Showing posts with label gaming grunts. Show all posts
Showing posts with label gaming grunts. Show all posts

Thursday, February 25, 2016

Tales of Xillia 2 (Gaming Grunts Review Repost)

Note: This review was originally published in 2014 for Gaming Grunts, which went under some time ago. Having recently salvaged most of my articles on there, I've decided to give them a new home here for archival purposes. Please bear in mind they differ in structure from this blog's reviews, and be sure to join me at the end for a bonus reflection!
Tales of Xillia finally arrived in America last year to much criticism, as the game’s cut-corners and immense asset recycling (all consequences of rushing to meet the series’ 15th anniversary) rendered it the latest disappointment in the series. Could a sequel right all of the predecessor’s wrongs? Perhaps, although the last attempt at a Tales sequel (the wretched Tales of Symphonia: Dawn of the New World) did not inspire any optimism. While Tales of Xillia 2 for the PS3 avoids such dreary levels, it still settles for stagnant mediocrity.


STORY
A year after the events of Tales of Xillia, new protagonist Ludger Kresnik fails to attain his dream job: an agent at the Spirius Corporation, where his brother Julius is a respected officer. His unlucky streak continues as he not only winds up in a train hijacking (possibly spearheaded by Julius?), but is suddenly slapped with a twenty-million dollar debt and entrusted with caring for a mysterious young girl named Elle. As Ludger begins to awaken his heredity-branded power of the Chromatus and takes over his brother’s job, he and Elle find themselves joining forces with the original Xillia cast to restore the balance of spirits, chase down Julius, discover there may be worlds lying beyond their own, find the Land of Canaan, reunite Elle with her father, put an end to the Exodus terrorists, learn the secrets of the Chromatus, settle tensions between Reize Maxia and Elympios, pay off Ludger’s debt, and watch the antics of his fat cat Rollo.

If the above summary sounds like a mess, it’s because it is. It’s frustrating to see Tales struggle in story and character over the past half-decade, what with great characters being wasted by aimless plots (Vesperia), bland characters in a bland setting (Graces, excluding Sophie and Pascal), or base personalities that, while fun, lack purpose in story (Xillia). Xillia 2 wastes no time in continuing this tradition: while the scrappy, charming Elle fits in just fine, Ludger is subject to the most boneheaded series decision in quite some time: he’s mute, so as to take advantage of the Mass Effect-esque “choose your own adventure” dialogue choices players can choose for him.

While starring a mute character isn’t necessarily bad in itself, it’s woefully awkward in a game chock-full of chatty characters and spoken dialogue. The split dialogue choices don’t even possess much of an impact–barring “affection” gained from other characters to obtain quick bonus scenes–and we’re just left wondering why this character couldn’t have a proper personality to call his own. No matter what plot moments “justify” this decision, the overall execution is just far too clunky and we’re left with a lame self-insert protagonist.

And even then, the plot itself isn’t so hot. Despite being divided into chapters, there’s far too much for the story to juggle, and consequently certain story elements are frequently diminished and sidelined. Julius is meant to initiate the “battle between brothers” trope, but his infrequent appearances and vague–if at all discernible–goals render him peripheral. The fragmented worlds subplot raises questions of morality that never go anywhere, and the original cast shows up because…well, just because. Any genuinely interesting twists are far and few in-between, and the result is just more wasted potential on Namco’s front.

OVERWORLD AND PRESENTATION

Just like the original title, Xillia 2 takes place over various countries presented in a third-person camera perspective new to the series. Such a bold shift could the bag of fresh air the series needs, but alas, it comes included with a dreadfully boring overworld. Most Tales games prior enforced something of a semi-top-down camera perspective with a sprawling map representing the game’s world, yet Xillia 2 continues to opt for long, boring “pathway” segments from town to town. They’re tepidly uninspired, are hardly unique from one another, and will compel players to either dash past all enemies or scramble to the Quick Jump button just to escape the tedium.

As Xillia 2 is based on the same engine as the original, it’s not surprising the game reuses all of its predecessor’s assets, right down to towns and cities looking just as they did before. Since only a year has passed in-game, it could be somewhat forgivable…if the obvious signs of laziness that already plagued the original weren’t present. All the ships ports are still practically identical, and the cries of fresh muttons continue filling the air of every single city. No matter how much content Xillia 2 presents, this homogenized presentation does it absolutely no favors.


COMBAT

Flashy combo strings and magic spells continue decorating the battlegrounds of Tales. More characters, arte improvements, and borrowing Graces’s “CC” combo system are points in favor of Xillia 2’s combat system, but the anemic attacks render them somewhat moot. While the artes and spells are as quick and fancy as ever, hardly anything feel satisfying to land, and so pulling together combos has all the excitement of beating up a paper bag. Okay, maybe it’s not that dull, but when considering just how great combat felt in the game’s predecessors (particularly, Vesperia and Graces), it’s disappointing for Xillia 2 to feel so sluggish.

While the entire party can be controlled, Ludger is a special case in that his Chromatus ability–usable when a time-based meter fills up–teleports he and his opponents into a space-time continuum of sorts where he can unleash amplified artes without risk of damage. Regardless of its imposed time limit, it’s also unabashedly, unavoidably broken; of particular note is the “Falling Snow” move, where Ludger can just slice back and forth for a whopping 30,000 HP within the span of maybe twenty seconds. Getting bored with battles? Just spam Falling Snow.

DEBT

Remember the train hijacking plot bit? See, Ludger was roughed up quite a bit during that escapade, and the Spirius Corporation was kind enough to treat his wounds…for a price. In what’s an absolutely shameless method of padding out the game’s length, Ludger is forced to pay over a $20,000,000 debt over the course of the game. The debt acts as paywall: before you move on the next chapter, Ludger and the gang are forced to earn Gald (Tales currency) through job requests and monster bounties.

To be fair, the debt intermissions are beneficial in highlighting the game’s healthy collection of sidequests (specifically the character sub-chapters that feature self-contained narratives for each party member), yet that hardly excuses how it blatantly halts the main quest. Job requests amount to little more than repetitive fetch quests that tend to repeat and redress themselves, and their meager payment is rendered useless by the big bucks offered for giant monster kills. No matter how many sidequests the game throws at you, an overbearing impression of pointlessness pervades the entire thing, and it may as well be seeing as how it too falls victim to the mess of a plot.

Its mere presence begs the question: why am I doing this in a fantasy RPG? Yes, the Xillia games are a tad more modern than your typical Tales adventure, but what place does this have in an epic? Despite Xillia 2 being regarded as a “Mothership” entry by Namco, the constant intrusion of something so conceptually insipid (let alone the tedium of its actual execution) trivializes it to budget-levels of “Escort” Tales games (such as the aforementioned Dawn of the New World). Keep the financial woes in Animal Crossing and let me go save the world, please.


GRAPHICS

Virtually identical to the original, Xillia 2 continues to ape washed-out colors for its aesthetic. Despite the occasional gorgeous location (such as the capital of Fennmont), Xillia 2’s locales are typically dreary, pale and uninspired to a literally depressing level. While character models are some of the series’ most detailed and well-animated, not even the big green eyes of Leia Rolando can light up Xillia 2’s color palette. As mentioned before, the game loves to reuse assets (NPC characters, backgrounds, ports, etc.), amplifying its homogenized nature.

SOUND

Series composer Motoi Sakurai reports in for the game’s soundtrack, albeit in one of his weaker outings. Much of the BGM is again recycled from the original, and while it’s not outright bad, things get off on the wrong foot with the piano-styled ambiences that pervade the cities and dungeons of Elympios. They’re dreadfully banal and only promote the lifeless, dead nature of the segmented roads (which worked in context of the original game, but serves as meager motivation for a new title’s beginning). Don’t expect anything special from the new songs, either.

Thankfully, Tales’ sense of humor hasn’t gone anywhere, as evidenced via the jubilant voice cast. With a superb localized script and the hundreds of “skit” conversations providing plenty of laughs, it’s a blast listening to the antics of the party.  Best of all, the muffled recording for the Milla character has been done away with, so no longer does her jarring lisp grace our television speakers. All in all it proves the Tales producers can still create fun characters…

Summary
But it's not enough. While Tales of Xillia 2 may have made up for all the original's missing content via sidequests and such, there's just no excusing such obnoxious missteps via tiring paywalls and a senselessly mute protagonist. It's not terrible, but Xillia 2's consistent tedium, clunky execution, and a still-empty well of inspiration impede any sort of player immersion. As it stands, it's just the latest in Namco's series of JRPG junk food. Go check out the Tales of Symphonia HD port if you haven't already.

                                                                               5/10
PROS
  • Characters are as fun as ever.
  • Uhh…I guess spamming the daylights out of Falling Snow was kinda fun.
CONS
  • Story and presentation are a mess.
  • Combat is easily exploited and rather dull.
  • Sorry excuse for an overworld.
  • Intrusive, tedious debt system.
  • Boring, uninspired score.
  • Reused assets and lazy art direction.
Bonus Reflection: This was easily the funnest review to write. Let's face it: we all love trashing media below sub-par standards, and video games are no exception. Reviewing Xillia 2 again in blog format would be interesting, but I think I expressed my feelings so well here that there's no need. Not yet, anyway.

But if you're looking for more brutal criticism from me, don't fret. As anyone who's been following my Twitter knows...well, let's just say year's Tales game gives Xillia 2 a run for its money in terms of sheer awfulness. In any case, expect the actually good Tales to pop up in Worldly Weekend.

Wednesday, February 24, 2016

Tomodachi Life (Gaming Grunts Review Repost)

Note: This review was originally published in 2014 for Gaming Grunts, which went under some time ago. Having recently salvaged most of my articles on there, I've decided to give them a new home here for archival purposes. Please bear in mind they differ in structure from this blog's reviews, and be sure to join me at the end for a bonus reflection! 


The lovable Mii avatars have gone from playing sports, throwing parties, karting with Mario and even engaging in a bout of fitness, so surely starring in a life simulator shouldn’t be anything out of the ordinary, right? As expected from a life simulator, Tomodachi Life on the 3DS has everything from bachelor pads to turbulent romances and the heartbreak of having your child leave the nest…but what happens when you throw in the disturbed minds that brought you the original WarioWare? The answers involve bacon, romantic relationships between expressive caricatures of your favorite television stars and video game characters (which Final Fantasy character do YOU want to pair with Oprah Winfrey?!?) , and lots and lots of head scratching…both literally and figuratively.

Premise

Welcome to Tomodachi Life, where you take on an omniscient role as your Mii’s “look-alike” to care for an island development. Whoever lives on the island is up to the player: they can either be culled directly from the 3DS Mii Channel or through handy-dandy QR Codes littered across the net. Whether it’s your father, SpongeBob SquarePants or your fourth-grade teacher, anyone can live in your apartment building, dine together in cafés, forge friendships and romaces, get married, shop for eccentric clothing, take photo-ops, and dream of worshipping the 1995 failure Virtual Boy with your friends and family.

Wait, what?

Humor

Much like WarioWare before it, Tomodachi Life utilizes the power of absurdist Japanese humor to separate itself from the rest of its ilk (that is, life simulators). Thanks to a fully synthesized speech program and customized animations, observing the Miis’ daily lives is a genuine surprise unto itself. There’s a special joy in the having Mii look-alikes of people/characters you know, but it’s their hysterical animations and hobbies that keep the player hooked. Whether its spotting your Kanye West Mii spying on his friends’ night out at cafés or peeking into their dreams of being sentient seaweeds, Tomodachi Life never lets up with its barrage of random humor.

To quote from personal experience, I’ll never forget the moment when my Peggy Hill Mii received a letter instructing her to meet on top of the apartment that night. As she made her way up, my mind wandered with the possibilities of what was to happen. Was she to receive a love confession, or was Mrs. Hill walking into a deadly conspiracy? My heart pounded as the silhouette on the roof was revealed to be….Kirby/Super Smash Bros. creator Masahiro Sakurai, dressed incognito as he handed Peggy a package and left her with one message.

“You have to protect my family’s recipe.

Interaction

The “gameplay’ of Tomodachi Life revolves around your Miis’ happiness levels. By granting them snacks, gifts (such as clothes, room interiors, and daily headscratches) and having them forge friendships and romances with other Miis, you’ll be able to teach them new tricks and catchphrases. Ready to grant your Epona the Horse Mii the power to perform pop musicals, or have Nintendo president Satoru Iwata angrily exclaim “PLEASE UNDERSTAND!”? You’ll have to be ready to bribe them with hamburgers or jester costumes or the like. Of course, food and clothes cost money, but you’ll earn payment through daily donations and maintaining your Mii’s happiness levels. The more Miis you include, the more cash will flow in.
By the way, I happened to dress Iwata in the aforementioned jester costume. He seems quite satisfied whenever he goes for a jog on his treadmill.

The Miis are also fond of interacting with the player and tend to invite you into playing games. These can range from simple memory games to frustrating games of catch, but I was personally a fan of their take on football, which consists of slamming the bejeesus out of a table with their fists (or in the player’s case, repeatedly the screen with the stylus) waiting for their opponent’s football player figures to tip over.  Expect to be rewarded for winning with gifts such as a hypnotizing pendulum and a AR camera, all of which further contribute to the hilarity.

For those into Mii customization, one of these gifts will be nothing less than a godsend. While the Miis were flexible already in design in the right hands, unique to Tomodachi Life is a hair-color spray that offers a wide variety of colors.  As hair colors were rather limited before, this’ll be quite useful in perfectly replicating, say, your favorite anime character (or, y’know, if you want a blue-haired Alf or something, you’re free to do so).

Island Activities

The island home of Tomodachi Life is full of activities for the Miis to engage in. Anyone who’s browsed Youtube videos of the game is no doubt familiar with the Concert Hall, where the Miis can form bands and perform pop, techno, rap, and even musicals. The lyrics can be adjusted to your liking, so if you want to witness the hilarity of a Nintendo developer boyband singing about love and peace, it’s up to you.

Events are also scheduled in various locations on the island. These can range from barbecue get-togethers at the park to games found at the amusement park. These locales are not only gradually unlocked as more Miis move in but are scheduled in real time, so much like Animal Crossing you’ll have to appropriately schedule your day to participate. Rumor has it there’s even an 8-bit RPG tribute hidden somewhere, so adjust those clocks.

Sound

Tomodachi Life comes equipped with its own speech synthesizer program, so the Miis speak in complete English with a sort of robotic inflection. Each Mii can have his or her voice fully customized and adjusted to levels of pitch, rate of speech, and even accent, so the power to create a garbled, raspy abominable caricature of your favorite (least favorite?) politician is yours.

As one would expect, this cranks the silliness up a notch when Miis are proposing to each other or screaming their frustrations all the while flailing about their plastic, Lego-esque arms. Going back to my Peggy Hill Mii as an example, I deliberately made it so she enunciates every word as slowly and deeply as possible within the confines of her high-pitched squeakiness, so I can’t bear to skip any of her long-winded dialogue.

Replayability

At its core, Tomodachi Life is a game that emphasizes management and laughter. Life simulation is already a difficult genre for many to get into, and Tomodachi Life’s Mii approach might not be enough to change minds. Like Animal Crossing before it, repetition will gradually sink in and no amount of wacky faces from your Conan O’Brien Mii will change that. I’ve personally yet to reach that level of boredom, but I like to think my tolerance in that area is stronger than most.

Those who stick around with Tomodachi Life will be rewarded with new gifts from Nintendo’s SpotPass service throughout the coming months, yet I doubt that’s an enticing reason to stay for many. Much like, again, Animal Crossing, continually engaging with the Miis of Tomodachi Life for months on end is a task only its most dedicated players will undertake.

Conclusion

Tomodachi Life is as weird as they come, and I couldn’t be happier about that. I don’t quite know how long I’ll be entertained by watching my Mr. Saturn and Epona Miis dating each other, but I’m still laughing at them just standing there staring. And watching Iwata scratch his backside in his goofy jester costume. And taking photo ops with the Miis of myself and my brother angrily taking a stroll down the beach. If any of that sounds appealing to you, this life simulator can’t be recommended enough.

8/10

Pros

  • Off-the-wall Japanese humor is like nothing you’ve ever seen before
  • The novelty of Miis has never been better
  • Interaction with the Miis is hilarious and fun to discover
  • Fun mini-games
  • Voice adjustment potential is limitless
  • Slamming those footballfigurines!

Cons

  • Repetition can set in.
  • Time management with your Miis can be time-consuming and humor may wear thin

Bonus Reflection: I actually haven't gone back to this game since Iwata passed away. I'm not sure I have the heart to see him happily jogging on his treadmill, still wearing that jester suit.

On the other hand, Tomodachi Life was a great coping tool in dealing with Michael. I picked it up not too long before the anniversary of his passing, and just before that date I came up with the idea of including him so I could visit him anytime I wanted. Of course, his Interior design couldn't be anything but the Rock Band one.

I suppose if I could deal with that, Iwata deserves it just as much.

Tuesday, February 23, 2016

One Piece: Unlimited World Red (Gaming Grunts Review Repost)


Note: This review was originally published in 2014 for Gaming Grunts, which went under some time ago. Having recently salvaged most of my articles on there, I've decided to give them a new home here for archival purposes. Please bear in mind they differ in structure from this blog's reviews, and be sure to join me at the end for a bonus reflection!


The Japanese mega-hit anime/manga One Piece once again lands on Playstation 3, this time with the latest installment in the Unlimited series. Unlike the pure brawling action of the Pirate Warriors series, Unlimited World Red emphasizes the beloved adventuring of the source material, featuring the Straw Hat pirate crew exploring distant lands and collecting materials and crafts alongside combat. With new characters designed by series creator Eiichiro Oda, Unlimited World Red’s resume is off to a great start…but alas, some head scratching flaws and downgrades render the game appealing only to hardcore One Piece fans.

STORY
As if the World Government didn’t have enough on their hands, the legendary pirate Redfield has resurfaced! He wastes no time in attacking Marine forces, but why do his companions sport some familiar faces? Meanwhile, the Straw Hat Pirates–the series protagonists–accompany a tanuki named Pato to “the Island of Promises,” but is the talking critter all that he seems?

Anyone who’s intimately familiar with the term “anime filler” should know what to expect: nothing special. While Redfield and Pato fit in with the Straw Hat crew just fine and–to their credit–have some genuinely touching scenes by the game’s end, the story just can’t lift a candle to Oda’s hard-hitting original themes. The after-school special themes of “it’s never too late to give up” simply don’t gel with One Piece and it even clumsily enforces plot twists just for the sake of plot twists. For what it is, it’s still tolerable, but don’t expect to be blown away.

GRAPHICS
With cel-shading being the go-to presentation for anime-based video games, it’s no surprise Unlimited World Red heads down the same path. The characters are true to Oda’s overly-cartoonish artstyle: full of exaggerated body proportions, hilarious facial expressions and bright colors everywhere. Any fan can tell it’s also a good sign when the new Oda-designed characters fit right in.

But that’s just the characters. Developer Ganbarion has always struggled with graphical presentation in just about every other area, and Unlimited World Red is not exempt from this. Embarrassing Nintendo 64-levels of draw distance “pop-up” effects are a common sight, and it wouldn’t be a stretch to say environmental textures and models would feel right at home in the early PS2 era. If only the same care given to character animation was shared across the board.

HUB
Unlimited World Red introduces Transtown (before you ask, no, it’s not home to the gender-ambiguous “okama” of the series), a budding port town that serves as the game’s hub. In exchange for free lodging, the Straw Hats are roped into a material-gathering scheme to help the town expand. As the pirates discover gold and nab loot from their adventures, they’re able to contribute their hard-earned materials for crafting new tools, pay off construction for new facilities, and even contribute to the local museum.

Home to disposable mini-games and infrequent music transitions, completionists might still find some worth in Transtown. Of particular note  are with the numerous expedition/mission requests; with DLC thrown into the mix, hunting treasure and tracking down familiar outlaws can keep players busy. Having Luffy’s Gum-Gum Rocket as an interactive quick-jump is also a fun–and much appreciated–touch.

ADVENTURING
By far the most disappointing aspect of the game is how Unlimited World Red has stripped down the series’ core element: exploration. Whereas in earlier games it was fun to get lost in exotic jungles and caverns, areas are stripped down here to a more linear model. Progression comes packaged with all the excitement of exploring your nearest hallway, and so the novelty of revisiting fan-favorite locales such as Alabasta and Marineford is rendered rather dull.

This isn’t so bad in the aforementioned mission requests since the streamlined level design eases their progress, but it comes across as cookie-cutter and lazy in the actual campaign. Even worse, those interested in collecting materials and insects and the like will find the process to be a laborious, tedious process, as it just consists of revisiting the same flat planes over and over. So rarely does the game apply any twists on level design (such as Skypiea’s maze-like jungle) that it makes the player wonder why they even bothered.
Even the unique actions for each crew member feel superfluous; for example, crew archaeologist Robin could once decipher hieroglyphics for clues, yet the equivalent action here grants the player a coconut (wait, what?).


COMBAT
“Clunky” is appropriate for describing Unlimited World Red’s combat. Combat in earlier games ran smooth as butter, yet Unlimited World Red is rather sluggish in comparison. Excluding the gauge-consuming special moves, attacks barely feel like they’re landing on enemy characters and it takes forever for many of ‘em to keel over.

It’s not totally throwaway, though. Fighting side-by-side with fellow crew members provides for a somewhat engaging experience, and there are some undeniably cool maneuvers characters can pull off; in particular, fans should get a nice kick out of how Cyborg Franky’s carpenter skills are put to use in the heat of battle, and witnessing Brook’s hypnotic musician skills is always a delightful sight.

COLISEUM

Based off the current Dressrosa story arc in the original series, the Straw Hats–along with fellow pirate Trafalgar Law–enter Donquixite Doflamingo’s Coliseum tournament in hopes of winning whatever mystery prize the warlord has in store. Anyone who’s familiar with the series should know Doflamingo is not the type to hand over anything so easily, and rumor has it he’s pulling some strings with his Marine contacts…
Unfortunately, while the Coliseum is a decent diversion via solo and multiplayer, there just isn’t enough variety for the player to chew on. Fights often boil down to one-on-one duels or fending off mobs, and while the original story involves recent new characters, its predictably struggles to maintain further interest. Its saving grace are the unlockable promises of fan-favorite characters (including Ace, Jimbei, and Crocodile), yet one can’t help but feel their potential is wasted here.

SOUND

True to the anime, Unlimited World Red utilizes classical-style music to express the romance of adventure. While there are a couple of stellar tunes expressing the grandeur of The Grand Line’s imaginative locations (such as the sand kingdom Alabasta and the floating islands/jungles of Skypiea), much of the music comes across as overly typical classicism or just simply misplaced. Fans who remember the daunting government facility Enies Lobby will be perplexed as to why its accompanying score would suit a walk in the park, and it’s a shame how woefully inadequate the song for the ravaged Marineford is.

Thankfully, the immaculate, ever-present Japanese voice cast from the anime step in for their roles. If you’ve watched the show in its native language, you understand what they’re capable of, and therefore know they’re practically perfect at what they do. Redfield and Pato are provided some nice pipes as well, although in the end I wished I could have seen their full potential in Oda’s hands.

Summary

Unlimited World Adventure is a decent diversion for One Piece fans, yet its half-baked features are too jarring to overlook. While fun can still be mined from the title regardless, it's a shame the title is so stripped down from what made the series fun. Only hardcore One Piece fans should give it a look.
6/10

PROS
  • Great character animation; models are true to Oda’s art
  • Cool new characters
  • Transtown provides some fulfilling sidequest material
CONS
  • Focus on linearity renders general gameplay tedious
  • Combat feels clunky
  • Poor graphical presentation aside from character models
  • Coliseum feels throwaway
  • Uninspired, clumsy music score
Bonus Reflection: Honestly, I haven't touched this since I reviewed it. It's weird how Unlimited Adventure wasn't even that great, yet that they downgraded what was good about it in an Oda-involved game is really disappointing. I doubt another in-depth review courtesy of Worldly Weekend would differ much from what I've written down here (however, rumor has it another One Piece game might be hitting the column soon...)

By the way, the new Zou arc in the manga is just incredible. Those cat gags get me every time.

Sunday, February 7, 2016

WarioWare, Inc.: Mega Microgames! (Gaming Grunts Review Repost)

Note: This review was originally published in 2014 for Gaming Grunts, which went under some time ago. Having recently salvaged most of my articles on there, I've decided to give them a new home here for archival purposes. Please bear in mind they differ in structure from this blog's reviews, and be sure to join me at the end for a bonus reflection!


Released back in 2003 for the Game Boy Advance, the original WarioWare captured the hearts of Nintendo fans everywhere with its quick-fire gameplay and absurd, off-the-wall humor. Starring Wario—Mario’s greedy doppelganger of sorts—and his band of misfits in yet another money-grubbing scheme, WarioWare Inc.: Mega Microgame$ immediately distanced itself from other mini-game collections (such as Mario Party) in hosting over 200 “microgames,” of which stack onto one another in five-second bursts. Ridiculous in both concept and execution, yet bursting with inspiration: the addiction of WarioWare still remains one of the most innovative, original handheld experiences to date

Story

Wario was spending his day in his mountaintop Diamond City home idly picking his nose and watching TV when a sudden news report informs him of a best-selling video game. Sensing another opportunity for cash, he speeds off on his motorcycle to purchase a laptop so he can make a popular game of his own! Then he discovers programming video games is really, really hard. Just as he’s about to give up, an idea hops to mind: he’ll just establish his own company and hire a bunch of schmucks-er, his friends, to make games for him! His new employees include Jimmy T., an afro-sporting disco dancer; Mona, an ice-cream serving girl; 9-Volt, an elementary Nintendo nerd; Dribble and Spitz, a pair of anthromorphic taxi cabbies (a dog and a cat, respectively); Kat and Ana, a pair of kindergartener ninja twins; Dr. Crygor, a cyborg scientist, and Orbulon, an alien dude. The products of their sweat and tears are now yours, the player, to discover.

Gameplay

The aforementioned “microgames” were what rendered WarioWare so original: as opposed to the minute-long sessions of Mario Party’s mini-games, WarioWare layers a bunch of five-second concepts—whether they be jumping over wheeled potatoes, picking noses, or controlling a burlesque Mario in some sort of weird Street Fighter knock-off—onto each other, gradually increasing the pressure as the games increase in both speed and inanity. It becomes readily evident that WarioWare is a game that awards success via reaction time and quick thinking, and given the right sense of humor from the player, an addiction will quickly be born.


It cannot be stressed enough how perfectly WarioWare takes advantage of this newfound addiction, such as how Wario and his friends divide the microgames into themed packs. For example, Mona represents strangeness (Pick noses! Twirl spaghetti! Now chicken pinch!), 9-Volt presents a loving library of retro Nintendo-themed games (Balloon Fight, Donkey Kong, and the Famicom keyboard? Oh my), and Kat & Ana focus on nature (“Raaarrrggghh!!!”). Every pack is just as fresh and creative as the last and players will want to keep diving back to not just achieve a high score, but to unlock every last microgame for individual play.

Aesthetics and Humor

Through the magic of 2D sprite animation, WarioWare’s visuals successfully capture zany Japanese humor. Anyone who’s not well-versed in said Japanese humor will be in for some culture shock, as the microgames’ aesthetics change on a dime, such as a retro anime-styled woman sniffing up a loogie, extreme forms of minimalistic artwork, and fun takes on obvious photo-captures. The character of Wario was no stranger to weirdness beforehand, but this game takes it to another level entirely.

However, with humor being an acquired taste as it is, it may be the breaking point for certain folks who don’t find WarioWare’s brand of insanity to be their cup of tea. This is not in any way a knock against the game’s actual graphics and animation (although a couple of character cutscenes haven’t aged too well), but if a particular player finds themselves scarred by the sight of potato facials and all that, there’s nothing that can be done.

Sound

But just what is the secret ingredient to WarioWare’s humor? It all lies in the game’s use of sound, as while WarioWare does not boast an incredible soundtrack of any sort, but it doesn’t need to. What it really excels in is masterfully applying sound effects in every facet of the game. Take Jimmy T.’s basketball microgame, which consists of a shadowy man preparing himself to take a shot at the basket. Its minimalist visuals are malleable to any sort of sound direction, and so we take witness of jazzy saxophone music in the background as the basketball player’s hops are accompanied by spring noises. Every microgame is full of hysterical touches like this to the point where I’m always shaking my head in amusement.

Of course, simply dismissing the overall soundtrack would be a mistake. While it mostly serves as a backdrop to all the zaniness going on, there are some brilliant pieces here and there. Players will probably take note of the beautiful, super serious Japanese vocal song that plays throughout Kat and Ana’s section, even when you’re snapping a photo of a flying squirrel.

Replay Value

The real magic of WarioWare lies in its flexibility of playtime. Need to cram a quick three-minute session before class starts? Don’t worry, you’ve got your fix. Got nothing to do for an hour? Your high score in Orbulon’s I.Q. section is waiting to be felled. It’s a prime example of a pick-up-and-play video game, suited for just about any idle moment to snag your attention for however long you need it. With how every individual micro-game can be accessed for high score play and an array of full-length mini-games to unlock (including a strangely familiar puzzle parody involving doctors and viruses), the fun never ends with Wario and company.

Pros

  • One of the funniest games ever made
  • Innovative and original in every fabric of its being
  • Addictive gameplay
  • 9-Volt!
  • Unlockable features and mini-games are a blast
  • Hilarious use of sound effects and music
  • Infinite, flexible replayability

Cons

  • Might be too weird for some
  • Occasional dated visuals

Summary
Is WarioWare crazy? Beyond a doubt. Too crazy? Maybe, but WarioWare has no patience for those unwilling to get some fingers dirty digging for gold. Regardless of your personal taste in humor, its relentlessly wild direction is still one of the most creative, joyous products in Nintendo's handheld history. Whether you're in the market for used GBA cartridges, scrolling through the Wii U Virtual Console catalog, or were one of the lucky 3DS Ambassadors, WarioWare, Inc.: Mega Microgame$ is the perfect choice for a pick-me-up.

9/10
Reflection: This is definitely the odd duck of my Gaming Grunts reviews. Their subject matter were all quite recent, yet here we have a game that's well over a decade old. Thing is, the site actually encouraged us to discuss retro games ("they're proving popular with collectors," I was told), and so I figured why not write about a game I'd been revisiting at the time? One I still happened to love, at that.
Regardless, I was really happy with how it came out. The first three WarioWare games are nothing less than classics, and I can't wait to fully discuss them later this year.

Friday, January 29, 2016

The Wonderful 101 (Gaming Grunts Review Repost)

Note: This review was originally published on September 14th, 2014 for Gaming Grunts, which went under some time ago. Having recently salvaged most of my articles on there, I've decided to give them a new home here for archival purposes. Please bear in mind they differ in structure from this blog's reviews, and be sure to join me at the end for a bonus reflection!


From the wonderful folks who brought you modern classic action games such as Viewtiful Joe and Bayonetta, Platinum Games dishes out alien-pounding combat a hundredfold with The Wonderful 101. Released last fall, The Wonderful 101’s creative twists on the action genre and costumed antics have earned it a comfortable cult-status within the gaming community. While the game’s overtly complicated learning curve is infamous for turning off players, those who take patience and effort in learning the game will be rewarded with a surprisingly deep combo system and endless replay value.

Story

The third Geathjerk invasion is upon us!  Even Earth’s advanced technology is no match for the alien might…except for their secret weapon: the Centinel Suits! Costumes designed to amplify the body strength of the wielder, these suits are granted to one hundred brave souls whose faces are forever masked and whose tombs are forever unknown. They are the Wonderful 100, who combine together to Unite Morph against their alien foes! But who is the 101st Wonderful One? Ah, that’s you.
Inspired by the Japanese Super Sentai (more familiar to western audiences as the Power Rangers), The Wonderful 101’s superhero shenanigans feel right at home with the Saturday morning cartoons of old. While it’s not afraid to dip into darker themes and risqué imagery (Hi, Wonder Pink), its delightfully tongue-in-cheek nature and parody-inspired dialogue are joyously fun throughout.

Gameplay

Like many other action games of its breed, The Wonderful 101 rewards players based on the application of combos and time/dodge efficiency. Players control a crowd of Wonderful Ones under the direct leadership of any selectable Wonderful One, and through drawing a shape via GamePad can switch to any Unite Form as they feel is appropriate. Through combining a number of Wonderful Ones together (a process known as the aforementioned Unite Morph), they can form such powers including Unite Hand (a magma-colored fist that deals immense damage and is easy to combo with), Unite Sword (its broad strokes being designed for enemy crowd control), and Unite Bomb (unleashes a force-field that slows down enemy movement).

When applied properly, the numerous Unite Morphs unlock a level of depth unlike any other. So long as the Unite Gauge is not emptied through repeated use, Unite Morphs can be switched in an instant while pummeling enemies, and be utilized for all sorts of combos. As peripheral Unite Morphs can be bought at the Wonder-Mart and certain Unite Morphs being useful for situational purposes (such as Unite Whip removing dangerous spikes off of enemies), there’s virtually an endless amount of experimentation to be had.

Graphics

The Wonderful 101 looks great. True to its color-coded superhero origins, everything from the glossy character models to the jelly-esque Unite Morphs instantly pop to the eye and feels right at home with the aforementioned kids’ cartoon motif. The location aesthetics are also particularly impressive, as they bear much resemblance to the set pieces for your childhood action figures. While the actual character models are low-poly, this is understandable due to what is undoubtedly a graphically labor-intensive game. Nothing but praise here.

Sound



A bombastic music score and hilarious voice acting compose The Wonderful 101’s sound, complete with its own cheesy opening theme song (“Go, go team! Demolish those fiends! Toss ‘em in a garbage can~”). The score is appropriately invigorating within both the game’s feats-of-wonder context and pumping the player up; in particular, any song associated with the boss climaxes is absolutely guaranteed to get your adrenaline rushing (seriously, listen to the above video if you don’t believe me). While the music can successfully switch tones in a heartbeat (guest composer Norihiko Hibino–known for Metal Gear Solid 3–contributes well in this area), it’s the sounds of triumph and battle that will stick with players the most.

Huge props to Platinum Games’ localization team for the over-the-top voice casting, which perfectly captures the game’s campy nature. Anything involving accents is hilarious, none the least of which are Wonder Green’s French-laden dialogue and Wonder White’s faux Japanese-American dialect. Other highlights include the lead Wonder Red (who has a tendency to overexplain. A lot.), Wonder Blue’s “dude-bro” speak, and antagonist Prince Vorkken waxing poetics over his not-so-tragic (?) past.

Challenge and Difficulty

The one rule in approaching The Wonderful 101 is this: it takes time to learn, and the game’s one glaring flaw is that it does not give newcomers much to start with. As fun as the game’s concept is, initial playtime with the game is undeniably daunting with the mass-control of a crowd of characters and the workings of the various Unite Morphs. While action games should not hold the player’s hand in executing combos, that key concepts being left unexplained such as support morphs for dodging/blocking are left unlocked for in-game purchase or as to why the game inexplicably switches leaders in-between Unite Morph transitions  is just simply baffling. Seeing as to how quick, non-intrusive tutorials were peppered about in Viewtiful Joe and Bayonetta, it’s a shame that Wonderful 101 just leaves its explanations to quick window pop-ups.

In spite of this flaw, players shouldn’t lose hope. The appeal of the game’s immense combo depth is enough of a reason to keep going, and by itself the game is appropriately challenging even after everything begins to click. While something resembling an actually helpful tutorial would’ve been much appreciated, this flaw does not bring down what is ultimately a fantastic, full-fledged action game.

Replay Value

Much in the same vein as Viewtiful Joe and Bayonetta, the first playthrough of The Wonderful 101 can be thought of as a tutorial that rewards patience, dedication and learning. You’re constantly having your head handed to you from dumb mistakes and are frequently rewarded with the lowest of performance grades (appropriately dubbed here as “consolation prize”), but you continue to persevere. By your second playthrough, you’ve figured out the inner workings of the Unite Morphs and this come prepared for what lies ahead, beaming as your terrible old scores are replaced with shiny golden trophies.

Platinum Games claims The Wonderful 101 contains two times as much content as their previous titles, and a quick skim of the secrets, galleries and challenges presented proves that claim. Collectibles such as figures, lore files, and even extra team members are  hidden throughout the game’s many missions, and treats and secret missions require some extensive combing. With the Bottle Cap reward system yielding unlockable characters and morphs through numerous difficult challenges, players who find themselves enarmored enough with the game’s mechanics will undoubtedly spend countless hours perfecting their combo potential.

Pros

  • Utilizing Unite Morphes is incredibly satisfying.
  • Bright use of aesthetics.
  • Overtly familiar “action-show cartoon” style is refreshing and fun.
  • Bombastic score is a blast
  • The voice-acting!
  • Limitless replay value.

Cons

  • Learning curve is more complicated than it should be.
  • Unexplained mechanics induce frustration.

Summary

While it's a shame the overwhelming controls and concepts tend to scare away newcomers, those who stick with The Wonderful 101 will discover a game of immense depth, undeniable charm and good ol' alien bashing. There's no denying it's oddball nature, but just like any other action game, getting combos to regularly click into place induces joyous rushes of dominance like no other, and the overly tongue-in-cheek tone is a blast to watch and engage in. If you're willing to overcome some inevitable frustration, this overlooked classic is worth your time.

9/10
Reflection: I think now I'd give the score just a tad below nine. It's still a wonderful game (pun intended!), but those learning curve flub-ups are pretty bad. Everything else rocks, though.

Not much else to say except that I don't think any blog review for The Wonderful 101 will be coming in some time. I was steadily aiming for 100% last time I was playing, and I'll probably be juggling that between the two Bayonetta games. It's on the backburner, but do forget about it until the time comes.
Oh, and for those waiting for the Kirby Super Star Ultra review...it'll be coming TOMORROW!

Saturday, January 23, 2016

Pikmin 3 (Gaming Grunts Review Repost)

Note: This review was originally published on July 31st, 2014 for Gaming Grunts, which went under some time ago. Having recently salvaged most of my articles on there, I've decided to give them a new home here for archival purposes. Please bear in mind they differ in structure from this blog's reviews, and be sure to join me at the end for a bonus reflection!


Following years of delays, console hopping and developmental conflicts, Pikmin 3 finally arrived on the Wii U nine years after the Gamecube’s Pikmin 2. Once again starring the adventures of adorable plant creatures under the command of interplanetary spacefarers, Pikmin 3 is a brilliant mixture of strategy and exploration that enfolds in a world with all the terror of the wild, yet holds as much intrigue as the hidden expanses of your backyard. Released almost exactly a year ago in a sea of high-quality Nintendo sequels, Pikmin 3 lives up to its potential through an endlessly flexible campaign and addictive sub-modes.

Story

Disaster has stricken the planet of Koppai. Food supplies have all been depleted, and numerous universal scans by space probes for planetary cultivation prove to be fruitless….until a ray of hope is found on a planet light years away: Planet PNF-404. Koppai sends a three-man team–the famed Captain Charlie, the botanist Brittany, and the engineer Alph—to harvest fruit seeds from PNF-404, but upon reaching the planet, their ship suffers a mysterious crash landing and the three crew members are left separated. What is their fate? What caused the crash? What are these mysterious carrot-shaped creatures that follow their every move, and who’s leaving these cryptic data files across the planet’s surface?

Graphics

Continuing to prove Pikmin is home to Nintendo’s greatest sense of visual artistry, Pikmin 3’s greatest strength lies in bringing its world to life through lush visuals and amazing creature design. The game is just straight up beautiful to look at, such as the green expanses of the Garden of Hope or the wet sleekness of rainy days. As most of the characters are just under a foot tall (the three protagonists and Pikmin not being any bigger than a quarter), much of the wildlife encounters are imposing through outstanding animation work or detail, whether they be anteater-inspired Bulborbs or the bee troop movements formed under their harp-plucking queen.


Special attention should be paid to the all-important fruit, as the rich texture work and detailed models are a feast for the eyes. They look so good, in fact, that it is not uncommon for one to get hungry after a play session. When the juice is extracted at the end of each day, I find myself wanting to drink white grape.

The only downside is the game’s Wii origins are evident throughout, as some poor land textures and low-poly models can detract from the experience. While it’s mostly only noticeable when using the in-game camera, it’s a shame to see Nintendo’s lack of experience with HD holding them back. Regardless of the occasional rough patch, Pikmin 3 is quite possibly Nintendo’s most beautiful game to date.

Gameplay

On the surface, Pikmin 3 plays identically to the first two games. The game is divided into 15-minute “days” for the player to accomplish various tasks, whether it be collecting fruit, creating bridges, or eliminating dangerous wildlife.

Under the command of the three protagonists, the Pikmin are united into an army for these tasks and are divided into the classic trio of Reds (strong fighters who are resistant to fire), Yellows (light and immune to electricity), and Blues (swimmers who can survive any body of water). Joining the gang are Rock Pikmin (strong troops who slam into wildlife and obstacles of all sorts) and Winged Pikmin (flying Pikmin who excel at aerial combat and can traverse over any terrain). While Pikmin 2’s Purple and White Pikmin are sadly relegated to the Mission Mode, these two new Pikmin are far more interesting in their environmental and puzzle interactions.

While Pikmin 3 takes inspiration from both of the first two games, it harkens back to the original in that there’s an overall time limit to the campaign. As opposed to just being set to thirty days, Pikmin 3 counts down the days depending on the amount of juice siphoned from the collectible fruit strewn around the surface (so, for example, five containers of juice equals five days left). Each day subtracts a can of juice for the team to drink, and with many of the fruits guarded by dangerous beasts, there’s an innumerable amount of ways to tackle the campaign.

And that’s where the beauty of this game’s depth lies: through a player-manipulated time limit, you can choose to play any way you please. Do you have enough juice to spend a day or two propagating more Pikmin? If you choose to do a speedrun playthrough, you’d have to do so simultaneously along the main tasks, but then what type of speedrun should you pursue? Should you see how fast you can collect all the fruit, or just see how quickly you can beat the game? If so, how do you split up the captains this time?

For those of us who want to get up close and personal with the diminutive Pikmin world, the game features an in-game camera to snap pictures. Whether it’s zoomed in or zoomed out, players can upload their snapshots up on the Miiverse social network.

Despite the issues with up-close textures and the like, the good definitely outweighs the bad here. Everything from lighting effects (check out the flame pits in caverns) to spots optimal for panoramic scenery are at their best with this POV, and there are a number of fun easter eggs to discover and share (such as mysterious wall etchings). The juxtaposition of such beautiful scenery alongside an uninhabited alien world really shines here.

Pikmin 3 offers numerous ways to play in regards to controls. Anyone familiar with the Wii ports for the first two Pikmin games should feel right at home with the Wii Remote +Nunchuck combo, although of course the game supports the Wii U Gamepad. Thanks to a recent update, you can now repeatedly flick the screen with the stylus to sling Pikmin (as per the Pikmin Adventure minigame in Nintendo Land).

While the new gesture is appreciated, the regular Gamepad interface is the optimal choice for control. Aside from being easier on the hands, having the entire map at your disposal works wonders in planning out strategies and feels completely natural. At the very least, it’s the key to getting the best scores in Mission Mode.

Music and Sound

Gentle and soft, Pikmin 3’s soundtrack is the definition of atmospheric. From the jingles of Distant Tundra to the haunting chimes of cavern sections, just about every musical piece absorbs the player into Pikmin 3’s alien world. Garden of Hope stands out as a particularly dreamy melody, perfectly complimenting the dawn of a new morning with the plucks of banjo strings.

The sound effects are no slouch, either. The Pikmin are as adorably expressive as ever, and your heart will sink at theirs upon drowning and being munched upon by hungry monsters. In particular, the Rock Pikmin display an amusing incongruity via sound: their sole purpose is for destruction, as tossing them at obstacles and enemies leads to shattered glass and terrified cries from battered creatures…yet their landing on the ground is greeted with the thud of a pebble.

6C8498703-pikmincombat

Mission Mode

Think getting all the fruit in the main game is tough? Try getting Platinum Medals in the highly addictive, yet excruciatingly difficult Mission Mode, which is divided into three sub-modes consisting of 36 missions in all (including DLC): collecting treasure, defeating enemies, and boss battles. Confined to time limits, these missions grade the player with various medals (from bronze to platinum) depending on how much the player had accomplished before the whistle blows.

Clearing every one of these missions to perfection requires a serious time investment, as just like the main campaign every map is designed to be completed however the player wishes. For example,some monsters will take time to bring down, so how many Pikmin should be divided into simultaneous tasks such building bridges and collecting fruit? You can compare your score to the worldwide online leaderboard to see how far along you’ve improved, so if you’re feeling particularly competitive and are wondering why you’re some 5000 points behind, get ready for some serious planning and brainstorming.

Bingo Battle

Rounding out Pikmin 3’s features is the multiplayer Bingo Battle mode. Two players are tasked with collecting objects and felled creatures that are displayed on a bingo-esque grid, and whoever nabs four in a row becomes the winner. Each of the ten battlefields will become a battleground as the opposing armies’ Pikmin wage war to steal each other’s prizes through direct combat, summoning falling giant boulders, or fend off attacks from wildlife. It’s the sort of devilish setup that leads to hilarious co-play, and would be absolutely perfect if it had online play.

Pikmin 3 is yet another victim of Nintendo’s misguided, narrow focus on couch multiplayer for the Wii U (as opposed to just having both it and online multiplayer). While Pikmin 3 might be a tad more forgivable due to potential technical difficulties (If we’re to trust Nintendo’s word, around 200 Pikmin running around at once could strain connections), that the developers see it as no big loss is a shame. This is something I could see myself playing every weekend if I was given the option.

Pros

· Superbly flexible single-player
· Addictive mission mode
· The in-game camera opens up more of the game’s world than you think.
· Incredible atmosphere thanks to art and sound direction.
· Character design is a joy to witness.
· Bingo Battle!

Cons

· Occasional low-res graphical work
· No online multiplayer

Summary

Pikmin 3 is in almost every way worth the wait. The campaign is a perfect middle ground between time restrictions and freedom, and is just flexible enough to encourage multiple playthroughs. The sound and graphical work are some of Nintendo’s best, and Mission Mode will have you coming back again and again. Regardless of any blemishes, this is the best game you can play on the Wii U today.

10/10

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Reflection: Still the Wii U's masterpiece! Just started my fourth playthrough recently and I can't wait to see how I'll tackle it next. Perhaps I should share some of my Miiverse pic uploads?

As for the blog review, the Pikmin series is due very soon, and I can't wait to elaborate on one of my favorite Nintendo series. I like to think I'm still on the money with this review, so I wonder how I'll go forward with it...

Monday, January 18, 2016

Mario Kart 8 (Gaming Grunts Review Repost)

Note: This review was originally published on July 14th, 2014 for Gaming Grunts, which went under some time ago. Having recently salvaged most of my articles on there, I've decided to give them a new home here for archival purposes. Please bear in mind they differ in structure from this blog's reviews, and be sure to join me at the end for a bonus reflection!



Mario Kart 8 races onto the Wii U with a stunningly beautiful HD presentation and creative innovations on the series gameplay. As much as gamers harp on the cheapness of the dreaded Blue Shell, they can’t resist the call of Mario and company to burn rubber and toss banana peels willy-nilly. Despite inheriting some major shortcomings that have plagued the past couple entries, Mario Kart 8 is able to stand on its own as a fantastic party game and solo racer.

Racing

In this latest iteration of Mario Kart, the Mushroom Kingdom has apparently been hard at work inventing anti-gravity technology entirely for the sole purpose of racing. The result: Mario Kart now ushers in a dynamic new form of racing. Courses new and old seamlessly transit from ground-level driving to thrilling twenty-story loops, providing stunning views regardless of whether you’re racing up waterfalls or over department store walls.

Breathing new life into the series, this new mechanic helps supply one of the best course rosters in Mario Kart history. The starting Mario Kart Stadium wows off the bat with its gigantic loop, while Mount Wario throws karters into a three-part race down a gravity-defying snowy mountain. Meanwhile, fan favorites such as Toad’s Turnpike (Mario Kart 64) and Tick-Tock Clock (Mario Kart DS) undergo both mechanical and visual overhauls to blend in with Mario Kart 8’s gravity and flight (the former does so with flying colors, as the sleepy highway is now transformed into a flurry of aerial-based shortcuts).

Graphics

Running at a buttery-smooth 60 FPS, Mario Kart has never looked better. Mario Kart 8 is undoubtedly the best-looking game on the Wii U, with every character, kart, course, and background detail of every sort polished to an unbelievable sheen. The character animation alone is bursting with personality, with fans (including yours truly) constantly combing through replays to capture moments of characters scowling or smirking sinisterly at each other (infamously leading to the“Death-Stare Luigi”).

However, the courses and background details are ultimately the true star of Mario Kart 8’s aesthetics. The raving Koopas and Shy Guys that populate the Electrodome provide a hilarious backdrop to the course, and we learn from the colorful ad banners that products like the “Burnin’ DK” sports drink are popular among racegoers. However, Mario Kart 8’s art direction truly shines best in how it revives retro courses into the age of HD; in particular, the way Mario Kart 64’s Rainbow Road bursts with fireworks, floating golden trains, and the bustling city nightlife below is a nostalgic feast for the eyes.

Karts & Characters

Returning from Mario Kart 7 is the deep kart customization system, where players will continue to experiment situating characters into which combination of karts, wheels and gliders suit them best. As these are obtained through the coins littered on racetracks, the player is enticed to keep playing again and again to collect all the parts (particularly since coins gradually increase top speed by themselves). The endless amount of experimentation will continue to be a huge replay factor for those fully engrossed into the core racing system.

If only the character roster wasn’t such a mixed bag. While the playable introduction of the dastardly Koopalings is quite welcome thanks to their fun personalities (Iggy fan, here!), the inclusion of all seven leaves little room for anyone else to join alongside the usual roster. This wouldn’t really be a problem if they put some actual thought into the last few spots, yet the inclusion of Baby Rosalina and Pink Gold Peach not only come across as tepidly uninspired but render the roster as both somewhat homogenized and lazy in numerous ways (such as it being composed of 1/6 babies).

Weapons

Just like its course variety, Mario Kart 8 brings along a selection of deadly gadgets. Old favorites like the Red Shells, Lightning Bolts and Bob-ombs return alongside new weapons, none the least of which is the potted Piranha Plant. Equipped with its own set of anti-gravity wheels and an eagerness to snap up everyone and everything on the track (including the cows of Moo Moo Meadows), the feisty venus fly trap is a perfect example of Mario Kart 8’s degree of polish.

Alas, while the new Super Horn does a wonderful job of repelling Blue Shells, other items don’t contribute a good deal to proper balance. The wonky flight direction of the Boomerang makes it rather unreliable, and the defensive uselessness of the Coin leaves one to wonder if they should’ve stuck to the tracks.

Replays & Mario Kart TV

As mentioned before, replays can be analyzed, configured and saved after every race. While not unique to Mario Kart 8, the game’s attention to detail is what makes it special. Witnessing the snubby gleefulness of Toad’s smile as he speeds ahead of his opponents or Donkey Kong’s terrifying totem pole-esque expressions never gets old regardless of whether it’s on fast-forward or emphasized through slow-mo. While more options regarding camera angles and the like would be appreciated, what’s available here provides enough tools to craft hilarious replays.

And through the Mario Kart TV feature, these replays can not only be uploaded to Youtube but streamed through the online-enabled broadcast system for everyone to watch and comment (the latter via the spontaneous messages of Miiverse, which are guaranteed to add to the hilarity).

Music

Mario Kart 8 is backed by an incredible big-band soundtrack, much of which was recorded live like last fall’s Super Mario 3D World. It’s all very infectious and is host to a wide range of instruments, such as the electric piano for Donut Plains 3 and the leading saxophone in N64 Rainbow Road. Almost every live piece is just as bouncy and fun as the last and you can tell the music team had a great time with the recording sessions.

In fact, the composers had so much fun with it, they even made the soundtrack coincide with the progress of certain courses! The watery Dolphins Shoals stands out as starting out with a simple synthesized track until racers pop out of the ocean and it explodes into a jazzy saxophone session. Even if I’m losing, it never fails to relieve any and all tension.

Modes

So the racing plays and controls wonderfully, the visuals are sharp, and we’re graced with probably the best Mario Kart soundtrack yet. While these are great tools to craft the best Mario Kart yet, it’s lacking in one vital area: a sufficient amount of modes and options to keep players coming. Nintendo placed a huge emphasis on developing the core racing as opposed to broadening the game with various modes, and it shows.

Take the game’s version of the Battle Mode, where instead of duking it out in specially-made arenas, players are restricted to battling on the regular racing courses. I actually find this a rather neat novelty, yet I still ask “why not both?” Retaining both versions and expanding them in ways beyond Balloon Battle (such as Coin Runners) would have provided a meatier experience, and with many fans scorning the new mode and sticking to racing, it can leave a bare-bones impression of Mario Kart 8. Single-player modes like Mission Mode would also have been welcome, but as Mario Kart’s appeal primarily lies in multiplayer, Battle Mode is a bigger cause for concern.

Thankfully, the online mode picks up some of battle mode’s slack. While it’s not perfect—connection issues are a constant annoyance and voice chat is restricted to friend lobbies only—there’s a multitude of options to enjoy such as private user tournaments and select item matches alongside friends. Frantic Mode’s emphasis on Lightning Bolts and Blue Shells is aggravatingly crazy, just as it should be.


Summary

Do not misunderstand me: by itself, Mario Kart 8 is a great racer with some fantastic production values and exciting spins on a twenty year old formula. While it’s a shame to see Nintendo’s inexperience with HD forces them to continue cutting corners, the game provides enough excitement as it is and seeing the company embrace online play is much appreciated. Mario Kart 8 falls just short of being a racing masterpiece, but that shouldn’t stop you from picking it up.

Pros

  • Excellent sense of handling and speed
  • Course design is unmatched
  • The best HD Nintendo job yet
  • Wonderful, jazzy soundtrack
  • Replay feature
  • Polish, polish everywhere
  • Robust online features

Cons

  • Online features have connection issues
  • Battle mode isn’t fleshed out well enough
  • More modes would’ve been appreciated
  • Some wonky items
  • Questionable character roster decisions

8/10

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Reflection: Behold my first game journalism review! How does it hold up?

I think an eight was a fair score upon the game's arrival, but the DLC content would definitely bump it up to a nine. Yes, I still think how they handled Battle Mode was a shame, but the core racing's so strong that I've grown not to mind. Maybe one day we'll see an HD Mario Kart with a level of quality content matching that of Mario Kart DS; for now, I just need to play this one more!
As for a Leave Luck to Heaven review...while I've been planning to dive into the Mario Kart series, there are other series in the works that take priority. At the very least, I imagine 8 would show up first.