Wednesday, May 30, 2012

Sonic the Hedgehog 4: Episode II (PSN, XBLA) Guest Review

Sonic the Hedgehog 4: Episode II came to digital platforms such as PlayStation Network and Xbox Live Arcade. Today we have a guest review from my older brother for the title for your enjoyment. Is the $15.00 too steep or just right for this downloadable game?

The Real Acceptable Power of Teamwork


Sonic has been enjoying his 20th birthday in rather fine fashion. Sega’s mascot has been on the comeback trail as both the console version of Sonic Generations and the CD remake were both excellent titles worth giving a spin. Dimps has been a part of this celebration as well, having released their own version of Generations on the 3DS. While that game didn’t exactly set the world on fire, it was a fine effort that I recommended. Now that they’ve taken care of that, Dimps is going back to the consoles once again to expand upon an idea that they started nearly a year and a half ago. That idea was Sonic 4, a game that tried to capitalize on the “good ol’ days” of the Blue Blur to rather mixed results. Even with its flaws, Episode I did wind up selling quite a bit, and that has allowed Sonic 4 to see a second episode made with a higher budget. Does Dimps put its money where its meal ticket is, or does this second episode get lost in the Sonic shuffle?

A familiar sight for Sonic fans-- the Tornado!
It’s been a few months since Sonic slammed the door shut on Eggman’s latest plot to take over the world by crashing into and tearing down the E.G.G. Station. Even with this setback, Eggman is back and thanks to Little Planet’s return from Sonic CD fame, he’s brought along a familiar foe to face off against Sonic once more. Yes, Metal Sonic is back, and he’s ready to see Sonic fall once and for all. With this tag team of terror conspiring against the Blue Blur, it’s only fair that Sonic gets a helping hand of his own in the form of his old pal, Tails. The race to save Little Planet and the world from Eggman and Metal Sonic is on!

The first thing to note is that the physics engine has been built up from the ground for this game, and I find that to be a step in the right direction. No longer will you see Sonic drop like a rock or come to a complete stop if you weren’t holding forward as would be the case in Episode I. The momentum is closer to the Genesis days, but that’s not to say there still aren’t some flaws. The levels have and make use of plenty of boost pads to get you top speed fast, and Sonic still doesn’t gain speed when he starts rolling down hills. It seems that the cap for his speed whether running or rolling is about at the same. In fact, if you want to get to top speed as fast as possible, just simply homing attack the ground twice. It does confuse me that Dimps did have it right back in the Sonic Advance days on the physics, but at least it’s nowhere near the deal breaker it was in Episode I.

There are five zones within this game.
As stated, Tails is also back, and you can either have a friend join you, either locally or online, or let the AI take control of him. Either way, Tails more than just a cosmetic addition as the game makes great use of him through the Tag Action system. As you progress through the first zone of the game, you will come across signs that indicate how to utilize these powers. The first one you’ll learn is the flight command, known in this game as the Copter Combo. Simply jump in the air as Sonic and press the square button to call your buddy right to you to give you a lift. This can be used to reach higher ledges, but your flying friend will tire out after the seventh time you press the jump button while flying up. It’s different from the Genesis days, but once you realize that this move can give you more horizontal flight time in some levels if you don’t just mash the flight button, you’ll learn to appreciate this.

Sometimes all you need in life 
is a helping hand.
You also learn a similar move in the water, except that in this case, Tails will never tire out as he’s carrying Sonic along through the depths. This can be very useful as it gives you a lot more speed than just merely letting Sonic run around in the water. Speaking of speed, the third and final Tag Action, the Rolling Combo, is a ground-based move that gives you the greatest sense of it in the entire game. Sonic and Tails will join forces to combine into a wheel that will tear through breakable walls or a giant enemy in one go that would take Sonic three shots with his homing attack to bust down. It’s a very effective move when you know the layouts to levels as you can jump off of inclines or fly off of curved ramps to cover more ground or reach areas that you might not have been able to fly up to without the proper momentum. There’s that word again. Nice to see you using it, Dimps.

Break out the butter because
Sonic and Tails are on a roll.
It’s also nice to see a bit more originality thrown into this title. Yes, the game’s zones will remind you of levels from the old days as Sylvania Castle screams Aquatic Ruin and Sky Fortress is just Sky Chase and Wing Fortress combined, but it’s what they do within the levels themselves that makes me enjoy this title more than I thought I would have. The level gimmicks generally don’t come across as tacked on like the torchlight “puzzles” in Episode I. For instance, I enjoyed the sandstorm act that wanted you to learn to use the wind to your advantage by the time you reached the end where the game wanted you to fly over a bottomless pit in similar fashion. Another act in the desert level has a few rooms where sand will fill up inside a factory. These areas get more challenging as you go along, but again, they build up to that moment. The lone exception is the final act in White Park in which the game goes from challenging to cheap. At the very end of it, you will come up across an enemy that can block your way to the end. You get one shot at clearing this part, and if you screw up, you’re going to be hearing that drowning music because you will be stuck with no way out. That’s just asinine.

The bosses are a little more hit or miss. In the game’s first four zones, you’ll either face off against Eggman or Metal Sonic at the end of it. Now, the Metal Sonic fights are very fast and frenetic. You’ll have times where you can only dodge before getting another opportunity to hit the metal minion, but that’s all right because these moments only last for a few seconds. The Eggman fights, however, are some of the worst I can remember in a 2D Sonic title. It feels like you are constantly playing the waiting game. From lengthy intro animations to similar lengthy mid-fight ones, you spend more time just standing around than just attacking. They’re just not fun. Thankfully, they get things right for the final battle, but man, those two boss fights I mentioned are ones I really don’t want to be playing again any time soon.

One of the non-Eggman boss fights.
What I did enjoy playing along the way were the special stages. These use the Sonic 2 half-pipe formula that we’re all so accustomed to by now, but they also throw in a new twist instead of just being the same old style we’re used to. In these areas, Sonic and Tails can once again team up by collecting a tether to collect large groups of rings all at once as well as obstacles like these electrical cubes that won’t make you lose rings but will shock and slow you down considerably. There are also parts in these stages where you can launch yourself up on a spring to reach another pipe with more rings to snag as well as challenge parts where if you can collect all of the rings in one go, you’ll earn a ring bonus. It’s pretty neat, although I found these parts to be much more manageable when I had a partner to play with instead of just the AI. Those last two special stages are also some of the trickier ones I’ve played in some time. Glad there’s a retry option because there was a lot of error in those trials, that was for sure.

Sonic 4: Episode II emulates Sonic 2 in many ways.
Honestly, Sonic 4: Episode II just feels like a better made product than its predecessor from the moment you first boot it up. The look, the music, the actual quality of the game in motion... almost everything was better than I thought it was going to be. Yes, there are a few moments where the game and sound drags itself down, but it isn’t long after that where it picks back up again. I’m certainly not going to call this greatest Sonic game ever or even say whether or not this should be called Sonic 4 in the first place. Instead, what I’m going to tell you is that I came into this game with plenty of reservations yet stayed around long enough to both complete Episode II and have fun in doing it.

Overall: 7.0/10

Note: One thing the review does not cover is that this game has a lock-on feature for those that bought Episode I. If you have the two games on the same machine, you will unlock Episode Metal. This lets you play through four tougher acts from Episode I as Metal Sonic. It’s a nice bonus, but it really doesn’t fit into this review. 

Tuesday, May 29, 2012

Kirby's Block Ball (GB) Retro Review

Kirby's Block Ball released not too long ago on the North American 3DS eShop. Of course, it had been everywhere else for one's digital consumption for quite a while. That said, here is my brisk review of Kirby's Block Ball for the original Game Boy.

Kirby's "Breakout" Role


Kirby is one of Nintendo's most flexible characters. He extends his services far beyond the field of the typical platformer and into such genres as racing (Kirby Air Ride), golf (Kirby's Dream Course), and yes, even arcade-like experiences (Kirby's Pinball Land). He even forgoes the traditional platformer archetype with games like Kirby Canvas Curse and Kirby Mass Attack. In 1996, the pink puffball returned to his adventures outside the platforming realm with Kirby's Block Ball, a Breakout/Arkanoid-inspired take on the franchise.

The stage selection screen of Kirby's Block Ball
The concept of Kirby's Block Ball is quite simple in theory: you must use your paddle (or in some levels paddles) to send Kirby sailing into destructible blocks with the hopes of clearing them all in order to advance to the next level. There are a total of eleven stages consisting of five levels each in total in Block Ball. The levels get progressively more difficult with every time Kirby gets hit by a spike-- caused by missing the pink puffball with a paddle-- a life is lost. Lose all your lives and you must start back at level one of the stage you were on. Thankfully, when a life is lost you can easily pick up your progress from where you left off.

Arkanoid-- Kirby style.
Kirby's Block Ball can be immensely challenging as you need quick reflexes. One of my problems with the game stems from when you have more than one paddle to deal with. Most levels later on have you controlling four paddles at once. Not only is it confusing to control them all (using the up and down portions of the d-pad to move the paddles on the left and right section of screen and using the left and right portions of the d-pad to move the paddles on the up and down section of screen), but the speed at which Kirby bounces around-- especially if you press A as Kirby hits the paddle to send him flying at the blocks with more power-- makes for some small doses of frustration when you simply can't keep up with the action.

Some blocks need more hits than others.
Like a standard Kirby game, Kirby's Block Ball has powers for Kirby to absorb and copy. Most enemies when defeated just drop food of varying point values for Kirby to gobble up, but some transform him into one of four forms: Spark, Stone, Needle, and Fireball. Each power allows Kirby to destroy blocks and enemies more easily. If Kirby gets hit by a spike, he loses his current ability.

Every fourth and fifth levels in each stage is a pre-boss and boss fight respectively. The pre-boss battle has you collect star blocks which will serve as a temporary safety net and cover the spikes in the following boss battle. The boss battles have Kirby beating on one of many familiar adversaries of Kirby's past. Some bosses just move around the arena, waiting for Kirby to smack them a dozen times or so until they are defeated, while others can grab Kirby and send him flying into danger's way. While the boss fights aren't generally particularly challenging, they do offer a nice change of pace and some well earned variety.

Battle bosses big and small.
In some levels there are hidden warp stars that can take Kirby to the bonus area, resting in the middle of the stage selection map. There are four to choose from including Up Down which has you attempting to hit four different blocks which change the picture shown each time they are struck. The goal is to have all four blocks show the same picture to earn 1-ups. Another bonus game is Star Catcher where you control four paddles to collect stars while avoiding the bombs being thrown from the center. If one of your paddles gets bombed, your bonus game session is over. Then there's Air Hockey which pits you against a UFO creature in a best-of-three series of the titular sport. Finally, you have Up Cloud where three clouds-- each with a different 1-up amount on them-- rest and hitting them with the ball sends them upwards toward the goal. The first cloud to reach the goal gives Kirby a helpful prize. The bonus games are enjoyable and are paramount if one is having trouble in later levels of Block Ball.

One of the four bonus games-- Up Cloud.
Kirby's Block Ball is a decent enough looking game. You can easily tell enemies apart from blocks, and Kirby animates rather well. As with most Game Boy games in the viewpoint of today, there isn't really much to write home about visually. The game runs at a steady clip which is a must for a game where one needs their wits about them to move the paddle(s) to bounce Kirby around safely. The music is standard fare for a Kirby game-- some catchy tunes and saccharine sweet melodies. Kirby's Block Ball does its performance duties to a satisfactory level.

Kirby's Block Ball is a heavily inspired take on Arkanoid (or Breakout if you're much older) with a kooky Kirby coating to make things seem more original than they are. Gunning for the high score of each stage will last players a while (and it's the only way to unlock Stage 11) and the game is perfect in short bursts. Managing four paddles at once in later levels might be too tasking for some players such as myself, but if you stick with it, you'll find yet another wonderful gameplay experiment featuring everyone's favorite pink blob Kirby.

[SuperPhillip Says: 7.75/10]

Snapshot (PSN) Debut Trailer

The official Sony blog posted a video for a new PSN game coming to both the PS3 and Vita, Snapshot. The game follows a robot with a hi-tech camera which allows it to-- you know what? Just take a look at this debut trailer for the game. It will show off what the game is about much more easily than I could explain.

Monday, May 28, 2012

SuperPhillip's Favorite VGMs - Memorial Day 2012 Edition

It is Memorial Day here in Central City, and we have the grills up and even hotter than the temperatures outside. What is even hotter today is SuperPhillip's Favorite VGMs! On this Memorial Day I have to share five more tracks from famous video games, the likes of which will blow your mind. What games are in the furnace today? How about SimCity 3000, Kingdom Hearts, and Metal Gear Solid 3: Snake Eater?

v116. SimCity 3000 (PC) - SIM Broadway


Will Wright is a talented, innovative developer, and his team's SimCity franchise is my favorite PC franchise alongside RollerCoaster Tycoon. The fun of starting off with a plot of empty land, zoning it for commercial, residential, or industrial purposes, and building the infrastructure with roads, power lines, and railroads make for a highly satisfying experience. While one plays the third installment of the SimCity series, they can hear this peppy, jazzy piece, SIM Broadway.

v117. Kingdom Hearts (PS2) - Traverse Town


Sora, Donald, and Goofy team up to strike down some Heartless in the first game to cross over Disney and Final Fantasy characters. Who knew that this collaboration would be a match made in heaven? It certainly raised quite a few eyebrows when the crossover was announced. I've never played the original Kingdom Hearts, but I did play and complete the sequel with 100% finished. Traverse Town is a hub world of Kingdom Hearts, and it has a very relaxing, mellow feel to it.

v118. Perfect Dark (N64, XBLA) - Pelagic II Exploration


Perfect Dark is without a doubt my favorite first-person shooter period. I loved the nonlinear levels to discover hidden secrets in, completing objectives (you had more to do on higher difficulties), and taking Datadyne and Skedar scum out with such high-powered weaponry like the Farsight, the Superdragon, and Cyclone guns. The Pelagic II Exploration mission happens in the second half of Perfect Dark within a series of hangars housing a submarine that Ms. Dark and alien Elvis wish to become stowaways on.

v119. Rune Factory Frontier (Wii) - Spring


Rune Factory Frontier was an okay game with one fatal flaw (other than needing a guide to know what to do)-- Runeys. If you didn't babysit these spirits, your garden wouldn't grow all too well, and if they died, it was difficult to get the Runeys back. That said, Frontier possesses an excellent, laid-back soundtrack, perfect for gardening to. We are currently (at least in North America) in the season of Spring, so why not use this opportunity to listen to Rune Factory Frontier's song of the season?

v120. Metal Gear Solid 3: Snake Eater (PS2) - Main Theme


For me, the odd entries of the Metal Gear Solid series seem to be the better ones while the even entries are less than spectacular. In fact, I cannot stand the fourth installment, what with its inane story, overly extended cutscenes, and shake-my-head-hard dialogue. That notwithstanding, Metal Gear Solid 3: Snake Eater (and later its expanded Subsistence featuring a new camera system) might just be the best of the bunch. It took Solid Snake's father into the Russian jungle where camouflage and scavenging for food were essential to his survival. The music of the game-- and more so the series-- was written by famed Hollywood composer Harry Gregson-Williams and Konami in-house composer Norihiko Hibino. The main theme is one of the standout songs of the series and this game.

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What a way to kick off Memorial Day, huh? Next week we will have even more VGM majesty to listen to, so stay tuned for that! Until then, this week we have two new reviews, a new installment of Report Card, and a new E3 2012-related top ten! The fun has just begun!

Sunday, May 27, 2012

The Buzz - May 27th, 2012

One fun thing for me to do on a daily basis is see which posts receive the most activity. You can also view the top ten posts in the sidebar entitled The Buzz. The Buzz is a several month old sneak peak at what your fellow SPC readers are into. So what ten stories are most popular on this Sunday before Memorial Day?

The Buzz - May 27th results
Rank Up! - God of War continues its domination of The Buzz with the Top Five Spider-Man Games following close behind. My collective list of Pushmo (3DSWare) QR codes is mighty popular, too. (It is also the second most viewed story in SPC history.) Then we get my Batman: Arkham City review which I was pretty proud of. Generally the bottom five tend to shift around the most while the top five on The Buzz stay in relatively the same spots. The most recent post to be listed in The Buzz is my Mario Tennis Open review from this past Friday.