Tuesday, August 18, 2009

Elebits: The Adventures of Kai and Zero (DS) Review

There hasn't been too many reviews for our next DS review. It's been out since January of this year and with little fanfare. At least SuperPhillip Central can cover it. It's Elebits: The Adventures of Kai and Zero for the Nintendo DS.

Zeroing in On Adventure


The original Elebits released rather close to the launch date of the Wii. It was an overlooked but entertaining game in its own right. The formula was a lot like Katamari Damacy in the concept that you sucked up Elebits to have your capture gun capacity to "grow bigger" in order to access new areas of the game's levels. With Elebits: The Adventures of Kai and Zero, this gameplay hook is essentially tossed to the wayside for a more Legend of Zelda-like approach. Does the Elebits universe lend well to this type of game?

The Adventures of Kai and Zero starts where the original Elebits left off. In the original Elebits for Wii, our heroine Kai's town lost power. In her world, technology is powered by creatures known as Elebits. Just think of them as if electricity were cute creatures to love and squeeze. Kai captured a wide assortment of Elebits using a special Elebit-grabbing gun, and she restored power to her town after taking down the Elebit causing all the trouble, Zero. It turns out Zero was just lonely, so Kai befriended Zero, and now the two are inseparable buddies. This DS sequel has Kai and Zero inadvertently traveling on an intergalactic bus, righting wrongs in various worlds as the two try to make their way back home.

Elebits roll call!

In Elebits: The Adventures of Kai and Zero, the gameplay is heavily focused around super-powered Elebits known as Omega Elebits. The goal is to find these special creatures in order to access previously unreachable areas. There's over forty Omega Elebits to track down, and the majority of them are needed to progress through the game. Fire Omegas can light torches and burn various twigs blocking paths, Land Omegas can dig holes revealing hidden grotto and other locations, Ice Omegas can freeze patches of water for a limited time for Kai to cross, and so on. The aim of most areas is to find as many Omega Elebits as possible, solving puzzles with the ones you already have acquired in order to solve the task required of Kai and Zero.

Forget everything you know about the original Elebits. The Adventures of Kai and Zero is almost nothing like the previous adventure. Sure, you can capture Elebits to give watts to your capture gun which can then open doors and pull switches given your gun has enough watts to do so, but the gameplay focuses more on an adventure aspect than the Wii Elebits. In fact, it's closer to a Zelda game than anything else. Omega Elebits are your items like bows, boomerangs, and bombs are Link's arsenal. The game has seven areas to explore that are split up by a world map. By the end of the game you can return to any world you've previously visited on the fly. Each world has a boss encounter which rewards Kai with a health boost much like Zelda's heart containers.

Searching high and low for Elebits.

Speaking of boss encounters, this game is packed with brain busters both in battle and in exploration. Boss battles usually take place on both screens forcing the player to know their Omega Elebits and to utilize them well. Again like Zelda, usually a certain item/Omega Elebit at a certain moment of time will damage a boss. Many later encounters force the player to use an arsenal of different Omegas in order to win the day. There aren't really battles outside of bosses. There's dangerous Elebits that will attack Kai if provoked, but they can be sucked up with her capture gun. The main hazard when exploring come from environmental hazards such as lava and falling rocks, and from dangerous-to-touch black Elebits. Outside of battle, many puzzles loom which will definitely test one's mettle. These aren't simply "hit switch, open door" challenges either. The latter challenges come not from bosses but from the brain-busting puzzles the game throws at you.

Fling those enemies back at
this boss to damage it.

Unfortunately, what adventure there is of Kai and Zero is relatively short. The journey can be completed in less than ten hours. There's bonus and optional Omega Elebits that can be gathered by finding them in secret locations or by completing certain in-game tasks including Dewy from Dewy's Adventure. There's also numerous upgrades found in the wild that will boost the amount of watts Kai's capture gun can hold in addition to three Pink Elebits that are hidden in each world. When all three are gathered, they unlock a health-increasing guard boost to collect. Thankfully, all collectibles are listed on the world map screen, so it's easy to see what you've missed.

Elebits is controlled with the d-pad and stylus in tandem. The top screen shows the area map while the bottom screen shows all of the action. You tap Elebits to freeze them, and tap on your Omega Elebit to suck them all up before they escape. You can interact with trees to shake them, poke rocks to uncover hiding Elebits, and move around objects with ease. The shoulder buttons call forth your equipped Omega Elebit's power, and tapping or pressing on the screen will allow you to use it. You can only have access to five Omega Elebits in the quick select tab located at the bottom right corner. This means you'll be constantly switching out Omegas which becomes a swift hassle later on in the game when you need to use six different Omegas at a time but are limited to selecting five from the quick change menu.

Launching from lily pad to lily pad.

Elebits runs rather well with little in the way of slowdown-- though things can get a bit hectic with a lot of Elebits on the screen at the same time. The 2D sprites look gorgeous as do the backgrounds and worlds. Everything looks endearing, and that's all one can ask for from a game of this type. There's a little voice acting, but that only occurs from Kai during specific still-frame cut-scenes. It's just as bad as the original Elebits, so get ready for some nostalgia. The soundtrack is adequate, but there's not a lot that jumps out this time around.

All-in-all, Elebits: The Adventures of Kai and Zero is a worthwhile journey to take with the pair. The adventure is pretty short, however, running only at ten hours. Those looking for Zelda-experience on the DS and didn't find a lot to love with Phantom Hourglass may find a lot to love with Elebits of all games. It's the same formula just with a different coat of paint. Those expecting the Wii original shrunk down to the DS will surely be disappointed.

[SuperPhillip Says: 7.75/10]

LittleBigPlanet: Water They Thinking?

Well, MediaMolecule is thinking water, of course! The long-desired edition to LittleBigPlanet is finally on its way. Levels full of sunken depths, jetski races, and so much more. Check out the trailer to see some of the possibilities.



Monday, August 17, 2009

Mega Man 9 (Wii, PS3, 360) Guest Review

Today and yesterday we're seeing two guest reviews by my brother. Tomorrow I'll have a new review for a DS game I'm in the process of completing. For now, let's take a look at a retro favorite with
Mega Man 9.


What’s Old is New Again


Mega Man has seen a lot of action over the last 20 years, but in recent times, certain series have faded into the background for others. The classic and X series are the two prime examples as we have seen sequels in the form of Zero, ZX, or branched off into new directions such as with the Battle Network and Star Force games. I can’t say that too many of those titles interested me, so when Capcom revealed that they were bringing back the original blue bomber for one more spin, I was pretty thrilled. Now while I can’t say I grew up with the original series, I had taken a liking to it thanks to the Anniversary Collection released a few years earlier. Mega Man 9 borrows quite a bit of concepts from its past in Capcom’s attempt to bring 8-bit gaming back into the forefront, at least this one time. It’s a game that sets out to win you over with its nostalgic feel, and it succeeds in doing so.

The motley crew of robot masters.

First off, I should say that I misled you with that 8-bit comment. While this game definitely looks and sounds like one of Mega Man’s six NES titles, the game throws in some effects and gimmicks that just could not be done on that old-school engine. Still, Mega Man 9 definitely recreates the feeling that you’re playing one of those bite your nails 2D platformers that Capcom was famous for back in the day. Unlike the more recent entries in the series, you’re given a choice of eight robot masters to go up against from the very start of the game. It’s your choice as to which order you want to tackle them in, and not surprisingly, certain stages are going to be much trickier than others when you first visit them.

I find the overall difficulty to be on par with the game it’s trying to emulate, and that would be Mega Man 2. Case in point, while Mega has access to Rush Coil and Rush Jet, he can’t use the charged up Mega Buster in this one or even slide. I think some would consider the former being left out to be a good thing as it made fighting bosses almost too easy, especially in parts five and six. Personal preference makes me wish the slide were still included as Mega Man 3 was one of my favorites, but it’s definitely not a deal breaker. In fact, not having the slide actually makes getting past some of these bosses a bit tough. Magma, Tornado, and Plug Man can really give you a run for your money if you can’t quickly learn their patterns and exploit them.

This device will automatically make you
move in the direction you're facing.

The actual stages themselves have the usual assortment of gimmicks. Some of which you’ll encounter all throughout the level in increasing difficulty. Tornado Man’s level have these screws that cause Mega Man to spin on. If you press the jump button on them while you’re on the underside of them, you’ll fall to the next one. Later on in the level, rain and wind come into play pushing you back as you desperately try to land on the next platform. That’s old-school Mega Man at its finest if you ask me. My only issue with this are that some gimmicks don’t seem to get enough action. Literally, there’s a set of blocks at the end of Concrete Man’s stage that rise or fall the moment you stand on them. This is the only time you’ll see this gimmick in the entire game. It’s almost as if Capcom tried to put in every idea they could think of into this one, even if it meant barely utilizing it. Still, most wind up getting featured at least two or three times whether it be within the same level or throughout the game, so it’s all right.

Tricky platforming abounds in Mega Man 9.

Another thing that helps out with the level design are the special weapons that you obtain from the bosses. Many of them have their uses, and some have more than one. Tornado Blow not only causes all enemies onscreen to fly off the stage, but it also helps you reach new heights when you jump. Concrete Shot forms a solid stone block wherever it lands, helping you get across some tough gaps. It also can freeze some instant kill beams of lava. Laser Trident could arguably be considered the new Metal Blade with how effective it is in dealing with most of the common enemies scattered about. Mega Man 9's special weapons are really some of the best in the series when it comes to tackling these levels.

It’s not all great though. Some stages would rather get you with what I’d consider to be "cheap difficulty". You see, Mega Man 9 has a love for spikes, more so than any other console game in the series. In fact, it’s arguable that it borrowed from the Game Boy games as well considering how many times you’ll find yourself in a room transition that will send you into the sharp stuff and back to the start in no time. I know that 2D platformers required level memorization back in the day, but when the majority of your deaths are coming from surprise enemy attacks that you have absolutely no time to prepare for or those sudden room transitions where you mistakenly fell the wrong way when you entered, it comes across as annoying. Even Mega Man 8 had "Jump, jump! Slide, slide!" to give you a small chance to prepare. Oh well, I feel like I’m griping about something that was standard back in the day.

Things can get tricky in a hurry.

What was also standard back then was the very high quality soundtracks that the classic series had produced over the years. Once again, Capcom has done an excellent job in creating some memorable tunes here. I found myself humming to many of them such as Tornado Man’s, Splash Woman’s, and Wily 1. . .many of them just fit the situation of the level you’re in. They’re not all winners, but I think you’ll agree that the majority of the songs you experience during Mega Man’s fight for everlasting peace are awesome.

With that said, Capcom set out and delivered a title that looks, sounds, and plays like the old 8-bit titles in the series. Just as well, the game is only $10 whether you get it for the Wii, PS3, or Xbox 360. If you weren’t a fan of those games back in the day, then this one won’t interest you. For those that were, know that Capcom has given you exactly what you wanted. Mega Man 9 is my favorite Mega Man title in the last ten years, and it’s because it doesn’t try to be anything that it isn’t. Instead, it chooses to take you back to the year 20xx and lets you bust up Wily and his plans for world domination one more time. It’s been a long time, but the Blue Bomber is finally back in action!

[Overall: 8.75/10]

SuperPhillip's Favorite VGMs - Back to Cool Edition

This week we're kicking things off with a new game to the list of VGMs, Rune Factory Frontier. We also have a rare performance from the Japan Philharmonic playing a track from Mother 2. All this and a hedgehog with a gun makes this an interesting edition of the VGMs!

v376. Rune Factory Frontier - Trampoli Square

This tranquil song is from Rune Factory Frontier for Wii, the very first and hopefully not last console-iteration of the Harvest Moon spin-off. I personally thought most of the game was a long grind with illogical progression, but I know a lot of you loved it. This song starts off with a piano playing a Frere Jacques like phrase followed shortly by the clarinet playing the mellow melody.



v377. Mario Party - Everyone's A Superstar!


Composed by Yasunori Mitsuda, this is the credits theme of Mario Party-- a well-earned song after weeks of sore thumbs and blistered fingers. It's bouncy and march-like at some parts, slow at others with a touch of the Super Mario melody. Now sit down and cool those thumbs off!



v378. Mother 2 - Theme of Eagle Land (Concert Version)

In Japan, there were a series of five game concerts from 1991-1996. The concert this piece originates from is the one from 1992 where songs from SimCity, Final Fantasy V, and Dragon Quest V were performed by an orchestra as well. Theme of Eagle Land comes from the Mother/Earthbound franchise. I can't imagine what some of the fanbase would give for a localized sequel.



v379. Donkey Kong Country 2: Diddy's Kong Quest - Lockjaw's Saga

The first time this song is played is during Lockjaw's Locker, the opening underwater level of Donkey Kong Country 2: Diddy's Kong Quest. It was and still is a tremendous cinematic score for a video game. What Rare's composers got out of the SNES is just amazing.



v380. Shadow the Hedgehog - Cosmic Fall

I didn't find Shadow the Hedgehog very poor. I played through the game without problems and enjoyed it. Shadow the Hedgehog had an interesting level structure. You played six levels until the end of the game where you got one of twelve endings. What levels you played depending on what choices/objectives you performed in the previous level. This song is Cosmic Wall, one of the final levels and a wonderful climax to the game.



Next week we're going to be playing songs all from one series. Until then, have a great week!

Sunday, August 16, 2009

Metal Gear Solid: Portable Ops (PSP) Guest Review

A Portable Party


At E3, Konami made the not-so-shocking announcement that they were continuing the Metal Gear Solid franchise. While console gamers will get MGS: Rising in the future, I found myself more intrigued with the PSP title, Peace Walker. It’s not the first stealth-action title to sneak its way onto Sony’s handheld, either. A couple of years ago, Konami released Metal Gear Solid: Portable Ops onto the PSP. This one may have fallen off the radar at the time, but if you’re looking for a decent action title to pick up and play, this one may very will be the title that you’re looking for.

Don’t be confused. Even though this is the third Metal Gear title on the Playstation Portable, it was the first to ditch the card-based system and go back to what made the series popular in the first place. You play as Snake, a man not to be confused with Solid Snake. Already confused? Don’t worry about it. Just know that this is a sequel to MGS3, a game that’s setting took place in 1964. This particular title happens to be set six years after that, and it starts off with Snake being wrongfully imprisoned for supposedly stealing half of a very large fortune that could fund an army for years to come. His captors? An uprising army that seeks to gain that fortune. Uh-oh.


It’s not long before Snake gets help from a veteran of the Metal Gear series and plans his escape. This is where you take over and begin to notice some changes. First off, there is a radar system in this game, but it works with sound. In other words, if you’re running around like a fool and there’s a guard nearby, he’s bound to hear the steps and take a look at what’s causing all that racket. By pressing down the triangle button, you can eliminate that sound and either go on a stealth attack or just make your way past the guards. It’s not long before you reach your objective only to find out something else that’s new about this game, and that’s the map system.


After every mission is completed, you’re taken to an intermission screen where you can see the places you’ve visited or should go to next. It’s empty at first, but you’ll be filling that place up to over twenty different areas in due time. It’s pretty standard stuff at first, almost making you wonder why there’s a need for this screen in the first place. That question gets answered very early on, and you’re going to like the answer.

Once you’ve completed the first few storyline missions, you’ll find the game’s main gimmick kick in. The soldiers that are stationed in this secret South American facility can be captured and recruited on to your side. All you have to do is find a way to drag them back to your transport jeep without alerting everyone to your presence. This is what makes Portable Ops so much fun. For a change, it’s not just Snake against the world. Anyone that you try to go after whether it be guards, Foxhound members, or even doctors, you can add just about anyone to your team. . .and I do mean anyone. Once you’ve done that, you can take up to a team of four with Snake included on your next mission. Just when you think you have to drag everyone back to the jeep, you find out that you can let an ally in a box serve as an instant transport system. That works for me!

All of these soldiers have their own sets of stats from how well they work with weapons, in close-quarters combat, to off the field activities such as research and development, spying (which lets you see where items are on the map), or serving as a medic. Placing your on-site armada into their right roles is a key to your success. For instance, if you know there are going to be Foxhound members there then you can bring along one of your own that will blend in perfectly. As long as you don’t do anything stupid such as pointing a gun at them, you can waltz through certain missions without any trouble whatsoever. I love having multiple ways to play through the game, and this is one MGS title that truly focuses on the gameplay over the story.


It’s not to say that the story is weak, either. During the course of your game, you’ll go through the usual twists and turns (even the slightly ridiculous ones) that a Metal Gear Solid title brings to the table. The cutscene count is definitely down from its console brethren and the lengths of these sequences are also appropriate. The in-game dialogue sequences, which aren’t voice acted by the way, also do their best to not overwhelm you. There’s a nice balance here between game and story, and I think you’ll enjoy that fact.


It’s not a perfect game, mind you, as I found myself having occasional issues with randomly dropping out of first-person view and having trouble entering a vent unless I crawled in just the perfect line, but for the most part, this game succeeds in its console to handheld transition. If you want a game that can give you a decent challenge and a good amount of playtime, then you should check out MGS: Portable Ops. It’s just the kind of stealth-action experience I was hoping for.

[Overall: 9.0/10]