Thursday, October 13, 2011

The Legend of Zelda: Skyward Sword (Wii) Floria Lake and Ancient Cistern Trailers

The marketing blitz for The Legend of Zelda: Skyward Sword continues with two brand-new trailers. One shows off a pristine lake area of the game while the other showcases a waterlogged dungeon with lily pads, a golden golem boss, and Link whipping it up. Do you plan on getting Skyward Sword, and if so, which version: the MotionPlus bundle or the standalone game?



Ultimate Marvel VS. Capcom 3 (PS3, 360, Vita) Nova and Phoenix Wright Trailers

New challengers approaching! Who do we have this time? Why it's Nova from Marvel's side and Phoenix Wright from Capcom's corner. Take that! Objection! You're out of order! And all that jazz as these two new additions to the roster show off their moves in a grandiose fashion. Check out the two reveal trailers and then let me know what you think about these two new characters.



Rank Up! - Banjo-Kazooie series

Remember when I placed the Banjo-Kazooie series as number ten on my favorite franchises list? Good times. The ultimate bear and bird combo get the Rank Up! treatment. What is Rank Up!, you ask? It's a feature where I take all of the games in a particular franchise and list them from least favorite to most favorite. Early in the wee hours of Central City we order the Banjo-Kazooie games in this fashion. Let's get to it, ladies and gents, but first, what games will we be ordering?

Banjo-Kazooie (N64, XBLA)
Banjo-Tooie (N64, XBLA)

Banjo-Kazooie: Grunty's Revenge (GBA)

Banjo Pilot (GBA)

Banjo-Kazooie: Nuts & Bolts (360)



Banjo made his first appearance on Nintendo's 64-bit fun machine in the super superb Diddy Kong Racing. He was a heavy class racer who was great with high speeds but had poor acceleration. He soon ditched the life of Mario Andretti and his ilk and moved onto greener pastures and greater adventures. His first major game was Banjo-Kazooie, sharing the name of the game with his female avian partner, Kazooie. The pair worked together to rescue Banjo's beautiful sister, Tooty, from the grizzly grip of Gruntilda, an evil witch who wanted to take Tooty's beauty for herself. Suffice it to say, Banjo and Kazooie persevered and saved Tooty from a fiendish fate. Ol' Grunty just didn't get the hint, and she continued to bother the bear and bird in various sequels and spin-offs. Nonetheless, this series just shows how talented the fine folks at Rareware were.

5) Banjo Pilot (GBA)


Originally planned as a sequel to Diddy Kong Racing only with airplanes exclusively, Rare's shares were bought by Microsoft after being sold off by Nintendo. Microsoft still allowed Rare to develop games for Nintendo's handhelds (It's Mr. Pants, Sabre Wulf, Viva Pinata: Pocket Paradise, Diddy Kong Racing DS) as they didn't have a dog in the portable fight. The game featured familiar locales to fly through and a pack of crazy characters including Banjo, Kazooie, Grunty, Klungo, Mumbo Jumbo, Jolly Roger, and Jinjo. Banjo Pilot used Mode 7 graphics, and it was a technically impressive title for GBA standards. However, there are far better racers on the portable, and Banjo Pilot isn't one of them.

4) Banjo-Kazooie: Grunty's Revenge (GBA)


When will the wicked witch of Spiral Mountain learn? Not any time soon apparently as she returned to get her revenge with this GBA isometric platformer. The goal of the game was the same as with the N64 adventures-- collect notes and Jiggies (jigsaw pieces that opened up more worlds) while learning new moves to add to Banjo's arsenal. Rare once again proved their prowess visually, and the game itself was an enjoyable albeit relatively short romp. I remember the final fight against Gruntilda being particularly challenging. Nonetheless, in the history of the Banjo-Kazooie franchise, Grunty's Revenge is a mere footnote in the series' short existence.

3) Banjo-Kazooie: Nuts & Bolts (360)


Perhaps the wrong system to sell a colorful and carefree game on, Banjo-Kazooie returned after a long absence, but in a different genre altogether. There were some platforming elements to be found, but they were mostly relegated to Showdown Town, the game's hub area. Players custom built vehicles whether they be planes, carts, or hovercrafts to complete challenges strewn across the game's handful of worlds. The true entertainment came from the majority of means to complete tasks. Many fans were put off that Nuts & Bolts wasn't a true platformer or didn't appreciate the bold, new art style, but those that did received another stellar entry in the Banjo-Kazooie franchise. And who could resist hearing their favorite themes in all of their orchestrated glory?

2) Banjo-Tooie (N64, XBLA)


Unlike its predecessor, Banjo-Tooie was all about bigger worlds. Banjo and Kazooie could be separate from one another by stepping on and activating a special pad. They could learn moves apart from each other, too. Even Mumbo Jumbo joined in as a playable character, using his magic to manipulate the environment to assist the bear and bird on their quest to seek comeuppance on the then bony hag that was Gruntilda who killed Bottles the mole. Humba Wumba could transform the pair into a myriad of creatures including a rampaging tyrannosaurus rex, a detonator, a bee, a snowball, and even a washing machine! The reason this game is number two on this list despite having larger worlds to traverse is because the focus shifted more towards exploration and less on actual platforming. Regardless, Banjo-Tooie is a remarkable sequel even if Canary Mary is a cheating piece of cuckoo crap.

1) Banjo-Kazooie (N64, XBLA)


The original Banjo-Kazooie is not only the best in the series, but it is the best platformer on the Nintendo 64. Yes, it even beats out the spectacular Super Mario 64. Everything about the game screamed charm. The worlds were filled with more things to do, notes to collect, and Jiggies to nab (ten in each area as opposed to just seven in Super Mario 64). The golden jigsaw pieces were used to fill in incomplete pictures. Once completed, these pictures opened the way to new worlds to explore. From marching around Mumbo's Mountain as an ant to diving down in the the deep, dark, dank depths of Clanker's Cavern to chilling out in Freezeey Peak to getting your inner ghoul on in Mad Monster Mansion, the worlds were interesting and infinitely rewarding to rummage around in. And the final battle with Gruntilda (only after winning her Grunty's Furnace Fun game show challenge, of course) was anything but boring. Banjo-Kazooie is still to this day the epitome of an entertaining and engaging 3D platformer.

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As we wrap up and reflect upon Rank Up! for this go around, what would your ranking of the series be? Would the original Banjo-Kazooie place number one on your own personal list? And what franchise should be the next subject for ranking up? Let any and all answers be posted in the comments section. They are always appreciated, truly.

Wednesday, October 12, 2011

Sonic the Hedgehog 4: Episode I (PSN, XBLA, WiiWare) Review

We're counting down the days to the Classic Sonic meets Modern Sonic face-off in Sonic Generations with some reviews of recent hog titles. Did you know that yesterday was the one year anniversary of Sonic the Hedgehog 4: Episode I (at least on WiiWare. Today is the anniversary of the PSN edition, and tomorrow is the XBLA version's birthday)? It just so happens that this game is the subject of today's review. Could Dimps defy all odds and make a good Sonic side-scroller? Check out my review for the answer.

An Honorable Attempt to Cash In On Nostalgia


SEGA went all in when they announced they were making a sequel to Sonic the Hedgehog 3. Many assumed that Sonic & Knuckles served as Sonic the Hedgehog 4, but they were apparently mistaken. Going for an episodic approach, Sonic Team turned to developer Dimps to concoct a 2D side-scrolling adventure featuring everyone's favorite blue hedgehog. Now Dimps have had experience designing games featuring the azure blue blur such as the Sonic Advance trilogy and the pair of Sonic Rush games on the Nintendo DS. Now they truly get their chance to shine with Sonic the Hedgehog 4: Episode I. With being a main entry in the franchise, you know that fans expect nothing but the utmost quality and shine. Does Dimps deliver?

There's no exposition to speak of in Sonic the Hedgehog 4, and that's quite alright. We're going retro here where games spoke for themselves and didn't need no stinking story to get in the way of the fun. The goal is to take down the evil Eggman who is once again plotting to take over the world, imprisoning animals in machine pods, and just making life miserable for the inhabitants of Sonic's world. Sonic, being the always fighting for good type that he is, springs into action and closely follows the nefarious doctor through five zones of fast and frenetic gameplay.

Originality isn't Dimps' strong suit. Every of the five zones in Sonic the Hedgehog 4: Episode I is an archetype of a zone from either the original 1991 classic or Sonic the Hedgehog 2. Splash Hill Zone is Green Hill Zone, Casino Palace Zone is Casino Night Zone, Lost Labyrinth Zone is the Labyrinth Zone, and Mad Gear Zone is the Metropolis Zone. The zones even feature similar enemies and gimmicks throughout each of the zones' three acts. Each zone is divided up between four acts. Three of which are your standard "race through to win and carefully traverse through the levels" while the latter act is a boss battle. Again, these boss battles are ripped straight from their O.G. source. Splash Hill's boss uses the familiar ball and chain to try to slam into Sonic. However, those expecting the exact same game plan from Dr. Eggman will quickly be tripped up as when the diabolical doctor is low on health, he initiates desperation moves. For instance, the first fight with Sonic he'll spin 360 degrees and smash his ball and chain directly into the ground in an attempt to crush the chili dog eating hedgehog.

The zones offer up a fine feeling of familiarity.

Each act in the game introduces a new gameplay gimmick that is usually one-off and never again seen after that act is completed. Act 2 of Splash Hill features vines that Sonic can gain momentum on and swing off of while Act 3 not only is displayed in sunset but it's full of ziplines for Sonic to ride. Casino Palace is full of card platforms that switch from being able to stand on to dropping the player into a bottomless pit below as well as a roller coaster made up of poker cards. Lost Labyrinth has an act that is completely pitch black. Sonic carries a torch throughout the act, lighting the way through the level and setting off fuses to blow away walls obstructing his path. Meanwhile, Mad Gear shows off with a crusher wall that relentlessly pursues the fastest thing alive who must jet through the act 'less he wishes to be smashed like a pancake. The zone also has gears which the blue hedgehog can ride on while avoiding the thrown pincers of those obnoxious praying mantis and starfish enemies Sonic 2 veterans dread from the Metropolis Zone.

Me Sonic. You Jane.

In the realm of Sonic the Hedgehog, rings are his livelihood. As long as Sonic has at least one ring when he gets hit, he'll stay alive. If he takes damage while not having a single golden ring in his possession, the player loses a life and must start back at the beginning of the act or at the last passed checkpoint. Gathering one-hundred of these rings will net Sonic an extra life. Having at least fifty rings at the end of an act (save for the boss act, of course) will enable the hedgehog to enter the Special Stage. These are designed just like Sonic 1's bonus stages except the player actually controls the rotation of the stage as they navigate through a maze of multicolored orbs, all the while avoiding the dreaded goal signs which will immediately end his run for the Chaos Emerald. Collecting all of the Chaos Emeralds, of which there are seven, transforms Sonic into Super Sonic. This omnipotent being can fly through acts, completely invincible save for bottomless pits. Completionists will definitely want to grab them all to say they truly finished off Episode I.

Despite having the past 2D Sonic games to reference on, Dimps did not exactly nail the execution of playing as the speed demon hog. If you're not constantly holding forward, your momentum will die off faster than the lifespan of a fly. This is frustrating when trying to play the game and not having enough oomph to run up a hill or go through a loop-de-loop. Another problem I noticed is that Sonic can somehow slowly walk upside down on curved ceilings. Did the entire developer team at Dimps flunk out on their high school physics class or what? Regardless, a new addition to the game from the 3D Sonic titles is the homing attack. Unlike some purists out there, I welcome this added gameplay perk with open arms. It makes bashing badniks all the more easy, and using it to air dash makes speeding through levels a breeze. In some cases utilizing the air dash is a necessity as without it, players can find themselves falling into pits because they didn't move swiftly enough across falling platforms.

Don't get those quills waterlogged, Sonic!

Compared to what we've seen from fan hacks and fan projects, Sonic the Hedgehog 4's visuals aren't truly as ambitious as they could have been. Don't get me wrong, the game still looks rather swell, and the backgrounds are gorgeous, but there was potential to knock this one out of the park. Dimps failed at doing this. The sound by longtime Sonic Team composer Jun Senoue attempts to go retro, but it comes off as feverishly forced. The music attempts to hark back to the glory Genesis days, but it sounds off. The melodies are nice, but it's the instrumentation that made me go back and wonder what Senoue was smoking when he chose the type of MIDI he did over the capable soundcard of the actual Genesis. Nonetheless and all-in-all, these are minor complaints presentation-wise, and they shouldn't put you off in trying this title out.

Rollin', rollin', rollin', rollin'.

Perhaps if Sonic the Hedgehog 4 dropped the number four from its title I would be more lenient towards the mistakes made by the development team. As is, however, these problems make Sonic the Hedgehog 4 a bad example of a game that tries to capture the legacy of the original Genesis (or Mega Drive for all my non-North American pals) games and falls woefully short. The game is still fun, but the physics are off, the sound and music aren't up to snuff completely, and the zones are just poor imitations of zones from past Sonic ventures. Wait till you can find this title on sale before plopping down your hard-earned cash for this downloadable game. Sonic 4 deserved better. Much better.

[SuperPhillip Says: 6.75/10]

Kirby's Return to Dreamland (Wii) Overview Trailer

The trailer may be in Japanese, but it does an admirable job of showing off the gameplay of the upcoming end-of-the-month title, Kirby's Return to Dreamland for Wii. Just when will that Whispy Woods learn not to mess with Kirby? Regardless, it shows off some bonus content, mini-games, and the four player multi-player action the game has to offer. Suck up your copy of Kirby's Return to Dreamland when it hits North American store shelves on the 24th of this month.