to play 358/2 Days is that much more heartwrenching. For those who haven't played it, I won't spoil anything specific but I do think it's fair to warn you that if you have any kind of a soul, by the time its end credits are running, you're going to be feeling a sadness and emptiness that will cling to you for days. But it's worth it.
The song is structured around a slow and sombre piano part with drifting strings eventually overlaying. An echo-y, xylophone punctuates the melody later on and things eventually get downright Chrono Trigger-esque in the middle. The juxtaposition of high notes over low without ever really much in the middle registers adds to the dreamlike quality - doubly important in this game as its major themes are highly existential and identity-based.
As sad as this song and game make me, it's important for me to relive it. That way, Xion and Roxas will always live on in my own heart.
1. "Smiles and Tears" - Earthbound (SNES) - Keiichi Suzuki and Hirokazu Tanaka
One of the greatest videogame soundtracks of all time - featuring tons and tons of awesome songs - requires a pretty amazing tune for its ending and "Smiles And Tears" certainly doesn't disappoint. Like most good videogame music, it's really best experienced within the game but I'll let you cheat and hear it here. Just know that within the context of finishing the crazy, emotional, funny, surprising, post modern experience that is Earthbound is really the way to go. Of course it's too good of a song to limit yourself to just this rare occurrence, I know. But believe me when I say you owe it to yourself to play through this game in its entirety if you never have before. And if you have, you need to do it again. Even twenty years after its release, it remains a truly unique game, memorable for its visual style, unconventional storytelling, philosophical themes and, of course, brilliant music.
As I said, as a final track, "Smiles and Tears" doesn't disappoint. It carries within it many elements of the songs you've heard throughout the game so, while something wholly different than what came before, still feels very familiar. Hearing it for the first time is like hearing this melody that's been with you the whole time but just under the surface. It's new to you and yet it's like you already know its every note.
One of the more pronounced and obvious themes (of which there are many, some less obvious) of Earthbound is childhood and it's expressed musically (and in other forms as well) beautifully throughout the game at various points. But the ending is where it all comes together. The first time I beat it (seems so weird to me to still use such terminology; the best games out there you don't "beat", you just complete the experience; it's not about winning - too bad Roger Ebert never wrapped his fat head around that) and this song began to play, I felt all the emotions the game had spurred in me during my journey: joy, mirth, longing, sadness, regret, vulnerability and more, all come washing over me. By the time we hear Shigesato Itoi's voice (a very surprising phenomenon on the SNES) utter the words "I miss you", it almost became too much for me. But that was just right. As I've said, it's the way I'm wired.
RIP Satoru Iwata
Topics:
cole,
music,
video games
Friday, July 31, 2015
Most Difficult Video Game Challenges
There was a time when I considered myself pretty good at video games. There weren't many games that stumped me and I usually enjoyed a pretty quick learning curve. There were other times, however, when I wanted to tear my hair out. Here are some of the most blood-boiling moments in my gaming history!
5. Parasite Eve (PSX) - Final Battle
Playing Parasite Eve for the first time was like a revelation for me. It was Resident Evil meets Action RPG and I adored it. I can remember playing the game for hours perusing its many locations in a fictionalized version of Chicago, blown away by both the gameplay and the graphics, but most importantly the deep story.
I had spent many hours going through the "dungeons" in Parasite Eve and assumed that I had leveled myself to what the kids today would call "OP". Then I finally reached the final boss of the game and was summarily put in my place.
As much as I loved Parasite Eve, I did not finish that game because of my adoration. No. I finished that game out of sheer willpower. I must have faced off against the final boss several dozen times. Some times I'd get pretty far into the action, sometimes I'd die right off the hop. I can't say exactly why, because I'm certain I had leveled Aya very well and had great weaponry, but the many "stages" of the final boss would completely leech me of all my advantages and leave me scrounging for every little bit of Parasite Energy I had left in the end.
Then finally after playing it so many times everything came together; my tenacity met sheer luck, the stars aligned, and I finally managed, by the skin of my teeth, to kill the boss and finish the game.
I still have nothing but respect and love for Parasite Eve, but recently I picked it up as PSOne Classic on the Playstation Network and played through it on my PSP. Everything was going great and then I reached that final boss again. I'm sure I'm going through some sort of video game-PTSD, but I haven't had the willpower to boot that game up since. Someday I'll have to face my fear and take on that boss again...
Someday...
4. Teenage Mutant Ninja Turtles (NES) - Hudson River
I was born in the 80s, so it shouldn't surprise anyone that I, like most kids from that era, was obsessed with the Teenage Mutant Ninja Turtles. So when my parents bought me the Nintendo Entertainment System for Christmas in 1990 the first game I ever owned, besides the packed in copies of Super Mario Bros. and Duck Hunt, was TMNT.
And I couldn't get past the second freakin' level.
Fun fact: this stage is infamously known as the Dam or Water Dam, but the manual for TMNT actually states that the second level is the Hudson River near the Holland Tunnel. In fact all of the stages, save for The Technodrome, are described as actual locations from New York. You have Fifth Ave./Greenwich Village (Level 1), Wall Street (Level 3), JFK International Airport (Level 4), and the South Bronx (Level 5).
If you aren't familiar with the Water Dam level in TMNT, it starts out as a side-scrolling stage not unlike the first level. You face off against waves of bad guys, while traversing the many platforms and ladders working your way to the top of the dam. Once you reach the top, and dispatch a couple of Foot Clan ninjas, you can see what looks like an opening in the roof's guard rail.
It's time to leap into the river of death!
First of all, swimming stages in the NES-era weren't picnics. The swimming physics were often clunky and difficult, and TMNT is no exception. Secondly, the Shredder appears to have not only planted bombs all over the river, but booby traps, as well. There are electric barriers and spinning blades strewn about the riverbed that will test your swimming abilities. But worst of all is the dreaded electrified seaweed. Combine all that with a strong tidal flow and you have the ultimate death course.
Honestly, it wouldn't be that difficult if it weren't for one small section of the map. If you've played the game then you know the one I'm talking about. It is a tunnel of electrified kelp. When you enter it you have no choice but to press forward, but each second you're in the tunnel you are losing tons of energy.
Of course many years ago I found a way around all this, which was simple. I sacrifice one of my precious Turtle brothers to continue on. You see any bombs that you've dismantled will remain that way even if one of the Turtles dies, so I would switch to Michaelangelo (his nunchuku are useless in the game), swim through the tunnel of seaweed, and with whatever little energy I had left attempt to get the bombs on the other side. Then I'd commit underwater seppuku and get the leftover "easy bombs" with a healthy Turtle.
It's actually only been this year that I've managed to get through the Dam stage with one Turtle. I have been trying TRUEandHONEST's Red Swayze Challenge (they have this weird obsession with Patrick Swayze, which I endorse) now and then, which requires a player to try and beat TMNT for the NES while only using Raphael. I've actually managed it once, but with little-to-no energy in the next stage, which resulted in death.
There's hope for me yet!
2. Goldeneye 007 (N64) - Invincibility
I don't use strategy guides for video games. I never have and I never will. I have looked at and read a few, either after the fact or for a game I had never played before. I used to receive them from Nintendo Power when I held a subscription back around the mid-90s. I got one for The Legend of Zelda: Ocarina of Time and one for Goldeneye 007.
Now, one thing I did check out in the Goldeneye guide was a list of cheat codes. These weren't codes you punched into your controller, though. These cheat "codes" actually required the player to perform different challanges in the game. Then they would appear in a list on the menu screen and you could apply them to your game, whether it be single- or multi-player. I guess they were more like "unlockables".
One of these unlockables was for Invincibility, and I will never forget it.
I had achieved all of the other codes on the list, doing a variety of challenges. Some were simple, some were somewhat difficult, but none came anywhere near Invicibility.
To get the Invincibility cheat you had to complete the Facility stage on 00 Agent (the highest difficulty) in two minutes and five seconds. There were other cheats on the list that required a similar feat, like Invisibility, which required you to finished the Archives stage on 00 Agent in a minute and twenty seconds. That sounds like it would be more difficult, but once you figured out what to do and where to go, you could complete the Archives pretty easily.
The problem with beating the Facility in such a short time span was that in this stage you had to interact with an NPC in order to complete the level. It wouldn't be that big of a deal, except this particular NPC (Dr. Doak, who I affectionately called "Dr. Dick") was a random spawn and could be found in several different locations in the stage.
That with the fact that the stage itself is pretty long and requires multiple objectives on 00 Agent and you have a recipe for disaster. Even after you find ways to shave off time, like performing mission tasks without waiting for NPC interactions, and barrelling through rooms without fighting any enemies (which results in having an army of baddies chasing you through the level) the stars all still have to align and the good Dr. Doak has to appear in just the right spot at just the right time to pull it all off.
I must have run this stage over 100 times, easily. I can remember my fury growing with each run through, but my completionist nature and love for a challenge fueled me to continue. I can also recall when I finally managed to pull it off; when all the pieces of the puzzle fell into place and I managed to unlock Invincibility. After having to play the stage over and over again so many times there was some relief, but I can remember the win being bittersweet, because I was so sick of Goldeneye that I didn't even care that I'd managed to unlock it!
That feeling passed, however, as I ultimately played more Goldeneye 007 for the Nintendo 64 than probably any other game in my personal gaming history, but that cheat code was a nightmare to unlock!
1. Final Fantasy Tactics (PSX) - Wiegraf/Velius Battle
Final Fantasy Tactics is a game that often requires two things: patience and a lot of critical thinking. You have to plan your battle several steps ahead to ensure you come out on top and even then sometimes a third factor - luck - is a requirement for success, as well.
For the most part you get into a rhythm, however. You can keep your team well-balanced and leveled, purchase good equipment, and make sure everyone knows lots of abilities for their specific job. Follow those rules as you play the game and you'll find most of it moves pretty well.
There is, however, one moment in the game that you cannot prepare for. You will have no idea it's coming, in fact. Then it just lands on your lap and you have to find a way to survive. That battle is the Wiegraf/Velius battle in Chapter 3.
What makes this one so heinous? It's a two-part battle which begins with a one-on-one fight between the game's main protagonist, Ramza, and Wiegraf, a Holy Knight. He comes equipped with abilities that Ramza can't even learn and that can easily wipe you out in a matter of a few turns.
So now you're up against a much more powerful enemy with one lonely character and you have to find a way to survive. This part alone took me many different tries and tactics before I could master it, and even then I barely made it out of the fight.
I should note that there was another factor that made this particular fight that much more difficult for me. If you have been playing RPGs since the late-80s/90s you know the golden rule about save files: always have at least two. You will undoubtedly come across a moment in which you wish you could've gone back to a recent point, or you've gotten stuck in a situation that you weren't prepared for and need to revert to an older save. I - for whatever reason - did not have multiple save files prepared when I first encountered this battle and, as a result, had to find a way to proceed or lose my entire game. It was legitimately "do or die".
All these years later, with the help of the Internet and watching several Twitch players that rock a lot of Final Fantasy Tactics, I know of several tactics that can help you through this fight pretty easily, but at the time I had none of that. I just had trial and error. After what felt like hundreds of attempts I eventually came up on a tactic to get me through the Wiegraf portion of the fight, which is the real hump.
I saw that I had accumulated enough JP in the Chemist job class that Ramza could learn Auto-Potion, a buff that will cause the character to use a potion each time they are hit. I had a lot of Potions and Hi-Potions in my stock, but those weren't doing it for me. I needed X-Potions. What I had to do was throw away all of my Potions and Hi-Potions so that Ramza would automatically use X-Potions on each hit. I only had a few, so it still took several attempts, but I eventually managed to survive the Wiegraf portion of the fight.
After that I can't really remember specifics. The fight against Velius is definitely tough, but with my full team at my side, I think it only took me a few tries to take him out. It was all that dirty, no good, one-on-one battle that made this fight my most difficult video game challenge to this day.
5. Parasite Eve (PSX) - Final Battle
Playing Parasite Eve for the first time was like a revelation for me. It was Resident Evil meets Action RPG and I adored it. I can remember playing the game for hours perusing its many locations in a fictionalized version of Chicago, blown away by both the gameplay and the graphics, but most importantly the deep story.
I had spent many hours going through the "dungeons" in Parasite Eve and assumed that I had leveled myself to what the kids today would call "OP". Then I finally reached the final boss of the game and was summarily put in my place.
As much as I loved Parasite Eve, I did not finish that game because of my adoration. No. I finished that game out of sheer willpower. I must have faced off against the final boss several dozen times. Some times I'd get pretty far into the action, sometimes I'd die right off the hop. I can't say exactly why, because I'm certain I had leveled Aya very well and had great weaponry, but the many "stages" of the final boss would completely leech me of all my advantages and leave me scrounging for every little bit of Parasite Energy I had left in the end.
Then finally after playing it so many times everything came together; my tenacity met sheer luck, the stars aligned, and I finally managed, by the skin of my teeth, to kill the boss and finish the game.
I still have nothing but respect and love for Parasite Eve, but recently I picked it up as PSOne Classic on the Playstation Network and played through it on my PSP. Everything was going great and then I reached that final boss again. I'm sure I'm going through some sort of video game-PTSD, but I haven't had the willpower to boot that game up since. Someday I'll have to face my fear and take on that boss again...
Someday...
4. Teenage Mutant Ninja Turtles (NES) - Hudson RiverI was born in the 80s, so it shouldn't surprise anyone that I, like most kids from that era, was obsessed with the Teenage Mutant Ninja Turtles. So when my parents bought me the Nintendo Entertainment System for Christmas in 1990 the first game I ever owned, besides the packed in copies of Super Mario Bros. and Duck Hunt, was TMNT.
And I couldn't get past the second freakin' level.
Fun fact: this stage is infamously known as the Dam or Water Dam, but the manual for TMNT actually states that the second level is the Hudson River near the Holland Tunnel. In fact all of the stages, save for The Technodrome, are described as actual locations from New York. You have Fifth Ave./Greenwich Village (Level 1), Wall Street (Level 3), JFK International Airport (Level 4), and the South Bronx (Level 5).
If you aren't familiar with the Water Dam level in TMNT, it starts out as a side-scrolling stage not unlike the first level. You face off against waves of bad guys, while traversing the many platforms and ladders working your way to the top of the dam. Once you reach the top, and dispatch a couple of Foot Clan ninjas, you can see what looks like an opening in the roof's guard rail.
It's time to leap into the river of death!
First of all, swimming stages in the NES-era weren't picnics. The swimming physics were often clunky and difficult, and TMNT is no exception. Secondly, the Shredder appears to have not only planted bombs all over the river, but booby traps, as well. There are electric barriers and spinning blades strewn about the riverbed that will test your swimming abilities. But worst of all is the dreaded electrified seaweed. Combine all that with a strong tidal flow and you have the ultimate death course.
Honestly, it wouldn't be that difficult if it weren't for one small section of the map. If you've played the game then you know the one I'm talking about. It is a tunnel of electrified kelp. When you enter it you have no choice but to press forward, but each second you're in the tunnel you are losing tons of energy.
Of course many years ago I found a way around all this, which was simple. I sacrifice one of my precious Turtle brothers to continue on. You see any bombs that you've dismantled will remain that way even if one of the Turtles dies, so I would switch to Michaelangelo (his nunchuku are useless in the game), swim through the tunnel of seaweed, and with whatever little energy I had left attempt to get the bombs on the other side. Then I'd commit underwater seppuku and get the leftover "easy bombs" with a healthy Turtle.
It's actually only been this year that I've managed to get through the Dam stage with one Turtle. I have been trying TRUEandHONEST's Red Swayze Challenge (they have this weird obsession with Patrick Swayze, which I endorse) now and then, which requires a player to try and beat TMNT for the NES while only using Raphael. I've actually managed it once, but with little-to-no energy in the next stage, which resulted in death.
There's hope for me yet!
3. The Legend of Zelda: Ocarina of Time (N64) - Water Temple
The Water Temple in The Legend of Zelda: Ocarina of Time has become infamous in gaming culture as one of the most difficult stages/levels/dungeons in any video game. The thing about the Water Temple, however, is that it isn't so much difficult as it is confusing and long.
The temple requires you to constantly hit switches that change water levels in the dungeon. It seems simple enough, but there's no real defined way of knowing exactly what areas you've changed by hitting a switch. It takes a lot trial and error just to get an idea of the lay of the land.
Then there's traversing all of that water. In order to walk around in the underwater sections you have to equip Iron Boots. Sounds easy enough, but going into the menu to change the boots isn't just a quick click of a button. You have to enter the start menu, switch the equipment section, go down to boots, and make the switch. Again, not that big of a deal, but you're going to have to do it like a million times as you go through the dungeon. Also, when you're underwater an added challenge is that the only weapon you can use is the Hookshot, which you'll have to use to fight enemies, hit switches, etc. This is also a bit time consuming coupled with the sluggish movement you face when submersed.
Finally, this temple effectively has two boss fights: one against Dark Link and another against the final boss of the dungeon, Morpha.
If you take all of this into account, coupled with the sheer size of the dungeon, and its repetitive nature and you have one doozy of a video game challenge on your hands. I think even if you knew the whole map inside and out and were really fast on the draw with changing your boots and shooting the Hookshot, you'd still need an hour alone to finish the temple. I can recall sitting down to it and playing it for well over two hours of constantly shooting switches, changing boots, and tearing my hair out trying to get to the end of it.
The biggest kick to the sack - if you will - is that you go through all of this expecting some great reward at the end, but instead all you get for your trouble is the Longshot: an extended Hookshot. It helps you get into at least one area that I can think of, but it doesn't make you feel any better about it when you finally put the Water Temple to rest.
These days if you wanted to play Ocarina of Time, your best bet might be to get the 3DS version of the game. They've added some improvements to the UI design so you can quickly change in and out of the boots and also have colour-coded some of the areas in the Water Temple to take out some of the challenge!
The Water Temple in The Legend of Zelda: Ocarina of Time has become infamous in gaming culture as one of the most difficult stages/levels/dungeons in any video game. The thing about the Water Temple, however, is that it isn't so much difficult as it is confusing and long.
The temple requires you to constantly hit switches that change water levels in the dungeon. It seems simple enough, but there's no real defined way of knowing exactly what areas you've changed by hitting a switch. It takes a lot trial and error just to get an idea of the lay of the land.
Then there's traversing all of that water. In order to walk around in the underwater sections you have to equip Iron Boots. Sounds easy enough, but going into the menu to change the boots isn't just a quick click of a button. You have to enter the start menu, switch the equipment section, go down to boots, and make the switch. Again, not that big of a deal, but you're going to have to do it like a million times as you go through the dungeon. Also, when you're underwater an added challenge is that the only weapon you can use is the Hookshot, which you'll have to use to fight enemies, hit switches, etc. This is also a bit time consuming coupled with the sluggish movement you face when submersed.
Finally, this temple effectively has two boss fights: one against Dark Link and another against the final boss of the dungeon, Morpha.
If you take all of this into account, coupled with the sheer size of the dungeon, and its repetitive nature and you have one doozy of a video game challenge on your hands. I think even if you knew the whole map inside and out and were really fast on the draw with changing your boots and shooting the Hookshot, you'd still need an hour alone to finish the temple. I can recall sitting down to it and playing it for well over two hours of constantly shooting switches, changing boots, and tearing my hair out trying to get to the end of it.
The biggest kick to the sack - if you will - is that you go through all of this expecting some great reward at the end, but instead all you get for your trouble is the Longshot: an extended Hookshot. It helps you get into at least one area that I can think of, but it doesn't make you feel any better about it when you finally put the Water Temple to rest.
These days if you wanted to play Ocarina of Time, your best bet might be to get the 3DS version of the game. They've added some improvements to the UI design so you can quickly change in and out of the boots and also have colour-coded some of the areas in the Water Temple to take out some of the challenge!
2. Goldeneye 007 (N64) - InvincibilityI don't use strategy guides for video games. I never have and I never will. I have looked at and read a few, either after the fact or for a game I had never played before. I used to receive them from Nintendo Power when I held a subscription back around the mid-90s. I got one for The Legend of Zelda: Ocarina of Time and one for Goldeneye 007.
Now, one thing I did check out in the Goldeneye guide was a list of cheat codes. These weren't codes you punched into your controller, though. These cheat "codes" actually required the player to perform different challanges in the game. Then they would appear in a list on the menu screen and you could apply them to your game, whether it be single- or multi-player. I guess they were more like "unlockables".
One of these unlockables was for Invincibility, and I will never forget it.
I had achieved all of the other codes on the list, doing a variety of challenges. Some were simple, some were somewhat difficult, but none came anywhere near Invicibility.
To get the Invincibility cheat you had to complete the Facility stage on 00 Agent (the highest difficulty) in two minutes and five seconds. There were other cheats on the list that required a similar feat, like Invisibility, which required you to finished the Archives stage on 00 Agent in a minute and twenty seconds. That sounds like it would be more difficult, but once you figured out what to do and where to go, you could complete the Archives pretty easily.
The problem with beating the Facility in such a short time span was that in this stage you had to interact with an NPC in order to complete the level. It wouldn't be that big of a deal, except this particular NPC (Dr. Doak, who I affectionately called "Dr. Dick") was a random spawn and could be found in several different locations in the stage.
That with the fact that the stage itself is pretty long and requires multiple objectives on 00 Agent and you have a recipe for disaster. Even after you find ways to shave off time, like performing mission tasks without waiting for NPC interactions, and barrelling through rooms without fighting any enemies (which results in having an army of baddies chasing you through the level) the stars all still have to align and the good Dr. Doak has to appear in just the right spot at just the right time to pull it all off.
I must have run this stage over 100 times, easily. I can remember my fury growing with each run through, but my completionist nature and love for a challenge fueled me to continue. I can also recall when I finally managed to pull it off; when all the pieces of the puzzle fell into place and I managed to unlock Invincibility. After having to play the stage over and over again so many times there was some relief, but I can remember the win being bittersweet, because I was so sick of Goldeneye that I didn't even care that I'd managed to unlock it!
That feeling passed, however, as I ultimately played more Goldeneye 007 for the Nintendo 64 than probably any other game in my personal gaming history, but that cheat code was a nightmare to unlock!
1. Final Fantasy Tactics (PSX) - Wiegraf/Velius BattleFinal Fantasy Tactics is a game that often requires two things: patience and a lot of critical thinking. You have to plan your battle several steps ahead to ensure you come out on top and even then sometimes a third factor - luck - is a requirement for success, as well.
For the most part you get into a rhythm, however. You can keep your team well-balanced and leveled, purchase good equipment, and make sure everyone knows lots of abilities for their specific job. Follow those rules as you play the game and you'll find most of it moves pretty well.
There is, however, one moment in the game that you cannot prepare for. You will have no idea it's coming, in fact. Then it just lands on your lap and you have to find a way to survive. That battle is the Wiegraf/Velius battle in Chapter 3.
What makes this one so heinous? It's a two-part battle which begins with a one-on-one fight between the game's main protagonist, Ramza, and Wiegraf, a Holy Knight. He comes equipped with abilities that Ramza can't even learn and that can easily wipe you out in a matter of a few turns.
So now you're up against a much more powerful enemy with one lonely character and you have to find a way to survive. This part alone took me many different tries and tactics before I could master it, and even then I barely made it out of the fight.
I should note that there was another factor that made this particular fight that much more difficult for me. If you have been playing RPGs since the late-80s/90s you know the golden rule about save files: always have at least two. You will undoubtedly come across a moment in which you wish you could've gone back to a recent point, or you've gotten stuck in a situation that you weren't prepared for and need to revert to an older save. I - for whatever reason - did not have multiple save files prepared when I first encountered this battle and, as a result, had to find a way to proceed or lose my entire game. It was legitimately "do or die".
All these years later, with the help of the Internet and watching several Twitch players that rock a lot of Final Fantasy Tactics, I know of several tactics that can help you through this fight pretty easily, but at the time I had none of that. I just had trial and error. After what felt like hundreds of attempts I eventually came up on a tactic to get me through the Wiegraf portion of the fight, which is the real hump.
I saw that I had accumulated enough JP in the Chemist job class that Ramza could learn Auto-Potion, a buff that will cause the character to use a potion each time they are hit. I had a lot of Potions and Hi-Potions in my stock, but those weren't doing it for me. I needed X-Potions. What I had to do was throw away all of my Potions and Hi-Potions so that Ramza would automatically use X-Potions on each hit. I only had a few, so it still took several attempts, but I eventually managed to survive the Wiegraf portion of the fight.
After that I can't really remember specifics. The fight against Velius is definitely tough, but with my full team at my side, I think it only took me a few tries to take him out. It was all that dirty, no good, one-on-one battle that made this fight my most difficult video game challenge to this day.
Topics:
ryan,
video games
Tuesday, June 9, 2015
Looking Forward to E3 2015
Way back in 2010 and 2011 I tried to start a Five-O-Rama tradition to write a yearly post about my expectations for the upcoming Electronics Entertainment Expo. I have clearly failed in that endeavour, but with another E3 just a week away let's give it another try, shall we?
I'll be honest, when I began writing this list I really tried to play it straight and make quality predictions, but you know what? That's boring! Let's make some outlandish guesses this time around.
I have a feeling this E3 is going to be all about "retro". Some of the biggest video games companies of our time are floundering and they see all the potential dollars floating around in the collective pool of nostalgic childhood memories.
5. Battletoads
I don't know if you've noticed, but I may have mentioned Shovel Knight once or twice in the last few months. Since it was released there have been several version-exclusive features for all the different releases. On Wii U, for instance, you could leave messages and clues for other players via Miiverse, kind of like you can in the Dark Souls games. For the Playstation release you can fight one of Sony's most iconic characters, Kratos.
For the Xbox One version of Shovel Knight, released in late-April of this year, Microsoft resurrected the Battletoads as exclusive enemies for Shovel Knight to face. This, of course, stirred up some thoughts that maybe MS was considering bringing the iconic brawlers back.
If you don't know, Microsoft bought out Rare back in 2002 and as such they have become an Xbox first-party developer. Any and all characters and series owned by Rare, excluding the Nintendo titles they've worked on, are now in Microsoft's wealthy hands.
From the moment I heard that the Battletoads were making their way into Shovel Knight, I felt hopeful we'd see a new Battletoads title on Xbox One and PC. Top that off with the fact that Microsoft renewed the Battletoads trademark this year? I think this is definitely happening.
It may be little more than a teaser, but I believe we'll see Battletoads at E3 2015. What kind of game will it be? I think it would amazing if Rare and Microsoft farmed this one out to Yacht Club Games so they could make an awesome 2D side-scrolling brawler, like the series is known for. What will it most likely be? Some sort of ultra-violent 3D affair. Either way, I'm looking forward to see Rash, Zitz, and Pimple making their digital return.
4. Mega Man
This is going to seem highly unlikely, but hear me out. Mega Man was first released in December of 1987. That's 28 years ago, which means that Mega Man is having a big 30th anniversary in the very near future.
I know that Capcom has been offbeat in recent years. Cancelling several high-profile Mega Man games and letting Keiji Inafune leave the company were definite missteps. They've also gone in a questionable direction with one of their other flagship titles, Resident Evil. I think they are starting to see the error in their ways, however.
Inafune has gone out on his own and, after an incredibly successful Kickstarter campaign, is launching the spiritual successor to the Blue Bomber this September with Mighty No. 9. I think after seeing how well received Inafune-san's idea for a new "Mega Man" game went over, the bigwigs at Capcom must have been having some serious meetings about the future of their own mighty little robot.
With the news that Capcom is producing a new Mega Man cartoon show to launch in 2017, I feel like it's a no-brainer that they'll release a new Mega Man title to coincide with 2017. How could they not!?
What will this game be like? I hope that it is an all new title that builds upon the great game mechanics the series is known for, but with a nice fresh coat of paint. I really feel like Sakurai nailed what a 3D Mega Man should look like in the recent Super Smash Bros. release and that's the way Capcom should go. I hope they don't just re-re-release some old Mega Man games or make another new Mega Man title in the vein of Mega Man 9 and 10. I think it's about time the Blue Bomber made a comeback in a more substantial way!
EDIT: I know this post hasn't even been released yet, so adding an edit seems crazy, but I just finished writing the Mega Man part of this list and Capcom has made a pre-E3 announcement regarding the super fighting robot himself.
They are releasing the Mega Man Legacy Collection for PS4, Xbox One, and PC this summer, with a Nintendo 3DS release coming in winter 2016. It will include the first six Mega Man NES titles with some included modes, which appear to be remixes of those six games.
This is exactly the kind of thing I hoped they wouldn't announce and I'm pretty saddened by the news. My only hope is that since it is just a re-release and is dated to come out this summer there's still some chance that Capcom is working on something new for the 30th anniversary, but I suppose we'll just have to wait and see.
3. Resident Evil 2 HD Remaster
Speaking of Resident Evil, what can we expect from the king daddy of all zombie horror games? I think there will be lots of RE-related announcements at this year's E3. It will come as no surprise that Resident Evil 7 will be announced at this year's show. Even after a poor showing for RE6, there have been rumours floating around that Capcom intends to continue with the franchise and hopefully return to the roots of what made the series so great. With the popularity of Resident Evil Revelations and its sequel I think there will definitely be a brand-new RE title of some sort shown this year.
That said, earlier this year Capcom also re-re-released (see a pattern here?) the original RE game as Resident Evil HD Remaster on PC, Xbox 360, Xbox One, PS3, and PS4. The game is an HD version of the title known by fans as the "REmake", which was a high resolution retooling of the original Resident Evil released for the Nintendo Gamecube and later again on the Wii.
Guess what? The game sold one million copies in no time and they've already announced an HD remake of the Gamecube and Wii-released prequel Resident Evil 0.
If I know Capcom, and I think I do, they are going to be all over this and I think we are going to see an HD remastering of what many consider to be the best game in the series, Resident Evil 2.
It won't be a straight-forward affair, though. RE2 did make an appearance on the Gamecube, but basically as a straight port with some graphical clean up. It was not the complete makeover its predecessor received. Nevertheless, I think that they'll put in the extra effort to get RE2 HD out as soon as possible and that we'll at least see it teased at E3 2015.
Now let me go check the Internet and make sure they didn't announce this while I was writing, as well...
2. Metroid
Every E3 there are two games that gamers, especially Nintendo fans, clamour for and they are Star Fox and Metroid. I can't tell you how many prediction lists I've seen over the years with those two games on them and every single year Nintendo disappoints.
Then at last year's E3, Time Magazine dropped the bombshell that a new Star Fox game was in development by none other than the great Shigeru Miyamoto himself. It was kind of a snafu, actually, because Nintendo hadn't yet teased the game themselves!
Now, it is a fact that we're going to see Star Fox at this year's E3. Miyamoto has confirmed that himself. What I think will shock people is that Nintendo will also finally reveal a new Metroid game at this year's event!
It's no secret that Retro Studios is hard at work on a new Nintendo title. Are they working on a new Metroid game? It would make sense. They successfully rebooted the series with Metroid Prime on the Gamecube back in 2002. Although we can't say for certain that Retro is working on the new Metroid title, I think it is likely.
I'm going to go out on a limb with this one, but I think that we're going to see a new Metroid game released on the Nintendo 3DS. I think that this game will play more like Super Metroid or Metroid Fusion and that it is being developed by Monster Games, the company responsible for the 3DS port of Donkey Kong Country Returns.
It's been a long time since we got a real traditional Metroid experience. Metroid: Other M from Team Ninja left a funny taste in gamers' mouths and I think the best way to continue with the series is to full return to its roots.
Will it be a new Metroid Prime game from Retro Studios? A new 2D side-scroller from Monster Games? Or both? We'll see in a few short days!
1. Final Fantasy VI 3D Remake
This one is a serious reach, and more of a personal wish than anything else, but here goes nothing.
As part of Final Fantasy's 20th anniversary, Square Enix remade Final Fantasy IV in 3D and released it on the Nintendo DS in 2007. The game was successful and saw subsequent releases for PC, iOS and Android in 2012. This was the second 3D remake of a Final Fantasy title on the DS, following Final Fantasy III, which had previously only seen a release on the Famicom in Japan. It was also released on iOS, Android, and PC by 2012.
After the remake of FFIV, the focus was laid squarely (see what I did there) on Final Fantasy VI. Square Enix themselves said that they were looking into doing a remake of FFVI on the DS, but had changed their focus to remakes of FFV and FFVI on the then newly released Nintendo 3DS.
I've laid in wait all these years expecting Square Enix to see the light and realize that they need to produce a 3D remake of what I consider to be their best RPG. It's 25th anniversary came and went, however, and I was starting to think it just wouldn't happen. Square Enix has released a new and highly successful franchise with Bravely Default and with its sequel on the way I just couldn't see them having the resources around to produce a 3D remake of FFVI.
Then just a few weeks ago, Square Enix did something I hadn't expected! In 2008 they also released a sequel to Final Fantasy IV known as FFIV: The After Years. It was released as an episodic mobile title initially, but eventually found its way to WiiWare in North America. It was wildly popular and was finally released as a complete title on the PSP in 2011.
Now, stay with me, I know I've been throwing a lot of dates and releases around here. In 2014 Square Enix ported their 3D remake of Final Fantasy IV to PC with optimized graphics. Then on May 11, 2015 they released a new 3D remake of Final Fantasy IV: The After Years for PC!
That means that they have some resources dedicated to releasing a new 3D remake of a Final Fantasy game and my hope is sparked anew that we could potentially see a 3D remake of Final Fantasy VI hit PC and modern consoles by at least 2016.
I know it's a bit of a pipe dream, but I just can't seem to let this one go, so for my Hail Mary of E3 2015 I'll be sitting and watching Square Enix announcements with the hope that I will finally see FFVI get the love it deserves.
I'll be honest, when I began writing this list I really tried to play it straight and make quality predictions, but you know what? That's boring! Let's make some outlandish guesses this time around.
I have a feeling this E3 is going to be all about "retro". Some of the biggest video games companies of our time are floundering and they see all the potential dollars floating around in the collective pool of nostalgic childhood memories.
5. Battletoads
I don't know if you've noticed, but I may have mentioned Shovel Knight once or twice in the last few months. Since it was released there have been several version-exclusive features for all the different releases. On Wii U, for instance, you could leave messages and clues for other players via Miiverse, kind of like you can in the Dark Souls games. For the Playstation release you can fight one of Sony's most iconic characters, Kratos.
For the Xbox One version of Shovel Knight, released in late-April of this year, Microsoft resurrected the Battletoads as exclusive enemies for Shovel Knight to face. This, of course, stirred up some thoughts that maybe MS was considering bringing the iconic brawlers back.
If you don't know, Microsoft bought out Rare back in 2002 and as such they have become an Xbox first-party developer. Any and all characters and series owned by Rare, excluding the Nintendo titles they've worked on, are now in Microsoft's wealthy hands.
From the moment I heard that the Battletoads were making their way into Shovel Knight, I felt hopeful we'd see a new Battletoads title on Xbox One and PC. Top that off with the fact that Microsoft renewed the Battletoads trademark this year? I think this is definitely happening.
It may be little more than a teaser, but I believe we'll see Battletoads at E3 2015. What kind of game will it be? I think it would amazing if Rare and Microsoft farmed this one out to Yacht Club Games so they could make an awesome 2D side-scrolling brawler, like the series is known for. What will it most likely be? Some sort of ultra-violent 3D affair. Either way, I'm looking forward to see Rash, Zitz, and Pimple making their digital return.
4. Mega Man
This is going to seem highly unlikely, but hear me out. Mega Man was first released in December of 1987. That's 28 years ago, which means that Mega Man is having a big 30th anniversary in the very near future.
I know that Capcom has been offbeat in recent years. Cancelling several high-profile Mega Man games and letting Keiji Inafune leave the company were definite missteps. They've also gone in a questionable direction with one of their other flagship titles, Resident Evil. I think they are starting to see the error in their ways, however.
Inafune has gone out on his own and, after an incredibly successful Kickstarter campaign, is launching the spiritual successor to the Blue Bomber this September with Mighty No. 9. I think after seeing how well received Inafune-san's idea for a new "Mega Man" game went over, the bigwigs at Capcom must have been having some serious meetings about the future of their own mighty little robot.
With the news that Capcom is producing a new Mega Man cartoon show to launch in 2017, I feel like it's a no-brainer that they'll release a new Mega Man title to coincide with 2017. How could they not!?
What will this game be like? I hope that it is an all new title that builds upon the great game mechanics the series is known for, but with a nice fresh coat of paint. I really feel like Sakurai nailed what a 3D Mega Man should look like in the recent Super Smash Bros. release and that's the way Capcom should go. I hope they don't just re-re-release some old Mega Man games or make another new Mega Man title in the vein of Mega Man 9 and 10. I think it's about time the Blue Bomber made a comeback in a more substantial way!
| My timestamp of writing this post. |
| Capcom's official announcement. |
This is exactly the kind of thing I hoped they wouldn't announce and I'm pretty saddened by the news. My only hope is that since it is just a re-release and is dated to come out this summer there's still some chance that Capcom is working on something new for the 30th anniversary, but I suppose we'll just have to wait and see.
3. Resident Evil 2 HD Remaster
Speaking of Resident Evil, what can we expect from the king daddy of all zombie horror games? I think there will be lots of RE-related announcements at this year's E3. It will come as no surprise that Resident Evil 7 will be announced at this year's show. Even after a poor showing for RE6, there have been rumours floating around that Capcom intends to continue with the franchise and hopefully return to the roots of what made the series so great. With the popularity of Resident Evil Revelations and its sequel I think there will definitely be a brand-new RE title of some sort shown this year.
That said, earlier this year Capcom also re-re-released (see a pattern here?) the original RE game as Resident Evil HD Remaster on PC, Xbox 360, Xbox One, PS3, and PS4. The game is an HD version of the title known by fans as the "REmake", which was a high resolution retooling of the original Resident Evil released for the Nintendo Gamecube and later again on the Wii.
Guess what? The game sold one million copies in no time and they've already announced an HD remake of the Gamecube and Wii-released prequel Resident Evil 0.
If I know Capcom, and I think I do, they are going to be all over this and I think we are going to see an HD remastering of what many consider to be the best game in the series, Resident Evil 2.
It won't be a straight-forward affair, though. RE2 did make an appearance on the Gamecube, but basically as a straight port with some graphical clean up. It was not the complete makeover its predecessor received. Nevertheless, I think that they'll put in the extra effort to get RE2 HD out as soon as possible and that we'll at least see it teased at E3 2015.
Now let me go check the Internet and make sure they didn't announce this while I was writing, as well...
2. Metroid
Every E3 there are two games that gamers, especially Nintendo fans, clamour for and they are Star Fox and Metroid. I can't tell you how many prediction lists I've seen over the years with those two games on them and every single year Nintendo disappoints.
Then at last year's E3, Time Magazine dropped the bombshell that a new Star Fox game was in development by none other than the great Shigeru Miyamoto himself. It was kind of a snafu, actually, because Nintendo hadn't yet teased the game themselves!
Now, it is a fact that we're going to see Star Fox at this year's E3. Miyamoto has confirmed that himself. What I think will shock people is that Nintendo will also finally reveal a new Metroid game at this year's event!
It's no secret that Retro Studios is hard at work on a new Nintendo title. Are they working on a new Metroid game? It would make sense. They successfully rebooted the series with Metroid Prime on the Gamecube back in 2002. Although we can't say for certain that Retro is working on the new Metroid title, I think it is likely.
I'm going to go out on a limb with this one, but I think that we're going to see a new Metroid game released on the Nintendo 3DS. I think that this game will play more like Super Metroid or Metroid Fusion and that it is being developed by Monster Games, the company responsible for the 3DS port of Donkey Kong Country Returns.
It's been a long time since we got a real traditional Metroid experience. Metroid: Other M from Team Ninja left a funny taste in gamers' mouths and I think the best way to continue with the series is to full return to its roots.
Will it be a new Metroid Prime game from Retro Studios? A new 2D side-scroller from Monster Games? Or both? We'll see in a few short days!
1. Final Fantasy VI 3D Remake
This one is a serious reach, and more of a personal wish than anything else, but here goes nothing.
As part of Final Fantasy's 20th anniversary, Square Enix remade Final Fantasy IV in 3D and released it on the Nintendo DS in 2007. The game was successful and saw subsequent releases for PC, iOS and Android in 2012. This was the second 3D remake of a Final Fantasy title on the DS, following Final Fantasy III, which had previously only seen a release on the Famicom in Japan. It was also released on iOS, Android, and PC by 2012.
After the remake of FFIV, the focus was laid squarely (see what I did there) on Final Fantasy VI. Square Enix themselves said that they were looking into doing a remake of FFVI on the DS, but had changed their focus to remakes of FFV and FFVI on the then newly released Nintendo 3DS.
I've laid in wait all these years expecting Square Enix to see the light and realize that they need to produce a 3D remake of what I consider to be their best RPG. It's 25th anniversary came and went, however, and I was starting to think it just wouldn't happen. Square Enix has released a new and highly successful franchise with Bravely Default and with its sequel on the way I just couldn't see them having the resources around to produce a 3D remake of FFVI.
Then just a few weeks ago, Square Enix did something I hadn't expected! In 2008 they also released a sequel to Final Fantasy IV known as FFIV: The After Years. It was released as an episodic mobile title initially, but eventually found its way to WiiWare in North America. It was wildly popular and was finally released as a complete title on the PSP in 2011.
Now, stay with me, I know I've been throwing a lot of dates and releases around here. In 2014 Square Enix ported their 3D remake of Final Fantasy IV to PC with optimized graphics. Then on May 11, 2015 they released a new 3D remake of Final Fantasy IV: The After Years for PC!
That means that they have some resources dedicated to releasing a new 3D remake of a Final Fantasy game and my hope is sparked anew that we could potentially see a 3D remake of Final Fantasy VI hit PC and modern consoles by at least 2016.
I know it's a bit of a pipe dream, but I just can't seem to let this one go, so for my Hail Mary of E3 2015 I'll be sitting and watching Square Enix announcements with the hope that I will finally see FFVI get the love it deserves.
Topics:
ryan,
video games
Friday, March 27, 2015
Mellow Video Game Music
I often find the stresses of my job, and day-to-day life, can be soothed almost instantly by the right song. I've created a playlist of music that helps me mellow out and it is entirely comprised of tunes I've picked up over my many years of gaming. I thought I'd share some of those songs, so kick up your feet and get ready to chill!
5. "The Starlit Wilds" - Shovel Knight (Wii U) - Jake Kaufman
I've written about how much I enjoyed last year's retro indie release Shovel Knight in my last list, so check that out for more on the game. I mentioned in that list how much I enjoyed the music in Shovel Knight, but there was always one song in particular that stood out above the rest.
"The Starlit Wilds" was the music that accompanied all of the campfire scenes in the game (you'll have to play it to know what I mean!) and every time I made it to one of those moments I would instantly relax and take in the pseudo 8-bit world of Shovel Knight. It's a really beautiful piece from Jake Kaufman aka virt. I'd never heard of his name before Shovel Knight, but he's been in the business since 2000's remake of Q*Bert.
I don't know if there are plans for a Shovel Knight sequel at Yacht Club Games, but I'd love more retro-inspired games with music from Mr. Kaufman!
4. "Colony 9/Night" - Xenoblade Chronicles (Wii) - Yoko Shimomura
Although I loved my Nintendo Wii from the moment I opened it back in 2006, nearing the end of its lifecycle the "Little System That Could" received some serious titles, and none so famous as Xenoblade Chronicles, which many can thank Project Rainfall for having released here in North America.
There is so much to love about Xenoblade Chronicles, but I think anyone playing it for the first time will be gripped by two things: the spanning, gorgeous landscapes and the beautiful orchestral soundtrack that accompanies them.
There are a great many tracks from composer Yoko Shimomura's Xenoblade Chronicles soundtrack that stick out in my mind, but none so beautiful as "Colony 9/Night". It's a moving, calming piece that I typically don't go through my workday without listening to at least once.
Yoko Shimomura has had a mind-blowing career, which includes creating music for such classics as Street Fighter II, Parasite Eve, and the Kingdom Hearts series, but make sure to do yourself a favour and listen to some of the tracks she composed for Xenoblade Chronicles.
3. "Conquest" - Fire Emblem Awakening (3DS) - Hiroki Morishita
Another game to knock my socks off in recent years was 2013's Fire Emblem Awakening on the Nintendo 3DS. I had only played one other Fire Emblem title many years previous on the Gameboy Advance and the time was nigh for a new tactical/strategy RPG experience.
The soundtrack for FE: Awakening has many stand-out titles to choose from, but the moment I heard "Conquest" by composer Hiroki Morishita - whom from what I can tell is a relatively new composer with a handful of Nintendo titles under his belt - I instantly had to search the song out and add it to my aforementioned video game music playlist. In fact, it is the first song I listen to from that playlist daily.
From what I can tell "Conquest" is only played when you take on random encounters with enemies and in some of the DLC battles from FE: Awakening. If you were to play the entire game only battling the story-required fights and didn't play any DLC you might never hear it, which would be a crying shame!
2. "On the Beach of Dreams (Another World)" - Chrono Cross (PSX) - Yasunori Mitsuda
The first time I played Chrono Cross was with a sense of trepidation. I had a great reverence for Chrono Trigger on the SNES and I knew that this game was not a direct sequel to that, but some sort of spiritual successor and I wasn't sure how to feel about that.
I remember that all those thoughts were dashed away in an instant the first time I booted up that game on my Sony Playstation. The music that plays in the intro of the game is called "Scars of Time" and you are instantly swept up in it. Created by Yasunori Mitsuda, composer of hit games like Xenogears and Chrono Trigger itself, "Scars of Time" takes you on an emotional roller coaster and coupled with the exciting video montage from the game I knew in a matter of moments that I was going to enjoy Chrono Cross.
And I'm not even here to talk about that song! It's far from mellow, but you should most definitely check it out.
It's been about 15 years since I've played Chrono Cross, and the details are a little hazy, but I believe "On the Beach of Dreams" is the main theme for the world map in Another World. If you want to know what I mean, you'll have to play the game!
It's an incredibly soothing piece comprised mostly of guitar and violin, but most definitely captures the feel and beauty of El Nido and the world of Chrono Cross.
1. "Aquatic Ambiance" - Donkey Kong Country (SNES) - David Wise
There are a lot of songs from video games that hold a very dear place in my heart, but I don't know if any hold a candle to "Aquatic Ambiance". The instant I hear it I'm drawn back to another time and place; to my Mom and Dad's house in 1994, a cold, wintry setting outside, the houses on the street lit up with Christmas lights, and my little sister and I warm in my bedroom wiling away the evening playing Donkey Kong Country on my Super Nintendo.
The soundtrack to DKC, by composer David Wise, stood out for me as something I'd never heard before in a video game. He so perfectly captured each setting in the game with a different theme; in the mines everything is industrial, in the cold, mountain settings the music is desolate and foreboding, and in the underwater, swimming stages you have "Aquatic Ambiance", which perfectly captures the quiet of the deeps and its constant ebb and flow.
I have such an attachment to this song that I can often have different reactions upon hearing it, depending on my mood. I listen to it almost every day while I work and it has an instant calming effect, but also some times it can play on my nostalgia and make me very homesick for those old days back at my Mom and Dad's without a care in the world.
5. "The Starlit Wilds" - Shovel Knight (Wii U) - Jake Kaufman
I've written about how much I enjoyed last year's retro indie release Shovel Knight in my last list, so check that out for more on the game. I mentioned in that list how much I enjoyed the music in Shovel Knight, but there was always one song in particular that stood out above the rest.
"The Starlit Wilds" was the music that accompanied all of the campfire scenes in the game (you'll have to play it to know what I mean!) and every time I made it to one of those moments I would instantly relax and take in the pseudo 8-bit world of Shovel Knight. It's a really beautiful piece from Jake Kaufman aka virt. I'd never heard of his name before Shovel Knight, but he's been in the business since 2000's remake of Q*Bert.
I don't know if there are plans for a Shovel Knight sequel at Yacht Club Games, but I'd love more retro-inspired games with music from Mr. Kaufman!
4. "Colony 9/Night" - Xenoblade Chronicles (Wii) - Yoko Shimomura
Although I loved my Nintendo Wii from the moment I opened it back in 2006, nearing the end of its lifecycle the "Little System That Could" received some serious titles, and none so famous as Xenoblade Chronicles, which many can thank Project Rainfall for having released here in North America.
There is so much to love about Xenoblade Chronicles, but I think anyone playing it for the first time will be gripped by two things: the spanning, gorgeous landscapes and the beautiful orchestral soundtrack that accompanies them.
There are a great many tracks from composer Yoko Shimomura's Xenoblade Chronicles soundtrack that stick out in my mind, but none so beautiful as "Colony 9/Night". It's a moving, calming piece that I typically don't go through my workday without listening to at least once.
Yoko Shimomura has had a mind-blowing career, which includes creating music for such classics as Street Fighter II, Parasite Eve, and the Kingdom Hearts series, but make sure to do yourself a favour and listen to some of the tracks she composed for Xenoblade Chronicles.
3. "Conquest" - Fire Emblem Awakening (3DS) - Hiroki Morishita
Another game to knock my socks off in recent years was 2013's Fire Emblem Awakening on the Nintendo 3DS. I had only played one other Fire Emblem title many years previous on the Gameboy Advance and the time was nigh for a new tactical/strategy RPG experience.
The soundtrack for FE: Awakening has many stand-out titles to choose from, but the moment I heard "Conquest" by composer Hiroki Morishita - whom from what I can tell is a relatively new composer with a handful of Nintendo titles under his belt - I instantly had to search the song out and add it to my aforementioned video game music playlist. In fact, it is the first song I listen to from that playlist daily.
From what I can tell "Conquest" is only played when you take on random encounters with enemies and in some of the DLC battles from FE: Awakening. If you were to play the entire game only battling the story-required fights and didn't play any DLC you might never hear it, which would be a crying shame!
2. "On the Beach of Dreams (Another World)" - Chrono Cross (PSX) - Yasunori Mitsuda
The first time I played Chrono Cross was with a sense of trepidation. I had a great reverence for Chrono Trigger on the SNES and I knew that this game was not a direct sequel to that, but some sort of spiritual successor and I wasn't sure how to feel about that.
I remember that all those thoughts were dashed away in an instant the first time I booted up that game on my Sony Playstation. The music that plays in the intro of the game is called "Scars of Time" and you are instantly swept up in it. Created by Yasunori Mitsuda, composer of hit games like Xenogears and Chrono Trigger itself, "Scars of Time" takes you on an emotional roller coaster and coupled with the exciting video montage from the game I knew in a matter of moments that I was going to enjoy Chrono Cross.
And I'm not even here to talk about that song! It's far from mellow, but you should most definitely check it out.
It's been about 15 years since I've played Chrono Cross, and the details are a little hazy, but I believe "On the Beach of Dreams" is the main theme for the world map in Another World. If you want to know what I mean, you'll have to play the game!
It's an incredibly soothing piece comprised mostly of guitar and violin, but most definitely captures the feel and beauty of El Nido and the world of Chrono Cross.
1. "Aquatic Ambiance" - Donkey Kong Country (SNES) - David Wise
There are a lot of songs from video games that hold a very dear place in my heart, but I don't know if any hold a candle to "Aquatic Ambiance". The instant I hear it I'm drawn back to another time and place; to my Mom and Dad's house in 1994, a cold, wintry setting outside, the houses on the street lit up with Christmas lights, and my little sister and I warm in my bedroom wiling away the evening playing Donkey Kong Country on my Super Nintendo.
The soundtrack to DKC, by composer David Wise, stood out for me as something I'd never heard before in a video game. He so perfectly captured each setting in the game with a different theme; in the mines everything is industrial, in the cold, mountain settings the music is desolate and foreboding, and in the underwater, swimming stages you have "Aquatic Ambiance", which perfectly captures the quiet of the deeps and its constant ebb and flow.
I have such an attachment to this song that I can often have different reactions upon hearing it, depending on my mood. I listen to it almost every day while I work and it has an instant calming effect, but also some times it can play on my nostalgia and make me very homesick for those old days back at my Mom and Dad's without a care in the world.
Topics:
music,
ryan,
video games
Tuesday, February 17, 2015
Ryan's Favourite Video Games of 2014
With the addition of a little one to my family there hasn’t been much time for gaming this year, so I barely eked out five new games in 2014. Also, of the list I’d say that I’ve only really finished two of them. I have played an extensive amount of each title, however, so I feel justified in the list. It’s about quality over quantity, right?
5. Mighty Gunvolt (Nintendo 3DS)
This one is a bit of a cheat, but it is a video game and I did play it in 2014. So there.
Mighty Gunvolt started out essentially as an “early adopter” bonus for buying Azure Striker Gunvolt on the Nintendo 3DS eShop. There will be more information on Azure Striker Gunvolt in a moment. If you bought ASG on, or around, its release you would receive a download code for Mighty Gunvolt. Both this title and ASG were developed by Inti Creates, a company best known for developing the Mega Man Zero series on the Gameboy Advance.
It plays like an old school Mega Man game and features Gunvolt - the titular character of Azure Striker Gunvolt - who can perform a double-jump and a charged attack, Ekoro from Gal*Gun - an Inti Creates developed series only released in Japan - who can float in the air and “charm” enemies to fight for her, and Beck - the hero of the yet-to-be-released Mighty No. 9, a joint project from Mega Man creator Keiji Inafune’s new company, Comcept, and Inti Creates - who has the ability to slide and perform a tackle attack. Get it “Mighty Gunvolt”?
The initial game was really short and could easily be beaten by each of the three characters in just a few short hours. It contains four stages with bosses that are found in each of the three games. It has been expanded since its release and can now by purchased on the Nintendo 3DS eShop along with DLC, which adds four more stages and four more bosses.
It’s a fun little title that won’t take you long to finish, but was very enjoyable. I’m not sure it’s worth the current price of $3.99 USD, though.
4. Azure Striker Gunvolt (Nintendo 3DS)
Azure Striker Gunvolt was the first independent project by Inti Creates announced at around the same time that Comcept first started their Kickstarter campaign to fund Mighty No. 9; the spiritual successor to the Mega Man series. It was an apt time to launch ASG, as well, because Inti Creates title is most definitely a spiritual successor to their Mega Man Zero and Mega Man ZX series, made popular on the GBA and Nintendo DS.
If you’ve played a Mega Man game then you’d be familiar with the gameplay of ASG, as it is a side-scrolling, action platformer. You play as Gunvolt or “GV”, a young boy who is an Adept; an individual who can command “septimal” or psychic powers. In GV’s case he can manipulate electricity in what is called a “Flashfield”.
The main concepts of a Mega Man title are in place: you choose an enemy from a list and whittle them away in whatever order you like. The differences are in the gameplay. In ASG you don’t “shoot” enemies in the typical sense. Instead, you mark them with your gun and then use the Flashfield of electricity to destroy them. Any enemy marked on the screen will be affected by the Flashfield. At first you can only mark two enemies at a time, but as you progress you can upgrade GV, and receive new guns, so that you can mark several enemies on screen.
The gameplay in ASG is very fast-paced, but I personally find it difficult to get out of the mindset of simply shooting the enemies. I don’t usually have such a learning curve with a video game, but Azure Striker Gunvolt definitely had me upside-down and backwards. When you eventually get used to it, it is a very fun and rewarding experience and one I would definitely suggest you try if you are a fan of Inti Creates Mega Man titles.
3. Mario Kart 8 (Wii U)
If you’ve played video games at any point in the last 20 years or so then you’re probably familiar with the Mario Kart series, as it has become a flagship title for any Nintendo console since the Super Nintendo Entertainment System. There probably isn’t much I can tell you about how Mario Kart 8 plays, so I’ll stick with my experience of the title, thus far.
From the moment it was announced at E3 2013 I was shocked by how great the game looks. It is so colourful and vibrant. Nintendo set up booths at different Best Buy locations around the US and Canada where you could check out demos of some of the games they’d revealed at that E3. I managed to find my way to a Best Buy not long after and checked out a few of the demos. Seeing Mario Kart 8 running at a smooth 60 frames per second just blew me away. It really is a stunning game to look at.
And – most importantly – it plays well! The game handles incredibly on whichever controller scheme you choose. You can play on the Wii U Gamepad, the Wii U Pro Controller, the Wii Remote and Nunchuk, and several other input methods as well. I ended up finding that I preferred the Wii Remote and Nunchuk combination, because it reminded me most of playing on the Nintendo 64 controller. Mario Kart 64 is my jam.
There are a plethora of characters to choose from in this installment. The core characters of the game remain in the Super Mario Universe, but with the addition of DLC packages that were released a few months ago, now Link from The Legend of Zelda can join in on that Mario Kart fun!
This is one of those games that you never just beat and put away, but you play now and again and savour. No matter if you’ve achieved everything the game has to offer you can always find a challenge and with the addition of DLC – something Nintendo is just starting to get used to – more life could be breathed into this wonderful title in the future.
2. Shovel Knight (Wii U, PC)
Shovel Knight is the freshmen release of Yacht Club Games, which is a company started by Sean Velasco in 2011 after he left Wayforward. Wayforward is responsible for all sorts of games, but are mostly known for their Shantae series on Nintendo’s handhelds, as well as several movie tie-in games, and recently an HD remake of DuckTales, from the Nintendo Entertainment System, on modern consoles.
Yacht Club Games first effort is an odd little title; a game where you play as a renowned knight in a far-off fantasy land, whose weapon of choice is, just as the name suggests, a shovel.
The game is a wonderful throwback to retro classics on the NES. It is a perfect union of the elements of Mega Man, Castlevania, Super Mario Bros. 3, and even the aforementioned DuckTales. The style of the game is in a pseudo 8-bit. Everything is created in sprite work that harkens back to the NES era, but at the same time would be far too technical to ever play on Nintendo’s oldest home console.
Shovel Knight is taking on the Order of No Quarter, a group of evil knights that are up to no good! You traverse the world in a map akin to that in SMB3, and you can take on the Order of No Quarter in any sequence you choose, much like Mega Man. In each stage you can find a relic, which if you purchase it, can help you defeat the boss for that area. Coupled with Shovel Knight’s shovel attacks, including one that is just like ol’ Scrooge McDuck’s pogo stick cane from DuckTales, he is a formidable hero!
Playing this game was a wonderful experience from beginning to end. It has a hilarious script, is perfectly paced, doesn’t take forever to finish, and it also balances its difficulty quite well, although being a little on the easy side. The music is full of beautifully crafted chiptune songs, which may make a future list, so keep your eyes peeled.
Shovel Knight is currently available on the Wii U, Nintendo 3DS, PC (via Steam) and has future releases planned for PS3, PS4, and PS Vita, so if you have the means to play it, you should definitely do so.
1. Bravely Default (Nintendo 3DS)
Bravely Default is a new Square Enix-published JRPG developed by Silicon Studio, known mostly for creating game development software, but also for their only other release, 3D Dot Game Heroes. The game is in many ways a spiritual successor to Final Fantasy: 4 Heroes of Light, which was released in 2010 for the DS and developed by Matrix Software.
Much like 4 Heroes of Light, the game uses an iteration of the famous Final Fantasy Job System - made popular in games like Final Fantasy III, Final Fantasy V, and Final Fantasy Tactics - in which players use “asterisks” to give their characters new jobs and abilities.
This game is an odd duck, because it is a completely new title and series from Square Enix, but is in every way a Final Fantasy game. The story line starts off like so many FF titles before it, in which a young man from a small village is thrust into the role of hero to save the world.
Although that sounds really played out, you have to trust me on this: Bravely Default is a breath of fresh air in the world of the RPG. It plays on your nostalgia, giving you the same experience you came to love from the FF titles of yesteryear, but with a new refreshing story, great characters, incredible music, and – most importantly – a new battle system. Bravely Default is not just the same old Final Fantasy game you might be expecting.
Although the game features turn-based combat you won’t get very far if you simply let everyone take their turn. Enter: the Brave/Default system. What an inventive name!
This system allows the characters to pass on taking their turn, instead stockpiling it, which is known as Default. In the Default state your character goes into a defensive stance, which greatly protects you from enemy damage. You can do this up to four times at which point you can take advantage of using Brave. Brave allows you to attack up to four times. If you’ve stored enough moves thanks to Default, you can do so and then still perform another command on your next turn. If you haven’t, however, you’ll have to sit there and let your enemy unleash upon you while you wait for your turn count to replenish.
I’ll admit, I’m a bit of nostalgia junkie and this sort of thing is immediately going to be up my alley, but I assure you there is something special about Bravely Default that makes it worth the playthrough.
I can’t give this recommendation without a serious warning, though: The second half of Bravely Default does something that is pretty stupid. I can admit that. In fact, for many people, it’s enough that they won’t finish the game, nor recommend it to anyone, and I can see where they are coming from.
I don’t want to say any more than that and ruin the storyline, but there is a section of the game that can be a bit of slog to get through. In my personal opinion the game is good enough to play through the second half, even if it is rough. I would also add that a good portion of this “bad section” of the game is not mandatory and can be skipped, so if you hate it you can do the minimum amount necessary and get through it relatively quickly.
Regardless of the general reception of the second half of the game, Bravely Default did incredibly well in Japan and North America, and a sequel is in the works from Silicon Studio entitled Bravely Second: End Layer. I for one can’t wait for more!
5. Mighty Gunvolt (Nintendo 3DS)
This one is a bit of a cheat, but it is a video game and I did play it in 2014. So there.
Mighty Gunvolt started out essentially as an “early adopter” bonus for buying Azure Striker Gunvolt on the Nintendo 3DS eShop. There will be more information on Azure Striker Gunvolt in a moment. If you bought ASG on, or around, its release you would receive a download code for Mighty Gunvolt. Both this title and ASG were developed by Inti Creates, a company best known for developing the Mega Man Zero series on the Gameboy Advance.
It plays like an old school Mega Man game and features Gunvolt - the titular character of Azure Striker Gunvolt - who can perform a double-jump and a charged attack, Ekoro from Gal*Gun - an Inti Creates developed series only released in Japan - who can float in the air and “charm” enemies to fight for her, and Beck - the hero of the yet-to-be-released Mighty No. 9, a joint project from Mega Man creator Keiji Inafune’s new company, Comcept, and Inti Creates - who has the ability to slide and perform a tackle attack. Get it “Mighty Gunvolt”?
The initial game was really short and could easily be beaten by each of the three characters in just a few short hours. It contains four stages with bosses that are found in each of the three games. It has been expanded since its release and can now by purchased on the Nintendo 3DS eShop along with DLC, which adds four more stages and four more bosses.
It’s a fun little title that won’t take you long to finish, but was very enjoyable. I’m not sure it’s worth the current price of $3.99 USD, though.
4. Azure Striker Gunvolt (Nintendo 3DS)
Azure Striker Gunvolt was the first independent project by Inti Creates announced at around the same time that Comcept first started their Kickstarter campaign to fund Mighty No. 9; the spiritual successor to the Mega Man series. It was an apt time to launch ASG, as well, because Inti Creates title is most definitely a spiritual successor to their Mega Man Zero and Mega Man ZX series, made popular on the GBA and Nintendo DS.
If you’ve played a Mega Man game then you’d be familiar with the gameplay of ASG, as it is a side-scrolling, action platformer. You play as Gunvolt or “GV”, a young boy who is an Adept; an individual who can command “septimal” or psychic powers. In GV’s case he can manipulate electricity in what is called a “Flashfield”.
The main concepts of a Mega Man title are in place: you choose an enemy from a list and whittle them away in whatever order you like. The differences are in the gameplay. In ASG you don’t “shoot” enemies in the typical sense. Instead, you mark them with your gun and then use the Flashfield of electricity to destroy them. Any enemy marked on the screen will be affected by the Flashfield. At first you can only mark two enemies at a time, but as you progress you can upgrade GV, and receive new guns, so that you can mark several enemies on screen.
The gameplay in ASG is very fast-paced, but I personally find it difficult to get out of the mindset of simply shooting the enemies. I don’t usually have such a learning curve with a video game, but Azure Striker Gunvolt definitely had me upside-down and backwards. When you eventually get used to it, it is a very fun and rewarding experience and one I would definitely suggest you try if you are a fan of Inti Creates Mega Man titles.
3. Mario Kart 8 (Wii U)
If you’ve played video games at any point in the last 20 years or so then you’re probably familiar with the Mario Kart series, as it has become a flagship title for any Nintendo console since the Super Nintendo Entertainment System. There probably isn’t much I can tell you about how Mario Kart 8 plays, so I’ll stick with my experience of the title, thus far.
From the moment it was announced at E3 2013 I was shocked by how great the game looks. It is so colourful and vibrant. Nintendo set up booths at different Best Buy locations around the US and Canada where you could check out demos of some of the games they’d revealed at that E3. I managed to find my way to a Best Buy not long after and checked out a few of the demos. Seeing Mario Kart 8 running at a smooth 60 frames per second just blew me away. It really is a stunning game to look at.
And – most importantly – it plays well! The game handles incredibly on whichever controller scheme you choose. You can play on the Wii U Gamepad, the Wii U Pro Controller, the Wii Remote and Nunchuk, and several other input methods as well. I ended up finding that I preferred the Wii Remote and Nunchuk combination, because it reminded me most of playing on the Nintendo 64 controller. Mario Kart 64 is my jam.
There are a plethora of characters to choose from in this installment. The core characters of the game remain in the Super Mario Universe, but with the addition of DLC packages that were released a few months ago, now Link from The Legend of Zelda can join in on that Mario Kart fun!
This is one of those games that you never just beat and put away, but you play now and again and savour. No matter if you’ve achieved everything the game has to offer you can always find a challenge and with the addition of DLC – something Nintendo is just starting to get used to – more life could be breathed into this wonderful title in the future.
2. Shovel Knight (Wii U, PC)
Shovel Knight is the freshmen release of Yacht Club Games, which is a company started by Sean Velasco in 2011 after he left Wayforward. Wayforward is responsible for all sorts of games, but are mostly known for their Shantae series on Nintendo’s handhelds, as well as several movie tie-in games, and recently an HD remake of DuckTales, from the Nintendo Entertainment System, on modern consoles.
Yacht Club Games first effort is an odd little title; a game where you play as a renowned knight in a far-off fantasy land, whose weapon of choice is, just as the name suggests, a shovel.
The game is a wonderful throwback to retro classics on the NES. It is a perfect union of the elements of Mega Man, Castlevania, Super Mario Bros. 3, and even the aforementioned DuckTales. The style of the game is in a pseudo 8-bit. Everything is created in sprite work that harkens back to the NES era, but at the same time would be far too technical to ever play on Nintendo’s oldest home console.
Shovel Knight is taking on the Order of No Quarter, a group of evil knights that are up to no good! You traverse the world in a map akin to that in SMB3, and you can take on the Order of No Quarter in any sequence you choose, much like Mega Man. In each stage you can find a relic, which if you purchase it, can help you defeat the boss for that area. Coupled with Shovel Knight’s shovel attacks, including one that is just like ol’ Scrooge McDuck’s pogo stick cane from DuckTales, he is a formidable hero!
Playing this game was a wonderful experience from beginning to end. It has a hilarious script, is perfectly paced, doesn’t take forever to finish, and it also balances its difficulty quite well, although being a little on the easy side. The music is full of beautifully crafted chiptune songs, which may make a future list, so keep your eyes peeled.
Shovel Knight is currently available on the Wii U, Nintendo 3DS, PC (via Steam) and has future releases planned for PS3, PS4, and PS Vita, so if you have the means to play it, you should definitely do so.
1. Bravely Default (Nintendo 3DS)
Bravely Default is a new Square Enix-published JRPG developed by Silicon Studio, known mostly for creating game development software, but also for their only other release, 3D Dot Game Heroes. The game is in many ways a spiritual successor to Final Fantasy: 4 Heroes of Light, which was released in 2010 for the DS and developed by Matrix Software.
Much like 4 Heroes of Light, the game uses an iteration of the famous Final Fantasy Job System - made popular in games like Final Fantasy III, Final Fantasy V, and Final Fantasy Tactics - in which players use “asterisks” to give their characters new jobs and abilities.
This game is an odd duck, because it is a completely new title and series from Square Enix, but is in every way a Final Fantasy game. The story line starts off like so many FF titles before it, in which a young man from a small village is thrust into the role of hero to save the world.
Although that sounds really played out, you have to trust me on this: Bravely Default is a breath of fresh air in the world of the RPG. It plays on your nostalgia, giving you the same experience you came to love from the FF titles of yesteryear, but with a new refreshing story, great characters, incredible music, and – most importantly – a new battle system. Bravely Default is not just the same old Final Fantasy game you might be expecting.
Although the game features turn-based combat you won’t get very far if you simply let everyone take their turn. Enter: the Brave/Default system. What an inventive name!
This system allows the characters to pass on taking their turn, instead stockpiling it, which is known as Default. In the Default state your character goes into a defensive stance, which greatly protects you from enemy damage. You can do this up to four times at which point you can take advantage of using Brave. Brave allows you to attack up to four times. If you’ve stored enough moves thanks to Default, you can do so and then still perform another command on your next turn. If you haven’t, however, you’ll have to sit there and let your enemy unleash upon you while you wait for your turn count to replenish.
I’ll admit, I’m a bit of nostalgia junkie and this sort of thing is immediately going to be up my alley, but I assure you there is something special about Bravely Default that makes it worth the playthrough.
I can’t give this recommendation without a serious warning, though: The second half of Bravely Default does something that is pretty stupid. I can admit that. In fact, for many people, it’s enough that they won’t finish the game, nor recommend it to anyone, and I can see where they are coming from.
I don’t want to say any more than that and ruin the storyline, but there is a section of the game that can be a bit of slog to get through. In my personal opinion the game is good enough to play through the second half, even if it is rough. I would also add that a good portion of this “bad section” of the game is not mandatory and can be skipped, so if you hate it you can do the minimum amount necessary and get through it relatively quickly.
Regardless of the general reception of the second half of the game, Bravely Default did incredibly well in Japan and North America, and a sequel is in the works from Silicon Studio entitled Bravely Second: End Layer. I for one can’t wait for more!
Topics:
ryan,
video games
Subscribe to:
Posts (Atom)




















