Augh!! The next Worldly Weekend entry is just about wrapped up, but Blogger's image uploader is suddenly on the fritz! That'll teach me not to promise it anymore, haha. But anyway, I can't stay up all night waiting for it to get working again, so I'll have it ready by this Saturday. Sorry for the delay, but in return, Biweekly Music Wednesday! will return this week and I'll hopefully have my next review up by Friday evening. As mentioned earlier, this fall's gonna be busy, so I'm hoping September will begin with a bang!
Oh, and I never said what the next review was, did I? It's actually not Kirby Super Star Ultra (won't analyzing that be fun), but actually another Mario game! In fact, it's actually one of his more famed spin-offs. I'll let you guess as to what that is...
By the way, how many of you have been following Super Mario Maker? Me, I'm psyched as all get-out and am beyond amazed at the creativity on display. Already I can't wait to get crafting levels and unlocking amiibo costumes like mad, but I'm curious to know: would you guys like to see what I cook up? Learning how to make fun, imaginative levels is going to be a process, and I'd love to share my progress with you all. Please lemme know!
Sunday, August 30, 2015
Thursday, August 27, 2015
Super Mario 3D World
Super Mario 3D World is a game that should, by all means, be considered a masterpiece in my eyes. It's a labor of love, joy and good ol' fashioned game design that follows off the heels of its 3DS predecessor. Having thoroughly enjoyed Super Mario 3D Land, common sense should entail I'd love its sequel just as much.
And why shouldn't I? It's propped up by a live big band score, which is undoubtedly the funnest Nintendo soundtrack since Rhythm Heaven first visited our American shores. It's polished to oblivion, with secret coins, mushrooms and Luigi sprites hidden everywhere from the most unsuspecting of bushes to the tiniest of bonus stages. The warm, fuzzy nostalgia of Super Mario World aesthetics returns and is just as soft as you remember, with the familiar clean artstyle popping up everywhere in the form of Miiverse stickers and familiar cast members roaming the landscape (the Chargin' Chuck football guys!).
And it sheds the spotlight on cats. Cats! My status as a hardcore cat lover is beset by how all three of my cats treat me like I'm the Anti-Christ, dashing away the moment my lumbering presence enters their personal space and daring only to stare at me from the dark reaches of the stairtop (that, and I forbid myself to watch cat videos on YouTube in fear I'll waste hours watching Scottish Fold kittens). That Mario and Co. appealed to my rejected heart by dressing up in cat costumes and meowing up a storm is the best medicine I've received yet, and I dearly wish for the Cat Suit's appearance in more games.
Let there be no miscommunication here: Super Mario 3D World is quality. It plays great and oozes personality and charm in everything it does, all the result of love being poured into every line of code. And how my heart aches that I don't appreciate all that as much as I should. As should soon be evident, it's a game I still wrestle my feelings with, as while there are certainly elements of it that I love, I can't fall in love with the package as a whole. I've often wondered if the problem lies within my own high expectations for 3D Mario, a series that essentially created, defined and revolutionized 3D platforming (and gaming, in general) over the span of five previous games. Whereas Mario 64 laid the foundation and the Galaxy series crafted such imaginative heights, 3D World is mainly concerned with just having fun (and one other factor, but we'll get into that shortly).
Not that there's anything wrong with that by itself, but such a goal immediately places 3D World at odds with the Wii U's GamePad controller, a device that Nintendo completely failed to prove its worth. Much like every Wii U title that isn't Nintendo Land, 3D World establishes, at best, periphery involvement with touch-screen control and the like. When considering the heights reached in design and control from 64, Galaxy and even Sunshine, that a potential new avenue of 3D gameplay was discarded in favor of designing a HD sequel to a handheld game remains a poignant disappointment.
However, like how not every Wii game needed motion control, not every Wii U game should be decried for not having touch controls, so despite the franchise's prestige, it wouldn't be entirely fair to single out 3D World for that mistake. But alas, it's within that very mistake that 3D World's biggest flaw is made apparent, one that renders it inferior to even its own predecessor.
It wouldn't be wrong to claim Super Mario 3D World is the culmination of the seeds first sprung in the Galaxy series, where Mario's fantastical adventures in space were guided along in a more linear fashion. While they were still designed around the star-collecting missions from Mario 64 and Sunshine, their more open level design was tossed in consideration of those lost in three-dimensions (that the first two New Super Mario Bros. titles, which revived the 2D gameplay of old, sold significantly more than any 3D Mario title only seemed to prove Nintendo's point). The result: 3D Land's further distillation into a pure platforming experience (one could even perceive that the "3D" portion of the title was a rebranding of this particular Mario genre)
Like 3D Land before it, 3D World emphasizes the nostalgic bare-context of the 2D Mario games of yore. We spot this quality in its speck of a plot, bare minimum usage of text, the timer that inexplicably kills your character, and, as seen above, the flagpole signalling the end of every level. Alone, these aren't problems, but they do contribute to 3D World's biggest flaw: in it's rush to streamline 3D gameplay via 2D tropes, the game forgets to innovate and instead produces a homogenized product.
"Homogenized" as in it borrows too much from 2D Mario, I mean. This isn't to say 3D tropes we've seen before aren't present (as seen with how it unlocks progression via collecting Green Stars), nor am I saying it doesn't possess any new ideas, but then why do I grow so tired of it, then? That 3D World is a sequel to a handheld game to streamline 3D Mario gameplay means it has to juggle between retaining and building upon its tropes within an HD context all the while pointlessly reviving elements from 2D Mario, which naturally presents some problems.
Take the level design, for example. You could argue Galaxy and 3D Land of being homogenized as well, yet they're careful enough to frame their ambitions within their respective contexts. 3D Land is particularly interesting in how the level design is built around the hardware, with levels that go down, down, down or up, up, up appearing all the more imposing and inviting on a tiny handheld screen (when factoring in the 3D, the affect is all the more powerful). It's new, it's fresh, it's uncharted waters for our portly plumber.
And yet note how 3D World borrows some of these levels wholesale without a speck of difference. As expected of a sequel, you may say, but the levels that go up, up, up or present a Zelda-inspired top-down perspective simply don't possess the same magic on an HD level. Yes, the former plays well into the wall-climbing antics of the Cat Suit, but that we've already done this before adds a dull sense of familiarity within the first world.
It's no surprise then that the best levels are the ones built around Mario's new toys. The cloning Double Cherry, in particular, is the game's one true stroke of imagination and presents an unparalleled sense of precision and wonder everywhere it appears. Losing one of your clones to enemy fire or a mistimed jump is a common risk, and it takes some skill to, say, carefully navigate a block slide that, according to their color-coded design, disappear and reappear to the music beat. Something we've already done before, mind you, but points for difficulty.
There are other gadgets for Mario and Co. to fool around with, be it potted Piranha Plants to gobble up foes with and an oversized comfy Ice Skate to ride around in. But as expected, they're sparingly used so as to not grow old. This would okay since the clever "clear" warp pipe idea commonly picks up the slack, but that it's shackled in bringing back 3D Land tropes and coming up with new ideas brings me to my next point.
Look at how bright and colorful that is! Indeed, the colors in 3D World pop with such vividness and festivity that they're often propped by distant fireworks and the like (seriously, try bopping on the innocent Sprixie folk; they shed actual confetti). Here's some more delectable shots below.
Here's one with some modern effects. 3D World's character models and setpieces are polished to the point where reflect the shiny smoothness of toys and action figures, highlighted in the above rainy sequence. Note the rain dripping down the screen.
And then there's setpieces where the game just explodes with color. The hidden Golden Express is pure mouth-watering gold (complete with the aforementioned fireworks to highlight the game's status as a hidden level), wherea lava levels alternate between molten-hot red and delicious, tantalizing blue (often accompanied by a certain music track showcased just a ways down).
Anyone who's played 3D Land should recognize how most of the examples provided above aren't present in the handheld title. What isn't shown are not-so-new levels that while necessary within the sequel context, don't bring much new on their own. For every exciting idea found in train levels (Cat bullet bills!) and Japanese bath houses, you shouldn't expect to see them more than once or twice. Yes, it does a gorgeous job of bringing 3D Land level setpieces into HD, but we've seen these ghost houses before, we've traversed these dessert-themed landscapes before, we've crossed these poisonous swamps before, we've ridden on a sea creature down perilous rivers before. Are they framed in new contexts? Sure, but chances are they've probably originated from earlier Mario adventures (hello, flip switches).
Bosses are also disproportionate in imagination. On the highest end of the spectrum lies the above Motley Bossblob; of course, that it'd use the Double Cherry as the fight's basis guarantees it's success, but look at how inventive it is! The flashy fleshiness of his giant form! The choices of either gunning for his fleeing vulnerable form or hopping on his scattered blobs to reduce his size!
...then you have this Bowser boss, where he rides a sexy giant car to lob bombs at Mario. It's host to the slowest, most boring boss fight in the game in that you have to kick back the bombs while Bowser just chugs along in the car. Within games featuring conflict, cars are generally used to run over people; as this would prove problematic in Mario, it has no option but just to sit there looking pretty. Any other platform could've not only sufficed in hosting Bowser, but to build upon it for a more exciting fight.
World themes, too, face disproportion as like 3D Land, 3D World generally places levels wherever it feels like. This wasn't a problem in 3D Land since most, if not all, of world themes weren't so explicit, but this isn't the case in 3D World. We have explicit takes on ice worlds, deserts, and skies, yet 3D World's sense of progression is totally absent barring the necessary castle level.
A desert slide and a dessert level. Wha?
Progressing through the carnival only brings more disappointment: 3D World introduces circus levels as it's most common recurring trope, yet not a single one of these is in sight! In fact, a good chunk of that amazing shit you see in the opening shot aren't used at all. Instead of being granted rollercoasters, we're treated to the same ol' level tropes that only vaguely relate to evil circus theme.
"What's the big deal," you may ask. It's what I've been arguing all along: the game is far too comfortable with borrowing 2D Mario's sense of bare context. While Mario games shouldn't be bloated with story and dialogue (see Sunshine), that 3D World largely uses familiar world tropes as only crutch as opposed to building upon them (or, y'know, expanding on it's original themes) is a disappointment. The circus does not build upon itself, nor the sky world, or even the ice world. You know there's a problem when a) Super Mario World and even the later NES Mario games excel at this and b) I'm questioning context in a series that's the very definition of "suspension of disbelief". As it is now, 3D World in it's entirety comes across as some sort of gaudy fever dream.
You could say "Well, the desert slide is still a great piece of game design", and so it is. To deny that 3D World isn't designed well is heresy, but that it restricts itself to 2D Mario tropes is what I take issue with. What place do entire levels based around the "race against the clock" concept belong in a 3D platformer, particularly if they're insanely short? Why bother with quick n' dirty enemy blockades? Why include a giant open area in Sprawling Savannah when the ever-present timer naturally deters exploration? Alone, these are nitpicks, but that they keep building and building only serve to prove the game's homogenized nature. That they're included only for the sake of pandering to the 2D titles associates it far too closely with the games in question, and so we lose uniqueness.
So does this mean 3D World is a complete disappointment? Well, not exactly. Yes, 3D World comes up short as an inventive, cohesive title, but that to deny it's status as game designed around providing the player with as many fun scenarios as possible would be, well, rather ungrateful for one and would also undersell how well-designed its stages are. I can't say I agree with how they're fully framed, but these are still Mario levels through and through.
Take the above tribute to Super Mario Kart, for instance. That it takes place in the ice world makes no sense, but the brief time we're granted with it captures Mario Kart brilliantly thanks to the pervasive placement of Boost Pads. That it's combined with bouncy mushroom pads to regain momentum and slides ripped straight out of the Playskool playsets from your youth only seals the deal.
Meanwhile, Sunshine Seaside is absolutely the best beach level in the game due to how involved it is. Echoing some of the collection missions in earlier 3D Mario games, your character of choice has to nab five key coins hidden across the coast. Be it one of the many goodies hidden inside the giant sand statues or breaking up a Chargin' Chuck huddle, there's no stone left unturned. Once complete, you're rewarded with an amazing Plessie ride. Note what's quite possibly 3D World's greatest easter egg: riding around inside Koopa shells. How I'd love to endlessly surf across the stage without the impending ticking of that pesky timer.
And no one could possibly hate the adventures of Captain Toad! These fun breathers from the main adventure take the form of isometric puzzles where the world's most adorable treasure hunter has to hunt down five green stars. It's the one area of the game where the GamePad is put to good use, as the gyroscope is utilized as the camera to help the player navigate and decipher these puzzles. These actually do grow in difficulty and even complexity as the game progresses, and I was always delighted to partake in them.
And once again, my love for the Cat Suit must be elaborated. Say what will you about the actual adventure, but the new suit is undeniably the funnest the Mario gang's had in years. Everything from how the characters prance along to the exact movement of a cat, how they scratch frantically before futilely sliding down walls (leaving loooong claw marks), let out a celebratory meow upon completing a course (or in the case of Toad, the cute little "myew! of a kitten), or even how the developers just added a sneaking maneuver (complete with it's own pounce attack) for no reason other than to be cute just highlights how much fun they had in creating it. Also, Cat Goombas. And Cat Bullet Bills. And Cat Bo...nah, I'll let you find that one out for yourself.
I can't help but resist spoiling one little surprise though. One day I asked myself, "what would happen if I climbed up a clear pipe with Cat Mario?" The picturesque shot above is the result. It's not possible with every clear pipe, of course, and it doesn't even qualify as a shortcut, but it's one of the very few instances of "create your own fun" that 3D World allows. In fact, if you try this in the very first level, you may find a tiny secret hinting the developer knew about this all along.
In that sense, it's best to enjoy 3D World as a "turn your brain off" sorta deal. It might not blow your mind and it's certainly not Mario at his most ambitious, but during the entire time I've wrestled with my feelings over this game, I always ask myself if that really matters. So long as you don't expect anything from 3D World, it works. Maybe not entirely in a way I'd want it to, but even with it's missteps it's still fun and exciting to play.
What can really ease this process is the score. My god, the score. Truth be told, I am growing a little tired of the newer Mario themes borrowing Super Mario Bros. 3's motifs again and again, so I've instead decided to kick off by sharing the game's best boss theme. 3D World apes Big Band music, and Hisstocrat is where that hits its apex. An explosion of drums, trumpets and synth all contribute to the flurry and chaos of that particular boss battle.
While Mahito Yokota takes up the bulk of the soundtrack, veteran Koji Kondo picks up the slack with his new take on the customary Athletic theme (known as Chain Link Charge). As opposed to the typical high-strung energy found in those themes, Chain Link Charge goes for a slower, jazzier tone that I'd imagine wouldn't be too out-of-place in downtown New York. It's certainly the most grounded Athletic, a unique direction that I'd love to see continued in future Mario games.
Of course, my favorite has to be the one I've discussed before: Double Cherry Pass utilizes a pair of violins so bouncy and alive that it perfectly taps into that animated Mario zen, rendering any level it accompanies the manifestation of pure joy. That it accompanies the best level in the game (of the same name) is no coincidence, as it heightens the wondrous discovery of the wonderful Double Cherries.
Maybe, for me, it represents a song of forgiveness. I know that Super Mario 3D World is not perfect, and I know I will continue to wrestle with my feelings over it for some time. In an era where Nintendo had to prove the worth of their shiny new GamePad, that it chooses to overly restrict itself by 2D tropes is undeniably disappointing not matter how well it plays.
But whenever I hear this song, I can channel that elusive reverie that I, myself, have been chasing for so long. This may or may not have to do with the fact that the song plays in the level where I can have up to five Cat Marios dance in tune to the music, but that it compels me to forget that and simply do that despite the impending tick-tock of a timer is no small feat.
Perhaps one day, I could simply forget the game's flaws and just play it? In a time where Nintendo is no longer a stranger to HD and downplays wacky gadgets, that may be possible, but that fear of homogenization is a tad too strong now.
Regardless, the game plays well, looks well, sounds well, and, well, manages to make me smile. It may not be my favorite Mario game, but that last factor is a hallmark quality of Mario through and through. And I guess I should be grateful for that. Meow.
----
Sorry for the delay, folks! Got too caught up in polishing this before I was satisfied with it. Was I too indecisive? Please let me know!
Labels:
3d platformer,
cats,
mario,
platformer,
super mario,
super mario 3d world,
wii u,
woe is me
Tuesday, August 25, 2015
Hello, Newcomers!
Ever since someone I met at my cousin's wedding shared my last Biweekly Music Wednesday! on reddit, traffic's gone way up even though not much has been posted this August (sorry!), so I figured I'd stop by and say hello.
Anyway, a new review should be ready by tomorrow night. I've been sweating bullets about it for weeks as it's a rather, ah, unpopular opinion regarding a relatively recent Nintendo title (for the past two months alone there's been roughly six topics about it on NeoGAF and each one has never failed to introduce my head to my desk, repeatedly), and I've been extra care in providing a fair analysis and not come across as overly nitpicky. If you happen to be a fan of the game, please go easy on me!
Other than that, you've come at a good time. A new Worldy Weekend review will not only be ready this weekend, but for the past two months I've been taking painstaking measures in devising an ambitious review schedule for this fall, which should be host to a deluge of reviews! Nintendo classics, third-party goodness and PlayStation/Xbox titles new and old will be featured, so I hope you stick around and enjoy the ride.
See you tomorrow!
Anyway, a new review should be ready by tomorrow night. I've been sweating bullets about it for weeks as it's a rather, ah, unpopular opinion regarding a relatively recent Nintendo title (for the past two months alone there's been roughly six topics about it on NeoGAF and each one has never failed to introduce my head to my desk, repeatedly), and I've been extra care in providing a fair analysis and not come across as overly nitpicky. If you happen to be a fan of the game, please go easy on me!
Other than that, you've come at a good time. A new Worldy Weekend review will not only be ready this weekend, but for the past two months I've been taking painstaking measures in devising an ambitious review schedule for this fall, which should be host to a deluge of reviews! Nintendo classics, third-party goodness and PlayStation/Xbox titles new and old will be featured, so I hope you stick around and enjoy the ride.
See you tomorrow!
Thursday, August 20, 2015
Retro Scope: Banjo-Kazooie
While I've replayed both of the original Banjo games recently, I wasn't able to fit them into my review schedule for the blog. Thankfully, Nintendojo's Rare-themed week came just in time, so I figured I'd compromise by writing a Retro Scope for the first game. Perhaps I'll do one in the future for Tooie...? In any case, I once again experimented with my writing here, so I hope you enjoy it.
Things are finally back to normal in my personal life, so I'm aiming to have my next review on here pretty soon!
Labels:
banjo kazooie,
game journalism,
nintendo 64,
nintendojo
Wednesday, August 12, 2015
No Biweekly Music Wednesday This Week (or the week after)
Hey, all. I'm down in Michigan this week celebrating my cousin's upcoming wedding, so I won't be discussing music today.
Or next week, either. I'd like to steer course back to reviews, and I've been doing a lot of intense scheduling to figure out what's going to come for the rest of the year. If all goes well, things may get a bit crazy for the next two months!
Or next week, either. I'd like to steer course back to reviews, and I've been doing a lot of intense scheduling to figure out what's going to come for the rest of the year. If all goes well, things may get a bit crazy for the next two months!
Friday, August 7, 2015
What's Next For Smash Bros. DLC? (Nintendojo)
And now for a topic I've discussed a bajillion times before! As opposed to my previous column, I don't discuss what I personally desire for Smash DLC but instead take a more objective analysis of what we'll probably get from hereon.
...man, that King K. Rool Mii Fighter costume is the most hilarious thing. And the Bear Gunner. And Chrom. I now only want to play as Mii Fighters.
Wednesday, July 29, 2015
Biweekly Music Wednesday! No. 27 ~Main Menu~ (Star Fox 64)
Plays in: Main Menu
Status: Original Composition
Composer: Koji Kondo
You're adrift. You don't quite know how you got here, yet your mind can't muster the strength to ask why. The deep darkness of space threatens to swallow you whole, but being surrounded by thousands of stars instils only calm. You merely float along, devoid of all will, content with wherever the gentle pull of space takes you.
And then, within a moment's passing, you land. Your surroundings materialize via wireframe before taking solid form. It's a forgotten museum isolated within the reaches of space: crafts and mannequins of all sorts are on display, all depicting the heroics of Team Star Fox. Be it wall-embedded videos detailing General Pepper's military accomplishments, a diorama of the Battle for Katina, and even a room dedicated to the inventions of the Toad family (complete with prototype replicas for the Landmaster and the Blue Marine), you roam this museum for what seems like years.
There are no other visitors. There's not even a sign of whoever built this museum hidden away amongst the stars. Your only companion is the above song, which plays endlessly through the speakers. It fits the place like a glove, and compels you to delve further and further into these hallowed halls, to learn all you can about the most legendary merc-for-hire team in the universe.
But you never finish. The moment the song begins to fade, your surroundings begin to revert alongside it. From solid form to wireframes to nothingness, only the stars remain as your consciousness drifts back to reality. And that's quite alright; you'll be immortalized within these hallowed halls one day.
After all, you finally got your own spaceship.
...sans the surprise ending, that's the imagery that always come to mind whenever I start up Star Fox 64. It's amazing how the game can switch between its typical B-movie atmosphere, a hardened space drama, and degree of prestige within a moment's notice. It's all thanks to the tagteam duo of Hajime Wakai and Koji Kondo, although the latter's work is what we're featuring today. Koji Kondo's menu theme for Star Fox 64 remains one of the finest menu themes in Nintendo history, elevating the game to the aforementioned level of prestige while maintaining the chillest calm.
A calm that I often sit back and reflect upon before attempting a high-score. I don't have a choice; it compels to recline and let my mind wander. And that goes for even after I've finished my latest campaign; after all, it does play when you're entering your latest score. If not, I zip right back to the menu to ponder a bit.
And while I'm at it, here's the version found in the 3DS remake. While its rearranged soundtrack had its ups and downs, I rather like the take on this song. I still lack the proper vocabulary to discuss the finer points of music, but the instruments used here grant a different flavor while largely maintaining the same tone. Dunno if that made sense, but given the severity of music misfires in this remake, it's more than enough to earn a thumbs-up for me.
I wonder if Star Fox Zero's menu theme will be as good? Between this and the starry theme for the original Star Fox, it has a lot to live up to. Come to think of it, who's composing that game, anyway? I wonder if Mahito Yokota's arrangement for the Star Wolf/Sector Z themes in Smash is a sign...?
Final Thoughts: I went in a bit of a different direction here today. Did you like it? I'm thinking of ways to differentiate entries so I can flex out my writing, so lemme know.
Labels:
koji kondo,
nintendo 64,
star fox,
star fox 64,
trying something new
Monday, July 20, 2015
Regarding Weekly Schedule + Otakon
Hey all! Just wanted to check in on a couple o' things.
First off, I believe we've hit the shortest gap ever between two reviews! Woo! I'd say I hope I can keep this up, but...
I mentioned recently I'd been hoping to maintain a weekly schedule for Nintendo reviews. While I'm earnestly trying to work towards that goal, I'm about to hit my first snag: heading out to Otakon this Friday! I'd rather not rush anything I'm writing, so if I don't make it this week, you can be sure I'll be back soon after Sunday. And hey, I'd be more than willing to share my merch haul from Baltimore, so stay tuned for that possibility!
And just a heads-up: the next couple of reviews will be, within the context of Nintendo games, first non-Kirby reviews in some time! Indeed, you'll be a seeing a whole host of Nintendo franchises this coming fall and maybe even August, so I hope you're excited!
First off, I believe we've hit the shortest gap ever between two reviews! Woo! I'd say I hope I can keep this up, but...
I mentioned recently I'd been hoping to maintain a weekly schedule for Nintendo reviews. While I'm earnestly trying to work towards that goal, I'm about to hit my first snag: heading out to Otakon this Friday! I'd rather not rush anything I'm writing, so if I don't make it this week, you can be sure I'll be back soon after Sunday. And hey, I'd be more than willing to share my merch haul from Baltimore, so stay tuned for that possibility!
And just a heads-up: the next couple of reviews will be, within the context of Nintendo games, first non-Kirby reviews in some time! Indeed, you'll be a seeing a whole host of Nintendo franchises this coming fall and maybe even August, so I hope you're excited!
Sunday, July 19, 2015
Worldly Weekend: Sonic Adventure DX: Director's Cut (GameCube)
There was a time where, for me, the Sonic Adventure games were Sonic. It was the same era where any 2D platformer that wasn't Kirby was far too hard for me, and Sonic the Hedgehog's Genesis classics were no exception. Sure, I could play Sonic Advance just fine, but hardcore Sonic fans on message boards far and wide kept dismissing them in favor of the old Genesis games.
Being a kid, I didn't really get that, much like how the same crowd held no love for the Sonic Adventure games birthed on the ill-fated Dreamcast (and eventually ported to GameCube, as seen in the cover above). The opening levels of each game had Sonic escaping from a killer whale and running over cars with a snowboard, respectively. I didn't care for rock music, yet Sonic made it cool with the likes of Live and Learn and Open Your Heart. If I was asked to describe the games with one-word answers as a kid, I would probably respond with words like "awesome," "kickass", and "deep". Yes, deep, likely in response to what I perceived as AAA-storytelling in the form of Gerald Robotnik's execution video and, in the case of the game I'm reviewing today, witnessing the poor plight of Tikal, an ancient echidna, attempting to prevent the slaughter and burning of the cuddly Chao creatures.
All wildly out of place in a Sonic game, you understand. And as we all know, it took Sega some time to learn from that. The rise and fall of Sonic the Hedgehog, all thanks to the likes of gun-toting edgy hedgehogs and woman-on-hedgehog smooching and werewolf hedgehogs and sword-wielding hedgehogs, has been widely maligned and joked about for years and years now. And yet the Sonic fanbase, chaotic as it is, can never decide whether or not it all started with Sonic's entry into 3D (or, in some deluded circles, argued to have never happened at all).
And now here we are, well over a decade since the original Sonic Adventure was ported to GameCube in the DX: Director's Cut edition, four years after its initial release in 1999. Coincidentally, that happens to be the last time I played it (2003, that is).
My friends, as those of us who've revisited our childhoods should know, there comes a time where we're forced to accept the bitter reality about what we once loved. That is why I am here today to inform you that Sonic Adventure DX sucks ass.
And I say that with zero malice whatsoever, for Sonic Adventure DX falls squarely into "so bad it's good" territory by taking all the wrong lessons from Super Mario 64 (and late-90's 3D game design in general). The result? A lovable abomination of hodgepodge game design, the worst camera ever devised, and glitches upon glitches upon glitches. Also, butt rock.
To put this all into context, Sonic Adventure DX splits the campaign into six characters: Sonic the Hedgehog, Miles "Tails" Prower, Knuckles the Echidna, Amy Goddamn Rose, E-102 the Boring-Ass Robot, and Big the Fuckin' Cat. They all take place within the same story, so the purpose is to put the pieces together from each perspective. Not that it's even remotely interesting today, mind you, but we'll get to that later. The real issue is that I'm really not kidding when I say that Sega took the opportunity to throw in every concept they could think of, be it speedy platforming, racing, chase sequences, treasure hunting, shooting, bumper cars, casino games, and, yes, fishing.
Now, are any of these actually fun? Maybe, but credit can hardly be granted to Sega and the folks at Sonic Team. See, Sonic Adventure DX makes design mistakes so elementary that it doesn't matter which character you pick, as all of their respective campaigns are riddled with pacing flaws, pointless/confusing decoration, and accompanied by some of the slipperiest controls and cameras known to man. Also, glitches.
Sonic takes most of the story meat and represents just about every level, so it's best to use him as a model. Many Adventure critics point to his campaign as being the only enjoyable one on a functional level; this argument may've held up roughly a decade ago when the game's flaws weren't nearly as apparent today, but that's definitely not the case now. The seams in nearly all the jaw-dropping set pieces (including the famous Emerald Coast whale chase) have long since eroded, and whatever remains entertaining (such as Lost World's tunnels and gravitational wall panels) is surrounded in a sea of mediocrity.
These are all meant to illustrate how fast Sonic is, but the problem is how Sonic's speed is set far too fast. This wasn't so bad in the Genesis titles considering the multi-faceted level design (that, and the speed was far more, well, measured), but the pit-ridden 3D planes of Sonic Adventure DX simply can't handle the inoperable speed of Sonic. Consequently, Sonic tends to either fall off pits, fall through glitch-ridden slopes, or dash across walls and ceilings. The last one's an intentional cool-looking mechanic, mind you, but one that's hardly useful; in fact, you'll often find yourself running into walls instead.
Actually, just about every character runs too fast. While they vary in speed, they're unable to camouflage two fatal flaws within Sonic Adventure DX's design, the first one being level structure that continually betrays player decisions and expectations. This can range from springs that often send players spiraling into an abyss (despite being intended to launch 'em up to platforms, rings, or...nothing) to sudden sequences introduced with zero context. To step away from Sonic for a moment, above is an example from one of the similarly-designed Tails levels, where a rush of air propels him upwards. As seen above, Tails tends to crash into various structures and the like, but he'll also fall back down for no apparent reason. Naturally, the player's response to press a button to get him flying again, but that'll actually accelerate his descent. Bear in mind this is within a race setting!
Problem number two is all about the camera. Put simply, the camera cannot keep up with the characters' speeds and flings about in the most nonsensical perspectives to capture them. Some of its most common habits include freezing in place as a character zooms away, attempting and failing to capture everything relevant to the character's actions/placement, or just freaking the hell out. Above is an example of the second variety: Sonic has just left a room in Casinopolis, but the camera wants to be mindful of his AI partner (Tails), so it awkwardly situates itself behind the room's glass paneling so it can display both characters at once (as opposed to where it should be: around Sonic).
In any other 3D action game, this would compel any player to toss their controller at the wall. But bad 3D Sonic games have this mysterious fascination with clunking up every area imaginable with glitches galore; in the case of Sonic Adventure DX, there's so much what-the-fuckery going on in setting/context, collision detection, and AI movement happening every 20-30 seconds. I don't know what's the nebulous secret behind why Sonic derpin' out is so damn funny , but regardless, I took the liberty of capturing some of my favorite moments.
Yes, that's Sonic showering within the bathrooms of Casinopolis, and he has a visitor! Tails had been hopping about until colliding into the wall and freezing in that walking animation, leading to the hilarious shot above. Truth be told, this actually happened just before the glass paneling camera shot, setting a scenario where Tails watches sadly as his lover moves on. I wonder how much filthy fanfiction I just inspired?
Here's Knuckles climbing the non-existent space beyond one of the Egg Carrier doors! Yes, even the game's three central hubs are hilariously glitch-ridden. Did I mention the hubs are easily the worst of the inspirations borrowed from Mario 64? I'm still not sure if you're supposed to walk on top of the trees of Mystic Ruins' jungle; I mean, me falling through every three seconds should be a clue, but anything goes with Sonic Team. Anyway, it's far preferable than getting lost in that unnavigable maze of a forest, so I don't mind.
Now, I'm told that Sonic Adventure DX brought its own share of glitches and errors during the porting process, allegedly making the game worse than it actually is. However, the idea of the level design, controls and the camera all magically turning to shit when transferred to GameCube is a hard pill to swallow, especially since some of these very complaints existed back upon its Dreamcast release. If anything, I really can't help but appreciate DX's efforts in at least making the game look pretty. Just take a look below.
Sonic Adventure
Sonic Adventure DX
I mean, both are all kinds of terrible, but for vastly different reasons. Sonic Adventure needs no explanation, as I'm certain I wouldn't be to sit through even one cutscene without collapsing in laughter. Meanwhile, Sonic Adventure DX takes the time to freshen the models to an acceptable 2003 standard, polishing 'em off with a shiny sheen. Unfortunately, they neglected to update the mouth animations, so everyone speaks with all the grace of a cow chewing cud. In case you're wondering, that's why Sonic's tongue is sticking out like that (also, why does Sonic have fangs?).
Yes, at the very least, I can't imagine the Dreamcast version excusing the very worst of Sonic Adventure. There's the voicing and scripting, for one. Like, holy shit. I knew revisiting an era where they casted unknowns to voice hackneyed dialogue wasn't going to be pretty, and I knew even as a kid there were some weak lines ("Tails! Watch out! You're going to crash! AhhHHHhH!"), but this is just on another level. You know things are bad when the entire cast of bad 90's dubbing tropes are here: the overacting ninnies (Sonic and Knuckles), the obnoxious body-type casting (E-102 and Big the Fuckin' Cat), "Good Voice, Bad Acting" (Tails' child actor), and The Actors Who Simply Don't Give A Shit (whoever they grabbed around the office to cheer Sonic's name before the final boss).
All are unintentionally hilarious. Granted, the late Deem Bristow brings some deliciously evil cheese to Dr. Eggman (one that he struggles to maintain, unfortunately, but points for effort), but this is all married to the following:
a) the aforementioned horrific attempts at lip-synching.
b) tuned to a boilerplate "ancient evil" script that attempts to be far more serious than it actually is ("THIS IS BEGINNING TO BLOW MY MIND," yells Knuckles after witnessing a mysterious vision).
c) characters constantly speaking over each others' lines.
d) the loud, blaring music constantly drowning out dialogue
Naturally, the results can't be anything but tear-inducing hilarity. You haven't lived until you've heard Tails's speech about the power of friendship.
The scripting even bleeds over to the silent human NPCs, all of who are concerned with burgers, archaeology, train station strikes, and finding love in pizza restauraunts. I'm the type that walks up to every NPC in sight, so naturally the blocky residents of Station Square and their insipid affairs fascinated me to no end. The love story moved me to tears, really.
And then there's Big the Cat. Big the Fuckin' Cat, whose only purpose is to fumble around and fish for his pet frog. This naturally begs the question "why the hell am I doing this?" as most Sonic games have done in the past decade and a half. Sega's response? "Well, because we already implemented a fishing program for some reason." Now, I just so happen to have an unhealthy obsession with cats, so I supposed I'd be willing to play ball with whatever the fuck Sega wanted me to do.
And I'm glad I did, because otherwise I never would've discovered the most beautiful level in all of gaming: Big's version of the Ice Cap segment. To clarify, the rest of his levels consist of just a pond to fish in, as they should be. No point in propping up those sections with fluff, right? For reasons I cannot even begin to decipher, the gang at Sonic Team decided to transform the Ice Cap fishing level into a labyrinth of springs, slopes, spike traps, and deep, deep water tunnels. As expected of an ice level, it's all very slippery, and I should also mention Big the Cat is ill-equipped to handle any platforming (he runs fast, but is offset by his poor jumping ability).
I spent roughly half an hour transitioning from mild curiosity to convulsing around the floor in laughter attempting to figure this level out. You're supposed to throw a boulder at one of the frozen ponds to find Froggy, but like me, if you don't bother to immediately seek the advice of Tikal, nothing in this level is immediately apparent. What ensued was a pattern of me briefly scoping out the bottom level, then climbing up down slopes and watching Big the Fuckin' Cat's fat ass falling all the way back down, springing over to completely irrelevant crevices and water pools (barring finding a hidden lure, but hardly worth all this fluff), and watching helplessly as the camera zoomed up at the ceilings of incredibly cramped underwater tunnels. I took the time to craft GIFs of my Ice Cap escapades, for words alone cannot capture the beauty of Ice Cap.
The last one's actually in the Mystic Ruins, but you see how Big just kinda fidgets in place for a bit? That didn't actually happen in-game. If you follow this link, you'll witness the true power of Big's spinning, gravity-defying powers, which no GIF converter could properly emulate.
Case in point, Sonic Adventure DX--nay, Sonic Adventure was the true beginning of a long, long era for Sonic, one often complemented by a never-ending series of "Why?" Why, exactly, am I doing all this? Why has the setting for Sonic suddenly changed to one populated with humans? Why did this game end up being so riddled with glitches? Why does Tails have to suddenly stop and inform me that I'm at the entrance to the Sky Deck, especially since this never happens for any other level? Why does the cutscene of Sonic falling from the sky really just consist of his running animation accompanied by an exaggerated slide whistle? Why am I fishing for frogs?
I won't lie and say Sonic Adventure DX is devoid of any redeeming factors, because it does, but boy do you have to endure a lot of shit to get to those points. Granted, it's all shit that made me laugh hard, and Sonic had yet to fall lower than this, but it's all still shit that made me ask why. I gradually learned to ignore all of it, but you also realize that you can't really escape it.
Even the soundtrack isn't safe -- with the very distinct exception of Sonic Chronicles, if there's one thing to count on in a Bad Sonic Game, it's almost guaranteed to have a damn good soundtrack. Above are two of my favorites: the theme for the Red Mountain level and E-102's theme. Note how both make excellent use of the piano despite being on opposite ends of the Sonic Adventure spectrum.
Then you have to endure butt rock; or in the example I've provided above, butt rap, assuming that is an actual term. Sung entirely from the perspective of Knuckles, his special rap claims that unlike Sonic, he "doesn't chuckle" and is something of a "bloat thrower".
In a different time, I would've argued that Sonic should follow its Saturday Morning Cartoon roots and focus on feel-good songs in the vein of Sonic R and even Tails's own theme for this game (something I've always had a guilty affection for). But in the end, Sonic's bad boy attitude won out. All still in good fun, mind; why else would I still get nostalgic chills from Live and Learn? But then I listen to that rap and I wonder if it's really worth it.
In a way, I'm still wrestling with my feelings on Sonic Adventure DX. Make no mistake: it's really bad and I thoroughly enjoyed learning why, but in more of a "my soul's been punched" kinda way. Much as I laughed at Big the Fuckin' Cat, that half-hour is not only one I'm never going to get back, but I've spent far more time wondering "why?" and so I can't even visit side stuff like raising Chao and the Mission Mode in fear I'll have the same reaction. Maybe next summer; I need time to heal.
I now fear the worst for Sonic Adventure 2: Battle, which I'll be revisiting very shortly. If you excuse me, I'm going to drown my sorrows in Welch's White Grape Juice. Maybe it'll bring my childhood back, I dunno. Anything to make Sonic cool again.
---
You may've noticed some of the screenshots varied in quality. If you hadn't guessed, all the stuff with the black borders were from my recordings. I hear there's some programs out there that can take 'em out, so you can expect that for the next game I record (Kirby's Epic Yarn, maybe?).
Labels:
aged game,
bad game,
dreamcast,
gamecube,
sega,
sonic adventure,
sonic fail,
sonic the hedgehog
Friday, July 17, 2015
Announcing a New Column: Worldly Weekend!
Yes, another regular column will be joining the Leave Luck to Heaven family: Worldly Weekend! But what exactly is it?
When I went over the renovation plan for Leave Luck to Heaven a few months ago, I mentioned that reviews will no longer be subject to columns following the end of Ten Years of Kirby. This was decided upon me realizing I kept pushing back review after review in favor of juggling Kirby, and so I chose to instead streamline the process by reviewing games that I either a) replayed during a set schedule or b) new titles that I thoroughly completed and had time to reflect on, which would typically happen after a few months (or after its DLC period has ended).
This practice will still hold true...for reviews of Nintendo games. Readers familiar with the blog's history might remember a little column named Games I've Been Playing, where I provided not so much reviews but vivid impressions of, well, games that crossed my path. It only lasted three entries, but most of them weren't actually Nintendo titles at all! It was a very different experience that kept my writing relevant, and I enjoyed my time with it.
I've had the chance to review non-Nintendo games since then during my time with Gaming Grunts, but a flash of inspiration hit me when I was recently replaying a GameCube game that hadn't aged well in the slightest. I'm not exaggerating when I say I collapsed in tears laughing so hard on two different occasions; in particular, the first time nearly gave me conniptions as I was playing through a level so badly-designed, so full of glitches and lack of direction that I kept wondering to myself "Why aren't I recording this? Why am I not writing about this?".
And then I realized...why shouldn't I be?
If you haven't already guessed, Worldly Weekend will set the focus entirely on non-Nintendo games! Be they series I'm quite familiar with (Katamari Damacy, Metal Gear Solid, Kingdom Hearts) or new and unfamiliar territory (Final Fantasy and Dragon Quest), Worldly Weekend will be the venue to voice my opinions on what lies beyond world of Nintendo.
For the past few months, I've created an intricate schedule of games to play through: new and old, familiar or not, Nintendo and non-Nintendo. It's mostly comprised of Nintendo games for for the purposes of reviews on the blog, and I grew to realize that aside from personal enjoyment, there wouldn't be a point to revisiting these non-Nintendo titles unless I shared my thoughts. I don't want to keep them to myself...I want to get them out there! In this way, I believe Leave Luck to Heaven will prosper even more.
For those wondering, Nintendo games will still be the star of the show here at Leave Luck to Heaven. This is where the "weekend" part of the column name comes in: these reviews will be arrive on an irregular schedule only on the weekend. I plan to write Nintendo-based reviews on a weekly basis, so should that goal be fulfilled, this will ensure reviews set to Worldly Weekend won't get in the way. And again, it's irregular, so it won't be every weekend. Given the short timeframe, I'm thinking these reviews might not be as elaborate as my Nintendo works, so they might only be up to 2000 words or so (see my Kirby: Squeak Squad review for an approximate size). But as this is an irregular column, that's only a might, and rest assured, games close to my heart will receive the detailed analysis they deserve.
...but I do plan for the very first entry to arrive this weekend! And what game will have the honor of being the very first Worldy Weekend post? You guessed it: it's that terribly-aged GameCube game I mentioned! I won't share the name, I'll give a hint: not only did this game debut on a different console, but unlike the protagonist, I don't chuckle.
See you soon!
When I went over the renovation plan for Leave Luck to Heaven a few months ago, I mentioned that reviews will no longer be subject to columns following the end of Ten Years of Kirby. This was decided upon me realizing I kept pushing back review after review in favor of juggling Kirby, and so I chose to instead streamline the process by reviewing games that I either a) replayed during a set schedule or b) new titles that I thoroughly completed and had time to reflect on, which would typically happen after a few months (or after its DLC period has ended).
This practice will still hold true...for reviews of Nintendo games. Readers familiar with the blog's history might remember a little column named Games I've Been Playing, where I provided not so much reviews but vivid impressions of, well, games that crossed my path. It only lasted three entries, but most of them weren't actually Nintendo titles at all! It was a very different experience that kept my writing relevant, and I enjoyed my time with it.
I've had the chance to review non-Nintendo games since then during my time with Gaming Grunts, but a flash of inspiration hit me when I was recently replaying a GameCube game that hadn't aged well in the slightest. I'm not exaggerating when I say I collapsed in tears laughing so hard on two different occasions; in particular, the first time nearly gave me conniptions as I was playing through a level so badly-designed, so full of glitches and lack of direction that I kept wondering to myself "Why aren't I recording this? Why am I not writing about this?".
And then I realized...why shouldn't I be?
If you haven't already guessed, Worldly Weekend will set the focus entirely on non-Nintendo games! Be they series I'm quite familiar with (Katamari Damacy, Metal Gear Solid, Kingdom Hearts) or new and unfamiliar territory (Final Fantasy and Dragon Quest), Worldly Weekend will be the venue to voice my opinions on what lies beyond world of Nintendo.
For the past few months, I've created an intricate schedule of games to play through: new and old, familiar or not, Nintendo and non-Nintendo. It's mostly comprised of Nintendo games for for the purposes of reviews on the blog, and I grew to realize that aside from personal enjoyment, there wouldn't be a point to revisiting these non-Nintendo titles unless I shared my thoughts. I don't want to keep them to myself...I want to get them out there! In this way, I believe Leave Luck to Heaven will prosper even more.
For those wondering, Nintendo games will still be the star of the show here at Leave Luck to Heaven. This is where the "weekend" part of the column name comes in: these reviews will be arrive on an irregular schedule only on the weekend. I plan to write Nintendo-based reviews on a weekly basis, so should that goal be fulfilled, this will ensure reviews set to Worldly Weekend won't get in the way. And again, it's irregular, so it won't be every weekend. Given the short timeframe, I'm thinking these reviews might not be as elaborate as my Nintendo works, so they might only be up to 2000 words or so (see my Kirby: Squeak Squad review for an approximate size). But as this is an irregular column, that's only a might, and rest assured, games close to my heart will receive the detailed analysis they deserve.
...but I do plan for the very first entry to arrive this weekend! And what game will have the honor of being the very first Worldy Weekend post? You guessed it: it's that terribly-aged GameCube game I mentioned! I won't share the name, I'll give a hint: not only did this game debut on a different console, but unlike the protagonist, I don't chuckle.
See you soon!
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