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In every type of game be it 2D or 3D platformers, adventure, action, even FPS' there certain level designs that must always be included in each game. For some the simple forest level may be their arch-rival, for others it may be those pesky ice levels, others include future (designed), water areas, and factories/metal harbor areas.
Well, for me factories and some city or water levels, are the icing of the cake...well more like the middle area of the cake (as icing tastes good and these...ehh not so much). I never really noticed I had problem with these types of levels until I started replaying some old games ranging from Super Mario Bros 3 to Banjo-Tooie. For water levels I think it has to do with more of the idea of being limited in speed and range of motion. While many of you people will go oh WATER TEMPLE HERPDERP, that is not the case as I got through the water temple before my older brother at the age of seven; he is the water level hater. I've noticed in many Sonic water themed levels or SMB 3 World 7 some of its water levels were a complete pain in the ass but all in all I can muster through it, just not at a quick pace. Now City levels I also coincide with future type levels. I mean some city levels are different like City Escape or many Ratchet and Clank worlds but what makes them a little harder than your typical forest or random specific world is that unwarranted feeling and level-creator's infatuation with height and flying machine enemies; which are basically in unhittable areas. Crash 3 had many future levels and it took me a while to get 109% (or is it 117%?) because these damn levels have so many loop ways to go through and "futuristic" enemies which are always harder.
The grand scheme of them all for me is these factory type levels. Now, factory type levels are different from future city levels due to being in a closed environment (no sun), unfavorable soundtracks, machines as far as the eye can see, and those pollution/smog/oil clouds and drippings everywhere. Some horrible memories range from Sonic 2 (half the levels lol) to DK 64 to the worst Banjo Tooie. DKC3 wasn't as bad...maybe it was the over "wood" in the factories but as a kid I had trouble in many of those levels. Don't forget the Super bomberman and Megaman; almost every game has a factory level and I just cry. Even Mario Kart Wii had a factory level in Toad's Factory and let me tell you its my worst track my younger brother beats me there ALL THE TIME.
So there you have it; do you have a type of level you hate? Be it a seasonal, forest, ice, windy, etc level? You may have just never noticed it till now, don't worry there's many. read more
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Crash Bandicoot, Banjo & Kazooie, Spyro, even Bomberman...what happened to these guys? They were at their pinnacle, their peak, their apex! But time isn't always so kind; even to great games.
Let's start with Crash: Crash Bandicoot created in 1996, was Playstation's answer to Mario at the time and PS' first icon. Naughty Dog produced it's first three games in which I don't know anyone who didn't enjoy them. Crash Bandicoot, Crash 2: Cortex Strikes Back and Crash 3: Warped! So what happened? All these games were critically acclaimed, they kept adding new and improved features to the game (use of dualshock, the addition of L2 and R2) but soon Naughty Dog went on to do better things and gave the series off to other companies such as Traveller's Tales). From there on games continued to go down (Wrath of Cortex was the last true game but it was alright), Crash changed to a complete moronic beast and soon it just stopped selling. Poor Crash; but at least Sony re-released Crash 2 and 3 for the PSP, Vita, and PS3 so you can still enjoy the awesomeness that WAS Crash.
#2 Banjo and Kazooie Remember in 1998 how we were already stuffed with Ocarina of Time, still playing Mario Kart 64, got Pokemon Yellow, and a million more games I can name...well we also got this beauty made by Rare Banjo-Kazooie. B-K was a game that seriously took 3D adventure-platforming to the next level. Constantly learning new moves as you progress further in the game; using those same abilities to go back and to truly complete a level. Clever and funny writing, with easy to read subtitles, catchy music and the best addicting gameplay. Each level had different element designs, you were transformed into a different animal (or object) in every level and the HOME WORLD was a level .With the success of B-K we had Banjo-Tooie, which improved everything from B-K thus making everyone wait for a Banjo-Threeie which we never got. Unfortunately, Banjo's days came to end after a Rare-Nintendo divorce and we were left with no DK (for a long time as they created Country) and B-K went on to the Xbox getting VC releases there and a horrible new game Banjo Nuts and Bolts...which in turn killed the series.
#3- Spyro 1998...when Spyro came out as well. You may firstly remember for Spyro as the game who's song was taken by the Amanda Show or that game that shared demos with/in the Crash Bandicoot games. Well, Spyro was a different take on the new 3D platform genre. It added the collection aspect but was kind of different as you were a head-bashing and gliding dragon. Like Crash this series only got better as it progressed (Spyro 2 and Spyro 3 Year of the Dragon) and additions, new characters, excellent level design with some well hidden secrets just lead to more success. Unfortunately Tom Kenny decided to stop voicing Spyro and Insomanic followed him and Spyro went through a rough patch even getting a 'new' series The Legend of until finally we have the crap that is Skylanders....just RIP already Spyro.
#4- Bomberman I know I know, Bomberman isn't really 90's but at the same time he is. Think in the 90's we had his best series EVER in the Super Bomberman Series for the SNES and then we had Bomberman 64 (which changed Bomberman's life) and Bomberman Hero (good on some days lol). Bomberman was a fun 1P adventure when you needed time to kill and a great multiplayer game. Actually it was the reason why Nintendo brought 4-player onto the N64 because the SuperBomberman Series started he Multi-tap on the SNES and multiplayer never looked better. Now Bomberman has these horrible games that don't even have anything to do with Bombs just some sort of baloney olympics or something and not even getting physical releases anymore poor Bomber. I can probably name more but I just remember these guys as 90 badasses and now...well read more
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Hmm...Dearly Beloved (the KH Main Menu song fyi) came on while I was in class...err I mean on the bus to school ;D and I was thinking of all the versions out which is the best?
(hey doesn't my gif below remind you of yoshi's story? LOL) I'm not going to count the orchestrated one even though it is amazing but in all the main titles each song is Dearly Beloved but slightly altered so here's the list first and a ranking last: Kingdom Hearts 1- This version was the one that started it all. A clear piano heard constantly throughout where you believe a new rhythm will come wanting more but you are still entranced from the magical feeling of this new song; where Sora looking out onto the ocean is the perfect picture motif to fit it because it is that simple. Kingdom Hearts 2- The opening on this version is a bit different as it starts off slow and begins with a violin. Followed it comes through the piano being played much slowly and softer, also the waves of the ocean are added to track, giving this opening theme a much bigger anticipation towards starting the game. It's like that feeling before something big is about to happen. Kingdom Hearts 358/2 Days- This game starts with a wind instrument the flute. I would say the flute is much more peaceful and sounds as if something new but similar is about to happen. Overall the theme is much more angelic and I guess fits my most hated KH game. Kingdom Hearts Birth By Sleep- The theme starts off quiet...only the first few keys of a very bright piano are heard for quite a while; but with the violin steadily and quietly backing it up and building as well. The best part occurs those when the piano stops for a bit and a piercing beautiful violin is played, followed by a build-up piano until both are mixed back together. I like the seperate violin part because in this game; each character does feel alone at one point before realizing they are together. Kingdom Hearts RE: Chain of Memories- This felt like a harder...echo-"ier" version of KH1 and the unknown extra vibrant sound added didn't really add the mystery of CoM Kingdom Hearts RE: Coded- After a few solo key's the theme starts up and echo's greatly but it makes sense in this game as you delve deep into Sora's journal where you learn new things while at the same time reliving old memories
So in my order- KH BBS KH2 Re: Coded 358/2 (shocker alert) KH KH re: chain of memories read more
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Kirby Return to Dreamland, a long awaited project for the Gamecube that was pushed back for a couple of years, which was supposed to be the next home-console Kirby game...a better Kirby 64. As time passed nad passed and then we were tricked for another Kirby Wii-home console game (Kirby Epic Yarn), we were finally delivered one of the Wii's swansong games.
Kirby Return to Dreamland is a 2.5 side scroller with cooperative player similar to the New Super Mario Bros Wii. In the game Kirby retains his ability to copy and inhale with the side bonus of now "super inhaling" where you can inhale multiple objects or enemies and fire a larger star out of your mouth. The game ranges from 7 worlds with 5 levels and a boss in it and in addition to the ship parts there are 120 gears to be collected in each level, which lead to mini-games and bonus challenges for Kirby. The multiplayer let's you choose to being Kirby (for 2P-4P) or Meta-Knight, King Dedede, or some sort of like pirate Waddle-Dee. The only problem with multiplayer is the sharing of lives, but there are enough free/1-up's in each level to make sure you don't strangle your partner. There are no camera problems and all-in-all there is enough "space" for four players thought I find the game played ideally with one or two players.
Difficulty- The game is not overly difficult but compared to Epic Yarn where you couldn't die in basically every level, it is much harder. Some of the real challenges coming to getting 100% (clearing all challenges and getting all 120 gears); some of these gears actually make you think, but other than that it is fairly easy game for a seasoned-pro [and its cake walk for Super Mario Bros: Lost Levels players lol]. Gameplay- Gameplay in Kirby plays like many of Kirby's games that aren't his side adventures so basically like Kirby Superstar with new features. In this game besides inhaling and copying abiltiies, you get multiple moves with each ability compared to say the Amazing Mirror where each move was limited. If you would get the Fighter Ability, you can hadoken, uppercut, Akuma downkick, rapid punch; as for getting the sword many Zelda homages are in it such as charged sword spin (SSBB-Link) and a laser for a full-health swing (Link to the Past). One of "easy" aspect of the game is the fact you can fly forever (in which other Kirby games you get tired from SuperStar to Kirby 64), but other than that no changes are made to mainstream gameplay. Multiplayer was discussed; many levels played similar to Kirby 64 and Superstar as mini-bosses featured during each level with a set bar of health, in which you can inhale them after defeated. One new aspect though is that of Ultra Abilities which allowed you to inhale a glowing enemy and do "ridiculous" attacks. Say you received the Ultra Sword, Kirby would pull out a Giant Sword, a Giant Meta-Knight Sword, or a fan and it would swing across the entire screen destroying not only enemies, but parts of the area as well. The Ultra attacks all vary from launching a fire dragon to becoming a giant snowball you control. Compared to Kirby 64, which allowed you to mix abilities to create new ones, the abilities seem a bit downgraded, as you had a lot more possibilities in K64, but with all the new attack additions, you feel like you have discovered a new power; or this how you always imagined Kirby would be. *sidenote I think this game was created with Melee or Brawl's engine which helps Music- Music is classic Kirby, there is no real words to say on that being an either you like it or you don't. But you will recognize some old tunes, remixed of course, and you will hear new tunes. I for one am a fan of Kirby's happy melody's so this was a win. Overall- Overall the game is pretty quick, but getting all 120 gears and fighting some classic bosses, with the addition of multiplayer makes this another Kirby game worth its buy. This may be a game for fans to start getting into the Kirby series as it is no Kirby 64, Amazing Mirror, Superstar or Dreamland 3 (with the animals), but it still a great Kirby game. Compared to Epic Yarn the game completely dominates in all aspects. While Epic Yarn felt like a Scribblenauts mixed with Kirby to try and make a new formula, Return to Dreamland returns to its roots and adds more for the modern day gamer, showing sometimes games don't need to change to be good, maybe just a few additions. 8.4/10 ![]() read more
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As technology advances to show marvels we only dreamed about or only saw on the Jetsons' its time to look at a question video games have pondered over a couple of years...should games become more realistic? In most video games, it is basically a world where most characters can do more than the average Joe can do, such as super strength (or like Nathan Drake a well built man), double jumping or super jumping (our hero Mario), and many other powers.
I for one, believe gaming does not need to stray in this direction. See a problem with games today is they are to receptive to the critique from too many fans; as for example, the most prominent and worst one "the graphics...[insert suck]". I remember hearing a conversation where people were talking about how they only like "realistic games" like Call of Duty, which really doesn't have anything realistic about it unless you're level 1 playing online. Every game needs powerups or the hero to have something more than the common man; it is what makes them likable and makes the player want to be like them.
I have stated in a few blogs before that Nathan Drake is one of video games most prominent hero's because he is one of the most relatable, but still people critique him for being unrealistic. My counter to that is look what "realism" did to Legend of Zelda series in Skyward Sword. Tidbit complaints of how its impossible Link never gets tired from running all over Hyrule/ or his adventures, led to a stamina bar in which no game I have ever played had, unless it was a mini-game involving track (or your stamina was your health like Mario in Super Mario 64 who would pant at warning red life). To throw something else in is Link wasn't allowed to smash pots or look in people's cabinets and treasure chests? You took away something that was iconic, memorable, and fun from the LoZ series all because it wasn't realistic. I can understand realism taking effect in FPS such as Call of Duty or Battlefield, but in them are many unrealistic things. Each game like that should try to stay realistic while making it also fun for the gamer by touching a bit to the 'impossible side'. I for one think Tom Clancy's Rainbow Six Vegas series reaches that just fine. Look games can integrate us more all they want, like virtual reality, to maybe in 2030 we jump in our TV screens and play along side or as the main character; but one thing that should never go away is characters having that larger than life ability. ![]() read more
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So, I recently finished Last Story and let me say there was never one dull moment in the game...well except the fact you can't run faster in town BUT all in all I enjoyed my entire playthrough from the game.
The game starts off with you in a cave I believe playing as Dagran until you switch over unto our main protagonist Zael. Throughout this entire cave scene you learn the arts of battle in the game, from choosing to live-action RPG or self attack, to moving, dodging (you can jump/flip over characters and walls), to sneaking/crouching behind walls, sniping with your crossbow, and obvious guarding. Your team consists you as Zael, a swordsman with a secondary weapon of a crossbow, your best friend Dagran (swordsman no secondary), Syreene (dual swordsman), Yurick (fire-attack magic only), Mirania (the healer) and Lowell (the playboy..err I mean swordsman and blizzard magic). After fighting and learning of the strategy (before each fight you are given advice and you can 'scout' the enemies and battle arena) you get a magical power called the Power of the Outsider which now puts the cogs of this story into motion.
From then on the game generally plays it self out. Your "home base" is a tavern in the city where the city is seperated into 4 districts/sections. Fountain Plaza, Castle Gate Plaza, Shopping District and the Arena. All the shops are the same in all areas so only interact with Horace (he is a upgrade merchant who plays actually an important role in the main story and has many sidequests). Talking with NPCs is very easy in this game, as important characters, or characters with side-quests you actually have to talk to; but other characters with hints just talk aloud (think FFXIII-2). The Arena is a great addition and one of my favorite things. If you just want to battle or level up or even win some cash then waste time at the Arena! Before each match you choose 2 or 3 partners (obviously your teammates) and you battle! (there are "seasons" so season 1 is 10 battles with increased difficulty everytime season 2 is new enemies, new formations, etc). Upgrading is a cinch in this game all you have to do is hand it to the blacksmith and pay or have a required item and pay! No hassels or pain in the ass methods like most games require! After establishing the town the only new area to venture is the Castle (obviously you venture out of town during your campaign but I am talking about traveling areas). In the Castle things are quite slow and nothing really happens there...well most of the main story does but whatever. The story advances and you meet a mysterious girl who turns out to be Lady Calista! (The girl on the front cover of the game). Calista is obviously Zael's love and she is usable in battle being a healer and support mage.
That's enough for the story so let me just break the game down into gameplay, music, graphics, replayability. Gameplay- The game is very....linear compared to Xenoblade but not as linear as you would think. While the map and general constraints of the level drive you towards the end, there are many doorways and extra battles. The battle gameplay is great there is nothing wrong with it at all! From sniping to learning new skills such as Vertical Slash (crouch and slash your enemies), Guard Counter (perfect guard aka press guard the second you are about to be attacked), to Wall Attack (run up a wall and CRUSH your enemies), to special abilities each character learns fighting in this game is so much fun. I would go to the Arena just to fight more enemies because it is that much fun. Music- The music isn't as good as Xenoblade (sorry I brought it up) as really you only hear the music in the Title screen. However voice acting is superb in this game GENERAL ASTHAR!!! Graphics- The graphics were clean I found no glitches or camera problems. The movie sequences had very nice graphics the only problem is the game is very dark at first so brighten up to the max. Replayability- Hmm..this is a tough one. I would definitely replay the game as it is not too long (definitely a 30-40 hour game) [15-20 hour speed run with no sidequests] but at the same time I feel like I maxed out my enjoyment of the game. Being able to use the replay or fight extra baddies due to sidequests gives off the feeling of needing to replay the game. Overall this game is a 9.1/10 ![]() read more
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