Sunday, February 15, 2015

Super Mario 3D World

Nintendo - 2013 - WiiU

When I was a kid, I always thought about how cool Super Mario Bros. would be if it were multiplayer. Yes, yes, I know, the original Super Mario Bros. was 2 player, but not in the way I wanted. I wanted simultaneous multiplayer where two players could sit down and play through a level cooperatively. I finally got my wish in 2009 with the release of New Super Mario Bros. Wii. It was a great game, but the multiplayer was pretty chaotic, even with just 2 people. Even when you weren't intentionally trying to do so, it was pretty hard not to screw over your partners while playing the game. It was too easy to be bumped into a hole by a friend, eaten by a partner's Yoshi or be hit by a friendly Koopa shell that was intended for an enemy. My friends and I nicknamed it "The Friendship Ruining Game". Thankfully, Mario 3D world fixes these problems... mostly. There will still be times when one player bounces off another's head accidentally, but it's still such a welcome improvement over New Super Mario Bros. since Mario 3D world offers the players so much more room to move around in its large 3D plane. Things can still get hectic at times if you're playing with four players and everyone is scattering to the corners of the screen to do their own thing. But for the most part, this is a very tight platformer where it's more fun to play co-op than by yourself

Super Mario 3D World feels like a return to form for the Mario franchise. It seems as though Nintendo thought about what made each of the previous Mario games good, polished the crap out of it and incorporated it into Mario 3D world. There's the basic level layout with powerups and the flagpole at the end of each stage from the Original Super Mario Bros. There's the four unique characters from Mario 2, each with their own speeds/jumping ability (Toad FTW). There's the world Map from  Mario 3 complete with toad houses, hammer bros. battles and other hidden secrets. There's all of the Koopa Kids from Super Mario World, each in their own fortress and each with their own pattern to figure out and conquer. There's the 3D free roaming gameplay from Mario 64 complete with its signature wall jumps, long jumps and somersaults through the air. There's the brilliant level design of the Mario Galaxy games (and even some cameos from Mario Galaxy characters). And obviously, the co-op gameplay from the New Super Mario Bros. games. There's even a nod to the original Mario Kart in one of the levels. Mario 3D World is not without its own identity either. There's a unified theme throughout the game of... cats. Yeah, like kittens. Cats, strangely enough. One of the first new powerups you'll obtain is the cat suit which allows you to climb walls, scratch and pounce on enemies, and most importantly let out a character specific "Meow" at the end of each level which is admittedly pretty adorable.

Super Mario 3D World Video Review

Summary
Mario 3D world is just FUN to play. It's really such a joy. Each level is completely different from the last and has its own unique feel with its own hidden secrets to find. There was so much care and polish put in to this game. It's the full realization of what my dream of what a 3D co-op Mario game could be as a kid. It's also the first 3D Mario game to be in true HD and it looks wonderful. It's the system seller the WiiU so desperately needs and it very well may be the best Mario game to date.

Sunday, February 1, 2015

Shatter

Sidhe Interactive - 2009 - PS3/PC/Mobile

(On my Top 10 Game Soundtracks list)

I had already been listening to Shatter's excellent soundtrack for about a year before I actually tried playing the game. I actually found this game through its soundtrack and bought it during the Steam winter sale when it was super cheap. Shatter is an Arkanoid clone made in 2009 originally for the PlayStation network. If you think you've never played the original Arkanoid before, you missed a classic. Or if you're like me, you played Arkanoid, but never realized it had a name. Other than looking and sounding gorgeous, Shatter separates itself from Arkanoid by implementing a slightly more complex physics engine where the player can manipulate the ball via "blow" and "suck" mechanics. This seems like an easy spot for a lewd joke, but I'm gonna try to be mature here and just keep going.

Shatter has several game modes including a couch co-op mode, but the only one I've played as of this review is Shatter's "story move". In story move, you play through 7 or so stages of Arkanoid-like gameplay before being confronted with a boss fight. The boss fights usually consist of trying to guide the ball into the bosses' glowy weak point using the blow and suck mechanic. It was these boss fights which highlighted what I thought was the primary problem with Shatter. I found I was hitting the bosses' weak points accidently through luck or random chance just as often as I was while intentionally trying to guide the ball with the blow and suck mechanics. The developers presumably included the blow and suck mechanics to give the player more control over the ball and add more skill and precision to Arkanoid. But it really doesn't matter. The blow and suck mechanics are implemented in such a way that it's still pretty hard to tell where the ball is going to go after you incluence it. Plus the screen is so chaotic and the balls bounce off of objects so randomly that you hit your intended target just as often through accident as on purpose. In fact, I felt the levels that required the most skill and control were the bonus levels where the blow and suck mechanics were taken away from you and there were no other objects on the screen

Shatter's somewhat mindless gameplay is given a boost by its impressive futuristic abstract graphics and hypnotic neon bloom particle effects. But what Shatter really stands on is its soundtrack. Oh my God the soundtrack. Standout tracks are Amethyst Caverns, Freon World and Granular Extractor, but the whole soundtrack is top to bottom amazing. It's the kind of hypnotic electronic trancey sound that is a perfect compliment to Shatter's gameplay. It's also great to work to or to fall asleep to. I mentioned in the introduction I actually listened to the soundtrack years before playing the game and probably would never even have given it a chance if not for the incredible music. The entire soundtrack was composed by Jeremiah Ross (a.k.a. "Module") who, to my knowledge, had never composed a game soundtrack before working on Shatter. I'd love to see him get more work; the Shatter soundtrack is truly awesome.

Shatter Video Review

Summary:
As I said before, Shatter's gameplay is kind of mindless, but I don't mean that in a negative way in this instance. It's can be a nice experience to put on the game, watch the pretty lights and colors and zone out to the amazing soundtrack with minimal interaction. If this sounds like it might be your thing, give Shatter a try. Or if you'd like to see a modern take of the classic Arkanoid, Shatter is your game