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Another Red-Headed Stepchild: Mega Man 3

This will be much shorter and less substantial than my Zelda II rant, so never fear.

So. Keiji Inafune, the father of the Mega Man franchise, once stated that he was disappointed in how Mega Man 3 turned out. I also get the feeling, somehow, that people don't really take to that game as much either. Mega Man 2 is far and away the series' darling, apparently, and at somewhat the expense of the third title. Mega Man 4 brought the Mega Buster, and the entire 8-bit run of the series started to become a bit irrelevant after that as the X series began, and as the original series got a cartoony facelift on the next-gen platforms.

Of all the Mega Man titles that surface during the series' multiple primes (the entire Mega Man franchise - spin-offs included - has this sort of ebb-and-flow to it that has it seeing multiple times of prosperity AND irrelevance), it seems that 3 is the most overlooked. This, coupled with Inafune-sama's statement, baffled me.

Why? Because Mega Man 3 is one of the greatest NES games I've ever played.

The level designs were wicked without being overly cheap. The slide move was first implemented in this title, and was also most cleverly used here. (Even in combat - the quickest way to kill those one-eyed robots that throw the ball-and-chain at you is to slide under the projectile and cap him point-blank.) There was NO STUPID SHIELD weapon, and every weapon (except for one) that WAS in this game had some sort of utility beyond trivial "I'll use this in this one situation and that'll be that". The character designs were on par with Mega Man 2 and, with the exception of the unfortunately corny "Top Man" (whose puny weapon I referenced above), were perhaps even better (sexual innuendo of "Hard Man" aside - hey, the second title had "Wood Man", alright?).

But what strikes me most about this game is the pacing, challenge and overall mood of the game. No doubt, the visuals were always strong for an 8-bit Mega Man title. But there's something about the eerie darkness of Gemini Man's icy, lunar-esque stage. The sterile, mechanical, robotic nature of Spark Man's stage. The almost disgusting snake-tubing that builds the structures in Snake Man's stage. The way that the entirety of Shadow Man's stage almost sneers at you despite it being an inanimate entity. All of these things, of course, supplemented by composer code-named Bun-Bun's fantastic jazzy, bluesy music that is at once both antagonistic and motivating, both chilling and heroic.

And then you've got Protoman, who drops in from nowhere every now and then, fueling the mystery as to what the hell's going on here. An added challenge, extra training for your slide moves, a robot that moves almost just like you and has similar tendencies.

What about the return of the eight robot masters from Mega Man 2? The precedent was set here to add an intermediate layer before you actually get to Dr. Wily's castle, but after you take down the eight robots. And Capcom did it without resorting to, "Hey! It's this new enemy! Oh wait now that you've defeated him, it's really Dr. Wily who's behind all this." This was Inafune-sama's main gripe - that due to rushing the product, the team had no choice but to add filler by reinventing four of the previous eight stages and throwing in the old boss robots.

I, for one, immensely enjoyed that aspect of the game.

I liked going back and seeing the vastly changed landscape of the stages I had previously conquered, especially because they were now effing difficult as all hell. And the mystery of the first time you see one of those unnamed robot bosses - what the hell are they? But then, oh, you see the mechanical "corpse" of robot masters past descend into that mysterious being, as if a robot ghost were powering its directive to smash you into itty witty bitty byte-sized bits. And then, the final reveal of Dr. Wily's castle after eight instances of looking like you'd seen a ghost.

And if you asked me, I couldn't care less about the fact that they changed the introductory music when you select a robot master to fight against. I like the "new" tune better, in fact.

I guess that was long. But whatever. Mega Man 3, like Zelda II: Adventure of Link before it, seems to be looked at with quizzical eyes. But also like Zelda II before it, it was dark, gritty, challenging, and had this different air about it that makes you scowl and clutch the controller, anxious to shove its taunting "You will never defeat me" nature back in its face. Mega Man 3 is among the pillars of 2D action platforming.

Well, I loved it.

You may now subscribe to El Podcasto.

We're not in the directory yet, but our RSS feed for Podcasts is simple:

http://www.trigames.net/rss.xml

For anyone who doesn't know how to use this:

If you're using iTunes, highlight and copy the URL. Then, in iTunes, click:

Advanced > Subscribe to Podcast

Here, paste the URL.

When you're done, it should immediately begin downloading the most recent episode.

If you're not using iTunes, you can still access the podcast using a normal RSS reader (google "RSS Reader"). The method is the same as for iTunes - find the menu item or command that lets you subscribe to an RSS feed. Paste the URL in a similar manner. Now, the RSS Reader won't automatically download the podcast like iTunes does. It'll provide you a direct link to the page on Trigames where I always provide a direct link to the MP3 itself. I'll tool around with the RSS to have let you download it directly from the RSS feed itself.

Live Anywhere? Anywhere.

A lot less insight, a lot more frothing with this post.

If there's anything Microsoft has going for it coming out their press conference, what with the other two giants touting revolutionary controllers and new experiences, it's Live Anywhere.

What's Live Anywhere?

Absolutely effing scrumptious, that's what.

According to Gamespot's live blog of Microsoft's E3 2006 press conference:

"12:44: Gates announces new platform--"Live Anywhere." Will be part of Windows Vista--will have one user interface, one identity, one friends list, one message center, one marketplace. Same as Xbox Live 360, same interface, embedded in Windows."

Xbox Live was such a successful implementation of an online videogame infrastructure that the gaming media constantly wondered, "Why hasn't this been extended to PCs?" Well, here you go. Xbox Live - for PC gamers. Finally. Still a single sign-on, a user who owns a Vista-powered PC and an Xbox 360 - in addition to a Live Anywhere powered MOBILE PHONE (huh!?) - will be able to play Live Arcade games, show off their gamerscore and achievements - from a single profile.

"...acheivements on any platofrm will add to one single gamer score, and GamerTag will be the same too."

But get this:

"12:53: Live Anywhere will have the same reputation anywhere, says Henson. He then pulls out a Motorola Q cell phone with Windows Mobile. The phone has the Xbox Arcade games he downloaded on his Xbox 360 ON HIS PHONE."

Color me baffled, surprised and giddy all at once. And you're talking to a guy who's scoffed at mobile gaming in the past. With such integration Live Anywhere could actually make me consider playing games on my phone - though, honestly, it probably won't happen. Still, Live is a great service - and it's awesome to see it spreading out to other venues.

Microsoft may still be stuck with the "old" way to interact with games, but it's still paving the way for the online experience.

The OS upgrade to Vista just might be one that I won't be reluctant to make. Tasty, delicious, greasy and oh so good.

[Edit] And this is coming from a guy who's never played a game on any iteration of Xbox Live, ever. If something can impress me solely on the description of its protocol, it's gotta be promising.

Playstation 3 - Theft and Validation

"We aren't interested in gimmicks or rhetoric," claimed the proud and rail-thin Kaz Hirai of Sony during its E3 2006 press conference.

Yet, apparently they are.

The gimmick? A motion-sensitive controller.

The rhetoric? Ushering in the "fourth dimension." Or how about, "motion is the next generation, rumble was last generation."

Oh please.

My snarky commentary is here to establish one thing: I have no love for Sony. I once did, back when the Playstation half-nelsoned the Sega Saturn into submission. That quickly died when the Dreamcast opened my eyes. When Kutaragi started making outrageous Playstation 2 claims of jacking into the matrix, of being able to render Final Fantasy VIII's ballroom scene in gameplay-realtime, and then failing to deliver. When the games I was playing on their boxes failed to compel me as the best ones on the Nintendo and Microsoft systems, something I never imagined would happen in the case of the latter.

Call me a Sony hater - that I am, philosophically. But I love games - so when quality games show up for a console's library, and the console is at a reasonable price, I will buy the console and swallow all the hatred. It's all about the game after all.

The point of all this? To present to you my internal disdain for a company, and then to sweep it aside and discuss what we've learned today like a gentleman and not the internet whiner that I usually am.

http://www.trigames.net/newsitem.php?content_id=453&console=


There you have Trigames' sorry excuse for coverage of the PS3 content at the Sony press conference. (We can do only so much, not doing this 24-7 after all.)

The big one that has "teh intarnets" afire, though, is how Sony "stole" a revolution. The revolution will indeed be televised by Nintendo, but half of it was televised half a day early at Sony's conference. You know what I'm talking about: the tilt-sensitive Dual Shock 3. (Well, at least that's what I'll call it.)

Sony rabids will snarl that Playstation 3 has Nintendo by its Wii.

Nintendo crazies will blather that the Dual Shock 3 has nowhere near the functionality that the freestyle controller does.

You can decide amongst yourselves who's right, but regardless, this has quite a few implications.

1) Microsoft might be in a bit of hot water. Nintendo has positioned itself to appeal to the mass-mass market with a revolutionary control scheme, a back catalogue of Nintendo classics along with titles that appeal to old-school gamers online, and a low, low price. It offers the old and the future. Sony has positioned itself to do the same - with the more elite market and a high, high price. But it still dips its toes in the waters of revolution, and it plans to ape Microsoft's powerful Xbox Live - for free.

Just remember though that this is conjecture, and we haven't seen what Microsoft plans for its E3 presentation on Tuesday. Plus, it's still got a classy traditional controller, some slick games, and the only comprehensive online environment at this very moment. It'll be months before the PS3 or (oh mercy, that name) Wii hit. So it all depends on who wants to wait to drop half a grand (or more), and who wants to "jump in" right now.

The other implication is...

2) It's proving Nintendo's view is indeed revolutionary. Sony doesn't want to be left behind, and there's no way it wants to be one-upped by its competitors. It recognizes that this new way to control videogames could indeed be the future, and has happily dived in. Theft of Nintendo's strategy? How about validation of its ideals? To be more Sony-friendly, how about it doing its part to help usher in a truly new era that's not just new because of pretty graphics or obese disc space? Those who aren't fans of Nintendo's IPs, those who want their traditional two-fisted controller, those who do want to drive by a realistically-rendered Grand Canyon in 1080p at 60 frames a second while downloading songs for Sing Star while being able to taste a little of the tilt-sensitive fruit of the new generation now can.

Sony fans, you've got a taste of the future beyond graphics.

Nintendo fans, your company has been given even more motivation to push the innovative boundaries next generation.

Microsoft fans, you... well, maybe you'll see the next "Dual Shock" or "six button controller" phenomenon - a new model of controller released in the middle of the console's life cycle - whereby Microsoft, too, jumps in with the revolution. (And there will be nothing like Xbox Live for at least half a year.)

I guess what I'm trying to say is - Wii can all sit here and cry theft (which it simply is), but let's just consider it validation of a truly new era in gaming that everyone - the hardcore, the mass market, and those in between - should give a shot. That'll save you the trouble of hypertension and hair loss.

Mega Man: Powered Up

Never before have I seen Mega Man's head so bulbous, not even in the Saturday morning cartoon that aired when I was 12. Also, its aesthetic presentation goes a bit too overboard on the cute-wagon. Nonetheless, this game is very, very cool. Threw a review up on Trigames to commemorate its candy-coated sugar sweetness.

Zelda's Black Sheep (No, not the CD-i games)

Up until a few years ago, I had never been an incredibly HUGE fan of The Legend of Zelda. Allow me to briefly explain - I loved the series, and respected the games for their mostly revolutionary trappings, but surprisingly few of the games cracked my top 10 Favorite Games list at any one time. That list was managed by Mega Man, Mario, Terra (Final Fantasy VI) and Cecil (Final Fantasy IV).

Playing some of The Wind Waker, and then seeing the first Twilight Princess trailer, is what possibly turned me around. I've been in a mad dash to "catch up" - as it were - on this old series. I just started playing Ocarina of Time a couple of months ago, and am slowly but surely getting through it. I just started replaying A Link to the Past on the GBA, and began the Minish Cap (also on the GBA).

On the same collector's disc that houses Ocarina of Time lie the two originals: The Legend of Zelda and Link's Adventure. The Legend of Zelda - well hey, everyone has fond memories of that.

What of the red-headed stepchild of the series, then? That being, of course, Link's Adventure.

Oddly enough, that was the first Zelda game I had ever played. I was given a NES after that game had been released, and because I was a stupid 7-year-old child who based purchase decisions on silly things like colors, I asked my sister to get Link's Adventure. If you remember the box art, the title was in blue, whereas The Legend of Zelda's title was in red. Blue was (and still is), naturally, my favorite color. So we picked up Link's Adventure.

Yeah, go figure.

I just started replaying this game with a 24-and-a-half year-old's experienced gamer mindset. While some of the nostalgic moments of the game make me smile, it's the overall design - which I now recognize as genius - that surprises me. Surprised in terms of the amount of backlash towards this game, that is; it simply amazes me. It combines the adventuring element of the first game with skill-based, challenging and engaging, heavily action-oriented gameplay. It at once both befriends and alienates you by giving you townspeople to talk to, and then thrusting you headfirst into a palace where you get that Metroid-like feeling of being helplessly alone.

The presentation, perhaps, is a big part of that latter concept. The palaces look downright creepy. The enemies are now fully drawn-out in bigger sprites, and some of them look absolutely terrifying. When you lose all of your life (and lives), a blood red screen flashes as the silhouette of Ganon appears on the screen - laughing at you in evil mockery. Let's not get started on the music in these palaces, which is so belligerent, demonic and antagonizing all in one fell swoop such that every single enemy you destroy causes your scowl to scrunch tighter and tighter as your bloodlust rises.

If I may make a quick and not fully researched observation, this may be perhaps one of the darkest games in the series.

But it's the combat and platforming that really bring this adventure its air of unique dread. Dissolving platforms and precarious jumps, which when missed will give you a nice steamy lava bath, tax your reflexes and panic threshold. Enemies take flight and snipe at you, or jump on your head, or combat you with the same skill as you possess.

Remember your very first fight with an Ironknuckle? Fighting the recoil that Nintendo programmed in after every hit, whether successful or deflected? Staying light on your feet to counteract that recoil and stay within range? Balancing both the need to defend against his strikes while successfully penetrating his defenses in what are perhaps the most intense sword-fighting moments in NES history (eat your heart out, Ninja Gaiden)? Remember that sense of dread when you first witness the blood-red Ironknuckle that took more hits... or the bright blue Ironknuckle that tosses his blades at you? Like certain scorpions, his bright glowing colors served as venomous warning.

My spine is tingling at this very moment.

I myself did this classic a huge disservice in my retro-review of it on RPGamer.com. I am personally striking that review from the record, even if the site continues to host it. Link's Adventure is nothing short of fantastic.

Nintendo to Show Wii Racer at E3 2006?

A little tidbit from the newspost I have up at Trigames:

"With Reginald Fils-Aime's appearance at the Nintendo World Store in New York City today came the tidbit that Nintendo is planning to show a racing game at E3 2006 for the just-renamed Nintendo Wii. It will apparently use the freestyle controller - as expected - in a unique way that'll showcase the way that racers will be played in the future. Trigames.NET was on the scene to capture this news and answers to other questions."

AnTiPoDe and I are lucky enough to live in New York City, where the Nintendo World Store is located. Nintendo Executive Vice President of Marketing Reginald Fils-Aime was there from 4pm-6pm to sign autographs and take pictures. We went down there today and though we got cut off of the autograph queue, we were privy to some tidbits of information - most of it not so special or secret but good to hear come out of Reggie's brain live. That racing game was his "one little secret" that he told. We're making the wild guess of Mario Kart or F-Zero. (Although... how about a new Top Gear? Hmm.)

And no, our plan to interview him about all things Nintendo-marketing - including our beloved RIDICULOUS name - did not come to fruition. However, we've got a (very garbled and full of din) recording of his answers to the questions Nintendo Store patrons asked today. Check it.

I'm over it.

I'm done being upset over "Wii." The sheer mention of the name doesn't enrage me anymore. But I still don't like it.

That is all. *Nods*