Showing posts with label code name s.t.e.a.m.. Show all posts
Showing posts with label code name s.t.e.a.m.. Show all posts

Monday, October 5, 2015

SuperPhillip Central's Favorite VGMs - The Hunt for VGM October Edition

A new week at SuperPhillip Central must mean one thing-- it's time for SuperPhillip Central's Favorite VGMs, your weekly listen to five of SPC'S most loved VGMs. We're approaching 1,000 VGM volumes, and the ride won't even stop when we get there.

This week we have a wide selection of games to mosey through. We begin with a low seller with a lot of heart, Code Name: S.T.E.A.M. Then we hit the slopes a little early with Snowboard Kids. We rumble in the jungle with Contra IV, take a stroll through the enchanted world of Castlevania: Portait of Ruin, and capture our subjects on film with Pokemon Snap. If you want to check out past VGM volumes, check out the VGM Database.

v976. Code Name: S.T.E.A.M. (3DS) - Agents of S.T.E.A.M.


Heavy metal and some symphonic sweetness? Aw, yeah! Code Name: S.T.E.A.M. may not have had its copies flying off store shelves-- far from it-- but it did feature quite the cast of characters, intense tactical combat, and unique flair. This theme of the game is heard in promotional materials for Code Name: S.T.E.A.M. and its credits.

v977. Snowboard Kids (N64) - Board Shop


Choose one of many funky fresh boards and get to shredding those slopes. Both Snowboard Kids on the Nintendo 64 are intuitive and enjoyable racers. The series returned many years later with SBK: Snowboard Kids on the Nintendo DS. However, it shied away from what made the series so loved by fans.

v978. Contra IV (DS) - Jungle 1


Just like the first Contra, Contra IV's first level is set in the jungle. This time it's Jake "Virt" Kaufman delivering on the musical goods for this game. Yes, Wayforward were the developers behind Contra IV, and they dished out an excellent throwback to the 1988 classic game.

v979. Castlevania: Portrait of Ruin (DS) - Invitation of a Crazed Moon


With Halloween fast approaching, let's take SuperPhillip Central's Favorite VGMs to the world of Castlevania, and I'm not talking that faux-Castlevania MercurySteam stuff either that killed the franchise. No, this comes from one of the Metroid-styled Castlevania games, the second on the Nintendo DS.

v980. Pokemon Snap (N64) - Rainbow Cloud


The Rainbow Cloud level is the final of Pokemon Snap, the cult classic Pokemon spin-off for the Nintendo 64. The only Pokemon able to be captured (on film, of course) is Mew. This is all the while this calming and relaxing tune is heard.

Monday, June 1, 2015

Review Round-Up - May 2015

A duo of retail Nintendo 3DS games led the charge for the month of May.
The first was Fossil Fighters: Frontier.
It was a Nintendo 3DS focused month of reviews for May 2015, and while the amount of reviews wasn't the largest SuperPhillip Central has seen in a given month, it was an enjoyable one regardless.

HAL Laboratory's Boxboy! kicked off the month with a great A score. Following that was a surprisingly fun albeit unoriginal 2D platformer with Bloo Kid 2, which received a B. Following that was another one of Nintendo's experiments with the free-to-play (F2P) format with Pokemon Rumble World, scoring an A-. Two retail releases followed with Fossil Fighters: Frontier and Code Name: S.T.E.A.M., both earning a B-. Lastly, May 2015 ended with Whoa Dave!, getting itself a C+ overall.

SuperPhillip Central has but ten reviews to go before it hits its 600th review. I wonder what it will be! Stay tuned (or logged onto your computer) to find out in coming month or two!

Boxboy! (3DS eShop) - A
Bloo Kid 2 (3DS eShop) - B
Pokemon Rumble World (3DS eShop) - A-
Fossil Fighters: Frontier (3DS) - B-
Code Name: S.T.E.A.M. (3DS) - B-
Whoa Dave! (3DS eShop) - C+

The second was none other than a new IP from
Intelligent Systems, Code Name: S.T.E.A.M.

Friday, May 29, 2015

Most Overlooked Nintendo 3DS Games - Part Six

To continue this month of Nintendo 3DS goodness, I have the sixth installment of the Most Overlooked Nintendo 3DS Games. My favorite platform this eighth generation of gaming is the Nintendo 3DS. Nowhere else is there such an abundance of unique, quality software on a dedicated gaming device. However, as you know by now, not every game on the system can light the sales charts on fire. These five games are ones that failed to generate much consumer interest or just don't receive the passion from players that I believe they deserve, and that's just a gosh darn shame.

To check out past parts of Most Overlooked Nintendo 3DS Games, look no further than these five links!

Nintendo 3DS - Part One
Nintendo 3DS - Part Two 
Nintendo 3DS - Part Three
Nintendo 3DS - Part Four
Nintendo 3DS - Part Five

Code Name: S.T.E.A.M.


Contrary to popular belief, Nintendo doesn't shy too much away from publishing new franchises and straying from its regular collection of Mario, Zelda, and Pokemon games. It is a little rare, however, for Intelligent Systems to get a chance to release a new IP of their own. Who knew that it would take the form of Silver Age comic-styled strategy game with characters from history, literature, and folk stories? That's what Code Name: S.T.E.A.M. was, and it unfortunately bombed in every region it released. Did the reviews speaking of its utterly slow enemy turn times (now patched to be much faster) and high difficulty scare potential buyers off? Or perhaps the setting and look of the game turned them off? The only thing I'm certain of is that it is unfortunate that Intelligent Systems's hard work on a new IP did not pay off at all.

Fossil Fighters: Frontier


"Adventure's right around the bend", as the theme song says. It's also in valleys, up mountaintops, wading in rivers, and through rugged canyons, too, with Fossil Fighters: Frontier, the third game in the Fossil Fighters franchise, and the first on the Nintendo 3DS. Marketed towards kids with this extremely '90s-esque commercial in North America, Fossil Fighters: Frontier didn't sell as well as past entries in the series, but a good portion of those sales were most likely satisfied customers. That's because Frontier is quite the enjoyable game when you move through the beginning hours of slow tutorials. If you are interested in a Pokemon-like game featuring dinosaurs, then Fossil Fighters: Frontier is a novel choice for you if you own a 3DS.

Pokemon Art Academy


The Art Academy franchise isn't the most exciting one to come out of Nintendo's various developers, but combining it with Pokemon was an attempt to make it more enticing. While sales were definitely not a total bust for Pokemon Art Academy, I don't really read much in the way of praise towards this fantastic art game. It successfully teaches skills in sketching, drawing, and painting a wide selection of Pokemon, allowing you to increase your skill set as an artist. It's especially nice if drawing barns, windmills, and fruit in the other Art Academy games doesn't exactly appeal to you. Whether you're a master artist or a neophyte searching for a place to begin your artistic journey, Pokemon Art Academy has something for everyone.

Jett Rocket II: The Wrath of Taikai


Let's move from retail releases to digital eShop games with Shin'en's wonderful Jett Rocket II: The Wrath of Taikai. The original Jett Rocket was an impressive technological marvel on Nintendo's ill-conceived WiiWare service of digital games for the Wii. This sequel brings not only the traditional 3D platforming that the original contained, but it also introduces wholly 2D platforming areas to enjoy. Couple all that with intense boss battles, creative level design, and Shin'en's amazing technological magic, and you have a game that sadly doesn't get talked about much when one recommends 3DS eShop software. Well, no worry, Jett Rocket II, SuperPhillip Central's here to give you the spotlight!

Adventure Bar Story


The last of these five overlooked 3DS games for this installment, Adventure Bar Story, originally released on smartphones and tablets. The Nintendo 3DS port is essentially the same game, just with physical buttons for those that aren't well versed in touch screen controls. The game is an RPG where you defeat enemies in dungeons to earn materials and ingredients to create recipes to serve customers at your struggling bar. You mix and match materials and ingredients to make over 100 unique dishes. You can even feed your party members these created culinary crafts to level up their attributes such as attack and health. You can easily lose dozens upon dozens of hours slowly making your bar the talk of the town.

Thursday, May 28, 2015

Code Name: S.T.E.A.M. (3DS) Review

After reviewing Fossil Fighters: Frontier yesterday, I have another new review for you guys and gals. Code Name: S.T.E.A.M. got a mixed reception at launch, and that was primarily due to the very slow enemy turns. Now that a patch is available, does that make Code Name: S.T.E.A.M. a contender to watch out for? Find out with my review.

This game definitely doesn't run on fumes, 
but it might make you a bit steamed at times.


From the minds behind Fire Emblem and Advance Wars, Intelligent Systems has not been resting on its laurels recently, what, with releasing a new and successful IP on Nintendo's digital platforms with its Pushmo line of games. Now, Intelligent Systems has an even larger scale new IP on the Nintendo 3DS with the pulp comic-esque Code Name: S.T.E.A.M. Sticking to the developer's tied and true strategic roots, Intelligent Systems might just have another winner on its hands in a gameplay sense.

Code Name: S.T.E.A.M.'s story has you going through over a dozen chapters with multiple battles against an alien force that has just infiltrated and attacked the planet earth. As part of the S.T.E.A.M. squadron, also known as the Strike Team Eliminating the Alien Menace, your task is to obliterate this aforementioned menace from the world. The group is led by none other than 16th president of the United States, Abraham Lincoln, and it features a ragtag collection of characters from famous literature, fairy tales, and folklore, such as Henry Fleming from The Red Badge of Courage, John Henry of the eponymous African-American folk tale, the Cowardly Lion from The Wizard of Oz, Tiger Lily from Peter Pan, among many others.

Henry Fleming and John Henry spring into action.
Most missions in Code Name: S.T.E.A.M. take place on expansive battlefields with the objective of making it to the goal while contending with enemy threats in the form of aliens who deal in both melee and long range attacks. Unlike a Fire Emblem or Advance Wars game, however, it doesn't really behoove you to defeat every possible enemy on the map. Instead, that can actually be a detriment to your cause, as you can easily be overwhelmed by the amount of foes that can quickly close in on your position on the battlefield. Many times enemy reinforcements arrive from behind, making it so your group of up to four characters should always be pushing forward.

Not only are missions possessing a main objective to complete, but they also have some side content to them for repeated playing. Coins dropped by foes when they are defeated can not only be used for a one-time-per-save-station healing of one character or, for a greater price, the whole team, but after each chapter is complete, your total coins collected in that chapter are tallied up. It's not only fun to compete for better coin totals, but doing so unlocks new weapons and abilities at new coin plateaus. Each battle also has three hidden gears on the map to collect, which further unlocks content.

Use your steam wisely. There's only so
 much a character can use per turn!
All of that notwithstanding, Code Name: S.T.E.A.M. doesn't play like Intelligent Systems past strategy RPGs, where you can clearly see where every enemy is located and plan your moves accordingly. Instead, with each character you control, you are in a third-person perspective. What the perspective shows is what you can see. Thus, enemies can appear from around corners, catch you off-guard, and attack if you utilize poor planning. The inability to see the entire battlefield lends to the difficulty of Code Name: S.T.E.A.M. The game definitely isn't for the feint of heart.

Before I get into that, however, let me talk about your turns and enemy turns. When it's your turn, you can switch between up to four characters, situating them around and through the map to take up (hopefully) advantageous positions in battle. Each character uses steam to move, attack, and use abilities. Every square that a character moves exhausts one slither of steam from that character. When a foe is in their sights, they can attack pending their primary or secondary weapon has the proper range. Most enemies have a weak point, which when attacked, allows for greater damage. You're able to aim and fire as each character, making it beneficial to aim for a foe's weak point. Attacking and using special abilities expends more steam than normal.

This lion is no coward. Would a coward launch his own body
into enemies to take them out? I don't think so.
It's also advantageous in battle to sometimes leave some steam in reserve for when you end your turn and sit through the enemy's turn. If you have enough steam in reserve for when an enemy crosses into your line of fire, you can hit them and sometimes stun them completely with an Overwatch attack. However, make it well known that enemies can also use Overwatch attacks, making it so if you are surprised by an enemy and enter their attack range, they can do damage to you, and possibly put an immediate halt to the character you were controlling's progress.

At Code Name: S.T.E.A.M.'s launch, players had to sit through the enemy's turn, which had each unit of the enemy moving one at a time in a super slow fashion. This made missions where many enemies were moving one after the other last a long time. Enemy turns could last for over a minute. Now, there has been a patch which allows for the fast-forwarding of enemy turns. It's 2X the normal speed for the regular Nintendo 3DS and 3DS XL, and 3X the normal speed for the New Nintendo 3DS XL. This is a remarkable improvement that made me really glad that I waited to play Code Name: S.T.E.A.M. until the game's enemy turns were sped up significantly. It makes this game so much better.

Talk about a strawman battle!
Regardless, even with the improvement provided by the patch, Code Name: S.T.E.A.M. is still a hugely difficult game. Once the difficulty sets in around the third or fourth mission, Code Name: S.T.E.A.M. does not let up with arduous maps, powerful enemies, and ways to make you go mad. Don't be surprised to have to redo entire missions after your team is decimated, or have to retry from your last save. As the game goes on, this becomes more and more commonplace, which was a bit of a put-off for me personally, and I usually dig intense strategy games.

Still, if you need to take a breather from the steadily more arduous single player campaign, there are some versus options for players, either locally or online. There is a standard Deathmatch mode, where you and another player control a number of units on one of a number of maps available, with the goal of wiping out the other player's forces before they do the same to you. There's also a Medal match. This is a contest where two players try to collect medals, with the winner being the one who has all three in their possession. Finally, you get a nice rock-em, sock-em, gigantic Abraham Lincoln robot affair where two bots battle until one of your health bars reaches zero. Compared to the tricky single player campaign, these versus mode match types are a nice distraction and way to relax oneself.

Each character has a special ability that they can let
loose to try to change the tide of battle.
Code Name: S.T.E.A.M. possesses an awesome art style that appealed to me greatly. It's obviously not for everyone, sporting a Silver Age era comic book art style. However, the cel shaded look is quite impressive, as is the stereoscopic 3D. The frame-rate is rather fluid, and the animations are pretty stellar too. Voice work is done very well, offering an '80s cartoon show feel. The music is mostly devised up of hard rock and grunge metal. It's pretty forgettable considering Nintendo-published games usually contain at least a handful of memorable themes at the very minimum.

All things considered, Code Name: S.T.E.A.M. is successful as a new IP from Intelligent Systems in, yes, that the game is difficult, but it's oh-so rewarding when a tough mission is finally conquered by the player. S.T.E.A.M. features a glorious cast of characters and mythos, engaging strategic gameplay, and plenty of side content to come back to. Whether you'll want to with the rather high difficulty depends on the type of player you are. If you think you can push through the pain of retrying the same mission and getting steamed again and again, then Code Name: S.T.E.A.M. is a worthy game to add to your library.

[SPC Says: B-]

Thursday, April 16, 2015

The Good, The Bad & The Ugly of Nintendo's DLC Strategy

Like many online-related things in gaming, Nintendo took their sweet time entering into the world of downloadable content, or as I'll shorten it to DLC for my own sanity's sake. Starting off, the company showed great promise in the way they were testing the waters. Nintendo has approached DLC in a multitude of different forms and ways. Some good, some bad, and some really undesirable. 

First off, Nintendo seemed to be doing all the right things with DLC with the Wii U. The three major games featuring DLC are Mario Kart 8, Hyrule Warriors, and Super Smash Bros. for Wii U. This trio of games offers tremendous value to the buyer already, but the added DLC only makes the packages all the more enticing. 


For instance, Mario Kart 8 owners are able to purchase one or both of the DLC packs, each featuring eight new tracks, three new characters, and three new vehicles. Buying both at the same time gives a discounted price that is cheaper than buying both separately, despite both packs not being out at the same time. In fact, the second DLC pack is set to release next week, offering eight more remixed and brand-new tracks into the equation. Thus, you're essentially buying another half of Mario Kart 8 for less than $15. That is one heck of a deal, especially since the actual content is so desirable.


Moving onto Hyrule Warriors, Nintendo seems to have a great handle on making a compelling season pass if this Omega Force-developed title is anything to go by. Unlike Mario Kart 8, there is a staggering amount of content already on the disc that would make anyone who purchases it fulfilled without needing to fork over any extra cash. Though, don't get me wrong, what Mario Kart 8 has content-wise is nothing to honk one's horn at; it's just that any game compared to Hyrule Warriors' content would seem like slim pickings in comparison!

Hyrule Warriors was the gift that kept on giving to those who purchased the season pass. New characters which completely different strategies and play styles for players to learn, new adventure maps which allowed players even more fun completing each mission, and the brand-new weapons made for a game that could easily make players lose hundreds of hours of real life time, and I say that in a good way. Maybe not so much if you have an unhealthy addiction to playing video games, though.


Finally, Super Smash Bros. for Wii U is the third game from Nintendo that I believe does DLC well. Recently (as in yesterday), the first of two announced DLC characters, Mewtwo, was released for people who purchased and registered on Club Nintendo both the Nintendo 3DS and Wii U copies of the newest Super Smash Bros. games. A lot of time and effort goes into creating a new character, as you can probably imagine. I mean, after all, there is balancing the new character against the entire roster, making the character work on all of the stages and with all of the items in the game. It's a lot of work, for sure. 


While Mewtwo will be available for purchase for everyone else later this month, another DLC character was announced at this past Nintendo Direct a couple of weeks ago, Lucas from the unlocalized Mother 3. This enables fans to purchase and play as these returning fighters for a fair price while not putting players who don't pay for them at any kind of disadvantage besides not having the coolness that is Mewtwo and Lucas in their personal roster of available characters.


These three examples are good forms of DLC practice because they aren't already on the disc completely, they weren't held over from the base game to get people to pay more for cut content, and they were created long after the initial development of the base game was over.

However, Nintendo started to slide into more, well, sleazy forms of what we can essentially also call DLC. It all began with one term-- amiibo. Many games recently released by Nintendo have features of the game locked away by an amiibo paywall-- that is, one needs an amiibo figure to unlock that content. Therefore, things like having a member of the Fire Emblem squad join you in Code Name: S.T.E.A.M. is locked behind not only owning a New Nintendo 3DS XL but also owning one of the amiibo figurines. The latter is more important factor to focus on. You're basically forced to buy a $12-$13 figure for something that could have been unlocked with a much cheaper DLC digital key. Speaking of keys, not only is the content already in the game itself, this expensive physical amiibo serves as the key to unlock this reward for players. 


The most egregious (and this is where it starts to get ugly) example of hiding something behind an amiibo paywall is Mario Party 10's amiibo Party mode. To play this mode, at least one amiibo is required. This makes essentially one-third of Mario Party 10 locked away from players without an amiibo, and considered the price of amiibo, that makes a $50 investment turn into an over $60 one. That is pretty slimy to me.


What's worse here is that a lot of the amiibo are too difficult to find. To get Mii costumes in Mario Kart 8, for instance, requires some of the rarer amiibo like Captain Falcon and Fox McCloud. Good luck getting those at a reasonable price, but even at the standard price of, again, $12-$13, it's a huge expense compared to just being able to go on the Nintendo eShop and just pay for a key to unlock all of the costumes yourself with a pain-free, scalper-free transaction. 


Things don't seem to be getting better with the amiibo front either. Wave 4 figure pre-orders sold out incredibly quick, new amiibo were announced for upcoming games like Splatoon and Yoshi's Woolly World (the former locking exclusive costumes and missions away from non-amiibo buyers), and the hope of restocking for most of the rarer amiibo seems hopeless. 

It's my wish that Nintendo leans more toward the good path of DLC (i.e. Mario Kart 8, Hyrule Warriors, and Super Smash Bros.) rather than the amiibo route. Sadly, as the figures continually sell out and are in great demand, these make Nintendo a lot of money. In turn, this reinforces Nintendo's desire to go the amiibo route with adding optional, but usually much desired content to its future lineup of software. Seeing my disgust with trying to even find amiibo figures or make pre-orders, if this were a card game (funnily enough Nintendo wants to make a line of card-based amiibo), I'd definitely say "deal me out."

Monday, February 16, 2015

Code Name: S.T.E.A.M. (3DS) Abraham Lincoln Trailer

To celebrate Presidents' Day here in the United States, Nintendo of America has published a new Abraham Lincoln-focused trailer for its upcoming mid-March release Code Name: S.T.E.A.M. for the Nintendo 3DS. My only fear with this game that its patriotism-heavy presentation may put off potential buyers. For those that do take the leap and buy the game, Intelligent Systems is sure to deliver fun strategic action.