Wednesday, November 5, 2014
Captain Toad: Treasure Tracker (Wii U) Mini-Universes Galore Trailer
Today, a Nintendo Direct was streamed live on various sites. One of the trailers shown was of Captain Toad: Treasure Tracker, showing off the majority of puzzling stages within the game, albeit in very small and brief chunks. While North America and Japan gets the game this year, our European and Oceania pals will have to wait until next year, though you guys get all the good limited editions for Nintendo games, so NO COMPLAINING!!! (I was being cute there, and not at all seriously angry.)
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The Legend of Zelda: Majora’s Mask 3D (3DS) Announcement Trailer
After years of waiting and outcry from fans, Nintendo is finally delivering a remake of The Legend of Zelda: Majora's Mask, one of the most requested games for a remake. Maybe one day, you, too, Final Fantasy VII fans will get what you desire.
Tuesday, November 4, 2014
Stealth Inc. 2: A Game of Clones (Wii U eShop) Review
The first Tuesday night of November sees a brand-new review on SuperPhillip Central. It's for a sequel of a game that originally did not appear on a Nintendo platform, yet the sequel is a Wii U exclusive. It's Stealth Inc. 2: A Game of Clones.
If you remember how it was with the Nintendo 3DS eShop, that service started out eerily similar to the Wii U eShop. Both launched with very few games, and it would take a long stretch of time before content would come on a frequent basis. Not just content, but GOOD content. It seems we've hit that stage where the Wii U eShop has finally hit its stride, and what was once a multi-platform series is now seeing its sequel debut as an exclusive for the digital storefront. Stealth Inc. 2: A Game of Clones has sneaked its way onto the Wii U eShop. Should you alert your wallet?
In Stealth Inc. 2 you play as a cute, little, chubby clone whose biggest features are a potbelly and pair of goggles, who recently escaped from a routine shutdown procedure, much to the chagrin of an employee obsessed with being top dog of his company. This mastermind wishes for your failure at every turn, mocking you and taunting you at every step of the way. This isn't done with voice work, but instead with text ingeniously displayed on the game levels' walls in a way that blends in well to the environments and doesn't stick out like a sore thumb, either. Unfortunately, the cutscenes that show off the biggest events of the story don't impress as much, being pretty ho-hum still-frame pictures with incredibly limited animation. Regardless, the tale is endearing even without a big budget given to something as unimportant to a game like this than cutscenes.
The main attraction to Stealth Inc. 2 is the game's various test chambers. These have you taking a multitude of skills, whether they be reflexes, timing, platforming precision, and brain-busting, and solving puzzles to reach the exit of each chamber.
Your tubby robotic clone has a limited move set available to it. It can jump, crotch and crawl, and hang from ledges. It can also interact with computer terminals, buttons, and switches. However, as you'll find out through playing the first set of levels, the game tosses in enough variety and challenges and continues at a steady pace to keep things fresh and engaging. It also keeps things rather difficult.
As the title of the game suggests ever-so-subtly (sarcastically said), Stealth Inc. 2's gameplay deals a lot with stealth. It's all about avoiding detection from enemies who will quickly destroy you upon sight. No worries if you're destroyed, as you're nine times out of ten placed back near where you died, though that one time where you have to redo a whole section can be really, really annoying.
There's some insanely clever puzzle platforming action to be found in Stealth Inc. 2. One test chamber required me to have a vent blow some steam into a camera's sight, obstructing its vision so my tubby little dude could sneak past undetected. Light is also a major factor, requiring your robotic avatar to stay in the shadows to avoid being seen and using the environment to cast shadows that can hide your robot's presence. Stealth Inc. 2 is all about learning from mistakes to come to the correct solution, and finding the right solution on your own is so darn gratifying!
Each test chamber is timed, and players' times are posted on individual online leaderboards on a per-level basis. It takes some great response time, memory, and skills to perfectly run through the later test chambers, especially if you're going for an "S" ranking. An "S" ranking requires an insanely fast time, no deaths, and no detection from enemies or cameras. Since later test chambers are so long and involved, it's easy to just say "forget it" and just run through the game, perhaps only being concerned with time.
The most brilliant part of Stealth Inc. 2's design is an old adage of game development that the developers here have gotten down well-- showing the player through doing instead of simply through telling. Stealth Inc. 2 has you trying out solutions through experimentation, rather than through an out-of-place tutorial dictated by the developers.
Additionally, Stealth Inc. 2 does a tremendous job at slowly yet steadily building upon your tool set of skills each level. It provides a small amount of knowledge for the player, but just enough that the player can experiment a fair amount to reach a solution to a given puzzle and test chamber.
Part of this is done through how each set of test chambers besides the first puts a different gadget of your clone to use. The second set of chambers puts to use the Inflate-a-Mate, a gadget that can weigh down buttons, give you some extra elevation, a means to block lasers, and more. Then there's the Jack Boy, a gadget that allows you to hack nearby enemies, fully controlling them with the right analog stick as you move around with the left. Each chamber layers the uses of each gadget well enough that you're constantly learning and creating different ways of using each gadget.
Stealth Inc. 2 employs a Metroid-style overworld, unlike the multi-platform original, which simply had a menu containing every test chamber. For those unaware, what I mean by "a Metroid-style overworld" is one where you earn new gadgets for use outside of the test chambers, making it so you are able to use them to reach previously inaccessible locations. Most of these locations are for progressing in the game and venturing to new sections of the complex for new test chambers, but others house collectible costumes that can be used to customize your clone. Confusingly, there doesn't seem to be anyway to revert your clone back to its generic self once a costume piece has been equipped. Regardless, that's a minor quip with this otherwise excellent game.
Although, one big quip concerning the overworld doesn't occur often, but it can be obnoxious nonetheless. Sometimes a missed jump or a botched choice of direction can result in having to redo an entire section of the overworld map. This is an unnecessary punishment for such an easy mistake, making retreading ground unintentionally an annoying happenstance.
Stealth Inc. 2 comes with a really cool level creator that pretty much allows players to use the exact same toolkit that the developers of the game used to design their own trials to share with other players online. In essence, there can be an unlimited amount of levels for players to enjoy. That is, of course, as expected with any new tool, you take the time to learn the ins and outs of the level creator. (Unlike the actual game, a tutorial here would have been most welcome!) Regardless, you start off with an empty grid, setting the size of your personalized test chamber, and then select from a bevy of tools, structures, and obstacles to create a (hopefully) engaging and fair challenge for other players to (also hopefully) enjoy.
Stealth Inc. 2: A Game of Clones is a spectacular puzzle platformer and a great "get" for the Wii U eShop. It's not just a terrific game all to its own, but it's one of the online store's most competent and satisfying titles to date. Yes, it's not for all, as those with little patience will find constantly retrying levels to be tiresome, but everyone else will find a game packed with puzzles, precision platforming, twitch gameplay, and a robust level creator. Stealth Inc. 2 is a brilliant puzzle platforming package, and it's one that most Wii U owners shouldn't do without.
[SPC Says: 9.0/10]
A game to enjoy all by your clonesome
If you remember how it was with the Nintendo 3DS eShop, that service started out eerily similar to the Wii U eShop. Both launched with very few games, and it would take a long stretch of time before content would come on a frequent basis. Not just content, but GOOD content. It seems we've hit that stage where the Wii U eShop has finally hit its stride, and what was once a multi-platform series is now seeing its sequel debut as an exclusive for the digital storefront. Stealth Inc. 2: A Game of Clones has sneaked its way onto the Wii U eShop. Should you alert your wallet?
In Stealth Inc. 2 you play as a cute, little, chubby clone whose biggest features are a potbelly and pair of goggles, who recently escaped from a routine shutdown procedure, much to the chagrin of an employee obsessed with being top dog of his company. This mastermind wishes for your failure at every turn, mocking you and taunting you at every step of the way. This isn't done with voice work, but instead with text ingeniously displayed on the game levels' walls in a way that blends in well to the environments and doesn't stick out like a sore thumb, either. Unfortunately, the cutscenes that show off the biggest events of the story don't impress as much, being pretty ho-hum still-frame pictures with incredibly limited animation. Regardless, the tale is endearing even without a big budget given to something as unimportant to a game like this than cutscenes.
The main attraction to Stealth Inc. 2 is the game's various test chambers. These have you taking a multitude of skills, whether they be reflexes, timing, platforming precision, and brain-busting, and solving puzzles to reach the exit of each chamber.
Your tubby robotic clone has a limited move set available to it. It can jump, crotch and crawl, and hang from ledges. It can also interact with computer terminals, buttons, and switches. However, as you'll find out through playing the first set of levels, the game tosses in enough variety and challenges and continues at a steady pace to keep things fresh and engaging. It also keeps things rather difficult.
As the title of the game suggests ever-so-subtly (sarcastically said), Stealth Inc. 2's gameplay deals a lot with stealth. It's all about avoiding detection from enemies who will quickly destroy you upon sight. No worries if you're destroyed, as you're nine times out of ten placed back near where you died, though that one time where you have to redo a whole section can be really, really annoying.
There's some insanely clever puzzle platforming action to be found in Stealth Inc. 2. One test chamber required me to have a vent blow some steam into a camera's sight, obstructing its vision so my tubby little dude could sneak past undetected. Light is also a major factor, requiring your robotic avatar to stay in the shadows to avoid being seen and using the environment to cast shadows that can hide your robot's presence. Stealth Inc. 2 is all about learning from mistakes to come to the correct solution, and finding the right solution on your own is so darn gratifying!
Each test chamber is timed, and players' times are posted on individual online leaderboards on a per-level basis. It takes some great response time, memory, and skills to perfectly run through the later test chambers, especially if you're going for an "S" ranking. An "S" ranking requires an insanely fast time, no deaths, and no detection from enemies or cameras. Since later test chambers are so long and involved, it's easy to just say "forget it" and just run through the game, perhaps only being concerned with time.
The most brilliant part of Stealth Inc. 2's design is an old adage of game development that the developers here have gotten down well-- showing the player through doing instead of simply through telling. Stealth Inc. 2 has you trying out solutions through experimentation, rather than through an out-of-place tutorial dictated by the developers.
Additionally, Stealth Inc. 2 does a tremendous job at slowly yet steadily building upon your tool set of skills each level. It provides a small amount of knowledge for the player, but just enough that the player can experiment a fair amount to reach a solution to a given puzzle and test chamber.
Part of this is done through how each set of test chambers besides the first puts a different gadget of your clone to use. The second set of chambers puts to use the Inflate-a-Mate, a gadget that can weigh down buttons, give you some extra elevation, a means to block lasers, and more. Then there's the Jack Boy, a gadget that allows you to hack nearby enemies, fully controlling them with the right analog stick as you move around with the left. Each chamber layers the uses of each gadget well enough that you're constantly learning and creating different ways of using each gadget.
Stealth Inc. 2 employs a Metroid-style overworld, unlike the multi-platform original, which simply had a menu containing every test chamber. For those unaware, what I mean by "a Metroid-style overworld" is one where you earn new gadgets for use outside of the test chambers, making it so you are able to use them to reach previously inaccessible locations. Most of these locations are for progressing in the game and venturing to new sections of the complex for new test chambers, but others house collectible costumes that can be used to customize your clone. Confusingly, there doesn't seem to be anyway to revert your clone back to its generic self once a costume piece has been equipped. Regardless, that's a minor quip with this otherwise excellent game.
Although, one big quip concerning the overworld doesn't occur often, but it can be obnoxious nonetheless. Sometimes a missed jump or a botched choice of direction can result in having to redo an entire section of the overworld map. This is an unnecessary punishment for such an easy mistake, making retreading ground unintentionally an annoying happenstance.
Stealth Inc. 2 comes with a really cool level creator that pretty much allows players to use the exact same toolkit that the developers of the game used to design their own trials to share with other players online. In essence, there can be an unlimited amount of levels for players to enjoy. That is, of course, as expected with any new tool, you take the time to learn the ins and outs of the level creator. (Unlike the actual game, a tutorial here would have been most welcome!) Regardless, you start off with an empty grid, setting the size of your personalized test chamber, and then select from a bevy of tools, structures, and obstacles to create a (hopefully) engaging and fair challenge for other players to (also hopefully) enjoy.
Stealth Inc. 2: A Game of Clones is a spectacular puzzle platformer and a great "get" for the Wii U eShop. It's not just a terrific game all to its own, but it's one of the online store's most competent and satisfying titles to date. Yes, it's not for all, as those with little patience will find constantly retrying levels to be tiresome, but everyone else will find a game packed with puzzles, precision platforming, twitch gameplay, and a robust level creator. Stealth Inc. 2 is a brilliant puzzle platforming package, and it's one that most Wii U owners shouldn't do without.
[SPC Says: 9.0/10]
Labels:
a game of clones,
curve studios,
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Monday, November 3, 2014
SuperPhillip Central's Favorite VGMs - No Bad VGM November Edition
For some, November is a time to grow a big beard to support a noble cause. Hopefully this is just the men who are doing this, but I'm not here to judge. Regardless, SuperPhillip Central's Favorite VGMs is all about no bad VGMs this month. Then again, it's my wish that you can consider every month one where there are no bad VGMs. Good VGMs being subjective and everything. This week we have music from Mario Golf: World Tour, Rayman Origins, and Super Street Fighter IV, to deliver some good tunes to your good ears.
v731. Mario Golf: World Tour (3DS) - Forest Course
We kick this edition off with two recent Mario sports titles. The first of which is one of my personal favorite Mario sports titles ever created, Mario Golf: World Tour for the Nintendo 3DS. Not only did it have an abundance of holes to play on, but it had online tournaments, Mii customization, and so much more. As usual with Camelot-developed games, Motoi Sakuraba was at the composition helm for this game.
v732. Mario Tennis Open (3DS) - Wario Dunes
A study in contrast, while Mario Golf: World Tour was packed to the brim with content, Mario Tennis Open was decidedly a bit bare-bones in comparison. Heck, it was bare-bones in comparison to other games in its own genre and even series. That said, I still enjoyed my time with it, and I find the soundtrack to be a sizable part of that, once again composed by Motoi Sakuraba.
v733. Rayman Origins (Multi) - Gourmand Land ~ Breaking the Ice
Rayman Origins wasn't just a game with a terrific visual style and sensational soundtrack-- it was an immaculate 2D platformer that only made the wait for its sequel, Rayman Legends, that much harder. Christopher Heral was the composer behind both games, but I enjoyed his work more on Origins than what was available in Legends. Don't get me wrong, however-- that soundtrack was really good, too.
v734. Voodoo Vince (XBX) - Jean Lafitte's Ship
We go to a game that is getting recognition on SuperPhillip Central's Favorite VGMs for the first time, and it's about time, too! This theme comes from the severely underrated 3D platformer for the Xbox, Voodoo Vince. This was back in the day when the Xbox brand wasn't so focused on the 18-35 male gamer who tends to hover towards shooters, sports games, and racers. It's sad because I had high hopes for the Xbox brand back then. Quick! To the next VGM before I depress myself!
v735. Super Street Fighter IV (PS3, 360) - Drive-In at Night Stage (U.S.A.)
Our last VGM of this edition comes from Super Street Fighter IV. Fighting games where memorizing button combos is key are the bane to my gaming existence. I'm horrible at them, yet I keep coming back for more, as I get some enjoyment out of them. The Street Fighter series is no exception, and this chill electronica theme for the drive-in stage is of great contrast to the hot and heated action that takes place on it.
v731. Mario Golf: World Tour (3DS) - Forest Course
We kick this edition off with two recent Mario sports titles. The first of which is one of my personal favorite Mario sports titles ever created, Mario Golf: World Tour for the Nintendo 3DS. Not only did it have an abundance of holes to play on, but it had online tournaments, Mii customization, and so much more. As usual with Camelot-developed games, Motoi Sakuraba was at the composition helm for this game.
v732. Mario Tennis Open (3DS) - Wario Dunes
A study in contrast, while Mario Golf: World Tour was packed to the brim with content, Mario Tennis Open was decidedly a bit bare-bones in comparison. Heck, it was bare-bones in comparison to other games in its own genre and even series. That said, I still enjoyed my time with it, and I find the soundtrack to be a sizable part of that, once again composed by Motoi Sakuraba.
v733. Rayman Origins (Multi) - Gourmand Land ~ Breaking the Ice
Rayman Origins wasn't just a game with a terrific visual style and sensational soundtrack-- it was an immaculate 2D platformer that only made the wait for its sequel, Rayman Legends, that much harder. Christopher Heral was the composer behind both games, but I enjoyed his work more on Origins than what was available in Legends. Don't get me wrong, however-- that soundtrack was really good, too.
v734. Voodoo Vince (XBX) - Jean Lafitte's Ship
We go to a game that is getting recognition on SuperPhillip Central's Favorite VGMs for the first time, and it's about time, too! This theme comes from the severely underrated 3D platformer for the Xbox, Voodoo Vince. This was back in the day when the Xbox brand wasn't so focused on the 18-35 male gamer who tends to hover towards shooters, sports games, and racers. It's sad because I had high hopes for the Xbox brand back then. Quick! To the next VGM before I depress myself!
v735. Super Street Fighter IV (PS3, 360) - Drive-In at Night Stage (U.S.A.)
Our last VGM of this edition comes from Super Street Fighter IV. Fighting games where memorizing button combos is key are the bane to my gaming existence. I'm horrible at them, yet I keep coming back for more, as I get some enjoyment out of them. The Street Fighter series is no exception, and this chill electronica theme for the drive-in stage is of great contrast to the hot and heated action that takes place on it.
Sonic Boom: Rise of Lyric (Wii U) TV Commercial
Here's a cute and clever commercial for the upcoming Sonic Boom: Rise of Lyric for the Wii U. I'm cautiously optimistic about this game, as early videos weren't so hot. This new stuff is much more intriguing and polished. We'll see how well the game turns out when it releases in a couple of weeks.
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