Showing posts with label Games I really liked. Show all posts
Showing posts with label Games I really liked. Show all posts

Thursday, September 29, 2016

Duck Game

Landon Podbelski - 2014 - PC 

I am a sucker for a good local multiplayer game. Local multiplayer is one of my favorite experiences in games growing up with a Nintendo 64 and playing titles like Mario Party, GoldenEye and Mario Kart 64. It's an experience that's been getting more and more rare in recent AAA games especially since the advent of the internet and online multiplayer. I'm happy to see that indies and other small studios have noticed this absense and have picked up the mantle of developing awesome local multiplayer experiences. Duck Game is one such title, although it also has an online component. It's an arena combat game much like Towerfall: Ascension, another game I really loved. 

Duck Game takes those short and fast rounds from Towerfall and makes them even faster. For those not familiar with Towerfall, Duck Game is a 2D arena combat game. Think Super Smash Bros, but all weapons are a one hit kill. Levels are small and weapons are deadly, so rounds go really fast. Often times you're not even done laughing about the crazy thing that happened in the previous round by the time the next round starts. 

Another way Duck Game distinguishes itself from other games of its ilk is through its wacky sense of humor. It's a game published by Adult Swim games and I can't think of a more fitting publisher for this game's sense of humor. I mean you're controlling Ducks shooting each other with automatic weapons. There is a button on the controller mapped to "quack". That's it. That's all it does is make a quacking noise. That's the type of wacky humor that is on display here. 

The soundtrack, which strongly channels the sounds of the Sega Genesis, is another highlight. Like its gameplay, the tracks are short but sweet and pack a lot of punch. My favorites are Synth Rock, Steelmill Sunset and Butt Spin. Great stuff if you like the iconic electronic buzz of the Genesis sound chip.

Summary
If you're looking for an awesome and wacky time with some friends on the couch, you're looking for Duck Game. If you have no one to play with, it also features an online mode and a pretty fun single player challenge mode as well. Sometimes I just want to have a stupid and goofy time when I sit down to play a video game. And when I do, I'll be looking at Duck Game

Friday, July 8, 2016

Dark Souls 3

From Software - 2016 - PC/PS4/XboxOne

When I finished Dark Souls II earlier this year, I criticized it for having lackluster level design and a dull story especially when compared to the amazing precedent that was set with the original Dark Souls. Hidetaka Miyazaki, who directed Demon's Souls and Dark Souls was busy making Bloodborne while Dark Souls 2 was in development and I think his presence was missed. DS2 wasn't terrible, but it didn't quite have the magic of the first game. Miyazaki's magic, while difficult to describe, was something I immediately felt when I started Dark Souls 3. I think it's most noticeable in the level and enemy design. From Software in general has an unrivaled expertise in 3D level design. If you ever want to see video game level design's version of the Mona Lisa, you need to check out some of From Software's offerings from DS1 and DS3

Not only are the environments created in a very mechanically and structurally pleasing way, but the visuals are top notch here as well. As much as DS3's world in concerned with killing you, it's also just as concerned with having you admire its beauty. DS3 has some of the most breathtaking mountains, valleys, lakes and castles I've ever seen in a video game. It can be hard to admire the scenery with the constant threat of death right in front of you, but if you have a chance to stop and take it in, Dark Souls 3 is quite a sight to behold. It's also quite proficient at one of my favorite things to see done well: environmental storytelling. Want to get an idea of how old DS3's Firelink Shrine is? Head below the shrine and see the massive crypt filled with the remains of past fire keepers. Stuff like that really helps with player immersion and bringing the game world to life

The game mechanics are mostly what you'd come to expect if you've played any of From Software's similar offerings. It does seem like the team made a decision to push the combat mechanics more in the direction of DS1 than DS2. Gone is DS2's health bar reduction on every death. Enemies now respawn indefinitely like DS1. Also "humanity", which is now called "ember" is a binary state, again just like DS1. The primary new mix up to the gameplay formula comes in the form of weapon arts. Weapon arts are unique skills that are tied to your left hand item and can range from temporary buffs to entirely new unique moves. Often times your left hand item will be a shield which may have a shield bash or shield parry as like the previous Dark Souls games, or your shield may even default to your right hand weapon's weapon art skill as is the case when you have nothing at all equipped in the left hand slot. Most weapon arts consume your magic meter as well which also gives non magic classes incentive to put points into leveling up their magic bar. I found weapon arts to be a welcome addition to the Souls formula that adds interesting and unique skills and abilities and makes experimenting around with different equipment load outs even more fun and interesting

The strange and alluring mystique of Dark Souls' lore is back in full force. As I wandered through the Dark Souls 3's various mysterious locations, I found myself reading the item descriptions of various weapons and armor I picked up for additional lore. I was even drawn to watching several YouTube videos explaining the backstories of several bosses and NPC and theorizing on their connections. There are also several tie ins and reoccurring characters from the first Dark Souls so veterans of the series are in for a few surprising pay-offs especially for those who are deeply invested in the lore.

Summary
If this truly is the last Souls game we get, it is certainly a worthy send off for the series. Level design, audiovisuals, gameplay and lore are all top notch here and in some cases arguably the best we've seen of the Dark Souls series. This is one of my favorite games of the year so far and a must play for fans of these games who are up for one more challenge.

Tuesday, January 26, 2016

Rocket League

Psyonix - 2015 - PC/PS4

As I've written before, I prefer my sports games to be fantastical as opposed to realistic. If I want to play a "realistic" sport, I'll just go outside and actually play it. But when I want to play a game of soccer with flying rocket powered RC cars, I'm coming to Rocket League

Really all you need to know about Rocket League is "soccer with flying rocket powered RC cars". And that's what's brilliant about Rocket League's design: simplicity. It's easy to grasp the mechanics and understand what you need to do to win the game. But there's still an incredible amount of depth and skill required in mastering these mechanics. Controlling your car is easy, but learning how to manipulate the ball can be difficult. The ball is essentially a large, low gravity physics object and learning how to strike the ball so it goes where you want it to can be a bit frustrating for new players. After learning how to strike the ball, the next challenge in the Rocket League meta game is learning where to position your car in different situations so you can be prepared when your teammate crosses the ball over to you and you can take that game winning shot on goal.

Learning when to use your rocket fuel is also crucial step on the way to becoming a Rocket League master. Newer players may be tempted to constantly burn through their fuel in order to get to the ball first - which in my experience can be a valid strategy. There are several glowing powerup pads scattered throughout the field that will refill your rocket fuel when you drive over them, so it's often tempting to use your fuel very aggressively. But I've also found having some spare fuel to intercept an opponent's shot on goal or to take a shot of your own when the ball bounces your way can be the difference between victory and defeat.

After playing several hours against the CPU just trying to get the hang of the game, playing against others online was initially a little intimidating. But the Rocket League matchmaking system seemed to work pretty well and I found that I was being pared with and against players of similar skill level pretty often. Playing online even supports local split screen, so you and a friend in the same room can join a team together and take on the internet. Rocket League supports 1v1, 2v2, 3v3 and 4v4 matches. I've mostly only palyed 2v2 and 3v3 and I think 3v3 is my favorite. 4v4 can feel crowded, 2v2 can feel empty, and although I haven't tried it, I'd imagine 1v1 would just feel gimmicky. Although it's not something I'm personally interested in, there's also a decent infrastructure with tiered rankings in place for those who want to play this game competitively as well

Rocket League Video Review

Summary
Rocket League is a great execution of an awesome idea. It reminds me what's great about my favorite competitive games: it's easy to pick up and play, anyone can learn it. But it takes time and practice to really master this game.

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.

Tuesday, December 29, 2015

Lovers in a Dangerous Spacetime

Ateroid Base - 2015 - XboxOne/PC

Lovers in a Dangerous Spacetime is the mouthful of a title given to developer Asteroid Base's inaugural game. I actually got to preview this at PAX Prime earlier this year and it was one of the most popular titles in the indie area and with good reason. Lovers is a cooperative space exploration game where two players must cooperate to man various stations on a spaceship to navigate through space and rescue little space critters. In order to complete a level, a certain number of little space critters has to be rescued for the exit to be unlocked but if you and your partner are feeling like completionists, you can collect all of the critters in each stage to get access to different model ships and unlock other powerups faster. The locations of the critters and the entire world as a whole are totally differently systematically generated on each run, giving every playthrough a fresh feel. Once you find a critter, usually some small challenge has to be completed before you can rescue them. For example, you may have to fight several waves of enemies, escape an explosion or fight a mini boss. 

There are various stations to man on each ship including weapons, shields, engines and a powerful yamato cannon weapon. There are several campaigns that are made up of 4 levels and a final boss fight. Each level offers upgrade crystals that you can install in your systems that will persist throughout the campaign. Deciding which crystals to place in which systems is initially a fun experimental learning process, but I've found once you know what the crystal combinations do, you usually fall into a pattern of upgrading that results in a familiar ship layout each time. But there are also several ship layouts to unlock in the game, each with their own stats and quirky gameplay rules. For instance, there's one unlockable ship that constantly rotates around while you play, making locating and controlling your character within the ship quite a challenge, but as a tradeoff, the ship is also immune to terrain damage. I'm a sucker for these kinds of unlockable gameplay variations and this game reminded me a bit of my favorite FTL from the space exploration and battles right down to the unlockable ships. Obviously the gameplay is nowhere close to the same, but there are similarities to be drawn between the two roguelike space exploration games

There are only two crew members, making coordination and teamwork a key to success in this game. Communication with your partner is necessary and coming up with a good strategy is vital so that you and your teammate aren't running to the same stations to man the same systems. Once you get that strategy established and you and your partner know how to run the ship like seasoned space travelers, it's a really neat feeling. But it's also just as fun to yell and scream at your partner when things are going horribly wrong and your ship is about to explode

Lovers in a Dangerous Spacetime Video Review

Summary
Lovers in a Dangerous Spacetime offers the best experiences for couch co-op play. It's conceptually simple to learn and easy to pick up and play. But there's still a decent amount of strategy, skill and depth to be found here as well, and applying these strategies skill and depth of understanding of the game is especially necessary in the later levels where the difficulty gets ratcheted up quite a bit. I really enjoyed this game; it's one of the best couch cooperative experiences I've had. If you and a friend are looking for something to play, you can't go wrong with Lovers in a Dangerous Spacetime

Sunday, November 22, 2015

Undertale

Toby Fox - 2015 - PC

I like the Mother series well enough. I actually preferred Mother 3 over Mother 2 (a.k.a. Earthbound in the U.S.). Both of those games construct a fun and wacky world populated with lovably silly enemies but despite the goofy nature of their settings, they still both manage to pull off well written characters in an emotionally charged story. Underneath the layers of American culture parody and just general wackiness, there's still direct messages from the game's authors commenting on human life and friendships and other similar topics. Experiencing the wackiness and interesting stories of those games was my favorite thing about them. My least favorite part was the combat. Aside from the often humorous in-battle text, these games featured pretty standard and simple RPG combat systems. Mother 3 tried to mix this up a bit by awarding players bonus damage for attacking with the rhythm of the music (think Crypt of the Necrodancer), but I still didn't really find the combat system that interesting. Especially with the amount of grinding that these games practically require you to do before being able to advance to the next area. It felt like the combat was getting in the way of the excellent story, rather than complimenting it.

So now fast forward 10 years from Mother 3 to Toby Fox's Undertale which strongly evokes the Mother series visually, musically, thematically, and even directly at some points in the game. Like the Mother games, you play as a young kid wearing a striped shirt exploring a weird and dangerous world filled with wacky monsters. Thankfully, one of the big deviations from the Mother games is the unique combat system found in Undertale. Undertale's combat presents the player with an interesting twist which is that you actually don't have to kill any of the monsters in the game. If you choose to fight monsters, you'll be faced with a timing mechanic similar to something you might find in one of the Paper Mario games. But an alternative to fighting is using the "act" menu which allows you to talk to or interact with the monsters to finish the encounter without killing them. This usually plays out as a bit of a puzzle where you meed figure out the right combination of actions to pacify the enemy. Regardless of which of these two actions you choose, you'll be faced with a "bullet hell"-like system when you defend and the monster attacks. Different monsters have different attack patterns, so memorizing how to dodge them is it's own fun mini-game

Also created by Toby Fox, Undertale's soundtrack is an absolute delight. It's a mix of chiptunes, synths and the occasional live instrument and echoes various other RPG soundtracks from Final Fantasy to Earthbound. My favorites are Ruins which sounds like it could fit in any RPG ever, Another Medium which at times sounds like it's trying to evoke Thousand Year Door's X-Naut Fortress, Snowy, which perfectly sets the mood for walking through a winter forest, CORE which is a rockin' electronic dance tune, Death by Glamour which is a variation on the aforementioned CORE track, and ASGORE which sounds like appropriate epic RPG final boss music. For more examples of what I believe to be music references to other games, listen to Dummy! (which I believe to be an "Off" reference) Alphys' Theme (which I believe to be another Paper Mario reference), Amalgam (which sounds very Earthbound-y to me) and Oh! One True Love (which is undoubtedly a reference to Final Fantasy VI's opera scene). The whole soundtrack is really, really solid and I fell in love with it almost instantly

As neat as the combat is an even as lovingly crafted as the soundtrack is, the real star of Undertale is the story. The characters are very memorable and endearing and the quality of writing here is top notch. The way Undertale builds expectation and then throws you a twist just when you think you've got things figured out is masterful. It's rare when games can make me laugh, and I usually count it as a success if a game can tell a joke and even get me to crack a smile. Undertale had me laughing out loud on several occasions. It handles the serious, somber, relaxing, strange and horrifying moments in the story just as well as the humor. It's so rare when a game can hit all these narrative notes as well as Undertale.

Undertale Video Review

Summary
Undertale is one of the best and RPGs I've played in years. I found it to be not only an homage to, but an evolution and improvement on blueprint established by the Mother series. It's not a systematically deep RPG with layers of strategy or anything like that. But what it does do is use game systems to tell a well written story with endearing characters full of memorable moments. It also has a soundtrack that leaves a lasting impact almost as big as its characters. Undertale's unique battle system keeps players engaged dodging various projectiles in a bullet-hell like frenzy on defense while giving the player an option of a timing based fighting system, or a non-violent puzzle to resolve combat. Depending on your actions in battle, Undertale adapts acknowledges your actions in the story as well, which gives real weight to the decisions you make in the game. It's such a smart game and I enjoyed every second I played of it. I finished my first playthough in one sitting and am currently halfway through a second. I'll likely play through this a third time as well since there's just so many cool easter eggs and little things to learn about the game's story that you inevitably miss in one single playthrough. All fans of RPGs and good storytelling need to play this game. This was one of my absolute favorites of 2015 so far this year.

Friday, October 16, 2015

BioShock

2K - 2007 - PC/X360/PS3

Wooo!! 100 reviews! I figured it would be appropriate to cap off #100 with the original Bioshock since I started back in 2013 reviewing the same franchise with my very first review of BioShock Infinite. I still don't think I'm a great games critic or reviewer and I still have a lot to work on, but in re-reading my first review from two years ago, I can see how far I've come. In addition to more comprehensive and insightful writing, I've started including video reviews with my posts as well, in case you hadn't noticed. Of course having 100+ reviews and a ton of content introduces a problem of content discovery, which I'm attempting to remedy with new features like my games of the year list and my top 10 lists - both of which I intend to add to and update often, so keep an eye on those. Anyway, enough with the housekeeping, let's get on to talking about Bioshock.

I remember seeing Bioshock for the first time at E3 2006 before it was released later in 2007. It was by far the most interesting game trailer I saw at E3 that year. The underwater city setting, strange combat powers and gruesome violence were so unlike anything I had seen in a game before. When I eventually got my hands on the game it also played unlike anything I had experienced before, having at that time never played its spiritual predecessors, the System Shock games. Bioshock's combination of shooting mechanics, light RPG and puzzle solving elements, and high level of audiovisual presentation were unlike anything else around at that time. I remember being struck by how cinematic and directed the game felt. It felt like a movie. It felt like an amusement park ride where you're barraged by an overwhelming presentation of audiovisual effects that all spring to life as you pass by them. Bioshock's atmosphere was so unique and refreshing and it absolutely captivated me.

Bioshock takes place in the 1960s and follows the story of a man named Jack who, at the beginning of the game survives a plane crash that leaves him swimming in the middle of the ocean. You guide Jack away from the burning plane and to a lighthouse, the only structure visible in the vast ocean other than the flaming, sinking wreckage. Investigating the interior of the lighthouse reveals a bathysphere which takes you deep underwater and eventually reveals the massive underwater city of Rapture, where the remainder of the game takes place. The trip to Rapture is accompanied by a voiceover from a man named Andrew Ryan, who introduces himself as the creator of Rapture and conveys that he built the city as a haven free from external social, political or religious influences. But of course upon entering the city, it's immediately obvious that something has gone very wrong in Ryan's utopia and now masked and bandaged psychotic murderers known as splicers roam the remains of Rapture. You're contacted via radio by a man named Atlas who urges you to assist him in rescuing his family who he claims has been trapped in the bathysphere dock by Ryan. Atlas warns you to be wary of splicers who were previously Rapture's human residents, driven insane from abuse of a drug called ADAM.

When processed, ADAM becomes something called a plasmid, which when injected into a user's bloodstram can rewrite genetic code and grant its users dangerous and powerful new abilities. In addition to traditional firearms and melee weapons, pasmids serve as your main defense against splicers and Rapture's other many dangerous inhabitants. The use of plasmids also rewards players for their environmental awareness. For example, the electro-bolt plasmid is extra effective when targets are standing in water. Similarly, the incinerate plasmid is effective when used on oil spills that can be found throughout Rapture.

Experimentation with Bioshock's many plasmid powers is one of the most rewarding parts about the game. In fact, the game seems to reward experimentation and clever planning in general. For instance, when splicers are hurt, they often seek out a nearby health station to heal themselves. In addition to being used by the player to heal themselves, these health stations can be hacked to yield cheaper healing prices and to damage any enemies that tries to use it for themselves. Or the player can choose to simply destroy the station which yields several consumable first aid kits. Rapture's hostile security robots can be simply destroyed (they're weak vs. electro-bolt or armor-piercing rounds) or they can be hacked to aid the player in battle. There's a multitude of options available to the player on how to dispatch enemies and it's fun and rewarding to experiment with the game's many systems to find a playstyle and strategy that best suits you.

There's also a moral choice element to Bioshock. "Little Sisters" human girls who have been inplanted with a parasite and mentally conditioned to hunt for and gather ADAM are plentiful throughout Rapture. They and their powerful "Big Daddy" protectors are neutral to the player upon encounter, but Big Daddies will go hostile if they or the Little Sister are attacked. Dispatching a Big Daddy leaves the player with a choice: rescuing or harvesting the Little Sisters. Harvesting kills the Little Sister and grants the player a wealth of ADAM which can be used to purchase new plasmids and other useful upgrades. Rescuing the Little Sisters yields very little ADAM and gives few immediate bonuses, but rescuing multiple Little Sisters can unlock powerful plasmids later in the game.

BioShock Video Review:

Summary
Bioshock is a wonderful blend of an immersive and atmospheric environment, a memorable story, and well designed game systems that reward the player for experimentation. While Bioshock's sequels improved on some mechanics, I don't think they ever recaptured the brilliance of the original game and its great blend of atmosphere, story and game mechanics.

Friday, September 25, 2015

Rock Band 3

Harmonix/Backbone Entertainment - 2010 - X360/PS3/Wii/DS

(On my Top 10 Favorite Games list)

I'm a big fan of the rhythm game genre and in particular the Guitar Hero and Rock Band games. Now there hasn't been a release in either of these franchises since 2010. This fact, coupled with the decreasing sales and popularity of these franchises caused many people to speculate that these types of games were "dead". Then out of the blue, Harmonix announced Rock Band 4 and Activision followed suit with an announcement of Guitar Hero Live. Obviously neither of these franchises are dead (at least at the time of writing) and both have new games launching in the coming weeks, but I do think there are a few reasons we haven't heard from these games in five years. First and probably foremost was oversaturation. If you include the DJ Hero games and the various portable releases from each franchise, Harmonix and Activision combined to release thirty five Rock Band and Guitar Hero titles between 2005 and 2010. I'm serious. Check Wikipedia. The American economic downturn that occurred at the end of last decade certainly didn't do any good to either of these franchises that require players to buy relatively expensive accessories. Plus I think some players decided they didn't want to have ridiculous Fisher Price-looking plastic instruments cluttering their living space anymore. I think that last point still holds true in 2015, but there obviously hasn't been any oversaturation in a while and the U.S. economy is doing better which is why I think we're now seeing releases from these franchises. So what do I want to see from either Rock Band 4 or Guitar Hero Live? Let's take a dive into one of my all-time favorite rhythm games, Rock Band 3, and examine some of the things I think it does well and some of the things it does not so well.

Let's get the bad things with Rock Band 3 out of the way first. The game has obsession with realism and wanting the player to learn real instruments. This is fine when done well, and a game like Rocksmith really shows how this concept can be pulled off successfully. But Rockband 3's execution of this was way too complicated. Rock Band 3 introduced "Pro Mode" for guitar, drums, and its new keyboard accessory. Mad Catz partnered with Harmonix to sell a "pro guitar" with 102 plastic buttons. There wasn't really a great tutorial for this instrument, and the strange chord notation was almost impossible to interpret at the speed Rock Band throws notes at you. Especially for someone who has no actual experience playing guitar (me). This was the same problem with the "pro keyboard" which expected the player to play a 25 button mini-keyboard at full song speed. I actually liked the "pro drums", which added 3 cymbals to Rock Band's normal drumkit of 4 pads. I found it to be a welcomed challenge as opposed to an impossible one. But aside from the drums, I think the whole "pro mode" experiment was a failure, especially when you consider that none of the older DLC or other imported songs supported the pro guitar, and most didn't support the keyboard at all. They strangely did however, support pro drums. My speculation is that the songs were always encoded to differentiate between cymbals and drums, even though the original drum kits only had 4 pads. I think Harmonix has recognized this failure and has removed support for pro instruments and the keyboard peripheral entirely for Rock Band 4 although they will continue to support pro drums. 

The most awesome thing about Rock Band 3 is the massive library of DLC songs you have access to. If you include importable tracks from previous entries in the series, the total of playable songs is upwards of 4,000 which is pretty awesome especially assuming Harmonix makes this library available again for Rock Band 4. You can be practically guaranteed to find something you'll like when browsing the online store. Rock Band 3 also introduces vocal harmonies, allowing there to be more than one vocalist, provided you have more than one microphone. Tracks that support vocal harmonies will show separate vocal tracks with separate lyrics for each singer. Another new feature is the ability for players to drop in and out of songs on the fly without restarting a track. This, combined with the ability to make song playlists and enable "no-fail mode" made it very accessible as a casual party game. Rock Band 3 also features an expanded career mode and a more in depth character creator. All of these features combine to make Rock Band 3 a very full featured and well polished game

Rock Band 3 Video Review

Summary
Despite it's faults and it's misguided attempt to integrate playing "real" instruments, Rock Band 3 is still the most fun I've had playing rhythm party game. I've actually already played a pre-release build of Rock Band 4 at Pax and I think it captures all of the great things that Rock Band 3 did well. If people are willing to dust off their plastic instruments and hook them up to their next-gen consoles, I think Rock Band 4 should do just fine. I probably won't buy it initially as I don't even own a next-gen console yet, but I'm glad these franchises have been resurrected and I'm looking forward to eventually playing more fake plastic instruments.

Sunday, September 13, 2015

Final Fantasy IX

Squaresoft - 2000 - PS1

(On my Top 10 Favorite Games list)

(On my Top 10 Game Soundtracks list)

See Also My Top 10 Final Fantasy Games List

After the more modern/sci-fi settings used in FF 6-8, Final Fantasy IX is a return to the series roots. It takes place in the world of Gaia, a world full of knights, mages, magic, and other traditional high fantasy. The story initially follows Zidane, who is a member of a band of thieves who is charged with kidnapping the princess Garnet of Alexandria kingdom. In a twist, Garnet is actually looking a discreet transport from Alexandria and consents to the kidnapping as it fits her own agenda. They are joined by Vivi, a young child black mage who is also accidentally kidnapped and knight captain Steiner who is Garnet's royal bodyguard and is loyal to his kingdom to a fault. The four are eventually joined by other party members and are swept up in adventure, conflict and conspiracy as tends to happen in Final Fantasy games. Also in continuing with trends in other Final Fantasy games, the plot does sort of take a dive off of the deep end at around disc 3 or so. Without getting too spoiler-y, the traditional fantasy setting does get strangely thrown out the window at some point, but the game is still worth playing if you appreciate good writing.

What sets this game apart from other Final Fantasy titles for me, aside from its setting, is its well written characters. Now those of you who have played other Final Fantasy games may be rolling your eyes at "well written characters", but I think it really applies to FFIX in a way that no other FF game before or since has achieved. The characters in FFIX aren't the flat, one-dimensional stereotypes of characters that are found in most JRPGs. There's also none of (or very little of) the angsty JRPG melodrama found in the rest of the series. The characters in FFIX are more subtle and nuanced which speaks volumes for not only the writers but the translation and localization process this game had to undergo. This game even has humor. Like legitimate, actual, intentional humor. And it works. Usually when humorous dialogue is written in a Final Fantasy game, it's facepalm material. It's funny, but for all the wrong reasons. FFIX gets it right in a way that really endears all of its characters to the player.

The battle system is... well... it's just fine. There's nothing really wrong with it. But there's also nothing really right with it either. There's nothing too broken like FFVIII, but also nothing that really sticks out and grabs your attention to make you want to keep playing just one more battle like FFVII. It's pretty straightforward and standard for a Final Fantasy game. It's pseudo turn based with the ATB introduced in previous games and your characters fit into pre-defined roles of black mage, white mage, summoner, knight, thief etc. Just about the only thing noteworthy is that all abilities you learn throughout the game are learned from using a specific weapon a certain number of times in battle. For instance, if you want to learn the "fire" spell, you have to equip Vivi with the "Fire Staff" or whatever it's called. This creates a sort of interesting dynamic where the weapons and armor you have equipped for your party may not always be the "best" speaking strictly statistically. There's also the new "limit break" system called trance, where your character becomes more powerful and gets access to new abilities, but this triggers pretty much just randomly and always seems to happen when you're in a random, easily winnable battle and never against a boss when you really need it. So yeah, the battle system is... just fine I guess.

What's way better than "just fine" and another notable reason to check out this game is another superb, phenomenal, varied and otherwise spectacular soundtrack composed by Uematsu. I think Uematsu has gone on record saying this was his favorite soundtrack he composed. It's not necessarily my favorite as a whole, but picking a favorite Uematsu soundtrack is like trying to pick a favorite burger off of the menu at Red Robin. I love them all. Standouts are the "Battle Theme", "Stirring in the Forest", "Crossing Those Hills", "Border Village Dali" and "Hunter's Chance" but the whole soundtrack is really a standout as tends to be the case with Nobou Uematsu.

Final Fantasy IX Video Review

Summary
It may not have the best battle system and the plot gets a little weird about halfway through, but FFIX is still worth checking out if you like a well written story with well defined characters. The writing and soundtrack are enough to carry you through when the battle system is being dull and the story is getting weird. This game really is pretty charming once you get invested in it and it's become one of my favorites in the Final Fantasy series and just in general

Saturday, August 1, 2015

Her Story

Sam Barlow - 2015 - Mobile/PC

Her Story is a very unusual in that it's a full motion video game that was released in 2015. Don't worry, the FMV aspect of this game works really well, it's totally not cheesy and the actress in the game does a fairly decent job selling her performance. After you complete this game, it's hard to imagine Her Story not being a FMV game, I'm not sure it would have worked any other way. Her Story was made independently by Sam Barlow, who was previously the writer and designer of both Silent Hill Origins and Silent Hill Shattered Memories. This game, if you can even call it a game, shares a lot of the interesting ideas and creativity found in those Silent Hill titles

The premise of Her Story is that you are digging through a corrupted database of video interviews from a murder case in the early nineties. The database has been corrupted and fragmented, so you can't watch the interview clips in chronological order, but each video clip has been completely text transcribed, so you can search each clip by any word that occurs in the clip. So for instance, if you search "murder", all of the video clips that contain the word "murder" are returned to you. The other catch is that you can only see the first 5 results that are returned to you, so you'll quickly learn to be clever with your searches. 

The story opens up pretty quickly, giving you some names of important characters or important events to search, but the interesting thing here is that the story is presented totally non-linearly. Somehow though, through that I'm sure was many hours of playtesting and clever organization of what words occur in what clips, the story seems to unfold in just the right way, even if you watch the clips out of order. There's many cool twists and turns in the plot and figuring out whodunnit, how they did it and why they did it is really interesting and rewarding. There's no central gameplay mechanics here, only tracking the mystery in your head and coming up with terms to search then watching the video clips. So if you're looking for a gamey game, Her Story probably won't be your thing. But if you like a clever murder mystery presented in an unconventional fashion, you should totally check this game out

Her Story Video Review:

Summary
I really enjoyed Her Story, it was one of those experiences that keeps you thinking about it long after it's over. The story and its twists are clever and I enjoyed the unconventional presentation. If searching and watching video clips doesn't sound fun to you, you may want to steer clear of Her Story. But if you can let yourself get engrossed in the story and sorting out its mysteries, you'll have a fun time with this game

Wednesday, July 22, 2015

Dark Souls

FromSoftware - 2011 - PS3/PC/X360

I did it! Praise the sun! I've finished Dark Souls! Good Lord this game is mercilessly difficult. And also one of the best designed games I've ever played. If you've heard people tell you how good this game is, it's true. It's also no exaggeration how difficult this game is, so this is definitely not a game for everyone. I think if you're an seasoned gamer who's up for a challenge and you approach this game with patience and an open mind, you'll be able to discover the fun in building your character, experimenting with the game's systems, exploring the masterfully designed levels and discovering this game's hidden lore.

This game simultaneously does the best and worst job teaching mechanics I've seen in a video game recently.The Northern Undead Asylum where you begin the game serves as the game's tutorial. It teaches you how to move your character, to read messages on the floor, and that shiny things and bonfires are good. It teaches you how to defend with a shield by forcing you to walk down a narrow corridor with a guy on the far end shooting arrows at you. The only way you'll make it is learning to use the shield. It then throws a fairly difficult boss at you, teaching you that Dark Souls will be hard and that running away is a valid option and is sometimes the best one. You eventually have to kill the boss to complete the tutorial, but if you manage to scramble across the boss room before he kills you, a better weapon can be found and the game also gives you some hints for dealing more damage. The tutorial also teaches you what is probably Dark Souls' most important lesson which is that you cannot hack and slash your way through this game. You must pay attention to enemy attack animations, learn their tells, and understand when it's safe to attack them. It's an excellent tutorial for the game and teaches you all of Dark Souls' basic mechanics... but it doesn't address or teach its more complex mechanics at all. It's also easy to be overwhelmed by the spreadsheet of statistics presented to you on the player stats page, which isn't explained in detail. Dark Souls is a game that expects its players to learn its more complicated systems by experimentation or trial and error. Or just google everything, which is probably what most people do.

After completing the tutorial level, Dark Souls opens up quite a bit and becomes very non-linear for the rest of the game. You can take any path in any order you want, some paths are easier and intended to be taken first, some paths are harder and intended to be done later in the game, and some paths are completely optional and never required to finish the game. But you don't know which paths are which until you take them. Trial and error is another one of the design themes found throughout Dark Souls. Yes, it's frustrating at times, but the joy of exploring and discovering new paths or new secrets offsets the frustration of accidentally taking a path intended for later in the game and getting your butt kicked.

You can level up your character by spending the souls of the enemies you killed on upgrades while at a bonfire. If you die, you lose all of your accumulated souls, so you're encouraged to spend them often. Mercifully, if you can make it back to where you died, you can recover your lost souls, but dying twice in a row without recovery will see your unspent souls lost forever. It creates a sort of system where even when you're dying over and over again, you feel like you're making progress both through leveling up, and also by learning from deaths, memorizing enemy patterns and remembering level layouts. Progress in Dark Souls can be marked by killing bosses or discovering shortcuts that lead back to previously explored areas in the game, giving the game a bit of a metroidvania feel. You'll find that a lot of the weapons and armor in Dark Souls are not really statistically better or worse, just different. Some weapons may have comparable stats, but differing swing arcs or varying ranges. It's not so much a matter of finding the best weapons and armor in Dark Souls, but finding the ones that best suit your playstyle

There's also an ever-present multiplayer component to Dark Souls. You basically always play the game online, seeing ghostly glimpses of other players and reading the sometimes helpful, sometimes trolling messages left by them. You can also optionally opt-in to a cooperative multiplayer component to get assistance from another player to take down a difficult boss. The thing is, when you opt-in to the cooperative multiplayer, it also makes you susceptible to hostile PvP invasions from other players. It's a really cool mechanical tradeoff and another really smart design decision

The story of Dark Souls is communicated very unconventionally. Often NPCs will reveal very little about themselves or the world around them, so most of the narrative is communicated through environmental storytelling and also reading the item descriptions on new things you pick up. Don't be mistaken, there really is a lot of lore in Dark Souls, it's just hard to find and it's very open ended. The story purposely poses a lot of interesting unanswered questions and leaves it up to the player to fill in the gaps with their own imagination and interpretation of what happened.

Dark Souls Video Review

Summary
Dark Souls is probably the hardest game I've completed. It's also one of the best designed games I've played recently. If you can approach this game with a certain amount of patience and endurance, you'll really enjoy it. The feeling of finally killing that boss you've been stuck on is a feeling of reward that is unmatched in any other game. Even the little rewarding moments of finding a new weapon, or discovering a new shortcut or learning something new about the game's mechanics you didn't know before feels awesome. It's not for everyone, but the people who it IS for will find Dark Souls very enjoyable.

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

Wednesday, April 1, 2015

The Talos Principle

Croteam - 2014 - PC

Not to be confused with one of the Gods of Skyrim, The Talos Principle is a philosophically themed puzzle game and has nothing to do with any of the Elder Scrolls games. Released late last year (2014), The Talos Principle was made by a small European development studio based in Croatia whose only previous notable works are the Serious Sam games. Being a puzzle game, The Talos Principle is a huge departure from the FPS style of the Serious Sam games so I was expecting this title to maybe be a little rough around the edges and maybe expose the inexperience of the development team making a game in a new style, but this was not the case at all. The Talos Principle is air tight, and features some of the best puzzle design and well executed narrative I have ever experienced in a video game.

The game begins as your player character wakes up in a seemingly abandoned garden. Between the lines of computer text scrolling across the screen or the occasional glimpse of your own metallic fingers, you'll quickly realize that your player character is a robot. Your unnamed character soon begins to hear a voice in his head. The voice refers to himself as Elohim (Hebrew for God) and starts referring to you as "my child". But not really in the typical motherly/fatherly parental way; the voice refers to you as "my child" the same way a God would address his creation. The voice then guides you around the garden and asks you to solve various puzzles to obtain "sigils", which will unlock more areas of the garden which will allow you to collect more sigils

The structure of the game is broken down into solving puzzles, obtaining sigils, reading pieces of story text and then repeating the process. This structure and repetitive pacing of The Talos Principle might be the only complaint someone could have against it, unless you don't care for difficult puzzles, which this game definitely has. I've often criticized games for being too repetitive and not offering enough variety of gameplay, but I never really got that feeling from this game. Even though it was a very lengthy (about 40 hours) puzzle game, I never felt like it outstayed its welcome. There was enough variety in the puzzle rooms and with the methods used to solve the puzzles that I never got the sense that I was doing the same thing over and over. The Talos Principle felt like a longer version of Braid, but 3D and with different puzzle mechanics. It's what I'd imagine The Witness would play like, if it ever gets released. I really can't stress enough the brilliance of in the design of the puzzle rooms here. The Talos Principle introduces puzzle elements, makes sure you understand how they work, then slowly increases the difficulty and complexity of the puzzles. Some of the later puzzles required me to just stop and stare at the screen and think. I love when games can get me to do that.

The Talos Principle Video Review

Summary
I know we're still very early in 2015 and also this game came out in December 2014, but The Talos Principle will more than likely be my 2015 game of the year. I was totally blown away by the superb puzzle design and the amazing presentation of the story. There's so much about the story I didn't want to reveal here for fear of spoilers, but exploring the island and finally uncovering its secrets felt really rewarding. The Talos Principle is everything I want in a video game. I would highly recommend it to fans of puzzle games or people who enjoy excellent game design

Wednesday, March 18, 2015

The Jackbox Party Pack

 Jackbox Games - 2014 - PC/PS3/PS4/XboxOne

Being the giant trivia nerd that I am (I attend trivia at a local bar nearly every week), I was eager to try the video game version of the You Don't Know Jack party game. I had heard positive buzz about the game and that it combined good trivia questions with excellent writing and a silly sense of humor, which I found to be true. I saw the 2015 edition of the You Don't Know Jack game on a steep sale in the Steam store, but it came bundled with a bunch of other games from the You Don't Know Jack developers. I wanted to play You Don't Know Jack and figured the other games were probably just throw away titles that the developers shoved in with You Don't Know Jack, but I was pleasantly surprised to be mostly wrong. This will be a bit of an unusual review since I'll be covering five games at once, but I'll try to give my opinion on the package of games as a whole and then some quick thoughts on each game in the package.

Each of the games in the Jackbox Party Pack assumes that all players in the room have either a smartphone or tablet or laptop or some other internet-enabled device. Each player uses their internet device, usually a smartphone, to connect to a web app and enter a "room code" which links the game together with the other devices and players in the room. Depending on which game in the pack you're playing, each player will submit either answers to questions, or drawings or whatever data is required for the game through their smartphone. I was actually quite surprised and impressed with how responsive the web app was when submitting data from my phone. There was almost no delay at all. It's a kind of neat strategy of utilizing the smartphones people likely already have as input devices and displaying the other game information on the main TV screen. I hope to see more party games integrate with smartphones since it's often hard to play video games with really large groups of people since controllers are usually limited.

You Don't Know Jack 2015 Edition
Likely the most recognizable game in the pack, You Don't Know Jack 2015 edition was the first game I played. It was pretty much exactly what I was expecting: good trivia questions delivered with silly humor. I thought the humor was a little hit and miss. When the writing was funny, it was funny. But when the jokes didn't land, they definitely did not land. The trivia questions were difficult, but still fair. If you weren't too familiar with the question category, I found it kind of hard to contribute since the game penalizes you for wrong answers. But if you like trivia and enjoy questions delivered with a crude sense of humor, you'll enjoy You Don't Know Jack

Fibbage
If you've ever played the party game Balderdash, you'll find Fibbage very familiar. In Fibbage, you're presented an incomplete sentence about weird fact and it's up to you to fill in the blank. Then everyone's answers are displayed on screen and you have to guess which is the actual true answer. You usually want to try to be as tricky as possible answer submissions, since points are awarded if your opponents guess your false answer as the correct one.

Drawful
Probably my favorite game in the pack, Drawful is pretty much the same concept as Fibbage, but with drawings. You'll be given a wacky subject that you'll have to make a drawing of. Once your drawing is complete, it's displayed on screen for all to see. Your opponents have to come up with fake answers for the title of your drawing while also trying to figure out what your drawing is actually about. There's a lot of fun to be had with this one, since the names of the drawings given to you are often crazy. Then add in the fact that all players are drawing on their phones with their fingers. This results in the drawings usually ending up being totally ridiculous. Then guessing who made what with your friends and figuring out what the real titles are while sifting out the hilarious fake title submissions is a great recipe for fun.

Word Spud
This one's fun, but you'll probably only play it once or twice. You'll be given a starting word, then a randomly selected player has to make a compound word or phrase from the initial word by adding another word. For example, the starting word might be "Video", to which a player might add "Game". Then another random player would be given "Game" and be expected to add another word to it. After each submission, all players can vote on whether to accept or reject the new word. If the word is accepted, the chain continues, otherwise a new random word is generated. The fun here is thinking quickly to come up with words to complete a clever or funny phrase. At the end of the game, which usually lasts a few minutes or so, Word Spud will show you your entire word chain which when read out loud is usually worth a few laughs. 

Lie Swatter
Probably the weakest game in the pack, lie swatter presents a true/false trivia question and awards points for the most correct answers. This is probably the most simple and least creative game in the pack, but it's also playable by up to 100 people at a time, so this might be the way to go if you have a really large group of people. 

Summary
I've been having a really great time with the Jackbox Party Pack. It's great to put up on the TV when I have more people over than I do controllers for traditional video games. You Don't Know Jack is fun for when you want to show off your random knowledge while being amused with crude jokes. Drawful was the surprise hit of the pack for me, easily providing hours of hilarious entertainment. Fibbage and Word Spud are midly enteraining, while Lie Swatter felt like a shoe-in. But if you often host large-ish groups of people (5-8) and are looking for video games to play, I would still highly recommend the Jackbox Party Pack

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.