Live from Central City, USA, it's Late Night with David VGMan! Tonight: Dave welcomes X and Zero from Marvel vs. Capcom: Infinite, Link starring in The Legend of Zelda: A Link Between Worlds, dragon lady Lilac from Freedom Planet, the limbless wonder Rayman in Rayman 2: The Great Escape, and last but not least, one of the most recognizable characters in pop culture today, Spider-Man!
Musical guest: Counting Crows. Also, Paul Shaffer and the World's Most Dangerous Band!
And now... after you've perused SuperPhillip Central's Favorite VGMs' VGM Database for all past video game songs featured on this weekly recurring series, let's get on to the music!
v1541, Marvel vs. Capcom: Infinite (PS4, XB1, PC) - X vs. Zero
While a constricted budget and a limited roster took a lot of the pizzazz out of Marvel vs. Capcom: Infinite, the fighting system stood strongly and more than held up its end of the game. I can't really say the same about the soundtrack, other than a couple notable remixes, such as this one from Mega Man X5. It's played in the source material in one of the final stages of the game where, as the title would suggest, X faces off against Zero. Within the game, it serves as a theme for both Mega Man X and Zero, the first of which finally got on a Marvel vs. Capcom roster after all this time!
v1542. The Legend of Zelda: A Link Between Worlds (3DS) - Final Battle
I won't spoil the actual final boss battle myself, but if you're at all familiar with the two main melodies heard during the theme that plays during the fight, one of them will give away who you're facing. It's a climactic final battle against the scourge of both Hyrule and Lorule, and only Link can raise his sword and vanquish evil once more. The reprise of Zelda's Theme in this song, played through once with angelic synth and then blasted out by bold, brass instruments, makes for an uplifting and motivating part of the piece. A wonderful addition to a glorious Nintendo 3DS soundtrack.
v1543. Freedom Planet (Multi) - Dragon Valley 2
Before there was Sonic Mania, a different game by a team of Sonic fans worked together to create a fan game. That turned into a wholly original project known as Freedom Planet. Though the levels occasionally overstay their welcome, everything from the fast and flowing gameplay, to the presentation nail the overall feel and aesthetic of the 2D Sonic games of Sega Genesis past. Freedom Planet is just a rewarding game in general, worthy of a purchase even if you don't have a nostalgic or grand affinity for the Sonic the Hedgehog games of yore.
v1544. Rayman 2: The Great Escape (Multi) - The Iron Mountain
From one 2D platformer to a 3D platformer in a series that started off as a 2D platformer (I make things confusing, don't I?), it's Rayman 2: The Great Escape, the often ported game that some say rival the 3D platforming genre's best. I'm not of that opinion myself, but Rayman 2 has a lot going for it, with its humor, wacky characters, superb level designs, tight controls, and smooth gameplay. The music is also a worthwhile aspect to note, with many of its tunes being great for listening to either inside or outside of the game.
v1545. Spider-Man (2002) (PS2, GCN, XBX, PC) - A Hero's Origin
Our final guest this late night edition of SuperPhillip Central's Favorite VGMs is none other than your friendly neighborhood Spider-Man. Specifically, it's his 2002 video game based off of the movie of the same name. It follows the story of the movie while also adding in some other thrills like villains such as the Shocker and Vulture to beef up to playtime and enjoyment of the game. The orchestrated soundtrack is mesmerizing, particularly this first track, heard as Spidey starts off with but a ski mask and a hoodie in the first mission of the game. A Hero's Origin delivers a theme that exudes the feeling of freedom presented to players as they swing from rooftop to rooftop in the then-incredible playing area as a beginning Spider-Man.
Showing posts with label the legend of zelda: a link between worlds. Show all posts
Showing posts with label the legend of zelda: a link between worlds. Show all posts
Monday, January 15, 2018
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.
Monday, September 25, 2017
The Legend of Zelda: A Link Between Worlds (3DS) Review Redux
Little by little The Legend of Zelda series has moved along with progressing the formula, but none so pronounced as what the gaming world saw with this year's The Legend of Zelda: Breath of the Wild. With a brand new open world setting and structure, as well as its moving from series norms, Breath of the Wild dawned a new era in The Legend of Zelda franchise.
However, Breath of the Wild wasn't the first Zelda game to try something new to shake up the formula after Twilight Princess (where the series started to sort of go through the motions). The Zelda game I'm referring to is the subject of this Monday morning's Review Redux, The Legend of Zelda: A Link Between Worlds.
After playing the delightful Nintendo Switch launch title The Legend of Zelda: Breath of the Wild (also on Wii U as a swan song for the system), I wanted to play some older games in the Zelda series. I didn't really have an idea on which entry I desired to replay, but then I thought about things from a deeper viewpoint rather than "which game will bring me the most fun".
The idea came to me, entering into my mind as if the thought came through my ear canal, that The Legend of Zelda: Breath of the Wild was a bold new direction for the Zelda franchise as it completely eschewed series conventions and traditions for the most part. However, this change to rework the conventions of The Legend of Zelda didn't begin with Breath of the Wild. It began with the Nintendo 3DS game, The Legend of Zelda: A Link Between Worlds. I believe that A Link Between Worlds serves as a real link between the foundations and traditions of older Zelda and the all-new take with Breath of the Wild.
Part of that is what occurs about a third of the way through A Link Between Worlds. After you've gathered the three MacGuffins to remove the evil force field surrounding Hyrule Castle and take care of the guards inside, you wind up within the realm of Lorule, an ominous kingdom coated under a dark and dreary sky and filled with powerful, horrifying monsters and creatures. This is where there is some freedom to be found in A Link Between Worlds, as a new batch of dungeons is unlocked. In most of the Zelda games prior to Worlds, you had to complete each dungeon in a linear fashion. Sure, there were times where a choice could be made, but those were few and far in between. With The Legend of Zelda: A Link Between Worlds, you can opt to complete each dungeon in Lorule in any order.
Generally in past Zeldas, a given dungeon would provide you with its own unique item waiting within the monster-filled, puzzle-heavy rooms and corridors of its boundaries. With A Link Between Worlds, this is different, and this formula alteration assists in letting you reach and complete any dungeon in whatever order you wish. Instead of gaining Link's tools like the Boomerang, Bow and Arrow, Hookshot, et al within the dungeons themselves, you can rent them from a jolly character named Ravio who takes the phrase "make yourself at home" literally by turning Link's house in Hyrule into his own shop. All of the items to be used in Link's dual kingdom adventure are housed here, and can be rented for a price. The catch is that if Link falls in battle, Ravio's faithful bird companion will retrieve the rented items and return them to its master. Though that isn't really a threat in the standard difficulty as Link can take lots of hits and can gain tons of extra hearts. When Hero Mode is available (which sadly requires you to beat the initial game to play) with its damage multipliers to Link, the rental system is more pronounced and more of a game-changer.
Eventually you'll be able to buy items for good rather than just rent them. This is where collecting Rupees in both Hyrule and Lorule become prominent within A Link Between Worlds' design. Items from Ravio cost anywhere between 600 to 1200 Rupees to keep. Thankfully, the game encourages exploration to find chests within the two overworld maps as well as within the dungeons. There are even puzzle rooms sprinkled about Hyrule and Lorule in hidden and/or hard-to-reach locations within both kingdoms' maps. These generally require a specific item or combination of items to solve the puzzle or challenge and acquire your Rupee reward at the end. Exploration is also encouraged by all of the Heart Pieces in the game to find or earn as well as cute creatures called Maiamais that when ten are collected, the creatures' mother gives you an upgrade to an item you currently own. With 100 to find spread across Hyrule and Lorule, it seems like an insurmountable challenge, but thankfully, the bottom screen shows how many Maiamai are remaining in each section of both kingdoms.
Dungeons in A Link Between Worlds require one particular item from Ravio's shop. While this is how Link can complete most dungeons within Lorule in any order (save for the Desert Palace which cannot be done first as it requires the Sand Rod, only available after beating the Thieves' Hideout), using only one item per dungeon means that you seldom truly get stuck in these labyrinths. Hit an obstacle that you don't quite know how to pass or overcome? The dungeon's required item will work by using it in some way. This is the same with bosses. They're defeated by using the weapon required for the dungeon as well. You just have to come up with how to utilize it for victory.
Dungeons have the Zelda tradition of housing keys, Boss Keys to reach the dungeon boss' domain, treasure chests and more to acquire while the Compass reveals all treasures, locked doors, and boss locations on the bottom screen map, a lovely and convenient use of the Nintendo 3DS' second screen. While I said you don't get Link's traditional arsenal of weapons from special treasure chests in dungeons like in previous Zelda games, there is one special chest in each dungeon. These optional chests are well worth the rewards in finding them, ranging from added defense with new tunics, ore to give to a blacksmith who will create a more powerful sword for you, and more.
The main mechanic in A Link Between Worlds is magnificent and one of my favorite twists to the gameplay of any Zelda game. It's a mural mechanic, where Link can use a ring handed to him by Ravio to literally merge into walls, resembling a Link mural, walking along the wall to reach otherwise impossible to access locations. It really opens up the world and dungeon designs of the game to make you think in a spatial kind of way that you may not have thought about before. There are obvious methods of crossing short chasms with Wall Link, but when you need to circle around as Link in an extended length of a room, switch between both forms on the fly like in the Tower of Hera with its moving platforms, or figure out which level of height will allow you to cross a gap and reach a certain platform, things get a bit trickier.
You can't just perpetually stay in mural form either. That would be too easy. Instead, many of the dungeons and areas in Link Between Worlds consist of sections where you have to manage your energy meter well. This meter is a new feature in the Zelda franchise. It empties while in mural form, and if it depletes fully while you're inside a wall, you're tossed out. With that Tower of Hera example where you have to navigate around a jutting piece of wall as Mural Link that blocks regular Link from continuing to ride a moving platform, you need to manage your energy meter carefully so it doesn't run out while hanging over a pit. Not only is the meter spent from being Mural Link in general, but it also serves as ammo for all of Link's items. So instead of having to pick up arrows and bombs from defeated enemies, you just wait a little bit for Link's meter to replenish to continue bringing destruction and carnage to enemies.
Wall merging as Link isn't just used to solve puzzles or to get from location to location. It's the whole basis upon which Link travels between Hyrule and Lorule. There are myriad magical cracks or rifts within the walls of Hyrule and Lorule, and as being Lorule is heavily segmented, it's crucial to find rifts within Hyrule to reach the various sections splitting up the kingdom. Better yet, if you find these, they are put on your map on the bottom screen via icon so you never have to 100% remember where they are.
Apart from traveling between worlds, backtracking is also prominently done with Link Between Worlds, but it's done in a way that doesn't feel tedious or repetitive. This is greatly helped by the inclusion of bird signposts that not only serve as save points but fast travel locations. Even still, Hyrule and Lorule are so well made, especially Hyrule, a kingdom filled with so much in such a little space, one might worry that areas wouldn't blend in with one another naturally. After all, when you have deserts, towns, mountains, forests, rivers, lakes, marshlands, and more in such a small area of space compared to the open world spaces of larger budget games, it's a little bit of a concern to a tyro of Zelda. Fortunately, that is not the case at all. You feel like you're playing in a wholly complete world that exudes personality, flows effortlessly from segment to segment of Hyrule, and the feeling for that reason is because Hyrule is a complete kingdom and has no design oddities within it.
The Legend of Zelda: A Link Between Worlds remains one of my favorite games on the Nintendo 3DS with one of the best implementations of 3D around next to Super Mario 3D Land. The way Link bounces towards your face when being jolted up a floor in the Tower of Hera is one notable moment where the 3D slider needs to be turned up all the way. While sharing many familiar themes to A Link to the Past from the Super Nintendo -- the game Link Between Worlds is essentially a love letter for fans of the game and pretty much a sequel to -- the music in this 3DS classic is phenomenal with its new renditions of old faves and completely new compositions such as Yuga's theme.
Nonetheless, some issues are present with A Link Between Worlds, but they didn't really harm my viewpoint of the game even with my fourth play-through of the game. I'm talking about things like dungeons requiring only one item each, making them less challenging -- and speaking of difficulty, the overall difficulty of the game is low. Despite these issues, The Legend of Zelda: A Link Between Worlds served as a nice preview of how Nintendo EPD would change Zelda series even further and to a much more extreme degree with The Legend of Zelda: Breath of the Wild. Those looking for a bridge or better yet, a link between traditional Zelda and the whole new world of Zelda, seek out A Link Between Worlds.
[SPC Says: A]
However, Breath of the Wild wasn't the first Zelda game to try something new to shake up the formula after Twilight Princess (where the series started to sort of go through the motions). The Zelda game I'm referring to is the subject of this Monday morning's Review Redux, The Legend of Zelda: A Link Between Worlds.
A link between tradition and progress
After playing the delightful Nintendo Switch launch title The Legend of Zelda: Breath of the Wild (also on Wii U as a swan song for the system), I wanted to play some older games in the Zelda series. I didn't really have an idea on which entry I desired to replay, but then I thought about things from a deeper viewpoint rather than "which game will bring me the most fun".
The idea came to me, entering into my mind as if the thought came through my ear canal, that The Legend of Zelda: Breath of the Wild was a bold new direction for the Zelda franchise as it completely eschewed series conventions and traditions for the most part. However, this change to rework the conventions of The Legend of Zelda didn't begin with Breath of the Wild. It began with the Nintendo 3DS game, The Legend of Zelda: A Link Between Worlds. I believe that A Link Between Worlds serves as a real link between the foundations and traditions of older Zelda and the all-new take with Breath of the Wild.
Part of that is what occurs about a third of the way through A Link Between Worlds. After you've gathered the three MacGuffins to remove the evil force field surrounding Hyrule Castle and take care of the guards inside, you wind up within the realm of Lorule, an ominous kingdom coated under a dark and dreary sky and filled with powerful, horrifying monsters and creatures. This is where there is some freedom to be found in A Link Between Worlds, as a new batch of dungeons is unlocked. In most of the Zelda games prior to Worlds, you had to complete each dungeon in a linear fashion. Sure, there were times where a choice could be made, but those were few and far in between. With The Legend of Zelda: A Link Between Worlds, you can opt to complete each dungeon in Lorule in any order.
| A theme with this review is how A Link Between Worlds bridged the gap between traditional Zelda games and the new kind seen with Breath of the Wild. So... here is a literal bridge! |
| Lorule is already rather inhospitable, unfriendly, and dangerous as is, but in Hero Mode? Even more so! |
| Whether it's the Ice Rod in Turtle Rock... |
| ...Or the Hookshot in the Swamp Palace, each Link Between Worlds dungeon needs one specific item to complete it. |
| Feel free to come up with your own rock-related joke here! Tonight's an off night for me with puns! |
| The many uses of merging with walls and the like are immensely cunning, but what else is there to expect from the Zelda team anyway? |
Wall merging as Link isn't just used to solve puzzles or to get from location to location. It's the whole basis upon which Link travels between Hyrule and Lorule. There are myriad magical cracks or rifts within the walls of Hyrule and Lorule, and as being Lorule is heavily segmented, it's crucial to find rifts within Hyrule to reach the various sections splitting up the kingdom. Better yet, if you find these, they are put on your map on the bottom screen via icon so you never have to 100% remember where they are.
| Rifts like these allow Link to travel from one world to the other. |
| Places with multiple sprawling platforms like this Ice Ruins section look fantastic in 3D. |
Nonetheless, some issues are present with A Link Between Worlds, but they didn't really harm my viewpoint of the game even with my fourth play-through of the game. I'm talking about things like dungeons requiring only one item each, making them less challenging -- and speaking of difficulty, the overall difficulty of the game is low. Despite these issues, The Legend of Zelda: A Link Between Worlds served as a nice preview of how Nintendo EPD would change Zelda series even further and to a much more extreme degree with The Legend of Zelda: Breath of the Wild. Those looking for a bridge or better yet, a link between traditional Zelda and the whole new world of Zelda, seek out A Link Between Worlds.
[SPC Says: A]
Wednesday, March 16, 2016
Best Boss Battles in Gaming History - Part Fifteen
WARNING: POSSIBLE SPOILERS FOR THE FOLLOWING GAMES:
Fifteen installments? It seems like only yesterday I was waxing poetic on my favorite boss battles. Now it's this long-running series of popular articles on SuperPhillip Central. Well, no point reminiscing, as we have five more awesome boss battles to cover with part fifteen of the Best Boss Battles in Gaming History. This time we're delving totally into final boss encounters! These are memorable, fun, clever, and sometimes completely fresh takes on the boss formula. After you've looked at the five entries this time around, I'd love to hear which boss battles you've enjoyed most!
Since there are possible spoilers to be found, the rest of this article will be posted after the break! Before that, check out all past parts of Best Boss Battles in Gaming History with these links!
Part One
Part Two
Part Three
Part Four
Part Five
Part Six
Part Seven
Part Eight
Part Nine
Part Ten
Part Eleven
Part Twelve
Part Thirteen
Part Fourteen
- Splatoon (Wii U)
- Transformers: Devastation (Multi)
- The Legend of Zelda: A Link Between Worlds (3DS)
- Donkey Kong 64 (N64)
- Sonic the Hedgehog 3 (GEN)
Fifteen installments? It seems like only yesterday I was waxing poetic on my favorite boss battles. Now it's this long-running series of popular articles on SuperPhillip Central. Well, no point reminiscing, as we have five more awesome boss battles to cover with part fifteen of the Best Boss Battles in Gaming History. This time we're delving totally into final boss encounters! These are memorable, fun, clever, and sometimes completely fresh takes on the boss formula. After you've looked at the five entries this time around, I'd love to hear which boss battles you've enjoyed most!
Since there are possible spoilers to be found, the rest of this article will be posted after the break! Before that, check out all past parts of Best Boss Battles in Gaming History with these links!
Part One
Part Two
Part Three
Part Four
Part Five
Part Six
Part Seven
Part Eight
Part Nine
Part Ten
Part Eleven
Part Twelve
Part Thirteen
Part Fourteen
Tuesday, March 3, 2015
Classics I Can Return To - Part Five
Welcome to an all-new installment of Classics I, your friend Phil, Can Return To! We all have games that we find ourselves coming back for more even long after we've beaten them. This segment is dedicated to those titles that are recent and of yesteryear that I can easily find myself coming back to time and time again. It's primarily a modern Nintendo-filled edition of Classics I Can Return To this time around, so get yourself comfortable and let's get to my latest list of seven classics!
If you have interest in a past installment of this series of articles, check them out at the following links:
Super Smash Bros. for Wii U (Wii U)
This highly anticipated fighter finally came out this past November, and it brought with it loads of content-- almost an obscene amount of things for players to do. It's four months later, and I'm still digging into Super Smash Bros. for Wii U, beating challenges to unlock new content, fighting against my Amiibo, playing online, fighting offline with friends and family, and just enjoying the game on the whole. The copious amount of trophies, challenges, characters, stages, and modes means that players entering this game need to make a great time investment if they wish to view everything Super Smash Bros. for Wii U has to offer. I certainly I know have spent over 70 hours already on this beast of a game, and I expect to log in many more hours on top of that amount.
Super Mario 3D World (Wii U)
A lot of folks were disappointed that Nintendo didn't have a new 3D Mario with the scope of Super Mario Galaxy as Mario's first (and maybe only?) three-dimensional romp on the Wii U. While the initial unveiling did little to fully excite, subsequent trailers and impressions turned towards Super Mario 3D World's favor. The game itself is a sensational one, full of variety, platforming challenges, well designed levels, and the extreme amount of polish that one would expect from Nintendo EAD. Whether playing it by my lonesome or with up to three other players for some local multiplayer mayhem, Super Mario 3D World is a game that I've already beaten three times, and I have the itch to do so again.
Donkey Kong Country: Tropical Freeze (Wii U)
Another game that disappointed Nintendo fans with its announcement since it was "just Donkey Kong", Donkey Kong Country: Tropical Freeze takes the foundation that Retro Studios laid down with Donkey Kong Country Returns and creates a masterful 2D platforming game full of challenge. The fact that levels are tailored for both normal and speed-run play says a lot to the strength of Retro Studios' wondrous level design. I kept wanting to see what new mechanic or obstacle I would encounter next, keeping me engaged so much that I would hook the Wii U GamePad to its charger just so I'd have an excuse to continue playing. Tropical Freeze is a textbook example of great design and gameplay trumping anything else.
Mario Kart 8 (Wii U)
The gift that keeps on giving is Mario Kart 8. The first downloadable content pack gave racers eight new tracks on top of the 32 that were already on the disc. The second DLC pack is due out this May, and it adds new vehicles, characters, and tracks to further entice players. I didn't need new tracks as an excuse to keep playing Mario Kart 8. The pure adrenaline-driven gameplay, tight controls, intense races, series-best courses, and online play were all things that beckoned me to return to Mario Kart 8 on a monthly basis. Whether online or off, Mario Kart 8 is one of my favorites in the franchise.
The Legend of Zelda: A Link Between Worlds (3DS)
The Legend of Zelda: A Link Between Worlds did a lot to make me love it. It tickled my nostalgia bones by having it set in a familiar A Link to the Past-era Hyrule, but it also brought a lot that was new, including a profound sense of freedom when compared to recent Zelda games, an ingenious wall-merging mechanic that opened up the level design to massive degrees, and dungeons that were delightful to play and replay. Like A Link to the Past, I find myself returning to the lands of Hyrule and Lorule, playing through the Lorule dungeons in different orders, collecting heart pieces, and exploring the world. It's a near-perfect Zelda game, and that is why I can't say no to coming back to it.
Mario Golf: World Tour (3DS)
A golf game that is packed to the brim with stuff to do, a common concept that a lot of these classics I can return to possess, Mario Golf: World Tour features a wide selection of varied courses, characters, challenges, modes, and unlockables for players to dive into. The different tournaments that go on online, officially run by Nintendo, unlock new costume pieces for players just for participating in them. This means that I am encouraged to keep coming back to the game, seeing what new gear and equipment I can unlock. The addition of DLC that was reasonably priced means that six 18-hole classic courses from the Nintendo 64 Mario Golf are available to me if I somehow get bored of what's already available on the game card. (Hint: I haven't gotten bored of them yet!)
Sonic & All-Stars Racing Transformed (Multi)
While it doesn't have the amount of polish that the Mario Kart series has, I do find myself entering the arcade racing action of Sonic & All-Stars Racing Transformed. The creatively designed tracks alter their appearance each lap, meaning each race feels like its own adventure and offers a high amount of unpredictability. The game is mighty tough, too, on harder difficulties, requiring the player to have great skill to overcome the challenges presented to them. That's part of the reason I keep playing Sonic the Hedgehog's latest racer, to hone my racing skills to routinely become better against the harder AI. Throw in highly competent online, and you have a game that encourages replaying.
If you have interest in a past installment of this series of articles, check them out at the following links:
Super Smash Bros. for Wii U (Wii U)
Super Mario 3D World (Wii U)
A lot of folks were disappointed that Nintendo didn't have a new 3D Mario with the scope of Super Mario Galaxy as Mario's first (and maybe only?) three-dimensional romp on the Wii U. While the initial unveiling did little to fully excite, subsequent trailers and impressions turned towards Super Mario 3D World's favor. The game itself is a sensational one, full of variety, platforming challenges, well designed levels, and the extreme amount of polish that one would expect from Nintendo EAD. Whether playing it by my lonesome or with up to three other players for some local multiplayer mayhem, Super Mario 3D World is a game that I've already beaten three times, and I have the itch to do so again.
Donkey Kong Country: Tropical Freeze (Wii U)
Another game that disappointed Nintendo fans with its announcement since it was "just Donkey Kong", Donkey Kong Country: Tropical Freeze takes the foundation that Retro Studios laid down with Donkey Kong Country Returns and creates a masterful 2D platforming game full of challenge. The fact that levels are tailored for both normal and speed-run play says a lot to the strength of Retro Studios' wondrous level design. I kept wanting to see what new mechanic or obstacle I would encounter next, keeping me engaged so much that I would hook the Wii U GamePad to its charger just so I'd have an excuse to continue playing. Tropical Freeze is a textbook example of great design and gameplay trumping anything else.
Mario Kart 8 (Wii U)
The gift that keeps on giving is Mario Kart 8. The first downloadable content pack gave racers eight new tracks on top of the 32 that were already on the disc. The second DLC pack is due out this May, and it adds new vehicles, characters, and tracks to further entice players. I didn't need new tracks as an excuse to keep playing Mario Kart 8. The pure adrenaline-driven gameplay, tight controls, intense races, series-best courses, and online play were all things that beckoned me to return to Mario Kart 8 on a monthly basis. Whether online or off, Mario Kart 8 is one of my favorites in the franchise.
The Legend of Zelda: A Link Between Worlds (3DS)
The Legend of Zelda: A Link Between Worlds did a lot to make me love it. It tickled my nostalgia bones by having it set in a familiar A Link to the Past-era Hyrule, but it also brought a lot that was new, including a profound sense of freedom when compared to recent Zelda games, an ingenious wall-merging mechanic that opened up the level design to massive degrees, and dungeons that were delightful to play and replay. Like A Link to the Past, I find myself returning to the lands of Hyrule and Lorule, playing through the Lorule dungeons in different orders, collecting heart pieces, and exploring the world. It's a near-perfect Zelda game, and that is why I can't say no to coming back to it.
Mario Golf: World Tour (3DS)
A golf game that is packed to the brim with stuff to do, a common concept that a lot of these classics I can return to possess, Mario Golf: World Tour features a wide selection of varied courses, characters, challenges, modes, and unlockables for players to dive into. The different tournaments that go on online, officially run by Nintendo, unlock new costume pieces for players just for participating in them. This means that I am encouraged to keep coming back to the game, seeing what new gear and equipment I can unlock. The addition of DLC that was reasonably priced means that six 18-hole classic courses from the Nintendo 64 Mario Golf are available to me if I somehow get bored of what's already available on the game card. (Hint: I haven't gotten bored of them yet!)
Sonic & All-Stars Racing Transformed (Multi)
While it doesn't have the amount of polish that the Mario Kart series has, I do find myself entering the arcade racing action of Sonic & All-Stars Racing Transformed. The creatively designed tracks alter their appearance each lap, meaning each race feels like its own adventure and offers a high amount of unpredictability. The game is mighty tough, too, on harder difficulties, requiring the player to have great skill to overcome the challenges presented to them. That's part of the reason I keep playing Sonic the Hedgehog's latest racer, to hone my racing skills to routinely become better against the harder AI. Throw in highly competent online, and you have a game that encourages replaying.
Tuesday, August 19, 2014
SuperPhillip Central's Favorite VGMs - A Sane Oasis in the Desert of Crazy Edition
I find it hard to care about writing about games when there's something much more infuriating happening about 15-20 miles away from my present location. I find it even harder to care about stupid little "outrages" like Ubisoft not pledging any more "mature-rated" content to Nintendo systems or how Samus Aran is wearing too skimpy of an outfit when there's far more important crap happening nearby. When you have an incident like the one in Ferguson occurring so close to you, it really puts the trivial garbage into perspective.
That said, I don't want to completely get consumed by what's happening near my location, 'else I'll lose what little is left of my mind. Therefore, here's SuperPhillip Central's Favorite VGMs, bringing you and most importantly me, some video game tunes, something always sane in this always crazy world. This week's edition features music from Wild Arms, Nier, and The Legend of Zelda: A Link Between Worlds.
v686. Wild Arms (PS1) - Into the Wilderness
This plays during the pre-title cutscene in the original Wild Arms for the PlayStation. Of all the RPG franchises that have since laid dormant for a good while, one of the top series that I'd love to see make a return to a PlayStation home console is Wild Arms.
v687. Nier (PS3, 360) - Song of the Ancients Devola
To those who have played Nier, one of the most interesting and memorable parts of the game is the soundtrack, which is sensational. A lot of themes have a rustic feel to it or are supported by vocals. Coincidentally enough, both Nier themes represented on SuperPhillip Central's Favorite VGMs have vocals of the female variety.
v688. Ragnarok Odyssey (PS3, Vita) - The Shining Plains
Ragnarok Odyssey's soundtrack was composed by Kumi Tanioka, who assisted in creating one of my favorite soundtracks, the original Final Fantasy Crystal Chronicles soundtrack for the Nintendo GameCube. Ragnarok Odyssey is a more beginner-friendly Monster Hunter clone that received an expansion version in the form of Ragnarok Odyssey ACE. The latter will be the subject of a review later this week.
v689. Beyond Good and Evil (PS2, GCN, XBX) - Home Sweet Home
We're in an industry where old gameplay is masked as new IPs all the time. Big publishers release new franchises, yet these new franchises feel exactly like the old crap being released in the first place. Beyond Good and Evil was released at a time where budgets weren't as wild, creativity wasn't limited to mostly indies (whom hardly even existed back then), and new IPs were all about new gameplay and not just new characters and settings.
v690. The Legend of Zelda: A Link Between Worlds (3DS) - Lorule Castle
I did not expect to be as blown away with The Legend of Zelda: A Link Between Worlds as I was. The amount of freedom was rare for a modern-day Zelda game, the world was familiar yet fresh enough to feel great to explore, and the wall merge mechanic was absolutely awesome. And oh, my Hylia, the music! This theme, Lorule Castle, builds layer upon layer as each segment of the final dungeon is completed.
That said, I don't want to completely get consumed by what's happening near my location, 'else I'll lose what little is left of my mind. Therefore, here's SuperPhillip Central's Favorite VGMs, bringing you and most importantly me, some video game tunes, something always sane in this always crazy world. This week's edition features music from Wild Arms, Nier, and The Legend of Zelda: A Link Between Worlds.
v686. Wild Arms (PS1) - Into the Wilderness
This plays during the pre-title cutscene in the original Wild Arms for the PlayStation. Of all the RPG franchises that have since laid dormant for a good while, one of the top series that I'd love to see make a return to a PlayStation home console is Wild Arms.
v687. Nier (PS3, 360) - Song of the Ancients Devola
To those who have played Nier, one of the most interesting and memorable parts of the game is the soundtrack, which is sensational. A lot of themes have a rustic feel to it or are supported by vocals. Coincidentally enough, both Nier themes represented on SuperPhillip Central's Favorite VGMs have vocals of the female variety.
v688. Ragnarok Odyssey (PS3, Vita) - The Shining Plains
Ragnarok Odyssey's soundtrack was composed by Kumi Tanioka, who assisted in creating one of my favorite soundtracks, the original Final Fantasy Crystal Chronicles soundtrack for the Nintendo GameCube. Ragnarok Odyssey is a more beginner-friendly Monster Hunter clone that received an expansion version in the form of Ragnarok Odyssey ACE. The latter will be the subject of a review later this week.
v689. Beyond Good and Evil (PS2, GCN, XBX) - Home Sweet Home
We're in an industry where old gameplay is masked as new IPs all the time. Big publishers release new franchises, yet these new franchises feel exactly like the old crap being released in the first place. Beyond Good and Evil was released at a time where budgets weren't as wild, creativity wasn't limited to mostly indies (whom hardly even existed back then), and new IPs were all about new gameplay and not just new characters and settings.
v690. The Legend of Zelda: A Link Between Worlds (3DS) - Lorule Castle
I did not expect to be as blown away with The Legend of Zelda: A Link Between Worlds as I was. The amount of freedom was rare for a modern-day Zelda game, the world was familiar yet fresh enough to feel great to explore, and the wall merge mechanic was absolutely awesome. And oh, my Hylia, the music! This theme, Lorule Castle, builds layer upon layer as each segment of the final dungeon is completed.
Wednesday, March 19, 2014
Best Boss Battles in Gaming History - Part Twelve
WARNING: POSSIBLE SPOILERS AHEAD FOR THE FOLLOWING GAMES:
We all have them, boss battles that stay with us long after we've bested them and saved the day. Some argue that boss fights are antiquated, but we find them that when they are done right they can turn a good game into a great one. These are such encounters that have remained in our collective memory ever since we've defeated them. They can be challenging, they can be innovative, or they can just be plain old fun. Join us as we list the five new entries in our continuing Best Boss Battles in Gaming History series of features. After we're done, we'd love to hear your thoughts and recommendations.
If you've missed past entries of Best Boss Battles in Gaming History, look no further than the following links:
Part One
Part Two
Part Three
Part Four
Part Five
Part Six
Part Seven
Part Eight
Part Nine
Part Ten
Part Eleven
- New Super Mario Bros. U
- Super Mario World 2: Yoshi's Island
- The Legend of Zelda: A Link Between Worlds
- Darksiders
- Resident Evil 4
We all have them, boss battles that stay with us long after we've bested them and saved the day. Some argue that boss fights are antiquated, but we find them that when they are done right they can turn a good game into a great one. These are such encounters that have remained in our collective memory ever since we've defeated them. They can be challenging, they can be innovative, or they can just be plain old fun. Join us as we list the five new entries in our continuing Best Boss Battles in Gaming History series of features. After we're done, we'd love to hear your thoughts and recommendations.
If you've missed past entries of Best Boss Battles in Gaming History, look no further than the following links:
Part One
Part Two
Part Three
Part Four
Part Five
Part Six
Part Seven
Part Eight
Part Nine
Part Ten
Part Eleven
Monday, January 20, 2014
SuperPhillip Central's Favorite VGMs - Small Systems, Big Games Edition
It might just be "another week" for many, but at SuperPhillip Central it's never just "another week." That's because we have new music to share with you-- songs that we deem some of the best that this industry currently offers. On this week's edition of SuperPhillip Central's Favorite VGMs, we have themes from The Legend of Zelda: A Link Between Worlds, Final Fantasy X / X-2 HD Remaster, and Ys Seven. It's a nice lineup we have, so we hope you'll enjoy this edition's offerings!
v546. The Legend of Zelda: A Link Between Worlds (3DS) - Maiamai Cave
Our first game for this edition of SuperPhillip Central's Favorite VGMs, The Legend of Zelda: A Link Between Worlds, was awarded Game of the Year 2013 here at the site with Super Mario 3D World being the runner-up. Ryo Nagamatsu arranged new versions of a myriad of A Link to the Past themes. Those are without a doubt the best musical parts of the game, but the new music composed by Nagamatsu-san doesn't fall flat whatsoever. This calming, mellow theme that plays in Mother Maiamai's chamber is very lovely to listen to. (Gotta enjoy that angelic harp.) When the choir begins to sing, it gets even lovelier...
v547. Ace Combat: Assault Horizon Legacy (3DS) - Shining Glory
Go Shinra has done a lot of fantastic work for Namco Bandai. His compositions on the God Eater soundtracks are phenomenal, and so is his work on the Ace Combat series. Shining Glory from Ace Combat: Assault Horizon Legacy is a triumphant theme featuring a chorus, proudly singing together as one as horns blare beside them. It really gets you into the dogfighting action-- that's for sure!
v548. Cave Story 3D (3DS) - On to Badlands
Cave Story has been around a long time, and it has seen many iterations on many different systems. So why would anyone think that people would want to shell out $40 for a game they can download on their computers for free? Well, because it's a darn awesome way to experience the game! Cave Story 3D features awesome new visuals and an improved soundtrack. We can't get the Badlands theme out of our heads!
v549. Ys Seven (PSP) - Vacant Interference
Ys Seven is one of our favorite entries in this overlooked and long-running RPG series. While its music doesn't quite live up to the standards of Oath in Felghana, Ys Seven's music holds up quite well regardless. The series is known for its excellent soundtracks, and Ys Seven is no exception. Vacant Interference is a song played during many boss battles. There are few themes that can get you heavily invested in battle, but Vacant Interference is one of them. Rock on with guitars and strings, a match made in musical heaven!
v550. Final Fantasy X / X-2 HD Remaster (PS3, Vita) - Besaid Island
For those of us on the staff that don't have much nostalgia or a liking to the original Final Fantasy X, we don't hear the original version of Besaid Island and tie it to a specific place or moment within the game. That said, exactly 100 volumes ago we had the original version of Final Fantasy X's Besaid Island. We enjoy both versions, the original and this remastered one, so don't ask any of us which one we prefer. We just can't choose! When the violin comes in, playing the main melody, we can't help but have our breaths taken away.
v546. The Legend of Zelda: A Link Between Worlds (3DS) - Maiamai Cave
Our first game for this edition of SuperPhillip Central's Favorite VGMs, The Legend of Zelda: A Link Between Worlds, was awarded Game of the Year 2013 here at the site with Super Mario 3D World being the runner-up. Ryo Nagamatsu arranged new versions of a myriad of A Link to the Past themes. Those are without a doubt the best musical parts of the game, but the new music composed by Nagamatsu-san doesn't fall flat whatsoever. This calming, mellow theme that plays in Mother Maiamai's chamber is very lovely to listen to. (Gotta enjoy that angelic harp.) When the choir begins to sing, it gets even lovelier...
v547. Ace Combat: Assault Horizon Legacy (3DS) - Shining Glory
Go Shinra has done a lot of fantastic work for Namco Bandai. His compositions on the God Eater soundtracks are phenomenal, and so is his work on the Ace Combat series. Shining Glory from Ace Combat: Assault Horizon Legacy is a triumphant theme featuring a chorus, proudly singing together as one as horns blare beside them. It really gets you into the dogfighting action-- that's for sure!
v548. Cave Story 3D (3DS) - On to Badlands
Cave Story has been around a long time, and it has seen many iterations on many different systems. So why would anyone think that people would want to shell out $40 for a game they can download on their computers for free? Well, because it's a darn awesome way to experience the game! Cave Story 3D features awesome new visuals and an improved soundtrack. We can't get the Badlands theme out of our heads!
v549. Ys Seven (PSP) - Vacant Interference
Ys Seven is one of our favorite entries in this overlooked and long-running RPG series. While its music doesn't quite live up to the standards of Oath in Felghana, Ys Seven's music holds up quite well regardless. The series is known for its excellent soundtracks, and Ys Seven is no exception. Vacant Interference is a song played during many boss battles. There are few themes that can get you heavily invested in battle, but Vacant Interference is one of them. Rock on with guitars and strings, a match made in musical heaven!
v550. Final Fantasy X / X-2 HD Remaster (PS3, Vita) - Besaid Island
For those of us on the staff that don't have much nostalgia or a liking to the original Final Fantasy X, we don't hear the original version of Besaid Island and tie it to a specific place or moment within the game. That said, exactly 100 volumes ago we had the original version of Final Fantasy X's Besaid Island. We enjoy both versions, the original and this remastered one, so don't ask any of us which one we prefer. We just can't choose! When the violin comes in, playing the main melody, we can't help but have our breaths taken away.
Thursday, December 26, 2013
The Last of Us Was Robbed: Or The Problem With Gamers
Let's rewind time just a little bit. It was a few weeks ago that GameSpot named The Legend of Zelda: A Link Between Worlds as their game of 2013. This meant Zelda beat out games like BioShock Infinite, Grand Theft Auto V, and yes, The Last of Us, a game created by Naughty Dog, or as many of the studio's most ardent supporters affectionately call them, "Naughty Gods." (Just don't review one of the studio's games an 8.0 like Eurogamer did with Uncharted 3...)Instantly, the YouTube video comment section of GameSpot's video was hammered with negativity and copious amounts of insults towards GameSpot and other gamers who didn't agree with their obviously objective facts that The Last of Us should be the game of the year everywhere, and if you don't agree, you're obviously didn't play through the entire game or something. It definitely had nothing to do with people having different tastes in gaming and what they view as most important in their gaming experiences.
| GameSpot's Game of the Year for 2013 is... The Legend of Zelda: A Link Between Worlds. |
This incessant whining about what someone or some media outlet calls game of the year is rather ridiculous, and it reveals an underlying theme with many gamers. This theme is that many gamers cannot understand that a lot of people have opinions that differ from their own. It's hard to accept, I know, but once you do, you can finally stop making total asses of yourself and your hobby.
I have seen far too many comments and posts regarding Ken Levine's top ten games of 2013, or David Jaffe's own list. These comments and posts say things like "oh, so-and-so game is good, but it shouldn't be on that list." It's this chutzpah that's basically saying "I know your opinion better than you do. Your choices are objectively wrong." Seriously? Are some gamers this pathetic? Unfortunately, the answer is yes.
We see this all the time nowadays, especially with the advent of social networking services. If forums and comment sections weren't enough, now gamers can directly whine and moan about game of the year choices, review scores, and other content more directly and more easily to outlets and people within the industry.
The idea that a lot of gamers still can't comprehend that not everyone agrees with their thoughts and that their opinion isn't the be-all end-all is frightening to me. We can readily view otherwise rational adults turn into emotionally childish people who will fling insults and other rude, negative words at people who disagree with them. There's seldom legitimate discussion. Instead, there's just pure, unadulterated vitriol.
We as gamers can do better than this. Perhaps one could just say that it's only "internet culture" to be rude, but I've seen this behavior outside of technology's boundaries. It's just as sad, it's just as depressing, and it's just as much of a black eye on the industry and our hobby as everything else.
Hopefully some who have read what I've had to say have been nodding their heads in agreement throughout their whole read. Some might disagree, and that's all right, too. I'm just requesting that we somehow get to a point where we respect others' opinions without needing to deride them-- without needing to think that our opinion is somehow superior over someone else's just because we don't exactly agree with them. I just hope that some of the same people who have been indulging in the negative type of behavior I've spoken of accept the opinions of SuperPhillip Central when we select our choices for games of the year when our sixth annual awards ceremony begins tomorrow night.
Monday, December 2, 2013
Review Round-Up - November 2013
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| Super Mario 3D World equals pure, unadulterated Mario magic. |
Sonic: Lost World (Wii U) - 7.25
Jett Rocket II: The Wrath of Taikai (3DSWare) - 8.5
Pac-Man and the Ghostly Adventures (Wii U, PS3, 360, PC) - 7.5
Ohno Odyssey (3DSWare) - 7.0
The Legend of Zelda: A Link Between Worlds (3DS) - 10
Super Mario 3D World (Wii U) - 9.75
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| Whether in Hyrule or in Lorule, A Link Between Worlds was masterful. |
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