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#and as far as live action nintendo adaptations in general go. have you Looked at the art styles for any of these games
mori-no-majou · 11 months
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‘nooo they can’t make an animated zelda movie! if they make a zelda movie it needs to be live action!’ biting you biting you biting you biting you biting you biting you BITING YOU BIT
#urusai majou#it's the videogame equivalent of 'lord of the rings would be better if it was more like game of thrones'#for the record though zelda is something I don't think could ever be adapted into a movie regardless of medium#and I'm saying that as someone who was genuinely charmed by the mario movie#I think the difference is that the mario games have a very consistent identity so like. there's a clear list of criteria there#just make it cute and colourful and not ashamed of what it is and you're golden#zelda on the other hand is a lot more personal. it's a story you're specifically supposed to insert yourself into#everyone has a different idea of who link is#it's telling that the internet can't even agree on whether or not link should have verbal dialogue. much less how he'd sound if he did#adapting it into a movie would naturally mean losing that in favour of one fixed canon version of link#which eiji aonuma has specifically said several times he doesn't want#so like. yeah somehow I'm not altogether sure there is anything to the rumours tbh#and as far as live action nintendo adaptations in general go. have you Looked at the art styles for any of these games#literally the only nintendo ips that wouldn't look straight up weird in live action are metroid and Maybe fire emblem#but again. only if it was shadow dragon or the tellius games#anything else and you'd run into the same issue of steamrolling players' choices with a fixed canon#uhg idk. ultimately it all boils down to the mentality currently floating around that live action movies are the zenith of art#and they're just. not#sometimes the ideal medium for a story is the one it was originally written in#and zelda is definitely one of those things tbh
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kevinverghese11 · 3 years
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britesparc · 3 years
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Weekend Top Ten #482
Top Ten Sega Games
So I read somewhere on the internet that in June it’s the thirtieth birthday of Sonic the Hedgehog (making him only a couple of months younger than my brother, which is weird). This is due to his debut game, the appropriately-titled Sonic the Hedgehog, being first released on June 23rd. As such – and because I do love a good Tenuous Link – I’ve decided to dedicate this week’s list to Sega (also there was that Sonic livestream and announcement of new games, so I remain shockingly relevant).
I’ve got a funny relationship with Sega, largely because I’ve got a funny relationship with last century’s consoles in general. As I’ve said before, I never had a console growing up, and never really felt the need for one; I came from a computing background, playing on other people’s Spectrums and Commodores before getting my own Amiga and, later, a PC. And I stuck with it, and that was fine. But it does mean that, generally speaking, I have next to zero nostalgia for any game that came out on a Nintendo or Sega console (or Sony, for that matter). I could chew your ear off about Dizzy, or point-and-click adventure games, or Team 17, or Sensible Software, or RTS games, or FPS games, or whatever; but all these weird-looking Japanese platform games, or strange, unfamiliar RPGs? No idea. In fact, I remember learning what “Metroidvania” meant about five years ago, and literally saying out loud, “oh, so it’s like Flashback, then,” because I’d never played a (2D) Metroid or Castlevania game. Turns out they meant games that were, using the old Amiga Action terminology, “Arcade Adventures”. Now it makes sense.
Despite all this, I did actually play a fair few Sega games, as my cousins had a Mega Drive. So I’d get to have a bash at a fair few of them after school or whatever. This meant that, for a while, I was actually more of a Sega fan than a Nintendo one, a situation that’s broadly flipped since Sega stopped making hardware and Nintendo continued its gaming dominance. What all of this means, when strung together, is that I have a good deal of affection for some of the classics of Sega’s 16-bit heyday, but I don’t have the breadth or depth of knowledge you’d see from someone who, well, actually owned a console before the original Xbox. Yeah, sure, there are lots of games I liked back then; and probably quite a few that I still have warm nostalgic feelings for, even if they’re maybe not actually very good (Altered Beast, for instance, which I’m reliably informed was – to coin a very early-nineties phrase – “pants”, despite my being fond of it at the time). Therefore this list is probably going to be quite eccentric when compared to other “Best of Sega” lists. Especially because in the last couple of decades Sega has become a publisher for a number of development studios all around the world, giving support and distribution to the makers of diverse (and historically non-console) franchises as Total War and Football Manager. These might not be the fast-moving blue sky games one associates with Sega, but as far as I’m concerned they’re a vital part of the company’s history as it moved away from its hardware failures (and the increasingly lacklustre Sonic franchise) and into new waters. And just as important, of course, are their arcade releases, back in the days when people actually went to arcades (you know, I have multi-format games magazines at my parents’ house that are so old they actually review arcade games. Yes, I know!).
So, happy birthday, Sonic, you big blue bugger, you. Sorry your company pooed itself on the home console front. Sorry a lot of your games over the past twenty years have been a bit disappointing. But in a funny way you helped define the nineties, something that I personally don’t feel Mario quite did. And your film is better than his, too.
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Crazy Taxi (Arcade, 1999): a simple concept – drive customers to their destination in the time limit – combined with a beautiful, sunny, blue skied rendition of San Francisco, giving you a gorgeous cityscape (back when driving round an open city was a new thrill), filled with hills to bounce over and traffic to dodge. A real looker twenty years ago, but its stylised, simple graphics haven’t really dated, feeling fittingly retro rather than old-fashioned or clunky. One of those games that’s fiendishly difficult to master, but its central hook is so compelling you keep coming back for more.
Sonic the Hedgehog 2 (Mega Drive, 1992): games have rarely felt faster, and even if the original Sonic’s opening stages are more iconic, overall I prefer the sequel. Sonic himself was one of those very-nineties characters who focused on a gentle, child-friendly form of “attitude”, and it bursts off the screen, his frown and impatient foot-tapping really selling it. the gameplay is sublime, the graphics still really pop, and the more complex stages contrast nicely with the pastoral opening. Plus it gave us Tails, the game industry’s own Jar Jar Binks, who I’ll always love because my cousin made me play as him all the time.
Medieval II: Total War (PC, 2006): I’ll be honest with you, this game is really the number one, I just feel weird listing “Best Sega Games” and then putting a fifteen-year-old PC strategy game at the top of the pile. But what can I say? I like turn-based PC strategy games, especially ones that let you go deep on genealogy and inter-familial relationships in medieval Europe. everyone knows the real-time 3D battles are cool – they made a whole TV show about them – but for me it’s the slow conquering of Europe that’s the highlight. Marrying off princesses, assassinating rivals, even going on ethically-dubious religious crusades… I just love it. I’ve not played many of the subsequent games in the franchise, but to be honest I like this setting so much I really just want them to make a third Medieval game.
Sega Rally Championship (Arcade, 1994): what, four games in and we’re back to racing? Well, Sega make good racing games I guess. And Sega Rally is just a really good racing game. Another one of those that was a graphical marvel on its release, it has a loose and freewheeling sense of fun and accessibility. Plus it was one of those games that revelled in its open blue skies, from an era when racing games in the arcades loved to dazzle you with spectacle – like when a helicopter swoops low over the tracks. I had a demo of this on PC, too, and I used to race that one course over and over again.
After Burner (Arcade, 1987): there are a lot of arcade games in this list, but when they’re as cool as After Burner, what can you do? This was a technological masterpiece back in the day: a huge cockpit that enveloped you as you sat in the pilot’s seat, joystick in hand. The whole rig moved as you flew the plane, and the graphics (gorgeous for their time) wowed you with their speed and the way the horizon shifted. I was, of course, utterly crap at it, and I seem to remember it was more expensive than most games, so my dad hated me going on it. But it was the kind of thrilling experience that seems harder to replicate nowadays.
Virtua Cop (Arcade, 1994): I used to love lightgun games in the nineties. This despite being utterly, ridiculously crap at them. I can’t aim; ask anyone. But they felt really cool and futuristic, and also you could wave a big gun around like you were RoboCop or something. Virtua Cop added to the fun with its cool 3D graphics. Whilst I’d argue Time Crisis was better, with a little paddle that let you take cover, Cop again leveraged those bright Sega colours to give us a beautiful primary-coloured depiction of excessive ultra-violence and mass death.
Two Point Hospital (PC, 2018): back once again to the point-and-clickers, with another PC game only nominally Sega. But I can’t ignore it. Taking what was best about Theme Hospital and updating it for the 21st Century, TPH is a darkly funny but enjoyably deep management sim, with cute chunky graphics and an easy-to-use interface (Daughter #1 is very fond of it). The console adaptations are good, too. I’d love to see where Two Point go next. Maybe to a theme park…?
Jet Set Radio Future (Xbox, 2002): I never had a Dreamcast. But I remember seeing the original Jet Set Radio – maybe on TV, maybe running on a demo pod in Toys ‘R’ Us or something – and being blown away. It was the first time I’d ever seen cel shading, and it was a revelation; just a beautiful technique that I didn’t think was possible, that made the game look like a living cartoon. Finally being able to play the sequel on my new Xbox was terrific, because the gameplay was excellent too: a fast-paced game of chaining together jumps and glides, in a city that was popping with colour and bursting with energy. Felt like playing a game made entirely of Skittles and Red Bull.
The Typing of the Dead (PC, 2000): The House of the Dead games were descendants of Virtua Cop’s lightgun blasting, but with zombies. Yeah, cool; I liked playing them at the arcades down at Teesside Park, in the Hollywood Bowl or the Showcase cinema. But playing this PC adaptation of the quirky typing-based spin-off was something else. A game where you defeat zombies by correctly typing “cow” or “bottle” or whatever as quickly as possible? A game that was simultaneously an educational typing instructor and also a zombie murder simulator? The fact that the characters are wearing Ghostbusters-style backpacks made of Dreamcast consoles and keyboards is just a seriously crazy detail, and the way the typing was integrated into the gameplay – harder enemies had longer words, for instance – was very well done. A bonkers mini-masterpiece.
Mario and Sonic at the Olympic Games Tokyo 2020 (Switch, 2019): the very fact that erstwhile cultural enemies Mario and Sonic would ever share a game at all is the stuff of addled mid-nineties fever dreams; like Downey’s Tony Stark sharing the screen with Bale’s Batman (or Affleck’s Batman, who the hell cares at this point). The main thing is, it’s still crazy to think about it, even if it’s just entirely ordinary for my kids, sitting their unaware of the Great Console Wars of the 1990s. Anyway, divorced of all that pan-universal gladhanding, the games are good fun, adapting the various Olympic sports with charm, making them easy-to-understand party games, often with motion control for the benefit of the youngs and the olds. I don’t remember playing earlier games extensively, but the soft-RPG trappings of the latest iteration are enjoyable, especially the retro-themed events and graphics. Earns a spot in my Top Ten for its historic nature, but it’s also thoroughly enjoyable in its own right.
Hey, wouldn’t it be funny if all those crazy internet rumours were actually true, and Microsoft did announce it was buying Sega this E3? This really would feel like a very timely and in some ways prescient list.
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salty-dracon · 3 years
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Some thoughts on The Caligula Effect 2
So I joke about this game getting a second remake to my friends online and the next moment I learn THIS was announced during the Japanese Nintendo Direct. Let me spill out my thoughts to spark discussion as well as provide a record to myself if this game actually does get localized.
Everything is under the cut!
My thoughts on Overdose were that it has a fantastic world... and that’s it. Out of the game’s cast, there were maybe four characters I liked, and the rest had moments that made me lose all sympathy for them. I recall it was common for some Let’s Players to like the villains better than the protagonists, and I’d agree on that front. I actually think the anime is the best iteration of this game’s story, changing up the formula enough to provide a really solid characterization arc to everyone. But Overdose suffers from poor writing issues (killing Eiji offscreen in the best ending was one of the worst decisions they made), rough handling of certain topics, boring and monotonous dungeons, and 500 social links you’re never going to do. I’m incredibly critical of this game, and I’d never recommend it to someone without a LOT of disclaimers, but somehow I still love it.
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Already this game looks CRAZY good visually. It doesn’t look like a reskinned Vita game anymore, with something a little more reminiscent of say, the Digimon Story Cyber Sleuth games. That’s not to say that the game doesn’t still implement its fantastic character art, which still show up next to the speech bubbles. (At least the models have moving jaws. That’s important.)
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Here’s to really hoping this game won’t be another Caligula 1 reskin, because uh... the game is about a protagonist who realizes that the world is a virtual one created by a Vocaloid who won’t let anyone out and joins up with a group of teenagers who also want to get out despite the fact that their real world lives were horrible so that they can set things right and they call themselves the Go-Home club (and also a Vocaloid gives them weapons made out of black stuff) but the people that are stopping them are basically the servants and guardians of the Vocaloid keeping them trapped in, who also happen to be humans who can’t return to the real world because their real world lives were so horrible, and so they have to fight because the Vocaloid won’t let them out otherwise. I mean, of course it won’t be a reskin, but I’m surprised at just how much of the original story they kept.
As for things they absolutely did NOT keep, DAMN this game looks dark! I was once remarking to a friend about how Caligula’s story would appeal better to me specifically if they’d gone with a religious pressure rather than idol stan theme, and they appear to have really pulled through with that religious pressure. I just realized, while writing this, that the image I showed off above actually has an image of an angel in the stained glass window being worshiped by fans with glow sticks. Furthermore, there’s a gothic cathedral-like altar, a halo behind Regret’s head, and this whole exchange looks like it takes place in a church. While I’m not religious myself, I can talk a lot about church architecture (see: my Fire Force livetweet) and I’m interested to see how this game handles it.
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Not only that, most of the character designs seem darker and very different from the original game’s. Take a look at this game’s idol goddess:
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Is μ going through an emo phase? I wouldn’t blame her lol. I think she still has a fantastic design that is in equal parts dreary and beautiful, while perfectly matching the color scheme of the new game.
And what a color scheme it is! The world of Caligula 1 had a gorgeous white, black, pink, brown, and gray color scheme framing bold pops of color in the form of flowers. Caligula 2 changes things up by making black the primary color framing everything else. The pops of color are so much bolder, too, from Noto’s bright yellow sweatshirt to basically everything χ is wearing. Do these changes reflect the story’s potential darker tone too? Or are they representative of something else?
We don’t know too much about the characters, but Caligula 2 looks like it’s giving them different weapons. It looks like the protagonists wield double knives instead of double shotguns. As for the other weapons, I see shortswords, katanas, chains, pistols (much smaller than Shogo’s), canes, and Qiyana’s ohmlatl from League of Legends. Definitely a shift from the original game’s weapons. I wonder if they’ll make a comeback? That giant gun was unique to say the least.
The Obbligato (I think?) are this game’s Ostinato Musicians. Italian for “obliged”, they are the ones who defend Regret from any threats. The one shown off most in the trailer is this guy who looks like the 1010 dudes from No Straight Roads. Man, he really looks like Shadow Knife in that image up there...
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Also we get a, um, clown astronaut and a crazy high school yandere. Just to name a few. Definitely not the first time I’ve beat up a clown in a video game. Pretty unique as far as villains go, though. I hope this game has its own villain route, where you learn more about them. I’d really like that.
Social links! Looks like you rank up social links the same way you do in the original game. Do you want to make this character spill out all their trauma? Are you SURE about that, despite there being no negative consequences to you, the player? Awesome. Get ready to be sad.
The battle system is, from what I’ve read, similar, but not the same, as the battle system in Overdose. I’m not going to give too many details on that. They still seem to be time-based with combo chains, but they’re pretty vague. Looks like you still get to unleash crazy special attacks against your enemies. And they in turn can unleash crazy special attacks against you.
I absolutely want to see a. better characters and b. better overall writing. In my opinion these were the two weakest points of Caligula 1. Despite the protagonists’ tragedies, some of the little things they did made me sort of hate them. I did not like how everyone in the original Go-Home Club used Kotaro (who you learn is FOURTEEN!) as a verbal punching bag despite him being one of the kindest characters in the club. As for better overall writing, I stated before that I preferred the anime’s interpretation of events, because I thought they were in a better order overall. Besides killing Eiji offscreen, I hated how they wrote μ to be such a monumentally stupid character (I often point to Persona 5 Royal on how to write a villain like her well) and their, in my opinion, poor handling of certain topics like fatphobia. And though the character episodes sort of redeem them, it’s like... not really? The way I described it to a friend was that while the moral of Caligula 1′s story may have been “We live in a society and everyone’s dealing with their own hardships, but you can’t run away from them forever and you can at least be sympathetic to those facing them”, the character interactions end up dumbing it down to “We live in a society”.
Also an anime adaptation would be really sick. The anime just had so much better writing.
As for what I’m really curious about:
1. Who is Regret and how is she related to μ and Aria? We already know she’s a Virtuadoll like them, but if I recall correctly μ and Aria had some more concreteness to their backstories. Specifically, the human characters remember them existing as vocal synthesizer programs before they became the rules of Mobius. Regret’s backstory is that she just kind of showed up one day. Does she have different origins from μ and Aria? By the same merit, who is χ and how is she related to Regret, μ, and Aria? We know that χ opposes Regret and gives the Go-Home club the power to fight back against her, kind of like what Aria did in Caligula 1, but was she a co-creator of Redo like Aria was, or was her role completely different? The fact that she isn’t a little sparkle like Aria was (as a result of losing all of her power) indicates that their roles might be a little different.
2. What relationship does Redo have to Mobius? We know Mobius was created because Aria and μ wanted a place for humans to live without the sorrows they experienced in the real world. However, eventually μ was manipulated by everyone’s negative emotions and Thorn’s actions. This caused her to prevent anyone from leaving, and also the plot of the first game. Is Redo a second, improved iteration of Mobius, or a completely new virtual space? Were the goals behind its creation the same as in the first game? Or was there another force at work? Is Regret trying to copy μ or improve on her work? Or is she doing what μ did independently? I don’t think there’s enough information to predict the answer to this, but from what I’ve seen, there are a lot of similarities between the two worlds, from the high school to the end goal. However, there are some differences in tone. Mobius was a place to escape suffering, while Redo is being marketed as a place to escape regret. Redo also has a more religious bend than the idol theme of the first game.
3. What other links do the first and second games have to each other? People have been theorizing that Marie Mizuguchi/Wicked from the first game may return as Marie Amabuki (I think) in the second due to them having the same VA. There’s obviously the shared artstyle, symbolism, Catharsis Effect, glitchy NPC faces, and general setting. I also suspect that this game takes place after the events of Caligula 1. Not much I can say about this right now, but I wonder how everything joins up. Or if it even matters that they do. I haven’t seen too much on whether or not this game is being marketed as a standalone or a sequel, or if you even need to play Caligula 1 to enjoy Caligula 2.
Conclusion: While the Caligula series isn’t one I’d recommend to everyone, for the way it handles a number of sensitive topics, I will still be checking out Caligula 2 if it comes to the West. Though very little has been revealed thus far, so far I’m interested in the religious iconography used as well as the darker tone and colors presented in the game. As well as the characters, who have more varied and interesting designs including super unique weapons. I’m a bit disappointed that the plot, as it has been revealed, is an exact copy of Caligula 1′s plot, right down to the names of the protagonists’ faction. I was hoping for a bigger evolution to the story, but considering so little has been revealed in the first place, this may be a bit of a preemptive judgement.
That’s it. I hope you enjoyed my discussion of what I’ve learned so far.
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evanwhosjusthere · 4 years
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Wishful Thinking: The Nintendo Cinematic Universe Part 2 Electric Boogaloo
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The Nintendo Cinematic Universe. This an idea/joke/meme that has been thrown around ever since Nintendo in 2016 announced their plan to make movies based off their IP’s again. They have recently joined forces with Illumination Entertainment to create the upcoming Mario movie. Since then I've been thinking about how Nintendo could truly capitalize on this idea. With video game adaptations slightly getting better and better each year (with stuff like Castlevania, Detective Pikachu, Sonic Boom TV Show, etc.), I think this idea while somewhat far fetched could still be somewhat possible. Let’s continue talk about my crazy idea for a Nintendo Cinematic Universe.
The Second Phase:
Let’s look back at the diagram again:
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With phase 1 the general the general theme I laid out was “Recognizable”. Essentially kick starting the NCU. In our hypothetical reality, the first phase of the NCU is a success. Nintendo/Universal succeeded in capturing a consistent audience willing to go see these films. So what to do for phase 2? Well the theme for phase 2 is “First verse, slightly the same as the first”. Let’s get into it:
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The Legend of Zelda 2
Zelda is pretty interesting in terms of continuing it’s storylines. Most Zelda games take place with a different Link, a different Zelda, and a different Hyrule between installments. This isn’t entirely true. For example, the Link from the orignal Legend of Zelda is the same Link that appears in Zelda 2: The Adventure of Link. The Zelda movie sequel will echo this format. Being a direct sequel to the first movie. The basis of the plot would be similar to that of Zelda 2. While Ganon has been defeated. His minions seek the Triforce in order to revive him once more. With this goal in mind, Link, Zelda, and other allies journey off to stop Ganon’s minions from reviving the dark lord. I imagine this film to be more action packed and dark than the first, while not completely throwing out the themes and relationships established in the prior film.
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Super Mario Bros. 3
The third and final film in the Mario movie trilogy. That’s all I really have to say on this.
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Kirby
Okay I know what your thinking. How the hell would a Kirby movie work? Kirby isn’t the most linguistic character in Nintendo’s roster of heroes. Between the “hai’s”, poyos, and the occasional engrish (see Sm4sh and Smash Ultimate voice clips). But I think what Kirby lacks in words, makes up for in terms of set pieces and visuals. Planet Popstar is a beautiful place and that’s thanks to the strong art design of the Kirby series. But another reason why I think a Kirby movie could work is the “deep lore” of the franchise. In more recent games, the franchise has been experimenting with more story elements. From a heart broken monarch wasp waging war against those who live under her to a mechanical empire ruled by a emotionally destroyed business man. Yeah, those are antagonists from a Kirby game. Not to mention the final battles of Kirby games are visually insane and intense, making for good cinematic material. Is a Kirby movie a bad idea? You be the judge.
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Kid Icarus
This just makes too much sense. Kid Icarus out of most Nintendo franchises I feel would work perfectly on the big screen. The wild and crazy universe that Kid Icarus Uprising explored would be great cinematic material. Not to mention the dialogue and gameplay of Uprising would easily put this movie in the action/adventure genre. Think of something like Pirates of the Caribbean. It would also be a treat if the movie was animated in the style of some of these shorts. 
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Fire Emblem
Let me preface this by saying I know jack all about the Fire Emblem series. Ok that’s not entirely true. I know the general gameplay structure of the series, it’s a tactical JRPG. But besides that I am completely in the dark on the franchise. But what I have seen from trailers of more recent installments, I can say a Fire Emblem movie would be almost Lord of the Rings in nature. And that’s coming from someone who hasn’t watched or read a whole lot of LOTR. I really don’t have much more to say other that a Fire Emblem film would target a more teenager to adult demographic similar to Metroid. Speaking of...
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Metroid 2
Samus returns in the sequel to the first adventure. Again with most sequels, this film will severely raise the stakes. This film would take elements from Metroid Fusion and Prime 3 where a new evil force threatens galactic civilization. Samus would be pushed to limits as a bounty hunter.
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Bonus: Wario spin-off
Who said the NCU can’t have spin-off movies. How I imagine a Wario movie to work is something along the lines of Lupin the 3rd. Wario and Waluigi along with other Warioware characters attempt to carry out a daring heist. Along the way the gang come across various death traps, plot twists, law enforcement, and even Captain Syrup. The treasure hunting/making money aspect of the Wario games would fit perfectly into the heist movie genre.
Conclusion:
So to recap, the primary goal of the second phase of the NCU is to continue with the momentum of the previous phase. Continuing or concluding the storylines of previous phase 1 films while also introducing audiences to Nintendo’s beloved but no quite as well known IPs like Kid Icarus or Fire Emblem. So what happens in phase 3? Stay tuned to find out.
Wario and Waluigi fan art by Mast3r-Rainb0w
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guerilla935 · 4 years
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The Advantage Of A New IP
In the fashion of it being a brand new year we get asked a pretty general and not at all specific question. What game do you want to see this year? In every new years edition podcast and youtube channel this is hot debate. Of course in your mind you have limited options. You say to yourself, do I want a sequel of something we already have? Has a production company that I’ve heard of before not made anything in a while? You can only answer in what you know. And in the most recent years, the devs have been listening. Do you want The Last of Us Part 2? Naughty Dog will deliver. Expecting a new Legend of Zelda game? Nintendo will probably keep making them until the sun super novas so you are good there. But you would never answer that question with: “I want a (insert adjective here) game.” I mean you might, in which case you must have a very specific itch to scratch good on you for knowing what you like. In any case I will valiantly fight for every game that is still on the drawing board that is not a number 2, 3, or 4. Not a sequel or a prequel. Not an HD remix 2.5 remake. This is why we need to be excited for original games that still have yet to be conceived in a game engine or drawing board.
CD PROJEKT RED
To prove my point I am going to break down what makes CD PROJEKT RED’s The Witcher series so indigestible and why it is so popular now. This company makes a very good video game, but if you jumped into The Witcher 3 you would have been pelted with so much lost exposition that you have already lost interest by the time you have killed the Griffin which is where every person I have talked to (including myself) has stopped playing that game the first time they had picked it up. The game plays very non traditionally, the combat is scarce, each battle takes crafting and social preparation that is tiresome if you were not expecting to work so hard to get to the action, and the travel time is tolerable but not the greatest thing. But the story is amazing and you are waiting on that to pull you through. However we are looking for Yenefer, who is that? Why is this old guy following me around? Why does everybody hate me? Kaer Mohren is uh, a place? Not anymore? The story comes in at a weird place. So you say okay lets go play the first two games, wrong, the first game is unplayable if you have updated windows since windows 10 came out. You could have an awesome time playing just The Witcher 2 and then 3 but lets assume that you just gave up. Fast forward to 2019 and Netflix releases the first season of The Witcher series based on some fantasy novels written by a Russian dude in 1993. Whether you liked the show or not you and 100,000 people actually start playing through The Witcher 3 because you know who Yenefer is, you kind of know who Vesemir is, you know why everybody hates you and how to deal with it, and you have that catchy song stuck in your head. My point in all this is that until a Netflix series taught you how interesting this story and this world is you and most people had every intention of not touching the game at all. CD PROJEKT RED has now announced a cyber punk crime drama starring Keanu Reaves, it is also based on a lot of prior source material but the average player like me would have no idea about that kind of stuff. It sounds awesome and it probably will be, but it is gaining a lot of steam because it’s new and exciting and we can dive in blind which is an awesome feeling.
The Remake
Three of 2020′s most anticipated games are full remakes. Final Fantasy VII, Doom Eternal, and Resident Evil 3. Before we have this argument I’m not going to admit that Doom Eternal is not a remake because it really is, it is awesome plot-less demon shooting and as long as they keep using the Doom name it is all just a remake of Doom. The problem with the hype for these games is that it is hinged on if the fans consider Final Fantasy VII (2020) to be as good as their memory of Final Fantasy VII (1997) and people have pretty exaggerated memories. Doom Eternal also has to upstage Doom (2016) and Resident Evil 3 (2020) has to be better than Resident Evil 3 (1999) and make more improvements than Resident Evil 2 (2019) which will still disappoint fans because Capcom wants to make it more action based which is what killed the franchise back in 2009. But what is really sad is talented writers are adapting content for a modern generation when they could be writing new content for a new era. Video games age worst out of any type of media and I am glad that these are getting restored but we are seeing so much effort put into showing our kids why we were crying when we changed from disc 1 to disc 2 in Final Fantasy VII that we may not get to see Final Fantasy XVI until the far future.
Hideo Kojima
Before I start this section I want to say that Hideo Kojima is one of my personal favorite people. As soon as Mads Mikkelsen and Norman Reedus got hypnotized by Hideo Kojima to work on Death Stranding the games development cycle that involved nobody, not even Hideo Kojima, knowing what in the heck what was being put together in his offices made so much noise in gaming that it could not fail. There are a few games that need only a few seconds to prove that they are worth playing and having Norman Reedus incubate a baby on screen and nothing else is probably the most surreal experience anyone has ever had seeing a game trailer. This original IP whether you loved it or hated it was really exciting to live through the launch of, and when we see game trailers in the future I can only hope that they are as exciting as this one.
The Difference
So what is the difference between seeing a trailer for Final Fantasy VII (2020) and seeing a trailer for Ghost of Tsushima? For me the difference is that when I see Cloud appear with the buster sword I am excited to know what they kept, to see how they improved it. When I see a samurai on screen do crazy ninja moves and disappear I want to see more, a lot more. I know what to expect from the next Legend of Zelda, I know what to expect from Call of Duty, for Assassin’s Creed, and I love when they do blow those expectations away. But when Naughty Dog sends me a YouTube video of the Planet Earth clip where the ant goes psycho and grows a mushroom out of its face then the game comes out and I never knew it would be so sad and intense and rewarding it is unlike anything else. We spend most of our time as gamers anticipating the next rush and I can tell you exactly what it’ll feel like to play the next Doom or Metroid Prime but I will never be able to put into words the next time I will get to play a new game for the first time will be like.
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ospreys-watch · 5 years
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Bird’s Eye Review: Pokemon Detective Pikachu
Video game adaptations tend to not do very well as feature-length films, mainly due to the length of most games being far too long to squeeze in the extensive details and lore many games entail. As such, game adaptations of any kind often tend to do better as graphic novels or animated series (i.e. Persona 4: The Animation or Netflix’s Castlevania). And with the absolute travesty that was the trailer for the upcoming Sonic the Hedgehog film (I honestly don’t know if overworking the animators to redesign the title character will save that movie), I admittedly had some reservations when I sat down to watch Pokemon Detective Pikachu on Sunday. However, the general response from my friends who had seen the film had been very good, and the response online even better.
I think what partially saved this film was that it was only covering the plot of a single game in the series’ 20+ year history; a Nintendo 3DS title with the same name, that wasn’t all that connected to the main series. The plot of the film (and game) centers around Tim Goodman, who teams up with a talking, wise-cracking Pikachu to discover what happened to his father Harry, who supposedly died in a car accident. However, the Pikachu has no memories of its past, with its only clue being Harry Goodman’s address stitched into its hat. It should be noted that the premise and some other plot points are the same between the game and film, but most of the characters are different to include a bit more diversity. From here on out, I’ll only be discussing the film.
When Tim goes to his father’s apartment (and meets Pikachu), he encounters and (stupidly) opens a mysterious vial containing a purple chemical; as he opens a window to air out the room, unknowingly causing a group of wild Aipom to go on a temporary rampage and attack the pair. This begins the investigation of a second plot point—a strange chemical compound called R being produced to drive pokemon mad. It becomes clear that Harry was also investigating this R, as when Tim and Pikachu manage to find a lead and encounter an underground pokemon fight club (Ryme City, where the film takes place, does not permit pokemon battles, normally a staple of the game series), the club owner recognizes Pikachu—and doesn’t take kindly to its return.
There’s so much I want to discuss about this film, but I’ll begin with the pokemon themselves—they’re fleshed out beautifully in this film, as if they actually belong in the scenery, affected by lights, shadows, water and other aspects of their environment. There is a scene early on where Tim is licked by a Lickitung, and saliva appears on Tim’s face right beneath the massive CGI tongue. Later scenes seamlessly blend CGI pokemon attacks with special effects, such as fire and water. Human actors are impacted by animated characters very clearly, though I feel like in some cases the movements were a big exaggerated. Pikachu’s fur is shown as short and fuzzy without seeming to be too much; Charizard’s scales have full detail, and even details of an electrical burn from a previous battle. The pokemon characters are a seamless blend of human and animal, visibly changing expression and showing that they’re not beneath instincts (such as when Pikachu is scratched on the chin and begins tapping his foot like a dog). My favorite pokemon depiction in the film, however, is Mewtwo. Heeded in-universe as one of the most powerful pokemon in existence, the genetically-created psychic type is shown as a blend of highly intelligent, yet still an animal at its core. It communicates telepathically, and I absolutely love the way they blended the audio for Mewtwo’s voice, using two voice actors, one male and one female—Mewtwo is a genderless pokemon, so this was a very nice touch. It’s clear the people who worked on the film were people who loved the series and wanted to be as loyal to it as possible.
The human characters were, honestly, a bit flat, but nothing terrible. Tim, played by Justice Smith, is a cynical adult who gave up his dreams of being a pokemon trainer and hasn’t spoken to his father in years, harboring a sort of resentment toward him—he at one point in the film states it sometimes felt like his father, who lived in Ryme City while Tim was cared for by his grandmother (his mother had passed), cared more about pokemon than his own son—this can sometimes be a sentiment shared by children whose parents work demanding jobs, or travel frequently for work. Lucy, played by Jessica Newton, is an okay character, but at the same time, I feel like she looks too young to be an adult character (that’s just a personal thing, though). To be honest, she reminded me a lot of Hilary Duff during the Lizzie McGuire era—and that’s a bit young. But that’s really a minor gripe; other than that, Lucy’s a nice supporting character who proves herself to be useful to Tim without falling into the “sexy lamp” category (i.e. she has enough of a presence on the screen where she can’t just be replaced with a sexy lamp—look that test up if you’re curious), not to mention having her own ambitions that happen to coincide with Tim’s.
Naturally, the one who steals the show is Ryan Reynolds as the titular Detective Pikachu. He’s crass, overconfident, and a good foil to the much more strait laced Tim. It’s pretty clear he’s pulling a lot from his role as Deadpool in 2016’s titular Deadpool, but that doesn’t make him any less funny in the role.
Now, at this point, I want to talk about a few things in the film that bugged me, or I felt were worth noting. They’re relatively minor, but they are spoilers, so they will be down below the Read More.
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I feel like the dialogue was a bit weak in some areas; most noticeably in the scene where Mewtwo speaks to Pikachu before merging Harry with him. Mewtwo simply states that “not all humans are bad.” I understand this is a children’s movie, but Mewtwo is a highly intelligent creature, and is highly likely the same Mewtwo from Pokemon: The First Movie, who said the famous line, “The circumstances of one’s birth are irrelevant. It is what you do with the gift of life that determines who you are.” I simply feel like “not all humans are bad” could have been said in a more sophisticated way. On the subject of Mewtwo, I understand he’s a powerful pokemon, but the idea of him being able to merge humans and pokemon seems a bit out of his range of abilities as a psychic-type.
The other issue was with Ryan Reynolds playing the actual father at the end of the film. Ryan is far older than he looks, but his youthful appearance did not work for him in this film—he simply looks too young to be the father of an adult son.
The villain’s motive, to merge people and pokemon to advance humankind, is a bit more complex than the typical, “take over the world” plot—the villain is an old man, confined to a wheelchair, who wants nothing but strength, and uses Mewtwo’s body and DNA (to produce the chemical R) to achieve that end. I have seen some arguments that the film is ableist because the villain is disabled. I just don’t think the film set out to be that way, and calling it “ableist” may be going a bit too far—granted, I am not physically disabled, so I can’t speak for anybody whatsoever.
All in all, I thoroughly enjoyed the film, and I highly recommend it—the people who worked on the film made it clearly as a love story to the decades-old series that’s inspired and entertained millions of players since its inception, and their hard work and research shows, from subtle dialogue hints (Pikachu says “Arceus” instead of “God” at one point, referring to the godly pokemon), to references in the environment that are there and gone in the blink of an eye. It’s a good film that’s worth a watch, with a decent mystery and plenty of action.
Gotta catch ‘em all, indeed!
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recentanimenews · 5 years
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Composer Kevin Penkin on Symphonic Metal and Flamenco Music Influences in The Rising of the Shield Hero, and More!
At Crunchyroll Expo, we were excited to premiere the first episode of The Rising of the Shield Hero, and what a premiere it was! If you didn’t get a chance to see the first episode, fear not, because the show will be coming out soon in January 2019, so there’s plenty of time to get ready for this unique take on isekai fantasy action!
The Rising of the Shield Hero follows Naofumi Iwatani as he gets summoned into a parallel world, but things don’t go quite as planned for this “hero:” he’s not very easy to get along with, a bit uncharismatic, and to top it off, his only piece of “legendary” equipment is a shield. Stuck in a new world filled with danger and intrigue, is there anyone that Naofumi can trust, and just what can he do without any means of attacking his enemies?
Following the premiere, we were honored to get a chance to sit down and talk to Junichiro Tamura, the head of production for the 1st anime division at Kadokawa, who has overseen series like Bungo Stray Dogs, Chio’s School Road, and Angolmois: Record of Mongol Invasion, and Kevin Penkin, a composer whose works include anime like Under the Dog and Norn9, video games like Defenders Quest and the upcoming Necrobarista, and last year won the Crunchyroll Anime Award for his work on Made in Abyss. Let’s see what they had to say!
Hello! Thank you for speaking with us today. Could you tell us a bit about yourselves first?Junichiro Tamura: I’m the head of the 1st anime division, and I work mostly on KADOKAWA IP titles, like novels and manga.Kevin Penkin: I just walked in off the street. I don’t go here! (everyone laughs) I am an Australian living in London, and I do music for anime and games. I did some titles like Made in Abyss and Under the Dog, and now The Rising of the Shield Hero. Also did work on a game called Florence, which came out earlier this year, and I’m also doing other games like Necrobarista, which is coming out next year. So yeah, I do music for things, and occasionally get paid for it.JT: Occasionally?KP: Occasionally. Well, actually, no, no, more than occasionally, you know, FINALLY! (laughs)
We're looking forward to The Rising of the Shield Hero! What has it been like to work on this series?JT: This project mostly came out of trying to get more fans from overseas. Crunchyroll producer, Sae Ho Song, was the one to tip us off about Shield Hero, so that’s what prompted us to make it; he told us it was popular overseas. That’s also another reason why Kevin is part of this project, so we can get more overseas fans.KP: For me, this is my first Crunchyroll title, and it’s also the first big title I’ve been doing since Made in Abyss finished airing. Originally, there was a bit of pressure, cause trying to find a way to do another project and not in the same way, but try and find a new and unique voice for Shield Hero. At the start, it was a bit of a challenge, but as the project started to pick up steam, we started writing more music, I found that it was actually quite natural to switch gears from one style, from one approach to another, because it was a completely different anime to what I’ve been used to writing before. And especially when it came to writing for battle music, trying to think of interesting ways to create tension in a battle track, for example, that would not be a typical approach was quite fun! So yeah, it’s been an interesting experience getting into Shield Hero, and it’s been really fun, and very very challenging, but very very enjoyable as well!
Yeah, you mentioned something back at the Shield Hero premiere: symphonic metal and flamenco music? I bet that was part of the challenge!KP: Yeah, that was interesting meeting to have when they gave me that idea! (laughs) It’s not necessarily about how do you blend one instrument with another; you can always find a way, but it’s about how to convince them that you know what you’re doing. Trying to figure out a way where every instrument would be pretty well balanced with one another was sort of the challenge for when it comes to that type of writing. For example, there was the main theme that was shown in the first episode and also in the PV, which is a classic example of what the soundtrack will be in terms of variation. It’s gonna jump sometimes between in-your-face symphonic rock and then it’ll have a sort of more sensitive guitar sounds at times. I’m trying to create almost a bit of an emotional whiplash between these two set of contrasting styles that will yield interesting emotional results with the audience. It’s still too early to tell exactly how it’ll play out, but I’m very much looking forward to seeing how people react to the full soundtrack in due course.
You two have worked together before. Can you explain a bit about how your relationship developed?JT: We haven’t met face-to-face until just a few days ago for Crunchyroll Expo! (laughs) We’ve done quite a few Skype calls to just talk about music, though! KP: I’ve got my story all wrong…! (everyone laughs) But I thought in January we had met, but I was too jet lagged at the time to remember who exactly was there and wasn’t there! (everyone laughs) Because I’ve been talking with Tamura-san multiple times on Skype, I’m already quite familiar, even though we haven’t apparently met in person before just now. (laughs) We’ve had some pretty cool detailed discussions involving the direction of the music and where to go, and how we should develop whatever themes we may have composed for Shield Hero so far. We do have a really cool working relationship. So cool that I thought we had already met! (laughs) But nevertheless, Tamura-san’s really good to work with, because Tamura-san has a very clear vision for Shield Hero, so he knows what he wants and when he wants it. However, he’s also very respectful if he thinks that we just want to try writing music away from thinking about too many specific things, and just sort of trying to get almost like an imageboard of the music and then try to focus it down from there. We have a very good back and forth!JT: The meeting he thought that we were having in January, I wanted to come, but I couldn’t because I had another obligation at the time.KP: I just forgot! Your presence was just so strong! (everyone laughs)
Kevin, how did you get interested in working in music?KP: It helps that I have literally no skill in any other set of field. (laughs) If you’re only good at one thing, you might as well make it a good one! I decided very early on that I wanted to get into music, and by the age of 10, I knew that I wanted to do soundtracks. It started with games like Metroid Prime; I really wanted to work at Nintendo when I was a kid, so that led me to studying Japanese and immersing myself in the culture, going there multiple times, which sort of broke open the door to start working in companies in Japan. It’s always been a passion of mine to do music for games and anime, because I definitely feel like I’m able to create the music that I want to create the best when I’m working with a team on a project for multimedia. Let it be interactive or linear, it doesn’t matter, what matters is working with a team on a creative vision that can inspire me and allow me to do a good job.
You've worked on other anime, such as Made in Abyss, which won a Crunchyroll Anime Award last year. You've also worked on video games like Norn9 and with Nobuo Uematsu. Are you a big anime and game fan yourself?KP: For sure! Since I was a kid, I’ve been playing games, and even though I might not have enough time now, for good reasons, I still do play. I started out playing games like Metroid Prime and Smash Bros. I was really into the GameCube; that was my console! That solidified my passion for wanting to do this. Anime was a slightly different beast, in the sense that when I started watching anime, I didn’t realize what it was, and then slowly started getting into not just the production of anime, but the culture around it. I find the anime consumer culture really interesting and really fun and incredibly passionate as well. I think Crunchyroll Expo is a perfect example of that! You see everyone dressing up as whoever they want to dress up as and cosplaying, and it’s really gratifying, almost give you a bit more extra energy to do your job, and even better, if you can! I know that I came into anime, not just because I really like the production aspect of it, but I really like everything that comes with the culture of anime.
Tamura-san, your show Chio's School Road recently finished airing. That show has a lot of references to video games and a unique sense of humor. Were there any challenges adapting that series to an anime?JT: It really wasn’t too much trouble. What I was worried about was that first person shooters and shooters in general aren’t really popular in Japan. My concern with that when we adapted those scenes, that we would get it corrected. That way, people who are actually into FPS games, when they would watch it didn’t feel like “Oh, they don’t know about FPS at all”.
Your other show, Angolmois: Record of Mongol Invasion has also finished airing this past season. What challenges did that series present between adapting the manga and real historical events behind it?JT: We tried really hard to make it as historic as possible. Even though they’re all samurai, their armor and weapons change throughout the era, so we tried to keep it as historically accurate as possible.
Kevin, as a composer for anime, when creating music for these series what do you draw on for inspiration? Do you learn the source material first?KP: What I have discovered now doing a few more projects, is that it can vary from project to project how I try and achieve what I need to for the music. Sometimes reading the source material is the best way, and then sometimes taking the reference from other things, such as background art, or from other characteristics of the show, those might sometimes be a fresh wave of inspiration in terms of how you approach writing music. For example, sometimes I get very stuck on the color palette of background art and try to derive some textures or musical ideas from that. A lot of times, the source material comes into play; it’s important that you are accurately representing what happens on the screen. But then also, looking at other things to do with anime, like anime has a lot of interesting movement and style, with the way that characters move and how they’re animated, which is quite unique! So, sometimes looking at how characters move on-screen can actually be quite interesting to derive tempo from, for example. Looking at how characters are moving on-screen, and especially with such a unique approach to animation that I believe a lot of Japanese animation tends to have, that can be really fun and an interesting challenge in terms of trying to find something interesting to say with the music that is still very much connected with whatever show I might be working on.
Kevin, you work on both anime and games. What do you find is different between them? Or perhaps, similarities?KP: From a practical standpoint, one is linear and one is non-linear, so how the music is written, at some point, is gonna have to factor that in. For example, when we were doing a game called Florence last year, we recorded the music in very short sections at a time, so it could be stitched together and sometimes in any other order it could be triggered in different ways depending on the player’s movement. When it comes to anime, or by extension, any other sort of linear content, you can pick your spots as to where you want have these emotional apexes. Anime is slightly different, because you employ what is called the “menu approach”, which is where you’re writing a lot of music that isn’t synchronized to picture first off, but then you’re synchronizing it to multiple spots in the series at a later date. Anime is almost like an interesting hybrid of non-linear and linear approaches to writing music, and it’s very cool to see how it comes together, because it actually becomes almost like a team effort. And I think it’s actually to the credit of anime, because I do feel that sometimes, especially if you’re starting out or a young composer, having the objectivity that you need to know where exactly music should start and stop, even though it’s an essential skill, does take awhile to develop, so working with a fantastic team like Shield Hero, or any other project, has been not only inspiration, but a wonderful learning moment as well!
Tamura-san, what is your process when producing a show based on a novel series, like Shield Hero?JT: When I’m specifically working with novels, since most of it is not illustrated, we have to make and design everything from scratch, from all the small things like props to background characters. That’s probably the most difficult thing for me when working from novels.
Thank you so much again to Tamura-san and Kevin for taking the time to speak with us and talk a bit about their processes in producing anime and music, as well as how they’ve worked together. We can’t wait to see how the rest of The Rising of the Shield Hero pans out for our unfortunate hero Naofumi, and hope you’re excited to watch it next year right here on Crunchyroll!
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Nicole is a features and a social video script writer for Crunchyroll. Known to profess her love of otome games over at her blog, Figuratively Speaking. When she has the time, she also streams some games. Follow her on Twitter: @ellyberries 
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daleisgreat · 3 years
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Dale’s Top 31 Gaming Experiences of 2020
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Welcome to the 2021 installment for my ranking top gaming moments and experiences of the previous year, regardless of what year the game was released in! Besides ranking my the games themselves, This encompasses all videogame-adjacent experiences aside such as movies, board games, accessories and hardware related items and possibly more! This will be a lengthy read so I suggest right now inputting ‘Ctrl + D’ to bookmark this page, and/or make use of a handy ‘read later’ app like Pocket. This year’s recommended background reading music is a soundtrack I recently got clued into from the MojoMenace community in the form of the score for Mirror’s Edge: Catalyst you can check out by click or pressing here. If you somehow manage to want more of these behemoth reads, than I will point you to my previous year-end recaps here: 2019 - 2018 - 2017 - 2016 To assist with this read, here are some in-article page anchors to instantly jump around to bookmarks on the rankings! CHAPTERS Part 1 – Rankings 31 through 25 Part 2 – Rankings 24 through 18 Part 3 – Rankings 17 through 12 Part 4 – Rankings 11 through 7 Part 5 – Rankings 6 through 4 Part 6 – Rankings 3 through 1 PART 1 – Rankings 31 through 25 31) The Worst Wrestling Game of all Time! For a project I will detail later on I had to relive the abyss of wrestling games that is WCW Nitro on the N64. It is a port of the PSone version, and it was as awful as I remembered first experiencing it two decades prior. If you want to experience broken controls, insufferable slowdown, and a flatout painful experience of a game, then Nitro is where it is at. Instead of playing the games, I will instead opt to link you to this clip of the PSone version because it has these so-bad-it’s-good FMVs of the wrestlers trash talking on the character select screen.
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30) The Remake Frothingly Demanded for Years….Delivered!
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I was ecstatic to see the Final Fantasy VII fanbase finally get the modern-gen remake they have been craving for years. I only consider myself a mild fan because I started that game several times, and only progressed shortly past Midgar in my farthest attempt. Through Midgar is what the Remake covers though, and going by all the coverage I have seen, it looks like Square shocked the doubters and nailed it by expanding on that section of the original game with a ton of new content and storylines to flesh out that iconic setting and cast. I played the demo and loved the stunningly overhauled visuals and combat. One day I will play the full game, but for the time being I will be sufficed with my former podcast co-hosts’ cutouts of the cinematics for most of the game. 29) FMV-Camp Returns! A couple years back on a Game Informer stream they jokingly started playing a modern day Sega CD FMV-style choose your own adventure game, Late Shift. It was a throwback to those camply FMV games that dominated the SegaCD. However, this one actually had solid production values and all around acting for an indie release, and the Game Informer crew slowly got into it as it went along. Seeing them navigate through the first chunk of the game inspired me purchase it, and I finally got around to throwing it in this year and is it a breezy game to get through in under three hours. The storyline branches off in all kinds of directions based on your choices, so I played through it twice and got pretty different endings both times in this game that sees an overnight car park clerk getting forced into a heist job against his own will. The developers at Wales Interactive went on to make a couple more games in this FMV style like The Complex, The Shapeshifting Detective and The Bunker, and I feel they are on the right path with how much I got into Late Shift so I wound up putting all three of those other games on my radar!
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28) Hey, Watch me Ollie!
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The emotional nostalgia burst that poured down upon me within minutes of firing up Tony Hawk’s Pro Skater 1 + 2 was insane. Almost instantly within loading up my first two minute run I could tell the game just felt like how I remembered the awesome PSone game I played to death. Having almost all the memorable songs from the soundtracks of the first two games also incredibly helps. I believe it was intentional on the developers to have the very first song to boot up when playing being “Superman.” This near perfect HD remake/update of the first two games erases the poor attempt done on the 360 and PS3 several years prior. This would have ranked much higher if I had a chance to put more time into this. 27) Unexpected Carnage Following up on last year’s entry where I made the retro purchase of the Jaguar, I had one more session with Atari’s “64-bit” feline with my friend Derek. One Jaguar game I was eager to get some two-player co-op in was with its version of Total Carnage. It was the “bigger and better” sequel to Smash TV, another arcade classic I cherished. Never playing the sequel though I was eager to start it up with Derek, but only upon a few minutes in we realized this was a grave mistake due to the Jaguar port being rough around the edges and only limited continues allowed which resulted in us making very little progress. Before Derek left I remembered I owned Midway Arcade Treasures on the 360, which had Total Carnage in its line-up. We popped that in, and mercifully that fun-yet-brutal version of the game allowed infinite continues and we absolutely capitalized on that option and proceeded to knock out a huge chunk of the game. It mixes up the room-style gameplay of Smash TV and opens it up into levels that scroll up like Ikari Warriors and Mercs, but with that same style of over-the-top action. 26) Unleashing Destruction in the Streets and Rings
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At the beginning of the year longtime friend Steve and I had a fun night planned catching a minor league hockey game an hour out of town, but of course a blizzard spoiled that for us by closing the highways. Luckily we had a back-up plan of meeting up for a game night that included marching through the entire tag team championship mode of WWF WrestleFest and all of the arcade version of Final Fight. Steve also had the arcade follow-up to Saturday Night Slam Masters that never received a home release in North America in Ring of Destruction that we tore each other apart in. Finally, I demonstrated FirePro Wrestling World to Steve, and we busted out our vintage favorite football game, ESPN NFL 2K5. It was a hell of a game night, and thank goodness for back-up plans! 25) And the Keighley goes to….
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The last few years I have been looking forward more and more to the end-of-the-year videogame award show Geoff Keighley puts on. His annual award showcase keeps improving each year, and has a far lower amount of compromises that the decade’s worth of VGAs on Spike had to endure. Each year Geoff keeps getting closer to that sweet balance of acceptance award speeches, game trailers/reviews and special live performances. He stepped up bigtime this year for not having a crowd in attendance, and I was dreading throughout the show for any one of this virtual award nominees to have an audio or video snafu at any moment, but luckily everything worked out. There were some impressive game reveals too with an intriguing teaser for a new Mass Effect game focusing on the original trilogy characters stealing the show. I have seen a notable contingent criticize Geoff for lack of focus on awards, but it seems almost right where it should be. He tried going all awards the first year he had control, but it was overkill and an insanely long show. Sure, there are spots that can use some tweaking, but for the most part The Game Awards I feel are a worthy end-of-year award show for the industry I have been enjoying for the past several years now. PART 2 – Rankings 24 through 18 24) Online Gaming Therapy The pandemic undeniably made 2020 a rut of a year for everyone. I miss meeting up indoors and hanging out with friends and family as much as the next person. I was able to do some alternate social distancing outdoor meet-ups with friends and family during the summer and fall, but North Dakota’s winter put a halt to that. What has significantly helped has been doing more online gaming than I usually do this year in general. I will cite a few more examples as you read on below, but I want to highlight this so I can be thankful to have a perfectly viable way to still game with friends and family during the pandemic. I have played a lot of Wheel of Fortune and Jeopardy! online with my dad and brother this year. I love my game show videogame adaptations, but one quirk I want to point out in the Xbox One version of Jeopardy is that it does not have the option to traditionally input responses, and instead offers three multiple choice responses instead. I would call blasphemy on this, but there has been so many releases of Jeopardy! over the years that it was actually kind of a neat alternative way to play the classic game show……this time! 23) Love for Videogame Coffee Table Books This past year has seen a surge in videogame hardcover tomes that have been an indulgence of mine the past few years. It started with Pat Contri’s “Ultimate Nintendo” line dedicated to reviewing all the games on the NES & SNES. I have Kickstarted two similar anthology books this past year focused on the Dreamcast and Vita. The Dreamcast book is still in production, but I already received the Vita book in the mail, and a quick flip through of it already indicates it is an exhaustive look at the Vita’s library.
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There have been a couple other books that are less all-encompassing and focus more on showcasing artwork based on the system with supplemental interviews with developers who worked on it. The two I have on those are based on Sega’s Genesis and Master System consoles. These are perfect coffee table books for friends and family to flip through, and a nice refresher on history to see how others have perceived and rated the games I grew up with. I also took advantage of the recent Humble Bundle charity offering that collected nearly 100 videogame-themed eBooks for around the suggested $35 donation. I need to one day get a viable tablet or eBook reader for all these. Any suggestions? When Pat Contri sent out a tweet last summer seeking additional writers to help with the upcoming N64 book of his Ultimate Nintendo line, I sent in a resume with my credentials and shortly after trading a few emails was welcomed onto the team! It has been a trip and a half revisiting N64 games I have not played in decades or had yet to discover until this project. As of this writing I have at least a couple hundred hours into the N64 games I am covering! That blurb for WCW Nitro to kick this year’s rankings off is just a teaser of what to expect to see in my full review of it in the book. So yeah, this project has been keeping me busy playing a lot of N64 this year, and I cannot wait to see the book in physical form! Be on the lookout on Pat Contri’s online storefront to order the forthcoming N64 book, and to also order the past NES & SNES books! 22) BOOK-SHAKA-LAKA! Reyan Ali’s book I had on pre-order for well over a year about NBA Jam and the creators from Midway did not disappoint. Here is my quick take on it from my Goodreads.com profile review….
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NBA Jam by Reyan Ali My rating: 5 of 5 stars I had this book per-ordered for a while. Based on the amount of interviews conducted going into it and combined with it taking four years to compile I had high expectations going in. Ali did not disappoint with a quick, but thorough history on everything that lead up to NBA Jam, its breakthrough success in the arcades, at home and with the NBA players on the road and the many ups and downs with the franchise and publishers at Midway and Acclaim in the years that followed. Interviews from developers and NBA players are featured throughout the book that help paint a picture on every vital aspect of NBA Jam and why it became a hit in arcades and has a lasting impact to this day. The back third of the book touches on the other various iterations of NBA Jam and eventually the downfall of the original creators at Midway. Even being a fan of the game since it first debuted, I came out of this book learning plenty of new facts and insight from the creators and its many fans that I cannot help but give Ali's NBA Jam my highest recommendation. View all my reviews 21) Bite-Sized Gaming
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I chose this spot to recognize the smaller indie Xbox One games I would warm up with for about 20-30 minutes before diving into a longer game with. Most, but not all of them were featured on Game Pass. Hyperdot was an intense little puzzler that I was really into until my reflexes were not fast enough for the later stages to keep the dot alive by avoiding all kind of spherical traffic before time expired. Ping Redux tested my billiards/geometry skills in order to get a pixel from one end of the level to the end. Clustertruck I once again put way too much time into this year, but THIS year I felt like I made legitimate progress on my truck platforming skills and have made it into final world of stages and cleared all the bonus winter and Halloween stages! It is addicting and frustrating in all the right ways! Definitely do not skip past this one on Game Pass!
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Top Run is the first runner I invested serious time into since Jetpack Joyride. I would say it is still a few notches below that classic runner though because the grind for unlocks here is a bit much, but the neon pixel graphics and head-bopping 80s-synth score keeps me coming back! Finally, Night Call is a fascinating narrative mystery game where you are a taxi driver forced into undercover work to track down suspects for the police by using casual passenger chit-chat as a cover for interrogation. Very cool art style, and diverse range of quirky, deep, mysterious and alarming passengers had me revisiting more for the engaging dialogue and narration choices more than the mystery at large. 20) Hadoken 2020 Welcome to the fighting game section of the rankings, well save for but one other game I shall touch on later. As usual, I played a ton of online fighting games with my longtime online fighting buddy, Chris. We revisited a couple classics in 2020 that we ignored for far too long since our last go around in Tekken 7 and Soul Calibur VI, and it was a lot of fun trying out the season DLC passes for those games I completely forgot I purchased. Both Namco joints are a blast, and I regret not playing more of them during this generation. I got a chance to briefly dabble with a few SNK vintage re-releases in the King of Fighters and Samurai Shodown franchises courtesy of many physical releases from Limited Run Games. I need to make more time to come back to these gems!!! Retro Fighters is an online game accessory company I associate with their specialty retro fight pads, and I got a handful of them this past year-ish for Genesis, Dreamcast and Nintendo 64. I found myself a big fan of all three pads, especially the N64 pad now having a more traditional two-grip feel instead of its….unique…three grip setup from Nintendo. If you are unfamiliar with these guys, definitely give their website a perusal for some excellent retro controllers!
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Finally, I want to shout out Street Fighter V receiving its last major update in 2020, the “Champion Edition” that launched its final season of DLC, and saved me a lot of time grinding for in-game currency to unlock all past and future DLC characters and stages! Only had a chance to go to SFV a handful of times in 2020, but they were memorable sessions, and caught on video too! I keep neglecting PS4’s share video and editing software and finally took advantage of it by uploading one of my battles with Chris on my YouTube channel you can check out by click or pressing here. Another night I got together with a bunch of the fine folks from the MojoMenace/SupertheHardest podcast community for an epic SFV night and even though there were a couple of well-tuned SFV vets on there that dominated, we all still had a blast that evening! 19) Driving Games 2020
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2020 was a weaker year for variety of racing games played compared to previous years. There were a couple smaller indie games that were part of my rotation with the nearly graphically blinding Music Racer that turns driving into a musical rhythm game and I miraculously did not endure a seizure with. The awesome Outrun-homage, Horizon Chase Turbo, received continued scattered play from me throughout the year. Super Night Riders is a fun little tribute to Hang-On which I nearly 100% its small slate of courses with the exception of a final endurance track which combines all the tracks in one continuous run and if a few collisions are made it is thus impossible to recover from. I revisited that last race far too frequently before ultimately taking a break from it. Rock ‘n Racing DX was a game I repeatedly saw for sale nearly every week on digital stores, but I was weary with it looking like a watered down version of Super Off Road. After finally chancing it off a $2 sale I can now confirm it is a bad controlling version of Super Off Road everyone should avoid and its muted beats definitely do not rock. V-Rally 4 was a free Xbox Games for Gold in 2020 that I had a blast tearing up the virtual dirt tracks with in this rally-sim! Monster Truck racing games continued with the latest Monster Jam game, Steel Titans. Still not a five star driving game by any means, but nowhere near as buggy and a big step-up from Crush It, which I will give credit to experienced driving game developer, Rainbow Studios now being behind the series.
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Retrowave on Steam hit all the guilty pleasure 80s neon visuals and synth-wave musical vibes I am a fan of, but its slot/timing based gameplay did not gel with me. I put a little time into Sega Ages branded update of Virtua Racing on Switch. This is easily the best Virtua Racing has ever played and looked, and M2 implemented a slew of quality-of-life features to make this the definitive version of the game. Hot Shots Racing I played a few times off Xbox Game Pass and it tries to capture the early polygonal look and feel of Virtua Racing. Very nice homage that all Virtua Racing fans should seek out! I also played many hours of six N64 racing games for the forthcoming Ultimate Nintendo book so be on the lookout for that with my reviews for both Top Gear Rally games, Top Gear Overdrive, Re-Volt, Rally Challenge 2000 and Big Mountain 2000.
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Finally, the racing game I put the most time into in 2020 once again is Wreckfest. I continue to be impresses with developer Bugbear’s support for this title. In 2020 they launched a second season pass that they are still releasing new vehicle add-ons for as of this writing. They also introduced a new Tournament mode that has constantly updated Daily, Weekly and Monthly challenges that earn its own exclusive currency to be used for unlockable cars available across all modes with that accrued currency. The challenges have been fun and have a variety of wacky themes like winter season races going on right now, and options that have lawnmower vehicles launching killer snowballs. My brother and I have been regularly playing it online once or twice a month for the better part of 2020. A feature I find myself taking advantage more for racing games on Xbox One is using the Spotify app for custom soundtracks. I briefly dabbled with it before, but upon discovering the NFSsoundtracks website I have been using it a whole lot more. That website scours YouTube to recreate a plethora of past driving game soundtracks going back to the 8 and 16-bit eras. If a game has a licensed soundtrack, they will comprise a Spotify playlist of all the licensed songs that are available from that soundtrack on Spotify. So far I would say about 75% of each soundtrack is represented on Spotify, and it has helped exponentially reliving favorite scores from Road Rash, Demolition Racer and Burnout Revenge in modern racing games. 18) Retro Game Writing Frenzy
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I doubled down on the amount of “Flashback Specials” I produced in 2020 where I celebrate systems on their milestone anniversaries by recapping my favorite games and memories of certain consoles. Some of them were mini-specials where I only had a limited experience with certain systems like the Saturn, PSP and Neo-Geo, while others were for systems I had well over a decade of hands-on experience with and thus many tales to recount which resulted in exhaustive pieces for the NES, PSone, PS2 and Xbox 360. That 360 piece especially did a number on me and went way longer than I anticipated…but I had a lot to say :D 2021 will see a lot of platforms having milestone anniversaries of their American launch, and I doubt I will have time to get to them all, at least with how I have been covering most of them in detail anyways. Part of the fun I have with these specials is busting out each retro system and hooking up and replaying several of my favorites to see if they stand the test of time like Mike Tyson’s Punch-Out!! and The Punisher on NES, or to spend some time on lost treasures I picked up and barely put anytime into like CastleVania: Rondo of Blood on PSP and both Rad Racer games on NES. Regardless, if you have been sticking with me through these endless pieces, than please accept my many thanks for indulging my memories and stories of my gaming past! PART 3 – Rankings 17 through 12 17) Shmuppreciation 2020
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I was honored to curate the selection again for the annual “Shmuppreciation” celebration for the mojomenace.com community! Previous years saw me pick a different shmup each week to scorechase on for the NES and SNES, and for 2020 I thought I lined up things perfectly by picking five shmups (AKA shooters/space shooters) that were all going to be available on the TurboGrafX-Mini that was set to release in mid-March. Well, on March 11th the pandemic was officially declared, and it was already in full effect in Asia by that point where production of the TG16-Mini was scheduled so it was no surprise to see the announcement of a delay for a few months on the mini console. That did not deter the MojoMenace community however and we plugged away with our scheduled lineup. Some of the 2020 lineup I own and have an alright amount of experience with like Blazing Lazers. Others I had little to no experience with like Lords of Thunder, Super Star Solider and Soldier Blade. The surprise hit of the 2020 selections for me was Galaga ‘88/’90. I played my fair share of traditional Galaga over the years and always heard of the TG16 version, but never played it, and it amped up the traditional Galaga gameplay and graphics just enough to make it stand side-by-side with its equals of the day! It was gratifying to see it be a hit with the community and receive the most entries of all the 2020 lineup. 16) A Long Awaited Fourth Rage in the Streets
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I have so much nostalgia of the original Streets of Rage trilogy. It was an unexpected surprise to find it available on Game Pass on its day one release. I put about four hours into that game over its first two days, and absolutely treasure those two days with it as I felt my skills organically improving as I picked up on combos and enemy hit patterns. The new graphic style felt like it capture the essence of its past while successfully evolving it to modern day 2D tech standards, and the same can be said for the all-new original soundtrack that lived up to the high pedigree established in the first two games, and then some! I wound up picking up the vinyl for it, and the soundtrack has been in heavy rotation in my playlists ever since. The only downside is after those first two days of playing it, I took a week off before revisiting and almost instantly found myself losing a few steps from where I last left off. It was then I realized if I desire to beat this game, I have to essentially dedicate a couple of days solely to it to where I can “get good” at it and plow through it in a sitting or two. I guess I can tone it down to easy, and if it was not a Streets of Rage game I probably would, but the thing is with how I am playing so far, yeah the game can get tough on the normal default difficulty, but it is a fair challenge, one that nails that delicate balance where I know dedicated practice will pay off in the long run. In the end, that is how I want my Streets of Rage 4 experience to be! 15) Ryo’s Rally Cry
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Last year Shenmue III fulfilled my 18-year long anticipation for the latest adventures featuring Ryo Hazuki. In 2020, a series of three DLC packs were unleashed in the early months of the year. I was not expecting anything too extravagant because all three packs were bundled together for $9.99, and compared to season pass story based content in other games that typically go for double-to-triple that, I had a feeling it was going to be more mini-games than anything, and that is essentially what we got. The first DLC focused on Bailu Village with several treasure hunt mini-games hunting down tiny Bailu Chan collectibles, which was no fun at all, and after the first treasure hunt zone I referenced a YouTube video to blitz through the rest. They were worth going through because they unlocked stat boosts for Ryo to use in the several Battle Rally races that gave a final score based on time completed and number of enemies beaten throughout it. Those stat boosts made Ryo faster and stronger, so it was worthwhile to knockout more foes before the finish line, and that part of the DLC proved to be a fun type of challenge. The second DLC was a cruise ship full of casino-themed mini-games and a couple small story quests. To activate it was tricky because you needed to make about 15 minutes of progress in the second half of the game. Luckily, a new game can be started from the back half. The casino games are decent little distractions, and the only highlight of the ship was earning raffle tickets to use on a prize wheel used to unlock several extra slick costumes for Ryo.
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The final DLC was a story DLC that is sprinkled throughout the back half of the game. It is a bit of a chore though, and nothing extraordinary. If you remember the Chan signs that use four tea cups arranged in certain patterns, then be prepared for a series of those quests that are only available after completing a few main story missions. It is mostly a lot of backtracking to find a rogue agent, and only leads to a couple simple fights, and the only interesting thing I got out of it was for one part of the several-part series of quests you go undercover on a dinner date with Shenhua with some intentionally campy lines. I would only recommend playing it if you were playing through Shenmue III for the first time and that way the quests seem like an organic series of side quests you stumbled across, because by the time the last part of this DLC was available, I already replayed my way through about 75% of the second half of the main quest that transpires in Niaowu. If you are wondering why Shenmue III is ranking a fair way into my rankings with my middling time with the DLC, well that is because of the astounding Shenmue III-themed releases I picked up from Limited Run Games in 2020. A few months back Limited Run had what felt like a Shenmue appreciation day and released a special edition of the game with all the lackluster DLC on the disc, in addition to bonus collectibles that I usually do not go for, but in this rare exception did. They also put out some absurdly priced vinyl options of the soundtrack. Shenmue III has a mammoth soundtrack, so big it took seven CDs and eight vinyls to cram it in. To get the complete vinyl set, it was for around $200-250, so I opted for the CD set for $50 and a special “best of” two record set for $40. Yeah….did not anticipate blowing nearly the price for a Switch on Shenmue merchandise in one day, but I managed to cut myself off before going too nuts. 14) Vinyl Love 2020 Speaking of that Shenmue III vinyl, this will be a good way to pivot to rank the videogame OST vinyls I procured over 2020. Data Disc released their curated Shenmue II record. It is like the one Data Disc put out for the first game in the series which is a hand-picked selection of songs on one LP. I recently listened to it, and at least Data Disc ensured to maximize their minutes with their selections. Data Disc also did a second printing of another Yu Suzuki classic with the OST for Outrun. Other highlights include a complete set of five records of the Tetris Effect OST from Limited Run Games. Many kudos to Limited Run for including an MP3 download code with their records, and it was much appreciated for that set, and as well for their Streets of Rage 4 score. I have heard mixed reception for the SoR4 OST living up to the lofty bar established from the first two games, but after listening to it many times on my record player and in my car, I can attest for it being a win in the series and is right up there with the first two games. I will give a couple last quick shout outs for the OSTs for The King of Fighters ‘98, Street Fighter III, Quake, Celeste B-Sides and Kentucky Route Zero comprising the remaining LPs I picked up throughout 2020. To this day I continue working out to DDP Yoga 3-4 times a week, and having one of the game vinyls on in the background is the ideal background jams for me while I stretch myself to pieces! 13) Pinball 2020 Longtime readers are familiar with ritual weekly habit of competing in the four table weekly high score challenges in Pinball FX3, and yes I am still continuing that tradition every Saturday morning where I will practice and rank up abilities on one of the four tables that is up in the weekly challenges, and then attempt to best the high score for each of the four tables. It never gets old, and it helps feed my pinball addictions. Props to Zen for their output of Williams tables, and I am about 50/50 for using their “remastered” versions with animated toys and additional graphics on the table, and appreciate the option to press a button to flip to the original design. I still popped in Pinball Arcade on PS4 several times throughout 2020 because I feel those are more accurate-feeling real life physics of those pinball tables, but Zen’s versions are a solid alternative. Plus they added one of my favorite tables, Champion Pub, to the PFX3 roster in 2020, now just give me No Good Gophers and I will rest happy!
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In other pinball news, I also continue to throw in the rotation Demon’s Tilt, the awesome homage to Devil’s Crush/Dragon’s Revenge. I cannot get enough of those scintillating TG16 throwback visuals and its metal soundtrack! I only threw in the neon-infused visuals of Hyperspace Pinball off Steam a few times in 2020, and I just wish that game took off more and received some home console conversions. Love the bumpin’ soundtrack, trippy graphics and distinctive boss battles that keep me coming back to it. I need to one day dive into recent pinball/platformer hybrids Yoku’s Island Express and Creature in the Well. I briefly tried out the former, and yet to put time into the latter. Finally, in sad pinball news, the private pinball club I started going to I wrote about in last year’s recap, Fargo Pinball shut its doors last year after failing to sustain business a few months into the pandemic. The owners will still operate about a dozen machines they have on constant rotation at a local brewery however, so there is still somewhat of a local pinball presence to take in. For the two or three times I made it out to Fargo Pinball however, I was in pinball heaven. 12) Handheld Gaming 2020
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Last year I wrote about in this section how I made serious headway into Mother 3 on the GBA by the end of 2019. So the first few months I spent wrapping up Mother 3 on my backlit-modded GBA. So that meant I beat it legit with no save states, and a lot of trial and error on boss battles. The only part I did not care for was an underwater maze to navigate through while keeping an eye on oxygen levels, but otherwise I very much enjoyed my time with Mother 3, and mad props to Fangamer’s companion guide for being the quintessential supplemental material to guide me through it. After finishing that, I put a couple hours into the Metroid-esque Scurge: Hive on GBA before throwing in another throwback in the form of GameBoy Color’s Turok 2: Seeds of Evil. A year or two back here I wrote how the first Turok on GameBoy was an old-school style action-platformer that won me over, and the sequel is more of the same, but with slightly more fleshed out levels, now color graphics, and a couple interesting shmup stages for variety! It had some old-school difficulty, so the Retron 5’s save states and cheats and I had to take advantage of in order to power through it!
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Currently, I am ever-so-slowly working my way through a fan translated copy of Ace Attorney Investigations 2 on DS. I loved the first game in the series and how they mixed up the gameplay by taking it out of the courtroom and having visual avatars to control and visually maneuver around locations. I am currently on the third case of AAI2, and the translation successfully maintains the whimsical spirit of the Ace Attorney series and has an interesting twist where Miles is now having to side with defense attorneys against his will. I picked up two unique re-released retro handhelds this past year. Firstly, I picked up the Mario Game & Watch that was released to celebrate Super Mario Bros.’s 35th anniversary. Super Mario Bros. is the first game I ever played, and first game I ever finished so it goes without saying that game is quite special to me and having it in this unique handheld form is a saccharine treat! The second old school handheld I had to import from Japan in the form of the Game Gear Micro. For those unaware of this Japan-exclusive, it is a working Game Gear about 10% the proportion of the original model. Sega only made several versions of it in Japan, with each one having only a handful of exclusive games. I went with the one containing the Aleste collection that contains five Game Gear/Master System games in the acclaimed space shooter series, one of which is an all-new game designed with the Game Gear’s limitations in mind in GG Aleste 3. My cramped fingers were somewhat able to play the games on the Micro (make sure to get the magnifier accessory in order marginally make out the visuals), and it is a nice discussion piece, but I think I will put more time into these games in the future with the PS4 copy of Aleste Collection that came with the bundle I ordered from Play Asia. PART 4 – Rankings 11 through 7 11) Podcast Guest Hosting 2020 I guest hosted on three podcasts in 2020. I had what ended up being my final recurring guest slot on the penultimate episode of Your Parents Basement podcast. It was my 13th guest host appearance there, but I made sure to make it a clayyyysic one with our analysis for the dubious action-sports SNES title, Bill Laimbeer’s Combat Basketball. I remember going into that episode initially tepid to start off our discussion for the game by admitting I could not figure out how to shoot the damn ball and had to look up a guide online how to figure it out, but was quickly relieved to hear all three YPB hosts had to do exactly the same! Also, there were some regular segments of the show where we all rate the game on a themed where entertaining shenanigans ensued. YPB has since posted one surprise end of year special since having their main series finale, and here is hoping to see them pop in again for more surprise episodes. I will be forever grateful to them for taking my suggestions at covering games I have been meaning to get out of my backlog for ages like Shadowrun, Metal Gear Solid, Crystalis and Earthbound. Click or press here to check out that YPB episode I guested on in 2020.
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I was thrilled to guest host twice on the PSnation Podcast in 2020. While it is a Playstation themed podcast, host Glenn always specializes with healthy doses of retro gaming talk in each episode. In March I joined him in covering the FFVII Remake demo that just hit, and we of course had to inject a ton of retro gaming topics in the agenda too (click or press here to download). In November I came on again to anticipate the future by previewing the imminent launch of the PS5 and celebrate the past by dissecting 20 forgotten facts of the PS2 for its 20th anniversary (click or press here to download). While both podcasts were marathon recording sessions, I do not regret a minute of it as I always have a phenomenal time podcasting with Glenn! He recently announced they will be rebranding PSnation with news to come in the near future after a hell of a 14-year run, and I wish nothing but the best for him and his staff to see what they have in store! On a final note in podcasts, I have been continuing my occasional un-vaulting of select episodes from my long-deceased videogame podcast, On Tap. Throughout 2020, I uploaded about an episode a month to my YouTube channel, often having them coincide with a relevant anniversary or one of my flashback special articles. Some of the ones I uploaded this past year are all several parts of our history of comic book videogames episodes and most of our history of RPG videogames episodes. Also a couple of our movie review episodes where we analyze cult classics like The Wizard, FFVII: Advent Children Complete, Scott Pilgrim vs. the World and both Tron films. I made a playlist of the 28 episodes I have un-vaulted as of this writing you can navigate to by click or pressing here. 10) Switching It Up
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In early April of 2020, I had penned in a pretty epic vacation I was anticipating for quite some time, but as we all know, by April of 2020 we were a few weeks into the pandemic and those plans quickly went up in smoke along with everything else in the world. It may have been a good thing those plans got cancelled because that same weekend a water pipe burst at my home and that whole weekend was spent cleaning up the aftermath of it. It was a couple days after the fact of that ordeal and I was simply a mess, and needed some form of a pick-me-up. I was holding off on a Switch for three years by this point, and three years was about what I held off on purchasing a Wii U, PS4 and Xbox One, and so I convinced myself to get out of my slump by going out and buying a Switch. It helped big time! The first games I played on it were a couple of different SNES games I played online with my nephew Carter. We first played the original Super Mario Kart, and within seconds of starting a race he blurted out, “Dale this looks old!” He was not a happy camper, but we did manage to have a modicum of fun playing two player co-op in Brawl Brothers and Joe & Mac. Other notable Switch games I put some time into this year are Golf Story, Sega Ages Virtua Racing, Tetris 99 and Super Mario Bros. 35. I love battle royal Tetris and Super Mario Bros.! Golf Story is the ultimate spiritual successor to the beloved Mario Golf games on GBC and GBA. Also, I highly recommend playing with a pro controller in docked mode, and with Hori’s Split Pad Pro in undocked mode. Despite its bulk, I vaster prefer them more than the painfully tiny JoyCons. In 2021 I hope to invest significantly more time into my Switch! I have picked up many retro re-releases recently with their frequent sales that I must try out! 9) Wrestling Games 2020
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2020 was a year like no other for me when it came to wrestling games. The first half of the year started off with me only playing FirePro Wrestling World, the first new wrestling game I put serious time into since WWE All-Stars. I played quite a bit of the PS2 and GBA FirePro games, but the thing that hooked me on the PS4 version was downloading hundreds of created wrestlers to replicate my all-era dream roster, and clearing all 50 scenario trials. I got up to the final trial where the goal is to win a match with a 100% fan approval rating. Thing is, in order to replicate, the opponent has to get in just as much offense and back-and-forth near-falls to make it as exciting as a televised match, and by doing that I put myself at great risk to lose…which happened every time. I vow to complete that final trial in 2021! Speaking of WWE All-Stars, I volunteered to review its spiritual successor follow-up, WWE 2K Battlegrounds for my friends over at PSnation. While it has some notable flaws holding it back from matching the fun arcade action of WWE All-Stars, 2K Battlegrounds still has a lot going for it and is at least worth checking out. Click or press here for my full review to get my complete breakdown of WWE 2K Battlegrounds. Finally, as I have mentioned earlier I have been covering a number of wrestling titles for the upcoming N64 book project. As you read above, it was a whole new definition of pain experiencing WCW Nitro all over again, but at least other games held up better than I thought they would. I finally was able to put major time into the four import N64 wrestling games and came out of those with a whole new appreciation of this era of wrestling games. Seriously, AKI’s six wrestling games on the N64 are arguably the best spread of wrestling games in videogame history, and I wish I can expand on it more, but you’ll have to check out the book once it is available for my final word! I promise if you bookmark this page I will edit this page with a link to its online store listing once it is available! 8) Breath of the Wild Progress 2020 Another year gone, and another year where I have yet to finish The Legend of Zelda: Breath of the Wild. I have good reasons though! I was making headway steady play a couple times a month until about July. I finally conquered the fourth divine beast, and more importantly I finally reached all the towers and unlocked the complete map. I also moseyed around most areas of the map, even the barren Gerudo Desert, I spent a good chunk of this year in to ensure I did not skimp over any cool hidden areas, or Korok seeds…although I am sure I missed quite a few. A major nagging sidequest I put to bed in 2020 was completing the founding of Tarrey Town for Hudson after running countless fetch quests for Link’s former colleague.
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The only major thing in the core storyline I need to do is finally make my way through Hyrule Castle to vanquish Ganon….but I have so many other side quests and DLC quests I desire to finish before properly completing the main quest! I made one attempt at completing the Master Sword Trials that have the beneficial reward of doubling the power and durability of the Master Sword, and while it was a brutal endeavor, the challenge felt fair and encouraging of me to put forth the effort to practice and become better like on Eventide Island! I would also like to unlock the Master Cycle Zero for Link, but that set of DLC missions is mammoth, and if I do get around to them, it would likely be after I finish the main quest. Anyways, I was making that routine headway and finishing BotW in 2020 seemed possible, but then I had to step back and put most of my spare game time onto my N64 assignments. I should wrap up my N64 work within the next few months, and plan on diving head-first to pick up where I left off in Breath of the Wild! That motorcycle shall be mine!!! 7) Year of the Mini Consoles I thought I was done buying the “mini” line of classic consoles with pre-programmed games by the end of 2019 after acquiring the Genesis Mini that went along with my NES and SNES Minis! That was not the case though as 2020 saw me add three more to my collection. The Neo-Geo Mini has been out for some time now, but Amazon had huge markdowns on them in 2020 with bundled controllers. For those unfamiliar with it, the unit is designed as a mini-arcade cabinet, but also has ability to plug into a TV via HDMI cable to play the pre-programmed 40 games that way too. It has all the many expected fighting games on there, plus a variety of other genre hits from SNK. I also picked up the Game Gear Micro, but you can see my thoughts on that a few rankings above where I go over my handheld gaming moments of the year.
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Finally, I picked up the TurboGrafX Mini, which had to endure a last minute shipping delay by a few months since it was originally scheduled to ship in March right after the pandemic was declared. It is a hell of a collection, with a killer line up of American and Japanese games. Part of me was wishing there was an easter egg to unlock the English translated Sega CD version of Snatcher, but no luck! There is still an unbelievable lineup on here with two Bonk games, Castlevania: Rondo of Blood, several classic shmups like Blazing Lazers and Galaga ‘88/’90, one of the Crush pinball games, and so many more! There was a couple I wish would have made the cut like World Court Tennis and Final Lap Twin because of their charming RPG story modes, and at least one of the FirePro Wrestling games, but what is included is still a hell of a package, complete with probably the best UI of any of the mini-consoles that is overflowing with TurboGrafX/PCengine fan service! So many people in America missed out on the small-yet-mighty TG16 library in America, and this is the best way to be introduced to it to the public! CGQ did an awesome launch stream that has footage of most of the included games if you want to know more about the platform!
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PART 5 – Rankings 6 through 4 6) The Year of Videogame Documentaries! If there was any upside to all the time spent locked down at home in 2020, it was that it helped everyone catch up on a lot of past and current shows on various streaming services or old school physical media. 2020 saw several videogame themed documentaries release, and not a single one disappointed which is why I am ranking this experience so high. Netflix released a six episode docu-series on pivotal moments in the early decades of videogames, titled High Score. It does not shed much new insights if you are up-to-speed on your videogame history, but if you only have a passing familiarity with the roots of videogames, or have younger members of the family who are curious than this is a good place to start because they have high production values, and fun animated sequences to keep your attention throughout. It does not cover the entire history of games in six episodes, but each episode serves as a nice refresher course on key moments like the rise and fall of Atari, Nintendo revitalizing videogames in America with the NES, the 16-bit Wars, popularity of fighting games in the early 90s, and id Software shaking up the gaming landscape with Wolfenstein 3D and Doom. Next up is videogame YouTuber (and heading up the N64 book I am contributing to) Pat Contri teaming up with Kevin J. James for the documentary, Not for Resale. It has an interesting theme about life as an independent videogame store owner and retro game collecting. It thoroughly covers a wide range of topics from this perspective of videogame retail, and I encourage you to check out my review of the documentary by click or pressing here. Another documentary I reviewed in 2020 for my blog actually first released in 2015, but I somehow never heard of it until 2020. I am talking about Nintendo Quest, and it is all about one man’s journey to collect the entire officially licensed American NES library in one month with only his own funds, and only by visiting stores and collectors in person with no online buying at all. It was quite the ambitious goal, and was a fun journey to watch to see if he could or could not pull it off. Click or press here for my full review.
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Next up is Console Wars. I devoured Blake Harris’s novelization of the 16-bit SNES/Genesis rivalry, and was stoked to hear it was going to receive the big budget feature documentary treatment. It took a few years, but it finally released in 2020 as a CBS All Access streaming exclusive. There is no shortage of vintage photos, ads, clips and commercials inserted throughout the interviews and narration that transported me directly back to the early-to-mid 90s! They could not squeeze in everything from the book into 90 minutes, but they still managed to hit a lot of major and minor moments from the 16-bit wars. Despite this being well-documented territory, this was a terrific refresher, and recommended viewing considering the surplus of major and minor players from that era they tracked down to interview. Insert Coin is an exclusive on Alamo’s streaming service, and is the ultimate supplementary piece to Reyan Ali’s book on NBA Jam I mentioned earlier in this list. If you do not have time for the book, make sure to watch this because they track down most of the major players at Midway/Bally/Williams to chronicle the rise and fall of the company, and touch on so many of its arcade hits. Yes, even Revolution X gets an entertaining scene with previously unseen production footage of band members’ voiceover recording sessions. I loved Cruis ‘n USA, and was a little bummed to see the ho-hum treatment of it in the doc, but if you have killer memories of the NBA Jam, Mortal Kombat, Defender, NFL Blitz, Smash TV and so many other Midway arcade classics, then you definitely want to check out Insert Coin! Pretending I’m a Superman: The Tony Hawk Videogame Story is available to buy or rent off YouTube. I have heard many good things about this doc, but I have sadly been neglecting it for many months, which is not right since I was an avid fan of the Tony Hawk games from their heyday, but want to give it props here because I have good faith that it will not disappoint!
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That is it for the traditional documentary features I have seen in 2020. For the past couple years I have provided a long list of YouTube links of my favorite gaming-related videos throughout the year. In place of that is a few documentaries I want to highlight here that hit in 2020 from a few YouTube creators. Norm Caruso, AKA The Videogame Historian did not disappoint in 2020 with several new docs/mini-docs, with the two that stood out the most to me being his exhaustive deep dive into Mario Paint and tracking down the original developer to interview for his look on the infamous MS-DOS versions of the early Mega Man games. I also am constantly amazed at the steady stream of shorter and lengthier documentaries No Clip releases on their YouTube channel, and the crapshoot that was 2020 did not slowdown their consistent output. I highly recommend their well-researched videos on the history of two prolific developers – Creative Assembly and Arkane Studios. EA received well earned high marks on their incredible remaster of Command & Conquer early in 2020, and No Clip released a coinciding video with many of the original and remaster developers on un-vaulting original material and digging deep to cram in as much unreleased or barely seen content in as possible.
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If you were a child from the mid-80s to the mid-90s, then you undoubtedly remember spending countless hours in school trying to master the original “souls-like” game, Oregon Trail. MinnMax released a comprehensive look at this classroom favorite filled with interview clips from the original programmers on how it came to be, and even tracking down Steve Wozniak for his reflections on this iconic title. Finally, I want to shout out this awesome DIY-spirited documentary celebrating NHL ‘94 that came out in 2020 and went to great lengths to pay homage to that classic hockey game by tracking down the primary head programmer, going to great pains for a very brief interaction with Jaromir Jagr and chronicling the current eSports scene of NHL ‘94.
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Sorry for the deluge of recommendations, but that should provide many hours of entertainment and videogame history to last you throughout 2021, and then some! 5) Acquiring my First Console Near Launch Since the Vita! The headline does not lie, the Xbox Series X marked the first console I purchased within the first couple months of a console launch since the Vita! After getting burned on launch window consoles malfunctioning on me with the PS2, 360 and PS3 I instilled a “wait three years after a console launch to buy it so the hardware is likely less faulty” self-imposed policy. I did exactly that with the WiiU, PS4, Xbox One and Switch. I was originally going to do that with the XSX/PS5 also, and I guess the thing that nudged me out of that edict was hearing multiple podcasts, website hardware reviews and YouTube content creators’ analysis of the system’s hardware, UI and overall performance in the opening weeks. The more I heard in the first couple weeks, the more the Xbox Series X sounded right for me. This is primarily because the UI/dashboard is nearly identical compared to the Xbox One, and that I can plug in my external hard drive I have been using for the Xbox One directly into the XSX after I complete my initial setup. After doing that it would be like I was playing on my Xbox One again, but with vastly superior hardware and faster loading times. I got a Samsung 55” Black Friday 4KTV special to finally upgrade into the 4K era and be properly ready for the 4K optimized games. My backlog was so huge that I did not mind the XSX did not have any major first or third party exclusives until two and half months later with the release of The Medium. Enjoying faster load times on games like Wreckfest and Borderlands 3 is more impressive than I thought it would be. I am also by this point well invested into the Xbox Game Pass ecosystem as I have elaborated on in previous year-end articles, and having all first party exclusives coming to Game Pass day one is another deciding factor on why I went with the Xbox Series X first. Now here is hoping this system does not brick on me or I am returning back to my self-enforced waiting policy! 4) Conquering the Lands that Border a Third Time!
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Speaking of Borderlands 3, that was a terrific alternate method for me to hang out with my buddy Derek through these quarantine times. Several years back we gradually worked our way through Borderlands 2 over the course of a year, and we started up the third game around Halloween of 2019. It took a little over a year of playing only once or twice a month, but we finally finished the core campaign of Borderlands 3! Most of the gaming press bags on the Borderlands games for its style of humor, but to me it kind of rings familiar to Family Guy. Both franchises throw a lot of gags and jokes at you from all angles, and some of them hit, and some of them miss, and that is fine! Humor is subjective with about half of the jokes jiving with me, and that is A-OK because they all do not need to be LMAO zingers! The addicting co-op gameplay of Borderlands is what keeps me coming back, well that and the perpetual quest of finding all types of fun weaponry and loot I had equipped for far too long (rainbow-explosion grenades being my prime example here). I like the angle of Borderlands 3’s central hub being on a spaceship…even if its design is of the labyrinth nature that I frequently became lost in. The biofuel truck mission was an early favorite of mine and remained a running gag with Derek throughout 2020. The pair of primary antagonists here may not usurp the unforgettable villain that was Handsome Jack, but it was still a fun journey pursuing them and meeting their dad to detail their nature. Right now Derek and I are a good ways through one of the DLC packs for the game, Guns, Love, and Tentacles that is themed around saving the wedding of Wainwright & Hammerlock with the assistance of the mysterious bartender, Mancubus Bloodtooth! It features a refreshing twist on gameplay with longer levels, different vibe of scenery and a more challenging-but-fair difficulty. Needless to say, I am greatly looking forward to marching through the rest of the DLC packs throughout 2021! PART 6 – Rankings 3 through 1 3) Spooky Gaming 2020
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You will see soon why my yearly installment for Spooky Gaming ranked so high this year. First off, I kept up my yearly tradition of playing the 360 launch game, Condemned: Criminal Origins on Halloween! I think that is at least three, maybe four Halloweens in a row now! Only made a little over an hour of progress though on a couple sessions due to not as much free time as I hoped and it took a bit more than I presumed to navigate through a couple tricky levels, but I pushed through a couple more chapters and one day promise to finish this! Two new spooky games released right around this past Halloween that were both must-buys for me, but regrettably have yet to start. Pumpkin Jack looked like a fun simple action-platformer with graphics and gameplay quality intentionally designed from the early PS2 days which looked like a fun early 2000s throwback from a couple streams I saw. The second game is the next installment in the “Dark Pictures” anthology, following 2019’s Man of Medan that received a rave recounting from my 2019 rankings! That game is called Little Hope and it has a similar structure to Man of Medan, where it follows a group of travelers stranded after a bus crash who stumble into a nearby mysterious/haunted small town that is full of secrets. I watched one stream of its opening scenes, and was delighted to see the narrative choice-based gameplay returns and will determine how many of the group members will remain alive by the end of the playthrough. I want to play this like I did Man of Medan in one sitting in an evening with Derek & Brooke in the midst of a thunderstorm! That will happen in 2021!!
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Finally, the highlight of spooky gaming season was surprisingly returning to Xbox One’s Blair Witch Project. I wrote here last year that I loved its atmospheric setting of looking through the same haunted woods from the movies for a lost child, but I unfortunately got stuck about an hour or two in while searching through the woods for my next objective. The woods were too dark!!! So this past Halloween season I booted up Blair Witch Project with the mindset of not even looking to make any progress and to simply put on the gaming headphones and take in that appropriately dark atmosphere of exploring the spooky woods for about 10 minutes before moving onto Condemned.
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Well, something unexpected happened during those 10 minutes and I accidentally stumbled onto my next objective and quickly got absorbed into the narrative and could not put the game down! I loved how the character Ellis gradually starts to get wrapped up into the eventual supernatural surroundings that gradually get implemented and do not ruin that awesome initial eerie setting. The way the camcorder was used for gameplay to solve some puzzles was creative, and using the late-90s Nokia-esque cell phone for storyline bits was an unexpected nostalgia trip. Yeah, some of the use of flashbacks/supernatural enemies can be a little hokey at points, but for the most part it keeps up the suspense and thrills, and it caught me jumping on several occasions while playing with the volume blasting on those headphones. The last level pulls out all the scary, mind-bending stops, and was a ride that I had no idea when it was going to end, and even though the ending was a little middling, the ride on the way to that final destination was awesome and had me gripped in throughout. Blair Witch Project is currently on Xbox Game Pass, and is some ideal late night/Halloween season gaming that I highly recommend to all! 2) FINISH HIM!! Usually I would lump this in with my yearly fighting games recap, but my time with Mortal Kombat 11 rose well above the rest of my time with other fighting games that it climbed out of that group and rose to my #2 gaming moment of the year! For the first half of 2021, I had semi-frequent online sessions with my aforementioned fighting game buddy, Chris! Whenever a new DLC character from the DLC pass released every several weeks, we would usually meet up one of the following weekends and experiment away with the new member of the roster. If I really dug a character, I would then do repeated playthroughs of that character in the Towers of Time in order to unlock more costumes and other gear for that character. That wound up happening with both Joker and Robocop, as I had a ton of fun with both of those characters’ moves and fighting styles.
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The announcement of the Aftermath DLC halfway into 2020 totally caught me off guard. It was a new storyline expansion DLC that lasted only a few hours, but continues the same best-in-class production values of fighting game cutscenes that seamlessly transition between fights. Best of all, it brings the DLC characters into the narrative to freshen it up, and is highlighted by Shang Tsung being your uneasy ally/rival throughout which resulted in yet-another killer MK storyline to take in, even if it was a little shorter. Oh yeah, NetherRealm Studios inserted the likeness and voice of the same actor who perfectly portrayed Tsung in the first Mortal Kombat film, Cary Tagawa. My nostalgia for that 1995 movie knows no bounds, so it was a thrill to have Tagawa return to MK11 for the Aftermath storyline. Another movie related surprise was new costume DLC for Sonya, Raiden and Johnny Cage that use the likenesses and voiceovers from their 1995 movie cast counterparts with Bridgette Wilson, Christopher Lambert and Linden Ashby all returning. I am so thrilled to see the games fully embrace the fandom for the 1995 movie, and doubly thrilling is that the new Mortal Kombat film set to release later this year that legit looks kind of promising based on the trailer and general buzz in the movie/gaming press. Another surprise update to MK11 was the inclusion of cross-network play. So that meant I could finally play against my brother on Xbox One! I was skeptical trying it out when my brother and I lined up a day to play that it would be a laggy mess playing on different systems against each other, but we played for about an hour with no problems, and all my costume and gear unlocks carried forward too! Countless thanks for the developers adding this support, and also many props to Sony/Microsoft/Nintendo for making it so to see it start to become a little more common to other online games in general throughout 2020! So yeah, this all added up to me revisiting MK11 more frequently than I thought I would with the nonstop support from NetherRealm Studios in 2020, and thus it more than earned its #2 ranking on my list, and technically my #1 video-game ranking because…. 1) Global Board Game Domination!!
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Once or twice a year, dating back nearly 15 years I have met with mostly the same group of friends for marathon sessions of my favorite board game, Risk. That game is notorious for taking anywhere from two-to-five hours to finish in order to take over the world via smart strategy and lucky dice rolls! Every time we play, we bust out pretzels, beers, Chuck Norris shots and end the night playing PS3 Tiger Woods PGA Tour ‘12 until we get sleepy! I always look forward to these nights, and they are kind of like a second Christmas to me because it only happens once or twice a year. As awesome as these are, my technical prowess in Risk strategy and luck in dice rolls leave a lot to be desired over the years, and I am almost always the first or second person eliminated. Regardless of that, I want to give props to Mike, Jim and Paul for the decade plus of priceless Risk memories and moments. A couple years ago Mike moved and my brother Joe has been filling that fourth chair! We have played a couple five player games over the years, but our 2020 night (which luckily emanated about a month before the pandemic hit), saw Jim’s nephew Matt join us for our first five player game in some time. This was Matt’s first game of Risk and thus a learning experience and I had to be the spoiler to ruin his first game and wound up eliminating him first from the game. From there though it was still relatively early as far as the army bonuses goes within an average game of Risk, but a domino effect happened and I was able to capitalize on eliminating Matt and gaining his territories and within about an hour eliminated everyone else on my own!!!! I was in disbelief, and as much as I hate to admit it had somewhat of a brief emotional moment upon winning that game because in our 15-ish years playing, I have only won once before early on and it had to of been at least 10 years since that and I was not use to things going my way, and in that fashion to boot.
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The way that game played out resulted in an oddly short-ish two hour game, so we decided to get another round in that night. Now that Matt had his warm-up round in, he had a better grasp of the game and this was a more traditionally close, longer game of Risk where the excitement was in the mobilization of armies and territories in those early rounds and to see who would make the first big attack move in attempts of expanding their territory. Hell yeah, I was all-in on this five hour game of Risk!!! Now as this round unfolded this will be very hard to believe, but I swear I am telling the whole truth that against all odds the same exact thing happened and I eliminated everybody and won the second game as well!!! I am still dismayed thinking about how well that night went for me in Risk, and highly doubt it will happen again! So for me, predominant loser and usually first one out in a game, to full on run the board and eliminate everyone in two consecutive games happens you damn well bet that night is going to be my best gaming related moment of the year!! THANK YOU!!!! I somehow achieved a degree of brevity this year, as last year’s insane best-of list went around 18,000 words, but I was able to….kinda….tighten my word count this year by clocking it at roughly 12,000 words!! My endless thanks for sticking with me all the way through as I recap my favorite (and worst) gaming moments/experiences of the year. Now, to keep up with tradition, after all that perusing and me rambling on for way too long…are you ready for a chuckle or two? Well, then, let none other than John Cena take care of that for you with the following embedded video to close off another best-of list. See you all next year!!!
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Previous Year’s Best of Recaps - 2019 - 2018 - 2017 - 2016
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crystalnet · 7 years
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The Awkward 7th Gen of JRPGs and Mistwalker Games
Ah the seventh generation. The era in which, partly because of the actual state of gaming and partly because of unrelated circumstances, I fell out of love with games. It wasn't until the dust had cleared on the gen that I got back into this past-time and was able to appreciate and re-evaluate the generation by doing a bit of an autopsy on it once this long, strange gen had finally come to a close. The 7th gen seems troubled and problematic from the outset for a variety of reasons, but being a JRPG-centric blog, I'm going to specifically discuss the state of the JRPG during this gen. 
To very briefly summarize in a likely unacceptably reductive sense the prior generations in order to contextualize the seventh gen, the prior gen, (gen 6: dreamcast, ps2, gamecube, og xbox in that order) was what I would refer to as the bronze age of JRPGs if we are going to go by a condensed version of the generations of American comic books as a model. JRPGS had fully made the jump to full 3D graphics, began integrating voice-acting and had even feauted some titles that made the first major moves away from traditional turn-based or active-time-battle-esque combat systems, whether that meant leaning closer to the action-RPG genre or using MMO-esque semi-automated combat devoid of random encounters. 
That was a slightly awkward, growing-pains-ridden period that had, despite the odds, having some pretty strong titles. Still riding the hype and massive popularity/sales of games like FFVII, this specific genre was still a big deal at that point and hadn't quite begun its quick fade into obscurity which happened later in the first decade of the 21st century. The best JRPGs of this gen built on the success of their prior gen and examples include the solid to great FFX and universally hailed Persona 3 and 4, as well as Dragon Quest 8, just to name a few of the most well known  of several strong candidates. These games were about as strong as the best of the previous gen, while enjoying the advantage of much stronger graphical presentation, and potentially deeper systems. The PS1/Saturn generation had some really strong titles in this genre and for some this is easily the peak of the genre, but even if you’re partial to this one the most (which includes the run of FF7-9), you have to admit the graphical limitations led to these games being visually trapped between the more detailed graphics of the next gen and the clean-cut if limited pixel art of the SNES/genesis games (which are the golden age to PS1's silver). Indeed, the Cthonic era of JRPGS (NES/Master Drive and earlier) culminated in an explosion of inventiveness and refinement in games like Final Fantasy 4-6, Phantasy Star 4 and Chronos Trigger, all games that would become the actual gold standard of the genre.
And so without derailing much further, we thus have three straight generations of impressive and semi-consistent JRPGs and development of the genre. This would peter out significantly though, even before the 7th generation began, and the muted reaction to Final Fantasy XII, towards the end of the PS2's life-cycle may have marked a bit of a sea-change. As big, mainstream games like Halo and Call of Duty gained more and more momentum, I think more specialized and more-- for lack of a better term-- Japanese genres and institutions took a bit of a hit around this time. Developers wanted to cater the American and Global market and so big shooters and neu-platform open-worlds like Assassin's Creed had a lot more cache at the beginning of the 7th Gen. I also think that part of the problem was the question of what to do about turn-based combat. As technical possibilities opened up in gaming, the back-and-fourth of true turn-based combat that was previously expected from the genre began to feel more and more archaic. This was partly due to titles like Ocarina of Time or the several strong Action-JRPGs around the time making real-time combat seem like a viable option for deeper role-playing experiences. Alas, there was still a feeling, and for some there still is, that turn-based combat will always be the central tenet of the genre, and that real-time games just don't count. 
In fact, JRPG's themselves reflected the feeling that turn-based systems were passe by openly experimenting with it in the 6th gen. Games like FFXII and the Tales game, as well as Level 5's string of Action-RPGs all feature the depth of systems that RPGs of olden always offerered, while also featuring real-time combat or something close to it (Indeed FFXII featured the pseudo real-time of MMO-style combat, which would be the way forward for other franchises going forward. And so in a way the genre could be seen as undoing what it once was in order to adapt.
But where did that leave it by the time the 7th gen was underway? Well, it practically left it in absentia. This was about a decade after the massive and fortuitous success and sales figures of FFVII (which, considering, it was always strange to me that it sold so well in US. Was that evocative cover with the buster sword, and Cloud looking toward Midgar amidst a clean-white backdrop the sole marketing for that game?). Alas the landscape had thoroughly chanced, and this was before Skyrim would drop. There were over 3 years of 7th gen games before that mini game-changer was unleashed on the world, helping to shift any attention on the RPG that existed at that point in a westward direction. But certain sign-of-the-times moments were abound before this even, like the release of FFXIII to initially positive critic reception which quickly faded to very very scathing reception more generally, almost instantly after initial buzz wore off. What used to be the paragon of the genre had reduced said genre to a largely automated, overly-slick walking-and-fighting simulator, sending the reception of the genre down one long, linear hallway of death and despair. Now this specific gamer actually appreciated a lot of what that game did despite the hate, but I can't deny that the game sucked out a lot of the life of the genre in the way exploration, free-will and customization was either limited or entirely absent. The games a giant anime movie with tons and tons of successive fights. If you like the combat system, which imo was a valiant if slightly superficial riff on the active-turn-based systems of old, this might have been okay, but if you didn't-- and many don't-- then the game was nothing but endless cut-scenes and confusing lore. But hey it was gorgeous, and that's what this generation was all about right? Right...
The very Western focus on graphical prowess and polish was something Square Enix seemed to believe was an essential part of Final Fantasy, and so put more focus on that than, oh I don't know, having anything in the way of a single town or basically any exploration in that game. And this focus on graphics was kind of the story of the gen, save for Nintendo who defiantly snubbed their nose to processing power and went the way of innovation instead (innovation that largely did not include all that many JRPGs...). Speaking of Final Fantasy though, the once titan of the genre took another hit around the time this gen was about to begin when Sakaguchi, the OG creator, left Square to form Mistwalker Studios. This would be a hit for Square as far as many fans were concerned, and even a nail-in-the-coffin for some, but it also meant good things for the genre as a whole. Sakaguchi ostensibly left Square Enix in part due to the increased pressure that management was putting on the creatives there during the fall-out from Spirits Within’s financial failure-- their dalliance in Feautre Film- headed by Sakaguchi himself and the project which caused the company to briefly experience financial free-fall as they hemorrhaged money right up until FFX and Kingdom Hearts turned things around for them in a major way. But the damage was done, and projects at the company would be handled differently going forward. It is a bit ironic then, that Sakaguchi would go on to struggle with management at Nintendo while working on Last Story after returning to the company he previously had left along with Square when they refused to adopt CD-technology a decade prior. Last Story-- the game he made for the Wii-- would still come out as a brilliant answer to the dearth of the genre at the time, featuring inventive real-time combat that put a focus on positioning-based strategy.
Indeed some of the more promising games of this genre during the gen were developed by Mistwalker. Not all are perfect, but their third big effort in Last Story is quite good, and is still a unique and novel example of what combat could be in JRPG's going forward. Their first two games, Blue Dragon and Lost Odyssey, both had tried-and-true turn-based style combat, and felt a bit uninspired, if not unwelcome in a very dry stretch of time for the genre, the former's Toriyama-led art-style giving it the feeling of Dragon Quest 8 and Chrono Trigger. It didn't quite live up to those games, but Lost Odyssey is an interesting entry considering it gives us a glimpse into what FFXIII could have been in some alternate universe where Square stayed Square-Soft forever maybe. 
And so, weirdly, Sony takes a huge hit from Mistwalker's sheer existence, since all three of these games were released on 360 and Wii--consoles that basically had no JRPGs otherwise-- and to top it off, another one-time Sony loyalist Tetsuya Takahashi, who also having left Square earlier in the decade, went on to work on Xenoblade for the Wii, after previously doing the terrific Xenosaga trilogy on PS2. Alas, Sakaguchi and Takahashi may have singe-handedly kept the genre alive with their games, keeping the promise and magic of the golden age of JRPGs alive, if just barely (indeed, both of these men cut their teeth on classics like Final Fantasy 4 and Chrono Trigger). Meanwhile, Sony holds things down with only a couple big JRPGs, among which is Ni No Kuni, an excellent offering from Level-5 and Ghibli which is super solid and yet skews a bit young (as any Ghibli-related project reasonably should), alongside Nier, from the whacky Yoko Taro who had previously released uneven if cult-status-y JRPGs on previous Sony consoles in the form of the Drakengard games. And while Nier, Ni No Kuni, the Mistwalker games and Xenoblade are all solid to great JRPGs, they’re pretty much the extent of the genre this gen-- five measly games, all of which are spread across the three systems unevenly. Indeed, no single console this gen could stand on its own this gen when it came to this genre, with Sony being the old stand-by failing to deliver on that unless you just happened to really love the entire FFXIII trilogy.
  Things we could formerly rely on like Persona, SMT or Dragon Quest were either just straight up no-shows this gen, or were relegated to handhelds. There was Last Remnant on PS3 as well, and I haven't played it, but reception is mixed to negative. All of the other aforementioned games though offer solid experiences, with some sticking to their guns by way of old-school turn-based combat and a few others pushing ahead with new iterations of Active/Semi-Real Time systems (Last Story, Ni No Kuni, Xenoblade), and yet, they are simply too few and far between in number compared to the previous gen. This problem really dogged the entire gen, and was merely symptomatic of the darker turn gaming took around the time, and I'm glad to see things feel like they're headed in a better direction as of late. JRPGs are always the deepest games I play out of the various genres that I fuck with, so my estimation of a console's library is directly related to how many solid JRPGs there are. And while I love the Wii and PS3 overall for what the do offer, they come close to not having enough to offer based solely off their relatively skimpy JRPG offerings. Wii comes out on top for me based only on Xenoblade and Last Story, and sort of Muramasa and Zelda insofar as Vanilla Ware and Zelda games count, but even the freakin 360 might have a stronger offering than PS3, which is a serious problem. 
Luckily, I really do think things are on the up-and-up lately though, with smaller, retro-style JRPGs coming into vogue among other things, giving smaller developers wiggle room in terms of acceptable budget, and big franchises like Persona are finally thawing out of deep-freeze after being a no-count dring the previous gen (save for Catherine), while Final Fantasy and Square in general are enjoying a bit of a comeback (Nier Automata, Nioh and I Am Setsuna all in one year). Alas, Persona 5 showed up finally and just in time to universal acclaim, and the fact that it's a successful and truly turn-based JRPG with a decent budget and progressive, forward-thinking mechanics is very impressive in itself. I think Dark Souls was a bit of a beacon of light last gen, in the way that it showed how a Japanese dev could make a deep RPG in a style that was markedly different from more traditional action-JRPG style, while also drawing on western games like Skyrim in its approach. It seemed to bridge the gap between western and eastern-style RPGs and gave people a reason to hype Japanese RPG developers once again at a time when there were less reasons than ever before. I'm not a big Souls guy, but I really appreciate that it brought attention back to a dying genre at a crucial time. So despite this awkward generation's slightly lacking and inconclusive answer to the question: "what should JRPG's this gen be like?", things may finally be settling back into what just might be described as progress for a genre that some may have thought was down for the count. Perhaps it was a necessary awkward period that has allowed developers working in the genre some time to re-calibrate and reassess the landscape,
Now if only devs could figure out how to resuscitate the 3D platformer--Indeed, If JRPGs experienced a drought during last gen, then the 3D platformer went into a near permanent coma and was basically pronounced dead save for the big, mainline console Mario games that come out every 5-10 years. But that's a story for another day, for now, I still need to beat Persona 5 before Xenoblade 2 drops...
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breakingarrows · 5 years
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Discourse Conversations During E3 2019
Watching press conferences and livestreams of various talking heads discuss whatever video game thing they saw that day is only part of E3. Another major part is the social media discussions that unfold faster and accumulate more conversation than any ten hour IGN livestream could. However, like any form of discourse being developed on Twitter and elsewhere, it can be easily lost if you aren’t in the moment, and nearly impossible to find due to some of the best commentary coming indirectly. This is a small attempt to capture some of that discourse that unfolded during this week of E3 2019.
Before E3 even started we already had a large social media argument about “spoilers” for the press conferences. Essentially: people went back and forth on whether or not to share/publish/promote leaks of things like, “This game surprise is going to happen!” While things like Breath of the Wild direct sequel being announced is a fun secret to watch live, a headline report spreading online beforehand isn’t something to condemn. The sort of corporate love-fest E3 already is will only continue when gamers are actively antagonistic to anything other than the publisher message being put out. As many of these discourse conversations will go, this is the same old song and dance we have seen for over a decade. If you don’t want to see anything before a corporation hits “go” on a press conference, just stay offline and don’t bitch about it at whoever it is that’s publishing details earlier than the publisher dictated commercial. People trying to frame this as hurting developers feelings should redirect that energy towards unionization and fair pay advocacy, not, “Please don’t publish details early, these people worked really hard to sell me this game.”
Perhaps the biggest thread-spawner was the reappearance of Cyberpunk 2077 from CD Projekt Red at the Microsoft press conference. Developer CDPR also owns GOG, which has previously tweeted a gamergate related gif of Postal 2, a, “did you just assume their gender?” response tweet from the Cyberpunk account, and using the #WontBeErased for GOG games. Eurogamer has a rundown of it all here. Then this week, you have Keanu Reeves making a surprise appearance in the game Cyberpunk 2077 as well as on the Microsoft stage to announce the release date. The internet goes wild, fueled by post-John Wick 3 hype and long-lasting Keanu love. Then an advertisement in-game for ChroManticore appears, bearing the image of a presumably trans-female with a large erect dick and the phrases, “Mix It Up,” and, “16 flavors you’d love to mix.” CDPR’s explanation via Polygon was: “This is all to show that [much like in our modern world], hypersexualization in advertisements is just terrible,” Redesiuk continued. “It was a conscious choice on our end to show that in this world — a world where you are a cyberpunk, a person fighting against corporations. That [advertisement] is what you’re fighting against.” Responses were generally critical of the ads message, intentional or not, as well as critical due to CDPR’s past actions. “Also, as a note, and this is all i'm gonna say: in proper context, that ad could absolutely be a meaningful statement in a cyberpunk world, and we don't know the context. But also, sadly, CDPR has burned all their trust and have given us little reason to take them in good faith.” [source] That about sums up most of the opinions coming from trans critics, CDPR has failed to properly respect them in the past, why should this be treated in good faith?
Discussions about cyberpunk weren’t limited just to the one game, as it also extended a previous conversation about the origins of cyberpunk as a genre and if the genre has any inherent themes no matter its adaptation or usage. One thread making the rounds argued that cyberpunk is inherently xenophobic, playing on fears of Eastern Asian cultures spreading and taking over the world. Other pushed back against this, citing early Japanese media that heavily influenced western cyberpunk fiction, not the other way around. The opinion I most agreed with was, “Maybe I'm being naive, but everyone keeps saying ‘Cyberpunk is good’ or ‘Cyberpunk is bad’ or ‘Cyberpunk is X’ as if cyberpunk is a cohesive, monolithic thing. It's a genre that has been around for decades which countless different creators have contributed to, and all of those creators were trying to say different things within the genre.” [source] “I am beginning to feel like strongly emphasizing genre as an acting force is kind of formalist nonsense? Like, cyberpunk or whatever isn't any *thing*--it's just a set of ideas some people have used, and other people can take or not take or use or not use.” [source]
Another big topic was the continuing saga of games as non-political and the back and forth between media and developers/publishers/PR in the lead up to a game’s release. Games have messages, but their creators, whether intentionally or due to PR, won’t engage with those ideas during pre-release coverage most of the time. Those sorts of conversations don’t happen until post-release, because the previews are generally focused on the gun-feel or summarizing slideshow pitches. There is also a disconnect between what “political” even means. “They think ‘political’ means being explicitly literalist about what every single moment means instead of being in any capacity complex or open to audience interpretation, for better or worse.” [source] Chris Avellone, longtime games writer, had a statement in a VG247 article about whether stories can be apolitical. “If you’re purposely pushing an agenda or point of view in your game – especially a real-world one that’s clearly divorced from the game world – and you’re dictating that perspective as correct vs. asking a question or examining the perspective more broadly, then it’s left the gaming realm and the ‘game’ has become a pulpit.” However, in an example like Far Cry 5, a game that doesn’t “push an agenda,” actively, still promotes a specific perspective or viewpoint as valid with its endings, as I detailed before. “But, another (very reasonable group, to which I largely subscribe) would say that ‘asking questions that emerge from perspectives in the fiction’ is *exactly* what being political is--interrogating our relationships to each other and the world.” [source] This topic also seemed to collapse in on itself when Watch Dogs Legion was announced, playing on the fears of a post-Brexit London and an authoritarian surveillance state, and coopting the “welcome to the resistance” which is mostly mocked by leftists online whenever someone from the right is kicked out of their group. Definitely not political.
This is also a very tired subject. Ubisoft for years, and other publishers as well, have avoided talking about their games messages relating to the current events during events like E3. Continually the press laments and pushes back against it on social media and sometimes in previews, but the cycle continues. “You know how I've argued ‘We need to stop debating if games are art and just do the job of treating them like art?’ It's also time to move past ‘Can games be apolitical?’ and just focus on continuing critical cultural analysis. Do the work, make it unavoidable, shift the frame. To be clear, I think we needed to spend some time on that earlier debate just to have a mass-level, stakes-setting conversation. But at this point, the best way to push back on ‘No, no, we just make games just ask questions’ is to show how those games actually offer answers.” [source] This is true, but it’s also something others (mostly non-staff people) have been saying for years now.
The annual, “E3 is weird huh?” conversation also happened, like it has for at least the past five years. In May it begins with, “Man what is E3 going to be like this year?” Then E3 happens, everyone does their shit, and at the end they go, “Boy what’s next year going to be like?” The major difference this time was Sony’s complete absence from the show. Despite not having a press conference or show floor presence with demos and presentations, games media still had plenty to talk about, including E3’s relevance. It seems to be the same old song and dance, with the ending statement being, “Well I guess we’ll wait and see what next year is like.”
Another repeated conversation was that of video game streaming platforms, with Stadia having another presentation pre-E3 and Microsoft coming out with console and internet streaming plans for later this year. No real advances were made in this conversation other than confirmation that, yeah, Stadia streaming for those with data caps on internet or smartphone use are going to be fucked if they want the best presentation, which of course they would. Not a ton of talk about the details behind how developers would be paid, though going by how streaming has been slowly killing the movie and music industries, it is not going to be good. Of course the usual access and archivist arguments continue, which I am 100% behind.
New game details sparked lots of speculation, mostly in regards to a direct sequel to Breath of the Wild, one of the few good Zelda games. Being a direct sequel to a previous entry and having a trailer with a darker tone, mean Majora’s Mask became a recurring subject in regards to what this follow up could be. The inclusion of visuals and audio cues seemingly from Twilight Princess also fueled the “darker” Zelda sequel. Some also speculated about a playable Zelda, which, don’t get your hopes up people, this is Nintendo after all.
A game closer in release and in my heart is Final Fantasy VII Remake, which looks to be a big fucking hot mess. Broken up into parts, each seemingly equivalent to a mainline Final Fantasy game in content, this first one releasing next March (we’ll see about that) will only cover the Midgar section of Final Fantasy VII. You know, that section that takes about five hours to complete in the original release. Now that’s going to be extended into probably 30+ hours, which means lots of new original content coming from Square Enix, who are great at adding great new content to the already existing universe of Final Fantasy VII! Despite that I’m still very interested in getting my hands on it and playing through it all. I really like the opening hours of Final Fantasy VII, I just have little faith that they are going to do anything interesting with the new content and not make it feel like filler. It appears Jessie will have a much more expanded role, but still no word on the crossdressing or squats minigame. Combat has been very much changed, and everything is super overproduced in terms of visual flairs, which might explain why there will be TWO blu-ray discs! TWO! Red Dead Redemption 2 is the only other game to do this!
Back to Nintendo, Animal Crossing will now allow players to choose their skin tone, something that has been asked for a very, very long time now. They also confirmed they will let you use whatever hair type you want, which some people took and ran with as equivalent to them saying trans rights, which, no? “You guys please these are fucking table scraps. This is not pro-trans this is just a bare minimum feature for thee love of god.” [source] “Not only is that animal crossing thing a bare minimum there weren't hair restrictions in new leaf anyway???” [source] This was giving me flashbacks to when Soldier 76 was shown to be gay in a tertiary comic from Overwatch and people went nuts despite it not being represented in the game at all. Also, “quick reminder that nintendo fired a support team member bc of ppl making trans flag stages in smash bros” [source] [source]
There was some good news, Ikumi Nakamura came out and presented her new game Ghostwire to rapturous reception. A female creative director, a visually interesting trailer, and an excited jump at presenting her game made her the darling presenter alongside the likes of Keanu Reeves. She was previously an artist on Bayonetta, The Evil Within and its sequel, and made her own Twitter account during E3 to celebrate with her fans. Some of the reaction is probably rooted in how Asian women are treated as adorable and infantilized when compared to others, but she’s been having a good time gathering all the fan art of herself on Twitter, so for now it’s a nice break from the usual depressing nature of AAA publisher presentations.
Lastly, this wasn’t so much a part of the discourse but just an amazing moment, Dr Disrespect was banned from Twitch and thrown out of E3 after he live streamed in a bathroom without censoring other people’s faces, violating a California privacy law. As Alex so wonderfully stated, “this is our generation’s version of Capone going down for tax evasion.”
There was probably a lot of other conversations going on and this isn’t even the full depth of what I tried to find but boy does going back on timelines and searching for threads and responses and quote tweets and subtweets take way too much time. Anyway hope this proves to be a good time capsule for E3 2019 discourse and can’t wait for next year where a majority of these topics are readdressed again and again and again. Video games!
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spicynbachili1 · 5 years
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Neo Geo Mini outshines the PS1 Classic, could pave the way for a GBA Mini
But it’s not without its missteps
I don’t know what’s going on with the Neo Geo Mini. Shortly after I got my hands on one, SNK announced that an upgraded Holiday version of the hardware would be going up for pre-order in the coming days. That’s not a good sign. I have to guess that the initial SKU failed to sell as well as SNK had expected, leaving them scrambling to rework the units they already produced into a more marketable package. Their apparent lack of confidence in their product leaves me pessimistic about this weird little machine’s future. 
It’s a shame too, because this is by far my favorite plug-and-play mini console to date, at least in terms of its library. I bought the NES and SNES Classics day one, and I love them to “bits”, but there’s no denying that nearly all the games on each system are outdated. That’s the point of the nostalgia-powered novelty collections though, right? To take a trip in your mind back in time? 
If so, then that’s probably why the Neo Geo Mini isn’t selling. These are not the games that many grew up loving. These are the games that most of us could only afford to play for ten minutes a week at the local arcade, before going home and sinking hours into The Legend of Zelda or Sonic the Hedgehog. That said. there are several games on the console that stand up to the best that 2018 has to offer in their respective genres. Garou: Mark of the Wolves looks and plays better than 99% of today’s fighting games. Metal Slug 3 is still the best looking 2D run-and-gun action game I’ve ever played. There are also plenty of quality games on here that I’d never heard of before. For instance, if you told me that Ninja Masters was as all new indie fighter, and not a Neo Geo title from the ’90’s, not only would I have believed you, but I would have been more than happy to pay $15 for it.
That’s why, despite my love of Jumping Flash and Super Puzzle Fighter, the Neo Geo Mini beats out the PS1 Classic for me this holiday season. It’s also why I am more optimistic than ever that Nintendo will skip the N64 when it rolls out its next Classic console, and will instead jump straight to the Game Boy family of systems. I’ve already taken my Neo Geo Mini on the go with me a few times, and I’m sure people would love to do the same with a similarly versatile handheld/home console pre-loaded with games from Nintendo pre-DS portable generation. The Neo Geo Mini has issues, but its definitely worth looking into once Black Friday rolls around. 
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The Setup 
The Neo Geo Mini is a better handheld than it is a home console. I have fairly large hands, but I’ve had no problems with the stick and buttons on the console itself. The screen is also bright and clear. The console doesn’t take batteries, and instead runs off of a USB port, similar to most cell phones. I’ve played it running off my car’s cigarette lighter USB adapter, a mobile cell phone battery, and hooked up to my laptop on the train, and as of yet I’ve had no problem with power supplies, or pulling off special moves in KoF 2002 while on the move.
The optional control pads (sold separately) aren’t nearly as nice. The analog stick is loose and the buttons are loud and clicky. They aren’t impossible to get used to, but its strange that they are such a downgrade from the stick built into the console itself.
In some misguided attempt to replicate the arcade experience, all the games are programmed to have a set amount of tokens for both players, You can tone down the difficulty ,or increase the amount of default lives you have for most of the games, but your starting token count never changes.
These are not arcade original roms though. Most have been altered for the home market to let you save then restart from whatever stage you last made it to. You can also open up the emulator’s menu and activate save states. It’s a pretty weird system that is cumbersome and confusing at first, but that’s easy to forget once you acclimate.
The emulator also has some real bare-bones features, like the ability to turn on pixel smoothing and stretching. It’s extremely small-time stuff, and for the most part, will make each game look different or worse, but never better. With the correct aspect ratio and smoothing off, the games look about as good as they do on the Switch or PS4, at least to me. I haven’t had my eyes checked this year, so maybe I’m missing something, but pressed my face up right up to the screen to look for artifacting, and my 41-year-old eyes didn’t detect any. So that’s good news. The bad news is, the only extras here are a couple of stickers. No in-menu history section, no bonuses, nothing but a instruction booklet for the hardware itself. 
The Games
There are 40 games on the Neo Geo Mini. The console costs about $110, so you’re getting each one for less than $3, about $5 less than what they might go for on digital storefronts, assuming they are available anywhere else at all. They fall under the genres of fighters, wrestling games, run and gun, shmups, beat ’em ups, sports games and unnerving Tetris knock offs. There’s actually only one of these here, but it’s worth mentioning for how bad it made me feel. 
The range of quality here is pretty enormous. Some of these games are a sincere waste of time unless you go in strictly to marvel at how much gaming has changed over the past 20 years. Others are games that I sincerely believe are some of the best ever made. I’ll break them up into three categories (Oddballs, Mid-tier and Classics) and do my best to describe them for you. 
The Oddballs 
Blue’s Journey, one of the oldest games in the bunch, is relic from a bygone era, not unlike a cigarette commercial starring The Flintstones. It has a decidedly launch era TurboGrafx-16 feel to it, with overly detailed backgrounds and very small characters. They don’t make them like this anymore for a reason. It’s generally messy, but in a sort of “manic toddler eating a $1 box of sugar cookies” sort of way. 
Robo Army is so bad that it’s funny, but not that funny. The opening cinematic is completely bananas, promising unhinged Sci-Fi violence on whole other level, but when you finally get control of your character, things slow down quickly. It’s a beat ’em up where you play as a cyborg that can randomly turn into a car, as you blow up other cyborgs, giant dogs that turn out to be cyborgs, and angry cars. It’s clunky and sad, but those with a morbid curiosity for what people used to be willing to play for $.25 microtransactions might find it interesting in a scientific sort of way.  
Mutation Nation starts off feeling similarly janky, but after a few minutes, you’ll see that a lot of the animation here is pretty solid. Charge moves lie at the core of the game’s combat system, which is novel for the genre, and the Akira-meets-Cronenberg character designs are surprising, sometimes genuinely disturbing.
Ghost Pilots is a top down WW2 shmup that was probably trying to leech off the popularity of 1942 and 1943. It’s totally fine, but nothing to write home about.
Crossed Swords is another beat ’em up, but this one plays from a Punch-Out!!/Pato Box perspective. It’s more polished looking that Robo Army, and the RPG elements add some depth, but the combat is a total mess. That’s bad news for a game that’s about, uh, combat.
Puzzled is the Tetris-knock off I brought up at the top. It really makes me appreciate all the little quality-of-life improvements that are found in recent Tetris games like Tetris Effect and Puyo Puyo Tetris. All you can do is move, rotate and drop you paces, so even the most basic of advancements like the T-spin is out of the picture. The game has a campaign mode and different stages, based around trying to free pixies who are trapped under some blocks? I don’t know guys, video games just sort of do their own thing sometimes. 
The Mid-Tiers
Magician Lord is one of the first games I ever blew $20 on at an arcade in order to see it to the end. Playing it now is not that great. In many ways it feels like Castlevania with larger characters, but the controls are just as stiff, making it hard to keep your giant hitbox out of the way of enemy attacks. It’s got a cool transformation gimmick though (you can turn into a dragon, a ninja, or even Poseidon for some reason) and one heck of a creepy womb level. 
Kizuna Encounter is a fighting game that probably started of in development as a two-player beat ’em up. Two of the games ten playable characters are beautifully animated, while the rest are serviceable but unimpressive in their appearances. What’s really interesting about the game is it’s tag team system. Unlike in recent tag fighters like Marvel Vs. Capcom: Infinite, you have to get close to your partner before you can tag them in. They don’t automatically jump in when the character you’re using is out of health either, adding an interesting layer of strategy to the otherwise standard Street Fighter II-style fighter. 
Ninja Masters feels like it was supposed to be the first entry in a series that would work as the Ninja equivalent to Samurai Showdown. They clearly didn’t have a lot of RAM to work with for their ambitions, as the characters are relatively small, but it has some really smartly executed animations. If I were game designer and one of my students wanted to learn how to make realistic, non-pandering breast physics for their game, I’d probably point them to towards Ninja Masters. The whole thing culminating in battle with good old Nobunaga, which is a lot of fun for fans of magical Japanese history games like myself.
Sengoku 3 is another ninja game, a beat ’em up this time, one that’s gotten a lot of praise from retro enthusiasts over the years. I’m not 100% sure why. It’s got good art and a varied cast of characters, but nothing about it really stands out about it. Maybe I’m just unfairly comparing it to the Capcom Dungeon and Dragons games without realizing it. 
Blazing Star (sequel to Pulstar) is a pretty good shmup that works on a upgrade system that extends the length and strength of your charge shot meter. Picking up power ups doesn’t always make your basic shot better, but it does give you the potential to fire off huge payloads of neon energy if you play your cards right. Other than that, a standard sci-fi anime shmup.
Last Resort is more up my alley, with a novel take on R-Type‘s bit system and even greater attention to detail to make the world you destroy feel lived in. The open levels takes place in a city under siege by giant robots, featuring little civilians driving – or even running – away from the carnage in a futile attempt to survive. It’s adorable and sad in a way that few modern shmups bother going for anymore. 
Shock Troopers and its sequel are Ikari Warriors-likes with an added evasive maneuver (a roll or a jump) to get you away from bullets, though it has a fair amount of a cooldown so you can’t spam it. The animation is better in the second one, but some of the backgrounds and characters have a weird pre-rendered look that can be a bit of a turn off, whereas the first one has more consistent art direction overall. Still, both are fun enough if you’re in the mood for some hard boiled co-op arcade action. 
King of Monsters, King of Monsters 2 and 3 Count Bout, are all wrestling games that are a nice alternative for people who want to beat up their friends without having to worry about too much depth getting the the way of the immediate violence. The King of Monsters games are based around Kaiju films, which adds an extra layer of charm if you’re a fan of the classic rubber suit Toho movies of old. 
3 Count Bout plays it more straight faced, but it’s definitely very “videogamey”, as are Foot Ball Frenzy, Super Sidekicks and Top Players Golf, the other three sports games found in this collection. Technical limitations permitted them for going for anything that approaching “realism”, but the sprite-based graphics have a loving, hand crafted feel to them, and the respective designs of each game play like cartoonish approximations of the source material. 
World Heroes 2 Perfect has a special place in my heart, as its has both the most superhuman fake Bruce Lee in the history of gaming and a psychic monk based on Rasputin, Russia’s famous love machine, but I have to admit that it’s not as deep, original, or well crafted as most of the other fighting games here. Still, it’s the best World Heroes game of them all, so if you were ever curious about what the Battleborn equivalent of ’90’s 2D fighters was like, then you’re in luck.  
The Classics
A lot has already been written about the Metal Slug, Samurai Shodown, and King of Fighters families of games, so I probably won’t go on and on about them here. Like I said at the top, I think Metal Slug 3 is one of the best looking games ever made. Metal Slug X/2 and the original game in the series come close behind it. Metal Slug 4 and 5 are notably less visually impressive than the games that came before them, with little in the way of new enemies other than bosses. So you can stop after 3 if you want, but if you don’t, go into the next two with lowered expectations. 
There are only three Samurai Shodown games here, and they stand out as some of the most extreme iterations of the franchise. Sam Sho 2 is is essentially the first game but with more characters. Samurai Shodown IV: Amakusa’s Revenge retains the new and improved sprites and Slash/Burt systems from Samurai Shodown III while (you guessed it) adding more characters. Samurai Shodown V Special is essentially an apology for Samurai Shodown V, bringing together characters from every chapter of the series for one last hurrah.
The King of Fighters games are a little more difficult to break down, as they work as a giant crossover of various SNK franchises. Technically, Art of Fighting and Fatal Fury Special (an enhanced version of Fatal Fury 2) work as their prequels. They are both dated compared to the games that followed, but they have significance. Fatal Fury Special is the first game to officially start the shared SNK fighting game universe with it’s hidden battle against Ryo from Art of Fighting. Real Bout Fatal Fury is also on this collection. I almost put it on the oddities list, as its weird, three-plane fighting system is pretty strange. In the end though, I threw it here with the classics because it’s definitely a significant part of the evolution of fighting games. 
From there were have King of Fighters ’95. ’97, ’98, 2000, and 2002. The offer a nice overview of how the franchise evolved during the height of popularity enjoyed by fighting games in the late 90’s into the early 2000’s. From a visual perspective though, they largely pale compared to The Last Blade 2 and Garou: Mark of the Wolves. For my money, they are the two most beautiful SNK fighting games of that era, or any era for that matter.
[These impressions are based on a retail build of the hardware provided by the publisher.]
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      reviewed by Jonathan Holmes
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from SpicyNBAChili.com http://spicymoviechili.spicynbachili.com/neo-geo-mini-outshines-the-ps1-classic-could-pave-the-way-for-a-gba-mini/
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vrheadsets · 7 years
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10 Franchises SEGA Would Be Crazy Not To Bring To VR – Part 1
Welcome to another edition of VR vs. The weekly VRFocus column where the ‘other one’ from the site talks about most anything and everything to do with virtual reality (VR), augmented reality (AR), mixed reality (MR) or some crazed combination of the three. Today we’re continuing a thread begun last week in the final part of my three-week feature into what may lie ahead in 2017.  There I mooted the idea that of all the studios currently involved within VR, certainly from a gaming perspective there is one that is conspicuous by its absence. SEGA. Yes, yes, I know there are Hatsune Miku games but as I pointed out at the time Hatsune Miku and the vocaloid bunch ultimately aren’t SEGA property and aren’t a traditional franchise. They aren’t one recognised within their All-Stars series for instance – and whilst that isn’t a qualifying marker for this list considering how big the Project Diva series is and how iconic a figure Miku is in Japanese culture certainly, you’d’ve thought SEGA would make more of a deal out of things than they have were she theirs. So on that basis, scrub those out PSVR games off your mental tally.
Updated total? Zero.
This is unusual for SEGA. Historically SEGA (at least in the third-party era) have rushed in to support whatever new technology comes along. Do you by any chance remember the EyeToy, Sony’s camera accessory for the PlayStation 2? Yes? No? There weren’t exactly a whole heap of games for it. But SEGA were there with the original SEGA Superstars to fly the flag. They supported the Kinect they fell into bed with Wii U pretty quickly, etc, etc. For SEGA to not have had one of its more noted franchises in the West ready to rock and roll when VR came to retail, certainly the PSVR, was pretty unusual. (Again, discounting the leek-swinging singer lady.)
But that’s not to say there aren’t plenty of opportunities for SEGA to embrace VR and thrown a bone to its more beloved franchises. It’s one of the sad truths about SEGA that their most iconic of series, with the exception of the fast spiky one, have never exactly been humongous successes financially. Still, why not use some of them and maybe give them a new lease of life outside of a new racing game? (No, really SEGA. It’s time for Transformed 2. Throw some money at SUMO Digital, will ya?) It’s also not like we don’t know SEGA aren’t messing around with VR either. Both SEGA Europe (SOE) and SEGA America (SOA) revealed their ownership of VR kits (HTC Vive and PlayStation VR for SOE and Hololens for SOA) thanks to community videos. Way to keep that secret chaps. A+ work.
So let’s get things underway. As before I must point out that I used to work for SEGA for several years and worked on a number of the franchises listed that I’ll be bringing up. It was some time ago now, but I’m reliably informed that if I don’t do that the world will apparently end. We begin first with an honourable mention.
Honourable Mention: Alien Isolation
It’s just not going to happen folks. Many have said the masterfully creepy atmosphere of “SEGA’s Good Alien Game” – tho everyone forgets they also did an Alien game on the DS in that discussion – was a perfect match for a full and proper adaption into a VR experience. The scare factor would be immense, obviously. As it’s bad enough being stalked by a Xenomorph without actually looking down at your chest as its tail pushes through it to kill you.  As much as we’d all like it to, the economic factors involved just mean Alien Isolation is a non-starter for Creative Assembly to even get involved in really. Boo-urns.
However, speaking of Creative Assembly…
  Total War
It’s one of gaming’s little quirks that one of console gaming’s most well known names is the publisher that is in actuality one of PC Gaming’s powerhouses. Between Sports Interactive’s Football Manager series and Creative Assembly’s Total War franchise SEGA have an commanding grip of the PC chart, one would go far to say dominance at some points in the year.  If you have lived in a hole for the past couple of decades, Total War is a series of real-time strategy games that takes keen players take on the role of General in various eras of time. Replaying notable battles and playing tactical hardball with history. Whether it’s the Medieval period, the time of Rome, the rise of Napoleon or the era of the samurai there’s plenty to do. Heck, you can even throw history right out the window now and enjoy some Warhammer in your Total War.
Total War has always been about getting stuck in to battles. The planning, the preparation, the implementation and the execution.  The buck stops with you, and as the series has developed the control system has allowed you to get ever deeper into the action.  You can even follow individual soldiers. It’s such a well developed system that there’s even been a BBC game show (essentially) based on playing the series. One that’s recently had something of a comeback.
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So with this in mind how would VR make Total War better?  Control.
Now, considering what I’ve just written you might be wondering what I’ve been talking about since I’ve just been praising the system. But you can always improve and everyone and anyone who has played Total War has always had periods where the game just won’t place units right or you can’t get the camera in jussssst the right position. Now imagine you are in the map as opposed to looking at a 2D surface. Imagine you were, with your motion controllers able to to manipulate your units and your surroundings just so. How much easier and dynamic and engaging an experience that would bee if you brought a touch of Minority Report to proceedings.
Heck, can you imagine a Hololens version of Total War? With you waging battles from your sofa over your coffee table, and manoeuvring your archers onto the high ground of the TV unit? That’d be amazing.
Samba de Amigo
Break out the Bellini boys and girls!
When I first saw the HTC Vive controllers my first thought, partly because of how they were being held and moved at the time, was that they kind of looked like maracas. And there’s only one game that invites you, without a hint of suggestiveness, to get your maracas out. Samba de Amigo first burst onto the scene on SEGA’s much loved Dreamcast and was actually developed by Sonic Team if you didn’t realise it. It also came out as an arcade experience before next surfacing on the Nintendo Wii. The game plays with you in amongst a vibrantly coloured carnival, armed with your maracas you control Amigo, one of SEGA’s two monkey mascots (the other being Super Monkey Ball‘s AiAi, strangely the two have never been seen as rivals in the Superstars/All-Stars titles. Which has always puzzled me.) You move and dance along to a selection of upbeat tracks, shaking your controllers in time to the beat and occasionally having to strike a pose. It’s a simple enough title, and well and truly puts the party into party game.
VR needs more games like that I think. More games that are just full on fun and colours. It’s why Balloon Chair Death Match got people excited, it was a simple premise and it looked fun. Job Simulator is the same. Bright colours and poitively oozes fun. Yes, we can all enjoy a nice serious game with high stakes, but in dammit we all just want to be silly sometimes. Samba allows you to do exactly that. Now, what I’m essentially asking you is to imagine this in VR. Please watch the video below as in this instance it is important to what I’m writing about.
A warning before you do however; if you are wearing headphones please turn them down. There’s some loud audio distortion on the video from the outset.
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Just look at this man. Look how bloody happy he is. He doesn’t care he’s in the middle of an arcade, he doesn’t care he has a crowd. He’s just going for it: a master at work. Nevermind your beloved Salt Bae (a reference I realise will date this article terribly), in your heart of hearts you wish that were you. You wish you were as cool as the Samba Bae.
Now I’m waving any potential wire-based issues here. Forget ’em. Let’s lay it out. You put on the headset and you step into a party; a “Carnaval de VR”. Everyone around you is interacting with you. The movement is infectious. You are the centre of a mass celebration with bouncing creatures and an equally bouncing musical beat. You have motion tracking controls. You wave them about in time to the music. It’s escapement, elation, exercise and fun. Now we bring things up to date with the new technology and throw in a dash of evolution to the game as well. Unlike before you can use the sensors or PlayStation camera to fully track your movements. All of a sudden Samba can have a touch of Dance Central in it, evolving it into a bit more of a full body game with one stroke. You have greater accuracy than ever before on the controllers, the game can actually see you for the first time and you get one of the most smile inducing experiences on VR. As an added bonus it gets to be a game franchise fully realised on VR, something people are clamoring for.
Yo SEGA. You’ve got my number. Call my people (me) and let’s make this happen. I’m totally open to being Producer on this thing. SAMBA! Du du de-du du-du du de-du…
Condemned 
There’s a very good chance you don’t remember Condemned: Criminal Origins. There’s an even better chance you’ve never played it or Condemned 2: Bloodshot. Which is a pity really. Condemned is a first-person experience which puts you in the shoes of Ethan Thomas, a police officer investigating a murder which slowly takes him down a path to discovering secret societies, mysterious entities, encountering nightmarish visions and the city falling into the grip of madness. Both games are a twisted mix of dark menacing settings, genuine scares that mess with play on psychology and improvised combat usually involving whatever Ethan can get his hands on. It’s frantic, up in-your-face stuff and perfect for VR with the combat emphasis on melee.
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It’s not just that though. The first Condemned game especially has you dealing, within your role as a police investigator, a number of different crime scenes. These are technical, and involve you hunting for clues, such as finger prints and making deductions. What Condemned is, is what I suggested it could be back at E3 2016. It could be the Batman VR game you’ve always wanted but combined with all the best twisted bits of Resident Evil VII.
We’ll just ignore the bit about shouting people to death from number 2. (Check out my good friend John’s Let’s Play of Condemned 2 to see what I mean.)
That’s all for this week. On next week’s selection of titles we’re embracing freedom in a couple of ways and I use the term “wave shooter”. Which will probably annoy people. Until then…
  from VRFocus http://ift.tt/2jsNXtJ
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entergamingxp · 4 years
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Stranger’s Wrath HD Review —
January 23, 2020 3:01 AM EST
More like Oddworld: Yeehaw’s Wrath.
“I need this…to survive.” These are the words that capture Stranger’s timidity that is masked by his menacing complexion and gruff sounding, exhausted voice. Words that show a sense of desperation hungering deep within the protagonist of Oddworld: Stranger’s Wrath HD. For me, I’ve been reunited with Stranger after nearly 15 years since it originally launched on the Xbox.
Seeing Oddworld: Stranger’s Wrath released in 2020 after having owned the 2005 Xbox exclusive is a strange reality. Stranger as a character had left a memorable impression on me in my younger years as he has the makings of an antagonist. But he’s just struggling, trying to earn Moolah to pay for a mysterious operation. To do that, the bounty hunter does what he does best, hunting bounties.
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The game takes you through three towns of an alien world set to the theme of a western. The towns are inhabited by turkey-chicken beings that you can slap about and steal their Moolah if you feel nasty. Outside of these towns are the outlaws that Stranger can capture, either dead or alive. Capturing them alive with your weird sucky device will grant you more Moolah than if you capture them dead. The art of capturing the outlaws is a simple button hold, but it does leave you open to attacks.
Enemies consist of numerous gangs around the world. Each gang has various types of henchmen that can either be left to decay or bagged up quickly for extra cash when the main bounty has been captured. The main bounties are bosses, of whom can also be captured dead or alive. Each one is unique with their own ways of being taken down, providing you have the right type of ammo and can knock their stamina down low enough.
This is why stealth in Oddworld: Stranger’s Wrath HD is favored over action; it’s just a shame the stealth mechanics are incredibly problematic. The only stealth mechanic is the ability to hide within some tall grass, which can allow you to lure enemies with live ammo — which I’ll get into in a moment. But the act of being stealthy becomes a pointless exercise as the game progresses and the tall grass starts to become more sparse, and instead more puzzle-like elements become a stronger focus.
Stranger is capable of two melee attacks, a spinning attack and a headbutt attack. However, he also has the crossbow, the key and standout weapon throughout Oddworld: Stranger’s Wrath HD. For the crossbow, Stranger can equip numerous “live ammunition” in the form of critters that can be either purchased from the general goods store or hunted around the world. Each critter serves different purposes: some distract enemies, some trap enemies, others explode, some provide electricity to overcome obstacles.
“Stealth in Oddworld: Stranger’s Wrath HD is favored over action; it’s just a shame the stealth mechanics are incredibly problematic.”
The crossbow has two slots, allowing you to easily double up on critters, such as having a Zappfly to shock the enemy and then tie them up with a Bolamite. Time pauses when you’re flicking through your critters, which gives you the time to go through how many critters you have left, and how best to utilize them.
Equipping the crossbow does change the perspective, meaning you’ll be going from a third-person platformer to a first-person shooter at your command. I felt the feature worked wonderfully, but there’s still that irritation that you can’t have it set specifically for first-person or third-person, especially if you’re not a fan of a specific perspective. Additionally, trying to flick between third-person melee combat and ranged combat can be incredibly fiddly during intense combat.
There are also issues with the camera rotation and aiming options. Oddworld: Stranger’s Wrath HD allows the player to use the right thumbstick or the gyroscope in the Joy-Con to aim or control the camera. Both of them are awful when in docked mode. The thumbstick aiming, no matter with what sensitivity, feels too sticky. As for gyroscope aiming, when docked, you can rotate the right Joy-Con to control the camera, but it becomes a shivering and sensitive mess, or low-sensitivity wrist-twisting pain. The only way the gyroscope aiming works is when in handheld mode. The aiming in this mode feels just right and makes for a better experience.
While the third-person platforming experience feels fluid with lots of grunting and jumping and locating moolah, there are some performance issues. Oddworld: Stranger’s Wrath HD is slated to run at 60fps in 720p HD. However, when confined to smaller areas in the world, the game runs great. In the larger areas and outside of towns, the frame rate drops depending on your anti-aliasing setting.
With anti-aliasing turned off, the game runs smoothly. Switch it to MSAA and you start to see movement becoming jerky and wriggling with a noticeable drop in FPS. Ramp it up to FXAA and the FPS drops even more, with a more noticeable wobbly screen. On the plus side, the loading screens are almost non-existent and are incredibly fast, at least when respawning.
Dropped frames during travelling can be somewhat distracting, but the game runs well and doesn’t cause significant battery drain. I was able to play for about three hours and the battery went from 100% to 57% in that time. And while textures might look better than the 2005 version, when up close they can look rough, but at least the sky looks beautiful.
“The performances in Oddworld: Stranger’s Wrath HD are all memorable with humorous quips that will stay with you.”
The entire game’s interface has been revamped since the 2010 HD remaster to suit the modern screen, so it does look a lot nicer. The problem is, navigating the new store layout is now complicated, and informative text feels far too small to read when in handheld mode. The minimap will only appear if enemies are nearby, and navigating the rest of the world is reliant on finding physical signs and speaking to the chicken people.
I felt there could have been more to indicate low-health situations. While you get directional indicators to show you where the damage is coming from in the world, there’s nothing to indicate if you’re low on health. Sure, you’ve got the health bar in the top right, but you’d be surprised at how often it gets overlooked. Having some animation on the bar to make it stand out, or even an onscreen effect such as a vignette would remind you to heal up.
By the way, healing up can be done by simply thumping your chest like a monkey, compensating stamina for health. You can purchase health and stamina consumables, but even on normal difficulty, I’ve made it through the game without using a single consumable.
The subtitle situation is a complicated matter in Oddworld: Stranger’s Wrath HD. In 2005, the game had no subtitles whatsoever. In 2011, the PS3 version had subtitles present throughout the entire game, including in-game cutscenes, cinematics, and during gameplay. In the 2020 Nintendo Switch version, subtitles seem to be a mess.
Some subtitles seem to be missing as the game progresses and gameplay subtitles don’t seem to exist…except for one chicken guy. Just him; no one else in the entire game has gameplay subtitles. The issue here is that gameplay dialogue can be essential to learning of locations or intel. There’s even a button to make Stranger address the player personally about what the next objective is.
After speaking to a representative about these missing subtitles, it was confirmed that a free DLC is heading to the game shortly after launch. The DLC will introduce full subtitles for all forms of dialogue in numerous languages. It’s a shame that it’s not available at launch, but it’s still great to see numerous languages being supported in full.
“Despite being a game that’s now 15 years old, [Oddworld: Stranger’s Wrath HD] has been adapted to the Switch fantastically.”
The performances in Oddworld: Stranger’s Wrath HD are all memorable with humorous quips that will stay with you and comedic situations that keep the game entertaining throughout its dark story. While there’s not much to do outside of the linear progression and main story, the number of bounties available keep the game lengthy. The scale of the world is impressive as well, considering that the game comes in at roughly 962 MB.
Overall, Oddworld: Stranger’s Wrath HD feels incredibly enjoyable to play and despite being a game that’s now 15 years old, it has been adapted to the Switch fantastically. The port certainly keeps the magic of the classic alive with the overhauled interface and impressive loading times. It’s certainly an enjoyable single-player experience especially for fans of platforming adventures.
January 23, 2020 3:01 AM EST
from EnterGamingXP https://entergamingxp.com/2020/01/strangers-wrath-hd-review/?utm_source=rss&utm_medium=rss&utm_campaign=strangers-wrath-hd-review
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hermanwatts · 5 years
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Sensor Sweep: Dragon Awards, Conan and the Living Plague, Atari, Farmer in the Sky, Obscure RPG
Conventions (PulpFest): PulpFest has become a top venue for writers and publishers to roll out their newest titles. Following are some of the books that will be premiering at our 2019 convention . . .
Age of Aces Books is a publisher of pulp fiction treasures with a keen eye for design. At this year’s PulpFest, Chris and David Kalb will be releasing two thrilling collections from the tattered pages of the air war pulps.
  Pulp Fiction (DMR Books): The sixth installment in the serialized version of Tros of Samothrace is titled “The Dancing Girl of Gades” and consists of what would become chapters 67 – 81 of the novel published in 1934. Set in the late spring of the year 54 B.C., this story tells of the aftermath of Julius Caesar’s first invasion of Britain and was first published in the December 10th 1925 issue of Adventure magazine.
  Awards (Larry Correia): One awesome thing about the Dragon Awards is that they are an actual popularity contest for all of fandom. They want authors to spread the word and get their fans excited. DragonCon wants as many fans as possible involved and participating. So please tell your friends. They aren’t an elitist clique, and one look at this list of nominees demonstrates that they are actually inclusive, with big names, new names, large publishing houses, small houses, indy, and everything in between.
    Conan (Rough Edges): John C. Hocking is the author of CONAN AND THE EMERALD LOTUS, a novel which is widely regarded as the best of the Conan pastiches published by Tor in the Eighties and Nineties. I finally got around to reading it several years ago and agree that it’s easily the best of those pastiches. Hocking wrote a sequel to that book called CONAN AND THE LIVING PLAGUE, but unfortunately, Tor cancelled the Conan pastiche program and Hocking’s second novel was left languishing in limbo.
      Fiction (DMR Books): Coming hot on the heels of the action-packed sword and sorcery anthology Death Dealers & Diabolists is its companion volume, Warlords, Warlocks & Witches. Like its predecessor, WW&W contains eight tales of magic and mayhem.
            Fiction (Peter Grant): A year or so ago, I was pondering the idea of writing another fantasy novel. I mulled over several potential scenarios, plots, and so on, but couldn’t find one that really caught my imagination. Then, one night, I woke up unexpectedly in the small hours of the morning, thinking, “What would the Middle East have been like if Mohammed had never lived, and Islam had never arisen?”
  Culture Wars (Jon del Arroz): Over the weekend, I was pronounced banned from SFWA, an act which is both a heavy blow to me as a professional writer trying to make a name for myself, and an atrocious act as standards are applied to me, a Hispanic author, which are not applied to many of their white members.
  Edgar Rice Burroughs (Recoverings): In September, after Bandit came out, McClurg forwarded Ed a letter from the prestigious agricultural magazine The Country Gentleman,owned by Curtis Publishing Company. Curtis had Ladies Home Journal and The Saturday Evening Post,magazines firmly in the “slick” category of the newsstand. Ed had long hoped to make a sale in that market, a lot more lucrative than the pulps. This could be his chance.
  Robert Heinlein (Tip the Wink): This, the fourth of Heinlein’s YA (juvenile) novels, is about a teenaged boy and his family who emigrates to Jupiter’s moon Ganymede, which is in the process of being terraformed. A condensed version of the novel was published in serial form in Boys’ Lifemagazine (August, September, October, November 1950), under the title “Satellite Scout”. The novel was awarded a Retro Hugo in 2001.
      Art (Don Herron): Gallery of Paul Stahr art.
          Comic Books (Paint the Monk): When confronted with adapting this to comics, Thomas chose to expand the story, developing the background characters and bringing the crew of the Tigress to life. It was an ambitious move, made all the more real by John Buscema and Ernie Chan’s dynamic illustrations.
      Pulp Fiction (M Porcius): One of the first hardcover SF books, a volume printed before the Campbellian revolution and the publication of the first SF stories by Robert Heinlein, Isaac Asimov and A. E. van Vogt in 1939, was the 1936 Edmond Hamilton collection The Horror on the Asteroid.  The Horror on the Asteroid contains six stories first published in Weird Tales, Wonder Stories, and Astounding.
        Gaming (Future War Stories): A few days ago, a video popped up on my YouTube feed concerning the failed 8-bit ATARI 7800 and a connection between it and a well-known military sci-fi franchise: Battlestar Galactica. While there are other 8-bit system are far more worshiped and discussed than the failed and forgotten 7800 system in the retrogaming community, it was important to me. That is because I was one of those kids that got a ATARI 7800 over the beloved Nintendo Entertainment System…yeah…that was a good decision by the 10 year old me. For those who do not know, the ATARI 7800 Prosystem was the iconic ATARI company’s second-to-last great attempt at recapturing the home video market back in 1983 when the “ATARI 3800” project was undertaken.
  RPG (Swords and Stitchery): Conan always seems to get more attention then Kull in my humble opinion but Kull has a charm all his own in the annals of Sword and Sorcery. There is lots to use including the best depictions of the serpent men outside of their mention in Lovecraft. Then there is the entire depiction of Kull’s Atlantis and all of its environs.
  RPG (Goblin Stomper): he idea, I think, is that the RPG is ultimately about the long game.  Even rolling back to the early days of Basic & Expert, the goal of the player was to keep the character alive for as long as possible.  For many DM’s, new and old, it’s tough to keep a game on track in order to fulfill this desire.  With character death hanging over the party like a never-ending storm cloud, getting the player character to the next adventure was (and is) key.
  Cinema (Brain Leakage): The film opens on a desert vista, with a rough-looking group of wanderers approaching a small town. These wanderers are Juggers, players of a savage sport known only as The Game. At their head is veteran player Sallow (Hauer).
Excitement in the village mounts at the strangers’ arrival. The local team of Juggers quickly assembles, prepared to play off against the newcomers. The rest of the villagers gather to watch. Among the observers is Kidda (Joan Chen), a talented and eager young player who apparently serves as part of her home team’s second string.
  RPG (RPG Confessions): As a first generation gamer, I didn’t know how good I had it. Especially since I didn’t have ready access to Lake Geneva, WI, or GenCon, or even the means to do that if I were so inclined. Later, in my late teens, I finally went to a convention by just, you know, going. But in the early 1980s, there wasn’t a map for me to follow. There were two areas of the gaming world; over there, where all of the good stuff was happening; and right here, in Abilene, Texas, which was the middle of By God Nowhere.
  RPG/Culture Wars (Breitbart.com): A professor of education at Stanford University argues in a recent academic journal article that the tabletop game Dungeons & Dragons perpetuates white privilege.
Standford University Professor Antero Garcia argues in an academic journal article that the popular game Dungeons and Dragons perpetuates systems of privilege.
  Sensor Sweep: Dragon Awards, Conan and the Living Plague, Atari, Farmer in the Sky, Obscure RPG published first on https://sixchexus.weebly.com/
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