Tuesday, July 14, 2009

Kirby's Dreamland Review (Rematsted Edition)

There is always something that can be said about parents. Sure, they may not know what you always want, but there is that rare occasion when they will surprise you; such is the case for a very rare day when I was nine. It was the end of the summer, camp was over and soon we would be heading off to my family in Rhode Island. It was a seemingly-unbearable trip at the time except for the fact that I had my Gameboy Color, my clear purple savior from the boring game of looking at the white lines of the lanes on the highway. Every so often, my parents would deem me good enough to pick out a portable game for the road trip; however, this time my parents would do something unexpectedly awesome. One day after a yard sale my mother came home with a surprising gift for me. She had picked up three original Gameboy games: Super Mario Land, Mega Man: Willy’s Revenge and Kirby’s Dreamland. Although all three of these games are excellent in there own right, only one really stuck with me after all these years and that was: Photobucket

Now, for those of you who don’t know, Kirby’s Dreamland was the first Kirby game,( but it was not until Kirby’s Adventure did we see where the series would become as we know it today. What do I mean by this? Well, Kirby does not have the ability to copy to powers of his enemies. While looking back this may seem completely bizarre, don’t let this game fool you as Kirby’s Dreamland still has some punch…or suck. Yes, Kirby can still absorb and shoot his enemies and he can still float in the air. Kirby games have always have had responsive controls and this game is no slouch in this category. There is never any slowdown, even when character sprites litter the tiny screen and Kirby himself seems to glide with the ease due to what would be the start of line of simplistic control systems. In addition, Kirby can still find power-ups which allude to certain abilities that Kirby will get in Kirby’s Adventure: the microphone which kills all enemies on stage, the mint leaf which allows him to fly faster and shoot puffs out of his mouth without complete deflation, spicy food which causes Kirby to spew fireballs and a lollipop which makes Kirby invincible. Still, these powers are short-lived as none last for more than thirty seconds. But despite the lack of powers, Kirby’s Dreamland is still a full-fledged Kirby game.

The stages in this game are classic Kirby: enemies hobble towards you, jumping, flying and squirming into you, and try to knock you out. There are giant gaps to fly over, walls of blocks you must break through, and inventive mini- and regular bosses which have predictable patterns that are easily exploited to win. At the end you find yourself fighting King Dedede, who has stolen all the food from the denizens of Dreamland, and beating him means you heave completed the game. Maybe short and easy, but think of game as a tech demo for what would later become Kirby’s Adventure.

The entire game has that stenciled look that all 2D Kirby games have, which at the time seemed really original against the other titles on the platform. The enemy sprites were varied, each with their own unique design and mannerisms. Contrary to later games in the series (like Kirby Crystal Shards), these enemies were not so cute that you felt bad for killing them, nor ugly enough so that they didn’t fit in with the level design (I guess black and white 8 bit graphics aren’t as cute as there color/hi definition counterparts). Kirby didn’t have much personality at this point, beyond the cut scenes at the beginning of each level; still, the vacuum of air and the puff of exhaled wind gave him a sort of charm as their sounds resonated clearly even with the now dwarfed hardware capabilities of the Gameboy. It is the first game we experienced Wispy Woods with its now well-known tree boss, the familiar enemies such as Waddle Dee are present, King Dedede is still as laughably silly and yet slightly menacing and the stages are all whimsical, what a dreamland should really be. The music was composed by now longtime Kirby composer Ishikawa Jun and it was here were Ishikawa presented the delightfully, but not annoyingly, catchy tunes that we would associate with Kirby for years to come.

The game is only five levels, allowing even the youngest and most inexperienced players to breeze though this title in under two hours, but that is what Kirby is: a true game for beginners (even my grandparents have played and beaten Kirby’s Dreamland). (Sweet.) Kirby games have always had a simplistic control scheme that is almost instantly embedded into the heads of those who play his games. There is never a point in any Kirby game when you have to memorize a code or pull off an unbelievably complicated move to progress. Instead, it’s the sheer ease of getting Kirby from A to B coupled with the games’ adorable design that has kept them in our hearts for years. That is the exact idea when Sakurai Masahiro created Kirby (although Kirby wasn’t his first idea).

Kirby was originally a fill-in sprite to be removed later for another character model, but as the development of the game continued, Sakurai had become so enamored with his original design that he decided to keep the marshmallowy munchkin. In addition, the white Kirby box art for both the cartridge and box for the American version were due to an argument between Sakurai and Miyamoto as Sakurai wanted Kirby to be as we know now (Pink), while Miyamoto desired him to be yellow.

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I have always believed that people defend what is familiar to them, so we all are naturally biased when we look at these pictures of Kirby. Still, I don’t think you could go wrong with either one.

As you might know (or it have been pointed out to you by numerous people on the internet), most games that have the E rating now are cakewalks compared to the games of older generations (specifically NES, SNES and Genesis). The Kirby series, for most, has been a way to ease younger players into videogames, and why wouldn’t you want your kids to be playing with the adorable plush ball of happy? (wow…that was a sentence a friend once used to describe Kirby, it is so bad)However, Kirby’s Dreamland had added a slight incentive to those who wanted an extra challenge. Once you beat King Dedede for the first time you were given a code (Press Up, Select and B) and were treated to a harder difficulty. The levels are the same but now you must play with half your health, and a different array of harder enemies on top of an already increased number of them. These new enemies had a more aggressive programming and were harder to beat, giving what was a fairly easy romp through the game into a more intense one. Now, to tell you the truth, when I first unlocked this stage it was by accident. I had beaten the game before but always restarted the Gameboy rather than wadding through the credits. I was, like a child, mashing the buttons and excited by another game of Kirby. When the game began I was puzzled that I only had half my health bar, and later on in the level when I got my ass handed to me I began to get insanely frustrated. I wondered why a game I had beaten by that time ten times before was now insanely hard. Still even after I learned about the code for the game I continued to play it. Honestly, I considered this game to be my Mega Man or Contra: a game I constantly played until I mastered it. Looking back and playing it now, the game, while slightly irritating in this mode, is not very hard compared to the aforementioned games (but it is still fun).

I know most of you have played a Kirby game but the reason I wrote this review is just to tell you of a game that is near and dear to my heart (wow I am tearing up as I type this). It really reminds me of my childhood and although I am not the oldest nail on the board (I am not the best at allusions) I still feel a need to look back, to know what I have done, so that I know where I have come from, feel proud of my accomplishments and make the road ahead a little easier. Maybe I am too much of a softy, and maybe there can something to be said about being passionate about something, but I love playing videogames, and there is something to be said about that some other time (wow that last sentence has some baaaaaaad grammar and was extremely cheesy).

As always I hope this was a good read.

-AceofOpus

An Intro (Of Sorts)

So if you here now you must have clicked the link and therefore are in one of three groups of people:


1. You are an adoring fan wanting to worship the ground beneath my feet, and to that I say: “Thank you but seriously, if one of your ‘heroes’ is a guy that does reviews on the internet either you yourself should have a reassessment of what you consider a hero to be or the world has gone to the crapper faster than I do after bad takeout.”


2. You are an angry person wishing to accumulate a substantial amount of dirt on me so that he can flame me wherever I go and badmouth me to all across the net and to that I say: “Seriously, I am sure you angry can be put to a much more productive use on the internet. However, if you feel that I am so wrong in my posts that I should be textually/verbally abused, well worded comment, text or video blog will show me that, your opinion should matter to me as you actually generate a formidable response.”


3. You are an average person who has come across my stuff on the net and wished to learn a little bit about the guy behind it, and to that I say: “Sorry for a long winded intro and now I can officially begin.”


Well…how do I start? I guess I got a head of myself here but I think I can manage.


I guess my drive to begin writing reviews began about three years ago when I began finding some really good video reviews, both positive and negative, on Youtube. At the time they were mostly videogame reviews but as time went on, my palate expanded to other sites and written reviews about anything. It was then I began to think, like many others probably did: “Hey, I can do this too.” Really, that’s all the thought process that went into my reviews.


You might have noticed that I have, well for lack of better phrasing, a unique writing style. This is because what you are reading is a near perfect transcription of how I actually speak. Some of you may be put off by this, but since I do not have the equipment I need to make (what I believe to be) adequate video reviews, I am stuck talking to myself as I type these words. Sure this freaks out those around me to no end, but hey it is how I work. Although in the future, I may begin to make video reviews, but at the moment that idea is not so important. However, there are some slightly important things I would like to impart to you about my reviewing style.


1. I like to include personal experiences. We have all read or watched straightforward reviews, I mean there are people who do that for a living. Still, if I wanted to read or watch those sorts of reviews, I would and the same goes for writing; however, I don’t. I mean reviews no longer solely exist to give opinions on the newest things. With the advent of cheap recording equipment and easy distribution platforms on the net, any one can review anything. While some people still like to review what is in the now there is a huge amount people out there reviewing older things that not only do they find interesting but so do their readers/viewers, despite the fact that most people will not go out and buy said product that is reviewed. In fact, most comments you hear regarding these type of reviews are more nostalgic or critiquing the reviewer. Reviewing products has now become another art form on the net in a way: It allows people to express their opinions and get responses from others. Now what does that have to do with me? Well a lot of my reviews do contain little tidbits of information about my life. Now nothing extremely personal is ever revealed, but I feel more of a connection to the piece if I add a paragraph explaining how I came across the item or some memory I have about it or something related to it. It’s just something I like to do, and there is nothing wrong with that (or is there? Please tell me if there is).


2. I will not review bad items for the sake of doing so: Now let me clarify, I love and respect people who review bad products. If they are reviewing something new, they are doing a service to the public by routing out speculation and giving truth (okay, I may be too optimistic about this but hey that is just me), and if they are reviewing something old, they also help by either defogging our minds of our nostalgia or to be honest, give us some of the best entertainment the net has to offer. Still, I prefer to review stuff I enjoy. Now of course what I enjoy or my thoughts on something are of course going to differ from everyone else’s and therefore should controversy come up, as it sometimes does with these things, I will not charge head on like a raging fanboy and verbally abuse my oppose. Instead I want to make another thing about me clear by saying, “You are initialed to your opinions, and while I may not agree with you, I still accept them as valid points. I mean they are just opinions, not definite answers so why should I criticize?” I also think huge flame wars are kind of immature, and there are better ways of spending your time and energy. That being said I love criticism (I mean that’s why I love reviewing in the first place) and will gladly accept any thoughts you have on my work. Coincidently this leads me to my next point.


3. I enjoy tangents: If that last paragraph was any indication, I enjoy tangents and sometimes I ramble a lot even when I am writing. Again this leads me to my next point.


4. My reviews are long: Yes, it is true. It may be because I sometimes have so little visual aids/user submitted video help flesh out certain aspects, that I add back story of not only the given item but personal paragraphs that I feel accent the reviewed item, or it could be that I have a lot to say (I prefer this last one, but you can come up with your own reasoning). I will try to shorten them as much as possible but sometimes I just can’t and that could be the result of sloppy editing. In the end if you think my reviews are too long, don’t read them, or skip to the parts you think are interesting (I will label sections if need be).


5. I do accept requests: I will soon post a list of the items I own to review so that if you are so inclined, my offer a suggestion of what to review next. Now it might not be immediate, but I will try to get to every request, and if you feel the request isn’t accepted soon enough, I will try to give a sufficient reason why.


Before I finish (and this is the last thing I will say I swear), I just want to clarify my user name with this simple formula:

Ace: Basic name prefix like “Fire”, “Cool”, or “Sephiroth”


Of: A preposition meaning “Relating to”


Opus: A composition, generally associated with music.


There is a story that relates to this, but I have rambled far too much on my introduction. Hopefully you enjoy my work as much as I enjoy writing it.

-AceofOpus

A Return and Some News

I haven't been doing this for a while, but now I am back. I will be using this as a hub for my reviews and other stuff more so than a proper blog. I will be correcting older reviews and adding new ones. I will leave the old reviews here for now until the have been corrected.

Tuesday, February 17, 2009

A Fad and A Review: Pokémon Trading Card Video Game

Two reviews have gotten no buzz. Maybe this one will get noticed.

I think this goes without saying that you were or knew someone who collected Pokémon cards at one point in time (who knows you m. Those things were totally awesome and every kid I knew wanted a holographic foil Charizard of their very own (I think I probably wasted $200 bucks at the time and still have my good ones kept safe for auction). But for all their cool designs and reference to one of our favorite shows (come on I know someone liked it out there besides me at the time, don’t be shy we were foolish at one point) and games (nothing wrong with those except their all the F&%$@#* same) did you know anyone who actually played the card game? I mean sure Pokémon was famous and all but more people still played Magic the Gathering (guilty as charged) at the time and Yu-Gi-Oh in the year after but I do not remember any of my friends playing with the damn things. We just bought them, see what we got, and stored what we liked in protective cases never to be removed again. Well maybe it was because they made you play with pebbles during the game (damage tokens), maybe it was in the joy of collecting, or maybe people didn’t want to carry their cards around when they could just play:
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I remember playing this game for hours and hours and completely forgot about the cards whose protective booklet was collecting dust. This game captured the entire card craze into the game effortlessly and without any other needed peripherals save the link cable. You see every single Yu-Gi-Oh card game gives you the ability to transfer your cards into the actual game via the card code on each card. Sure this is nice when you want to create an ultimate deck but then you see there is no real reason to play through the game to try to collect the cards when you can just import them. It takes out some of the fun of card collection: the mystery of what you could get and the hope that you could get what you want making you jitter all over. While I am not dissing Yu-Gi-Oh, beyond having the most serious show about playing cards since the world series of poker (I do not care what you say about the mystical powers of the ancient Egyptians THEY DID NOT PLAY F&%$@#! CARD GAMES!!!!), if find their card game to have so much ad hoc cards that can change the end result of the game, that the tide of battle shifts between both players so many times before even a turn is up. Still, this is about the Pokémon Trading Card Game review so I should actually get to the game.

Trying to mimic the popularity of the Pokémon video games you start out as a young lad naïve to the world of the Pokémon trading card game in a world where anyone who is anyone is playing it. So you mean up with Professor Mason and play out our first match with his help. It is sort of a quasi tutorial as you can lose but it is really difficult (since all you have to do to win is to follow his instructions). After that you are given one of three starter decks based on one of the starting Pokémon from the original series (Charmander, Squirtle, and Bulbasaur). From there you have free range to visit any of the eight clubs (gyms) and beat each of the club masters and get their badge in order to enter the tourney to visit the Grand Masters who each base a deck around a legendary bird or Dragonite. Then you will face Ronald the ultimate card master who uses all four of those. You even have a rival who is always one step ahead of you but makes a lot of stupid moves during battle. However, and I do not know how but this actually works to better the game. Strange I know, but having a finalized goal actually helps in a card battle game. In addition, the ability to give you freedom does not hinder you like in actual Pokémon games. For example, you must remember deciding you wanted to choose Charmander as your first Pokémon but then had your ass handed to you on the first two gyms? I never experienced this because I always picked Squirtle or any water Pokémon for that matter (except for Ruby and Sapphire where I picked Torchic), but I am sure some of you do. Now wouldn’t if be great if Erika’s gym was first and the level of her Pokémon equaled that of what yours would be t the start of the game? Sure it would! That is why this game works so well. You can fight at least two club masters who do not have a direct advantage against you until you can build you a deck to beat the others. In addition, since there is no fluctuation in card strength in the Pokémon trading card game (save for evolved Pokémon) no club was really harder than the next, you just needed the right cards, strategy and it never hurt to have some luck.

Now I am not going into how you play the card game. Sure I remember it but it would take me at least three pages to do so and my reviews are already long enough (if your curious you can look it up on Wikipedia). All I have to say on the subject is that the game takes place during the first generation of Pokémon and the first trilogy of Pokémon cards. That translates into us getting the first 151 Pokémon and a total of 226 cards (that is from memory folks). You can build deck with only 50 cards and from there you have absolute freedom with how you want to build your deck with the cards you have available to you. For neophytes to the game there were structured decks you could unlock and the game would make it for you so long as you had the correct number of cards. However, after a few hours with this game anyone could learn how to make a personal deck. In addition you could keep three decks and switch between battles, which was nice since you didn’t have to keep building decks from scratch all the time. If you needed to take a breather you could always make a quick save in the middle of battle; on top of that you could even choose to continue from your last save if you didn’t want to finish the battle. After every battle you would get a pack of cards and from club members you would get two. The professor was also kind to occasionally send you packages of cards. Since you keep battling anyone in the game you could constantly get new packs of cards. If you ran low on energy cards you could always sit through the professor’s tutorial; sure it was a boring five minutes but it netted you a bunch of energy cards. So just like any Pokémon game, or any RPG game for that matter, persistent grinding and tooling of your deck mean for easy wins and successful battles. The biggest thing it capitalized on was the battles over the link cable. These seemed to flow much faster than actual Pokémon battles and because each card’s stats was equal battles would rely more on skill (and luck) than who grinded longer (although seeing as we were all nine at that time the thought of using that word is slightly pedophilic). In addition, you could not be cheated during a trade, as you could not have a fake digital card. But most importantly no one had to lug around cards so we could play anywhere as long as we had energy on our Gameboys.

Still for being a card game there are a few of the problems. Skilled players could easily beat the game in weekend. After beating Ronald there was not much to do but repeat battling everyone again which got kind of monotonous quickly. You just don’t get the same excitement from creating a strong deck as you get training a powerful Pokémon team. Another note concerning the virtual aspect: all my friends bragged about having three Charizards in their game where as I can laugh at them and know that I had a real holographic Charizard (that is ripe to go on eBay at any moment) in my house in protective casing (ooooooooooh aaaaaaaaah). I mean we were playing with coded cards, which had absolutely had no value since everyone could eventually get every card with little or no effort.

It should be noted that the game’s eternal battery, that manages the save files of the game, dies after four years causing it to only present new game when you start the game up. This is the problem with a lot of the game as only a few were lucky enough to have one that didn’t do this. I was not one of them. So, I sadly placed my cartridge on my shelf, never to be used again, and preceded to download a ROM of this game. Sure call me evil but AT LEAST I bought a copy the game when it first came out that happened to become defective after a few years and that is more than I can say about those who steal hundreds of games online causing some companies to go bankrupt. Say what you want about my situation but that is how I feel.

In addition, there was a sequel to this game featuring another set of Islands and the Team Rocket set of cards but seeing how well those did outside of Japan made it stay in the land of the rising sun. This always puzzled me as I always found that most Pokémon things sold gangbusters no matter what they were. Sure I would have played the game but I am not going looking online for a fan translation, that is where I draw the line (I mean it is no Mother 3).

So this game still fills my heart with the nostalgia of my youth and all the youthful follies that I took part in. This game perfectly emulates the feeling of playing cards, which is great if you like that sort of thing. Otherwise stick to the regular series of games and hope they innovate on the next time round. Since you probably are going to have to get a ROM for this game, the conscious of some might prevent them for playing it.

Sorry for this short review but there was not much to talk about in this one compared to other games. Plus my other reviews are so long this is like a nice rest bit. Also sorry for the Yu-Gi-Oh rant. I am somewhat of a history fan and hated the way they created their alternate history. Hope this generated some sort of memory for some of you as it did for me.

-AceofOpus

A Company and a Review: Dark Cloud

Ah Level 5, how you have launched your way into my and the hearts of gamers everywhere. Relatively unknown a few years ago you now have given us the masterpiece of story and stimulus that is the Professor Layton series and have revitalized the western interest in the Dragon Quest (Warrior) series. Over the horizon we see them at work on of the most anticipated and completely new IP RPG that is White Knight Chronicles and are working the famous Studio Ghibli (you know the studio that does those crazy Japanese cartoon movies that every one is always talking about) on The Another World. Still, one wonders how this all started, how this company came up from almost nowhere to be working on greatly anticipated titles with industry superstars. Well they didn’t exactly appear from out of the blue, but their flagship title, at least had me, wanting more and feeling enthused about their success past present and future. I am talking about:
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Just looking at this game box makes me feel somewhat nostalgic and that is because this was the first game I ever owned on the Playstation 2. I remember looking at an issue of Game Informer and seeing the little blurb about Dark Cloud. The writer of the blurb stated that it was a cross between a Zelda and Sim City game and knowing what I know now I can easily say that the writer, much like a lot of the staff of Game Informer are mostly misinformed (hahahah you see what I did their, it is called a joke). Sure there are some aspects of this game that are similar to the aforementioned titles but there are some little details here and there that completely separate from either of those titles.

First off let me explain the game’s story: The story presents itself as a fairy tale as the game’s narrative begins from an ancient tome uncovered in some ruins (a scene that is only implied but never shown). The legend talks of a land with two moons and a brave warrior (your main character) that was sent to vanquish a great evil. From their the opening shifts to a dark temple where strangely dresses people are performing “the dance of blood” in front of a giant urn in order to summon the legendry Dark Genie inside it (whose real name is Kazaam…nah I am just kidding). This process has be started by one Colonel Flag who although does not divulge his motives for releasing the Dark Genie clearly wants to harness its destructive power to take over the world. Out of nowhere, an unseen by anyone, a mouse enters the temple and falls into the pot and becomes infused with only (we are told later) with a minute amount of the Dark Genie power which turns him into the a stereotypical India fabric wearing, earring pierced, fat ass Genie who after accepting Colonel Flag as his master takes it upon himself to destroy the world as he once did.

We are then taken to the Harvest Festival in Norune village where our silent protagonist Toan, a green hat-wearing individual, is enjoying the festivities when the Dark Genie destroys the entire world. Luckily the Fairy King, a mystical being with great power protects the world by sealing its buildings and its inhabitants into atla (that look like Walnut shaped objects). Toan is spared from these attacks by the Fairy King who states that since he is pure of heart that he must wear the Atlamillia, a stone with great power, and with it restore the world and defeat the Dark Genie once and for all. From there Toan begins to explore the dungeon near his town, picks up his sword (okay maybe I am wrong about the whole Zelda thing) and attempts to find the atla to rebuild his town once more. It is there he meets Seda, a mysteriously androgynous man with what looks like a nine pack, who is in conflict with the evil inside of him and wants to steal the Atlamillia from Toan. Toan not only rebuilds his own town but many other towns and even a giant robot in his quest to reach the source of all evil in the game: Dark Heaven Castle. Toan does not have to fight this battle alone as he is accompanied by many people whom he restores, each of them with a different weapon and ability:

Xiao: A cat found in Norune that is transformed by a magic potion into a little cat girl (anime freaks rejoice???). She can jump over ledges and uses a slingshot.

Goro: The son of a famous warrior from Brownboo Village. He attacks with a hammer and uses it to hit switches on the ground.

Ruby: A mystical Genie from the sea village of Queens (and although she looks like one she is not a hooker). She uses magic generated from rings and uses the magic to unlock other switches.

Ungaga: A proud warrior from Muska Lacka. He attacks with a Bo staff and spins it around in order to air out poisonous rooms.

Osmond: A scientist from of the moon people (who are all talking rabbits by the way). He uses a gun and uses his helicopter pack to make Xiao basically useless by flying right over gaps (note this is another one of those games where people can breathe and move normally on the moon without any explanation. Just needed to get that out of the way).

As you begin to rebuild the villages you begin to learn not only of the overarching story line but the pasts of all the villages. These are shown as separate vignettes and although are a nice thing to have are riddled with classic RPG clichés: The child of a great warrior who after is father’s death becomes a loner, the evil spirit of a brokenhearted bride and the warrior who feels torn between the village he is sworn to protect and his greater purpose. Sure this might be spoilers to some of you, but really if you have played a few RPGs you already know what I am talking about. Although the climax and plot twist are where the story is strongest even they are weak compared to other games and even games Level 5 would create later on (I guess compelling story is an ability tempered by time). Still the story is not the biggest draw in the game when compared to the dungeon crawling and city building aspects.

The game presents itself as a basic dungeon crawler. Travel through one level of the dungeon, defeating monsters and collecting items until you find the key that takes you to the next level. The dungeon map (whose size can be modified on screen and even removed if desired) displays itself as you travel through the level of the dungeon, displaying the enemies, chests, atla, secret passageways, ability specific areas and the steps to the next level in different colors. Two items: The compass and the map could display all enemies, chests, and atla and the entire floor map respectfully. Each floor would have certain types of enemies that would become stronger the closer you came to the boss level. As you enter any dungeon you can see how many atla are present on that floor and whether they have been opened or not. Halfway through the dungeon you would find an area impassable with any of your current abilities and you would need to gain a new ally to pass through and continue down the dungeon to the boss. You would beat the boss, using the ability of your newest character to help you and defeating it would grant you access to the next village and dungeon. That my friends is pretty much the explanation for every single dungeon crawler give or take a few aspects. What truly makes Dark Cloud a different kind of dungeon crawler is its attention to customizing your weapon. Now you can say this is exactly like any other dungeon crawler you would be sadly mistaken, as the only other game I know to use this mechanic is Diablo and even it does not apply it to this level of detail.

In Dark Cloud you do not level up your characters, you level up your weapons. Sure you have a health bar and a defense stat but certain items can only increase these. You also have a thirst meter in this game, which slowly decreases as you walk and fight in the dungeons. Even your weapon has a health bar. If you thought that is complicated the game goes even further with a very annoying aspect, which could have been easily avoided. You see if a character dies and you have another member in your party still alive you still get a game over unless you have a certain item. Sure all of these meters have easily found items to refill them but since you only carry a limited number of items you soon find yourself questioning how much of each item you should buy a lot. Not only are there too many types of necessary items the items DO NOT STACK. AAAAAAAAAAH this game was so aggravating at first for me, I thought this game purposely had it out for me. Still, the game tries to remedy this by having three boxes on the top of the screen, which you can fill with items to be used on the go (such a healing items or water). Thankfully these items are both independent of your inventory and are, yes, stackable. Still the game allows you to switch characters on the fly and access the items menu even in the heat of battle. While this helps it still doesn’t make up for the poor inventory system. It makes you keep a careful eye on your inventory screen more than I thought was necessary and made you take into account how valuable each item was, especially your weapons.

Every weapon in the game, save for the starting weapon for each character, can break permanently, which seems like it doesn’t matter until you realize how much work you put into a really good weapon. You see every weapon in the game has one or more slots which you can equip augments to which increase weapon stats, elemental stats and the amount of damage dealt to every type of creature in the game. Thankfully these weapon augments have a separate menu on the inventory screen and therefore do not take up vital space. After you use a certain weapon long enough, it upgrades and those augments are permanently fixed to your weapon. Once a weapon upgrades five times you can either see if it has the criteria to evolve into a different kind of weapon (which is shown on screen throughout the upgrading process) or break it into a synthesis piece, which destroys the weapon but adds 40% of it’s attributes to any other weapon you equip it to. This allows for a lot of grind time for both attaining certain augments and leveling certain weapons in order to achieve the final weapons for each character. In addition, a weapon’s elemental power can be changed on the fly through the weapons menu. This allows the player to exploit the elemental weakness of the enemy without having to switch weapons. The weapon customization is one of the better aspects in this series and is deceptively complicated if you want to create a great weapon.

In addition to the normal floors in a dungeon there are certain challenge floors. These floors contain not atla and instead restrict you to using a certain character, make you unable to change weapons, get thirstier faster, become permanently poisoned or make all the enemies super strong. These floors change up the monotony in the dungeons and force you to spend time with all your characters, which can be a blessing or a curse. There are also secret items in each dungeon that open up the back door to each dungeon. All the enemies in the back room are supped up versions of themselves from the regular room and the floor plan is exactly the same; however, those willing to take the risk are rewarded with rare items. At least all the enemies have their health bar on display. Throughout there game there are also quick time events. This was the first time I saw quick time events (since I never played Shenmue) and I thought they looked so cool. Now after seven years, God of War and every other game that has them Dark Cloud’s quick time events look seriously hokey. Still they are few and far between so it doesn’t break up the action too much.

The city building or Georama menu can be accessed anywhere in the various overworlds throughout the game, allowing you to rebuild the city and fast travel throughout the overworlds. There are three types of atla in the dungeons: Buildings, Objects and Miscellaneous. Buildings are the different houses shops of the town, Objects are the items needed and people to complete said buildings and miscellaneous are roads, rivers or bridges. When you get a building atla you will see various pieces need to be placed inside it in order for it to be complete. These items range from house specific (which include those that live there) to items that most houses have. You can place down a building immediately but it is only until you fully complete it does it give you a cutscene with Toan and the building’s resident(s) who will give you an item to help you out on your journey. Even after a building is completed the members of the household might have other criteria on where they want their house. If you comply with all the residents’ requests then you are treated to another cutscene of the completed town and you are given another, usually rare item. It is a fun diversion that forces you to keep diving into the dungeon to see what you can dig up first.

The game looked magnificent in 2001 showing a level of detail and color that was almost unheard of before it. There are many different enemy models in the game and although there are many pallet swaps, there is enough variety that you do not feel like you are killing the same thing over and over again. They dungeons look great at first but after a few floors they all look the same. The villages are where the engine really shines as each reflects some semblance of culture and a lot of detail. There is also a day and night cycle which although is really cool to look at, with accurate shadows and all, is basically pointless. Still it is a nice graphical touch.

While the sound effects are adequate for the time, it is the score for the game that is phenomenal. This is the first time we get to hear Nishiura Tomohito, the composer for almost all of Level 5’s games (save Dragon Quest VIII). Each town is given a distinct theme that is both whimsical and fitting, each dungeon has a different theme that seamlessly switches from the battle theme and back. The boss themes are excellent and really give you that epic feel you want from that type of battle. All in all this is a great soundtrack that should really be appreciated (I actually own it).

Even with it’s faults, clichés and similarities to other games at the time Dark Cloud still has enough going for it to make it worth playing. It was one of the better titles for the Playstation 2 that year and without its success who knows what would have happened Level 5? Sure it dates me as a younger gamer but this will always remain one of my nostalgic games.

Hopefully this review doesn’t bore you read as much as it was tiring to write. I still thought it was worth it and I hope you feel the same way.

-AceofOpus

A Reply and a Review: Tomba!

When people ask me why I play certain games I have a variety of different answers. If I am playing a game like Professor Layton or Brain Age I say I am testing my mind. If I am playing a game online (no matter the genre) I usually say the reason is because I like playing with others. When I am playing an RPG I say I want to be part of a story. Then there are some games that I have the simple answer of: “I just want to have some fun”. Much to the chagrin of my parents, I give this answer a lot. Sure some of the games I play may be called “Childish” but who among us can say that they haven’t watched a classic Disney movie or even a current Pixar flick when they are considered to be “over the target age group”. Still, there are some games that appear to be in this “childish” category but are actually challenging. No I am not talking about Mega Man, Little Nemo, or Startropics I am actually talking about:
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Okay okay okay now I know that this game is not going to end up on anyone hardest games lists but here me out. The reason I say this is that Tomba! comes from the mind of Fujiwara Tokuro, creator of such notable titles as:
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So by virtue of this Fujiwara being head of production on Tomba! you know the game is going to be good, you know the game is going to be great, and you know the game is going to be hard right? Well two out of three is not bad, yet when you’re a little kid (at least a little kid who grew up in the 90’s) this game would seem somewhat complicated. Not because you have to memorize any difficult pattern of respawning enemies and moving platforms, or have to beat the game more than once after barely surviving…no it is simpler than that, but more on that later.

Note: When I say Tomba! I am referring to the game, but when I say Tomba I am referring to the character.

Tomba! is made by Whoopee Camp, a company that only made two games: This and its sequel: Tomba! 2: The Evil Swine Return. Whoopee Camp was founded by Fujiwara in 1996 after he left Capcom (many of my friends joke that this was because he could not deal with the disappointment that was Mega Man 7). He hoped to make many innovations in the gaming world as he had done with Capcom but even though the two games were both give great reviews and sold well for the time the company split soon after the release of Tomba! 2. During his time at Whoopee Camp Fujiwara also created Deep Space in 1998, a company only known for the mediocre Extermination for the PS2 and Hungry Ghosts, which only came out in Japan (although I am not disappointed). Fujiwara finally returned to Capcom in 2005 where he really has done nothing since, which is sad because the guy is one of the greatest talents in the industry and I hope one day he brings us a stellar new IP or to revitalizes an old series.

So as I was saying Tomba! is and interesting game mostly because of its environmental programming. What am I talking about when I say this? I am talking about the way the character sprite (in this case Tomba) moves across the screen and how the game engine and camera follow him. You see Tomba! is one of those games from the 2.5D age. Wait you don’t remember 2.5D? How can you forget such great titles as Yoshi’s Story and Klonoa: Door to Phantomile (the latter I will be reviewing sometime in the future) hell even Donkey Kong Country was considered a 2.5D game. 2.5D games were games that integrated 2D character models onto 3D space or visa versa. The 2D aspect also meant that the game also was side scroller, therefore limiting character movement in a straight line (therefore making it 2D). I never really got the reason for this term but went along with it anyway. I mean Nintendo coined the term and they were also the ones coined “Video Game Insanity” (I will be reviewing this game as well if you know what I am talking about).

Tomba! first appears as a basic 2.5D games, with 2D character sprites against a 3D background. Tomba! had a foreground/background mechanic (done a few years before Nintendo in Yoshi’s Story), which could be activated on certain points on the map by pressing up on the controller or jumping down. But what really made Tomba! special was how it simulated 3D using its graphic engine. During the game there were certain environments that were designed as a multi-tiered cube. Tomba could then jump up and down the face of the cube that he was on and the camera would follow him. However, on certain points on the map you had a choice of moving to a different face of the cube, when you did this (also by pressing up) Tomba would walk to the face of the cube and the camera would rotate to get back to the side scrolling viewpoint. Using this type of engines areas in Tomba! could show give the illusion of high by having multiple foregrounds/backgrounds on one 2D picture. This concept is really hard to explain in writing so I will just show you a level where these effects are employed:


To see this as a kid was pretty cool and I have to admit it was an ingenious idea that I do not think has ever been used in any other series of games. However, not all the areas in Tomba! were like this, as there were places in the game that presented an area with a bird’s eye view. There levels were almost always towns and you really could not do any action except run and talk to people. You could enter houses but the game would present this as only entering another area of the map, blacking out the main area and only showing you the area inside the house. This works well but really isn’t the most exciting portion of the game (and why should it be?).

At first glance Tomba appears to be a regular platformer with a given amount of lives and a health bar but Tomba combined this tried and true formula with a mission system, something that is straight out of an RPG. You would think this is somewhat bizarre as RPG and Side Scrollers would seem like an odd couple but stranger things have happened:
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BACK TO THE REVIEW! BACK TO THE REVIEW!

Sorry for that folks but I wanted to use that line WITHOUT having to reference Kingdom Hearts again. Where was I…oh yes the mission system in Tomba! The game Tomba! has you complete many missions throughout the game. Whether they be plot related or not, these can be as simple as reaching a certain area to finding a certain item (or number of items) these quests take you all over the game world. For finding and solving these missions you are granted AP points (which are shown at the top right hand corner of the screen). AP points can be also gained from killing enemies to collecting healing items and gems. Collecting AP points allow for certain missions to be unlocked and for the AP boxes (that are scattered around the game world) to open when their point criteria are reached. Tomba, like most RPGs had a menu system that would show you all the items you collected; however, early on in the game it is revealed that Tomba carries all his items in his stomach. Although we have to assume Tomba is a human he could be a hybrid creature with a gullet pouch that can compress matter? Yeah I think I am taking this too literally but it really is beside the point. You could only complete the story missions, but then you would not get into most of the game’s content, as almost all of the side missions are very rewarding. This system is never really focused on in the game but it adds another aspect and an incentive to the game itself for trying to get 100% in the game. Sadly there is a glitch in the programming of the game (much like in Gran Turismo 2) that prevents you from completing the last 2 missions only allowing a maximum score of 128/130 missions (However, I think there is a way of completing the last two missions although it is somewhat tricky and I have never done it). Despite not being able to perfect the game this way it no means the game was sloppily made or programmed poorly, it in fact is one of the best made games on the Playstation only to be surpassed by its sequel.

Sadly another thing it takes from its side scrolling brethren was the story. You see the world that Tomba! takes place in used to be a beautiful world until the Evil Koma Pigs (yeah that’s right I said pigs) took over and used their magic to corrupt the world (complete with tentacle like grass and farting trees…oh I wish I was making this up). The pigs were greedy and began stealing all the gold in the world. One day Tomba saw a man being robbed by the evil pigs and decided to help, sadly Tomba was defeated and his grandfather’s gold bracelet was stolen. Now Tomba embarks on a journey not only to retrieve his bracelet but also to rid the world of the evil pigs. These main story points are shown to us in full motion video that actually works with the games graphical style unlike Fujiwara’s other projects like Mega Man 7 (although to be fair he was only producing the games at that point). In addition, while there are a few notable characters most of them are merely bland NPCs and have no real impact on the player when dealing with them.

Like I said before Tomba is a 2.5D game with 2D character sprites and 3D backgrounds and although a lot of games in this genre sometimes do not age well, yet Tomba! has. Tomba!’s 2D spites show a lot of emotion (which in certain parts of the game integrate into game play) Anger, laugher, fear, pain, happiness, and sadness are all presented incredibly well with the game’s engine. Both Tomba and the other sprites move surprisingly well in their environment, having many different sets of moves, and having the detail to actually animate them. They variety of 2D sprites should also be mentioned as there are tons of different friends and foes throughout the game. The 3D backgrounds also have a high production value each of them having a different look and feel to them, many with movable structures and grabable ledges. Although the game map appeared small each environment is huge, containing multiple areas each with hidden passageways, rooms and routes to the other areas of the game. The game’s color pallet rivals any Nintendo game and the textures on the backgrounds where phenomenal for a Playstation title using this technology.

The sound in Tomba is also really good. Although the music loops a lot there are many good tunes throughout the game (something I hope Fujiwara took from his years at Capcom), but like this game none are truly memorable. The sound effects are were the game really shines in the sound department: the noises Tomba makes when he attacks, the snorting of the pigs, the breaking of objects, the opening of doors, the rustling of leaves and grass, the slap of Tomba hands when he grabs a ledge and most importantly the sound Tomba makes when he bites and enemy:
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That can’t be kosher

This is mostly due to the capabilities of the Playstation’s disc format but I think that just his work at Capcom Fujiwara always knew how to make a game excellent in all categories. It goes to show that you don’t have to be right on the cutting edge to produce a well made game. Still what really makes this game so great is, as I said before, because it is just fun.

The gameplay in Tomba is just excellent. The platforming as smooth and easy to learn but challenging at points: jumping from platform to platform, enemy to enemy to find a safe area is something reminiscent of Fujiwara’s other titles. While Tomba has an array of weapons including a blackjack (ball and chain) boomerangs and a grappling hook these are only used to stun, grab items and progress through the areas respectfully. Your main attack is, like I said before, jumping on enemies, flipping them around and throwing them. While they can be thrown into other enemies or walls on the stage throwing your enemies was important to the platforming as during the throw you jumped up giving you a much needed boost to access certain areas. Still, the main purpose of the game was to capture all the evil pigs by sealing them in their corresponding evil pig bags. Once you find an evil pig bag you search the land until a portal is opened taking you to the playing field dimension of an evil pig. You must then dodge their attacks while trying to grab them and throw them into the pig bag, which is constantly moving, three different times. While this is fun at first you soon come to realize that all the boss encounters are the same. The last gripe I could say about the game was the amount of loading there was between different areas of the game, but that was typical of certain games from that era and the rest of the game is so free flowing with seamless action that this is barely a problem. Still, I found the most fun in the game is exploring since you never really knew what was there until you just went for it. I thoroughly encourage anyone with the money to spend to find this game, as it is a great addition to any collection.

Sorry for the Strange Love reference and all my other writing mannerisms. Hoped you enjoy reading this as much as I had writing this.

-AceofOpus

A Memory and a Review: Kirby's Dreamland

Wow that review was long, so this one will be shorter.

There is always something that can be said about parents. Sure they may not know what you always want but there is that rare occasion that they will surprise you; such is the case for a very rare day when I was nine. It was the end of the summer, camp was over and soon we would be heading off to my family in Rhode Island. It was a seemingly unbearable trip at the time except for the fact that I had my Gameboy Color, the clear purple savior from the boring game of looking at the white lines of the lanes on the highway. Every so often my parents would deem me good enough to pick out a portable game for the road trip; however, this time my parents would do something unexpectedly awesome. One day after coming home from a yard sale my mother came home with a surprising gift for me. She had picked up three original Gameboy games: Super Mario Land, Mega Man: Willy’s Revenge and Kirby’s Dreamland. Although all three of these games are excellent in there own right only one really stuck with me after all these years and that was:
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Now for those of you who don’t know Kirby’s Dreamland was the first Kirby ever, although it was not until Kirby’s Adventure did we see where the series would become fully realized. What do I mean by this? Well Kirby does not have the ability to copy to powers of his enemies. Although looking back this seems completely bizarre but at the point the game was first released we saw Kirby as a white puffball (or evergreen if you played on the Gameboy Color like I did) but don’t let this game fool you as Kirby still as some punch…or suck. Yes Kirby can still absorb and shot his enemies and he can still float in the air. Kirby games have always have had responsive controls and this game is no slouch in that category. There is never any slowdown, even when character sprites litter the tiny screen and Kirby himself seems to glide with the ease due to what would be the start of line of simplistic control systems. In addition, Kirby can still find power ups which allude to certain abilities that Kirby will get in Kirby’s Adventure: the microphone which kills all enemies on stage, the mint leaf which allows him to fly faster and shoot puffs out of his mouth without complete deflation, spicy food which causes Kirby to spew fireballs and a lollipop which makes Kirby invincible. Still these powers are shot lived as all last for no more than thirty seconds. Despite the lack of powers, Kirby’s Dreamland is still a full-fledged Kirby game.

The stages in this game are classic Kirby, enemies flying at you from all sides, jumping and squirming in irregular patterns to try to knock you out. There are giant gaps, which you must fly over, and walls of blocks you must break through. There are inventive mini bosses and regular bosses that each has a predictable pattern that is easily exploited to win. At the end you find yourself fighting King Dedede, who has stolen all the food from the denizens of dreamland, and beating him means you heave completed the game. Sure the game is short and easy but this game is like a tech demo for Kirby’s Adventure. The entire game has that stenciled look that all 2D Kirby games have, which at the time seemed really original against the other titles on the platform. The enemy sprites were varied, each with their own unique design and mannerisms. Unlike in games like Kirby Crystal Shards these enemies were not so cute that you felt bad for killing them, nor ugly enough so that they didn’t fit in with the level design. The music was design by now long time Kirby composer Ishikawa Jun. It was here we see the first time we see the delightfully, but not annoyingly catchy, tunes that we would associate with Kirby for years to come.

It is in this game here we first hear the charming effects of a Kirby game, the familiar vacuum of air and the puff exhaled wind. It is the first game we experienced Wispy Woods with its now well-known tree boss, the familiar enemies such as Waddle Dee are present, and King Dedede is still as laughably silly and yet slightly menacing and the stages are all whimsical, what a dreamland should really be. To be clear the game is only five levels long so it is extremely short, shorter than most Kirby games (this is probably due to the inability to maximize the cartage space at the) and this makes the game even easier than it already is. But that is what Kirby is, a true game for beginners, heck even my grandparents have played and beaten Kirby’s Dreamland. Kirby games have always had a simplistic control scheme that is almost instantly embedded into the heads of those who play his games. There is never a point in a Kirby game when you have to memorize a code, or pull off an unbelievably complicated move to progress. Instead it’s the sheer ease and multiple ways to get Kirby from A to B that has kept him in our hearts. That is the exact idea when Sakurai Masahiro created Kirby, although Kirby wasn’t his first idea.

You see Kirby was originally a fill in sprite to be removed later for another character model; however, Sakurai had become enamored with his original design and kept the marshmallowy munchkin. In addition, the white Kirby box art for both the cartridge and box for the American version was due to an argument between Sakurai and Miyamoto as Sakurai wanted Kirby to be as we know now (Pink), while Miyamoto desired him to be yellow.

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I have always believed that people defend what is familiar to them, so we all are naturally biased when we look at these pictures of Kirby. Still, I don’t think you could go wrong with either one.

As you might know (or it have been pointed out to you by numerous people on the internet) that most games that have the E rating now are cakewalks compared to the games of older generations (specifically NES and SNES). Now the Kirby series, for most, has been a way to ease younger gamers into playing and why wouldn’t you want your kids to be playing with the adorable plush ball of happy (wow…that was a sentence a friend once used to describe Kirby, it is so bad). But Kirby’s Dreamland had added a slight incentive to those who wanted an extra challenge. Once you beat King Dedede for the first time you were given a code (Press Up, Select and B) you were treated to a harder difficulty. The levels are the same but now you must play with half your health, more enemies and most importantly a different array of enemies. These new enemies had a more aggressive programming and were harder to beat, giving what was a fairly easy romp through the game into a more intense one. Now to tell you the truth when I first unlocked this stage it was by accident. I had beaten the game before but always restarted the Gameboy rather than wadding through the credits. I was, like a child, mashing the buttons and excited by another game of Kirby. When the game began I was puzzled that I only had half my health bar full, and later on in the level when I got my ass handed to me I began to get insanely frustrated. I wondered why a game I had beaten by that time ten times before was now insanely hard. Still even after I learned about the code for the game I continued to play it. I must honestly say this game was my Mega Man or Contra a game I constantly played until I mastered it.

Looking back and playing it now this the game, while slightly irritating in this mode is not very hard compared to the aforementioned games, but it is still fun. Sure, I know most of you have played a Kirby game but the reason I wrote this review is just to tell you of a game that is near and dear to my heart (wow I am tearing up). It really reminds me of my childhood and although I am not the oldest nail on the board (I am not the best at allusions) I still feel a need to look back, to know what I have done, so that I know where I have come from, feel proud of my accomplishments and make the road ahead a little easier. Maybe I am too much of a softy, and maybe there can something to be said about being passionate about something, but I love playing videogames, and there is something to be said about that some other time (wow that last sentence has some baaaaaaad grammar).

As always I hope this was a good read.

-AceofOpus

PS: I am off this week so I will have more time to write. If you want to vote on what review comes out next. The link is bellow; just scroll to the bottom and post your comment here or in that post (now I must punish myself for the shameless plug).

http://screwattack.com/node/16986