Wednesday, November 17, 2021

Mario Party Superstars (NSW) Review

We did our unpacking on Monday, and now since that is done, it's party time with Mario Party Superstars, SuperPhillip Central's latest review! Let's see how Mario's latest shindig is with this, the SPC review!

An entry that does this party favors.

In 1999, Nintendo and developer Hudson Soft teamed up together to release a new spin-off franchise in the much beloved Mario series. Introducing Mario Party on the Nintendo 64, a virtual board game where players rolled dice to earn coins in order to purchase the most stars by the end of the game. Interspersed between turns was an assortment of wild and wacky mini-games that every player participated in to win coins. 

Mario Party as a series would become an almost annual tradition for Nintendo systems with two more Mario Party games releasing on the Nintendo 64, four entries coming out on the N64's successor, the GameCube, and both numbered and non-mainline entries launching on various other systems. Essentially, every major Nintendo platform got a Mario Party game of some sort. Heck, even the failed e-Reader peripheral from Nintendo for the Game Boy Advance got in on the party action.

Now, after the major, breakout success of Super Mario Party on the Switch, breaking records for the series in a big way, now developer ND Cube (who took over the series with Mario Party 9) has what can be described as a "greatest hits" collection of Mario Party. A collection that is far greater than the rather dud of a party that the 3DS's "Mario Party: The Top 100" ended up being. This is Mario Party Superstars, offering five classic, remixed boards from the Nintendo 64 games, and a collection of over 100 mini-games selected from Mario Party 1-10. 

The flow of Mario Party Superstars harks back to the Nintendo 64 era of the Mario Party series. That makes sense since not only does Superstars borrow its collection of boards from the N64 trilogy of games, but it also features a heavier selection of mini-games from the earlier Mario Parties rather than the later ones. One could easily argue that this is because later Mario Party games relied more heavily on motion controls, which Mario Party Superstars does not include an option for whatsoever.

Reach Toadette with 20 coins to earn a much coveted Power Star.

Regardless, with each of the game's boards, the goal is the same: navigate around the myriad spaces to reach where Toadette is located. If a player has 20 coins (or 10 in some rarer occasions), they can purchase a Power Star from her. Some boards shuffle the location of where Toadette goes after a Star has been collected, while others Toadette remains in the same spot. Each turn players roll a dice block that goes from 1-10 and land on spaces around the boards with varying attributes. Some award coins, while some take them away. Some spaces reward lucky rollers with items, while others can initiate a battle mini-game or Chance Time, where the lander of the space hits a trio of dice block roulettes to determine which player gives what to whom, whether that be coins or worse case scenario: Stars.

Returning from earlier Mario Party games is that of items. Each player can purchase them from special stores around a given board for coins, and these range from adding spaces to a player's roll, slowing down another player, shuffling locations with another player on the board, stealing an item from another player, or being transported directly to the location of the Star. The economy in Mario Party Superstars offers lots of opportunities to earn coins and items due to the immense amount of Lucky Spaces and such, but this only adds to the fun in my book. It doesn't devalue any aspect of the game overall.

After a turn has ended, all four players participate in a mini-game for coins. Most mini-games have a familiar and similar payout of 10 coins for first place, 3 for second, 2 for third, and 0 for last place, but some are coin mini-games where players keep what they grab coin-wise in the mini-games. Depending on what space each player landed on in their turn, the type of mini-game can change from a free-for-all (where all players land on the same colored space) to a team-based mini-game like an even 2-vs-2 or a more skewed 1-vs-3. 

Revenge! In this mini-game, the bonk-ers have become the bonk-ees! 

The mini-games in Mario Party Superstars are all cherrypicked from past Mario Party games, namely the mainline numbered entries from the very first on the N64 to the Wii U's Mario Party 10. Most mini-games demand some level of skill to win (the occasional luck-based one does rear its head in, however, though these make for some hilarious moments, too), but each is easy enough to learn and is accessible enough to let all players enjoy themselves no matter their age or gaming experience. From mini-games where you bump into one another while rolling along bouncy balls, attempting to knock each other off a circular platform, to less stimulating games like carefully counting a cavalcade of parading, passing Goombas, the mini-games on offer are usually quick enough to never outwear their welcome. Well, that's save for a select handful, and these are usually dreaded when they come up in rotation by me.

Even though it's "Hammer Time", you definitely don't want to "stop" here in this mini-game!

Mario Party Superstars sports five unique boards: two from Mario Party with Yoshi's Tropical Island and Peach's Birthday Cake, two from Mario Party 2 with Space Land and Horror Land, and the odd game out, Mario Party 3, with only one represented board: Woody Woods. Each board has its own gimmicks to it. For example, despite its name, Yoshi's Tropical Island actually features two major isles. Both have a selection of spaces to move over, and are connected by two bridges guarded by hulking stone blocks known as Thwomps. Each time a player wishes to cross a bridge, they need to pay a coin toll. Players can raise the toll and set it as high as they can afford it to make it difficult for other players to cross. Meanwhile, stepping on specially marked green spaces results in the Toadette and Bowser's locations being switched, meaning that you can really mess over other players or yourself if you land on the right space at the wrong time. 

Even though it's Yoshi's Tropical Island, Thwomp doesn't play favorites.
Everyone's got to pay the toll to cross.

On the other end of the chaos spectrum with Mario Party Superstars are boards like Horror Land, where day and night passes every few turns, blocking pathways that were accessible during the day but are now unavailable at night and vice versa. Throw in a King Boo who can not only steal coins from all players, but also a single Star from each player (for the right price, of course), and you can have a high amount of havoc and hijinks.

And that's really what Mario Party as a series is known for: havoc and hijinks, and most players wouldn't have it any other way. If you're fine with the fact that the most skilled player doesn't always win, you're sure to have a terrific time. It comes down to a mixture of luck and skill, with sometimes a heavier focus on one over the other. You can do poorly in mini-games, and have your luck turn around with a stolen Star in your favor via Chance Time, or get rewarded via Bonus Stars at the end of the game from getting the best rolls or landing on the most spaces of some type. 

The most exciting part of Mario Party Superstars is that of online play. While Super Mario Party received online play via a late update, it never really cut the mustard in the end. I faced multiple disconnections, and at the same time, it was a bit too little too late, despite being most welcomed as an addition. Conversely with Mario Party Superstars, online play, with friends or random players, is present right out of the box, and overall, it works wonderfully. The game's stickers and stamps that can be used during the board sections of the game are great for communicating (or just grief-ing other players, of course, but *I* wouldn't do that...), and lag is surprisingly uncommon in games. 

Games can be saved and exited after a given turn to be picked up and resumed for later, and if a player exits mid-game, a CPU opponent takes over instead of just killing the game right then and there. Private lobbies can be made for friends, and these allow a lovely amount of customization of the rules. You can choose turn amount, if post-game Bonus Stars are on (and if they follow classic or modern Mario Party Bonus Star rules), and if you want to set a Star handicap for any particular players.

Hit a homer, and knock one (or several, ideally) out of the park in Dinger Derby.

Mario Party Superstars also sports its own series of achievements from completing certain in-game goals, some of which are tougher to obtain than others (especially those online-focused ones), and also its own shop. The shop, where you spend coins earned from participating in games, has a wide assortment of goodies--from stickers to spam with your friends and to total strangers alike, to songs to listen to outside of games, there is no shortage of extra stuff to unlock for players who would like some extended enjoyment out of their Mario Party if somehow just fun with friends and family isn't enough.

Some mini-games force would-be competitors to work together for some interesting dynamics.

There is one sizable issue I do have with Mario Party Superstars. While the five boards on offer are fun to play on, the amount is a bit paltry overall. The fact that Mario Party 3 does not have a second board is a bit of a shame, and it would have been nice to see some boards from later games in the series. Alas, perhaps as DLC or we'll just have to wait for a sequel for that. However, some more boards from Mario Party 1-3 would go a long way in extended the length and fun to be found in this game. 

Mario Party Superstars delivers a supersized party package that really feels like a proper successor to the Mario Party crown after all of this time. While for me, annual releases of the series did make for a dull series, requiring a change to the formula at the time, I'm very glad that ND Cube has returned the Mario Party series to its roots in utterly fantastic fashion. The number of boards is disappointing, and some mini-games chosen are a bit boring and worthy of a head scratch, but all in all, Mario Party Superstars is a bonafide bountiful bash worth celebrating with a few friends, family members, or thanks to online play, complete strangers as well.

[SPC Says: B+]

Monday, November 15, 2021

Unpacking (XBS, XB1, NSW, PC) Review

Unpacking is the next game on the review roster for SPC, and it's not usually the fare covered on the site. Thankfully, this Game Pass title delivered with a delightful and relaxing game. Read more with the SPC review.

Leader of the "Pack"

Moving is an oftentimes stressful and hectic activity to do in the best of circumstances, so it takes some kind of special skill to create a video game that makes the process actually enjoyable. Well, that is exactly what developer Witch Beam has done with Unpacking, a game that focuses on the eponymous activity and turns it into a calming, relaxing game.

Each "level" or year in Unpacking sees you--well--unpacking from a series of cardboard boxes in a new abode, whether it be your starting childhood room, or ending up with a full-blown house in adulthood with partner (and new baby) in tow. While many of the items that you encounter whilst unpacking don't have much of a sentimental value to them (unless our main character really, REALLY finds specific rolls of toilet paper endearing), the items that do have value happen to help tell a story about the unspecific character whose moving you're essentially assisting with. Everything from their occupation, hobbies, and more can be surmised or at least guessed on, which adds to some of the fun in the game. 

You begin Unpacking by unboxing items within your childhood room.

The act and art of unpacking itself in Unpacking is simple and sweet. The left stick provides you with a cursor to move around, which can have its sensitivity altered to your liking, and able to "click" on items to grab them, rotate them, and place them where needed. You can also zoom in and out to your desired depth, allowing you to see all there is to the rooms and objects of which you are interacting with. 

Unpacking is as easy as opening a box, clicking on it, and thus getting the first, predetermined item out of it. Really, Unpacking is a puzzle game as much as it is a zen-like relaxation game. After all of the items have been removed from their boxes and the boxes recycled, you'll see a red, flashing outline around items that are not in their proper rooms or places. 

From there, it's college time. It's our character's first extended time away from home.

It's not always as simple as realizing you can't have a working toaster inside a bathtub (hopefully knowledge that most of you reading this review know), as the game can get very particular about where items needed to be placed. Sometimes it's difficult to decipher what an item actual is, no matter how much you zoom in or out on the object in question. That understandably makes properly placing a particular object a tad difficult. 

Again, starting off in the game, you begin with one room, but by the end, you're unpacking boxes throughout an entire house. Just because a box is in one room doesn't mean all of the items inside belong to that room, as you'll discover in later levels. Some objects need to be turned and placed oh-so-particularly. It's here that Unpacking can be a bit of stress-inducing game at times.

The ease of the cursor-based controls even on consoles is lovely.

Of course, if you're the type who doesn't want any stress whatsoever and wishes to place items willy-nilly, you're able to do so via the game's accessibility options. You can turn on the ability to put items wherever without issue and without them needed to be in specific rooms or spots in said rooms. This is great for artistic endeavors, creativity, and enjoyment (or if you're just wanting a quick run through the game for achievements. No judgment. You do you.).

Unpacking isn't just about unpacking everything and placing things where they need to go: the game also possesses some puzzles in the form of optional tasks and achievements that involve interacting with objects and placing items in specific ways. This reveals unlockable stickers that can be used in your photographs and are a cool collectible by which to aim for on the whole. 

Unlock various stickers from completing a variety of in-game tasks.

On the presentation side of Unpacking, the game sports a colorful pixel art style with isometric angles for each of the rooms you place objects inside. For the most part, items that you assign to shelves, beds, floors, chests, drawers, and more are properly detailed and easy to distinguish between save for a couple of stragglers here and there which provide some occasional and initial confusion. The amount of items and objects presented in Unpacking is amazing, especially because they are so well detailed and lovely on the eyes. Unpacking's presentation is a pleasant one, and this continues with the sound design. The plops and ploops (I made up the latter) sound fantastic and lend to the zen-like feel of the game. Then, you have the soundtrack that is supports the mostly relaxing gameplay. It all meshes together like a well-sorted bedroom with everything properly in its place.

A studio apartment with modern amenities? In THIS economy?

Unpacking succeeds at what it sets out to do: create a calming and zen-like gaming experience for players. Whether you opt to adhere to the game's rules of positioning items or not (which can be turned on or off at any time), you can create and enjoy the game the way you want. As someone who has an admittedly short attention span, I didn't think I would take kindly to the ordinarily painstaking and tedious task of opening up boxes, removing their contents, and placing everything where I deemed they belonged. However, despite there being the periodical bouts of repetition in the overall design, I ended up enjoying my time with Unpacking.

[SPC Says: B]

Pokémon Brilliant Diamond and Pokémon Shining Pearl (NSW) Overview Trailer

Ahead of its release this Friday, the pair of Sinnoh region remakes, Pokémon Brilliant Diamond and Pokémon Shining Pearl, have received an overview trailer detailing all of the unique and familiar features brought to the games. Both Pokémon games launch this Friday on the Nintendo Switch.

 

Wednesday, November 10, 2021

Pokémon Brilliant Diamond and Pokémon Shining Pearl (NSW) "Meet Legendary Pokémon in Ramanas Park!" Trailer

Legendary Pokémon of multiple types find themselves ready to be discovered in Pokémon Brilliant Diamond and Pokémon Shining Pearl. However, you'll need to find their corresponding slates throughout Sinnoh in order to be able to actually encounter them. 

Further, those with Pokémon Sword or Pokémon Shield save data on their Switch will be able to encounter Jirachi while those with Pokémon Let's Go, Pikachu! or Pokémon Let's Go, Eevee! save data will be able to encounter Mew. Additionally, those who purchase and play Pokémon Brilliant Diamond or Shining Pearl before February 21, 2022 will receive a special egg featuring Manaphy. Both Nintendo Switch remakes of Pokémon Diamond and Pokémon Pearl launch on Nintendo Switch on November 19, 2021!

Tuesday, November 9, 2021

Flynn: Son of Crimson (XB1, PS4, NSW, PC) Review

The second-to-last month of 2021 (wow, this year is going by fast!) sees a new review hitting SuperPhillip Central. It's a marvelous 2D platformer from a new indie studio, and their first project and release is Flynn: Son of Crimson, available for Xbox One, PlayStation 4, Nintendo Switch, and PC. Here is the SPC review. 

A guardian dog-gone good game


When a mysterious and formidable villain steals his guardian wolf Dex's energy, our hero Flynn must search far and wide across the land of Roscantica to recover the lost energy. That is where our tale kicks off to a fast start, offering dozens of 2D platforming levels with hack-and-slash action sprinkled on top of it. 

The developer describes Flynn: Son of Crimson as a light Metroidvania, though this might conjure up ideas of an interconnected series of levels where players earn new abilities to progress through it. While our titular hero does earn new abilities in the form of weapons like an axe that can smash through crystals, and magic like fireballs that can light torches and lightning that can shock enemies, the levels in Flynn: Son of Crimson are segmented in a world map more akin to a game like Super Mario World or Donkey Kong Country than something like Metroid or Castlevania.

Flynn and his trusty guardian dog spirit Dex leap into action!
The aforementioned hack-and-slash action in Flynn: Son of Crimson involves our hero's ability to utilize one of three earned weapons within the game: a standard sword, a heavy axe, and a quick striking claw. As players progress in the game, they'll encounter a character that they can spend the in-game currency on, discovered from defeating foes and destroying red crystals of various sizes. This currency can be spent on further evolving Flynn's skillset, adding more attack power to his arsenal, giving him more health, increasing his combo capacity, and much more.

Speaking of leaping into action, both Flynn and these foes are doing just that!
Apart from offensive capabilities, our hero has some ways to help him help himself with the ability to heal himself in an almost Hollow Knight manner. By finding and smashing green crystals, Flynn can store healing energy in a vessel that can be used when his health is low. He'll need to not be interrupted by an enemy's attack to heal himself properly, but this really helps in a pinch in the more pressing enemy engagements and levels. such as in the game's secret survival levels, where you face wave after wave of enemies one after the other with not much in the way of a break in between each wave.  

When you're not slashing and slicing enemies as Flynn and taking on epic bosses in stellar one-on-one showdowns (though I must note that most of these showdowns sport very little in the way in context of why you're engaging in them in the first place--small gripe, though), you'll be solving environmental puzzles. These are rather basic, but they're fun to solve all the same. None outstay their welcome, and each level introduces a new mechanic to make for an enjoyable experience overall. One level features acid rain, which requires Flynn to occasionally seek shelter under ceilings and inside caves, or else slowly have his health whittle away, while another is an ode to the Lost Woods from Legend of Zelda fame, where players must properly choose the correct path by listening well to an NPC's words to successfully navigate through it.

One could say that our hero is "Flynn it to win it?"
...Okay, maybe not, but he's ready and able to succeed all the same.
Occasionally, Flynn, and by extension players as well, will encounter Roscantica's threat firsthand with the Scourge. This results in levels being blocked by the player until they uncover the Scourge's source in one of the levels, and completing a short but intense Scourge-version of one of the game's levels. These usually involve dark, dimly lit areas, sometimes featuring acid water, plenty of thorns, and even a magical axe that stalks our hero, ready to strike him if Flynn lingers nearby for too long. These brief roadblocks in Flynn's adventure don't take too terribly long to complete, but like many of the levels themselves, they split up any possible monotony players might face. 

Flynn: Son of Crimson is a short game, especially if your intention is to just speed or rush through it. Still, even if you're going for 101% completion, Flynn's adventure isn't a lengthy one. For me, the game clocked in at just over 7 hours for full completion with every achievement attained and every secret revealed. 

While the length of the game is a short one, Flynn: Son of Crimson does not feature much in the way of padding whatsoever, as the game maintains a steady and enjoyable pace from beginning to end. With three difficulties and a wealth of accessibility options that are much welcomed, as well as loads of hidden exits in levels and secret relics to acquire, Flynn: Son of Crimson has no shortage of goodies to discover, making repeated playthroughs a joy.

Collect hidden relics in levels to trade to an in-town NPC for massive amounts of red crystals.
Unlike the locations of the game's hidden relics, throughout its pretty pixelated presentation, which is exemplified in its gameplay, environments, and even in its cutscenes, it's no secret that Flynn: Son of Crimson is one seriously gorgeous game. Everything, from the characters to the enemies, to the backgrounds and objects, is remarkably and impeccably defined, offering a clear and colorful visual style that must be seen in motion to be believed. The soundtrack is stellar, delivering memorable tunes and melodies that will be dancing around in your head long after you end your gaming session.

Defeat enemies, destroy red crystals, and collect red shards in the wild to also expand Flynn's "wallet" of sorts.
For a first effort from Studio Thunderhorse, the team has managed to craft one of the better indie titles of the year. And perhaps that's a bit too limiting as a description. Nay, Flynn: Son of Crimson stands as one of the better titles of the year, indie or not. What it lacks in length, it more than makes up for in brilliant design--whether within its levels or its gameplay, its immaculate pixel art style, and terrific pacing. No matter if you pick it up off Game Pass on Xbox or PC or purchase the game, you're in for a real winner with Flynn: Son of Crimson.

[SPC Says: A-]