Tuesday, September 16, 2014

Scribblenauts Unmasked: A DC Comics Adventure (Wii U, 3DS) Review

Have you been feeling empty as of late? Perhaps it's the lack of a new review... No? Well, can you pretend that was the reason so I can feel better about myself? Here's my review of Scribblenauts Unmasked: A DC Comics Adventure.

I expected an awesome game.
I have been "DC-eived"! 


Coming off my first real introduction to the 5th Cell's Scribblenauts series with Unlimited at the Wii U's launch, I was ecstatic when word of a sequel was heading to the platform. The good news did not end there. The sequel would have the DC license attached to it, offering over 2,000 superheroes and villains from DC Comics' illustrious history, such as Batman, Superman, The Flash, Wonder Woman, The Joker, The Riddler, Darkseid, The Cheetah, and many more. Unfortunately, with a game series that already has thousands of unique objects to bring into protagonist Maxwell's world, the addition of DC Comics characters is nothing more than a novelty than anything else.

Scribblenauts Unmasked takes Maxwell, the owner of a coveted and powerful notebook, and his sister Lily on an adventure through the pages of DC Comics' various franchises. A doppelganger of Maxwell teams up with supervillains of all shapes and sizes to cause havoc. It's a cheerful tale that does its best to stay cutesy. Nonetheless, superhero personalities like Superman and Batman, built from decades upon decades of comics and inner monologues, end up lost in the generic and all too wordy text dialogue of Unmasked. There's little to distinguish characters from one another personality-wise.

It'd be a dog-gone shame if the Joker
and Harley got away.
The main mechanic of the Scribblenauts series is present within Unmasked. You try to solve the problems of various NPCs by writing words into Maxwell's magical notebook to have them appear in the world around him. For instance, for a group of superheroes in need of defense, Maxwell can summon a fortress to satiate their need. Later Scribblenauts games introduced the ability to add descriptive adjectives to words, so adding the word "flying" to an NPC can make it float around a level just like Superman.

Isn't that the dream of every superhero?
The dozen or so stages in the game feature one main story-related mission across various locales such as Gotham City, Metropolis, and even undersea in Aquaman's kingdom of Atlantis. Upon successful completion of these missions, a Starite is given to Maxwell. These missions have multiple parts to them, but not only are they overly wordy, but failure before reaching a checkpoint means you have to restart from the beginning, being forced to watch the opening story sequence in the process. Furthermore, a lot of these story-related missions involve combat, which is, as many Scribblenauts fans know, incredibly basic and not rewarding whatsoever.

"This is Captain Maxwell of QNBC reporting
no accidents for your evening commute home."
The random missions in Scribblenauts Unmasked are the key to unlocking new areas. As you complete the various missions, you earn points that go towards reputation. The points are divvied up in a needlessly confusing batch of three types. There's one for the Batman stages, the Superman-themed stages, and one for the Justice League stages.

When you have a series that has had more than a few sequels already, it's always nice to see some effort put into changing up the formula. It's actually quite admirable on the part of the designers, who could have easily went with an "if it ain't broke, don't fix it" type mentality. However, even those with the best of intentions can create something less than desirable.

Hey Flash, didn't your mother ever tell
you not to run with scissors?!
At the start of each stage, Scribblenauts Unlimited randomly picks out a batch of different missions for you to try to complete. There's a feeling of newness and uniqueness each time you enter a level. However, many of these missions either stray too far into simplicity or too far into being overly obtuse. It's no problem to write the word "parent" in Maxwell's notebook to give an orphan someone to console him. It's much less obvious to guess what word Mr. Mxyzptlk is thinking of.

Many times in stages I would automatically fail a random challenge just because something totally beyond my control would happen, such as an AI interacting with an object that, without my having clairvoyant powers, I couldn't even try to know what I was supposed to do before it made me fail the mission.

Wonder Woman's wonderful home of Themyscira.
The Object Editor of Scribblenauts Unlimited has evolved to a much improved form with Unmasked's Hero Creator. You can take pieces from one of the thousands of heroes and villains available, mix and match, colorize, scale, and assemble your dream creation. Of course, this takes some dedication to craft something worthy of the DC Comics name. Otherwise, you can stick to just downloading others' creations via the simple-to-use online sharing feature Scribblenauts Unmasked possesses.

...Have we met before?
Scribblenauts Unmasked utilizes some cute and pleasant 2D art. The Wii U version can easily handle a myriad of notebook creations on screen simultaneously. Areas in the game feature a wonderful amount of parallax layers to create a sense of depth. This is readily apparent when playing the Nintendo 3DS version. The music of Unmasked brings with it some catchy tunes, and the voice over work that bookends the game's story is well done.

For those seeking a starting point to the Scribblenauts series, there's far worse entries to jump into than Unmasked. However, for those who want the pinnacle of the series, Unmasked is also not the game you're looking for. Sure, the novelty of summoning DC Comics heroes and villains is interesting at first, but it's an interest that quickly fades. Scribblenauts Unmasked: A DC Comics Adventure just has too many faults to recommend as a must-play game, such as its flawed reputation system to unlock stages and its randomized missions being more often a bust than a boom.

[SPC Says: 6.5/10]

Monday, September 15, 2014

SuperPhillip Central's Favorite VGMs - #VGMGate Edition

I think it's time to bring up something important regarding gaming. It's an issue that's been permeating to a boiling point, and now it's time to take some action.

Yes, there was no edition of SuperPhillip Central's Favorite VGMs last week. Where did it go? Who is responsible? What is the excuse for this lack of preparedness? That is what #VGMGate is all about.

While I try to uncover the answers for this amazing controversy, I urge you to listen to this week's VGM picks. We have music from Xenoblade Chronicles, Lightning Returns: Final Fantasy XIII, and Mario Kart Wii, to kick things off.

v701. Xenoblade Chronicles (Wii) - Hometown


Yoko Shimomura delivers a mellow symphonic treat with the Hometown theme of the first area within Xenoblade Chronicles. There's no doubt still a line of hype that leads to Shulk's inclusion in the new pair of Super Smash Bros. games, so it seems reasonable to include a theme from the game he comes from. Let's not forget about the sequel that will hopefully be releasing on Wii U in 2015!

v702. Lightning Returns: Final Fantasy XIII (PS3, 360) - City of Revelry


One of the greatest parts of the less-than-awesome final chapter in the so-called Lightning Trilogy, aside from the great graphics is the stellar soundtrack. We've previously listened to Savior of Souls, one of the battle themes heard within Lightning Returns: Final Fantasy XIII. Now, we listen to City of Revelry, a terrific track featuring a very sexy saxophone!

v703. Mario Kart Wii (Wii) - Coconut Mall


One of my favorite Mario Kart tracks of all time is Mario Kart Wii's Coconut Mall. It's an absolute blast to speed through the halls and lobbies of an Isle Delfino-inspired shopping mall, pulling off tricks off of fountains and steps, and racing through the home stretch parking lot. Coconut Mall would return in Mario Kart 7 with some nice alterations. Regardless of which version you race on, you're guaranteed a fun and enjoyable ride!

v704. Super Mario RPG: Legend of the Seven Stars (SNES) - Fight Against an Armed Boss


Yoko Shimomura does double duty on this week's installment of SuperPhillip Central's Favorite VGMs. The composer known for her work on Kingdom Hearts did the music for Super Mario RPG way back on the Super Nintendo. This theme plays when you battle a boss that holds one of the legendary seven stars. It's a catchy little number that uses the Smithy theme as a motif throughout.

v705. Phantasy Star Universe (360, PS2) - Save This World


While Phantasy Star Universe on the Xbox 360 and PlayStation 2 was a decidedly disappointing entry in the franchise, the music was one bright spot in an otherwise dull and repetitive game. Save This World is the main vocal theme of the game, and it's a combination of symphonic sounds and grooving rock. Hey, SEGA, how about that Phantasy Star Online 2 localization for the West, huh?

Hyrule Warriors (Wii U) North American TV Commercial

The historic Legend of Zelda franchise meets the long-running Dynasty Warriors series with this intriguing and quite frankly, awesome-looking game, Hyrule Warriors for the Wii U. I absolutely love commercials like this, pure gameplay or at least pure in-game footage. Hyrule Warriors hits store shelves on September 26 for North American gamers.

Friday, September 12, 2014

Mega Man X3 (SNES, Wii U VC) Retro Review

Our second review of the month is another Super Nintendo classic. This time we're taking a look at Mega Man X3. A PlayStation version later came out, and it was the version used in the Mega Man X Collection compilation from the sixth generation of game consoles. Regardless, if you're looking for a cool Mega Man-related review, X(3) marks the spot.

Mech-a no mistake-- Mega Man X3 is one awesome ride!


For the first time ever, Nintendo's classic digital games library known as the Virtual Console has Mega Man X3 available on it. It's of importance to note that this is solely the Wii U Virtual Console being referred to. Regardless, if you've been waiting to finally play the Super Nintendo version of Mega Man X3 and do so in a legal manner that didn't require paying at minimum $100 for a used copy, then this Virtual Console release is the right one for you. It doesn't hurt that Mega Man X3 is a damn good 2D action game.

It is a futuristic age intelligent robots known as Reploids coexist with humans. At least, that is the wish of their creator, Dr. Cain. When a Reploid's free will causes it to become chaotic and unfriendly, it is known as becoming a "Maverick." Dr. Doppler is famous for coming up with the technology to neutralize Mavericks and turn them back to their calm selves. The reformed Reploids created a utopia of sorts known as Doppler Town. However, they returned to their Maverick state, growing violent, and even attacking the Hunter base where X, Zero, and Dr. Cain reside. The blame is put on Dr. Doppler, so X and Zero head out to hold Doppler accountable.

There's no roll, but there's plenty of
rock going on here in Tunnel Rhino's stage.
If you've played at least one classic Mega Man game or the any Mega Man X title out there, you're familiar with how the structure of the game works. You're eventually let loose to choose from one of eight levels. These can be played in any order. Each level ends with a battle against a boss. A defeated boss will grant X with their special weapon. This special weapon can be used on a certain other Maverick boss to make the battle much easier. Finding out which boss is weak to which special weapon is a challenge on its own. There's trial and error involved with this route, but that is the way of these old school Mega Man games.

Three against one? Such unfair
odds... for these enemies!
For the first time in series history, players can switch to Zero. However, this is incredibly limited, specifically as if Zero loses all of his health or absentmindedly falls into a pit or row of spikes, he can no longer be utilized. This lasts for the entire play-through, too. It wouldn't be until subsequent sequels that Zero would be a full-time character to play as.

Mega Man X3 has plenty of replay value, moreso than the two games that preceded it. Of course, there's still eight heart tanks that extend X's life gauge and four sub-tanks which act as a reserve of health if X's life gets too low. Nonetheless, Mega Man X3 brings even more optional content to partake in.

Take to Mavericks in all sorts of places.
It's a jungle out there, after all!
For instance, X can go about collecting four different robot armors within the game. At specific call-in points in various levels, X can pilot one of the four mechs. One is your typical offensive armor with nothing really else that makes it special, while the Frog armor is terrific in water, not so much on land.

Mechwarrior has nothing on Mega Man X.
Fans of the Mega Man X series know that X can get armor upgrades through finding Dr. Light's hidden capsules that were stowed away in secret locations, just waiting for X to find them. This piece of Mega Man X tradition continues, offering upgrades to X's helmet, arms, legs, and body. However, there's also for the first and only time in the series, red capsules, of which there are four in the game. Unlike the traditional blue capsules, players must decide with of the four upgraded abilities they want. Once they get one of these special abilities, all of the other red capsules are rendered useless and put offline. If you ever wanted to dash twice in midair, there's an app-- er-- capsule for that.

As you upgrade X's armor,
X's appearance changes as well.
Mega Man X3 also changes up the final stages on players depending on whether new antagonists Bit and Byte were defeated or not when X came across them in two of the eight Robot Master levels. If they were, then their boss fight where they combine into one mechanical creation is replaced by another boss. The same goes with Vile. He won't be the final challenge of the second Dr. Doppler stage if players enter his lair, defeat him with a particular special weapon, and successfully flee from the area before it explodes. Instead, a new boss will take his place.

Despite the added replay value of Mega Man X3, you are still going to deal with a rather short yet sweet game. A first run through the game might last no more than three hours. Now, that would definitely be a bum deal if it weren't for how fun it is to replay X3. It just isn't X3 that is engaging to go through time and again; it's generally how the Mega Man series works in general.

Like a shotgun blast to the face!
Mega Man X3 sports incredibly clean and detailed spritework and backgrounds. It can be way too easy to speed through levels, missing the details, so sometimes just stopping to proverbially smell the roses is awesome to do. That way the backgrounds and their many pieces of eye candy can be better appreciated. The music of Mega Man X3 is indeed catchy, focusing more on rock than anything else. It is, however, decidedly weaker than its two predecessors.

I said "Dam."
Overall, Mega Man X3 delivers plenty of excellent twitch-based action-platforming and intense battles. Sure, way too many of the bosses rely on running into walls, but it doesn't adversely affect the Maverick encounters too badly. The amount of replay value exceeds that of Mega Man X and X2, allowing multiple runs through the game to be as different as the player prefers. The addition of a playable Zero is nice, but his inclusion is far too limited to be 100% excited about. Regardless, Mega Man X3 is a successful 2D action game, and it's a wonderful ending to the Super Nintendo trilogy of X games.

[SPC Says: 9.0/10]

Wednesday, September 10, 2014

Important Update Regarding SuperPhillip Central from Yours Truly!

Hey everybody. I've come to a decision about SuperPhillip Central that has made me very relieved and satisfied. No, there's no bad news like me quitting the site or anything like that. (Hopefully you would consider that bad news and not good news!) No, instead it's a change of approach to better suit my life and what's going on with me.

I am back at college this semester, and I'm really wanting to have another great semester as well as focus on what I'd like to do for a career, game design. If you've been following me on Twitter and have caught some of my tweets, I've been talking about my first major game project I've been working on called Super Push Adventure. This is very exciting for me, as it will be my first published game ANYWHERE!

I'm also doing a lot more things within the community. I'm being an exhibitor at a local game development festival and showing off my game in action. I attend regular developer meetups, demonstrations, and presentations. I'm also regularly having outings with friends. These are things I didn't really do or make time for in the past.

That's not the entire reason I wish to cut back on posts at SuperPhillip Central. I've been doing this site pretty much by myself for over six years now. I've really enjoyed my time, and by no means am I anywhere near finished. However, it's gotten to a point where I feel bad about missing a daily post or being late with an article or review. I'm treating SuperPhillip Central like a job, with deadlines and everything, and it's unneeded pressure. That and it makes writing turn into a chore instead of something I can enjoy 100% of the time.

What does this mean? It's simply that I'm not going to be constrained by forcing myself to post every weekday if I'm unable to, and simultaneously not feel guilt (however minor it might be) about not getting an article finished "on time." You will still get to read my thoughts on the industry, see fun little top ten and top five lists that I love writing, see editorials, view reviews, and so forth. It's just that they'll be more spontaneous rather than "okay, today is Tuesday, so that means THIS article must be posted by such-and-such time." I will still post SuperPhillip Central's Favorite VGMs on Mondays (or cheat and post them on a Wednesday yet still have the published article read Monday, hehe). 

On a side note, with all that is going on with "GamerGate" and gamers and the press being increasingly more vitriolic towards each other, their hobby, and this industry, I've sort of lost interest in posting articles to feed that negative mentality. Goodness knows I've done that enough in the past! I'm going to write positive pieces that celebrate gaming, or articles that don't slam gamers or the press such as "Bad Levels in Gaming History." These are articles I can enjoy writing without feeling any anger or frustration doing. 

That said, I'd love to hear... er... read what you'd like to see more of or less of on SuperPhillip Central. I know I don't get tons of comments, and that's sometimes a good thing because some days I just don't care to argue! Ha-ha-ha. However, right now I'd love your input on what you think about the direction this site is taking. 

If you keep on reading, I'll keep on writing!

- Phil