Showing posts with label *WiiU. Show all posts
Showing posts with label *WiiU. Show all posts

Saturday, January 9, 2016

The Legend of Zelda: The Wind Waker

Nintendo - 2002 - GameCube/WiiU

See also my Top 10 Zelda Games

Happy new year! I hope everyone had a fun and safe holiday break. If you haven't done so already, you can check out my best games I played in 2015 list right here. You may also be interested in my top 10 Zelda games list or my top 10 Star Wars games lists as well. Anyway, on with the review

When replaying The Wind Waker recently, it really struck me how well this game has aged. I think this game could literally come out tomorrow and it would have an amazing reception, despite the fact that this game is nearly 15 years old. Now I wasn't playing the HD remake on WiiU either, I'm talking about the original on GameCube. The cell shaded graphics which had a mixed reception on release now blend right in with the modern "toon" style graphics popularized by recent indie titles. This graphic style also allows for what I believe is the most expressive and emotive iteration of Link in any Zelda title. I love seeing the suspicion or anger or happiness that was so clearly readable on Link's face.

The Wind Waker finds Link exploring the open seas on a small sailboat in a very vast and open game world. The Wind Waker especially excels at the same thing a lot of the other Zelda titles do well which is immersive world building. The Wind Waker's world feels immersive and real because the characters and events in the world are well written enough to make it feel that way. There's a part of the game not too far into Wind Waker where Link needs to crawl through a maze of tunnels underneath Windfall Island. There's nothing in the main storyline of the game that will specifically or directly prompt you to crawl through these tunnels, this is just a hidden optional side quest. Once you reach the end of the tunnels, you'll find a treasure chest with a pictograph box which is an item that kicks off several more sidequests, but what struck me about the pictograph quest was the inclusion of some readable text next to the treasure chest where you find the pictograph box. The text explains that there was a thief who was imprisoned presumably for stealing the pictograph box, and who dug a series of tunnels below Windfall Island in an attempt to find a way to escape the prison cell. This was pretty cool to me, and a neat example of the high quality of writing and world building on display in the Wind Waker. The game could have just made you crawl through a maze and then simply given you the pictograph box, but the fact that they included this little story behind it that justifies the level design in a believable way adds some realism and fidelity to the world in the Wind Waker

Wind Waker Video Review

Summary
The game is also not without its faults. I think the stealth section that occurs near the beginning of the game is really tedious, too long and one of the weakest points of the game. I can remember having a poor first impression of this game and thinking on my first playthrough how dull this stealth part of the game was. And then right after introducing stealth to you, the game promptly drops it and never revisits it for the rest of the game. Plus there's a few too many mandatory fetch quests with a repetitive and boring sailing sections near the end of the game (which was I think partially remedied in the HD WiiU version). But even with its faults, the Wind Waker is one of the strongest Zelda titles out there, and a perfect place to start if you've never played a game in this series before.

Sunday, December 6, 2015

Super Mario Maker

Nintendo - 2015 - WiiU

I think this game along with Minecraft would have been the two most amazing games for me to have as a kid. These are the kinds of creative games that would have captivated me for days and weeks. As it stands they're still quite captivating to me, but I simply don't have the free time to pour days and days into these games. For the uninitiated, Super Mario Maker isn't really a Mario game as much as it is an official Mario level editor. You can post your levels online to share and also play levels others have created. So it's either not a Mario game at all, or it's an infinite amount of Mario games, depending on how you look at it

The editor is functionally easy to use and create levels. You simply drag items from the toolbar and place them on the stage. It's a nice use of the WiiU tablet and is finally something first party from Nintendo that makes the WiiU tablet feel justified. Although the editor is functionally easy to use, figuring out its strange hidden quirks and odd UI design can be baffling at times. In what I can only imagine was a need to conserve UI space, certain items are hidden under other items, requiring you to shake item A to reveal item B. But not all items are shakable, and there's no way to tell whether or not they are other than trial and error. Furthermore, menu options and menu navigation are obfuscated in the UI by labeling them under random animals. How do I save my level? Do I click the dog? The robot? The frog? I know Super Mario Maker is somewhat of a spiritual successor to Mario Paint and Mario Paint used some of these UI oddities, but that doesn't make it any easier for people like myself who didn't play a ton of Mario Paint and/or don't remember what the various animals mean in relation to the UI. It may sound like I'm nitpicking, but I really did find this UI totally unintuitive.

When designing levels, you can do so under the original Mario template, the Mario 3 template, the Super Mario World template or the New Super Mario Bros. template. Choosing which template you want also dictates what abilities Mario will have when playing the level. For instance, Super Mario World Mario can spin jump and use Yoshi and the cape powerup. New Super Mario Bros. Mario can do all of these things as well as wall jump.

Once you dig in and start messing around with building levels, it really starts to bring to life how awesome the level designers at Nintendo are. Once you build a few things yourself and realize how hard it actually is to make a good level, it gives you an appreciation for how good the Nintendo level designers are at what they do. This is further exemplified when playing other creator's courses online. Unfortunately, I'd have to say the majority of the levels I've played online aren't that good and some are just downright garbage. There are some levels that are quite good, but finding them is a difficult task. The level filtering, searching and discovery options that exist in the game right now leave a lot to be desired. Nintendo has said they're working on a web portal that would partially solve that problem, but at the time of writing this review, that solution doesn't exist. Another thing I'd really like to see added is the ability to upload multiple levels together to make a "world" or a series of levels as opposed to uploading single standalone levels. Hopefully this is something they're working on as Nintendo has seemed willing to patch in additional content for this game already with the addition of checkpoints and conditional powerup items being added after launch

Super Mario Maker Video Review

Summary
Although the UI is confusing and there are a few features missing that I'd like to see added, Nintendo has otherwise succeeded in creating a tool that lets anyone with an imagination create a Mario level, bring it to life and share it with others. The drawback to this is that anyone with an imagination can create a Mario level, bring it to life and share it with others so there's a lot of, shall we say, not so great levels to sift through when looking at random stages online. Still, I've already spent many hours playing others' stages and have enjoyed making a few of my own and I look forward to spending more time in the future doing both in Super Mario Maker.

P.S. Here's a few of the stages I've made if you have the game and want to give these a shot:

James' evil castle: E1F2-0000-0034-E50A
The first level I ever made in Mario Maker. It's in the style of Mario 3. Not by best level; it was mostly me experimenting with the editor

P Switch Shenanigans: 6446-0000-003F-A95E
A difficult level in the style of Super Mario World designed for expert Mario players

Look Closely: 9244-0000-008C-61AD
I made a puzzle game in the style of Mario 3. See if you can figure out how to get through it

Friday, July 10, 2015

Mario Kart 8

Nintendo - 2014 - WiiU

I haven't quite figured out the difference between Nintendo and Activision. Why is it that Nintendo can continue remaking the same games over and over again and garner praise and fan worship while Activision is demonized for doing the same thing while running its franchises into the ground? (See Guitar Hero, Tony Hawk Pro Skater, Call of Duty). Is it the amount of effort/quality put in to each sequel? Is it the time between releases? Like it or hate it, I think Nintendo has perfected the art of iterative remakes and have applied their remaking expertise on the latest Mario Kart

So what's new in Mario Kart 8? It's the first Mario Kart game in true HD, and it looks very pretty. The new instant replay feature is a nice addition, but the touted hover-karts are mostly a gimmick with no really interesting affects on gameplay. If you include DLC, MK8 boasts the highest number of playable characters and the highest number of courses in any Mario Kart game. Priced reasonably at $7.99, the MK8 DLC pack includes 3 new characters. 4 new vehicles and 8 new tracks. The MK8 DLC is nice, high quality DLC done the right way. There's also the free 200cc DLC which unlocks mirror mode and the uncomfortably fast 200cc mode for those who enjoy an extra challenge.

Kart customization plays a big role in MK8. When selecting your vehicle, you must pick a body type,  a size (small, med, large), a set of tires, and a glider. All of these decisions have an effect on your kart's stats which can be viewed by pressing the start button while customizing your vehicle. I've found that having a good kart build that comfortably suits your playstyle can determine your success in MK8.

So I'm a big fan of Mario Kart 64 and its battle mode in particular. I think most Mario Kart fans would agree that Nintendo hasn't come close to reproducing the brilliance of the MK64 battle mode in any Mario Kart title since, and Mario Kart 8 is no exception. The implementation seems especially lazy in MK 8. They've just copy/pasted some courses verbatim from the racing mode and send some players forward and some players backward on the track which gives a sort of jousting with items feel. Except the courses are WAY too big to make it exciting. When you do finally find an opponent, you just sort of circle around the items and hope you get something good to finish them off. It just doesn't feel right at all. It doesn't have that "thrill of the hunt" feel that is given by the MK 64 tracks that were tailor made for battle mode like Block Fort or Double Deck. MK 8 battle mode is one of those things you try with your friends and then go "eehhh, let's never do that again".

Mario Kart 8 Video Review

Summary
Mario Kart 8 has the biggest roster of playable characters, the largest selection of tracks and is the prettiest looking Mario Kart game yet. The DLC is reasonably priced and packs a lot of bang for the buck. It's a shame the battle mode is total garbage. If Nintendo released a proper battle mode DLC pack, I would buy it in a heartbeat and Mario Kart 8 would likely replace Mario Kart 64 as my all time favorite Mario Kart game.

Monday, May 25, 2015

Donkey Kong Country: Tropical Freeze

 Retro Studios (Nintendo) / Monster Games - 2014 - WiiU

(On my Top 10 Game Soundtracks list)

I grew up with the Donkey Kong Country games and am a huge fan. When Donkey Kong Country Returns came out in 2010, I was super excited to see the franchise revived after nearly a 15 year absence. But I was ultimately pretty dissapointed with that game mostly due to control scheme problems. It was back when every Wii game was obliged to shoehorn in Wii Remote waggling of some sort or another, so DKC:Returns forced you to shake the controller every time you want to roll. It was just awful. A simple design decision made what would have been an otherwise pretty good platformer nearly unplayable for me. I found a downloadable hack online that patched in the ability to map the controller shaking to a button, so I'd recommend Googling for it if you want to go back and play DKC: Returns because that game is fundamentally broken out of the box. The egregious controller shaking was unforgivable, but I noticed another small problem with DKC:Returns. It had a bit of an identity problem. It was a decent platformer with some admittedly pretty good level design, but it didn't really feel like a Donkey Kong Country game. Where were the Kremlings? Where were all the animal buddies other than Rambi? Where was the amazing head rocking music I was used to from previous entries? Sure it featured Donkey Kong characters, but the soul of the game was stripped away. For a game titled "Donkey Kong Country Returns", it didn't really feel like the franchise HAD actually returned.

So now onto Tropical Freeze. The first thing it does right is provide support for other control schemes. There is still Wii Remote waggling, but you don't have to do it if you play with either the WiiU gamepad or pro controller. Hallelujah!! This automatically makes the game much more enjoyable. The game also looks gorgeous in HD. The visuals were always so striking in DKC games, even on the SNES so it was nice to see some TLC paid to the backgrounds and artwork. The next thing you'll notice is the soundtrack. David Wise, the main composer of the SNES trilogy, has returned to the franchise to pump some soul back into it. I'll talk about him later, but what really made this a Donkey Kong Country game for me was a simple animation. Dixie Kong's falling/sliding animation. It's an animation that's rarely ever seen in either Tropical Freeze or the SNES DKC games, but it plays when Dixie is sliding down a surface. She sticks her arms and legs straight up and flails them around in the air. Again, it's a silly animation rarely ever used, but as soon as I saw it, it made me smile. It's the little polish developers can apply that make die-hard fans like myself feel at home in the franchise. No, there's still no Kremlings or animal buddies other than Rambi. But Tropical Freeze is a Donkey Kong Country game.

Dixie Kong is back from DKC 2/3! And Cranky Kong is now a playable character! Each Kong has their own special abilities. Diddy retains his jetpack hover from DKC:Returns and can now use it underwater to swim super quickly. Dixie makes Diddy somewhat obsolete with her hair flutter which carries the player higher/father in the air than Diddy's jetpack. Cranky Kong, my new favorite Kong, can pogo bounce on enemies and over spikes with his cane a la Duck Tales. Choosing which Kong to accompany you on a level is a new interesting decision as certain levels are tailored to certain Kong's abilities. Each level has been designed perfectly for speed running and platform and enemy placement is done just so basting through at full speed is possible if you have enough skill. Another speedrunner-friendly addition is then inclusion of replays. When you finish a level, you can post your replay online for friends/challengers to see. You can also view the replays of the top speed runs for a given level to see how it was actually possible to complete it in 43 seconds or whatever. This was a pretty cool addition. And don't let the cutsey Nintendo mascots fool you. This game is hard. Old-school hard. And if the normal levels aren't hard enough for you, you can find all of the K-O-N-G letters in each world to unlock bonus levels that are obnoxiously hard. I have only been able to finish one of the bonus levels so far. And I'm pretty darn good at this game.

Can we talk about the genius of David Wise for a second? When I heard he was back to work on the Tropical Freeze soundtrack, I was super pumped. Listening to the soundtrack was what actually made me want to play this game. The original tracks are awesome - Windmill Hills, Deep Keep and Fruity Factory. And the remix tracks are awesome too - Current Capers (Remix of DKC Aquatic Ambience), Irate Eight Chase (Remix of DKC2 Lockjaw's Saga) and Twilight Terror (Remix of DKC2 Stickerbrush Symphony). I actually think I like that cover of Stickerbrush Symphony better than the original. And I love the Original. If you like video game music or David Wise's work, I'd encourage you to listen to the whole soundtrack. There's lots of musical variety and it's absolutely phenomenal.

Video Review of DKC: Tropical Freeze

Summary
Tropical Freeze is the true return of the Donkey Kong Country franchise. A game with tight controls (yay!), excellent level design, striking visuals and rocking music are what you'll find here. If you're a fan of challenging platformers, speedrunning or excellent audiovisual presentation, you'll enjoy Tropical Freeze. It's a fun game to play cooperatively as well.

Saturday, May 2, 2015

Rayman Legends

Ubisoft - 2013 - PC/PS3/PS4/Vita/WiiU/X360/XboxOne

If you're looking for excellent platformers, or great couch co-op experiences, the WiiU is the next-gen console you want. To me, what sets the WiiU apart from any of the other next gen consoles are its tablet and its first-party games. The first-party games for WiiIU are the high level of quality you'd expect from Nintendo. Mario Kart 8 and Smash 4 are great and Super Mario 3D world is the best Mario game I've played to date. But I've noticed Nintendo doesn't really know how to implement its own tablet into its own first-party games. Mario Kart 8 simply maps the touch screen to a horn, Smash 4 only uses it to duplicate what's on the TV screen while Donkey Kong Tropical Freeze opts to turn the tablet screen completely off. None of these are inherently bad designs, but it's curios to see Nintendo stumped about what to do with its own hardware. Sure, Mario 3D World does have some light uses of the tablet where occasionally the game will require you to touch some block or something. But nothing like Rayman Legends. I know this game is on a plethora of other platforms, but you NEED to play the WiiU version of this game that utilizes all of the functionality of the WiiU tablet. I'm sure the developers would agree. I also hope Nintendo developers have played this game and are taking notes on how to properly utilize the gamepad.

The beauty of playing this game with the WiiU gamepad comes into play when there's at least more than one player playing the game. One player can play with a Wii Remote or Pro controller and plays through the platforming in a traditional fashion while the other player plays with the tablet screen and is tasked with helping the platforming player progress through levels. This is accomplished by touching to move and slide walls or platforms on the tablet screen or by keeping the platforming player safe by tapping to tickle monsters or by deflecting projectiles away from hitting the platforming player. It seems like each level has a new and inventive use of the tablet's touch screen that made playing each level fun and fresh. Neither the tablet player nor the platforming player are performing the same set of actions either, but both sets of actions are necessary for the level to be completed. This type of asynchronous gameplay experience is especially well implemented in Rayman Legends and requires both the tablet player and the platforming player to work together as a team to solve puzzles and complete the level. This, to me, is also why the definitive version of Rayman Legends can only be played on the WiiU and is probably best played with a partner.

Another thing that sets Rayman Legends apart from other platformers is its use of music. I've seen it before in other games where some background elements will move or dance in time with the music, but Rayman Legends takes this to another level. A lot of Rayman Legends levels require you to actually do platforming actions in time with music. If what I'm describing doesn't make sense, check out this video. But if you do, it may detract from the joy of discovering Rayman Legend's musical levels for yourself for the first time. The musical levels were so cool and I'd love to see this concept implemented in other platformers or even other game genres

Rayman Legends Video Review

Summary
Rayman Legends is one of the best platformers I've played in a long time and I'm enjoying seeing this resurgence of platformers and couch co-op experiences on the WiiU. The WiiU version of Rayman Legends also makes great use of the WiiU gamepad to implement a fun asynchronous co-op experience for both players. The music levels are wonderful and the game does have a great soundtrack in its own right too. Oh and it even features some of the best levels taken from Rayman Origins too! This is a great game and a must-play if you like platformers, co-op play, excellent music and art direction, or creative implementation of asynchronous gameplay

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.

Friday, August 1, 2014

Shovel Knight

Yacht Club Games - 2014 - PC/3DS/WiiU

Being born in 1987, I just caught the very tail end of the 8 bit NES era. Some of my earliest gaming memories are of playing 8 bit platformers on the NES like Mario 1/2/3, Contra and Milon's Secret Castle - Anyone remember that game? But I actually never grew up on the old Castlevanias and Megamans that Shovel Knight draws heavy influence from. The legendary difficulty of those games had discouraged me from playing them until very recently. While I feel I now appreciate those games, I don't think I would say that I enjoyed them. I just don't have the patience to bare through the brutal old school difficulty those games have. I was pleased to find out that unlike the games it's influenced by, Shovel Knight does an excellent job of easing the player into the game by slowly introducing the player to the mechanics and then incrementally ramping up the difficulty level. Don't worry, there's still some controller-snappingly difficult levels later in the game. But they come at a point where you're already too invested in the game to throw down the controller and give up in frustration... I'm looking at you, Mega Man 2.

In Shovel Knight, you play as Shovel Knight who uses - you guessed it - a shovel as his primary weapon. Shovel Knight is off to save his comrade and love interest, Shield Knight, from the clutches of the evil Enchantress. Along the way you'll have to defeat eight "boss knights", which is a clear reference to Mega Man's usual eight robot masters. Your shovel can be used to hit enemies directly in front of you similar to Simon's whip in Castlevania or it can be thrust downward to bounce off enemies like the "pogo bounce" in Ducktales. The shovel can additionally be used to dig up the many mounds of treasure found throughout the levels in the game. Treasure can be used to purchase weapon, armor or health upgrades or it can also be used to purchase various "relics" which give you powerful secondary abilities which cost magic power. Instead of using a "lives" system, each time you die in Shovel Knight, you'll lose a chunk of your treasure. However, in borrowing a page from Dark Souls, if you can get back to where you died previously without dying again, you can recover your lost treasure. Very cool design. Another interesting mechanic is that each checkpoint in a level can be optionally destroyed for a good sum of treasure. It's a neat risk/reward mechanic, but I was usually too scared to destroy any checkpoints in the game, especially in the later levels.

Nearly every aspect of Shovel Knight is designed to invoke 8 bit nostalgia. Everything from the menus to sound effects is very reminiscent of the NES era. It's actually possible to play the game with just four buttons and a D-pad, like a NES controller. The world map is very Mario 3-esque with optional mini-boss enemies that shuffle around the screen after completing every level. There's Zelda II like towns throughout the game where upgrades and new equipment can be purchased. Even the health boosts are potroasts in homage to Castlevania. There's some great 8 bit music as well: Strike the Earth, An Underlying Problem and La Danse Macabre are highlights from the soundtrack. Even the composition of the tracks somehow simultaneously reminded me of Castlevania and Mega Man.

Summary:
There really isn't too much negative I can say about Shovel Knight. It's a difficult game, but it's also a fair game. It introduces difficulty over time instead of beating you over the head with it like Shovel Knight's old school brethren. It is kind of short though, but at the same time I felt its length was appropriate. If you're a fan of old Castlevania or Mega Man games or even 2D platformers in general, you must check out Shovel Knight. You won't be disappointed.

Tuesday, December 31, 2013

Batman: Arkham Origins

Warner Brothers Games Montreal - 2013 - PC/X360/PS3/WiiU


I think Batman needs to just give up on Gotham and find a city worth protecting. It seems like 99% of everyone you run into in Gotham is a criminal. I mean it made sense in the first game where Batman was in the asylum and all of the inmates had gotten loose. And I guess it made sense in the second game too, when all of Arkham’s residents had gotten loose again and taken over the city. But now in this game, aside from the fact that it’s Christmas Eve, it’s a normal day in Gotham city and the streets are still covered with criminals. Literally every single person you see on the street is either a criminal or a member of the SWAT team. Where are the normal citizens? Exactly who is Batman protecting here?

Anyway, Batman: Arhkham Origins is, as the title suggests, part of Batman’s origin story and takes place in the early years of Bruce Wayne’s career in crime fighting. It tells of Batman’s first encounters with characters like Killer Croc, James Gordon and, of course, The Joker. The game begins with the criminal organization leader known as Black Mask placing a 50 million dollar bounty on Batman’s head. Several B-list Batman villains, most of which I had never heard of before, show up in Gotham to try to take down Batman and collect the bounty. But then of course The Joker shows up and upstages all of the other villains. Sounds like a typical Christmas Eve for Batman.

This game was actually not made by Rocksteady, the studio that did the last two games, but by WB Montreal. If you don’t count the WiiU port of Arkham City (who does?), this is actually WB Montreal’s very first game, which made me a bit nervous to try it. You’d never know it though, the quality and polish of Arkham Origins is pretty high, so I suspect there were a lot of veteran developers brought on to the WB Montreal team. Actually, if I hadn't known the series had switched developers, I doubt I would've noticed at all; Origins is so similar to the other two games, especially Arkham City. A lot of the animations, game mechanics and even the models and assets from City seem to be copy/pasted into Origins, so I guess Rocksteady gave WB Montreal access to their source material.

There’s really not much new introduced in this game either, which I guess is a bit disappointing, but I had been meaning to replay Arkham City anyway and this was a nice way to do it - with a different narrative layered over the pre-existing gameplay. Actually, just about the only noticeable difference between Origins and City is the change in voice actors. I was disappointed to not see the actors from the animated series and the other games return to reprise their roles, but the new actors do a fine job. The new Batman actor does a younger and angrier emulation of Kevin Conroy’s Batman and the new Joker’s portrayal is a bit more edgy and dangerous feeling than Mark Hamill’s Joker. Different, but still good.

Summary:
This game is quite similar to Arkham City and what you thought of City will likely be the same thing you think about Origins. I had fun with this game, so check it out if you were a City fan.

The Cave

Double Fine - 2013 - PC/X360/PS3/WiiU

The Cave is a puzzle/adventure game by Double Fine Productions, the game company founded by Tim Schafer, one of the lead developers of Monkey Island and Psychonauts. This game was directed by Ron Gilbert, who also had a hand in Monkey Island. I mention those games only because the writing and jokes and general silliness is the same in The Cave, so if you enjoyed the humor in those games, this is more of the same. By the way, if you haven’t played Psychonauts, check it out. It’s probably a bit dated now, but that game is criminally overlooked for how good it is.

Anyway, back to The Cave. At the beginning of the game, the game asks you to pick three of seven characters to take into The Cave to explore it. Each of the characters has a different power or ability that is used in the puzzle solving sections. For instance, “The adventurer” character has a grappling hook that allows her to swing from platform to platform wherever there’s a place to hook her grapple. You can switch between your characters at any time and puzzle solving usually involves controlling them asymmetrically i.e. having one character stand on a switch to open a door for another.

The layout and size of the rooms in this game seem unnecessarily large and solving puzzles requires a lot of walking back and forth between long hallways or large rooms for seemingly no reason. If memory serves, there are 4 generic puzzle solving “levels” in the game and 3 character specific levels. So if you take The Adventurer, The Knight, and The Monk into The Cave, there’ll be a Adventurer level, a Knight level and a Monk level in addition to 4 generic levels. That means, in order to see all of the endings and solve all of the puzzles, you have to replay the game 3 times because there are 7 characters and only 3 can be taken in The Cave at a time.

Summary:
One playthrough of this game was plenty for me. The jokes and silliness were on point and what I would expect from Schafer/Gilbert writing. But the quality of the puzzles and overall “funness” of the game fell a bit short of Monkey Island/Psychonauts standards.