Showing posts with label golden sun: the lost age. Show all posts
Showing posts with label golden sun: the lost age. Show all posts

Monday, December 7, 2015

SuperPhillip Central's Favorite VGMs - Chaka Khan Edition

It's Chanukah for our Jewish readers, so Happy Chanukah, everybody! As part of the festivities, SuperPhillip Central's gift to you is the gift of song with five special VGMs! Just click the song titles to be whisked away to the song listed!

This week we have music to share from God of War III, a sequel to Golden Sun with Golden Sun: The Lost Age, fantastic music from Donkey Kong Country 2: Diddy's Kong Quest, a catchy tune from The Legend of Zelda: Majora's Mask, and finally, we wrap up with some Banjo-Kazooie.

If you'd like to take a look and listen to past VGM volumes, take a gander at the VGM Database. With that out of the way, let's get to the music!

v1021. God of War III (PS4, PS3) - Boss - Poseidon


The beginning of God of War III pulls no punches. It's an absolutely chaotic and epic battle with Poseidon set against the backdrop of all hell breaking loose near Mount Olympus and the titans. This intense orchestral theme plays during the madness, setting up a brilliant battle with Poseidon who winds up on the losing end of Kratos's wrath.

v1022. Golden Sun: The Lost Age (GBA) - Battle - Felix


Whereas Golden Sun was seen in the point of view of Isaac's party, its sequel, Golden Sun: The Lost Age, is seen in the point of view of Felix's party. His battle theme is just as peppy and energized as Isaac's, and it's once again all thanks to the magnificent talent of Motoi Sakuraba, a name that is quite well known to frequenters of SuperPhillip Central's Favorite VGMs!

v1023. Donkey Kong Country 2: Diddy's Kong Quest (SNES) - Lockjaw's Saga


The underwater levels of the original Donkey Kong Country took place in lakeside, riverside, and ocean side waters. Meanwhile, the underwater levels of Donkey Kong Country 2 take place in the depths of a sunken pirate ship. Some levels feature the piranha Lockjaw while others require the cooling down of the water before it gets to dangerously hot levels. No matter the level, this excellent theme from David Wise plays to keep you enthralled in these particularly waterlogged levels.

v1024. The Legend of Zelda: Majora's Mask (N64) - Astral Observatory


A place that Link goes to to view the telescope and look into the moon to get its tear, the Astral Observatory is equipped with a lovely theme, as you can obviously here with this link (no pun intended). The Legend of Zelda: Majora's Mask saw a Nintendo 3DS remake early this year, and it made a great game even greater. Perhaps it'll wind up on SuperPhillip Central's Best of 2015 list?

v1025. Banjo-Kazooie (N64, XBLA) - Mr. Vile's Game


Mr. Vile is a crocodile that lives in a crocodile shaped dome in the middle of Banjo-Kazooie's Bubble Gloop Swamp. To get his Jiggy you need to participate and win against him in a three part mini-game where the goal is to eat the right colored fruit. This catchy mini-game theme plays during all three variants of the mini-game, requiring speed and precision as you gobble up fruit as Banjo and Kazooie's alligator form.

Tuesday, April 8, 2014

Bad Levels in Gaming History - Volume Four

Level design has always been a feature of games that we've marveled at. There's a big difference between a level that is frustrating due to challenge and a level that is frustrating due to design. Now, we aren't going to pretend that we are masters of creating excellent levels. No, we're very much not. However, we believe we've had enough experience playing games that we can weed out the good levels from those that are bad. This series of articles talks about the latter, where we focus on those levels that are either poorly designed, frustrating for all of the wrong reasons, or just boring in general. (We have a series of articles dedicated to great levels anyway.) After we've exhausted our picks for this newest edition of Bad Levels in Gaming History, help us come up with some more levels for future installments and your reasoning as to why your chosen levels are so bad.

Miss out on Volume One, Volume Two, and Volume Three? Click those links, then!

One Shot, One Kill - Call of Duty 4: Modern Warfare (Multi)


We don't feature the Call of Duty franchise a lot on SuperPhillip Central. It's not really our type of series, and we wouldn't want to review something we don't have an interest in. It wouldn't really be fair of us to bother. Anyway, we did enjoy Call of Duty 4: Modern Warfare, and that was the title that truly cemented Call of Duty is a blockbuster multi-million selling franchise.

Modern Warfare features plenty of awesome scenarios, but it also comes with some immensely obnoxious moments, some of which simply aren't that fun to play due to the sensational amount of aggravation involved.


The level One Shot, One Kill has an example of this at its conclusion. It has you and an injured superior pinned down near a Ferris wheel, anxiously awaiting the arrival of a helicopter to take you boys home. The aggravation here comes from the multitude of enemy soldiers, each equipped with fully automatic rifles that can tear you a new one in a matter moments, that you have to contend with. Did we neglect to mention that you and your superior must survive for a bit over five minutes? You have a limited amount of Claymore mines to work with, used for protecting your AI superior. If he somehow bites the dust (and it's very likely that he will), you fail the mission. Not only is that scenario easy to have happen, having yourself perish mid-confrontation is also quite easy to see occur.


One might think that hiding behind the Ferris wheel itself for cover is a good strategy. Why, it may seem that way, but then you get the privilege of being assaulted by attack dogs, each ready to rip into your red, white, and blue flesh with an instant kill move that can only be avoided with extremely narrow timing. If you wish to persevere elsewhere in this skirmish, you'll be greeted with a barrage of grenades. This is a scenario where even the Terminator would have issues with, much less a regular U.S. army soldiers, regardless of what the commercials on TV tell you. One Shot, One Kill ends with an insanely hard and not very fair encounter with a seemingly endless amount of enemies to take down and survive against. That's why it kicks off our list of Bad Levels in Gaming History for this fourth volume.

Air's Rock - Golden Sun: The Lost Age (GBA)


If you're a fan of lengthy levels and areas that take hours of time to complete, then you will likely find Golden Sun: The Lost Age's Air's Rock to be a pleasure cruise. For the rest of us, we probably would have enough when we discovered that the dungeon takes as long as the original Golden Sun's final dungeon. This wouldn't be so bad if this was a late place in the game to visit, but it's actually near the start of The Lost Age! Your party is at a relatively low level, your hit points and Psynergy points are in the low amount spectrum, your equipment is mediocre at best, and the enemies aren't pushovers, unlike those that you've encountered already. Sound fun? Great! Here's some more stuff!


Trial and error gameplay is what you receive with several opening maze and platforming puzzles. This requires your party to be using its low amounts of PP to use a certain skill repeatedly, meaning you run out of Psynergy points rather quickly. As you make your way to the top of Air's Rock, believing the hardest parts are behind you, you encounter the realization that you're actually not even halfway done with this dungeon. Still sound fun? Well, let's continue!


You must then enter inside the stone and move downward, as you progress closer and closer into the mountain's core. This is all the while facing off against even stronger enemies and more time-consuming and repetitive puzzles. Once you've reached the center of the mountain, you must make your way to the top of the mountain again. This time, however, you are able to use various activated tornado devices to shoot your way up to areas that couldn't be reached before. The end of this part of this dungeon is the end of your journey through the insanely long Air's Rock. It's not just a feat of endurance to conquer this dungeon; it's a test of one's insanity. Oh, and the game doesn't even bother to mention that you need to come to Air's Rock for a Psynergy magic that is required to advance the story in the first place. How nice of the developers! Not. If somehow this all sounds like no big deal and a lot of fun, may we introduce you to a game called Superman 64? You'll probably find pleasure in that torture (albeit much, much worse torture) as well.

Babel Tower - Xenogears (PS1, PSN)


Based on the Tower of Babel, a tower from the Bible that was humanity's way of essentially saying to God, "Hey, you. We're defying you. Take your now-useless Great Flood and get lost!", Xenogears' Babel Tower hasn't been entered for over five centuries due to the ancient Ethos Society sealing it shut with powerful magic. That is, until Fei's party manages to enter Babel Tower themselves. If you ask us what Xenogears' take on the tower was built for, our answer would be pure frustration. Unlike the Bible's version of the tower, Xenogears' Babel Tower actually served its purpose quite well... unfortunately.

It wouldn't be so bad if it was just a straight up climb. However, the developers had a different idea in jazzing up the player's process in ascending the tower. What happens when you have an RPG and you introduce platforming, a mechanic that has no place in the game, in order to cross chasms? Well, you get a recipe for disaster, and that's exactly what Babel Tower is.


You see, Xenogears came out before the PlayStation's implementation of the analog stick. This meant you were stuck using the d-pad for movement. While this setup was less than ideal, what really makes this trek through Babel Tower frustrating is that you can enter into a random battle mid-jump. That wouldn't be so bad if after the battle you didn't fall downward like a two ton safe. That's not even taking into account the very awkward leaps Fei and friends must make at the beginning of the tower that are hard enough without any battles to impede your progress. That alone takes a good chunk of time to perfect the first time! All this adds up to being forced to retry segments of the tower because you keep falling after battles that begin in mid-jump. It's incredibly frustrating and tedious, and it's one of those points in the game that make us disinterested in playing through Xenogears again.

Desert of Death - Breath of Fire III (PS1, PSP, PSN)

As if the name didn't come across as unfriendly enough, Breath of Fire III's Desert of Death is a slog of a place to travel through. It's an area that can get severely boring and tedious, even when you know what you're doing. If you don't, you'll curse the heavens, the stars, and the developers for even coming up with this hellish spot in the game.


The kicker here is that in the English version of Breath of Fire III, the translation was fouled up. This results in the trek through this sand-filled nightmare being much more difficult than it needs to be. You need to have an incredibly precise directional sense to get through the desert. You are required to use the stars in the nighttime sky as your markers to know where to go and how to find the exit here. Since there's a star that is placed in the sky merely to trip you up and trick you, this makes for a pretty rough and obnoxious part to an otherwise enjoyable RPG to overcome.


In addition to these problematic issues, wandering around in the desert for an extended period of time causes you to become thirsty, needing to drink water. Run out of water, and your maximum amount of hit points will continually lower with each step until Ryu and party rest at an inn. After all of your work through this tedious part of the game, you arrive at the end of the Desert of Death, only to be greeted by a boss battle.

 ...Now don't that just beat all?

Mario's Castle - Super Mario Land 2: 6 Golden Coins (GB, 3DS VC)


The final level of Super Mario Land 2: 6 Golden Coins has Mario returning to his overtaken by Wario castle after collecting all six of the eponymous golden coins. What is a generally fairly easy game ramps up in difficulty to roller coaster levels in an instant.


Mario's Castle is a three floor nightmare of a level that requires really tight and precise platforming, great reaction time, and steady thumbs. The obstacles include moving platforms, giant Piranha Plant statues that shoot out fireballs at intermittent times, and large pits of lava that will cook Mario's hind parts instantly.


Not only is this level more than double the length of every other level that Mario has previously conquered within the game, but it also features nothing in the way of checkpoints. This means that wherever you die, even in the three stage fight with Wario, the final boss of the game, you must restart the level at the very beginning. That's just poor and unfair design in what would otherwise be a giant jump in difficulty for players of Super Mario Land 2.

Monday, January 6, 2014

SuperPhillip Central's Favorite VGMs - New Year, New VGMs

Happy 2014 everybody! It's a new year, and we're celebrating it right with a new installment of SuperPhillip Central's Favorite VGM. On this edition we have it all-- Ni no Kuni: Wrath of the White Witch, The Last Story, and Monster Hunter Freedom Unite. We can't wait any longer-- time for some great music!

v536. Ni no Kuni: Wrath of the White Witch (PS3) - Taking to the Skies


Ni no Kuni: Wrath of the White Witch won runner-up at our SuperPhillip Central Best of 2013 Awards, coming just behind The Last of Us. Ni no Kuni is like an interactive fairy tale that presents the player with a magical world to explore. Joe Hisaishi's soundtrack (the same man who does the music for Studio Ghibli's films) for the game assists in this greatly.

v537. The Last Story (Wii) - Invitation to Madness


The team of producer Hironobu Sakaguchi and composer Nobuo Uematsu deliver an interesting RPG world with the Wii exclusive The Last Story. While the game does not outshine the likes of its same console competition in Xenoblade Chronicles, there's no denying that The Last Story is still a worthwhile game to play and own in the Wii library.

v538. Xenosaga III (PS2) - Assault #2


The third and final Xenosaga game, Xenosaga III had its music composed by Yuki Kajiura, and in brilliant fashion, might we add. Yuki Kajiura's previous credits include Xenosaga II, .hack//SIGN, and Noir. Xenosaga III would not be as engrossing a game without Kajiura's musical presence.

v539. Golden Sun: The Lost Age (GBA) - Mars Lighthouse


Famed composer Motoi Sakuraba lent his many musical talents to the Camelot-developer Golden Sun: The Lost Age, the sequel to Golden Sun. Both games released on the Game Boy Advance, and it's quite amazing how Sakuraba-san crafted music within the parameters and limitations of the Game Boy Advance sound capabilities. Such a great example of this is the theme we've chosen, Mars Lighthouse.

v540. Monster Hunter Freedom Unite (PSP) - White Fatalis Theme


Imagine that you're walking along an icy valley when suddenly you turn around and are greeted by a colossal white beast and this theme begins playing. That is what many Monster Hunter Freedom Unite players experienced when they first encountered White Fatalis. That and a lot of one-hit knockouts!