Tuesday, April 8, 2014

Bad Levels in Gaming History - Volume Four

Level design has always been a feature of games that we've marveled at. There's a big difference between a level that is frustrating due to challenge and a level that is frustrating due to design. Now, we aren't going to pretend that we are masters of creating excellent levels. No, we're very much not. However, we believe we've had enough experience playing games that we can weed out the good levels from those that are bad. This series of articles talks about the latter, where we focus on those levels that are either poorly designed, frustrating for all of the wrong reasons, or just boring in general. (We have a series of articles dedicated to great levels anyway.) After we've exhausted our picks for this newest edition of Bad Levels in Gaming History, help us come up with some more levels for future installments and your reasoning as to why your chosen levels are so bad.

Miss out on Volume One, Volume Two, and Volume Three? Click those links, then!

One Shot, One Kill - Call of Duty 4: Modern Warfare (Multi)


We don't feature the Call of Duty franchise a lot on SuperPhillip Central. It's not really our type of series, and we wouldn't want to review something we don't have an interest in. It wouldn't really be fair of us to bother. Anyway, we did enjoy Call of Duty 4: Modern Warfare, and that was the title that truly cemented Call of Duty is a blockbuster multi-million selling franchise.

Modern Warfare features plenty of awesome scenarios, but it also comes with some immensely obnoxious moments, some of which simply aren't that fun to play due to the sensational amount of aggravation involved.


The level One Shot, One Kill has an example of this at its conclusion. It has you and an injured superior pinned down near a Ferris wheel, anxiously awaiting the arrival of a helicopter to take you boys home. The aggravation here comes from the multitude of enemy soldiers, each equipped with fully automatic rifles that can tear you a new one in a matter moments, that you have to contend with. Did we neglect to mention that you and your superior must survive for a bit over five minutes? You have a limited amount of Claymore mines to work with, used for protecting your AI superior. If he somehow bites the dust (and it's very likely that he will), you fail the mission. Not only is that scenario easy to have happen, having yourself perish mid-confrontation is also quite easy to see occur.


One might think that hiding behind the Ferris wheel itself for cover is a good strategy. Why, it may seem that way, but then you get the privilege of being assaulted by attack dogs, each ready to rip into your red, white, and blue flesh with an instant kill move that can only be avoided with extremely narrow timing. If you wish to persevere elsewhere in this skirmish, you'll be greeted with a barrage of grenades. This is a scenario where even the Terminator would have issues with, much less a regular U.S. army soldiers, regardless of what the commercials on TV tell you. One Shot, One Kill ends with an insanely hard and not very fair encounter with a seemingly endless amount of enemies to take down and survive against. That's why it kicks off our list of Bad Levels in Gaming History for this fourth volume.

Air's Rock - Golden Sun: The Lost Age (GBA)


If you're a fan of lengthy levels and areas that take hours of time to complete, then you will likely find Golden Sun: The Lost Age's Air's Rock to be a pleasure cruise. For the rest of us, we probably would have enough when we discovered that the dungeon takes as long as the original Golden Sun's final dungeon. This wouldn't be so bad if this was a late place in the game to visit, but it's actually near the start of The Lost Age! Your party is at a relatively low level, your hit points and Psynergy points are in the low amount spectrum, your equipment is mediocre at best, and the enemies aren't pushovers, unlike those that you've encountered already. Sound fun? Great! Here's some more stuff!


Trial and error gameplay is what you receive with several opening maze and platforming puzzles. This requires your party to be using its low amounts of PP to use a certain skill repeatedly, meaning you run out of Psynergy points rather quickly. As you make your way to the top of Air's Rock, believing the hardest parts are behind you, you encounter the realization that you're actually not even halfway done with this dungeon. Still sound fun? Well, let's continue!


You must then enter inside the stone and move downward, as you progress closer and closer into the mountain's core. This is all the while facing off against even stronger enemies and more time-consuming and repetitive puzzles. Once you've reached the center of the mountain, you must make your way to the top of the mountain again. This time, however, you are able to use various activated tornado devices to shoot your way up to areas that couldn't be reached before. The end of this part of this dungeon is the end of your journey through the insanely long Air's Rock. It's not just a feat of endurance to conquer this dungeon; it's a test of one's insanity. Oh, and the game doesn't even bother to mention that you need to come to Air's Rock for a Psynergy magic that is required to advance the story in the first place. How nice of the developers! Not. If somehow this all sounds like no big deal and a lot of fun, may we introduce you to a game called Superman 64? You'll probably find pleasure in that torture (albeit much, much worse torture) as well.

Babel Tower - Xenogears (PS1, PSN)


Based on the Tower of Babel, a tower from the Bible that was humanity's way of essentially saying to God, "Hey, you. We're defying you. Take your now-useless Great Flood and get lost!", Xenogears' Babel Tower hasn't been entered for over five centuries due to the ancient Ethos Society sealing it shut with powerful magic. That is, until Fei's party manages to enter Babel Tower themselves. If you ask us what Xenogears' take on the tower was built for, our answer would be pure frustration. Unlike the Bible's version of the tower, Xenogears' Babel Tower actually served its purpose quite well... unfortunately.

It wouldn't be so bad if it was just a straight up climb. However, the developers had a different idea in jazzing up the player's process in ascending the tower. What happens when you have an RPG and you introduce platforming, a mechanic that has no place in the game, in order to cross chasms? Well, you get a recipe for disaster, and that's exactly what Babel Tower is.


You see, Xenogears came out before the PlayStation's implementation of the analog stick. This meant you were stuck using the d-pad for movement. While this setup was less than ideal, what really makes this trek through Babel Tower frustrating is that you can enter into a random battle mid-jump. That wouldn't be so bad if after the battle you didn't fall downward like a two ton safe. That's not even taking into account the very awkward leaps Fei and friends must make at the beginning of the tower that are hard enough without any battles to impede your progress. That alone takes a good chunk of time to perfect the first time! All this adds up to being forced to retry segments of the tower because you keep falling after battles that begin in mid-jump. It's incredibly frustrating and tedious, and it's one of those points in the game that make us disinterested in playing through Xenogears again.

Desert of Death - Breath of Fire III (PS1, PSP, PSN)

As if the name didn't come across as unfriendly enough, Breath of Fire III's Desert of Death is a slog of a place to travel through. It's an area that can get severely boring and tedious, even when you know what you're doing. If you don't, you'll curse the heavens, the stars, and the developers for even coming up with this hellish spot in the game.


The kicker here is that in the English version of Breath of Fire III, the translation was fouled up. This results in the trek through this sand-filled nightmare being much more difficult than it needs to be. You need to have an incredibly precise directional sense to get through the desert. You are required to use the stars in the nighttime sky as your markers to know where to go and how to find the exit here. Since there's a star that is placed in the sky merely to trip you up and trick you, this makes for a pretty rough and obnoxious part to an otherwise enjoyable RPG to overcome.


In addition to these problematic issues, wandering around in the desert for an extended period of time causes you to become thirsty, needing to drink water. Run out of water, and your maximum amount of hit points will continually lower with each step until Ryu and party rest at an inn. After all of your work through this tedious part of the game, you arrive at the end of the Desert of Death, only to be greeted by a boss battle.

 ...Now don't that just beat all?

Mario's Castle - Super Mario Land 2: 6 Golden Coins (GB, 3DS VC)


The final level of Super Mario Land 2: 6 Golden Coins has Mario returning to his overtaken by Wario castle after collecting all six of the eponymous golden coins. What is a generally fairly easy game ramps up in difficulty to roller coaster levels in an instant.


Mario's Castle is a three floor nightmare of a level that requires really tight and precise platforming, great reaction time, and steady thumbs. The obstacles include moving platforms, giant Piranha Plant statues that shoot out fireballs at intermittent times, and large pits of lava that will cook Mario's hind parts instantly.


Not only is this level more than double the length of every other level that Mario has previously conquered within the game, but it also features nothing in the way of checkpoints. This means that wherever you die, even in the three stage fight with Wario, the final boss of the game, you must restart the level at the very beginning. That's just poor and unfair design in what would otherwise be a giant jump in difficulty for players of Super Mario Land 2.

Monday, April 7, 2014

SuperPhillip Central's Favorite VGMs - 600: March to Glory Edition

It's been over two years now since we rebooted SuperPhillip Central's Favorite VGMs. Through that time we've listened to many songs, across many games, across many systems, across many generations. If you'd like to keep up to date (if you have the time, that is) with the past video game music selections we've chosen, take a look at our VGM Database. As for everyone else, please enjoy our historic 600th VGM edition.

v596. Xenogears (PS1) - My Village is Number One! (Orchestrated)


Coming from a relatively recent arranged album of some of Xenogears's memorable music, this orchestrated version of My Village is Number One! starts out serene, and then turns into a jaunty little number, evoking a warm sense of nostalgia, perfect for the opening town of the game.

v597. NiGHTS: Journey of Dreams (Wii) - Electrical Entertainment


While NiGHTS' return to gaming was less than spectacular, one common thread of Sonic Team titles is that the soundtracks are beyond sensational. This tradition remains true with NiGHTS: Journey of Dreams, a soundtrack full of bewitching, charming, and delightful tunes. Electrical Entertainment plays in the third level of Journey of Dreams

v598. LEGO City Undercover (Wii U) - Vehicle Robbery


One of our favorite Wii U games is LEGO City Undercover. Not only is a a really fun and content-packed game, but it's also what we deem the best LEGO game yet. It has still yet to be surpassed. This bass-heavy theme plays every time protagonist Chase McCain participates in a vehicle robbery. The goal of these missions is to safely take a stolen vehicle from its garage to the impound point, all the while dodging the advances of policemen on your trail.

v599. Diddy Kong Racing (N64) - Wizpig Challenge


Diddy Kong Racing is a kart racer that innovated greatly in its genre, introducing a story mode to make the entire experience much more satisfyingly lengthy. This boss theme plays in both encounters against Wizpig, the first is played in a kart, while the second is played in a plane. David Wise delivers yet another fantastic track to yet another fantastic soundtrack of his.

v600. The Elder Scrolls V: Skyrim (PS3, 360, PC) - Dragonborn


We're not that big of fans of Western RPGs. The genre is just fine, but we just don't find them entertaining for the most part. However, we'd be fools to exclude this theme, the main theme of The Elder Scrolls V: Skyrim, to our list of VGM favorites. Epic is a word that is thrown around loosely these days, especially around the Internet, but it's probably the most apt word to describe this chorus-heavy track.

Friday, April 4, 2014

Gotta Twist Facts: How Sonic the Hedgehog and His Fans Are Being Short-Changed

What do you think of when you think of the Sonic the Hedgehog fan base? Do you think of gamers who are suffering from battered wife syndrome? Do you wonder how there could even be a fan base since most modern Sonic games aren't very compelling or good? Perhaps you think of all of the disturbing art and stories the fan base comes up with? While the Sonic the Hedgehog series has been anything but consistent, I don't believe it's fair to always bring up fan art and fan fiction made by the few to represent the many Sonic the Hedgehog fans there are on this earth. By constantly associating the franchise's fans with a great minority, it does a disservice to the Sonic the Hedgehog series and the majority of its young and old fans. A certain article written recently stuck in my craw and inspired this piece.

This is what a lot of the fan base
draws. (Created by CPC.)
The truth of the matter is that every fan base has its share of weirdos. For instance, Mario has fan art of princesses Peach and Daisy in soiled diapers. Star Fox's Krystal has been sexualized in many forms. Even Kingdom Hearts gets its share of craziness and disturbing "artistry" and that series involves minors, for Pete's sake! The point here is that every conceivable series that is relatively or immensely popular has a group of fans on the outskirts that act truly bizarre.

It just seems that the Sonic the Hedgehog fan base gets proverbially crapped on more than it deserves. It seems that the oddities of a certain extremely minor portion of the community gets represented as the entire fan base. It's sort of a running joke now that "all Sonic fans are disturbing individuals" when that is absolutely bogus.

Perhaps some of this stems from Sonic being involved in more than his fair share of poorly received and reviewed games. It makes the character an easy target, but it also paints the fan base in a less than favorable light for continuing to support the series despite its subjective lack of quality.

This is what outsiders (wrongly) focus
on when talking about Sonic's fans.
You even get some people who like to play revisionist history and pretend that the Genesis Sonic the Hedgehog games were never good to begin with. While a person is entitled to not like the classic Sonic the Hedgehog releases, it's hard to argue that one could not feel in control playing as Sonic; or that the level design didn't support segments of sensational speed and other times pockets of pure platforming action; or that the art design was superb. All of the mechanics, design, and gameplay add up to something that is still impressive to this day.

It's okay to dislike Sonic the Hedgehog in his current form. However, even then he's starred in some well received and some might debate, truly fantastic games. (I know the staff here certainly would!) I'm alluding to titles like Sonic Colors, Sonic Generations, and both Sonic & All-Stars kart racing games.

To completely deride a fan base on the basis of a huge minority of creepy fans. In truth, Sonic is still a series that is a million-seller for most titles released. The azure hedgehog is still relevant and has been for over two decades now. To paint all of those millions of players, a fair amount being children who probably have never heard the term "fan art", with the same "that fan base is made up of freaks" brush is absolutely disingenuous. The sad part is that most who do such things probably already know they are being disingenuous and simply do not care.

Thursday, April 3, 2014

Bad Boss Battles in Gaming History - Part Three

WARNING: POTENTIAL SPOILERS AHEAD FOR THE FOLLOWING GAMES:

  • BioShock
  • Dead Rising
  • Sonic Generations
  • PlayStation All-Stars Battle Royale
  • Luigi's Mansion: Dark Moon

What's worse than a bad boss battle? How about five bad boss battles? Last November we began a new segment on SuperPhillip Central, Bad Boss Battles in Gaming History. Now, it's several months later and we have a new installment to share. The rationale for our choices of awful boss encounters can be because of one or many of the following issues: they're forgettable, they're boring, they're tedious, they're in the game for no reason, they're counter-intuitive, or they're just plain not fun. After you've read our latest picks, feel free to throw in some agreement/disagreement and ideas for bosses to consider for part four.

Also, feel free to check out our two previous entries.

Part One
Part Two

Wednesday, April 2, 2014

Review Round-Up - March 2014

Baby Mario, along with players like us,
dropped into the world of the Yoshis.
Now it's time for the REAL Review Round-Up for March 2014. We started off retro with the original, the classic, The Legend of Zelda. Its old school difficulty and sometimes obtuse design put Phil off a little bit, but the game still opened up a dungeon treasure chest and acquired a 7.0 score. Tappingo on the 3DS eShop, a game with a resemblance to Picross, also solved its way to the same score. Just realize that we're not saying Tappingo is as good as The Legend of Zelda. It's a fool's errand to compare games from totally different genres. We're rating these games based on competition in their own genres. 

Speaking of going retro, Nintendo gave us a nostalgic twinge with NES Remix, scoring an 8.0. Also on the Wii U eShop was F1 Race Stars: Powered Up Edition. Unfortunately, most kart racers speed past this disappointing (and aggravating) cartoon racer. Next up we revisited Yoshi, but this time we took a vacation at his brand-new digs with Yoshi's New Island, a game that hatched an 8.0 score. 

Three more platformers rounded out our productive month: Klonoa: Door to Phantomile (8.5), Crash Bandicoot (7.0, reviewed by Bean), and DuckTales Remastered (9.0). Overall, it was a fun month of games to review. It was a varied selection of titles, and we hope you enjoyed taking a look at them with us. April is all about the PlayStation Vita (with some other non-Vita games thrown in for good measure). Please look forward to this month of reviews!


Scrooge McDuck's back from an extended hiatus,
and his adventure was worth its weight in gold!