After a year's absence, "One & Done" is back, talking about those games that didn't receive sequels of any kind--whether spiritual or straight-out sequels. There could be multiple reasons for this: a game just didn't sell well, isn't marketable anymore, or the creator/development team simply wanted to move on to something else. We have games from a variety of eras on this edition of "One & Done", so sit back, get comfortable, and prepare yourself for a trip down memory lane.
For a look at SPC's previous two editions of "One & Done", check out part one and part two.
Tearaway (PS4, Vita)
Media Molecule became well known for a plethora of PlayStation fans for its work on the LittleBigPlanet series and have gone on to work on an even more ambitious creative gaming suite with Dreams. However, in between these two projects came a game that didn't receive as much buzz by virtue of being on the PlayStation Vita. That game was Tearaway, a charming 3D platformer that utilized the Vita hardware in glorious and ingenious ways. From using the rear touch screen to raise up platforms from below to utilizing the camera to take a picture, thus using the image to colorize a papercraft creature in need of color, Tearaway remains one of the best games to feature the Vita's various knickknacks and tools. A PlayStation 4 version would release--Tearaway Unfolded--adding new content and retooling the controls to work with the PS4's DualShock. Here's hoping that some day Sony brings back Tearaway in some shape or form.
The Bouncer (PS2)
Squaresoft's first game for the PlayStation 2 was little more than a title to get its proverbial feet wet with development on the system, and while the end result, The Bouncer, was gorgeous game for its time, it left a lot to be desired. The main point of contention critics and players of this 3D brawler was that the game was ridiculously short. In fact, the generous helping of cutscenes fattened the length of the game up tremendously, and without those, you were left with a quick romp for a full priced game. Still, The Bouncer was something of a project that I would have loved to have seen expanded upon, fleshed out more, and made into a fuller experience. This obviously did not happen as Square's attention understandably turned to its Final Fantasy games, its cash cow of sorts. That said, there's always a part of me that wonders what could and would have been had The Bouncer been more than a mere tech demo under the guise of a full game.
Code Name: S.T.E.A.M. (3DS)
If one were to give an elevator pitch to Intelligent Systems' Code Name: S.T.E.A.M., it could be given as such: "Historic and storybook figures like Abraham Lincoln and the Lion from the Wizard of Oz take on an alien threat in a game with Valkyria Chronicles-like combat." Of course, if one were to give such a pitch, hopefully the person they were giving the pitch to wasn't drinking a cup of coffee, as they would be sure to spit it out in surprise. It's quite an odd premise, but Intelligent Systems managed to make it work with tactical gameplay, focusing on a steam mechanic that is exhausted as players move and attack enemies. Efficiently managing their steam to an effective degree is all the difference between a mission's success and a total failure. Battles were unpredictable and kept players on their toes with their stiff challenge, making for one "One & Done" game that makes this strategy RPG fan lament that we won't be seeing a sequel any time soon.
Dewy's Adventure (Wii)
We conclude this edition of "One & Done" with a trio of Wii titles beginning with Konami's Dewy's Adventure, a delightful fixed camera 3D platformer with a unique control scheme. In Dewy's Adventure, players held the Wii Remote NES controller-style and tilted it forward, backward, leftward and rightward to move the water droplet protagonist through eight worlds of unique challenges and perils. Dewy himself could take on new forms by being frozen or being exposed to heat to solve puzzles and take down enemies that were otherwise invincible in his normal dewdrop form. Dewy's Adventure entered and exited the gaming sphere like morning dew, only to have what little hype it had evaporate into nothingness as many looked past the game. While Konami's other all-new Wii-centered exclusive, Elebits, managed to find enough success for a sequel--though on the Nintendo DS--Dewy's Adventure, unfortunately, did not.
Zack & Wiki: Quest for Barbaros' Treasure (Wii)
Despite struggling with the motion controls (and sometimes to the point of utter frustration) in this next game on this list, Zack & Wiki: Quest for Barbaros' Treasure brought with it a charming art style, set of characters, and gorgeous, colorful art style that suited the weak Wii hardware quite well. The game itself was a puzzle adventure game where players needed to find and use tools correctly in order to complete each level, and some of these tools required the use of the Wii Remote's motion and gyro control functionality. Most of the time these worked well, but when they didn't--woo boy! Regardless, part of why I'm devoting three spaces on this edition of "One & Done" to Wii games is because I'm nostalgic for that era of experimental gaming--damning to hell the poorly implemented motion controls that plagued the system notwithstanding. It was an era where we saw some really "out there" ideas and games put forth by big publishers--something in this HD era that is mostly left for indies nowadays (though still appreciated).
We Love Golf! (Wii)
Speaking of Capcom and loosely tied with Zack & Wiki is We Love Golf! Nintendo didn't develop a Mario Golf game for the Wii/DS generation, so instead, its usual golf game partner Camelot turned to Capcom to create We Love Golf! While the assortment of golfers were vanilla and generic as all get out, one could unlock Capcom-inspired costumes from such series like Street Fighter, Resident Evil, Phoenix Wright, and yes, Zack & Wiki. The actual golfing was inspired, and while players didn't swing the Wii Remote like an actual club, a swing motion was required to drive, putt, and otherwise hit the ball through the game's eight 18-hole courses and three unique par 3 courses. I spent so much time with We Love Golf!, and it's a shame that the series didn't continue, though sales show the obvious reason why it didn't. At least we'll always have Mario Golf to look forward to with Camelot and Nintendo.
Showing posts with label part three. Show all posts
Showing posts with label part three. Show all posts
Tuesday, December 3, 2019
Tuesday, October 24, 2017
The Worst Things About SuperPhillip Central's Favorite Games III
From its first appearance two summers ago to its most recent earlier this year, this article series of SuperPhillip Central has been detailing the most prominent issues I have with some of my favorite video games of all time. Many of these games I struggle to personally find a glaring fault with, so occasionally a small gripe will have to suffice. Oh, woe is me! Once again, I'm back with a look at another five of my favorite games that aren't quite perfect but still beloved by yours truly. This edition we delve into franchises like The Legend of Zelda, LittleBigPlanet, and Mega Man.
The Legend of Zelda: A Link Between Worlds (3DS)
I never thought I'd see a 2D Zelda (well, top-down Zelda, but I shouldn't get obnoxiously technical here) that would rival one of my favorite Zelda games of all time, A Link to the Past. Then again, it is rather logical that the game heavily inspired and taking heavy cues from Link to the Past would become one of my favorite games ever. The game I'm talking about is of course the Nintendo 3DS' The Legend of Zelda: A Link Between Worlds. Even the name is a reference to the 1992 classic.
I replayed A Link Between Worlds for a Review Redux on SuperPhillip Central last month, and I came to form a revelation that the 3DS exclusive was a bridge between the Zelda games that stuck with series conventions and the Switch and Wii U's The Legend of Zelda: Breath of the Wild, a game that vastly strayed away from series conventions. A Link Between Worlds started this with its item rental system allowing for players to fully explore both kingdoms of Hyrule and Lorule, venturing to any area or dungeon they wanted as long as they had the necessary item on them through the rental (later purchase) system. This glimpse of freedom in this modern Zelda game would greatly expand with Breath of the Wild, opening wide the eyelids of series fans from that small glimpse of freedom to something absolutely, positively much wider.
Nonetheless, while I absolutely did enjoy the new take in A Link Between Worlds to shake up the conventions and formula of the Zelda series, it wasn't without an issue that resulted from said shakeup. Dungeons in A Link Between Worlds, most prominently in Lorule, could be played in almost any order (except the Desert Palace, which could never be played first). This was due to being able to go wherever you wanted as long as you had the correct item on you, rented or purchased from Ravio, the rental shop owner.
Because dungeon order was pretty much up to you, that meant that the developers and designers of the game needed to accommodate this with said rental system. You could get the associated item tied to the dungeon you wanted to go to, but it also meant that that dungeon's challenges were limited. Generally, in a dungeon, if you got stuck on a puzzle, the answer was usually just to use Link's wall merge ability or the item meant for that dungeon. Same goes with defeating most enemies and the boss, of course. Combine this with the regular quest being a tad easy (but not the unlockable Hero Mode), and you have a fair fault with the game. I still can't help but love it, though!
LittleBigPlanet 2 (PS3)
It's truly a shame that Sony Computer Entertainment allowed the LittleBigPlanet franchise to lose its steam relatively quickly. Debuting on the PlayStation 3, the series saw three mainline releases, two portable entries, a kart racing spin-off, and a mobile game before fizzling out. LittleBigPlanet 3 released across two platforms, the PS3 and PS4, and was so borked at launch tech-wise, that it pretty much put the franchise out to pasture.
That notwithstanding, the LittleBigPlanet series has given me some of my most cherished young adult life gaming memories, and my favorite of the series happens to be LittleBigPlanet 2. The game brought with it a new story, grander and more sophisticated levels, more customization options, and an even more improved and updated creation system. This is actually what I consider the weak link in the LittleBigPlanet 2 chain, but hardly because it was a disaster or lacking options.
In fact, it's the total opposite. With all of the new features, modes, options, and gadgets available to aspiring level makers, video game creators, and everyone else alike, LittleBigPlanet 2's creator was a bit too overwhelming in terms of being crammed with all of its features. Of course this meant that the options were many and the possibilities were nearly endless, but it also meant that even the simplest of levels were more complicated to create, especially when the original editor in the very first LittleBigPlanet was so beginner friendly. Sitting through dozens upon dozens of video tutorials, no matter how charming, was hardly a prospect many potential creators wanted to entertain. LittleBigPlanet 3 only further complicated the creation tools with an exponential amount of more options, but at least the devs added interactive tutorials (one of my favorite additions from that game) for players to stay engaged with.
Donkey Kong Country: Tropical Freeze (Wii U)
The Wii U was an absolute failure for Nintendo, but it did provide not only a way for the company to rework the idea for the very successful Nintendo Switch but also some great games. One such great game was Retro Studios' Donkey Kong Country: Tropical Freeze. While Nintendo fans especially flipped that another Donkey Kong Country game was Retro's latest game and not something amazing, Tropical Freeze turned out to be not just "another Donkey Kong Country game" but one of the best in the series and one of the best 2D platformers ever made. With immensely satisfying but tricky platforming that I definitely don't recommend for the easily angered, superb level and environmental design, and some of the best platforming action sequences in the genre, Donkey Kong Country: Tropical Freeze was a magnificent display from both Nintendo and Retro Studios.
Speaking of the Wii U's failure, though (just so you didn't think I brought it up for no good reason), the system had many reasons why it failed, and one of those was not even Nintendo itself knowing what to do with the Wii U GamePad. This was evident with Tropical Freeze, where the only thing that showed up on the screen during gameplay was.... get ready... pitch blackness. There wasn't even a screen to show HUD elements like KONG letters, puzzle pieces collected, or a measurement of how far the player was in a level or how close they were to checkpoints. I'm talking about something similar to what the Nintendo DS's New Super Mario Bros. had on its bottom screen. The fact that Retro Studios had nothing meant that the defining item of the Wii U had no value in one of Nintendo's own big releases at that time, making it no better than a smaller, more comfortable controller that didn't add a hefty price to the overall system.
Star Fox 64 3D (3DS)
The original Star Fox 64 is pretty much perfect for me when it comes to what it was when it released back in 1997. Of course, I could be petty and pick on the game's technical problems, but I can't keep adding Nintendo 64 games on this article series due to that. Instead, I'd like to focus on Star Fox 64's remake, released early on in the Nintendo 3DS's life. It's not too confusing to see why Nintendo went with Star Fox 64 3D for the title, as the game was rebuilt for the system using the 3DS's then-heavily marketed auto-stereoscopic 3D effect to impress players as they wage war with Andross and his forces.
The solo mode is just as addicting and fun as ever, making you want to perform run after run to get high scores, badges, and go different routes in the Lylat System. While Team Star Fox's galactic adventure is mostly the same, something completely altered is the multiplayer mode. The dogfighting concept is very much the same, but it's been updated with new improvements and vastly different maps. It also uses the Nintendo 3DS's inner-facing camera to show players' faces in-game, overhead their individual Arwings. This meant you could see the reaction of fellow players as you pursued them, pelted them with fire, and had them blown into smithereens.
The joy of Star Fox 64's original multiplayer was pretty much here in the Nintendo 3DS update. However, one crucial element was complicated: playing with other people. Back in 1997, playing some Star Fox 64 on your Nintendo 64 with some buds was easy: you just sat around the TV -- maybe on a couch -- and shared the screen together. Star Fox 64 3D makes this a hard proposition to play with friends by virtue of being on a handheld. Every player obviously needs their own Nintendo 3DS, but every player also needs their own copy of the game as well. Somehow getting a group of four friends with their own 3DSes and copies of the game was a bit of an issue with most players.
The complete absence of online play possibilities meant that few players of the game fully got to enjoy Star Fox 64 3D's multiplayer experience to the highest level. To put things in perspective, this was at a time where a few months before Star Fox 64 3D's release, a launch game for the system already had full online play, a 3DS port of Super Street Fighter IV. Seeing a game from Nintendo with multiplayer functionality this early on released on the Nintendo 3DS without online seemed like such a blown and missed opportunity, and it was remarkably disappointing for players like myself as well who couldn't enjoy the multiplayer otherwise.
Mega Man X4 (PS1, SAT)
Alongside the original Mega Man X on the Super Nintendo, Mega Man X4 on the Sony PlayStation and Sega Saturn (I played the former version) remains my favorite of the X sub-series of Mega Man games. It was a bigger, badder, bolder Mega Man X game, featuring an obvious jump in graphics and sound, fully voiced anime cutscenes, lots of replayability, and terrific, true blue Mega Man X action. Some critics at the time felt some derision with the game due to X4 not doing much to alter the formula, but if it ain't broken, don't fix it, right? After all, we've seen how Capcom tried to innovate with the series with X6 and X7 later on, and those turned out to be massive misfires. (Though that's not to argue that the series should not ever have experimented, of course.)
It just seemed weird to me that the game was chastised by some for being more of the same when Mega Man X4 finally introduced Zero as a fully 100%-of-the-time playable character. He had the same levels, but the story was different from X's, he had a boss battle separate from X, and he learned new saber techniques as opposed to copying a boss's ability like X would. The shift in hardware also was a huge change on a superficial level, but it further wowed players who had made the jump from the Super Nintendo trilogy.
So if the main point of contention that most critics of the time of Mega Man X4's release was a lack of innovation, what is my bother with the game? Well, it's a really small one, but one which made many of those same critics gripe as well. I'm no doubt talking about the voice acting. However, unlike those critics, I can only complain that the voice acting -- such as the most infamous line of the game, "What am I fighting FOOOOOOOR?!!" -- is so bad that it's good. I'm sure many of you out there who've played the game would agree as well. It's not awful like most of the voice work from Capcom's previous PS1 and Saturn release, Mega Man 8, but it is pretty gnarly... in a hilarious, ironic way.
The Legend of Zelda: A Link Between Worlds (3DS)
I never thought I'd see a 2D Zelda (well, top-down Zelda, but I shouldn't get obnoxiously technical here) that would rival one of my favorite Zelda games of all time, A Link to the Past. Then again, it is rather logical that the game heavily inspired and taking heavy cues from Link to the Past would become one of my favorite games ever. The game I'm talking about is of course the Nintendo 3DS' The Legend of Zelda: A Link Between Worlds. Even the name is a reference to the 1992 classic.
Nonetheless, while I absolutely did enjoy the new take in A Link Between Worlds to shake up the conventions and formula of the Zelda series, it wasn't without an issue that resulted from said shakeup. Dungeons in A Link Between Worlds, most prominently in Lorule, could be played in almost any order (except the Desert Palace, which could never be played first). This was due to being able to go wherever you wanted as long as you had the correct item on you, rented or purchased from Ravio, the rental shop owner.
Because dungeon order was pretty much up to you, that meant that the developers and designers of the game needed to accommodate this with said rental system. You could get the associated item tied to the dungeon you wanted to go to, but it also meant that that dungeon's challenges were limited. Generally, in a dungeon, if you got stuck on a puzzle, the answer was usually just to use Link's wall merge ability or the item meant for that dungeon. Same goes with defeating most enemies and the boss, of course. Combine this with the regular quest being a tad easy (but not the unlockable Hero Mode), and you have a fair fault with the game. I still can't help but love it, though!
LittleBigPlanet 2 (PS3)
It's truly a shame that Sony Computer Entertainment allowed the LittleBigPlanet franchise to lose its steam relatively quickly. Debuting on the PlayStation 3, the series saw three mainline releases, two portable entries, a kart racing spin-off, and a mobile game before fizzling out. LittleBigPlanet 3 released across two platforms, the PS3 and PS4, and was so borked at launch tech-wise, that it pretty much put the franchise out to pasture.
That notwithstanding, the LittleBigPlanet series has given me some of my most cherished young adult life gaming memories, and my favorite of the series happens to be LittleBigPlanet 2. The game brought with it a new story, grander and more sophisticated levels, more customization options, and an even more improved and updated creation system. This is actually what I consider the weak link in the LittleBigPlanet 2 chain, but hardly because it was a disaster or lacking options.
In fact, it's the total opposite. With all of the new features, modes, options, and gadgets available to aspiring level makers, video game creators, and everyone else alike, LittleBigPlanet 2's creator was a bit too overwhelming in terms of being crammed with all of its features. Of course this meant that the options were many and the possibilities were nearly endless, but it also meant that even the simplest of levels were more complicated to create, especially when the original editor in the very first LittleBigPlanet was so beginner friendly. Sitting through dozens upon dozens of video tutorials, no matter how charming, was hardly a prospect many potential creators wanted to entertain. LittleBigPlanet 3 only further complicated the creation tools with an exponential amount of more options, but at least the devs added interactive tutorials (one of my favorite additions from that game) for players to stay engaged with.
Donkey Kong Country: Tropical Freeze (Wii U)
The Wii U was an absolute failure for Nintendo, but it did provide not only a way for the company to rework the idea for the very successful Nintendo Switch but also some great games. One such great game was Retro Studios' Donkey Kong Country: Tropical Freeze. While Nintendo fans especially flipped that another Donkey Kong Country game was Retro's latest game and not something amazing, Tropical Freeze turned out to be not just "another Donkey Kong Country game" but one of the best in the series and one of the best 2D platformers ever made. With immensely satisfying but tricky platforming that I definitely don't recommend for the easily angered, superb level and environmental design, and some of the best platforming action sequences in the genre, Donkey Kong Country: Tropical Freeze was a magnificent display from both Nintendo and Retro Studios.
Speaking of the Wii U's failure, though (just so you didn't think I brought it up for no good reason), the system had many reasons why it failed, and one of those was not even Nintendo itself knowing what to do with the Wii U GamePad. This was evident with Tropical Freeze, where the only thing that showed up on the screen during gameplay was.... get ready... pitch blackness. There wasn't even a screen to show HUD elements like KONG letters, puzzle pieces collected, or a measurement of how far the player was in a level or how close they were to checkpoints. I'm talking about something similar to what the Nintendo DS's New Super Mario Bros. had on its bottom screen. The fact that Retro Studios had nothing meant that the defining item of the Wii U had no value in one of Nintendo's own big releases at that time, making it no better than a smaller, more comfortable controller that didn't add a hefty price to the overall system.
Star Fox 64 3D (3DS)
The original Star Fox 64 is pretty much perfect for me when it comes to what it was when it released back in 1997. Of course, I could be petty and pick on the game's technical problems, but I can't keep adding Nintendo 64 games on this article series due to that. Instead, I'd like to focus on Star Fox 64's remake, released early on in the Nintendo 3DS's life. It's not too confusing to see why Nintendo went with Star Fox 64 3D for the title, as the game was rebuilt for the system using the 3DS's then-heavily marketed auto-stereoscopic 3D effect to impress players as they wage war with Andross and his forces.
The solo mode is just as addicting and fun as ever, making you want to perform run after run to get high scores, badges, and go different routes in the Lylat System. While Team Star Fox's galactic adventure is mostly the same, something completely altered is the multiplayer mode. The dogfighting concept is very much the same, but it's been updated with new improvements and vastly different maps. It also uses the Nintendo 3DS's inner-facing camera to show players' faces in-game, overhead their individual Arwings. This meant you could see the reaction of fellow players as you pursued them, pelted them with fire, and had them blown into smithereens.
The joy of Star Fox 64's original multiplayer was pretty much here in the Nintendo 3DS update. However, one crucial element was complicated: playing with other people. Back in 1997, playing some Star Fox 64 on your Nintendo 64 with some buds was easy: you just sat around the TV -- maybe on a couch -- and shared the screen together. Star Fox 64 3D makes this a hard proposition to play with friends by virtue of being on a handheld. Every player obviously needs their own Nintendo 3DS, but every player also needs their own copy of the game as well. Somehow getting a group of four friends with their own 3DSes and copies of the game was a bit of an issue with most players.The complete absence of online play possibilities meant that few players of the game fully got to enjoy Star Fox 64 3D's multiplayer experience to the highest level. To put things in perspective, this was at a time where a few months before Star Fox 64 3D's release, a launch game for the system already had full online play, a 3DS port of Super Street Fighter IV. Seeing a game from Nintendo with multiplayer functionality this early on released on the Nintendo 3DS without online seemed like such a blown and missed opportunity, and it was remarkably disappointing for players like myself as well who couldn't enjoy the multiplayer otherwise.
Mega Man X4 (PS1, SAT)
Alongside the original Mega Man X on the Super Nintendo, Mega Man X4 on the Sony PlayStation and Sega Saturn (I played the former version) remains my favorite of the X sub-series of Mega Man games. It was a bigger, badder, bolder Mega Man X game, featuring an obvious jump in graphics and sound, fully voiced anime cutscenes, lots of replayability, and terrific, true blue Mega Man X action. Some critics at the time felt some derision with the game due to X4 not doing much to alter the formula, but if it ain't broken, don't fix it, right? After all, we've seen how Capcom tried to innovate with the series with X6 and X7 later on, and those turned out to be massive misfires. (Though that's not to argue that the series should not ever have experimented, of course.)
It just seemed weird to me that the game was chastised by some for being more of the same when Mega Man X4 finally introduced Zero as a fully 100%-of-the-time playable character. He had the same levels, but the story was different from X's, he had a boss battle separate from X, and he learned new saber techniques as opposed to copying a boss's ability like X would. The shift in hardware also was a huge change on a superficial level, but it further wowed players who had made the jump from the Super Nintendo trilogy.
So if the main point of contention that most critics of the time of Mega Man X4's release was a lack of innovation, what is my bother with the game? Well, it's a really small one, but one which made many of those same critics gripe as well. I'm no doubt talking about the voice acting. However, unlike those critics, I can only complain that the voice acting -- such as the most infamous line of the game, "What am I fighting FOOOOOOOR?!!" -- is so bad that it's good. I'm sure many of you out there who've played the game would agree as well. It's not awful like most of the voice work from Capcom's previous PS1 and Saturn release, Mega Man 8, but it is pretty gnarly... in a hilarious, ironic way.
Friday, September 15, 2017
The Most Disappointing Video Game Sequels - Part Three
There are plenty of bad feelings in this world that are far worse than stuff in the gaming world -- stubbing your toe, rear-ending the driver in front of you with your car, texting a sexual message to your mom or dad instead of your girlfriend or boyfriend, etc. In the gaming world, there are some bad feelings as well. For one, being excited and greatly anticipating the sequel to one of your favorite games only for it to simply and completely suck. It especially hurts if it's a game that has been long in development.
That's what The Most Disappointing Video Game Sequels series of articles talks about, and now we've arrived at Part Three! To read up on the twelve sequels discussed in past entries, look no further than these links:
Part One
Part Two
Duke Nukem Forever (Multi)
Let's make one thing perfectly clear here: I'm here to bash on the worst video game sequels and chew bubblegum, and guess what -- I'm all outta bubblegum. We begin this edition of The Most Disappointing Video Game Sequels with perhaps the most disappointing video game sequel of them all, if purely for how long in development this starting game on this edition was, and just how horrible it ended up being.
That game is none other than Duke Nukem Forever, a game that was in development for over 15 years, rightfully earning its one-time moniker as complete and utter vaporware. And what did the 15 years of on and off again development bring players with the final product? Why, awful loading times, repugnant visuals, lackluster controls that made players think Duke was perpetually wandering around in a pool of feces, humor that was so awful that it makes my jokes here on SuperPhillip Central sound like winners in comparison, and design that may have worked fine in a world when the game originally started development but not when in modern-day. Duke Nukem Forever is a game that will always be one of the most disappointing sequels in gaming history... and probably forever, ironically enough.
Assassin's Creed: Unity (Multi)
When you end up having to create a formal apology to both fans and consumers about the quality of one of your biggest releases of the year, you know you've messed up somewhere along the way. But that's exactly what publisher Ubisoft needed to do after the horrific launch of Assassin's Creed: Unity, chiming in a new generation of Assassin's Creed games on new hardware. The most egregious of these launch problems was the almost disturbing graphical bugs and glitches, turning many character models into the stuff nightmares are made of.
While the gameplay was worthwhile in Unity, it didn't do enough to distinguish itself from past games, leaving a "been there, done that" feel to players. Despite the gameplay lacking a significance of new gameplay types, Unity was still worse in the gameplay department thanks to controls that didn't have enough time in the proverbial oven, granting an unsatisfying feeling in controlling Arno Victor Dorian, the main character of the solo campaign. Thus, with all of these problematic troubles with the game, Assassin's Creed: Unity just might be the most disappointing sequel within the whole Assassin's Creed franchise.
Street Fighter V (PS4, PC)
Street Fighter V appeared on both the PlayStation 4 as a home console-exclusive as well as PC. The main selling point: the intricate battle mechanics, combos, and in-your-face fighting antics were all present and accounted for at launch. However, what wasn't, and was something that doomed the game right out of the gate, was Street Fighter V's lack of substantial content, especially for solo players. This was so obvious of a fault that Capcom's Yoshinoro Ono even admitted that the company didn't release a complete game to put on the market. Combined with server issues at release, and Capcom and Street Fighter V had some serious problems to solve with the game.
Unfortunately, the problems didn't end there for Capcom and Street Fighter V either. Subsequent DLC such as stages, characters, and costumes were deemed too expensive for the market, showing off another one of Capcom's own inadequacies with the game and reading the current market. These overarching issues from Street Fighter V have led to certain gamers and the press anticipating Marvel vs. Capcom: Infinite to be a bit more hesitant in jumping in on next week's launch for the crossover fighter. Nonetheless, there's nobody else to blame for this hesitation than Capcom itself.
Resident Evil 6 (Multi)
We go from one major tentpole Capcom release to another with a cornerstone in the survival horror genre of video games, the Resident Evil series. Nonetheless, Resident Evil 6 was an entry that tried to do too much, and in doing so, almost ruined the series altogether because of it. While skin-deep aspects of the game like the story and visuals were highly regarded by critics, everything else went off the deep end.
Resident Evil 6 consisted of four major campaigns, each featuring a prolific member of the Resident Evil mythos (well, except newcomer Jake Muller, of course, but he did have a tie to series villain Albert Wesker). Each campaign offered a different type of experience, whether the total action of Chris Redfield's, the best survival horror experience in the game with Leon S. Kennedy's, and the greatest combination of action and survival horror with Ada Wong's campaign.
The biggest issue with the game -- which obviously didn't bother too many perspective purchasers since Resident Evil 6 would go on to sell upwards of 9 million copies worldwide -- was that it pretty much planted itself firmly far away from the series' survival horror roots. This became such as a pronounced issue among critics and players that the next installment of the series, Resident Evil 7: Biohazard, would return Resident Evil back into its original survival horror identity without question.
Banjo-Kazooie: Nuts & Bolts (360)
Our next game takes us back to the last generation of game consoles, particularly the Xbox 360 in this instance. Unlike most of the games featured in this segment, the disappointment players experienced from Banjo-Kazooie: Nuts & Bolts had nothing to do with it being a bad game, a glitch-fest, or the game lacking any semblance of content. In fact, Nuts & Bolts had none of those problem. No, instead of Banjo-Kazooie: Nuts & Bolts being a bad game, it was just a bad Banjo game.
The Banjo-Kazooie series has always been about 3D platforming with a heavy focus on exploration rather than pure running and jumping like, say, Super Mario 64. The original Banjo-Kazooie remains one of my favorite games of all time, and it was a game that sparked the imagination of millions of players who grew up with the game. Hence, the heavy support towards the Banjo-Kazooie-like Yooka-Laylee when it was being Kickstarted.
With the Xbox 360, players yearned to see several Rare IP get iterations on the Xbox 360. However, with Banjo-Kazooie, this was more of a monkey's paw wish. Sure, we got a new Banjo-Kazooie, but its gameplay style had nothing at all to do with why fans fell in love with the bear and bird duo. What was once a series focused on running, jumping, and exploring complicated environments turned into an Xbox 360 game featuring creating vehicles, solving challenges, and traveling through sparse worlds with little to do in them (except the hub world of Showdown Town, that is). Again, while Nuts & Bolts turned out to be a fun and great game, the arrival of Banjo-Kazooie on the Xbox 360 was sullied by the game not being what fans were expecting at all.
Mario Tennis: Ultra Smash (Wii U)
The Mario Tennis series had already seen a decline in quality. The Nintendo 3DS entry used a dismissed Simon Says-like chance shot mechanic. This forced players to move to where the ball was landing on their side of the court and hit the ball with a specific shot to inflict maximum velocity on the ball towards your opponent's half of the court. While I didn't mind this as much as other critics, I still yearned for a Mario Tennis game anywhere as awesome as the Nintendo 64 original, the Game Boy Color and then Advance entries, and the GameCube iteration of the series.
Instead, what Wii U owners got was Mario Tennis: Ultra Smash which delivered traditional tennis as well as the returning chance shot mode of the 3DS's Mario Tennis Open. The gameplay was one of the Mario Tennis franchise's best; it was everything else that failed to impress. The most striking aspect was just how content-barren the game was, featuring only one stadium with differing court types, limited modes, limited characters, and just a limited amount of replayability and longevity. Ultra Smash was released near the end of the Wii U's life cycle, which made it apparent that this was just a game to throw a bone to starved Wii U owners. Out of bounds, Nintendo. Out of bounds.
That's what The Most Disappointing Video Game Sequels series of articles talks about, and now we've arrived at Part Three! To read up on the twelve sequels discussed in past entries, look no further than these links:
Part One
Part Two
Duke Nukem Forever (Multi)
Let's make one thing perfectly clear here: I'm here to bash on the worst video game sequels and chew bubblegum, and guess what -- I'm all outta bubblegum. We begin this edition of The Most Disappointing Video Game Sequels with perhaps the most disappointing video game sequel of them all, if purely for how long in development this starting game on this edition was, and just how horrible it ended up being.
That game is none other than Duke Nukem Forever, a game that was in development for over 15 years, rightfully earning its one-time moniker as complete and utter vaporware. And what did the 15 years of on and off again development bring players with the final product? Why, awful loading times, repugnant visuals, lackluster controls that made players think Duke was perpetually wandering around in a pool of feces, humor that was so awful that it makes my jokes here on SuperPhillip Central sound like winners in comparison, and design that may have worked fine in a world when the game originally started development but not when in modern-day. Duke Nukem Forever is a game that will always be one of the most disappointing sequels in gaming history... and probably forever, ironically enough.
Assassin's Creed: Unity (Multi)
When you end up having to create a formal apology to both fans and consumers about the quality of one of your biggest releases of the year, you know you've messed up somewhere along the way. But that's exactly what publisher Ubisoft needed to do after the horrific launch of Assassin's Creed: Unity, chiming in a new generation of Assassin's Creed games on new hardware. The most egregious of these launch problems was the almost disturbing graphical bugs and glitches, turning many character models into the stuff nightmares are made of.
While the gameplay was worthwhile in Unity, it didn't do enough to distinguish itself from past games, leaving a "been there, done that" feel to players. Despite the gameplay lacking a significance of new gameplay types, Unity was still worse in the gameplay department thanks to controls that didn't have enough time in the proverbial oven, granting an unsatisfying feeling in controlling Arno Victor Dorian, the main character of the solo campaign. Thus, with all of these problematic troubles with the game, Assassin's Creed: Unity just might be the most disappointing sequel within the whole Assassin's Creed franchise.
Street Fighter V (PS4, PC)
Street Fighter V appeared on both the PlayStation 4 as a home console-exclusive as well as PC. The main selling point: the intricate battle mechanics, combos, and in-your-face fighting antics were all present and accounted for at launch. However, what wasn't, and was something that doomed the game right out of the gate, was Street Fighter V's lack of substantial content, especially for solo players. This was so obvious of a fault that Capcom's Yoshinoro Ono even admitted that the company didn't release a complete game to put on the market. Combined with server issues at release, and Capcom and Street Fighter V had some serious problems to solve with the game.
Unfortunately, the problems didn't end there for Capcom and Street Fighter V either. Subsequent DLC such as stages, characters, and costumes were deemed too expensive for the market, showing off another one of Capcom's own inadequacies with the game and reading the current market. These overarching issues from Street Fighter V have led to certain gamers and the press anticipating Marvel vs. Capcom: Infinite to be a bit more hesitant in jumping in on next week's launch for the crossover fighter. Nonetheless, there's nobody else to blame for this hesitation than Capcom itself.
Resident Evil 6 (Multi)
We go from one major tentpole Capcom release to another with a cornerstone in the survival horror genre of video games, the Resident Evil series. Nonetheless, Resident Evil 6 was an entry that tried to do too much, and in doing so, almost ruined the series altogether because of it. While skin-deep aspects of the game like the story and visuals were highly regarded by critics, everything else went off the deep end.
Resident Evil 6 consisted of four major campaigns, each featuring a prolific member of the Resident Evil mythos (well, except newcomer Jake Muller, of course, but he did have a tie to series villain Albert Wesker). Each campaign offered a different type of experience, whether the total action of Chris Redfield's, the best survival horror experience in the game with Leon S. Kennedy's, and the greatest combination of action and survival horror with Ada Wong's campaign.
The biggest issue with the game -- which obviously didn't bother too many perspective purchasers since Resident Evil 6 would go on to sell upwards of 9 million copies worldwide -- was that it pretty much planted itself firmly far away from the series' survival horror roots. This became such as a pronounced issue among critics and players that the next installment of the series, Resident Evil 7: Biohazard, would return Resident Evil back into its original survival horror identity without question.
Banjo-Kazooie: Nuts & Bolts (360)
Our next game takes us back to the last generation of game consoles, particularly the Xbox 360 in this instance. Unlike most of the games featured in this segment, the disappointment players experienced from Banjo-Kazooie: Nuts & Bolts had nothing to do with it being a bad game, a glitch-fest, or the game lacking any semblance of content. In fact, Nuts & Bolts had none of those problem. No, instead of Banjo-Kazooie: Nuts & Bolts being a bad game, it was just a bad Banjo game.
The Banjo-Kazooie series has always been about 3D platforming with a heavy focus on exploration rather than pure running and jumping like, say, Super Mario 64. The original Banjo-Kazooie remains one of my favorite games of all time, and it was a game that sparked the imagination of millions of players who grew up with the game. Hence, the heavy support towards the Banjo-Kazooie-like Yooka-Laylee when it was being Kickstarted.
With the Xbox 360, players yearned to see several Rare IP get iterations on the Xbox 360. However, with Banjo-Kazooie, this was more of a monkey's paw wish. Sure, we got a new Banjo-Kazooie, but its gameplay style had nothing at all to do with why fans fell in love with the bear and bird duo. What was once a series focused on running, jumping, and exploring complicated environments turned into an Xbox 360 game featuring creating vehicles, solving challenges, and traveling through sparse worlds with little to do in them (except the hub world of Showdown Town, that is). Again, while Nuts & Bolts turned out to be a fun and great game, the arrival of Banjo-Kazooie on the Xbox 360 was sullied by the game not being what fans were expecting at all.
Mario Tennis: Ultra Smash (Wii U)
The Mario Tennis series had already seen a decline in quality. The Nintendo 3DS entry used a dismissed Simon Says-like chance shot mechanic. This forced players to move to where the ball was landing on their side of the court and hit the ball with a specific shot to inflict maximum velocity on the ball towards your opponent's half of the court. While I didn't mind this as much as other critics, I still yearned for a Mario Tennis game anywhere as awesome as the Nintendo 64 original, the Game Boy Color and then Advance entries, and the GameCube iteration of the series.
Instead, what Wii U owners got was Mario Tennis: Ultra Smash which delivered traditional tennis as well as the returning chance shot mode of the 3DS's Mario Tennis Open. The gameplay was one of the Mario Tennis franchise's best; it was everything else that failed to impress. The most striking aspect was just how content-barren the game was, featuring only one stadium with differing court types, limited modes, limited characters, and just a limited amount of replayability and longevity. Ultra Smash was released near the end of the Wii U's life cycle, which made it apparent that this was just a game to throw a bone to starved Wii U owners. Out of bounds, Nintendo. Out of bounds.
Wednesday, May 24, 2017
Title Screens That Say A Thousand Words: Gaming's Best - Part Three
Title screens are like the covers of books. They can give you an idea of what to expect about a game before you play it. The best ones really get you excited to dive into your new game, or even a game you've played and beaten dozens of times. That's what this series of articles highlights-- the best of the best in title screens in gaming history. This time around, there are even links to YouTube videos showcasing the title screens in action. (Just click on the game names.) Part one and two of this series can be found here and here. With that, let's get to the eight newest games with title screens that are abundantly awesome.
Persona 5 (PS4, PS3)
Red silhouettes of the main characters wearing white masks, clothes and jackets waving in the breeze of subway trains speeding in and out from view? That makes for one stylish title screen, and if the Persona series of games is anything, it's that they're stylish. Few games can make characters standing on a subway platform seem so awesome, but Persona 5 does this wonderfully. Different segments of the title screen, like the new game or load game prompts, bring with it different angles and central focuses, making for a deliciously cool title screen to start us off.
The Legend of Zelda: Twilight Princess (Wii U, Wii, GCN)
Taking cues from The Legend of Zelda: Ocarina of Time's title screen, Twilight Princess in its original Wii and GameCube versions as well as the Wii U HD iteration updated the idea of Link riding on his trusty steed Epona through Hyrule Field. This creates some amazing visual imagery while a haunting vocal theme plays. This enchantment concludes with the camera taking focus off of Link for a brief moment before once again refocusing, now the green clad hero is in his wolf form, making a chilling and powerful howl. It's magical like many moments within The Legend of Zelda: Twilight Princess story proper.
Batman: Arkham Asylum (PS3, 360, PC)
Bad ass. That's all one can say about this title screen for Batman: Arkham Asylum, developer Rocksteady's first foray with the Dark Knight that made the studio abundantly famous for making a truly terrific superhero game. The title screen sees Batman standing tall with muscles rippling and cape flowing as he looks over a nighttime sky, complete with ominous clouds and a bright, massive moon glaring right back at him. This title screen like many for games are like the cover of a book, in that it lets you know that you're going to be in for one hell of a ride. And those who thought that had their opinions reaffirmed quite quickly.
Super Mario 3D World (Wii U)
Let's continue from something dark and brooding to something bright and cheery-- the world of the Sprixie Kingdom in Super Mario 3D World! The game's title screen runs through a series of skits of sorts that see Mario, Luigi, Princess Peach, and Blue Toad running around and getting into mischief in a similar environment set in different times of day. One has all four characters scampering about after transforming into their cat selves while another sees poor Luigi being chases by a swarm of miniature Goombas. It's a delightful set of skits that are enjoyable to view more than just once.
Super Mario Sunshine (GCN)
We're not through with you yet, Mario! With summer quickly approaching, what better way to celebrate than with a game that drips with the thematic feel of summer locales and vacation that Super Mario Sunshine possesses in great amounts! The title screen is small but sweet, like a kiwi or mango. It slowly reveals each word of the title before having Charles Martinet's long running Mario voice shouting with glee, "Super Mario Sunshine! Woo-hoo!" The cheerful voice, bright blue sky and white clouds in the background, and glistening sun all make this title screen memorable despite its short length.
Halo: Combat Evolved (XBX)
Many of the greatest title screens are simple, and in many ways, Halo: Combat Evolved is a game that has such a title screen. It involves the camera circling and roaming around the titular, colossal Halo structure while Martin O'Donnell's theme plays, featuring some jaw-dropping vocals. Also like many of the greatest title screens, Halo's gives players an idea of the type of game they're going to be playing, one that will send their pulses pounding with its action and being in awe by the awesome presentation.
Mega Man X4 (PS1, SAT)
We conclude part three of the best title screens in gaming with a double dose of Mega Man! First off is one of my favorite entries in the franchise, Mega Man X4, the first Mega Man X game to release on the PlayStation and the only one to release on the Sega Saturn. While many of the title screens and animations that began this article were rather lengthy, Mega Man X4's is simple, but awesome all the same. An energetic theme followed by an amazing guitar chord leads us to a blinding flash, zoomed out X entering the picture, and the reveal of the game's logo and title screen background. Also, who doesn't love a robotic voice going. "Mega Man. X-4"?
Mega Man Battle Network (GBA)
We move from the X series of Mega Man games to the Battle Network ones. The original Mega Man Battle Network released on the Game Boy Advance in 2001. It sported an action-RPG grid-based battle system using chips for main attacks as well as an engaging story. This pick for a great title screen might be a nostalgic one, but I think it really wowed players back in 2001 on the GBA hardware. With a sweet theme, a scrolling background, and cool logo, Mega Man Battle Network is a delight of a title screen to look at and listen to.
Persona 5 (PS4, PS3)
Red silhouettes of the main characters wearing white masks, clothes and jackets waving in the breeze of subway trains speeding in and out from view? That makes for one stylish title screen, and if the Persona series of games is anything, it's that they're stylish. Few games can make characters standing on a subway platform seem so awesome, but Persona 5 does this wonderfully. Different segments of the title screen, like the new game or load game prompts, bring with it different angles and central focuses, making for a deliciously cool title screen to start us off.
The Legend of Zelda: Twilight Princess (Wii U, Wii, GCN)
Taking cues from The Legend of Zelda: Ocarina of Time's title screen, Twilight Princess in its original Wii and GameCube versions as well as the Wii U HD iteration updated the idea of Link riding on his trusty steed Epona through Hyrule Field. This creates some amazing visual imagery while a haunting vocal theme plays. This enchantment concludes with the camera taking focus off of Link for a brief moment before once again refocusing, now the green clad hero is in his wolf form, making a chilling and powerful howl. It's magical like many moments within The Legend of Zelda: Twilight Princess story proper.
Batman: Arkham Asylum (PS3, 360, PC)
Bad ass. That's all one can say about this title screen for Batman: Arkham Asylum, developer Rocksteady's first foray with the Dark Knight that made the studio abundantly famous for making a truly terrific superhero game. The title screen sees Batman standing tall with muscles rippling and cape flowing as he looks over a nighttime sky, complete with ominous clouds and a bright, massive moon glaring right back at him. This title screen like many for games are like the cover of a book, in that it lets you know that you're going to be in for one hell of a ride. And those who thought that had their opinions reaffirmed quite quickly.
Super Mario 3D World (Wii U)
Let's continue from something dark and brooding to something bright and cheery-- the world of the Sprixie Kingdom in Super Mario 3D World! The game's title screen runs through a series of skits of sorts that see Mario, Luigi, Princess Peach, and Blue Toad running around and getting into mischief in a similar environment set in different times of day. One has all four characters scampering about after transforming into their cat selves while another sees poor Luigi being chases by a swarm of miniature Goombas. It's a delightful set of skits that are enjoyable to view more than just once.
Super Mario Sunshine (GCN)
We're not through with you yet, Mario! With summer quickly approaching, what better way to celebrate than with a game that drips with the thematic feel of summer locales and vacation that Super Mario Sunshine possesses in great amounts! The title screen is small but sweet, like a kiwi or mango. It slowly reveals each word of the title before having Charles Martinet's long running Mario voice shouting with glee, "Super Mario Sunshine! Woo-hoo!" The cheerful voice, bright blue sky and white clouds in the background, and glistening sun all make this title screen memorable despite its short length.
Halo: Combat Evolved (XBX)
Many of the greatest title screens are simple, and in many ways, Halo: Combat Evolved is a game that has such a title screen. It involves the camera circling and roaming around the titular, colossal Halo structure while Martin O'Donnell's theme plays, featuring some jaw-dropping vocals. Also like many of the greatest title screens, Halo's gives players an idea of the type of game they're going to be playing, one that will send their pulses pounding with its action and being in awe by the awesome presentation.
Mega Man X4 (PS1, SAT)
We conclude part three of the best title screens in gaming with a double dose of Mega Man! First off is one of my favorite entries in the franchise, Mega Man X4, the first Mega Man X game to release on the PlayStation and the only one to release on the Sega Saturn. While many of the title screens and animations that began this article were rather lengthy, Mega Man X4's is simple, but awesome all the same. An energetic theme followed by an amazing guitar chord leads us to a blinding flash, zoomed out X entering the picture, and the reveal of the game's logo and title screen background. Also, who doesn't love a robotic voice going. "Mega Man. X-4"?
Mega Man Battle Network (GBA)
We move from the X series of Mega Man games to the Battle Network ones. The original Mega Man Battle Network released on the Game Boy Advance in 2001. It sported an action-RPG grid-based battle system using chips for main attacks as well as an engaging story. This pick for a great title screen might be a nostalgic one, but I think it really wowed players back in 2001 on the GBA hardware. With a sweet theme, a scrolling background, and cool logo, Mega Man Battle Network is a delight of a title screen to look at and listen to.
Wednesday, February 22, 2017
First Things First: Best Openings in Gaming - Part Three
A great opening or introduction can be the hook that grabs onto you and doesn't ever let go. It's the thing that can make for a strong start to a game that keeps its momentum up right from the very beginning. With the First Things First line of articles, it has been SuperPhillip Central's intention to showcase the strongest opening cutscenes from gaming history. This third edition features favorites from Final Fantasy VII, Super Smash Bros. Melee, Donkey Kong 64, and more.
For SuperPhillip Central's previous looks at great game openings, check out these links:
Best Openings in Gaming - Part One
Best Openings in Gaming - Part Two
(And just click on the game name to watch its opening on YouTube.)
Final Fantasy VII (PS1)
Final Fantasy VII is one of the most important games of its kind. It introduced a plethora of players and PlayStation owners to the world of RPGs, particularly of the Japanese kind. It was also an impressive showcase of the possibilities of CD technology over cartridges, a reason why Squaresoft moved from Nintendo consoles to Sony's new PlayStation. The opening cutscene that serves as the opening to Final Fantasy VII floored gamers back when VII originally released. From showing off the denizens of Midgar to cuts to the train housing members of AVALANCHE showing their trip to the Mako Reactor, the opening of Final Fantasy VII is one of the most engaging beginnings to any Final Fantasy game both past and present.
Super Smash Bros. Melee (GCN)
Imagine (or remember depending on how old you are) being a fan of Nintendo, putting the Super Smash Bros. Melee disc into your newly purchased Nintendo GameCube, and being greeted with this epic opening feature a host of characters and references from the big N's big history. You get Donkey Kong rushing through a jungle, an army of multicolored Yoshis stampeding through a grassy knoll, Ness speeding through Onett as he leaves two trails of fire behind him, Captain Falcon in the Blue Falcon slamming Samurai Goroh off the track, and so much more. All of this is punctuated by one of Nintendo's first orchestral scores, and you get a highly memorable and still awesome opening to this day.
Star Fox 64 [3D] (N64, 3DS)
I'd be remiss if I didn't mention the Nintendo 3DS remake of Star Fox 64, but the more memorable opening is definitely from the Nintendo 64 original. It showed Nintendo at its most cinematic, showing off its then relatively recent Nintendo 64 hardware with tremendous effect. There was unforgettable fully voiced dialogue, strategically done camerawork, and great production values in place for the opening that introduced many players to Team Star Fox, its main craft the Arwing, and a quick briefing from General Pepper on the story of this classic game. Whether you play it on the Nintendo 64 or can track down the unpredictably rarer Nintendo 3DS version, you're going to get a terrific arcade game to enjoy.
Donkey Kong 64 (N64)
With a rap theme that has gained great notoriety over the years, even from composer Dave Wise himself, you can't help but fall in love with this cheeky and charming opening for Donkey Kong 64. The rap introduces all five playable Kongs-- Donkey, Diddy, Tiny, Lanky, and Chunky-- with their own verses detailing each ones' abilities. Meanwhile, you get Cranky Kong serving as DJ, scratching his paws along the spinning records and mixing table. He surely knows how to take it to the fridge. This lovingly weird, whimsical, and ridiculous rap is a highlight of Donkey Kong 64 and got players ready to roll with the DK crew.
Banjo-Kazooie (N64, XBLA)
Before Rare went all ape **** crazy with the collectibles of Donkey Kong 64, they made a nice balance of platforming, exploring, and adventuring with one of my favorite 3D platformers of all time, Banjo-Kazooie. When I let the game idle as a middle schooler and saw this intro, I knew then and there I was watching something that clued my brain into knowing I was about to play something both ridiculously charming and special. Banjo-Kazooie's opening begins with Banjo and Kazooie playing their titular instruments before cast members Tooty and Mumbo Jumbo begin interrupting with their own instrumental performances. Feeling upstaged, Banjo gets increasingly angrier, but eventually lets that anger subside and happily plays along with the group for a joyous performance.
No More Heroes (Wii, PS3, 360)
Originally released on the Wii, No More Heroes gained cult classic status with many owners of Nintendo's revolutionary system. The game would go on to have a fully HD version on the PlayStation 3 and Xbox 360, though not as enjoyable to those who loved the Wii original. Regardless, No More Heroes' opening is as stylish and cool as the game itself. It details the premise of the game with great narration by hero Travis Touchdown. You get the ultra cool opening with the super catchy main theme of the game with its infectious ostinato. The Wii version of the opening has cool transitions between shots via the staff roll, as well as urging players to grab their Wii Remotes and let the bloodshed begin.
For SuperPhillip Central's previous looks at great game openings, check out these links:
Best Openings in Gaming - Part One
Best Openings in Gaming - Part Two
(And just click on the game name to watch its opening on YouTube.)
Final Fantasy VII (PS1)
Final Fantasy VII is one of the most important games of its kind. It introduced a plethora of players and PlayStation owners to the world of RPGs, particularly of the Japanese kind. It was also an impressive showcase of the possibilities of CD technology over cartridges, a reason why Squaresoft moved from Nintendo consoles to Sony's new PlayStation. The opening cutscene that serves as the opening to Final Fantasy VII floored gamers back when VII originally released. From showing off the denizens of Midgar to cuts to the train housing members of AVALANCHE showing their trip to the Mako Reactor, the opening of Final Fantasy VII is one of the most engaging beginnings to any Final Fantasy game both past and present.
Super Smash Bros. Melee (GCN)
Imagine (or remember depending on how old you are) being a fan of Nintendo, putting the Super Smash Bros. Melee disc into your newly purchased Nintendo GameCube, and being greeted with this epic opening feature a host of characters and references from the big N's big history. You get Donkey Kong rushing through a jungle, an army of multicolored Yoshis stampeding through a grassy knoll, Ness speeding through Onett as he leaves two trails of fire behind him, Captain Falcon in the Blue Falcon slamming Samurai Goroh off the track, and so much more. All of this is punctuated by one of Nintendo's first orchestral scores, and you get a highly memorable and still awesome opening to this day.
Star Fox 64 [3D] (N64, 3DS)
I'd be remiss if I didn't mention the Nintendo 3DS remake of Star Fox 64, but the more memorable opening is definitely from the Nintendo 64 original. It showed Nintendo at its most cinematic, showing off its then relatively recent Nintendo 64 hardware with tremendous effect. There was unforgettable fully voiced dialogue, strategically done camerawork, and great production values in place for the opening that introduced many players to Team Star Fox, its main craft the Arwing, and a quick briefing from General Pepper on the story of this classic game. Whether you play it on the Nintendo 64 or can track down the unpredictably rarer Nintendo 3DS version, you're going to get a terrific arcade game to enjoy.
Donkey Kong 64 (N64)
With a rap theme that has gained great notoriety over the years, even from composer Dave Wise himself, you can't help but fall in love with this cheeky and charming opening for Donkey Kong 64. The rap introduces all five playable Kongs-- Donkey, Diddy, Tiny, Lanky, and Chunky-- with their own verses detailing each ones' abilities. Meanwhile, you get Cranky Kong serving as DJ, scratching his paws along the spinning records and mixing table. He surely knows how to take it to the fridge. This lovingly weird, whimsical, and ridiculous rap is a highlight of Donkey Kong 64 and got players ready to roll with the DK crew.
Banjo-Kazooie (N64, XBLA)
Before Rare went all ape **** crazy with the collectibles of Donkey Kong 64, they made a nice balance of platforming, exploring, and adventuring with one of my favorite 3D platformers of all time, Banjo-Kazooie. When I let the game idle as a middle schooler and saw this intro, I knew then and there I was watching something that clued my brain into knowing I was about to play something both ridiculously charming and special. Banjo-Kazooie's opening begins with Banjo and Kazooie playing their titular instruments before cast members Tooty and Mumbo Jumbo begin interrupting with their own instrumental performances. Feeling upstaged, Banjo gets increasingly angrier, but eventually lets that anger subside and happily plays along with the group for a joyous performance.
No More Heroes (Wii, PS3, 360)
Originally released on the Wii, No More Heroes gained cult classic status with many owners of Nintendo's revolutionary system. The game would go on to have a fully HD version on the PlayStation 3 and Xbox 360, though not as enjoyable to those who loved the Wii original. Regardless, No More Heroes' opening is as stylish and cool as the game itself. It details the premise of the game with great narration by hero Travis Touchdown. You get the ultra cool opening with the super catchy main theme of the game with its infectious ostinato. The Wii version of the opening has cool transitions between shots via the staff roll, as well as urging players to grab their Wii Remotes and let the bloodshed begin.
Thursday, August 25, 2016
Most Overlooked Current Gen Games - Part Three
The Most Overlooked series of articles is one of the longest series ever seen on SuperPhillip Central. And as long as there are games that don't get the due attention they deserve, then this article series will keep on keepin' on. Today's edition is part three of our look at the games on the PlayStation 4 and Xbox One that have slipped through the cracks, being overlooked by the mainstream market for the most part. To check out past editions of Most Overlooked Current Gen Games, look no further than part one and part two.
TrackMania: Turbo (PS4, XB1)
We kick part three of Most Overlooked Current Gen Games with a release from earlier this year, TrackMania: Turbo. The game features the similar arcade-style racing gameplay of past games with over 200 unique tracks to speed through. Turbo's focus is on performing stunts while racing through tracks that generally don't take any longer than a minute to complete. However, getting gold medals on tracks is all about that perfect run. With the ability to play cooperatively with friends or in split screen with up to four players, something that makes it stand out as the first game of its type on both the PlayStation 4 and Xbox One, as well as create your own tracks, TrackMania: Turbo is a super-charged arcade racer that like a lightning fast race car, many gamers blinked and missed it.
Digimon Story: Cyber Sleuth (PS4, Vita)
The fifth game in the Digimon Story series, Cyber Sleuth brought the Digimon sub-series to a home console for the very first time, offering a JRPG absolutely drenched with content. While the turn-based battle system doesn't innovate exponentially, and the dungeon design is a tad linear, what Digimon Story: Cyber Sleuth does get exceptionally right is being an overall entertaining experience for fans of the Digimon series as well as those who love a traditional RPG with lots of longevity. Seriously, you can enjoy Digimon Story; Cyber Sleuth upwards of 100 hours, and that includes the bonus New Game Plus mode that allows you to keep all of your collected Digimon, money, and more.
Hand of Fate (PS4, XB1, PC)
Card-based gameplay in video games in nothing new. We've seen it in games like Baten Kaitos and Lost Kingdoms, for instance. However, the Defiant Development-crafted Hand of Fate takes card-based gameplay to a new frontier, offering a tabletop card game experience brought to life. Here, the game blends that experience with rogue-like gameplay and action-RPG combat. The ability to customize your own deck is here, allowing you to build unique strategies to fit the given situation at hand (no pun intended) as you go on an adventure to take on 13 different bosses to complete the game. Hand of Fate encourages multiple play-throughs which only further sweetens the proverbial pot. Those looking for a card game unlike any other, be sure to check out the digital delight that is Hand of Fate.
Super Mega Baseball (PS4, PS3, XB1, PC)
With the Major League Baseball season racing towards the finish line, perhaps you're searching for a baseball game to play that is easier to pick up and play than a simulation-style game like MLB; The Show. Now, while Metalhead Software's Super Mega Baseball lacks the licensing of Major League Baseball, what it does offer is arcade baseball goodness that harks back to the glory days when baseball games were easy to pick up a controller and enjoy with buddies or by your lonesome. Nonetheless, don't think that Super Mega Baseball is overly basic. It's not. It delivers the full baseball experience, giving you full control of every player on the field, even allowing the customization of all 216 on the various teams in the game. With Super Mega Baseball, Metalhead Software hit it out of the park.
Kick & Fennick (PS4, XB1, Wii U, Vita)
Kick & Fennick is a touching adventure, starring a boy and a helper robot that he encounters in a mysterious lab setting. Together, the two assist each other through a concrete jungle of skyscrapers and buildings while being pursued by a large robot. Kick & Fennick's way of mobilization is quite unlike any other game. Kick has a special propulsion cannon of sorts that can be used to shoot him at various angles to reach new platforms that he otherwise wouldn't be able to access, as the game provides no basic jump button. The player can shoot Kick into the air, and then launch him a second time in midair. Careful precision movements and timing are required to get through later levels where the hazards are quite challenging to dodge and evade. Full of dozens of well designed levels, beautiful visuals, an innovative gameplay premise, and lots of secrets to unlock, Kick & Fennick is a great game that deserves more attention.
TrackMania: Turbo (PS4, XB1)
We kick part three of Most Overlooked Current Gen Games with a release from earlier this year, TrackMania: Turbo. The game features the similar arcade-style racing gameplay of past games with over 200 unique tracks to speed through. Turbo's focus is on performing stunts while racing through tracks that generally don't take any longer than a minute to complete. However, getting gold medals on tracks is all about that perfect run. With the ability to play cooperatively with friends or in split screen with up to four players, something that makes it stand out as the first game of its type on both the PlayStation 4 and Xbox One, as well as create your own tracks, TrackMania: Turbo is a super-charged arcade racer that like a lightning fast race car, many gamers blinked and missed it.
Digimon Story: Cyber Sleuth (PS4, Vita)
The fifth game in the Digimon Story series, Cyber Sleuth brought the Digimon sub-series to a home console for the very first time, offering a JRPG absolutely drenched with content. While the turn-based battle system doesn't innovate exponentially, and the dungeon design is a tad linear, what Digimon Story: Cyber Sleuth does get exceptionally right is being an overall entertaining experience for fans of the Digimon series as well as those who love a traditional RPG with lots of longevity. Seriously, you can enjoy Digimon Story; Cyber Sleuth upwards of 100 hours, and that includes the bonus New Game Plus mode that allows you to keep all of your collected Digimon, money, and more.
Hand of Fate (PS4, XB1, PC)
Card-based gameplay in video games in nothing new. We've seen it in games like Baten Kaitos and Lost Kingdoms, for instance. However, the Defiant Development-crafted Hand of Fate takes card-based gameplay to a new frontier, offering a tabletop card game experience brought to life. Here, the game blends that experience with rogue-like gameplay and action-RPG combat. The ability to customize your own deck is here, allowing you to build unique strategies to fit the given situation at hand (no pun intended) as you go on an adventure to take on 13 different bosses to complete the game. Hand of Fate encourages multiple play-throughs which only further sweetens the proverbial pot. Those looking for a card game unlike any other, be sure to check out the digital delight that is Hand of Fate.
Super Mega Baseball (PS4, PS3, XB1, PC)
With the Major League Baseball season racing towards the finish line, perhaps you're searching for a baseball game to play that is easier to pick up and play than a simulation-style game like MLB; The Show. Now, while Metalhead Software's Super Mega Baseball lacks the licensing of Major League Baseball, what it does offer is arcade baseball goodness that harks back to the glory days when baseball games were easy to pick up a controller and enjoy with buddies or by your lonesome. Nonetheless, don't think that Super Mega Baseball is overly basic. It's not. It delivers the full baseball experience, giving you full control of every player on the field, even allowing the customization of all 216 on the various teams in the game. With Super Mega Baseball, Metalhead Software hit it out of the park.
Kick & Fennick (PS4, XB1, Wii U, Vita)
Kick & Fennick is a touching adventure, starring a boy and a helper robot that he encounters in a mysterious lab setting. Together, the two assist each other through a concrete jungle of skyscrapers and buildings while being pursued by a large robot. Kick & Fennick's way of mobilization is quite unlike any other game. Kick has a special propulsion cannon of sorts that can be used to shoot him at various angles to reach new platforms that he otherwise wouldn't be able to access, as the game provides no basic jump button. The player can shoot Kick into the air, and then launch him a second time in midair. Careful precision movements and timing are required to get through later levels where the hazards are quite challenging to dodge and evade. Full of dozens of well designed levels, beautiful visuals, an innovative gameplay premise, and lots of secrets to unlock, Kick & Fennick is a great game that deserves more attention.
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