Showing posts with label yooka-laylee. Show all posts
Showing posts with label yooka-laylee. Show all posts

Tuesday, April 14, 2020

The Tuesday 10s: Best 3D Platformers of the Past Ten Years

After a nice, much needed week off, SuperPhillip Central is back with a brand-new article and a brand-new series of articles. Introducing: The Tuesday 10s--themed lists of some of the very best in gaming. Rather than obsess with the order of things like I would do with a top ten list, when it comes to The Tuesday 10s, these lists will be entirely unordered.

Let's kick off this inaugural edition of The Tuesday 10s with a category near and dear to my heart, the 3D platformer. It's a genre that used to be all the rage back when I was a middle school version of myself, but as you can tell by the past tense used, it's not so hot anymore. So, expect to see lots of Mario representation on this first installment of The Tuesday 10s!

I hope for this new article series to show up most Tuesdays on the site. After all, it wouldn't make much sense for The Tuesday 10s to appear on a Wednesday... Now, with all that out of the way, here are my selections for the best 3D platformers of the past ten years!

Super Mario Odyssey (NSW)


Speaking of which, we begin this installment with Super Mario Odyssey, the latest 3D platformer featuring Mario. Taking the idea of the large, expansive playgrounds of Super Mario 64 and Super Mario Sunshine and absolutely running (and jumping) with the concept, Super Mario Odyssey featured kingdoms that stretched far and wide, offering plenty of platforming, scores of secrets, and multiple opportunities for hunting down stray Power Moons. An abundant supply was hidden throughout each kingdom, and I enjoyed searching for them all. If you wanted to be a completionist, you could do that, but if you just wanted to complete the game with the minimum amount of Power Moons, you could also opt to do that, too. I feel the abundance (or overabundance, if you will) of Power Moons was like a joyous Easter egg hunt, and those with lesser skill could go after the ones that were less challenging to collect, meaning most could beat the game by choosing their own difficulty as it were.

Then, there's Cappy, who offered the ability for Mario to capture the powers and move sets of various objects, items, and enemies, bringing a whole new element to 3D Mario. While many of these were one-offs, the captured items that were used for traversal purposes shined the most. From the sun-soaked sands of Tostarena to the Japanese-style feudal castle of Bowser's Kingdom, every kingdom brought with it new ideas, personality, and charm. I won't call Super Mario Odyssey my favorite of Mario's 3D adventures, but it is darn close.

Super Mario Galaxy 2 (Wii)


Now, THIS. THIS is what I would call my favorite 3D Mario game, if I had to choose. Well, it's definitely my favorite from Mario's repertoire of the past ten years, and it just comes under the wire, too, by about a month. It's of course Super Mario Galaxy 2, a game that greatly expanded on the ideas and concept of the original Galaxy, one of my favorite games of all time, period.

What makes Super Mario Galaxy 2 great is that it's pure, unadulterated platforming goodness. While not open like Super Mario Odyssey, the levels and galaxies are straight up obstacle courses with all the gravitational goodness of its predecessor put to some insanely ingenious uses. I had thought Super Mario Galaxy put the level designers' to the limit, and that they had revealed all of their tricks with that game. I was definitely wrong, as Super Mario Galaxy 2 is even more creative at times. I wanted more Super Mario Galaxy greatness, and that's exactly what I got with its brilliant, super sequel.

Super Mario 3D Land (3DS)


Run, jump, and move through a wild assortment of traditional Mario obstacle courses, but this time in 3D. Yes, Super Mario 3D Land was set up essentially as your typical "point A to point B" Mario platformer but instead of being limited to 2D, another dimension was added, creating one incredible experience. 3D Land absolutely offered an amazing stereoscopic 3D experience on the Nintendo 3DS hardware, making it so enemies and objects seemingly popped out of the screen right at you, and made judging jumps easier of an activity than ever before. Super Mario 3D Land may have been built for bite-size play sessions with its mere minutes of gameplay per level, but it was a game that I wasn't able to put down for long periods of time. It's a game, like many on this first Tuesday 10, that I will continue coming back to if not to just marvel at its masterful level design and it being just plain fun to play.

Super Mario 3D World (Wii U)


Take the concept of Super Mario 3D Land and make it more suitable for a home console, particularly as Mario's first HD 3D adventure. How do you do that? Ask Nintendo, because that's exactly what they did, and made a much bigger and better game out of it (and you just saw how much I enjoyed 3D Land)! Super Mario 3D World greatly expanded on the level design of its 3DS predecessor, delivering much more complex, sophisticated, and challenging levels. The addition of multiplayer meant up to four players at once could locally scramble around the levels, either helping or hindering one another, depending on how mischievous they were feeling at the time. The Cat Suit stays near the top of my list as one of the best Super Mario power-ups to date, as it was just a blast to claw enemies, climb up walls, and just scurry about. Super Mario 3D World remains one of the few holdovers from the Wii U that has yet to be ported to the Nintendo Switch, but as rumors have hinted, hopefully we won't have to wait too long to see the game arrive on Nintendo's hybrid.

Ratchet & Clank (PS4)


Tying in with the movie from the same year, Ratchet & Clank had a lot less bite to it when compared to the original game--both Ratchet and Clank had a much less strained relationship in the beginning and the character development wasn't as immense from start to finish. That said, nearly everything else about the Ratchet & Clank remake on the PlayStation 4 delivered in spades. The game, for one, looks like a million bolts. It's a game where I had to do a double take--no, triple take--just to confirm that what I was seeing was footage and screenshots from a game and not the movie itself. Various additions like upgrade-able weapons, which the original game lacked, meant that you wanted to use every weapon and gun in the game just to level them up to make them even more useful and powerful than they were. Ratchet & Clank is a shorter game than the 2002 original, but a lot of the unnecessary fat was cut and filler removed. It makes repeated play-throughs, something necessary to do for the Platinum trophy (a fun thing to go for) more enjoyable.

Sly Cooper: Thieves in Time (PS3, Vita)


Let's continue with PlayStation platformers with a series that is sadly now in limbo. It's Sly Cooper, and his fourth game, Thieves in Time, was a globe-trotting, time-traveling adventure that granted our clever raccoon various disguises which bestowed him different abilities. Sanzaru Games definitely delivered a delightful romp with Thieves in Time, keeping in spirit of Sucker Punch's signature original trilogy, while adding their own spin to things to keep this fourth entry exciting. It's just an absolute shame that this game ended on a cliffhanger, which at this point in time remains completely unresolved. Will you ever return home, Sly--whether home to your own time, or to a modern PlayStation platform?

Tearaway (Vita) / Tearaway: Unfolded (PS4)


Whether it's Tearaway on the PlayStation Vita or its revised Tearaway: Unfolded version on the PlayStation 4, Media Molecule breathed fresh, creative life into the 3D platforming genre on PlayStation with its papercraft world. Using both the Vita hardware itself and to a lesser extent, the PlayStation 4's DualShock controller, in remarkably novel and ingenious ways, Tearaway could have easily felt like a gimmick-filled 3D platformer. Instead, its "gimmicks" were complementary to the gameplay, from touching the rear pad of the Vita to raise platforms from the ground, to drawing decorations to be plastered around the game world. Tearaway is a delightful game that took risks and mostly succeeded with each. But, what else could you expect from the masterful minds behind creations like LittleBigPlanet and Dreams?

Sonic Generations (PS3, 360, PC)


While not having nearly as many the amount of entries on this Tuesday 10 than his old rival Mario, Sonic the Hedgehog does get some representation on this list, and it's what I and many fans of the Blue Blur consider his best 3D adventure. Sure, half of it is played in a 2D perspective, but let's not split hairs here. What plays out in 3D are some of the best modern stages in Sonic history. Yes, I can hear "well, that's a low bar" from the peanut gallery, but these levels are actually well done and thoughtfully designed. They feature a combination of modern-day Sonic "boost formula" Sonic, where Sonic is cruising through stages at insane speeds, but they also feature careful, precision-based platforming sections as well. It helps, too, that Sonic Generations is in itself a love letter to Sonic fans old and new with its zone selection, picking out levels from each major Sonic game from the original Sonic the Hedgehog on the Sega Genesis to Sonic Colors on the Nintendo Wii.

A Hat in Time (Multi)


Gears for Breakfast's 3D platforming tour de force, A Hat in Time, was modeled after Nintendo 64-era "collectathons" of the 3D platforming persuasion, and for the most part, it was a fun romp. Using different hats and caps as Hat Kid to unleash various powers and abilities was enjoyable, as was exploring the absolutely large and dense levels of the game. I particularly enjoyed A Hat in Time's cheeky sense of humor, which it wore on its cap like a badge of honor. Though the game played a little too close to N64-era platformers when its troublesome camera was concerned, overall, A Hat in Time brought with its plenty of personality with its robust roster of charming characters, well designed levels, and comfortable controls to make for a winner in my book--one that I can't help but take off my own hat and bow to with respect.

Yooka-Laylee (PS4, XB1, NSW, PC)


Speaking of N64-era 3D platformers of the "collectathon" variety, we have Yooka-Laylee. The story of Yooka-Laylee is the story of former designers and staffers from Rare's golden era who joined forces to form Playtonic Games. And of course, their first project just had to be a game *ahem* heavily inspired by one of the games many of the staff worked on at their time at Rare, none other than the much-cherished Banjo-Kazooie. (I'm included in that group that absolutely cherishes that game very much.)

At its core, Yooka-Laylee has a lot of interesting ideas to it, but not all of these are executed to their greatest ability. For instance, the mine cart sections and arcade game portions of Yooka-Laylee are rather dreadful, but stuff like the expansive worlds, unique challenges for each, and fun move sets for the combo of Yooka and Laylee deliver well. While the follow-up of Yooka-Laylee and the Impossible Lair is a much better game than Playtonic's first go at designing a game for their chameleon and bat duo, the original Yooka-Laylee still offers enough entertainment for me to give it a hearty recommendation.

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I hope you enjoyed this very first installment of the Tuesday 10s! What topics would you like to see me cover for future weeks? Let me know in the comments!

Thursday, October 24, 2019

The Unpopular Opinion 7: Games SPC Liked That Many Did Not

There are some things that a lot of us can agree on. For instance, "Tom Hanks is a national treasure." (Love you, Tom!) Some opinions, though, are less popular, less prominent, and ones that we might find ourselves in the minority on. That's how "The Unpopular Opinion" series of articles came to fruition on SuperPhillip Central--talking about the games that the site championed or enjoyed while others trashed and disparaged them. From a popular series where players are encouraged to "catch 'em all", to a certain franchise featuring a familiar blue hedgehog, these six games are the ones that SPC found treats to play while others screamed with fright.

After you've read SPC's most recent picks, which poorly (or relatively poorly) received games did you end up enjoying?

All past installments of The Unpopular Opinion are available for view here:

The Unpopular Opinion
The Unpopular Opinion 2
The Unpopular Opinion 3
The Unpopular Opinion 4
The Unpopular Opinion 5
The Unpopular Opinion 6

Pokemon: Let's Go, Pikachu! / Let's Go, Eevee! (NSW)


At least among the Pokemon fan community, and the most ardent of those at that, a sizable portion of folks simply loathed the simplified mechanics of Pokemon: Let's Go, Pikachu! and Pokemon: Let's Go, Eevee! Bringing in a much more streamlined and much more basic Pokemon catching mechanic as a means to entice Pokemon GO players, the motion-controlled means to capture Pokemon was considered a blight to the series. My enjoyment of the capturing mechanic notwithstanding, both Pokemon: Let's Go games brought more than their fair share of welcomed additions to the series that I wish were featured in the upcoming Pokemon Sword and Shield. For instance, the ability to avoid wild Pokemon entirely instead of contending with dealing with random encounters in tall grass and in "dungeon" areas. It makes me a bit forlorn and disappointed that there are currently no plans to continue the Let's Go series of Pokemon games, but someday, I hope that decision is overturned.

Team Sonic Racing (PS4, XB1, NSW, PC)


While Team Sonic Racing doesn't hit the same highs as past Sumo Digital racers, particularly the Sonic and Sega-related ones, this all-Sonic character racing game definitely delighted this reviewer. The absence of Sega's all-stars and the impending release of the more polished and content-rich Crash Team Racing: Nitro-Fueled certainly put plenty of potential players off from playing the game. That said, I found the titular team mechanic used in Team Sonic Racing to be a creative and smart addition to this type of racer--if not a bit imperfectly implemented. Regardless, between the terrifically designed tracks, fair but challenging difficulty, the stellar soundtrack and bright, vivid cartoon visuals, Team Sonic Racing delivered a high-octane arcade racer worthy of Sumo Digital's name and worthy of a play by more of an audience than it received.

Yooka-Laylee (PS4, XB1, NSW, PC)


While I won't even utter a semblance of dispute to the idea that the recently released Yooka-Laylee and the Impossible Lair is the far better product to come out of Playtonic Games (heck, my review found me infatuated with the game), the original Yooka-Laylee was a worthwhile effort all the same, just affected by "biting off more than the developer could chew" syndrome. Yes, the Banjo-Kazooie-inspired game had worlds that were way too big for their own good, the mechanic to expand worlds to become larger was pointless (as players had no real reason to keep levels small), and the arcade games were less than desirable. However, despite that relatively lengthy list of problems with the game, Yooka-Laylee, for me, captured a similar level of charm and wonder that I experienced with the original Banjo-Kazooie. While it didn't reach the same highs (but unfortunately hit completely different new lows), Yooka-Laylee remains an enjoyable platformer that I find myself wanting to come back to someday.

Knack 2 (PS4)


So many gamers make fun of the character of Knack and the game itself. That's fine and dandy, but the sequel to the game, appropriately titled Knack 2, managed to bring forth a compelling and engaging game that I not only enjoyed playing from beginning to end, but achieving the Platinum trophy for, which is something I could not believe. Perhaps my amazement stems from my expecting Knack 2 to be a terrible game--a joke--something only meme-worthy and nothing more. To put it simply, my expectations may have been so low that anything resembling competence was met with delight. Nay! Nay, I say! I will argue to the death (or at least until I get bored of the debate) that Knack 2 is a great game without any asterisks needed, and one that I feel got an incredibly raw deal by being judged by the gaming populace for the sins its predecessor made when the original Knack launched with the PlayStation 4. Go ahead--give Knack 2 a try and you'll see an adventure that is action-packed and remarkably solid.

The Crew 2 (PS4, XB1, PC)


Part of my excitement and enjoyment of Ubisoft's The Crew 2 was that I had never played an open world racer before this one. Perhaps that's all the explanation you need to understand why I liked the game so much, but another factor that contributed to my love of The Crew 2 was exploring the abridged version of the continental United States that developer Ivory Towers created. The way that roads weaved through mountainsides, cities lit up with their gigantic skyscrapers, and discoveries were sprinkled all throughout the game world. The ability to switch between my favorite vehicles on the fly--whether by land, air, or sea--was a terrific quality of life idea that worked wonderfully, making my virtual trip through the United States a glorious one. Of course, when I wasn't venturing my way across the map, having my curiosity piqued at various sights and sounds in the environment, I was engaging in some heart-pounding, adrenaline-boosting races. The Crew 2 kept my need for speed going, my thirst for exploration flowing, and my desire to get more cred continuing.

Trials Rising (PS4, XB1, NSW, PC)


It says something about a game where it can be immensely entertaining to me despite not being the most technically competent or capable game out there. Trials Rising still suffers from various glitches and issues, such as having a player's custom gear become reset or having loot boxes gained after reaching certain experience levels suddenly stop appearing. However, that didn't stop my enjoyment of Trials Rising, coming equipped with the series's best arsenal of tracks--platforming playgrounds of both peril and pleasure for both my bike and its rider to enjoy racing on. Like any Trials game worth checking out, Trials Rising is incredibly challenging, and will have your butt bailing across every inch of its more difficult tracks. That said, the constant improvement that I personally got from the game from improving my course completion times, crashing less and less, having to restart less and less, and going from barely achieving bronze medals to easily clearing platinum, gave me a sense of accomplishment that I haven't felt in a game in a long time.

Friday, October 11, 2019

Yooka-Laylee and the Impossible Lair (PS4, NSW, XB1, PC) Review

Near the beginning of the month SuperPhillip Central reviewed a 3D platformer. Now, we turn to a series that started as a 3D platformer and has now jumped perspectives to 2D (or 2.5D) with Yooka-Laylee and the Impossible Lair. Here are my in-depth thoughts on the game with the SuperPhillip Central review!

Giving other platformers this year the bzzz-ness.


Playtonic Games is made up in part of former Rare staffers from the developer's golden years with Nintendo, before the buyout from Microsoft. It's nothing that the company has been coy of hinting at--what, with its logo, its first game being a take on Banjo-Kazooie and now its second game being a take on Donkey Kong Country. While the original Yooka-Laylee did not impress all who played it (and that's putting it lightly), the old saying is true: "If at first you don't succeed, try, try again." 

And, that's what the precocious folks at Playtonic Games have done with its second foray with Yooka and Laylee, a chameleon and bat duo, with its clearly Donkey Kong Country-inspired Yooka-Laylee and the Impossible Lair. It's complete with familiar gameplay, being able to roll and jump off the edges of platforms to impressive effect, and it even has alliterated level names to hit a particular nostalgia spot for me. While Playtonic's take on Banjo-Kazooie didn't overly delight, the DKC-drenched Yooka-Laylee and the Impossible Lair is an amazing platforming escapade that also adds enough newness to the formula to not feel like a blatant copy.

Capital B is back to his mis-bee-havin'.
Right from the get-go in Yooka and Laylee's adventure, they arrive at Capital B's Impossible Lair, an extended gauntlet of challenging platforming peril that is certainly not for the timid. While it's indeed very possible to run through the lair on your first play-through, you're meant to fail the challenge and get transported to the overworld, where the queen bee of the kingdom asks Yooka and Laylee to venture the world for various books containing levels, which in turn contain Guard Bees to rescue. For each of the 48 Guard Bees Yooka and Laylee rescue, they receive a bonus hit to shield them from damage within the Impossible Lair. 

I really love the Impossible Lair mechanic on display here in this game and think it's just genius design. It's similar somewhat--if you'll forgive the forced reference--to The Legend of Zelda: Breath of the Wild, where you could venture into the last area of the game and challenge all of the bosses there, but it'd be an insanely challenging task. Insanely challenging, but possible, mind you. It's the same principle with Yooka-Laylee and the Impossible Lair. You can enter and try to complete the 15+ minute Impossible Lair as many times as you'd like--even from the start of the game--but it's best to wait until you've assembled a sizable collection of Guard Bees. 

The lair itself is the ultimate test within Yooka and Laylee's latest adventure, and it's a mighty formidable place. Even with a full collection of 48 Guard Bees, I struggled to even reach halfway in the lair my first time through. However, the challenge is one where with practice, learning the level, and discovering how to overcome each obstacle and hazard thrown at you, that you'll find you'll slowly but surely make progress in the lair. You might not make it further to the end than your last run, but you'll eventually make it to the very end, beat the final boss, and successfully complete the game. This level of challenge isn't for everyone, especially having to redo quite a lengthy level. Thus, I can see this aspect of Yooka-Laylee and the Impossible Lair--assembling all 48 Guard Bees yet still being unable to overcome the game's final task--one that might put off and disappoint a good portion of players.

Don't stop and admire the scenery too much, as there are Guard Bees to rescue!
The titular Impossible Lair in Yooka-Laylee and the Impossible Lair is but one of the ways that Playtonic's spiritual successor differentiates itself from its clear Donkey Kong Country inspiration, but another way is shown after you are booted out to the overworld after your (more than likely) failure at beating the Impossible Lair your first attempt at the very beginning of the game. This is the overworld, and imagine the map of Super Mario 3D World, where it's a 3D space that you can move around in to various levels, but instead of just being a level hub, it's also where you are tasked with solving puzzles and discovering levels. 

The overworld is an open and expansive place absolutely teeming with secrets and discoveries. Finding levels requires the solving of relatively simple puzzles. Some of these require pushing objects into place, hitting switches in the correct order, among other tasks. While the puzzles are relatively simple, they're still fun to complete. I never felt I was simply going through the motions, as how solving these puzzles altered and manipulated the state of the overworld was always a surprise to me. Some merely open up the path to a new level, while others lead to more astounding discoveries. More on that later.

The overworld is one of many fresh and fun additions brought forth
by Playtonic to its take on Donkey Kong Country.
Levels in Yooka-Laylee's latest adventure are sprinkled about in books along the world map, and there are 20 total to find. Each level also comes with an alternate state. For instance, an early level in the game has you opening up a floodgate to reroute the flow of water over a level's book. Thus, what was once a completely dry level is now one that Yooka and Laylee will need to swim through as it's totally flooded. Changing the state of a level back to how it usually was is a generally easy and pain-free process. The actual process of altering a level's state to begin with is usually the much more involved (but plenty of fun) process.

This factory becomes flooded when Yooka and Laylee alter the state of this stage.
While the puzzles to access each of the game's levels and their alternate states are overall ones that won't have you banging your head against a wall to figure out--thus halting your progress--ones that have you venturing the overworld for the game's 60+ Tonics are more puzzling and perplexing. Some of these are hanging out in visible view, just requiring you to figure out how to reach them, but others require the aid of helpful signs that give you clues on where you perform a buddy slam (aka ground pound) on the world map to reveal them out of hiding. 

Tonics are completely optional finds, but they can be a huge help within the game's levels. Depending on which ones you equip during a run (you can initially equip up to three at a time), you can make a level much easier and much harder. There's a catch, though, and here's another clever trick this game employs. Tonics that make levels easier, such as giving Yooka and Laylee faster mobility, faster run time, faster rolls, faster speed in water, and so forth--these make the Quill multiplier lower. Quills are the primary currency of the game, allowing you to purchase and use Tonics that you find out in the overworld. Therefore, if you use a multitude of Tonics that make the game easier, your Quill count at the end of the level with greatly diminish. Likewise, equipping Tonics that make the game more difficult, like swapping what buttons do, giving enemies double the amount of hits to defeat, or making it so there is only one checkpoint in the level, makes it so your Quill multiplier will grow to great lengths, allowing a great collection of Quills at the end of a level. It's a clever system that makes it so more proficient players can have a more challenging game if they want, and beginning players can still enjoy the adventure--just not with all of the Quill benefits. 

Levels themselves are just fantastically crafted. You can tell that Donkey Kong Country and most notably the latest in that series, Donkey Kong Country: Tropical Freeze, were great inspirations for the developers of Yooka-Laylee and the Impossible Lair. While you won't get the same amazing amount of action/platforming set pieces as you would in the Nintendo and Retro Studios collaboration, you will still get a tight and splendidly designed platforming romp with the game's levels. Some are straight hop and bop affairs, while others remind me more of Yoshi's Island with all of the keys and locked doors within them. One in particular is a quest of sorts where you must rescue an imprisoned Guard Bee by searching a village area for six gems to open the Guard Bee's lock. 

Hazards in Yooka-Laylee and the Impossible Lair come in all shapes and sizes (and altitudes). 
I adore the constant risk and reward moments that are on display in this game. Whether it's chasing after a string of Quills before they disappear, all the while avoiding hazards as you race to collect them all; or bouncing off a special series of red Quills that appear one after the other as you bounce on them, and when the last one is defeated, it explodes into a bounty of Quills, my thirst to collect Quills was seldom satiated. Other moments in levels that require this risk vs. reward mindset occurs when exploring levels for the game's T.W.I.T. Coins, used to open up literal Paywalls that block Yooka and Laylee's progress in the overworld. These T.W.I.T. Coins are hidden well in each level, with each level containing five to collect. But, just like with Quills, T.W.I.T. Coins only stay collected if you reach a checkpoint and then finish the level. A final challenge in four particular levels of Yooka and Laylee's latest is that of secret exits. These lead to otherwise inaccessible Guard Bees on the overworld map. Like most of the collectibles in the game, these are smartly hidden. Well, except for one, which is just diabolical--maybe too much so--in its placement. 

Gathering a bounty of Quills while avoiding these rolling snowballs--my kind of risk!
Of course, Yooka-Laylee and the Impossible Lair could have the greatest level design and set pieces in video game history, mimicking Donkey Kong Country otherwise to a "T", but otherwise fall flat on its face if it didn't ape the quality of its inspiration's controls. Thankfully, Yooka and Laylee control well, minus the same feel of weight in the controls--which makes sense considering Yooka and Laylee's aren't exactly multiple ton gorillas. DKC vets will find a lot to like and find familiarity with Yooka and Laylee's move set. Yooka has a roll to barrel through enemies--even the same option of rolling off the edge of a platform to jump over chasms, the ability to bounce off the heads of foes to reach higher platforms and areas, and unique to Yooka and Laylee, the ability to twirl in midair to slow their descent. 

When Yooka takes damage, Laylee flies erratically around (seriously--come back here, you annoying bat bastard!), requiring Yooka to nab her before she flees. Not only does Yooka have less abilities when without Laylee, but taking a second hit will result in death. Thankfully, you can perish as much as you want in the game's 40 levels, as there is no live system in place. Finding a Bat Bell (serving as this game's version of a DK Barrel) will bring Laylee back to Yooka's... ahem... back. Laylee automatically returns to Yooka after a death, so sometimes I just found it easier to die after reaching a checkpoint if I didn't already have Laylee with Yooka, so I'd just get her back after dying. 

Hang tight, Yooka--just don't get too comfortable up there.
No matter the platform you get Yooka-Laylee and the Impossible Lair on, you're going to get a wonderfully running version of the game. The only main difference would be load times between levels, but outside of the initial loading of my save file each time I started the game, I didn't suffer anything noticeably lengthy--unless we're suddenly considering 10-15 second load times for levels to be a blemish. If so, then I'm about to bust out a grouchy "back in my day" speech on the horrors of gaming during the original PlayStation era. Regardless, the colors of the game pop and shine beautifully, and the game is just filled to the brim with gorgeous environments and effects. Sound-wise, the collection of four composers to Yooka-Laylee and Impossible Lair, including vets like David Wise and Grant Kirkhope, make a superb musical offering with catchy songs and that I will definitely be searching an online store for a soundtrack to purchase. 

I'd say a checkpoint is a sight for sore eyes, but whose eyes could be sore looking at this beauty of a game?
Despite my enjoyment of their original romp, Yooka and Laylee's return trip to gaming with a shift in perspective with Yooka-Laylee and the Impossible Lair is a terrific title that delivers delightful humor and charm, a whimsical platforming world full of engaging challenges and tight controls, and one of the most accomplished games I've played so far this year. The excessive challenge of the eponymous Impossible Lair may put off some players from fully engaging with this game, but for everyone else, do not sleep on this game. Between the sophisticated 2D platforming levels and enjoyable 3D overworld to explore, Yooka-Laylee and Impossible Lair serves up a generous helping of jump and run goodness like nobody's "bzzz-ness."

[SPC Says: A]

Thursday, January 25, 2018

SuperPhillip Central Best of 2017 Awards - Top Five Platformers

What is this -- the 1990's?! This award category for the SuperPhillip Central Best of 2017 Awards sees us running and jumping with some familiar platforming all-stars of yesteryear. There's Mario, Sonic the Hedgehog, Crash Bandicoot, and even a successor to the Banjo-Kazooie name! These five best platformers of 2017 run the gamut of familiar friends and newcomers alike. The former is especially amazing considering how long some of these franchises have been around, and they still hold a high quality with their latest releases. These are your Top Five Platformers of 2017!

5) Yooka-Laylee (PS4, XB1, NSW, PC)


Growing up in the Nintendo 64 era, the collect-a-thon style of 3D platformers that began with Super Mario 64 and continued with Rare's pre-Microsoft days was always a favorite of mine. One of my favorite 3D platformers not only from the Nintendo 64 but of all time is Banjo-Kazooie, Rare's first effort with a 3D platformer. To say they nailed the landing and made a unique platformer that didn't just carbon copy Mario 64 would be an understatement. Members of the Banjo team have since moved on from Rare since that developer's buyout by Microsoft, and their freshman effort was none other than Yooka-Laylee. Camera and certain challenge issues made for a somewhat frustrating experience occasionally, but I managed to enjoy the game regardless. And those problems have been patched and fixed, so Yooka-Laylee is even better. Unlike Banjo-Kazooie, however, which wasn't a direct clone of Super Mario 64, Yooka-Laylee very much steers a bit too close to its Banjo series inspiration. Maybe that's why I appreciated it so much this past year.

4) Crash Bandicoot: N. Sane Trilogy (PS4)


We already had three decent-to-extraordinary 3D platformers with Crash Bandicoot's debut back on the original PlayStation, but we've been waiting for the character to return to the spotlight. After many teases and rumors, Crash was back on a PlayStation platformer with the PlayStation 4 hit, Crash Bandicoot: N. Sane Trilogy. Taking the gameplay and graphics of the original trilogy (Crash Bandicoot, Crash Bandicoot 2: Cortex Strikes Back, and Crash Bandicoot 3: Warped) and modernizing it to appeal to as wide and diverse a group of gamers possible, Activision and Vicarious Visions cut zero corners in bringing the classic games back to the spotlight in a extremely flattering way. Sure, those bridge levels in the original Crash Bandicoot can get rammed by a goat, but the overall package remade and remastered is one of the more content-rich platforming experiences on this list.

3) SteamWorld Dig 2 (NSW, PS4, Vita, PC)


The original SteamWorld Dig was a well-off success for developer Image & Form, but it wasn't an amazing platformer. Players did similar tasks: digging up the ground, mining for gems, finding treasure, defeating enemies, and so forth. However, there's one key difference between the original game and its superior sequel. The levels are no longer procedurally generated, meaning that the need for smart level design was required. The designers managed to make the levels filled with secrets and hidden challenge rooms insanely clever. The methods of mobility improved, too, allowing for precise platforming via jumps, wall climbs, grapple hooks, and even a jet pack. It made a good game in the original SteamWorld a vastly better one with SteamWorld Dig 2, and it makes me absolutely happy that Image & Form saw great success from the game, being the developer's highest selling effort yet.

2) Sonic Mania (PS4, XB1, NSW, PC)


After many years of 3D Sonic games of varying quality (mostly mediocre, to be honest), lovers of the Genesis Sonic games of yore got their wish after all of this time. They received an all-new 2D Sonic game, and it was a game that wasn't a poorly designed mess by a developer that had no idea what made 2D Sonic work like Sonic the Hedgehog 4's duo of episodes ended up being. No, instead, it was crafted by a group behind several Sonic fan games (which even led Sega and Sonic Team to contact the developers to do HD versions of Sonic 1, 2, and CD) who would make what I consider one of the best Sonic games around, Sonic Mania. With a huge assortment of new levels, past zones taking on new twists with their obstacles, while new zones showing off the team's originality and ability to create levels reminiscent of the old games, Sonic Mania delighted the entire way. The addition of the Drop Dash, meant a jump could quickly transition into a roll, making speed runs even more engaging and engrossing to pull off and watch. In a word, Sonic Mania was radical. Retro gameplay in a perfect modern context.

1) Super Mario Odyssey (NSW)


It's a very special year in gaming when former platforming rivals can take the top two spots on SuperPhillip Central's Top Five Platformers list for the Best of 2017 Awards. First, we saw Sonic the Hedgehog remind us that his games can still be relevant, but now we turn to Mario, who once again sits upon his throne with Super Mario Odyssey. Devised up of immensely proportioned worlds where Power Moons are strewn about kingdoms for the taking through a wide variety of tasks, Super Mario Odyssey was also no stickler in how many ways Mario and his helper Cappy could assist each other in getting around. This became especially true within Koopa races, where the first go-around might see you taking a typical route to the checkered flag, while the second time around requires you to be quick on your feet as well as your mind. You swiftly think up new shortcuts to fend off that Golden Koopa Troopa and snatch victory out of the jaws of defeat with a display of platforming prowess that only he could dream of. I have a feeling we'll be seeing more of Mario during this year's awards ceremony. Until then, Mario is once again king of platforming for another year.

Monday, December 25, 2017

SuperPhillip Central's Favorite VGMs - "Merry Christmas 2017" Edition

Merry Christmas from the SuperPhillip Central family to each and every one of you! I hope it was a wonderful holiday spent with friends, family, or even just a relaxing day work-free day by yourself. For everyone else who doesn't celebrate, I hope it was simply a happy Monday.

This week on the final 2017 edition of SuperPhillip Central's Favorite VGMs, we begin with a recent release in the form of Xenoblade Chronicles 2. Then, we get nice and Christmas-y with some winter-themed tunes from I am Setsuna and Yooka-Laylee. Get ready to dress up to your best ability with our next game, Style Savvy: Trendsetters, and then if the cold weather is already getting to you, let's fly away to Isle Delfino in Super Mario Sunshine!

Click on the VGM Database to get a look (and listen) at every song ever featured on the weekly recurring article series. Now, let's get on to the music!

v1531. Xenoblade Chronicles 2 (NSW) - Gormott Province (Day)

We begin this Christmas edition of SuperPhillip Central's Favorite VGMs with the most recent release included today. It's Xenoblade Chronicles 2 for the Nintendo Switch, and it's a glorious return to the classical music style of the original instead of the electronica heavy sound of X. (Though that soundtrack had a lot of winners too.) Gormott Province is essentially the Gaur Plains of Xenoblade Chronicles 2, the piece for the first major exploratory area in the game. It takes a bit to get to my favorite part of this theme, but once it gets there, the wait is most certainly worth it.



v1532. I am Setsuna (PS4, NSW, Vita) - A Fantastic Encounter

Square Enix's Tokyo RPG Factory, the developer behind I am Setsuna, is preparing to release its next title in the new year with Lost Sphear. While I am Setsuna nailed the ambiance, environments, and especially the music, what it failed to do was to create a game that truly enamors players with its gameplay mechanics. It's a shame since these themes, such as this battle one, are composed so wonderfully. It's like newly fallen snowfall in the woods, idyllic and beautiful.



v1533. Yooka-Laylee (Multi) - Glitterglaze Glacier

When I read that several ex-Rare employees (and ex-staff on one of my favorite 3D platformers ever, Banjo-Kazooie) were getting together to form their own company to create a spiritual successor to same game, I was excited beyond measure. The end result, Yooka-Laylee, strays a bit too closely to Banjo-Kazooie in some really obvious and almost downright blatant ways, but overall, I did enjoy the game. One reason for that was Grant Kirkhope's (Banjo-Kazooie's original composer) spectacular score, such as this piece for the second major world in Yooka-Laylee, Glitterglaze Glacier. Yes, this and the battle theme of I am Setsuna really evoke some warm holiday feelings!



v1534. Style Savvy: Trendsetters (3DS) - Opening

Today sees the North American digital-only release of Style Savvy: Styling Star on the Nintendo 3DS. Seems like a perfect opportunity than any other to wrap ourselves in our favorite stylistic sweaters and listen to some pop sound from the second game in the series, Style Savvy: Trendsetters. This entry introduced the series to the Nintendo 3DS in a big way, such as adding men clients to take on styling challenges for. As for this opening theme, it's positively perky and keeps me bouncing and bumping around this Christmas evening.



v1535. Super Mario Sunshine (GCN) - Sky & Sea

And what Christmas celebration would be complete without Mario? Rather than doing a cliche snow level pick, I chose the complete opposite: Super Mario Sunshine, a game located completely on a tropical isle! With how cold it is outside here at SuperPhillip Central HQ, I'd prefer to lounging on the warm beach sands of Isle Delfino right about now -- even if Bowser and his son decide to make a return trip! Sky & Sea plays during special bonus stages like the dreaded pachinko machine and poison river! But don't think ill of this song; it just goes to show how a catchy number can soften the blows of frustration one can get tackling these sometimes seemingly impossible challenges.


Tuesday, September 5, 2017

Underrated Games With Even More Underrated Soundtracks - Part Six

Fresh off the heels of yesterday's SuperPhillip Central's Favorite VGMs, we have a new edition of Underrated Games With Even More Underrated Soundtracks -- part six, if you're playing along at home! The title sort of gives away what these articles are about, but for background purposes, I love listening to and sharing music of all kinds, and yes, that includes video game music. I also have a passion for spreading the word on underrated games, as evident by the dozens of Most Overlooked articles posted on SuperPhillip Central over the years.

Join me for part six, which includes games like Yooka-Laylee, Xenoblade Chronicles X, and Anarchy Reigns. To check out past parts of this ongoing article series, here are some convenient links for you!

Part One
Part Two
Part Three
Part Four
Part Five

Yooka-Laylee (Multi)


The first game I'm going to talk about on this edition is Yooka-Laylee, which was a dream come true for me, a critic who lists Banjo-Kazooie as one of his favorite games of all time. After all, Yooka-Laylee was crafted by many of the minds behind the aforementioned Rare classic. Yep, a good deal of the staff from Banjo left Rare to create their own studio, Playtonic Games, and they even got the Banjo-Kazooie series' composer, Grant Kirkhope, to accentuate the game world with terrific tunes. On a game standpoint, I didn't have the expectation or even the hope that Yooka and Laylee's first outing would be better than Banjo and Kazooie's freshman adventure like many fans desired, so thankfully, I had kept my expectations in check so the numerous faults in Yooka-Laylee wouldn't sour me on the whole package. Issues included: launch problems like a rough to control camera, bugs, and glitches were only toppings to the game's actual design, such as very annoying segments in the game, horrid mini-games, and some questionable boss battles. BUT quite honestly, there is some terrific platforming challenges here, most of the worlds are enjoyable to explore, and moving Yooka around feels pleasant. I can't be overly disappointed in this foundation that is set by the Playtonic crew.


Xenoblade Chronicles X (Wii U)


By virtue of simply being on the Wii U -- a console that didn't inspire a lot of confidence in the market, hence its lackluster sales -- Xenoblade Chronicles X launched the final major year of Wii U software releases. Many had either moved on from the Wii U (well, those 14 million or so who bought one) or already sold the system after feeling intense buyer's remorse. While the original Xenoblade featured a more classical, fantasy-like soundtrack to it, featuring music from Yoko Shimomura and ACE+, Xenoblade Chronicles X went with a much more sci-fi escapade and a soundtrack to back the adventure. Hiroyuki Sawano, known for his impressive catalog of anime soundtracks, composed the music for the game. The camps of players of Xenoblade Chronicles X that loved the soundtrack and hated the soundtrack are both vocal, but as one who enjoyed the game, I say Sawano did a fantastic job, even if some really bad, cheesy tunes were a part of the soundtrack.


Anarchy Reigns (PS3, 360)


After the failure of MadWorld to ignite the gaming world on fire on the Wii, a spiritual successor featuring many of the characters from the Wii exclusive came to existence, the multiplatform Anarchy Reigns. This was an early work in Platinum Games' enviable library of titles, a time where Platinum Games did excellent on average with fan and critic acclaim, but their games didn't sell anywhere near what they deserved (at least in my belief). Anarchy Reigns suffered from this same issue, though the game didn't have nearly as much gaming world fanfare as Bayonetta, Vanquish, Metal Gear Rising, and so forth. A beat 'em up brawler where things in the environment like stop signs, tires, and even more vicious means to inflict violence could be used as weapons or at least accessories to murder. The soundtrack followed MadWorld's style, going with a hip-hop, rap, and rock styled song selection, fitting for taking it to anyone who stands in your way. Just don't cut yourself on the edge.


Jet Force Gemini (N64)


Remnants of Rare already appeared on this list, so how about a game from the actual developer Rare itself? That's why I'm bringing in my absolute favorite Nintendo 64 soundtrack from an incredibly underrated third-person shooter, Jet Force Gemini. The music came with something as close to a sci-fi epic with its bombastic, intense soundtrack than anything else on the Nintendo 64. The team of Robin Beanland, Graeme Norgate, and Alistair Lindsay definitely made the alien worlds of Jet Force Gemini all the more tense, mysterious, foreign, and escalating in stakes with their complementary compositions. Jet Force Gemini launched in September, unfortunately in the shadow of the upcoming Donkey Kong 64. As history has shown, Donkey Kong 64 is a complicated collect-a-thon and Jet Force Gemini needed more attention. YOU BLEW IT, NINTENDO 64 OWNERS!


Mario & Luigi: Paper Jam (3DS)


Many Mario RPG fans routinely show disappointment over the games moving on from a surplus of RPG-originated characters to a far more limited range of just Mario's friends and foes from the Mushroom Kingdom. This became a problem in the Paper Mario series, but early last year it also infected the Mario & Luigi series with Mario & Luigi: Paper Jam. The game's a fun adventure with its still fun, still engaging means of exploring maps, context-sensitive turn-based battles, and of course, the main point behind these articles, its music, penned by Yoko Shimomura, who I brought up briefly when talking about Xenoblade Chronicles' soundtrack. The playful nature of the Mushroom Kingdom world reveals itself through the composer's jaunty themes, while also bringing some dread into the air during key moments of the game. Yoko Shimomura's Mario & Luigi: Paper Jam soundtrack made it almost worth it to find all of those darn Toads!


Ittle Dew 2 (Multi)


We finish this edition up with an indie game! We don't see too much of those on this segment due to there being such a vast amount of indie games to play and little time to do so. I have to very much pick and choose what I play due to my own self-imposed deadline of having a certain amount of games reviewed each month. Now, that that boring stuff is out of the way... let's talk Ittle Dew 2! This is a game in the spirit of the overhead 2D Zeldas, but it absolutely does not take itself seriously at any time. Of course, the Zelda series often brings levity and humor in the form of outrageous, bizarre, and memorable side characters, but Ittle Dew 2 is on another level and does this even when you least expect it, such a signpost of all things. The music of Ittle Dew 2 has some really catchy melodies and rhythms to them that stick with you long after you've turned off your PS4, Xbox One, PC, or (soon-to-be) Switch. Many indies fail to have that effect on me, but Ittle Dew 2 definitely pulled through.