Showing posts with label grand theft auto: san andreas. Show all posts
Showing posts with label grand theft auto: san andreas. Show all posts

Tuesday, May 8, 2018

The "Worst" Things About SuperPhillip Central's Favorite Games IV

Didn't I just say yesterday that there's enough negativity in our hobby, and now here's an article called "The 'Worst' Things About SuperPhillip Central's Favorite Games IV"? Hypocrite much?

No worries, gang, as I'm delving into some personal favorite games of mine, doing my best to pick out what I feel is the strongest negative for each. With some games it's much harder than others! On this fourth installment of this nearly three-year-old series, games like Super Mario Odyssey, Ratchet & Clank, and Grand Theft Auto: San Andreas are featured.

Check out past volumes here:

Volume One
Volume Two
Volume Three

Super Mario Odyssey (NSW)


We begin with a duo of 3D platformers. The first is a game that got runner-up for Game of the Year at the SuperPhillip Central Best of 2017 Awards. (The Legend of Zelda: Breath of the Wild barely beat it.) I'm talking about Super Mario Odyssey, a delightfully masterful platforming adventure that spanned the entire world, as well as parts of space.


The precision, fluidity, responsiveness, and tightness of the controls made for an exceptional game to play. Mario had a brand-new assortment of moves in addition to his repertoire of classics dating back all the way to Super Mario 64 in 1996. One could pull off some very impressive platforming feats with a combination of maneuvers both grounded and in midair.


Many challenges in Super Mario Odyssey could be completed normally with these analog controls. However, the optional motion controls, used for getting extra height on jumps, for instance, weren't so optional for some players, if they wanted to get every Power Moon in the game. Certain racing challenges for Power Moons would be close to impossible for certain players if they didn't shake the JoyCon controllers to give a boost to Mario's roll, and specific Power Moons would be much more difficult to reach without the aid of JoyCon-shaking to scurry up poles at a quicker pace. Now, no Power Moon in Super Mario Odyssey is designed with motion controls exclusively in mind, but without them, several Power Moons can be quite the pain in our favorite plumber's backside to attain.

Ratchet & Clank (PS4)


We move from a runner-up 3D platformer for SPC's Game of the Year of 2017 to the winner of SPC's Game of the Year for 2016: Ratchet & Clank for the PlayStation 4, the official game of the official movie, with the official lombax and the official robot buddy.

Ratchet & Clank's 2016 romp is a part-platformer, part action game that sees the heroic duo move from planet to planet, cleaning up the mess that Chairman Drek and his cronies have left behind in their wake. For the most part, the action remains steady and the pacing of the game keeps chugging along. That is until you get to some of the slower sections within this series reboot that ends up breaking the flow a little bit.


I'm referring to the Trespasser puzzles within Ratchet & Clank. While these are a lot of fun to solve the first time around, the Ratchet & Clank games generally are meant to be played through multiple times in order to routinely save up bolts to acquire all weapons, as well as level up said weapons through continued use, and to unlock all of the trophies (if you're into that like I am, that is). Playing through the game the second, third, fourth, etc. time and constantly being met with Trespasser puzzles that you've already solved in a prior play-through and must solve them in the current play-through is a real chore.


With Trespasser puzzles, you rotate multiple circles. The inner circle shoots out lasers. The goal is to have each laser hit a receptor in order to clear the puzzle and unlock the door you're not supposed to enter (at least by the standards of the person who originally locked it). Later puzzles introduce more lasers and receptors, as well as shields that block lasers from reaching receptors, so they have to be rotated correctly, too. Despite these slow periods in the game devoted to the Trespasser, Ratchet & Clank is still a top notch game, and the best release I played in 2016.

Grand Theft Auto: San Andreas (PS2)


%#$^ that side mission Supply Lines on the PlayStation 2 version of Grand Theft Auto: San Andreas!! There. It felt good to let that out. Did it get your attention as well? Then, I killed two birds with one stone!

Supply Lines is a side mission in San Andreas where David Lynch will constantly tell you that his voiced character's humiliation is complete after you fail the mission. Over and over. And over. And over. Again.

The goal of Supply Lines is to take out a handful of vans driving around different routes in San Fierro while you pilot a remote controlled plane with a gun attached to it. The RC plane has limited fuel, and it's so limited in the PlayStation 2 version that you have to pretty much perform a perfect run just to take out all of the vans--timing their locations correctly--and land at the ending point to clear the mission.


Supply Lines was so badly balanced and challenging in the original PlayStation 2 version of Grand Theft Auto: San Andreas that Rockstar made the mission significantly easier in all future versions, beginning with the Xbox port. My completed run of the O.G. Supply Lines is worn like a badge of honor... Or tremendous patience. One or the other.

Killzone: Mercenary (Vita)


Unlike Grand Theft Auto post-III, I never really got into Guerrilla Games's Killzone franchise. I know Killzone 2 was a showstopper with its amazing (for the time) visuals and presentation at one of the various E3s in the past, but it just didn't appeal to me. It was a poster boy for that generation at that time where brown and grey were popular colors to use, and Killzone 2 was the epitome of that.

However, when I got my PlayStation Vita, I was yearning for a game that would incorporate those dual analogs on the system into a competent first-person shooter. Call of Duty Black Ops: Declassified failed to be a critical darling (it was the complete opposite, in fact), so I steered clear of that one. Then, Killzone: Mercenary launched, and despite its acclaim from the media and gamers, I was still skeptical. That was until I got my hands on the game, played through it, and loved every hour of it.


The issue here is that there weren't a lot of hours to be had in the main campaign. Instead, the game's nine chapters were over quite quickly. For those who don't care about replay value--replaying and completing missions with three checklists of tasks, making for at least three runs per level total--then there wasn't much to be found in the single player campaign. I've read a lot of criticism about this aspect of the game, and it's understandable criticism for those who don't care to replay the same missions only with different rules and objectives to them. Still, Killzone: Mercenary is a stellar shooter nonetheless.

Kid Icarus: Uprising (3DS)


Pit's return in Super Smash Bros. Brawl for Wii after many decades on hiatus from his own series, Kid Icarus, was a shock to say the least. The popularity of the character and Smash director Masahiro Sakurai's desire to make a game in the Kid Icarus universe led to the franchise being reborn with the Nintendo 3DS hit Kid Icarus: Uprising. This game had it all: blistering fast action, great visuals for the Nintendo 3DS hardware, a stupendous soundtrack (one of my favorites of all time), both on-rails aerial action and ground-based combat/exploration, and yes, a control scheme that could really cramp up one's hands rather easily!


Kid Icarus: Uprising really needed a system with two analog sticks or at least better ergonomics, as holding the Nintendo 3DS with one hand while using the stylus to aim and shoot with the other was quite a bother for many players. When a game needs to ship with a plastic stand in order to ease the strain and burden put on the player's hands, it's probably a bad thing. Just thinking out loud, though. I, personally, found comfort by resting the system on my leg or in my lap while playing, but even still, I, among countless others, would adore seeing Kid Icarus: Uprising put on a platform that's much easier to hold without having to live with inconvenience and occasional suffering to enjoy it.

Wednesday, August 7, 2013

Bad Levels in Gaming History - Volume Two

We've mentioned a lot of levels that we deem the greatest in video game history, but we also like talking about those levels that irritate us to no end. It's been since March 2012 since our first segment, and now your long wait for Bad Levels in Gaming History - Volume Two is over. The worldwide nightmare is over! Speaking of nightmares, this segment talks about those levels that have poor design, are frustrating as hell or simply just aren't fun. Today we have a wide variety of games, from Halo to Mario, and Grand Theft Auto to Sonic the Hedgehog. Get ready to get stressed out remembering these design atrocities!

If you missed Volume One, click this link!

Cortana - Halo 3 (360)


The original Halo's Library level was seen as a level that was very repetitive, due to the swarm of Flood enemies players had to take down as Master Chief. It would be assumed by people that Bungie wouldn't let another level like that go near another Halo game. You'd be wrong.

Meet Cortana-- no, not the hologram character that Master Chief cherishes-- we're talking about the eighth playable level in Halo 3. The level has you entering an area full of brown, the innards of some kind of living thing, full of gooey sounds as your feet slush their way on top of who knows what. And maybe we don't want to know what either. Halo 3's Cortana is repetitive as all get out, with Master Chief needing to blast through wave after wave of enemies through curved hall after hall until he reaches the core of the Flood's (bullet sponges) lair. 

Phew! All done, right? It turns out you have to go all the way back through the labyrinthine corridors of the level and reach daylight again. Did we forget to mention there's more enemies to deal with this time? Halo 3's Cortana is just poor design. It stops being fun halfway through the level, and then it requires you to backtrack through an already boring interior. 

Earth - Darksiders II (Wii U, PS3, 360, PC)


When Death reaches Earth, Darksiders II has a bit of an identity crisis. It completely forgoes the hack and slash God of War-esque combat the game has been using in lieu of something more akin to a third-person shooter. Death acquires a weapon that serves as a shotgun of sorts to deal with the endless amounts of enemy fodder that charges at him. This section of the game takes Death through a dreary apocalyptic city setting, through the sewers, through the underground tunnels, and through dilapidated city streets, taking out enemies at every turn. Like Halo 3's Cortana, this is as repetitive and mind-numbing as it sounds. 


It's baffling why the developers decided to integrate shooting elements into Darksiders II. Not only does it not fit with Death, but it simply doesn't fit with the rest of the game. The fact that you need to follow the game's rule of three (i.e. collecting three of these, doing three of this action) doesn't help things either. It's a negative part of a game that is otherwise rather great. 

Supply Lines - Grand Theft Auto: San Andreas (PS2, XBX, PC)


If you thought the Grove Street boys had dirty mouths, wait until you play this optional mission in Grand Theft Auto: San Andreas. You'll be cursing like a sailor on a rap album. Supply Lines is one of Zero's missions in San Fierro, the San Francisco of San Andreas. This mission requires you to remotely control an RC plane, which handles about as well as a Walmart shopping cart with two wheels. Your objective is to go after five targets through the city streets of San Fierro: three vans, one motorcyclist and one courier on bike, and shoot them down. 


Seems simple enough, no? Well, factor in that you must do this with a limited fuel supply and the mission gets exponentially more difficult. At least in the PlayStation 2 version you have to be thorough and plan your flight path to perfection. Any dilly-dallying means you won't have enough fuel to reach and destroy all of your targets. Supply Lines is one of the most maddening missions in a Grand Theft Auto game, and we as gamers are just lucky enough that this mission was purely optional. Your humiliation is complete, Zero.

Pinna Park Episode 5: The Runaway Ferris Wheel - Super Mario Sunshine (GCN)


It's not every day that we get to list a level from a Mario game in a Bad Levels in Gaming History segment, but Super Mario Sunshine, a game of many bad firsts, delivered for us. One of the biggest problems we, as well many others, had with the game was the atrocious camera. The most egregious example of this monstrosity (we miss you, Lakitu, from Super Mario 64) is witnessed in Pinna Park's Episode 5: The Runaway Ferris Wheel. 


This episode requires Mario to reach the top of the amusement park area's Ferris wheel to collect the Shine Sprite. This is performed through climbing up fences, while avoiding electrified enemies. This is easier said than done, because the electrified beings are not only the biggest threat to you successfully completing Mario's mission. No, the biggest threat is without a doubt the camera, which you will be fighting with constantly in a futile effort to see what you're doing. Seeing as this level is a vertical one, you might see yourself falling back to the bottom of the long climb, resulting in you having to redo everything all over again. An episode worse than what you'd see on Roseanne season nine, The Runaway Ferris Wheel from Super Mario Sunshine feels worse than a sunburn from a day at Gelato Beach.

End of the World - Sonic the Hedgehog (PS3, 360)


You could easily pick any level from the 2006 reboot of the Sonic the Hedgehog series. There's Dusty Desert's Silver the Hedgehog level, where at the tail end you need to push billiards through a next to impossible obstacle course. There's all those cursed mach speed sections that are unwieldy at best and traumatic at worst. But, the level we are taking from the plague that was Sonic the Hedgehog (2006) is the final level of the game. Yes, Sonic the Hedgehog built up to this horrid moment through all of its awful levels leading up to End of the World.


End of the World has players switching between multiple characters as they go through a nightmarish city setting searching for Chaos Emeralds to revive the fallen titular hero of the game. Not only does the camera not do any favors, but there are an abundance of black holes that will suck players up, instantly causing them to lose a life. Everything about the End of the World is what we loathe about Sonic the Hedgehog-- the 2006 game, not the series, mind you. There's shoddy camera work, glitches abound, enemies that take too many hits to bring down, cheap deaths to be had, and so much more. 

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What levels do you think are horribly designed? Do you agree with our picks? Let the SuperPhillip Central staff and community know in the comments section!