Forum Posts Following Followers
25 4 3

VengefulMetroid Blog

Favorite Games of All Time (1990)

Because I haven't written anything on here for a few months and this list needs continuing.

(Key: FAV - Favorite; HM - Honorable Mention; NO - Notable Omission)

FAV: Super Contra (NES)

Super C

Everything that was great about Contra, but now enhanced with far better music, level variety, and speed. The top-down segments for navigating bases are better than the original's weird over the shoulder parts.

HM: North & South (NES)

ns

A surprisingly good attempt at an educational game that ends up being more fun to mess around with than learn from. North & South is like turn-based strategy meets real-time combat, but on ancient hardware. You play out the American Civil War, either from the Union or Confederate perspective, capturing bases, gaining funds, and dealing with random thunderstorms and Indian attacks. It's difficult to explain why this game is cool without having people play it and see for themselves.

HM: Super Mario Bros. 3 (NES)

m3

This game is so many times better than Super Mario Bros. and the oddity that was vegetable-plucking Mario 2 that it makes up for Japan not localizing the real Super Mario Bros. 2 until Mario All-Stars on the SNES. Mario 3 is better than Lost Levels anyway. This game has some of the best level design on the original NES, especially for a platformer. It has great pacing, variety, and a wealth of secrets that keep it from growing dull throughout the entire adventure. Also, the powerups were awesome. Even the frog suit. EVEN THE FROG SUIT.

HM: Super Mario World (SNES)

SMW

It provides the same degree of improvement on Mario 3's concepts that Mario 3 provided for the series as a whole. World is in many ways just like Mario 3, but better at what it does in every single way. I played a lot of this game when I was younger, and I will always appreciate its less-is-more approach to game design: Polish and improve the ideas you have, don't veer too far from your core.

NO: Final Fantasy (NES)

FF1

A great example of a game that laid down the foundation for far superior games, FF1 is another cool idea that is better remembered for reorganizing existing gameplay concepts in an innovative way rather than being a good game itself. There are three things it got right: Exploration (open worlds are awesome), Strategy (combat based on careful use of character abilities and items, not reflexes), and Interface. Final Fantasy is a lot more appealing to look at and less extraneous than the early Ultima games, despite having less depth. It's a good example of streamlining features towards a better game experience.

NO: Mega Man 3 (NES)

MM3

Most people I who mention this game either consider it to be superior to be either the peak of the original Mega Man series, or the point at which it began to go downhill, being good but not contributing as much as MM2 did. The level design in this game is almost identical to MM2's layout, because Mega Man is one of the most formulaic franchises of all time. I will always consider the original 6 Mega Man games to have inferior gameplay to the early X series, but the original games were more balanced in design. Mega Man 7 is a strange beast that will be addressed in the future.

Favorite Games of All Time (1985 - 1989)

Most of Nintendo's famous franchises appeared during this time period. For many gamers, 1987 in particular marked the birth of some of their favorite games. For me, 1987 was when Nintendo laid down the foundation for several excellent games whose sequels would surpass their originals in every conceivable way.

[Key: FAV - Favorites; HM - Honorable Mentions; NO - Notable Omissions]

FAV: Contra (1988 - NES)

Contra in-game two-player mode

One of the most difficult games on the NES is also one of the few that didn't achieve its challenge through excessive bull. The controls are excellent, the sound was decent, the music was memorable, and the bullets were ridiculously tiny. Contra is a rare gem of a game that manages to kill you over and over, inflict terrible frustration, and still be awesome at the same time. Name a game today that can hand you defeat after defeat in rapid succession and still be fun, I guarantee there aren't many. Also, for great justice, play this game without the Konami Code. For great times for all, use it anyway.

HM: None.

NO: Super Mario Bros. (1985 - NES)

SMB

It's weird to not have the first video game you ever played as a favorite or even an honorable mention, especially when it comes with the prestige of Nintendo's legendary series. Super Mario Bros. is one of the most well-rounded games you'll ever find, with each part complimenting the whole to create one of the most recognizable games of all time. Not my favorite Mario by a long shot, though.

NO: Kid Icarus (1987 - NES)

Kid Icarus

I don't like this game, I really don't. It's an interesting idea, a cool idea that I can appreciate even: An action RPG platformer/shooter? What I can't stand is how long it takes to build up any kind of power in this game. That and the sheer difficulty it presents almost immediately after pressing start. Pit is a weak piece of crap, and dying in this game is a whole lot less fun than in Contra.

NO: The Legend of Zelda (1987 - NES)

LoZ

Another well designed game that I can't stick with. I beat this game some time ago and have never had the desire to play it since. I wonder still how many people suffered through the trial and error of the final two dungeons of this game without a Nintendo Power guide to give them hints where to find the secret passages with their bombs.

NO: Mega Man (1987 - NES)

Ice Man's stage is bull.

Boring and frustrating for reasons that are not all good. Something about the look of the old Mega Man games puts me to sleep. For a game that is both a platformer and a shooter, the original Mega Man is pretty bad at being a decent platformer and too slow to be a great shooter. Later entries in the series would completely remedy these weaknesses. Ice Man's stage in particular features some of the buggiest hit detection of any platformer I've ever played, where you can fall through platforms just by being slightly left of center.

NO: Castlevania (1987 - NES)

Castlevania

Out of all of the games that didn't make the honorable mentions list for this time period, this is one of them that I like the most. The music is pretty memorable and the gameplay is solid, although the platforming can be pretty uneven sometimes. Also features one of the toughest final bosses ever, which is how all games should be.

Metroid (1987 - NES)

Metroid

BORING. Good idea and design, though. In my opinion the original Metroid formula was perfected over a decade later by Metroid Fusion, while Metroid Prime proved to be an excellent translation of that formula into three dimensions.

Mega Man 2 (1989 - NES)

MM2

Oh, now I've done it. The most commonly cited "Best Mega Man game ever" is definitely a massive improvement over the original game in every way, but doesn't impress me that much. My appreciation for this formula begins and ends with the X series of games, which aside from combining Mega Man's mobility items like Rush into his actual person, providing a wall kick ability, improving the speed of the whole game, adding more sophisticated boss fights and level design, and ultimately giving Mega Man the much needed ability to DUCK evolved much more than the NES Mega Man games. At the cost of increasing the number of poor design choices, of course, but that's for later.

Favorite Games of All Time (Pre-VG to 1984)

Little did you realize that there are some games that I don't rip into with caustic and haphazard criticism. This list is always subject to change as I tend to be hideously picky about favorites and there are a lot of games out there that I still want to try. I have many honorable mentions, many intriguing omissions, and most importantly of all: I may often think a game is well designed but won't like it as much as an inferiorly designed game that has a certain magic to it for me. Then again, maybe I'm just not easily impressed by game's with strong reputations and won over by game's with weaker reputations more easily.

[Key: FAV - Favorites; HM - Honorable Mentions; NO - Notable Omissions]

(Before video games-1984)

FAV: None.

HM: Centipede (1980 - Arcade)

Centipede in-game

I love how speed builds up in this game, how the screen cycles through colors each level, how the music and sound effects build tension as the centipedes draw ever closer to your...ship (I always thought it was a floating snake head with its tongue sticking out.). The enemy variety and the awesome roller-ball that you controlled your ship with made this one of the most unique arcade games I would see for years. Later I would encounter Dance Dance Revolution, Panic Park, a Fist of the North Star boxing game, and some game where you pretended to ride a derby horse at my local Wunderland/Tilt and realize just how weird people's ideas for games could get.

HM: Galaga (1981 - Arcade)

Galaga in-game

You can allow one of your ships to be kidnapped, kill the alien who took your ship, and then combine your ships like Voltron for dual-shot ASS KICKING. That and the game is quite good, in ways that cannot be fully explained. It's challenging and yet a very fair game.

NO: Everything to do with Atari's consoles and competitors.

Atari 2600

If this was a list of the most important contributions to the video game industry, I'd have something to say. As it stands, arcade games were all that I cared about from this time period. The Atari systems and competitors like Intellivision and Colecovision prided themselves on porting over arcade games to home consoles for the most part. Trouble is, if I wanted to play one of my earlier listed arcade games, I'd sooner play the definitive version than Atari's attempts.

NO: Pac-Man and Ms. Pac-Man (1980 & 1982 - Arcade)

Ms. Pac-Man in-game

First of all, Ms. Pac-Man is better than regular Pac-Man. If you disagree then you're a sick human being. Really though, I think the Pac-Man games are good, but not that great. I could put quarters into Centipede or Galaga for a long while, but even with Ms. Pac-Man I might play one game and then move on to something else.

DmC Impressions

What's with the stupid jazz hands?

IN WHICH DANTE BECOMES A SCENE KID, AND NINJA THEORY PROVES ITSELF TO BE THE MOST MISCAST DEVELOPER FOR A DEVIL MAY CRY GAME IMAGINABLE.

GameSpot and Sonic the Hedgehog 4

Sonic the Hedgehog 4: Episode 1

"Some levels delight with their speed and kinetic energy, keeping Sonic spinning through loops and bouncing off of springs like a pinball as he speeds his way to the goal. Other levels frustrate at every turn, encouraging you to take it slowly lest you go flying into some deadly obstacle you had no way of knowing was there. There are even a few scattered sections where just figuring out where you're supposed to be going or how to proceed past some obstacle can be a bit tricky, which saps the momentum in a game that places an emphasis on speed. Most stages fall somewhere in between, offering a confusing mix of speedy satisfaction and hindrances that bring the action to a standstill."

Source: Gamespot's review of Sonic the Hedgehog 4: Episode 1

By no means would I consider myself a strong advocate for Sega's blue mascot, but something that does concern me is when reviewers suffer selective amnesia when comparing new entries in a game series to previous entries. Such seems to be the case with Gamespot and Sonic 4, if only for this one comment that I clipped out. The section that I bolded comes across to me as an odd statement from anybody who has played the three oldie Sonic games on the Master System or Genesis. If Gamespot's reviewer had never played one of the older Sonic games, I would understand this comment, but based on the remainder of the review I think it's safe to say that she has played the original trio.

We are left to assume that GS' reviewer suffered from laser-guided amnesia and specifically forgot the parts of the original Sonic trilogy that were exactly what she described as frustrating and confusing above. Yes, it's true: The old Sonic games actually forced you to slow down and carefully place jumps, push boxes, and be in every way not speedy on quite a few occasions. Anybody remember the Marble Hill Zone from Sonic 1? It was exactly the sort of confusing mix of "speedy satisfaction" and slow segments that GS' reviewer describes as being a hindrance to Sonic 4. Her criticism here would make more sense if she also thought this was a problem in those older games, but she makes no such connection. It's as if she has forgotten that there was anything but constant, exhilarating speed in the original Sonic titles.

On that note, I think many people have forgotten about those sections in the old Sonic games.

"To truly be victorious, Sonic must not only complete each level and defeat Eggman, but he must also collect the seven chaos emeralds. These are kept in special stages where Sonic is perpetually spinning against a background of kaleidoscopic psychedelia, and rather than control Sonic directly, you rotate the stage around him to guide him to the emerald buried within while trying to avoid certain bumpers that immediately kick you out of the level. To gain access to the special stages where these are hidden, you must reach the end of a stage with at least 50 rings, which is no easy feat on most stages because a single hit from an enemy sends all your rings flying. Whether you had 50 rings or 250 to your name, a single error when nearing the end of a stage spoils your shot at the emerald, and if you gain access to the special stage where the emerald is kept but fail to complete it, you must begin your pursuit for the emerald anew. This structure is true to the original Sonic games, but by today's standards, it feels needlessly ruthless."

Source: Gamespot's review of Sonic the Hedgehog 4: Episode 1

Really? "Needlessly ruthless"? I find this comment strange in a day and age where developers have discovered increasingly innovative ways to redefine challenging and/or frustrating gameplay. The Ninja Gaiden reboot on 360 and PS3, that's ruthlessly difficult. Demon's Souls on the PS3, that's ruthless. Being required to hold onto 50 rings for one level so that you can access an optional special stage and aim for a game's secret ending, that's hardly ruthless. That's not even in the same league as the other two game's I just mentioned, and I don't know how an optional challenge of this nature can be considered "needless". Would it have been better if Sonic 4 had no chaos emeralds or special stages? How about if you just beat Eggman and there was nothing else to do after that? Then maybe Sega could release Super Sonic and the special stages as DLC and charge more money for it.

Again, the idea of special stages and the notion of collecting and maintaining a set number of rings was a hallmark of the original Sonic trilogy. Sonic 4 is a throwback to those gameplay mechanics, not just the speedy segments but also the platforming, light puzzles, and special challenge stages. To criticize Sonic 4 for possessing these traits is paradoxical unless one also criticizes the original games for those same mechanics. This is not about me defending Sonic 4 from the score it received, but questioning on what grounds that score is supported. Does the old Sonic formula have flaws that we just didn't ever address because it has been 16 years since those games were relevant? Or have we just forgotten what that old Sonic formula plays like?

From what I've played and seen, Sonic 4 is about as close to an imitation of that original formula as gamers are likely to get outside of the Sonic Advance titles on Game Boy Advance, or the Rush series on DS.

"Some may be able to overlook the frustrations of Sonic 4 and have an enjoyable experience, but Sonic deserves better, and so do we."

Source: Gamespot's review of Sonic the Hedgehog 4: Episode 1

If there was a way for me to type out a sigh of confusion, I'd use it here. I'm not sure how any of us deserve better from Sonic, especially if the game is "faithful" to the original games as the title of Gamespot's review suggests. That same title also states that there Sonic 4 is marred by "inconsistency" in gameplay, which is the entire reason I've made this posting at all. If Sonic 4 is inconsistent in its gameplay, so then are all of the original Sonic games. If Sonic 4 deserves a 6.5/10 solely for the reasons stated in Gamespot's review, why then should the original three Sonic titles be considered any better?

I'd encourage anybody who reads this to go out and track down one of the original Sonic games, play it for a while, and then play Sonic 4 and tell me that they aren't using the same, 16 year old formula. Sonic may not be every person's cup of tea, but don't write this one off just yet if you're any sort of fan of the original games, especially.

- VengefulMetroid

Dragon Ball Z Raging Blast 2 Demo Impressions

Raging Blast 2

Franchise-milking giants Atari and Namco Bandai have teamed up once again to churn out another Dragon Ball Z game. This time it's a sequel to last year's Raging Blast, a game that, like the first entries in the Budokai and Tenkaichi series, was incredibly flawed. The difference that sets Raging Blast apart from its last generation cousins, however, is that it did not seek to explore new ground, it sought to refine the Tenkaichi series' gameplay and bring it into the current generation of games, much like Burst Limit attempted to do with the Budokai series (to much disappoint and failure).

Raging Blast 2 is a strange bird. It is ambitious, but also cautious about what it brings to the table. Like with many of developer Spike's previous outings with Dragon Ball Z, Raging Blast 2 is for the most part an enhanced version of last year's game. Little is changed beyond purely aesthetic design choices: The graphics have been overhauled and there is a noticeable effort made to provide the player with a sense of scope in their battles. The fighting mechanics are virtually the same as last year, with three small changes: A new, mostly pointless "Raging Soul" attack that disables special attacks in favor of buffed melee attacks, a considerably more forgiving timing window for dodging attacks, and a tweak to the combo system that causes most combos to chain into one another without much player imput. There was only one song that played during battles in the demo, but even it was a couple notches better than any of the boring rock songs in Raging Blast 1.

Raging Blast 2

Now, problems. Veterans of Raging Blast will notice I made no comment on the camera being improved, this is because it hasn't been improved, merely given more options for framing the fighting. I noticed quickly that Raging Blast 2's camera tends to fixate on and slow the game down to emphasize the drama of almost any melee attack. On a purely presentational level, this is pretty cool, but in gameplay it becomes tiresome, and worse, disorienting. "Disorienting" is the word I would choose to best describe Raging Blast 1's camera, with its homing in on walls and character's butts at the most inopportune times. Raging Blast 2's camera still has this problem, but usually evades it by rapidly switching to a different angle each time an attack combo is completed. This causes issues with depth perception, as the camera is constantly framing the action differently, which leads to confusion as to how close you are to your opponent. Rather than fixate on a wall, leaving the player with a crippling blindspot, RB2's camera jarrs you around and makes it difficult to focus on doing much playing at all.

The camera's problem ties into the way scope is achieved in RB2 as well. As in last year's game, RB2's camera is at its worst when forced to deal with multiple walls in the environments. These are not the barriers of the stages, but setpieces that can usually be interacted with during fights. Although there were only two arenas available in the demo, I get the impression that Spike's solution to the wall problem was to remove most of them, or at least create large, flat areas to start the players in and, hopefully, finish their fight within. This strategy comes with the consequence of lessening the impact of the game's scale: One stage involves fighting on a glacier and I noticed a cool looking ice bridge that formed caves just behind where my character started. My first instinct was to try and draw the fight underneath the bridge and maybe try to destroy the structure or at least fight in the natural caves. Once the fight began, however, I quickly discovered that the invisible boundaries of the stage lay just before this awesome looking structure. Why include it so close to the starting position if it can't be interacted with? It's not like it was part of the background, no, this ice bridge was RIGHT THERE. As for the rest of the glacier level, it was mostly just a flat arena, yawn.*

*Correction, a flat arena with a few TINY glaciers, a couple small houses, and ONE spire-like glacier of decent size. I forgot to mention that there was also a GIANT pirate ship in the level, and although it starts much farther from you than the ice bridge and caves, I still tried to reach it. You can't interact with it, of course.

Raging Blast 2

One final thing that really needs to be addressed is how the combination of the camera and the new dramatic, literally show-stopping camera angles screw with the timing of the actual combat. Having come out of playing Raging Blast 1 some two weeks ago, I was familiar with the basic combos and controls immediately in Raging Blast 2. What I wasn't prepared for was the strange disconnection I felt from my character. I think that it's critical for a fighting game to aim for as close to a 1:1 ratio between player input and character action on screen. It is this quality that is shared by the best fighting games out there that gives them their characteristic tactile experience. No genre, excluding Music/Rhythm, comes close to emphasizing the importance of specific inputs and responsive controls than the Fighting genre. Raging Blast 2 has an issue with responsiveness, and it comes from Spike's efforts to make the game feel as cinematic, exhilerating, and close to the source anime as possible. The dramatic slowdown that occurs with completing combos, in combination with the constantly shifting camera angles that come with completing said combos, really begins to throw off the timing of your combos. I'm not talking about fancy chains of combos either, maybe just putting together a couple at most.

Raging Blast 1 had the same issue, but in a different way, the annoying camera could cause you to carry a combo into a blindspot and you would literally punch past your opponent and leave your back exposed to them. The same thing occurs here but it is because of the constant bombardment of new camera angles, coupled with the "dramatic slowdown" and the tweaked fighting system that tries to chain together combos for you that makes Raging Blast 2 feel at best somewhat clunky, and at worst entirely unresponsive. I can not emphasize enough how dissatisfying it is to feel like the game either barely listens to my inputs or plays itself for me, and it all comes down to the weird timing system this game has. Sometimes it feels like I reacted too soon and the game was caught between animations and couldn't carry out my command, and other times it seems like the ratio between controller input and character action on screen was just a half second delayed.

I should make it clear now that I did not think that Raging Blast 1 ever felt "delayed" between controller inputs and the action on screen. I didn't feel it was as tight of a game as, say, Budokai 3, or even Tenkaichi 3, but it wasn't an issue while playing. Here, in Raging Blast 2, it's an issue. A big issue that joins a host of other problems. In Spike's usual effort to simulate the Dragon Ball Z anime, they've run into the obstacle of Presentation vs. Playability. Budokai 3 was largely a straight 2D Fighter with DBZ characters and energy beams included, but what it sacrificed in presentation it made up for in tight, responsive, and strong gameplay. Raging Blast 2 is the closest thing to a simulated DBZ episode available (or at least soon to be available) but sacrifices practicality and accessibility to achieve it.

Ultimate disclaimer, of course: This is just the demo and my impressions, but since this is clearly not the demo shown at E3 or the Tokyo Game Show, I feel safe in saying that this is a strong representation of the final product.

Play the demo, decide for yourself, but don't run out and buy it blindly.

- VengefulMetroid