Showing posts with label castlevania. Show all posts
Showing posts with label castlevania. Show all posts

Wednesday, June 27, 2018

Bloodstained: Curse of the Moon (NSW, PS4, XB1, PC, 3DS, Vita) Review

Wednesday night at SuperPhillip Central sees us coming down with a curse! But thankfully for us, this is the good kind of curse, an excellent game from Koji Igarashi of Castlevania's Metroidvania entries, and Inti Creates of Mega Man Zero and Azure Striker Gunvolt fame. When these two creators collide, what we get is an excellent homage to Konami's classic franchise with Bloodstained: Curse of the Moon. Here's my review.

What a wonderful night to have a curse


Koji Igarashi's Bloodstained: Ritual of the Night, a spiritual successor to his directed Castlevania games, successfully saw itself reach its funding goal on Kickstarter. One of the sub-goals for the game was an 8-bit prelude to Ritual of the Night that would play like the classic NES Castlevania games--whereas Ritual will be in the Metroidvania style. This game, Bloodstained: Curse of the Moon, has since launched on all major platforms, and while it comes off a greatly more than just an homage, fans of retro gaming and old school difficulty alike will find something to love about it.

Bloodstained: Curse of the Moon finds the main character, Zangetsu, cursed by a demon. In a tried and true formula, he sets out to strike down the demon which bestowed the curse to him. Along the way, he quickly gathers three other comrades, each with different abilities to assist in getting through the game's eight levels.

It might not be the Vampire Killer, but Zangetsu still whips it, whips it good.
Zangetsu is the standard, all-around character with great attack strength and sizable enough health. Meanwhile, the other trio of characters each possess something unique to serve their uses. For instance, Miriam has a long whip that can easily cut through foes several spaces ahead of her. Her ability to perform a high jump means she can access areas that Zangetsu cannot. She also has a slide move to get through tight spaces. Then, there's the magician Alfred who is limited in his abilities due to low health and a lack of melee moves allowed to him, but his spells deal plenty of damage. Finally, there is Gebel, who might as well be Alucard. He slings bats at enemies to attack them, and can even turn into a furry, flying rodent himself to cross over gaps. Of the four characters, he's the only one who cannot gain access to or change special attacks.

Alucard--I mean--Gebel unleashes bats from inside his cape to take down enemies.
The levels of Curse of the Moon take place in all kinds of interesting places--from a rain-drenched ghost ship to a sand-showered pyramid. These are linear affairs, but the replay value is beefed up through the notion of alternate paths, which there are plenty of in each level. Most can only be accessed by one of the character's unique abilities, and some paths are harder or easier than others. Occasionally, having a certain character for a path is mandatory if you wish to reach areas otherwise inaccessible to the other characters, usually housing goodies in them like health, magic, or defense upgrade.

Without Miriam and her ability to slide, this magic upgrade would remain untouched.
Character management is important, too, as once a character loses all of their health, falls down a pit, or otherwise perishes, they're unavailable to you until the next level or when you lose every other character--whichever comes first. Thankfully, you can switch between characters on the fly with the shoulder buttons, so if one character is low on health, you can swap them out for another whose meter is better filled.

Each level concludes with an engaging and enjoyable boss battle that pits your team of demon-slayers against a powerful foe, where pattern-memorization, careful planning, adept dodging, and precise timing are all key to survive and escape with your life towards the next level. Most bosses employ some sort of desperation move after their health has emptied, using their last breath to try to take you out with them. While most of these attacks are thankfully not one-hit death deals, it can be a little unfair to not know what kind of health-deteriorating attack a boss is going to hit you with, sometimes resulting in you dying at the very conclusion of battle only because you couldn't have possibly foreseen what was coming. A small gripe, but a gripe all the same.

The first boss is one feisty furnace that Zangetsu is about to send to the repairman.
Curse of the Moon doesn't quite reach "NES Hard" levels like the classic Castlevania games, but it is challenging nevertheless. You can make the game as hard or as easy as you'd like by virtue of two main difficulties. There is Veteran, the standard difficulty that limits the amount of lives you start with (though you can find 1-Ups hidden in levels) and causes your character to get knocked back upon taking damage. Then, there is Casual, which is a much easier difficulty that gives you unlimited lives (though characters can still die and not be able to come back until you start the level over and complete it) and no knock-back from enemies and hazards whatsoever. I strayed towards Casual mode to give myself a more relaxing, less strenuous time, since my Castlevania-styled skills don't hold up like they did for me as a kid (nor as someone with much less time and patience), but even then, Curse of the Moon holds a pretty stiff challenge, nonetheless.

Even still, simply beating the game once won't give you the full story. There are multiple modes that unlock upon reaching the initial credits, such as one that follows directly after the events of first completing the story. Then, there's a mode where you can play through the game solely as Zangetsu, killing each character you'd normally team up with in the story to take their special power and attempt to beat the game that way. Other than that, there is also a Boss Rush mode which is one boss after another until the final showdown.

Whereas this particular boss is one gold rush away from a serious and total beat-down.
Bloodstained: Curse of the Moon is a satisfying appetizer to the upcoming main course that is Ritual of the Night, that succeeds in delivering a classic Castlevania game in all but name. Perhaps the game strays a little too closely to Konami's NES trilogy, but it's a wonderful, awesome homage all the same. Some might find the controls a little too unforgiving, with how the game forces you to dedicate yourself to your characters' jumps (i.e. no midair course correction), but for everyone else yearning for a retro-inspired Castlevania in new franchise clothing, Bloodstained: Curse of the Moon is the game for you. It's by no means cursed to mediocrity. In reality, it's far from it.

[SPC Says: A-]

Tuesday, April 12, 2016

Goblin Sword (iOS) Review

This next review is for a game that came from out of nowhere to give me great delight. It's none other than the impressive Goblin Sword, available exclusively on the iOS App Store for $1.99.

Wears its retro influences proudly like one of its many wearable armors


The fantastic fan and at the same time the arduous challenge of the iOS App Store is locating games of great quality. Sure, the Internet is an excellent source to find knowledge of the more popular games, but many times, truly wonderful games do fall through the cracks. One game that I discovered upon that I feel immensely lucky for doing so is the 2D action platformer Goblin Sword. What it lacks in narrative it more than makes up for in fabulous challenge, great level design, and tight controls.

What there is of the story in Goblin Sword is very loose and very light. The only real scenes expressing any dialogue happen after certain boss battles, and really, once you see the still frame cutscenes, you're left with the strong sense of saying to yourself, "that's it?"

Still, while the story elements of Goblin Sword do little to drive players' motivation to go through the 40+ levels of the game, it's the excellent gameplay that personally kept me coming back for more and more. This consists of 2D hack-and-slash sword or whip action similar to the Castlevania series, as well as careful platforming to dodge traps like bottomless pits and spikes. Your hero can perform a double jump with ease as well as slash foes into oblivion, though most require more than one swing of the sword or strike of the whip.

The initial forest world nicely eases you into Goblin Sword's gameplay.
There are five worlds in Goblin Sword, and once you complete halfway through the third, the final two worlds open up for you play whenever and in whatever order you like. Levels are relatively short, usually last anywhere between 3-5 minutes in length. The design here is magnificent, constantly throwing new challenges in your path for your to overcome. Replay value comes from the wealth of secrets each level houses.

The enemy variety is immense, throwing in all kinds of foes for your hero to face.
In each level there are two hidden treasure chests to find, either containing precious gems to purchase new weapons, armor, and skill-bestowing relics, or actual treasure. This can come in the form of a new weapon, armor, or relic, but also things like potions that when four have been collected, you earn a new heart of health to add to your total.

There are also three crystals hidden in each level as well. Some are right out in the open, requiring some careful, precision platforming to attain, while others use a common trick in Goblin Sword. You see, there are a lot of secret alcoves in the game, all of which are uncovered by walking through what initially seems like a solid wall. Most of the game's secrets are placed behind such innocuous spots, meaning that in every level, you'll want to jump into any curious-looking walls, hoping to find a hidden area. This can be a bit exhausting, leaping into every wall in hopes of finding a secret path, but most are placed in locations that show intelligent design.

Blue orbs found in levels grant you a temporary upgrade to your weapon's attack ability.
Finding all of the crystals in a world unlocks a super special secret level that dishes out the most challenge of Goblin Sword, whether it's tough and difficult enemy placement, a barrage of enemies, or intricate and challenging platforming. As all levels in Goblin Sword lack checkpoints since they're so relatively short, you'll need to bring your "A" game in these especially tricky levels.

Each world houses two boss battles. One takes place after the first half of levels have been finished off while the second happens at the end. They're their own stages, so there's no worry about having to go through a platforming test before you have to face off with the boss. Boss battles have patterns to follow, tricky attacks to dodge, and spots where they're temporarily immobile, perfect for getting a few strikes in on their health bar. These battles are indeed a lot of fun and require skill in overcoming them.

Geez! Did someone pee in this boss's cereal this morning or what?!
Overcoming levels and bosses isn't made difficult because the touch controls of Goblin Sword work quite well. Moreover, if you demand greater precision in your controls, you can use a compatible MFi controller for added comfort and accuracy. I used the latter for the most part, and my enjoyment of Goblin Sword was heightened because of it.

While you explore levels and take on bosses, you'll earn gems to be used in Goblin Sword's shop. No worries about any microtransactions here. Everything in the shop is purchased via these gems, whether it's new swords with varying statistics (in attack power, speed of use, and range) as well as their own special attacks, used when your hero comes across special blue orbs in levels. Armor seems to be only good for fashion reasons, as you take the same damage regardless of what armor you wear. Finally, relics can be purchased, giving you abilities like more health-restoring hearts dropped by enemies, the ability to glide, or a super helpful triple jump for more challenging, platforming-centric levels.

A wide range of weaponry, armor, and relics are available for you to purchase with gems found in levels.
Goblin Sword will take most players about five hours to go through. Then there's the various achievements available to try to complete, such as clearing every level 100%, beating all bosses, buying everything in the shop, and overcome time trials in levels. There's a lot to do in Goblin Sword, and the great part is that once you pay the amazingly low price of $1.99 for the game (Careful, Phil, you're sounding like a late night TV infomercial), you've paid all you need to in this IAP-free title.

If you're looking for an incredibly fun, superbly designed 2D hack-and-slash action platformer (a mouthful, for sure), then Goblin Sword fits that bill wonderfully. It holds many fun secrets in its levels, the boss battles are fantastic, it has plenty of content for its price, and the controls are essentially immaculate. The story is needless, and the reliance on secret alcoves in the level design might drive some players crazy, but overall, Goblin Sword amazes in nearly every virtual crevice.

[SPC Says: A-]

Friday, December 20, 2013

Top Ten Franchises With Consistently Superb Soundtracks

To end the work week leading up to the last weekend before Christmas, SuperPhillip Central has a new top ten list to share with our readers and any passersby. Video game music is something we adore-- we listen to it outside of games, we even have our own list of favorite VGM that we add to every Monday. Today's top ten list is all about game series with soundtracks that are consistently excellent and of the utmost quality. Do you think you can guess what some of the franchises will be without looking? After you've combed through our list, feel free to list some of your own favorites!

10) Donkey Kong


Donkey Kong is one of gaming's oldest mascots, so he has a lot of history to him. From the humble chiptune theme from the arcade game to his rebirth as a platforming hero in Donkey Kong Country, Donkey Kong has seen a lot of action over the years, and he's had a whole heaping of great soundtracks. The most obvious of these is the Donkey Kong Country trilogy. Then there's Donkey Kong 64, though this soundtrack is more akin to Banjo-Kazooie than the SNES trilogy, and there's Donkey Kong: Jungle Beat, a game whose composer would go on to score the Super Mario Galaxy games. There's no doubt that Nintendo's main monkey has earned himself a spot on our list.


9) Kirby


Masahiro Sakurai's creation is number nine on our countdown. The pink puffball has starred in so many games across so many genres, across so many systems, across so many console generations. With his debut in Kirby's Dream Land on Game Boy, many recurring themes were born that have continued to be heard throughout the franchise's life. Through Kirby's Adventure, various spin-offs like Block Land and Air Ride, games on both consoles (Super Star, Dream Land 3, Kirby 64, Return to Dream Land) and handhelds (Dream Land 2, Amazing Mirror, Canvas Curse, Mass Attack), the series has held a high standard for its cute and whimsical music.


8) Pokemon


Is the fad over yet? Just kidding, fellow Pokemaniacs! Our pick for number eight on our list is the ever popular and ever addicting Pokemon series. Sure, the craving to catch them all is always there, but we also get the craving to sit still and listen to each game's wonderfully done music. While the formula was getting a bit stale, the music has always been consistent in its quality. We remember listening to the sounds coming out of our Game Boy speakers with Viridian City playing in the background. Ah, childhood...


7) Castlevania


Whether playing as a Belmont, Soma Cruz, or Alucard, you know your vampire slaying will not go without awesome music to accompany you. Castlevania is a series heralded for its catchy music, whether heard in the NES trilogy, Super Castlevania IV, or the various games directed or assisted in the creation of by Koji Igarashi. Even the Western reboot has themes that are quite good, though to be honest they aren't anywhere near the quality of their Japanese superiors.


6) Ys


Ys is a series that has been around the block more times than we can count. However, its gameplay continues to amaze and engage, and its various sequels add to the series' lore on a constant basis. One factor of Ys that we probably don't even have to spell out to most familiar with the franchise is the music. From its classic tunes by famous video game music composer Yuzo Koshiro, to its more modern rock arrangements, the Ys series is one of the role-playing franchises with the greatest soundtracks.


5) Sonic the Hedgehog


Outside of some errant games with less than stellar soundtracks (we're looking at you, Sonic Chronicles), the Sonic the Hedgehog series has had a myriad of magnificent soundtracks. Whether you're into orchestral music, cheesy rock music, old school 16-bit sounds, rap, jazz, vocal, whatever-- there's probably a Sonic the Hedgehog soundtrack for you. From Masato Nakamura's original Sonic the Hedgehog soundtrack to current day Sonic with the music of Sonic Colors and Lost World, the series continues with its phenomenally well composed and performed music.


4) Mega Man


For a character who has been through many incarnations with numerous sequels attached to his name, it's astounding to us that the majority of Mega Man series soundtracks are so well done and engaging to listen to. Whether it's classic Mega Man, Mega Man X, Mega Man Legends, Mega Man Zero, Mega Man Battle Network, Mega Man ZX, or Mega Man Star Force, the music of the series maintains its abundant quality. Just have a listen to our selection of Mega Man tunes. So when is Mega Man going to get a new game on consoles or handhelds? ...*sob*


3) Mario


When we say Mario, we're talking about the main Super Mario series. No spin-offs, so that excludes all of the sports games, dance games, RPGs, etc. Still with the music being chosen from the mainline games, there is a lot to experience and enjoy here. Even New Super Mario Bros. has well composed music, despite not having the best sounding instrumentation. Regardless, who can resist one of the most recognizable themes of gaming with the main theme of Super Mario Bros., the orchestral magic of the Super Mario Galaxy games, and Koji Kondo's magnificence in creating the majority of the Super Mario World soundtrack through using the same theme only in different keys, tempos, and time signatures?


2) The Legend of Zelda


A series known for its famous main theme, The Legend of Zelda series features many other recurring themes such as Zelda's Lullaby, the theme played when selecting a file, Hyrule Castle, Kakariko Village, among others. Dating back to the original NES hit, moving from there to its black sheep sequel, then the blueprint for which all 2D Zelda games are measured with A Link to the Past, the 3D Zelda games with Ocarina of Time, Majora's Mask, Wind Waker, Twilight Princess, and Skyward Sword, the music in the series is always sensational. While veteran Nintendo composer Koji Kondo might not compose much for later Zeldas, his influence and direction is still followed to this day, making The Legend of Zelda franchise an easy pick for number two on our list.


1) Final Fantasy


For our number one pick, it's really difficult to even come up with a poor soundtrack from all of the various Final Fantasy spin-offs and mainline games that have come out over the span of 25+ years. From the series' humble beginnings on the NES/Famicom to its debut on the PlayStation, to music heard in the present, Final Fantasy games may not have consistent quality, but the music is second to none. Besides the obvious picks of Nobuo Uematsu's numerous rightfully heralded works, there's Hitoshi Sakimoto's splendid Final Fantasy Tactics scores, Kumi Tanioka's fabulous worldly Crystal Chronicles score, Masashi Hamauzu's fantastic Final Fantasy XIII score, and so much more. It is with these reasons that SuperPhillip Central picks the Final Fantasy franchise as the series with the most consistently awesome music.

Tuesday, July 16, 2013

SuperPhillip Central's Favorite VGMs - A Day Late & A Dollar Short Edition

Our apologies for not having our weekly segment up on the usual day, Monday. We didn't forget about it-- we just didn't have the time to put it up. Today we do, however, and we have five more video game songs to share with you. Such games that will be represented today include Super Mario RPG: Legend of the Seven Stars, Kirby 64: The Crystal Shards and Golden Sun: The Lost Age. After you've listened to this week's music, check out our VGM Database.

v416. Castlevania: The Dracula X Chronicles (PSP) - Tues Deus Meus (in manibus tuis)


One of two boss themes of Castlevania: The Dracula X Chronicles, Tues Deus Meus (in manibus tuis) takes listeners on an intense ride with its rousing orchestral hits and choir. We can think of no better boss theme to a Castlevania game than this one.

v417. Kirby 64: The Crystal Shards (N64) - Horobita (Rock) Star


Kirby's sole adventure on the Nintendo 64 took the pink puffball into a 2 1/2D game with Kirby 64: The Crystal Shards. Horobita Star, or Rock Star, is an uptempo tune full of pan flutes and synthesized brass, perfect for inhaling enemies and stealing their abilities.

v418. Hot Shots Golf Fore! (PS2) - Aloha Beach Golf Course (Spring/Summer)


We started this edition of SuperPhillip Central's Favorite VGMs on a tense note with that boss theme from Castlevania: The Dracula X Chronicles. Now we shift focus to something more delightful and soothing. Well, that's until you hook a shot on this golf course and it falls into the ocean. Then it's not so delightful or soothing...

v419. Super Mario RPG: Legend of the Seven Stars (SNES) - The Merry Marry Bell Rings


We missed this song in June, the month where weddings traditionally take place, but being a little late is okay... except if you're the bride in a wedding, of course. One of Yoko Shimomura's (Kingdom Hearts, Mario & Luigi) earliest works, the Super Mario RPG soundtrack delivers on all fronts.

v420. Golden Sun: The Lost Age (GBA) - Tropical Apojii Islands


Another dose of tropical wonderment, the theme of the beautiful Apojii Islands from Golden Sun: The Lost Age evokes memories of sunshine shimmering on the clear blue waters and this theme.

Monday, June 17, 2013

SuperPhillip Central's Favorite VGMs - 400th VGM Edition

It seems like only yesterday we were starting off with our first VGM, The Legend of Zelda: Skyward Sword's Romance Theme. Now, a year and some change later we are celebrating the 400th VGM. On this special edition of SuperPhillip Central's Favorite VGMs, we have music from Castlevania: Symphony of the Night, Kirby Super Star, and NiGHTS Into Dreams. As always, if you missed a previous installment of the VGMs, feel free to check out our VGM Database to get caught up. Just be warned that it will be quite an endeavor!

v396. Castlevania: Symphony of the Night (PS1, SAT) - Prologue

Castlevania: Symphony of the Night's soundtrack featured an eclectic mix of musical styles. Prologue is pure rock, playing as a member of the Belmont family ascends the stairs leading to Dracula's throne room. Hearing this theme really saddens me that we won't get another Castlevania game akin to Symphony of the Night any time soon.

v397. Sonic and the Secret Rings (Wii) - How It Started


A boss theme of Sonic and the Secret Rings, How It Started is performed by Runblebee. In fact, the majority of Secret Rings' music was performed by Runblebee, with Steve Conte providing vocals for the two tracks that bookend the game (the opening theme and the credits theme). If you aren't familiar with Steve Conte, he is a New York musician who has collaborated many times with anime composer Yoko Kanno.

v398. Kirby Super Star (SNES) - Taking Over the Halberd


The tense song that plays during the Revenge of Metaknight game in Kirby Super Star, Taking Over the Halberd has players timed as they try to regain control of Metaknight's ship, the Halberd. Kirby Super Star is one of fans' favorite Kirby games. It certainly packed a lot of content for the game's price!

v399. Kid Icarus (NES) - Underworld


Much like some people calling Samus Aran "Metroid", there were many people calling Pit "Kid Icarus", which to be fair isn't really a silly thing to say in comparison to Samus being "Metroid." After a 20 year hiatus, the Kid Icarus series returned with the spectacular Kid Icarus: Uprising. Also on Nintendo 3DS, a 3D classics version of the original NES game was released.

v400. NiGHTS Into Dreams (SAT) - Dreams Dreams


A vocal theme for the SEGA Saturn classic NiGHTS Into Dreams, NiGHTS fans love to sing along to this cheery pop tune full of hope and positive vibes. The song would get several versions on the Wii sequel, NiGHTS: Journey of Dreams, probably one of the few positives a person could name from that game.

Monday, March 18, 2013

SPC's Favorite VGMs - Double Dose of Sorrow Edition

Nothing like SPC's Favorite VGMs to dabble in a double dose of sorrow for a lovely March day, no? Today we have two tracks with the word "sorrow" in them. They bookend the other three VGMs for this edition. We have music from Golden Sun, Dynasty Warriors: Gundam, and Paper Mario: Sticker Star.

v336. Castlevania: Order of Ecclesia (DS) - Sorrow's Distortion (Spell of Sorrow)


The final entry in the Castlevania trilogy on the Nintendo DS was also the hardest of the three games. Castlevania: Order of Ecclesia fused the old-school difficulty of older games and the more modern Metroid-style gameplay of more recent games to create one fantastic experience. Whether you know this song as Sorrow's Distortion or Spell of Sorrow, I think we can all agree that this theme gets one in the mood for vampire-slaying action.

v337. Golden Sun (GBA) - An Adapt's Home ~ Vale Theme


The primary hero of Golden Sun, Isaac, calls Vale his happy home, but when tragedy strikes, he must venture outside Vale's boundaries with friend Garet on an epic journey. The theme of Vale is very homely and suitably so. The pan flute gives an earthen vibe to this satisfying theme.

v338. Dynasty Warriors: Gundam (PS3, 360) - Breakthrough in Your Fate


Dynasty Warriors as a series, and games of its ilk, are given a lot of grief for their repetitive nature. Some folks like myself just enjoy them as pure comfort gaming. We don't mind the endless hacking and slashing. Dynasty Warriors: Gundam combined two great things: Dynasty Warriors and the manga/anime Gundam franchise. It was a marriage that spanned three games across the HD twins.

v339. Paper Mario: Sticker Star (3DS) - Snow Rise


There is no doubt in my mind that the greatest soundtrack from the Paper Mario series is this one, Sticker Star. The melodies are memorable, the themes are catchy, and even though the game did not live to the series's normal standards, it was still great fun. Snow Rise is one of the better songs in the game with its jaunty melody and piano accompaniment. Winter might soon be disappearing, but we can still enjoy what's left of it with this song.

v340. Resident Evil: The Darkside Chronicles (Wii) - Sorrow


We cap off this doubly sorrowful edition of SPC's Favorite VGMs with Sorrow, a boss battle theme from Resident Evil: The Darkside Chronicles. The game featured a wholly new scenario, content from Resident Evil 2, and content from Code Veronica (where this remixed song comes from). The strings and choir make for a truly sensational sounding and dramatic tune!

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The conclusion of another edition of SPC's Favorite VGMs has been reached. No worries if you grow sad that they won't be back until next Monday, as you can listen to every VGM ever spotlighted in the VGM Database.

Friday, January 11, 2013

My Five Most Wanted Nintendo 3DS Games of 2013

This week of five special themed articles has reached its conclusion, and with it comes my five most wanted Nintendo 3DS games for 2013. The System of the Year 2012 seems to be just as hot for 2013. Come take a look at these five titles and you'll find out for yourself why.

Pokemon X/Y


Pokemon as a series stayed tried and true to its roots, even on more powerful hardware like the Nintendo DS. However, now on the 3DS, the series is finally "evolving" with Pokemon X and Y. This pair of 3DS titles due out worldwide in October will feature full-fledged three-dimensional graphics-- battles, environments, characters, etc. Even with the short announcement trailer (as seen right here), Poke-fanatics across the globe are salivating at all of the possibilities the new dimension adds to the series. As someone who started to grow tired of the franchise, it's lovely to see Pokemon try something new and truly advance itself.

Animal Crossing: New Leaf


After the extremely safe Animal Crossing: City Folk, Nintendo is shaking things up in a big way for Animal Crossing: New Leaf. Now the player assumes the role of the mayor, a role ole' Tortimer vacated. Mass customization is the name of New Leaf's game, allowing the player to place landmarks around their town, create patterns for furniture, renovate their home, wear more detailed clothing (in the previous games only shirts and hats were able to be customized), and much more. New Leaf is without a doubt my most anticipated Nintendo 3DS game for 2013, and it cannot come out soon enough.

Luigi's Mansion: Dark Moon


The original Luigi's Mansion was a launch game for the Nintendo GameCube back in 2001. Now, Luigi is once again getting a game of his own to star in with the follow-up, Luigi's Mansion: Dark Moon. This time around the cowardly plumber isn't just visiting one mansion-- he's visiting several. Each mansion contains different themes, enemies, and puzzles for Luigi and the player to solve. Shigeru Miyamoto has stated that Dark Moon is to possess more puzzles than the original GameCube game. Bring it on, Nintendo, as I'm sure there are plenty of 3DS owners ready to test their mental matter while experiencing some fun, E-rated scares.

Fire Emblem: Awakening


Nintendo's first foray with DLC on the 3DS in Japan, Fire Emblem: Awakening is the latest in the long-running strategy RPG series. Awakening brings with it new concepts, such as the aforementioned DLC, but there's also other things as well. I'm alluding to things like being able to create your own character to great depth, a more intricate class and job system, and much more. The February 4 release date for Fire Emblem: Awakening is less than a month away, but it seems so far away, doesn't it? ...Especially for our European pals.

Castlevania: Lords of Shadow - Mirror of Fate


The Castlevania series returns to its 2D roots with the long-winded title of Castlevania: Lords of Shadow - Mirror of Fate, a Nintendo 3DS exclusive. The March 2013 release game will feature multiple playable characters, including Trevor Belmont, Simon Belmont, and Alucard. Unlike the previous 2D entries in the franchise, Castlevania: Lords of Shadow - Mirror of Fate has earned itself an M for Mature rating by the ESRB. Whether that affects sales in any way is up in the air, or whether or not the lack of longtime 2D Castlevania producer Koji Igarashi will harm or help the game in any way either.

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The end of our look at what currently announced games for 2013 excite me most has come. I hope you enjoyed seeing the top titles that have me quivering in my boots with anticipation. Next week will be the third week in a row that is special. We will have five reviews in five days. I hope you look forward to that! See you then!

Wednesday, October 31, 2012

Castlevania: Lords of Shadow - Mirror of Fate (3DS) New Trailer

It only makes perfect sense for a new trailer of the Gothic glory of Castlevania: Lords of Shadow - Mirror of Fate to arrive on Halloween, no? Explore this new trailer with voice acting, some platforming, and demon-slaying action. Though the trailer promises a 20 hour campaign, you can bet it is probably a bit shorter.


Thursday, September 6, 2012

The 50 Best Nintendo DS Games - Part Four

Once again we arrive at a Thursday night. That obviously means that it is time to list off ten more of the most fantastic Nintendo DS retail games the system has ever known. This list describes the best and the brightest of the library. Perhaps some of my picks will attract you to tracking down a game or two yourself that you never would have tried out. Regardless, remember that the games on this list must have launched in North America to be included. With that out of the way, let's get to the next ten titles!

The Legend of Zelda: Spirit Tracks


The final of the two mainline Zelda games to reach the Nintendo DS, The Legend of Zelda: Spirit Tracks brought with it the same novel touch control gameplay of Phantom Hourglass with less of the headaches. No longer did players have to traverse an overly familiar Temple of the Ocean King after each dungeon, getting deeper and deeper inside each visit. Instead, players visited a tower after each dungeon, with no need to revisit past areas inside. The sea that players explored in Phantom Hourglass was replaced by a more modern means of transportation, a train. One of my favorite parts of Spirit Tracks was the new role Princess Zelda adapted to, a helper role. No longer was she captured by Ganon, sealed up - no, she could possess Phantoms to help Link solve puzzles. The relationship between the two characters was really genuine, natural, and felt fresh, something great for the series. If you have an open mind to different control schemes (i.e. you aren't an annoying type of gamer who is stuck in his or her comfort zone, won't try anything new, etc.), then The Legend of Zelda: Spirit Tracks is a spirited pick.

The Legendary Starfy


After years of games being exclusive to Japan, Nintendo's Starfy character finally swam across the Pacific and into the West with The Legendary Starfy. It is actually the fifth game in the series, but the first for the West. Regardless, the game reminds people a lot of Kirby in its level design, ease of difficulty, and aesthetics. This DS release had 2D sprites and foreground objects while the backgrounds were full 3D renders. It was an interesting and diversified art style, for sure. Starfy could access one of many costumes to turn into a ghost, a seal, a dragon, and even a chicken. Yes, a chicken. How cool is that?! Another cool feature of the game was the ability to play cooperatively with a friend between two DS systems and only one copy of the game between each. Usually players needed two copies of the game for such a mode. Nonetheless, co-op could only be performed during certain areas and boss battles, and not the full game. I really hope that the rest of the Starfy series somehow makes its way to the West. I wish upon a star for such a miracle.

DK: Jungle Climber


One of the more overlooked and under-appreciated Game Boy Advance titles was DK: King of Swing. It didn't possess the same 3D rendering art style of the Donkey Kong Country series, replacing it with a more Saturday morning cartoon feel. In DK: Jungle Climber, the star of the show is, of course, Donkey Kong, but rather than going it alone like in King of Swing, he is partnered up with Diddy Kong. Just like King of Swing, DK: Jungle Climber has you holding down L and R to lea into the air, and cycling between the shoulder button to grab onto pegs, which make up the majority of levels. You're essentially using the L button to clinch the character's left hand, and the R button to clinch the character's right. Grabbing onto one peg at once allows DK or Diddy to spin, allowing them to move through each level. The game is a very atypical platformer, but it contains all of the features of the popular Donkey Kong Country series, such as bananas, bonus areas, bosses, Kremlings, and more. The game is constantly throwing new surprises into the gameplay. For instance, one level has DK being mirrored on the top and bottom screen. The player must watch both screens and navigate both Kongs through the area without hitting an object on either screen, or else the section must be redone. It's these clever ideas and gameplay elements that make for an exciting and challenging game.

Castlevania: Portrait of Ruin


Castlevania: Portrait of Ruin was a series of firsts for the franchise. If I recall correctly, it was the first Castlevania with some form of cooperative multiplayer component, and it was the first handheld Castlevania with English voice work. Portrait of Ruin consists of a setup similar to Dawn of Sorrow's Julius Mode. Players switch between two heroes on their quest to vanquish the vampire king once more. Many puzzles require changing between the two to solve them. The "portrait" in Portrait of Ruin refers to the paintings that both heroes can leap into a la Super Mario 64 to enter new worlds outside of the confines of Dracula's castle - regardless of how expansive it very well is. Like every other Metroid-style Castlevania title, Portrait of Ruin has players earning new abilities to reach previously inaccessible areas. There's a bevy of bonus modes such as Sisters Mode, Richter Mode, Old Axe Armor Mode, and a Boss Rush to relive all of the intense encounters of the game. Despite all of these features and quirks, Portrait of Ruin is probably my least favorite of the Castlevania trilogy on the Nintendo DS. It's still a sensationally worthwhile game to pick up, so don't get me wrong in the slightest.

Dragon Quest IX: Sentinels of the Starry Skies


The first mainline Dragon Quest to arrive on a Nintendo platform in over a decade, and the first mainline Dragon Quest to launch on a handheld, Dragon Quest IX: Sentinels of the Starry Skies did a lot to evolve the franchise from its old school roots. For example, it brought with it the elimination of random encounters, a nuisance that was a terrific example of archaic game design in classic RPGs. It also brought forth local multiplayer and even some online functionality. A vast shift in philosophy regarding playable characters was also a part of the package with Dragon Quest IX. Players did not get issued a standard hero with no ability to customize his appearance. Instead, players could map out their hero's gender, race, hair style, and all the way down to their eye shape. But don't think that the ninth installment of this epic role-playing series changed for the worst or was indecipherable from the rest of the series. No, turn-based battles were still present and an important part of the game. In fact, Dragon Quest IX was noticeably more challenging than past Dragon Quest games, too, despite being on a Nintendo system. Generally developers get the idea that Nintendo owners want dumb downed experiences. Thankfully, Level-5 did not go this route, and they created a brilliant RPG for it, with tons (and I do mean tons) of quest to partake in. Dragon Quest IX was one meaty experience worthy of any RPG fan's time.

Grand Theft Auto: Chinatown Wars


Many people were disappointed with how Grand Theft Auto: Chinatown Wars wasn't in line with typical GTA games (i.e. fully 3D). The game was an overhead viewpoint with a camera that could be revolved around 360 degrees. However, to those who actually played the game, they found a delightful, coarse in content, and full of thrills GTA experience on the Nintendo DS. And finally no longer did I have to run out of a warning zone to lower my police notoriety; I could demolish as many police cars as possible instead. The more my wanted level was, the more cop cars I needed to destroy. No doubt at all that fans of current day GTA have no desire to return to the top-down perspective that Chinatown Wars holds onto. This old school approach to the design not only affected sales of the Nintendo DS version, but it hurt sales when the PSP port was released, too. It is a shame because Grand Theft Auto: Chinatown Wars is one of the DS's most expansive, ambitious, and wonderful games (from a Western third-party no less) on the Nintendo DS.

Meteos


What do you get when you partner up the man behind Rez and Lumines, and the creator of Kirby and Super Smash Bros.? Why, you get Meteos, a daring puzzler for the Nintendo DS that arrived within the system's first year on the market. Generally a player will be fixated on the bottom screen where blocks tumble from the top screen to the player's viewpoint and form stacks of blocks. Sounds similar to many puzzle games like Tetris and Lumines, right? Well, the trick here is that the player is able to cycle blocks up and down in the stack with the desire to line up a minimum of three blocks in a row, vertically or horizontally. Once this feat has been achieved, the matching blocks will launch like a rocket and propel themselves into space (in battle mode, they will appear on the player's opponent's side). There are even more ways to manage to ignite even more blocks to create one large propulsion of blocks to clear most of the player's screen. The goal is to send as many blocks as possible into orbit. One of the only downsides to Meteos is that simple scribbling could make the game easier for players without much skill. The sequel to the game, Meteos: Disney Magic, would make efforts to eliminate such tactics. Nonetheless, the original game is still what I perceive to be the definitive version of Meteos.

Metroid Prime Hunters


If you recall back when the Nintendo DS first launched way back in 2004, it came with a rough demo of Metroid Prime Hunters called First Hunt. The full game would be released one-and-a-half years later by NST, a team within Nintendo. Metroid Prime Hunters was quite unlike any other Metroid before it. Its focus was not only just on the single-player experience, but it possessed a fully functionality and extensive multiplayer component. The campaign wasn't that revolutionary. Find keys, battle bosses, escape before the area explodes, rinse and repeat. It could be viewed as repetitive, really. But where the game truly shines is with its multiplayer. Taking 20 or so locales from the story mode, adding a host of weapons, and the bounty hunters shown in the game, and turning Metroid into a frag-fest made for an interesting and entertaining dynamic. Some might complain that the series was shoehorned into a genre that it doesn't fit, but many Nintendo fanatics proclaim that Metroid could be Nintendo's Halo. Regardless of whether or not this is an insane thing to say (well, a lot of Nintendo fanatics come off as insane and scare me deeply anyway), Metroid Prime Hunters and its innovative control scheme made for nights of intense fragging between friends and total strangers, online and off.

Fire Emblem: Shadow Dragon


A remake of the very first Fire Emblem game (not that many Westerners played the original), Fire Emblem: Shadow Dragon was the first Nintendo DS entry for the series, as the developers wanted to show off the system's touch screen and online capabilities. The latter made for the first Fire Emblem game with online functionality, allowing two players to hop online and battle it out. Shadow Dragon was comprised of twenty-five individual chapters of war and destruction. There are six difficulties to choose from, so everyone from beginners to Fire Emblem veterans could jump in and enjoy the game. Battles are turn-based tactical affairs where over twenty specialized units are available for combat. Fire Emblem: Shadow Dragon is yet another capable entry in the well regarded franchise, and it helps illustrate just how far the series has come. From its earliest days on the Famicom to its latest and one of the most popular installments yet in Fire Emblem: Awakening, the fire burns bright for Nintendo's tactical franchise.

Final Fantasy Tactics A2: Grimoire of the Rift


The final game of Part Four of tonight's article is another kind of tactical RPG, but this time it comes from the universe of Final Fantasy Tactics and the world of Ivalice. It is Final Fantasy Tactics A2: Grimoire of the Rift. Many changes took place between this Nintendo DS installment and the Game Boy Advance's Final Fantasy Tactics Advance. For one, there are over 300 unique missions in the game. Some are story-related while others net the player's party with unique rewards. This means that if players want to see everything FFT A2 has to offer, they will have to devote a serious amount of hours to do so. Some enemies have gotten especially large and now take up more than one square on a battlefield. The amount of jobs and abilities has been expanded as well, allowing party members to equip weapons and armor pertaining to their jobs. Through gaining Ability Points, or AP, new abilities are learned. Like Tactics Advance before it, Grimoire of the Rift makes for a whimsical journey, a completely stark contrast to the war-torn version of Ivalice of the original Final Fantasy Tactics. What wraps up this fun-filled tactical RPG is the charming presentation, from the bright and detailed visuals (backgrounds, sprites, special effects, etc.) to the marvelous music. Final Fantasy Tactics A2: Grimoire of the Rift is quite the capable game for fans of the series and games where you need to plan your actions out thoroughly to enjoy.

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And just like that we have but one more part to The 50 Best Nintendo DS Games to travel through. Forty games have already been listed and adequately detailed. There's only ten more to go. Will your favorites be mentioned? If you somehow missed a previous part of the list of fifty, check out the various parts here:

The 50 Best Nintendo DS Games - Part One
The 50 Best Nintendo DS Games - Part Two
The 50 Best Nintendo DS Games - Part Three