Showing posts with label mega man x6. Show all posts
Showing posts with label mega man x6. Show all posts

Wednesday, March 11, 2015

Bad Levels in Gaming History - Volume Seven

WARNING: Mild spoilers for the following games:
  • Unreal Tournament (Multi)
  • The Legend of Zelda: Ocarina of Time (N64)
  • Sonic the Hedgehog 3 (GEN)
  • Mega Man X6 (PS1)
  • Whomp 'Em (NES)

Besides technical problems like screen tearing, poor performance, clunky controls, and a host of other issues, another problem that games can suffer from is bad level design. It usually isn't even the level design of an entire game, perhaps just a level itself. As you'll see with this edition of Bad Levels in Gaming History, even some of the better games out there can suffer from one or two annoying, tedious, or just not-fun levels. 

Ocean Floor - Unreal Tournament (Multi)


With the alpha of Unreal Tournament's newest incarnation available for PC players to fool around with, it seems like a smart chance to talk about the first UT game. Assault in Unreal Tournament is a fantastic mode which has one team serving as the attacking team and one team serving as the defensive team. The attacking team has to complete a series of objectives, usually to encroach on the defensive team's turf or destroy something important. Meanwhile, the defensive team obviously enough has to prevent the attacking team from accomplishing their goal(s). Both teams get a chance to serve on both sides, and the team that completes the attacking part of the mission the fastest is the one that is determined as the winner.

Nearly all of the maps of Assault in Unreal Tournament are well designed for this type of setup. All but one, in my opinion, and that's the Ocean Floor map. Even if you're just playing against the AI, you can easily get wrecked regardless of what side you're on.


The attacking team starts in a base overlooking the underwater complex which houses a series of four terminals that must be destroyed. You have to leap into the ocean, swim through the depths, and reach one of two entrances into the complex where auto-turrets and most assuredly your enemy awaits. Die, and you have to spawn all the way back at your base, being forced to slowly swim back towards and into the underwater compound.


On defense, the offense from the other team can be instant. Facing the AI, you can quickly find yourself with all of the terminals destroyed before you get a chance to blink. Okay, that's an exaggeration, but that's what it feels like. Ocean Floor is one of the only maps in Unreal Tournament that feels heavily lopsided in favor of the attacking team over the defensive team. It's what makes it a disliked map of mine that otherwise has a cool setting and architecture.

Water Temple - The Legend of Zelda: Ocarina of Time (N64)


Now, now. Weapons down, ladies and gentlemen. The Legend of Zelda: Ocarina of Time is without a doubt my favorite video game of all time. It is just a ticket to masterful game design... well, except one place in the game, and that's a dungeon that even the director of the game has apologized for.

Yes, I'm referring to the Water Temple, a dungeon within Ocarina of Time that suffers from two annoyances that pop up multiple times throughout Link's journey through its depths.


The first is the need to raise and lower the water level of the dungeon on various occasions to make the floating platforms rest where they need to. A bigger pain in the rump was the need to constantly switch between having the Iron Boots equipped and having them unequipped to Link. This process was further made aggravating by having to enter the pause menu to equip and unequip respectively. When you're being forced to equip the Iron Boots so much to sink down into the watery depths, the time wasted adds up.


Both of the Water Temple's main problems were rectified in what I consider the definitive version of Ocarina of Time, the Nintendo 3DS remake. Not only are the paths to the places where the water can be raised and lowered displayed with color-coded lines leading to them, but now the Iron Boots are like any other item that can be put on and taken off with a tap or touch of a button. Now, that's progress! It makes what was an otherwise overlooked part of Ocarina of Time's Water Temple design no longer an issue.

Carnival Night Zone Act 2 - Sonic the Hedgehog 3 (GEN)


While Sonic the Hedgehog 3 is one of my favorite entries in the Blue Blur's long line of video games, there is one particular sour spot that gets my girdle bunched up. THIS:


It's an ugly note in an otherwise near perfect gem of a Genesis game. Carnival Night Zone as a whole has a multitude of red and white barrels throughout it. However, the only one that is absolutely necessary to pass is near the end of Act 2. Nowhere in either act does the game display how to pass them. What occurs, then, is that players will try an assortment of tactics to pass by this dreaded stopping point for many a-player. The most popular is to jump up and down on the red and white barrel. Seeing a tactile response in the barrel beginning to bounce up and down, it only makes sense to continue this strategy.

However, one who continues this practice will cruelly never get that their incessant jumping on the barrel is for naught. It's simply not the right way to get passed this obnoxious obstacle. Instead, what you're supposed to do, as part of one of the most counter-intuitive gameplay mechanics I've witnessed, is hold up on the d-pad and then hold down, alternating between the two.

Few ever solved this unassuming puzzle on their own. Instead, they called a Sega hotline for game tips. I'm quite certain the developers of Sonic the Hedgehog 3 intentionally made the solution to the red barrel of doom so obscure and obtuse just to get extra money from suckers like me who called their $1.00 a minute hotline! Okay, maybe not, but it was indeed a place in the game that was needlessly vague in helping the player learn how to pass the obstacle on their own. A simple design decision like throwing a sign in the background would have made this preventable problem go away. Then again, as they say, hindsight is 20/20...

Gate's Laboratory - Mega Man X6 (PS1)


Instant death. That's what the final stages of Mega Man X6 award its players with after eight long stages that were just as awkwardly crafted and sometimes designed in such a way that are just offensive flat out.

Gate's Laboratory is a series of three stages that fill players with nothing in the way of fair difficulty, instead going for total cheapness. It's as if the developers and designers of Mega Man X6 had to be coaxed into creating the game kicking and screaming, and their ultimate revenge for this dishonor was making Mega Man X6 hellishly difficult in a myriad of unfair ways.


Spikes lining the walls, requiring pixel perfect jumps to avoid them? Got 'em. Enemies just placed at random locations and in great numbers? Got 'em. Blind jumps that only a psychic would know about? Got 'em. Finally, multiple challenging bosses that don't give you any sense of accomplishment in beating them? Yep, you guessed it. Got 'em.


It says something about Gate's Laboratory 2 when it's actually quite possible to be unable to progress in the level if you're the wrong character in the wrong armor. There is a jump that many call a leap of faith that is impossible to make if you're playing as X and you're not equipped with the correct armor. That alone speaks the loudest about Mega Man X6's problematic level design, and Gate's Laboratory stages are a crash course in bad design.

Final Level - Whomp 'Em (NES)


NES games are known for being something called "Nintendo Hard", and up until the final level in the Mega Man-inspired Whomp 'Em, the difficulty of the game is rather fair. When you reach the final level that our Native American hero has to deal with, you'll be asking for a dreamcatcher to catch this nightmare of a level so you won't have to ever contend with it ever again.

Let's start where we should-- the beginning. You're in the sky with several clouds serving as the platforms of the first part of the level. Some of these are storm clouds and will unleash on our hero a shock to his system. That's not all, however, as there are columns that must be maneuvered around, too. Oh, and don't forget the enemies that can come out of nowhere and pass through these otherwise solid objects.

After a vertical section of scaling small and short cloud platforms, the second floor of this final level is made up of columns of ice, more clouds, and more enemies that can quickly come out of nowhere to damage you. To add to the player's misery, falling down at this section of the level means you have to start from the first floor, going through that hot mess all over again.


By the time you reach the third floor of Whomp 'Em's final level, the game throws in an entirely new gimmick with no time for preparation given to the player. You have to immediately learn how to propel yourself with the protagonist's primary weapon, a staff, through an area with no gravity. This is all the while defeating or completely avoiding enemies. Very hard to do when you haven't mastered a totally brand-new game mechanic that is thrust onto you.


Then, there's the final boss, which is weak only to one weapon which takes off a bar of health each and every time you use it. If you don't decide to use the boss's weakness against him, prepare for an incredibly difficult battle, as the boss will use near impossible attacks to dodge.

No matter how you slice it, Whomp 'Em's final level is a blight and a horrid note to end on for an otherwise competent and capable Mega Man clone. It is marred by poor design, unfair challenges, and a mechanic that comes out of nowhere for the player to be forced to somehow master.

Thursday, February 26, 2015

Bad Boss Battles in Gaming History - Part Four

WARNING: POTENTIAL SPOILERS FOR THE FOLLOWING GAMES AHEAD!

  • Uncharted: Drake's Fortune
  • Gears of War 2
  • Super Meat Boy
  • Mega Man X6
  • Yoshi's Story

Bad Boss Battles in Gaming History is back, everyone, for another installment! It's time once again to take these bosses to the woodshed, but this time I'm not going to defeat them, I'm going to roast them for being the total opposite of good. Whether they're annoying, misplaced, not any fun, hard for all the wrong reasons, too easy, or something else negative, I'm putting these five boss battles in their rightful place as bad ones!

Atoq Navarro - Uncharted: Drake's Fortune (PS3)


Before we begin, I'm referring to the entire chapter, Chapter 22 - Showdown, in Uncharted: Drake's Fortune as the fight with Atoq Navarro, the final boss of the game. What occurs is a series of shootouts that has hero Nathan Drake ducking behind cover in the form of crates to pick off Navarro's henchmen and blasting the destructible boxes that Navarro hides behind.


The basic but still annoying premise of this chapter is to blast the boxes that Navarro uses as cover so they break apart, giving the main villain reason to retreat. Drake must time his shots carefully, as Navarro is equipped with not only his three mercenary henchmen in this first outing, but also a high-powered shotgun that can take an unassuming player down in seconds. With Navarro retreated, Drake can focus on the mercenaries, killing them before making chase.


The next setup has three more mercenary enemies, Navarro, and boxes for Drake to take cover behind. However, the latter can be destroyed by the henchmen and Navarro, so it means that Drake only has a set amount of time to take care of all four before he's proverbially naked, able to be killed quite quickly.

Once Navarro's cover is destroyed by Drake, he once again retreats. When the mercenaries are dead, Drake can run after him. This last arrangement has Navarro hiding behind indestructible cover, so here Drake has to pick off each of the three mercenaries one by one before Navarro runs away to a final platform.


It's here that Navarro stands out in the open, shooting in several bursts. When the shots finish, Drake can exit cover, move into Navarro's proximity and start a quick-time event, displaying Drake punching the snot out of his rival. A second time this is done, and the finale of the game occurs with Navarro's foot getting caught in a rope's loop, pulling him underwater to drown.


The timing required for the majority of this chapter is so precise that it makes for a highly frustrating experience for a player without the proper knowledge. Not only that, but throwing in a cliche quick-time event when Uncharted: Drake's Fortune had little to none prior to the endgame, makes for an unexpected change in gameplay. It all adds up to a painful to play chapter, and a very good reason why I don't generally like to replay the first Uncharted game.

Lambent Brumak - Gears of War 2 (360)


From the chapter in the book of "Bad Boss Battles" called "Total Letdowns of Bosses" comes this final boss from Gears of War 2, a title that had plenty of other issues with it outside of a disappointing final boss to worry about. Throughout the game it seems that a villain known as Skorge will be the final challenge to defeat in order for the Gears crew to successfully (but temporarily) save the day. In fact, Skorge is all but given the red carpet treatment to be the final villain to face.


However, players are thrown a curve ball when Skorge is defeated in the penultimate chapter. While some games would then have a more powerful, more dreaded, and more awesome challenge to take what was perceived as the main villain's place, Gears of War 2 instead gives players an incredibly weak on-rails sequence that ends with thirty seconds of holding down one button to take down the Lambent Brumak, the final boss of Gears 2, with the Hammer of Dawn weapon. "...That's it?" is a common thought or utterance to come from one's mind or mouth after the brief and deflating confrontation takes place. Ironically, the developer behind Gears of War 2, Epic Games, made a totally un-epic finale to their game.

Little Horn - Super Meat Boy (PC)


It's no coincidence that the boss that awaits you in the world called Hell is also the one that feels like hell playing. Super Meat Boy is an otherwise wonderfully designed game with clever, tight and responsive platforming that is quite fair. Usually when you die, it's because you didn't play well enough. However, the boss in the Hell world of Super Meat Boy is the antithesis of great design. Good bosses telegraph their attacks so you can be observant of that and hopefully evade them. Little Horn in Super Meat Boy is not a good boss.

In this boss fight, Little Horn pounds his big meaty hands on the platform he resides behind, as well as taking his forehead and smashing it to the ground, requiring you to dodge his offensive advances. The issue here is that again, there's no way to determine what attack is about to do, meaning that defeating the boss on one's first try is nigh impossible. Instead, you will most likely face Little Horn dozens upon dozens of times in order to simply memorize his attack pattern, as his attacks go in the same order every time. This is not good design, and it's confounding to me how a team that did everything else so terrifically with Super Meat Boy did so inexcusably horrible with this one boss fight.

High Max - Mega Man X6 (PS1)


Let me get this out of the way-- Mega Man X6 is a poor Mega Man game, and the second weakest Mega Man X game on home consoles. It's got a fetish for one-hit kill spikes, and it suffers from massively horrid level design. Now that I've let out that bundle of sunshine, let's talk about the boss of the second level of Gate's Laboratory, High Max.

High Max is a greatly annoying boss to fight due to his high defense, high health, and just how long the battle with him takes. Even if you cheese the fight through running into him with Commander Yammark's special weapon and purposefully take damage to do so, the fight is still a lengthy one.


The boss starts out by summoning two powerful force fields on both of his sides. At least one of these needs to be destroyed through giving an insane amount of damage to it for it to be removed, thus allowing you to unleash your attacks directly to High Max. You only get to hit him a minuscule amount of times before he calls back his extra defense.


The fact that one needs to actually cheese through the fight to take down High Max more quickly makes the battle such a bad one to me. Otherwise, you're stuck damaging the boss for small amounts of health each round his force field is down. It's just another thing to add to the pile of why I don't particular care for Mega Man X6.

Cloud N. Candy - Yoshi's Story (N64)


From a frustratingly time-consuming boss to an insultingly easy boss, Cloud N. Candy is but one of the bosses that can be battled halfway through the Yoshis' journey in the Nintendo 64 cult classic Yoshi's Story. It's obvious that Nintendo developed this game with children in mind. It's a simple game to beat, but it's a much more challenging one to master. Sure, you can just randomly eat any fruit to collect the 20 you need to complete a level, or you can do the incredibly challenging act of finding and munching down all 20 melons in a given level.


Nevertheless, there is no level of mastery needed for the battle again Cloud N. Candy, a cute play on words of "cotton candy". The boss slowly moves around the battlefield (or should it be a called a "massacre-field" since the boss is so darned simple to beat?), making large, floaty jumps in the process. All Yoshi has to do is take its tongue, lick, and lap up parts of the boss. With each successful lick, the boss becomes smaller and smaller. No worries about taking damage, as each time Cloud N. Candy has a piece taken off of it by Yoshi, it heals Yoshi. You can just jam on the tongue button to turn a once large mound of clouds into nothing within seconds. If only there were more danger and complexity to be found with this boss, which in its current state has next to zero, so Cloud N. Candy wouldn't be yet another boss to be considered by me as bad.

Side-note: Doing a no-damage run on this boss is not considered impressive!


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Have your own disliked boss battles that you've had the misfortune of playing? Let the SuperPhillip Central community know in the comments below!

Monday, February 23, 2015

SuperPhillip Central's Favorite VGMs - Bugs Bunny's... Er, SuperPhillip's Birthday Blowout Edition

While my birthday isn't until Friday, SuperPhillip Central's Favorite VGMs are celebrating the day a bit early with five new VGMs ranging from games like the wild ride of Jet Set Radio, the poor gameplay but excellent soundtrack of Mega Man X6, and a new challenger in the form of Mystical Ninja Starring Goemon. Rounding out this celebration of music are Mario & Sonic at the London 2012 Olympic Games and 1080° Snowboarding. Let's get to the music!

v816. Jet Set Radio (DC) - Rock It On


Hideki Naganuma brings the goods with the Jet Set Radio soundtrack. Using a mix of samples and original music, his Jet Set Radio soundtrack is the perfect companion for skating up and down the streets and areas of Tokyo-to. Rock It On is a catchy little number that gets even catchier when we start "Rocking that s%##, homie."

v817. Mega Man X6 (PS1) - Blaze Heatnix Stage


There's something to be said about the quality of this song in regard to that the level it plays in is not good whatsoever. In fact, it's quite long and tedious. Being able to still enjoy Blaze Heatnix's stage theme after repeated listening in the game shows the greatness of this hardcore rock theme.

v818. Mystical Ninja Starring Goemon (N64) - Zazen Town


We go from in-your-face metal to something much more understated with Mystical Ninja Starring Goemon's Zazen Town, a quaint Japanese town in which Goemon can explore. The game is a mix of action/adventure and platforming, making for a fun combination of gaming goodness. Now, if only the game was a little cheaper to purchase even in used form.

v819. Mario & Sonic at the London 2012 Olympic Games (Wii) - London Party


It's not a party without Mario and Sonic, as well as some peppy tunes. London Party from Mario & Sonic at the London 2012 Olympc Games gives just that, making for an earworm full of bold brass and awesome organ music. It's terrific for speeding around a mini map of London as you play against three other human or AI opponents.

v820. 1080° Snowboarding (N64) - Work Your Body


North America is deep within a snowy winter that has made for some treacherous conditions. It seems like a perfect time to bring up this next game. However, for the gang in 1080° Snowboarding, that kind of weather allows for some awesome snowboarding action. This N64 classic offers clever course design, great multiplayer, and a sensational mix of music.


Thursday, May 24, 2012

Killer Soundtracks - My Personal Favorites, Part Three

Music makes the world go 'round, and it is something I feel like a bit of a connoisseur about. Y'know, but without being all snotty and uppity. This makes three weeks in a row that I am sharing my personal favorite soundtracks from unforgettable video games, some more memorable than others. I hope with this part of Killer Soundtracks, like the two that came before it, it will have you listening and enjoying the samples of songs I link to. With that out of the way, let's get ten more soundtracks some time under the sun.

The Legend of Zelda: Skyward Sword (Wii)


Quite possibly one of my most cherished Zelda soundtracks, The Legend of Zelda: Skyward Sword for the first time featured a full orchestra for the majority of musical pieces. Hajime Wakai, Shibo Fujii, Mahito Yokota, Takeshi Hama, and Koji Kondo all lent their creative compositional expertise to this stellar soundtrack. Note: the track names are entirely unofficial. We have the familiar classic of File Select on one hand while on the other we have new classics like Romance Theme 1, the Asian flair of Bamboo Isle, a boss theme in Koloktos/Moldarach, the full choir of Final Ghirahim, the overly triumphant theme of the Staff Roll (featuring Ballad of the Goddess and The Legend of Zelda Main Theme), and the beautiful piano-filled Fi's Farewell. While nostalgia tells me that A Link to the Past has the better music, Skyward Sword is still up there as one of the best.

Super Mario Galaxy 2 (Wii)


Speaking of Mahito Yakota, he lent his abilities to the superb Super Mario Galaxy 2 soundtrack. I actually prefer the sequel's music to the original, but it really is a heated race between the two. I mean, how can you not love fully symphonic pieces like the familiar Throwback Galaxy, Bowser's Galaxy Generator, the increasing tension of Melty Monster Galaxy, the grandiose nature of Final Bowser Battle with full choir, Haunty Halls Galaxy with the returning Ghost House theme from Super Mario World, the super perky Puzzle Plank Galaxy, and the second homage to Super Mario 64, Bowser's Lava Lair?

Jet Force Gemini (N64)


The composers at Rare, as proven last week by their incredibly impressive Perfect Dark soundtrack, are some kinds of sorcerers. How they managed to push the Nintendo 64's sound card is anyone's guess. Seriously, feel free to guess-- I'm all ears. Anyway, the team once more put forth an excellent treat for the ears with Jet Force Gemini's wondrous soundtrack. There's the militant march of Character Select for starters, Rith Essa, S.S. Anubis, Eschebone, Sekhmet, Ichor Military Base, and the ultra tense Boss Battle theme. Jet Force Gemini amazed me way back when it released in 1999 or so and it absolutely floors me now in retrospect.

Super Mario RPG: Legend of the Seven Stars (SNES)


Yoko Shimomura (mostly known for her work on the Kingdom Hearst franchise) contributed the lion's share of music for Mario's first foray into the RPG genre, Super Mario RPG: Legend of the Seven Stars. It would also be Square's last game on a Nintendo system for an extended period of time. Of course, we all know tracks like Beware the Forest's Mushrooms and Hello, Happy Kingdom (which would get a remix in the Wii's Fortune Street), but what about lesser talked about themes like Fight Against An Armed Boss, The Merry Marry Bell Rings, Going Shopping in Ripple Town, Let's Do the Fooka-Fooka!, and Goodbye, Geno? Those are all tremendous tracks worthy of one's attention. A cute, quaint, and charming soundtrack, Super Mario RPG is near and dear to my heart.

MadWorld (Wii)


From cute, quaint, and charming to brutal, violent, and visceral, MadWorld's music is mostly vocal. It's also quite explicit lyrics-wise, so be forewarned, you younger scamps who visit SuperPhillip Central! The majority of music is hip-hop, rap, and hard rock. You can hear this in songs like Come With It, Survival, You Don't Know Me, the Asian beat of Ain't That Funny, Crazy, Body That which was used in the North American ads for the game, and the credits theme, Get It Up. I generally dislike the types of music MadWorld contains, but something in the game infected my mind like a brain worm.

Kirby's Epic Yarn (Wii)


How do you segue from rap to the gentle, flowing tunes of the adorable Kirby's Epic Yarn? I'm a good writer, but I'm not that good. Regardless, Tomoya Tomita penned and possibly performed the majority of music for this simple-to-beat game. The piano-heavy music really complemented the easygoing nature of Epic Yarn. You have songs like Fountain Gardens, VS. Fangora, Snowy Fields, Lava Landing, Outer Rings, and last but not least, the recital-sounding Patch Castle. Like I said, the music marvelously matches the calm nature and pace of Kirby's Epic Yarn.

Wario Land: Shake It! (Wii)


Now, here's a simple segue. Both Kirby's Epic Yarn and Wario Land: Shake It! were developed by Good-Feel. They're talented people who work at the company, and the quality of their titles is pretty good. While Epic Yarn had more of a piano focus, Shake It! branches out much more to incorporate a wide menagerie of musical instruments. We have the Latin-flavor of Launchpad Labyrinth, the Egyptian-flavor of Whoopsy Desert, the African rhythm of Savannah Valley, the professional piano of Gurgle Gulch and Run-Down Pyramid, the glitzy Glittertown (as inspired by Wario World), and the rocking Windbreak Bay. Wario Land: Shake It! supplies listeners with an abundant array of themes from multiple musical genres in fine fashion.

Mega Man X6 (PS1)


Now, if you have followed SPC for an lengthy period of time, you know my thoughts on Mega Man X6. It wasn't a really good game. In fact, a lot of it was pretty bad. That is except for the music which was sensational. We rocked out to Blaze Heatnix Stage (Magma Area), and even after hearing it loop over and over again while fighting the same mid-boss in different arenas, the song still holds up. Then there's great tracks like Gate's Laboratory 1-2, Commander Yammark Stage (Amazon Area), Shieldner Sheldon Stage (Laser Institute), Infinity Mijinion Stage (Weapon Center), Gate, and Sigma 2nd. I'm not saying such songs make up for a less-than-stellar game, but it did make the experience all the more bearable.

Sonic CD (SCD)


There are two versions of the Sonic CD soundtrack-- the JPN/PAL soundtrack and the U.S. soundtrack. I am in the camp that prefers the latter. I find the JPN/PAL one to be too goofy and not having as many memorable melodies and songs as the U.S. one. It could also have to do with the fact that I grew up on the U.S. soundtrack. We have numerous cool and soothing to hard and rocking songs like Palmtree Panic Zone (Present), Palmtree Panic Zone (Bad Future), Collision Chaos Zone (Good Future), Stardust Speedway Zone (Good Future), Stardust Speedway Zone (Bad Future), Wacky Workbench Zone (Present), and Special Stage. Overall, a nice soundtrack, though I do like Japan's Palmtree Panic Zone (Present) version.

Ys: The Oath in Felghana (PSP)


Ys: The Oath in Felghana was an unexpected surprise and my first encounter with the Ys series, one that I wish to dive into even further after finishing off Felghana. One reason (other than the brilliant action gameplay, of course) is the music, remade and remixed for the PSP. If you didn't like the PSP's music, you could switch to the originals. But why do that when you get wonderful songs like the final boss theme of The Greatest Foe, The Boy's Got Wings, the theme of the clock tower, Sealed Time, dungeons themes like A Searing Struggle, Steeling the Will to Fight, Snare of Darkness, and Be Careful? Combining violin with electric guitar and synth made the PSP version of the Ys: The Oath in Felghana soundtrack amazing to the ears.

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If you somehow missed a previous part of Killer Soundtracks, you can easily get to them through one of the following links:

Killer Soundtracks - My Personal Favorites, Part One
Killer Soundtracks - My Personal Favorites, Part Two 

As for everyone else, what did you think about Part Three's soundtrack and song selections? Give me a holler in the comments section.

Tuesday, March 6, 2012

Bad Levels in Gaming History - Volume One

In the past I have listed some of my favorite levels in gaming history. Now it's time to take a look at the opposite, some of the poorer attempts at making competent levels. These areas might be convoluted, designed with best intentions but end up being messes, or are repetitive beyond all get out. Volume One has five of these monstrosities for your viewing and reading pleasure.

Eggmanland - Sonic Unleashed (PS3, 360)


There's something to be said about a level that takes nearly thirty minutes even with a pro player going through it. That is the HD version of Eggmanland from Sonic Unleashed, a platforming and perilous hell on the level of past haunts from games like Sonic the Hedgehog (2006). The level switches you between normal Sonic and Werehog Sonic as you jump and maul your way through increasingly more challenging scenarios such as tiptoeing as Werehog Sonic on incredibly thin pipes with a bottomless pit, the cornerstone of recent Sonic games, taunting you from below. It doesn't help that the camera is fixated in a position that is not beneficial to your jumping prowess. Then there's the coaster part as Sonic where you must control a seemingly uncontrollable roller coaster car through a hellish halfpipe as you leap over chasms, dodge spikes, and hope for the best. After this there is a portion as Sonic with square sections of wall with an Eggman-esque mug on them that push out. If you happen to be standing there when they do you end up getting pushed off the level and die. This is very easy to lose precious lives at. The whole level is a life-stealer, and it says something about this incarnation of evil when I start with 99 lives and end in the forties. Not only is the level way too long, but it is unbelievably cheap, too.

The Dam - Teenage Mutant Ninja Turtles (NES)



Without a doubt one of the most obnoxious water levels in gaming history (they are usually already a pain to begin with) is the dam stage from the first Teenage Mutant Ninja Turtles game on the Nintendo Entertainment System. The premise of the level is that you must disarm eight bombs that are placed around a labyrinthine underwater stage before they detonate and destroy the dam and turn you into turtle soup. Electric seaweed lines many of the soggy corridors of this stage, demanding pinpoint precision of the player. Good luck with that with the unwieldy swimming controls. And don't forget the other shocking obstacles in this nightmare of a swimming level. Many gamers never made it past this the second stage of Teenage Mutant Ninja Turtles.

Blaze Heatnix Stage - Mega Man X6 (PS1)


Now, Mega Man X6 is already a poor Mega Man X game. That much is for certain, but the creme de le crap comes from the Blaze Heatnix Stage where you face off against the same mini-boss (seen in the picture above) about 5-6 times throughout the level. The battleground may be different each time, sometimes you're facing the boss in a vertical chamber with rising purple flames on your tail while another you're battling the boss in a horizontal area with multiple chasms to worry about, but the way to beat this annoyance is always the same. You must shoot out the multiple green weak points of the snakelike robotic baddie to temporarily defeat it. Mega Man X6 is known for some of the lamest level design in series history, so taking the prize as worst level in the game is some stellar feat.

New Pork City - Super Smash Bros. Brawl (Wii)


My problem with Super Smash Bros. Brawl's New Pork City stems from the fact that not only is it way too large, but it is also just a seemingly random pile of platforms put together to form a stage. At least with Super Smash Bros. Melee's largest stage, Temple, the level was designed to resemble something. This is not the case with New Pork City. The many thrown-together platforms and huge negative space means that throwing your opponents out of the arena takes much longer than a normal-sized stage. Now to be fair, I like the aesthetics of New Pork City, but looks alone do not a good Smash Bros. stage make. This is why I have the level turned off when I decide to play on a random stage. Too big and too difficult to get K.O.s on, New Pork City winds up in the Super Smash Bros. Brawl hall of shame.

Planet Wisp (Classic) - Sonic Generations (PS3, 360)


Planet Wisp (Classic) from the recently released Sonic Generations starts out innocently enough as you stroll or speed through a verdant valley with badniks wearing construction hats and armed with pickaxes, but as you enter the actual factory, the second part of the level, things turn crappy fast. Sonic Colors, the game Planet Wisp is picked from, had wisps, beings that for a limited time gave the blue blur powers like the ability to drill through certain floors and the laser which bounced Sonic off walls for as long as the wisp's power held together. The lone wisp power in Planet Wisp (Classic) is spikes. Sonic turns into a spiked ball and can use those sharp quills of his to climb walls and ceilings. The problem is when you get to special and small gears that need Sonic to charge his spike power on them in order to operate/move them through hazardous hallways. This is all the while dodging a barrage of missiles that fly throughout the level. Planet Wisp becomes maddening when you're tasked with moving four different platforms to line them up to lead the azure hedgehog to the goal. It's an annoying second half of the level and one I wish only to my enemies.

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That wraps up Volume One of Bad Levels in Gaming History. To get some better vibes and view some Great Levels in Gaming History, check out one of the following volumes:

Volume One
Volume Two
Volume Three
Volume Four
Volume Five

Which levels in games do you deem as poorly designed or made? Hit me up with a comment discussing this or post whether you agree or not with my choices.

Wednesday, February 8, 2012

Sour Games, Sweet Soundtracks

Games are a legitimate form of entertainment. Unfortunately, just like every other medium, there's more garbage than good out there. Sometimes you get a really bad game whose only saving grace is that it has a stellar soundtrack to accompany it. These following four games are just that. Marred by technical and/or fundamental problems, these titles only have a great soundtrack to bail them out and be remembered by.

Sonic the Hedgehog (2006) (PS3, 360)



Quite possibly the worst game I have ever purchased, I must have been painfully curious to just how bad 2006's reboot of the Sonic the Hedgehog series really was. Let me tell you that it was as bad as people say (save for Play Magazine who gave the game a 9 for dubious reasons). If your idea of fun is glitching through platforms, fighting a wonky camera, battling super poor collision detection, taking on hellish mach speed sections, boring, empty hubs, and sitting through a cringe-inducing story of hedgehogs kissing human girls (yes, your reaction probably mirrors my own), then party hearty, my friend. For everyone else, at least you can enjoy the soundtrack... pending you get past the first abortion of an act.

To be more positive, the soundtrack is one of the year 2006's best. Tomoyo Ohtani, Mariko Nanba, and Hideaki Kobayashi combine their musical talents to create the only thing sensational about this otherwise punishing to play game. I have hand-selected some of the game's better themes. Some songs have the classic rock riffs that fans of Sonic Adventure and on have grown to love while others go for a cinematic feel like Crisis City and Kingdom Valley.


Final Fantasy XIII (PS3, 360)



Now this is a game that seems to be either love it or hate it. It really depends on your personal experience with the game. Regardless, some did not enjoy the extremely linear gameplay, slow to unravel story, and episodic structure of Final Fantasy XIII. Then there's the story. It is not so much the narrative but the execution. There are plenty of groans and moans to be had if you wish to sit through this title and live to tell about it. At least the combat has something for everyone. I'm in the camp that likes the game, but I added it to this list to appease the critics. This is only going to happen this time, so you haters better be grateful.

Masashi Hamauzu and Ryo Yamazaki take over the composing duties for Final Fantasy XIII. They had big shoes to fill with past efforts by the genius that is Nobuo Uematsu (Final Fantasy I-XI) and Hitoshi Sakimoto (Final Fantasy XII and Final Fantasy Tactics). They certainly-- to put it in baseball terms-- knocked one out of the park with their stirring compositions. From the outstanding battle themes to more character-driven pieces, there's a lot to love about Final Fantasy XIII's soundtrack, even if the game doesn't appeal to you.


Shadow the Hedgehog (PS2, GCN, XBX)


While I didn't like the angle Sonic Team took with Shadow the Hedgehog, I thought the game was perfectly playable. In fact I went so far as to get all of the highest ranks on every level and beat the game on Super Hard mode. Sure, there's a lot to be put off by in this game-- a foul-mouthed hedgehog armed with guns (but the guns meant you didn't need to use the not so reliable at the time homing attack), a plot that made little sense, and vehicles in the form of bikes. Depending on choices during each level, you progressed either the hero way, the neutral way, or the evil way. There were six final levels you could go to pending your decisions and twelve possible endings. Unlocking them all was the only way to see the true ending and face the true final boss.

Jun Senoue went with a darker sounding score for Shadow the Hedgehog. Some songs were death metal, some were grunge, while others weren't in the category of rock at all. If you like any instrument from the guitar family, you are bound to like something from the Shadow the Hedgehog soundtrack.


Mega Man X6 (PS1)


The worst in a series that took a massive downturn (X7 was not top-shelf material and X8 wasn't the best the franchise had to offer either, though it was good at least), Mega Man X6 was the lowest point in the X line of games. With horrible, sometimes even lazy level design (who thought it would be a great idea to have X or Zero face the same boss 4-6 times in the same level?), a back of the box that flat-out lied about features, and no dubbed voices, Mega Man X6 came out almost a year after the not too bad Mega Man X5. To say the game was rushed out the door would be an understatement. Plus, I hated the lack of localized boss names, a trend which started with X5. Regardless, we'll always have the memories of the music such as the best Mega Man boss theme in Sigma 2nd to soothe us out of our "irritated from playing this game" state.


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My turn is up, so it's now your turn to share. What games have you played that you didn't exactly find fun but had an excellent soundtrack? Let your opinion be heard/read in the comments section.