Monday, May 2, 2016

Achievement Unlocked (20 GamerScore): 2 Million Views on SuperPhillip Central!

 

It's a very special achievement and milestone that SuperPhillip Central has finally hit! As you can see with this preceding image, SuperPhillip Central has crossed the 2 million page view total mark after nearly eight years of being online. Not bad since I don't go out of my way to advertise or game the Google SEO system!

I would like to thank everyone both past and present who have helped contribute to this number. I never believed that my small site for my musings back in 2008 would turn into a professional gaming blog that some actually turn to for my own opinions on the industry, housing over 670 reviews, over 500 unique articles, and over 3,000 total posts.

I hope we can all be together when SuperPhillip Central hits 3 million!

SuperPhillip Central's Favorite VGMs - Sonic Says Edition

Welcome to the first edition of May for SuperPhillip Central's Favorite VGMs, and this week we're celebrating the 25th anniversary of Sonic the Hedgehog a couple of months early with this all Sonic edition.

Get a chili dog and your running shoes because first we're taking on Sonic Runners, Sonic R, and Sonic Rivals 2. Then, we're going for more slow going with music from Sonic Boom: Shattered Crystal and Sonic Adventure 2. It's mostly lesser talked about Sonic games on this edition, so that makes it even more special.

After you're done with this week's edition of SuperPhillip Central's Favorite VGMs, speed dash on over to the VGM Database for all past VGM volumes.

v1131. Sonic Runners (iOS, Android) - End of the Summer


While the name of this song is several months early, End of the Summer, played in the Tropical Coast special event of Sonic Runners, is a sensational piano, violin, and rock song. It gets you pumped and primed to speed along as Sonic or as one of several other unlockable characters. Unfortunately for Sonic Runners, the soundtrack is the best thing about this IAP-laden game.

v1132. Sonic R (SAT, PC) - Super Sonic Racing


Containing a Euro-pop soundtrack, Sonic R is an on-foot racer that is a very brief game. If you're knowledgeable of the tracks and hold some level of skill, you can beat the game within 1-2 hours completely. Still, that means that these vocals songs won't get overplayed, bringing you to a state of annoyance with them. That said, how could you possible grow tired of songs like Super Sonic Racing and Can You Feel the Sunshine?

v1133. Sonic Rivals 2 (PSP) - Blue Coast Act 3


Another racer for Sonic the Hedgehog, but this time it's a 2.5D affair. Sadly for the PSP-exclusive Sonic Rivals series, the racing against rivals is filled with rubber-band AI and frustration. I would have loved the game much better had they just played like a normal Sonic game with the same level design and without the need for outrunning an AI rival. Nonetheless, like most Sonic games, the soundtracks is phenomenal at least.

v1134. Sonic Boom: Shattered Crystal (3DS) - Seaside Beach


I said "like most Sonic games". With Sonic Boom's appearance on both the Wii U and 3DS, this isn't totally 100% true. Sonic Boom: Rise of Lyric on Wii U's soundtrack is majorly forgettable while Sonic Boom: Shattered Crystal on the 3DS has few standout tracks. Seaside Beach, the first level of the game, is one of such tracks. It's baffling because the great Richard Jacques was behind the soundtrack, and he is usually at the top of his game. Not so with Shattered Crystal for the most part.

v1135. Sonic Adventure 2 (DC, GCN) - Rumbling HWY ...for Mission Street


While Sonic's levels in Sonic Adventure 2 sport a racing beat and rhythm to them, Tails's levels are more mellow in tempo. That's the case with Rumbling HWY heard in Mission Street, Tails's second level. This level set under a starry night sky has Tails and his machine maneuvering through pieces of road, inside city blocks, and Radical Highway-esque obstacles. Sonic Adventure 2 possesses my favorite 3D Sonic soundtrack. I might be biased, though, because it was my first foray with Sonic in the third dimension.

Sunday, May 1, 2016

Review Round-Up - April 2016

Star Fox Zero, reporting in as SuperPhillip Central's featured game of the month.
It's the beginning of a new month, so why not take a look back at the past month's list of reviews? That's exactly what the Review Round-Up does, a longtime recurring monthly segment here at SuperPhillip Central.

There were a tremendous amount of reviews for the month of April on the site, all starting off with one of my favorite mobile games I've played so far, Adventures of Mana. It scored an A-, one of the best grades ever given to a mobile game thus far. Then, I tried out Lovely Planet on the Wii U eShop, but its cuteness couldn't save me from hours of frustration. Hence the D+ score. Then, another fantastic mobile game was enjoyed by yours truly, the iOS exclusive Goblin Sword, slashing its way to an A-. I then picked up some Pug's Quest, but its randomized level order soured me on absolutely loving the game, giving it an average C.

Apparently April was a month of PlayStation Portable goodness, with me checking out four PSP games: Bomberman (B-), Twisted Metal: Head-On (B-), Secret Agent Clank (B-), and Star Wars Battlefront: Renegade Squadron (C+). Aw, I couldn't keep up that B- trend!

Aside from my deluge of PSP release reviews, I checked out Sonic & Sega All-Stars Racing, as a Better Late Than Never review, speeding its way to a C+. Next up, Disney Crossy Road delighted, getting a superb B+. Finally, the featured game of the month here at SuperPhillip Central, Star Fox Zero, barrel rolled its way to a B+ score.

May is shaping up to have quite a few interesting games reviewed, including looks at Fire Emblem Fates, Hyrule Warriors Legends, and Star Fox Guard. There will be plenty of surprises as well, so please look forward to the goodness I have to deliver here at SuperPhillip Central!

Adventures of Mana (iOS, Android) - A-
Lovely Planet (Wii U eShop) - D+
Goblin Sword (iOS) - A-
Pug's Quest (iOS) - C
Bomberman (PSP) - B-
Twisted Metal: Head-On (PSP) - B-
Sonic & Sega All-Stars Racing (iOS, Android) - C+
Secret Agent Clank (PS2, PSP) - B-
Star Wars Battlefront: Renegade Squadron (PSP) - C+
Disney Crossy Road (iOS, Android) - B+
Star Fox Zero (Wii U) - B+

Run, don't walk, to check out SPC's in-depth Star Fox Zero review!

Saturday, April 30, 2016

Star Fox Zero (Wii U) Review

Time for the final review of April before we say goodbye to the month that was. Star Fox Zero is the subject of tonight's review, and it has gotten quite the differing of opinions. Let's see where I stand with the game with this special, in-depth review!

I was feeling it had been a while since someone told me to do a barrel roll...


One of my favorite lesser celebrated Nintendo franchises in the company's exhaustive lineup of IP is Star Fox. While it took me, like many, to fall in love with the series with Star Fox 64, I have since grown a fond appreciation of Fox McCloud and his furry friends. Whether performing barrel rolls to deflect enemy shots or tailing Star Wolf in an intense dogfight, Star Fox has given me many memorable moments of exhilarating gameplay.

Now, after many entries that have been passed off to outside developers, Star Fox is home with Nintendo, though not without the help of Platinum Games. It's no secret that the reception of the newest entry on Wii U, Star Fox Zero, is mixed at best with the greatest point of contention being the controls. Now, after spending over a dozen hours in Arwings, Walkers, Landmasters, and Gyrowings, how does Fox McCloud and crew soar the Lylat System's dimensions in my point of view?

Star Fox Zero is essentially a reboot of the Star Fox franchise. It's a retelling of Star Fox 64's story with some different story beats here and there, such as the use of teleporters and portals as a main theme with the game. Some of the lines of dialogue are the exact same or slightly edited versions from what was said in Star Fox 64. The ending of the game is basically a rehash of the Nintendo 64 classic as well with some mild variations. Still, overall, the story and especially the content of Star Fox Zero is new enough to not feel like you're having a strong case of déjà vu.

Oh, Slippy. Even 19 years later you're still getting yourself in to trouble.
The dialogue itself isn't nearly as corny as Star Fox 64 with much more impressive performances. That doesn't mean it isn't as memorable, though that's probably the case, as we've all had nearly 20 years of play-throughs of Star Fox 64 to memorize every line uttered. The only big issue I have with Star Fox Zero's dialogue is how much it can be repeated even in the span of one level. Some variety would have sufficed for me.

The main draws of Star Fox Zero after beating the 3-4 hour initial campaign have you returning to past levels to find alternate paths to new missions, gunning for high scores on each mission, and acquiring all of the game's 70 medals. What was then a 3 or 4 hour experience can easily triple and quadruple your overall time with the game. Thus, if you're just in to beat the game and then shelve it, Star Fox Zero is hard to recommend at its full price, but then I would imagine that most people who buy games pretty much want to get their money's worth. Thus, it makes sense to me that most players of Star Fox Zero would want to try to see everything the game has to offer.

Interested? You didn't even have to ask!
When you first start Star Fox Zero and play through the campaign, you are just going through a linear series of planets and areas for the most part, save for an opportunity to either go to planet Fortuna or the desert plant of Titania based on whether you can shoot down a certain enemy within a certain amount of time. Star Fox Zero doesn't have the same structure as Star Fox 64. You don't go through seven planets or areas with chances for multiple branching paths depending on what you do. Instead, each completed mission sends you back to the Lylat System map, allowing you to either play the next stage or return to a previously beaten level to go for a high score, find an alternate path, or collect medals, five of which are in each main stage with side levels having but one or two.

The alternate paths usually come in the form of portals that are found through different means. For instance, Corneria, the first planet and level of Star Fox Zero, has you running through it normally the first go around. Once your Arwing is given the ability to transform at will into the bipedal Walker form, you can hit a ground switch during the on-rails section of Corneria, opening a locked gate that leads to a portal, which, in turn, leads to an alternate level. This portal takes you to, and the alternate levels itself is an encounter with a sea-bearing mothership known as Aquarosa, which is a steeper challenge than just going the ordinary path in Corneria. Each alternate path that you can find usually requires you to replay a level, using a method that wasn't available to you the first go around, such as locking onto an attacking Star Wolf member ship to be transported to a level where all you do is duel them one-on-one, or in one case, one-on-two.

Aquarosa is one example of a boss that uses the two screen setup to brilliant effect.
There are 70 medals total to collect in Star Fox Zero, and this is the main way of extending the longevity of the game by the developers. You're rewarded new unlockables for reaching certain medal milestones, such as new training mode challenges or the ability to play as amiibo-unlockables without the use of amiibos.

For the standard stages with five medals, medals can be hidden in precarious locations, they can appear by performing a certain task like collecting three specially marked gold rings, they can be earned by completing a level with a "Mission Accomplished" message as opposed to a "Mission Complete" message, or you can claim one by beating a level's high score. A "Mission Accomplished" message is earned by completing a mission by performing a hard task that you wouldn't otherwise need to do to complete said mission. For example, Sector Gamma generally requires you to shoot down all three missiles in the level while keeping the Great Fox healthy. To get the "Mission Accomplished" message, you need to make sure no enemy drones attach themselves to the Great Fox. Not an easy task when you have to worry about impending missiles encroaching into unwanted territory.

I know you're blowing up and all, but inside voices, please!
The levels themselves usually have multiple phases to them, each containing their own high score tallies. The totals of each phase are added up, a bonus is included based on each Star Fox member wingman's health, and that final tally is what you score for that level. Corneria starts off as a traditional on-rails affair, but as you reach the second phase, the level turns into an all-range mode, a 360 degree arena-style mission. Here, you are tasked with destroying any 10 enemies to make the enemy run away. Once that has been completed, mechanical enemy spiders start exiting from containers on the ground, lurching closer and closer to a tower where an important NPC stands. Destroying all of the spiders in time will open up the final phase, a boss battle with the enemy mothership.

There is a great variety of mission types and scenarios in Star Fox Zero. They'll have you piloting the Arwing in both on-rails and all-range mode sequences, as well as transforming into the Walker variant form of the Arwing, moving through narrow chambers and passageways, while occasionally being able to hover. Then there's the Landmaster from Star Fox 64, which this time can transform into a flying variant for a limited amount of time (i.e. as long as the boost bar has juice in it). Also, this time, the Landmaster is used in all-range mode in two instances. Finally, the Gyrowing, which is a much slower vehicle, used for more methodical levels, can move up and down with ease, and can even extend a helper robot out from its bottom that can hack specific terminals.

The generally fast pace of Star Fox Zero slows down with these more methodical Gyrowing segments.
Now, let's get to the most pressing matter of Star Fox Zero, a sort of important thing to consider in a game, the controls. There are a lot of vehicles to learn how to control in recent Star Fox games, and Star Fox Zero complicates things by throwing in support for two screens, the TV screen and that of the Wii U GamePad. This can really put off some players who find it hard to concentrate on two screens at once. However, for the most part, focusing on both screens at once isn't necessary except for dog-fights, and in these sections of the game, I find it hard to want to go back to Star Fox 64 after using this new dual screen setup.

However, I'm doing what I usually do, getting ahead myself. Let me focus on these different vehicles one at a time. For the most part, with my experience with motion controls and gyro aiming with various Wii U, Wii, 3DS, and even some PlayStation Vita games, I took to the control scheme of Star Fox Zero like a fox to an Arwing. The on-rails sections in Star Fox Zero take care of an issue I've had with prior Star Fox games. In those games, the targeting recticle is dependent on where your Arwing's nose is pointing. Thus, if you have to dodge an enemy or enemy attack by moving to the right side of the screen while a batch of enemies were on the left, you pretty much forfeited those points because you couldn't aim at them. You were on the wrong side of the screen to take them out. This problem is remedied in Star Fox Zero, allowing you to be on one side of the screen while using the GamePad to aim the recticle at the other side of the screen. You're not stuck aiming at where you're looking, which is a tremendous upgrade in my opinion.

Some gameplay sections lock you onto a target, and you must use both screens to properly maneuver yourself.
When all-range mode comes into play, it's absolutely fantastic to be able to be flying one way, and be able to turn the GamePad to look to the left or right. So, when you're flying one way and say, a member of Star Wolf passes by you, you can be aiming and shooting in a completely different direction than where you're looking. This is paramount for flying beside an enemy to dodge their attacks while using the GamePad to look to the side to shoot their weak point. I understand that this kind of control setup isn't for everyone, and it's difficult to learn, especially if you've been using dual analog all your life, but it really works and works well once you get accustomed to the controls. Some will find it easier than others (such as myself), and some might not ever get them down. It's here I wish Nintendo would have provided a demo for those on the fence to test out the controls without investing several dozens of dollars to get that chance.

The Walker gave me some problems initially, but that was until I realized I could hold the ZL button to lock onto a direction and strafe with the left analog stick. This made dodging attacks while unleashing my own form of offense incredibly easy. It's also excellent to use the GamePad screen to aim better (thanks to the zoomed in view and bigger targeting recticle) to take out foes more quickly.

The Walker was probably the vehicle form that took me the longest to learn, but oh, boy, once I learned how!
The other vehicles pretty much follow the same control scheme and strategies for mastering them. I will say that the ability to recenter and recalibrate the target recticle is a godsend. When I felt my aiming was off, or I was holding the GamePad like a contortionist just to center the recticle, I could press the Y button in a comfortable position to restore the recticle to much more manageable location. However, this needed to be done a lot in levels, so please keep that in mind if you're experiencing trouble.

There's snow way out for this enemy bioweapon. Time to put it on ice. (Are my jokes leaving you out in the cold?)
Star Fox Zero doesn't pretend that you will take to the controls easily, so the first thing you get when you boot up the game for the very first time is a tutorial of how to fly your Arwing. Things like barrel rolls (Peppy's favorite, especially in one super special secret mission), somersaults, and U-turns are taught. However, it's rather confusing why the game instructs you to use both analog sticks to do the last two when X and B do the same thing and are much simpler to use. You also get a taste of all-range mode at the end as well. The training mode also houses control explanations and trials for the Walker, Landmaster, and Gyrowing as well, so it's a good idea to tackle those before you try your hand at the main campaign.

Star Fox Zero isn't the most visually stunning game on the Wii U. This is mostly to do with the fact that the game has two screens running at 60 FPS at the same time, the TV screen and the GamePad screen. That said, there is a highly clean look to Star Fox Zero's visuals, offering pleasant environments, detailed models of ships both friendly and enemy, and usually a lot of enemy aircraft on screen at once. The frame-rate rarely dips, but it does on occasion.

Missile destroyed. Now there are just two more to take down.
Meanwhile, the dialogue is well acted, while the music presents to players numerous remixes of classic Star Fox themes, including an incredible Latin choir popping up in Star Wolf's theme, and a wide variety of all-new tunes as well. It's a combination of symphonic and synthesized music, but pretty much all of it is a pleasure to listen to.

If the idea of motion controls or using two screens to play a Star Fox game doesn't sound appealing to you, you probably have already written off Star Fox Zero, whether justly or not. For everyone else, you will find a control scheme and setup that will take some getting accustomed to, but when you finally master it, you'll most likely enjoy yourself. For me, I struggled greatly with the final boss at first, but now I can beat him without breaking a sweat. I have found it somewhat difficult to return to Star Fox 64 and other entries because I keep wanting to aim independent of where my ship is looking. Not to say it's impossible; it's just different, though one might argue inferior.

Though you might complete the campaign in but a few hours, the replay value from getting high scores, finding all alternate paths in the game, and acquiring all medals makes for a tripled or quadrupled play time. Those who just desire an experience from the beginning to the roll of the credits will not find Star Fox Zero worth purchasing. Heck, just one run might not give you enough time to fully digest the controls depending your skill level with alternative control styles. Regardless, after many years of sequels that didn't quite live up to Star Fox 64, I feel Star Fox Zero really does live up to that game's legacy. It's not better, but it's not far from it, either.

[SPC Says: B+]

Friday, April 29, 2016

SPC Soapbox - 4/29/16 Star Fox Zero's Controls: Good or Bad?, Jim Sterling & Disliking the Vita Release Trend

It's been more than a year since I last stood on the SPC Soapbox, but now myself and the box are back for a discussion of three more topics that grind my gears. This edition's Soapbox subjects include a talk about Star Fox Zero's polarizing controls, how gaming personalities like Jim Sterling do harm as well as good to the industry, and how the PlayStation Vita's recent onslaught of digital-only releases is mighty disappointing for those wanting to save on memory cards. With that introduction out of the way let's get to the subjects at hand!

- Star Fox Zero's Controls: Good or Bad?

Ahead of my Star Fox Zero review, releasing later today, I wanted to talk about a major point of contention with the game, the controls.

It's important to consider that motion controls aren't the only atypical control scheme that have seen ire from hardcore gamers in the past. Sure, anything new whatsoever seems to draw anger from this sect of the gaming community, but it's important to consider that any new control scheme takes some learning to understand.

Remember analog controls and 3D games? If you easily picked up Super Mario 64 after having been born and raised on 2D games, then you're one of the lucky few. Analog movement took a lot of time for most users to pick up and master. It's the same case with dual analog for FPS games. Take a look at this review from Gamespot in 2000 for Alien Resurrection on the original PlayStation.


It seems crazy now that a game could have been trashed for having dual analog controls, a mainstay now in gaming that most gamers don't ever want to give up. Whether that stifles the furthering of game controls for the worse is up in the air.

Regardless, like any new control scheme, Star Fox Zero's is one that you can pick up and enjoy easily like I did, or you will find it horrible. Sure, many reviewers didn't even bother to enter into the game without bias, and automatically judged the controls, never giving them a chance. 

Now, that isn't to say that the controls for Star Fox Zero deserve to be loved by everyone or that they'll ever have the relevance and popularity of dual analog. They're polarizing, especially if you dislike any kind of controller movement, which is just fine, but maybe you shouldn't be reviewing a game like Star Fox Zero, then. For me, the dual screen system, allowing for me to shoot down enemies on one side of the screen while I'm on the complete opposite side (something that would have been impossible in Star Fox 64) thanks to being able to move the targeting recticle separate from the Arwing, works and it works well. Hardly anything close to the hyperbole, snark, and bile some reviewers used to further their own agendas. Though it's important to note that I don't believe every negative Star Fox Zero review had an agenda or biased reviewer. It's just easy to tell which ones didn't bother to actually enter their reviews with some degree of open-mindedness.

- Jim $@#$ing Sterling, son

I very much admire Jim Sterling. His crusades to further the industry are quite commendable, despite some feeling he's just hopping on a particular bandwagon to get fanfare from gamers. However, I am not in love with him like so many of his fans. For one, I can't really take someone seriously who essentially behaves like a cartoon character.

His Jimquisitions have him dressing up in ridiculous attire: black suit, red tie, cherry red glasses, black hat, black gloves, makes it incredibly hard to take him seriously. I think this detracts from his points, as well as his need to lay on the hyperbole. 

In this age of YouTube stars, it seems the only people that are listened to aren't the calm, collected, and intelligent types. Instead, it's the loud, overbearing, and controversial figures that get the attention. It's counterintuitive to the industry being taken seriously when one of the most popular voices on the Internet dresses up and talks like someone who would be a wrestling manager for Andre the Giant back in the day. 

But I just have to stop being bitter and realize that the gaming industry is still in its infancy, a greatly immature one at that. We don't have a Roger Ebert-like figure (speaking of his professionalism and high level critiques on films) yet to listen to. Instead, we get the figures our industry deserves, and that is pretty disheartening as someone who doesn't worship the ground many of these gaming personalities walk on.

- The PlayStation Vita's Game Releases Go Digital

The PlayStation Vita has suffered in the retail space. It's rare nowadays to get any kind of physical release for the Vita game, much less see a section at Best Buy or wherever dedicated to the system. Thus, many games these days just see digital releases from publishers instead of wasting money with physical releases that would just linger on store shelves and not get back the manufacturing costs (or hardly break even). 

While it's sincerely understandable why game publishers are sticking with digital only releases for their Western launches when Japan received physical versions, it's disappointing all the same. Vita memory card prices remain exorbitantly and insultingly high, preying upon the dedicated user base, the ones that buy the most digital content. 

A 16 GB memory card costs $40 USD approximately, and with all of my game saves and downloadable titles, mine is pretty much full. In order to download full retail releases in digital form, 16 GB is nowhere near enough. Thus, one has to jump to a higher memory card, and thus, a ridiculously high price. 

Instead of looking forward to what little PlayStation Vita games appeal to me (not a big fan of highly anime-influenced titles), I find myself ignoring the software releases, realizing that even if I was interested in some new games like the recent Digimon and upcoming Gods Eater Burst 2, I have no room for them on my memory card. I'm certainly not upgrading to essentially say to Sony, "yeah, your memory card prices aren't affordable whatsoever, but sure, I'll gladly toss more money at you undeservedly." 

It's a shame, too, because while I'm not playing the "delete space from my Vita memory card to free up room yet again" game, I'm really enjoying the actual games from indies and the like on my Vita.