Viewing entries tagged
Super Mario Galaxy is the spaciest space game of all time.
To be fair, it doesn’t seem that way at first glance. Mario is a plumber from Brooklyn by way of the Mushroom Kingdom, which isn’t the kind of CV you need to get into NASA. The planets have nonsensical and inconsistent gravity, the stars have big cartoon eyes and goofy singsong dialogue, and all of outer space is ruled over by an amazonian princess with a magic wand. But, beyond all the parts of Mario Galaxy’s space that put it squarely in the Disney afternoon sector of the universe, its mechanics are not only what make it unique among platformers, but the only game I can think of that’s both about space, and actually feels like it earns it.
Smash Bros for 3DS is an appetizer, and it's a damn good one, but that's all it's ever going to be. It's an amuse-bouche, a way to tide yourself over for the entree. There's about two months until its big brother comes out, and for those two months, if you need your Smash Bros. fix, there's very little to complain about with the 3DS version. But, know that if you're that kind of person, you're almost certainly going to be buying a better version of it when it comes out.
Smash Bros. for Wii U is easily my favourite game in the series, hands down. There was a moment when I was playing with friends, after six players were whittled down to two fighters with one life each We were an entire minute away from each other on Palutena’s Temple, this massive, almost over designed beast of a stage, so big it’s often hard to see yourself on it. We drew closer to each other, me flinging arrows from Pit’s bow, him dashing between floating platforms with Ike’s quick draw attack, until we met up on opposite ends of the bridge that connects the stage’s two halves. Our two anime champions stood off, both of us waiting for the other to make his move. My palms were sweating. I don’t know what he was planning, but I was expecting another quick draw, which I would counter with a deadly dashing uppercut, then follow him up into the air for an easy kill. Unless he countered, in which case I’d get flung a short distance and use my guardian orbitars to block a follow up hit. Then we’d be back to the anime Mexican standoff.
Smash Bros. is a weird beast. On one hand, it’s an outsider game, part of Nintendo’s initiative to take genres they aren’t comfortable with and Nintendo-ize them. Smash Bros. is an action-platform-brawler, sure, but it’s also Nintendo’s more intuitive, easy to understand take on the fighting game genre (see also: Splatoon for shooters, Fire Emblem for RPGs, Luigi’s Mansion for point-and-click adventure games). On the other hand though, it’s the insider game, combining pretty much every Nintendo franchise that matters (and some that really, really don’t) into one fan-pandering package.
That fighting game part of the equation is really relevant these days, with the sudden surge of popularity Super Smash Bros Melee, the 2001 Gamecube incarnation of the series, has been seeing in the fighting game community. Nintendo, in response, made sure that Gamecube controllers, the Smash Bros. standard would be compatible with the WiiU game through some sort of Frankenstein's monster of a switching box. It takes up two USB ports, and I’m not really sure how. Then, they held a tournament, inviting the world’s top Smash Bros. players to show off the game in a livestreamed event in the Nokia Theatre. Nintendo is pinning all its WiiU hopes and dreams on Smash, and it’s not hard to see why. It’s consistently a multi-million seller, but unlike Mario Kart, its more popular older brother, it draws in a fairly stable crowd of Nintendo, and specifically, Smash Bros. diehards.
So, getting Super Smash Bros. for WiiU and 3DS (seriously, that's the full name) right is a Big Deal for Nintendo. Such a big deal that they’ve dedicated multiple Nintendo Directs to it, post daily updates on the games development to Miiverse, and commission original, usually super clever art every time a new character is revealed. Smash Bros. is an event game. It’s a once a generation game. But enough context, let’s talk video games.
To prepare for the demo, I played enough of Melee and Brawl to get a feel for the differences between the two games, and to remind myself exactly how they felt to move around in. I found that Melee was a lot slipperier than I remembered, while also being a very stiff game overall. Brawl, meanwhile, had a lot more traction on the ground, and moved more smoothly, but had a lot of floatiness and looseness in the air. Smash Bros. for WiiU feels tighter, in a good way though. Melee’s stiffness made hit and run tactics the order of the day giving defensive players really big opportunities, while Brawl’s floatiness made matches one long air battle, eventually culminating in a single strong ground hit for a kill. Overall, characters feel like they have less airtime now, as well as more responsive hits on the ground. The overall feel is snappier, tighter. Characters have real weight to them again, but not so much that they feel cumbersome to combo with.
For example, I got my hands on Punch Out’s Little Mac, one of the game’s newcomers. Mac is a boxer, not exactly skilled at air fighting. His jumps are low and heavy, and his off-screen recovery options either move straight up, or straight to the side, no precise recovery here. But, his ground game is unmatched. He’s lightning quick, hits like a tank, and most of his specials and smash attacks combo out of his jab attack. Mac also builds up a power meter as he takes and deals damage. Once it fills up, you get a single use, instant-KO uppercut. It comes out slow, but hitting it stops the action and zooms in on you crushing your opponents jaw with the might of a thousand elephants. It’s crazy satisfying. The rebalancing of the air and ground game still makes Mac a less viable character overall, Smash Bros. is an action-platformer after all, and what good is a platforming character who jumps like a turtle? But, more of the action takes place on the ground, and playing to your strengths (and the center of the stage) makes Mac a really solid, entertaining character to use.
On the other end of the spectrum, there’s Rosalina. The Mario Galaxy princess is light, and floats around pretty much like she’s right out of Brawl. Her shtick is that she has a Luma following her around, sort of like the Ice Climbers tandem system from previous games. Unlike Nana though, Rosalina is in full control of her Luma, and can use it to create devastating (and really cool looking) set ups and combos. In the time I used her, she seemed really tricky to get a hold of, but definitely showed potential for serious damage. Between the Luma and Little Mac’s power meter, it’s easy to see that Smash Bros. new direction isn’t so much about refining the engine and core feel of the game, as it has been before, but about refining the characters, and making each feel more unique.
Take a look at Mega Man. He doesn’t have his own special subsystem, but the way he operates is entirely different from the rest of the cast. His jab combo fires three pellets (and only three, just like NES sprite restrictions demand), and each of his moves are individual, distinct hits, often with charge up time, poor recovery, or slow start-up. Mega Man doesn’t combo. At all. But, just like he does in his games, he has a ton of options available to him. The (ironically sort of useless) Metal Blade can go off in any direction, the Leaf Shield lets you run right through projectiles, Hard Knuckle demolishes any enemy beneath you, Air Shooter lets you chase enemies right off top of the screen in an aerial battle. Mega Man has an option for any situation, and they hit hard. Mega Man requires you to understand the game and predict your opponents, not react, then pick the right tool for any job. No other character plays like that.
Even older characters have gotten tweaks. Pikachu’s thunder attack is no longer nearly as useful, and his “breakdancing” down-smash has a bit of a vortex applied to it, letting him suck enemies into his whirling death tail. Overall, it forces Pikachu players to play more aggressively, having to rely far less on well placed thunders to carry enemies off screen for them. Meanwhile, perennial bottom-tier bench sitter Link has a stronger downwards stab in the air, as well as far batter range on his boomerang. Maybe it’s not enough to take him out of the D-List, but he certainly feels more viable.
It all makes Smash Bros. feel much more like what I think it was intended to be. A collection of Nintendo's unique characters, each recognizable because they play just like they’re supposed to in their original games. They’re more different than they ever were before. It diversifies the gameplay in a way that Smash Bros. hasn’t tried since the very first game. Greninja plays hit and run like a melee character, Wii Fit Trainer is floatier, but hits hard and plays a strong fundamentals game. The Villager is unpredictable, much like Mr. Game and Watch, but with a heavier focus on set ups and traps. It’s the first Smash Bros. game where I feel like I really need to sit down and learn some of the characters, and that’s a really good thing. It’s making me very excited to clean up with Little Mac in Super Smash Bros for WiiU and 3DS.
Boy, it really needs a better name.
Sidebar: Smash Bros for 3DS Update-
Did you hear? Smash Bros. is also on 3DS this time around!Presumably because the WiiU isn’t exactly setting the world on fire, and a 3DS version is a pretty sure sales bet for a good few million copies. But handheld fighters are never the best idea. Sure, they can function, but it often comes at a serious cost. Either the engine suffers, or the controls aren’t right, or frames get dropped. 3DS Smash Bros. is a pretty unique case in that it is literally the exact same game as it’s console big brother. Sure, it has a different set of stages and a few special modes, but it uses the same characters, the same assets (scaled down significantly for the smaller screen) and the same engine. It plays identically, smooth as silk. I’ll take the thick black outlines over dropped frames any day of the week.
The game’s big draw right now is the Smash Run mode, which lets up to four players run around a floating island dungeon for five minutes, killing various Nintendo enemies for power ups. These power ups then get applied for a set of multiplayer matches once the time limit is up. The mode is entertaining, but playing against CPUs really only hammered across the fact that Smash Bros. is built on local multiplayer. The controls work (the timing for smash attacks feels a little more lenient on the handheld), and the screen size isn’t really an issue. Online multiplayer is solid enough on 3DS, but it’ll never replace the local, punch-your-friend-in-the-shoulder-for-using-a-cheap-move multiplayer that made the series so popular. This game needs tons and tons of single player content, but I have to imagine all of that will find its way to the WiiU version anyway, considering it comes out a few months later. No matter what Smash 3DS does, it’s always going to be the inferior version, and that’s not a great place to start from.
About 20 hours into Mario and Luigi: Dream Team, the game stopped me to teach me how to use a skill I’ve been using since the beginning of the game. Then, it added a minor wrinkle to this ability, and stopped to teach me how to use that. Then, in the next room, it stopped me to talk about it one more time. This was 20 hours in, very close to the end of the game. I almost threw my 3DS across the room when in the very next room, the game stopped to teach me how to use this ability AGAIN.
Mario and Luigi: Dream Team is not a bad game In fact, half of it is an excellent game. The other half of it is one of the most infuriating RPGs I’ve ever had the displeasure of sitting back and reading. Dream Team is not a half bad game; it’s a half good one.
Dream Team is the fourth Mario game in the Mario and Luigi series of RPGs, one of two series spun out of Squaresoft’s Super Mario RPG: The Legend of the Seven Stars. The Paper Mario series plays a little more like a Mario game, with a sidescrolling perspective in the overworld, and a very minor use of stats. The Mario and Luigi games are slightly more traditional in their RPG-ness, other than the fact that, like Mario RPG and Paper Mario, the game uses properly timed button presses during attacks to make them stronger. It’s a fantastic marriage of Mario’s action game roots to an RPG battle system, and turns the usual slog through turn-based battles into an exciting game of reading enemy tells, finding the timing to counterattack, and then perfecting the timing on your own attacks.
This part of Dream Team, the combat half of the game, is spectacular. The game is loaded with plenty of interesting, challenging enemy attack patterns to learn, and boss fights start becoming a serious challenge pretty quickly. I found myself dying on bosses multiple times, just because they get so tricky. Fortunately, dying lets you just restart the current battle instead of having to go back to the title screen, which makes the challenge fun rather than brutally frustrating.
The frustrating part of the game is everything else. From the presentation to the dialog to the puzzles to the overworld, nothing else about this game works the way you’d hope it should. While the game has gorgeous spritework (I found myself obsessing over the tiny animation details, like Mario adjusting his cap after landing from a particularly high jump in battle), that level of detail isn’t matched by the music. There’s only one battle theme, one boss theme, and one tune for each area, and you hear them a lot. It gets incredibly grating very quickly.
You can’t turn to the dialog to keep you entertained though, because while the localization staff tried their hardest to pump the exposition-laden script full of jokes, they just couldn’t keep up with amount of chattiness in this game. Characters rarely talk for a long period of time, but they do take a page out of Final Fantasy 13’s book and give you some exposition before making you walk across the room for another five minutes of their lecture on the history of this island you don’t care about.
I don’t think there’s a single room where the game doesn’t wrest control of the camera away from you to highlight the solution to that room’s puzzle, and then has one of your two Navi-like companions pop out to wonder if what the camera just focused in on is the solution to a puzzle. And then when you solve this puzzle in 30 seconds because the answer was spelled out for you, they will fly out of Mario’s back pocket again to comment on how that WAS the solution and boy they’re sure proud you figured out that brain-buster.
It’s a toothless exercise in going through the motions, exacerbated by the fact that it never just shuts the hell up and lets you enjoy the combat. Other than backtracking, there are no 10 minutes of playtime in this game that go uninterrupted by some NPC who will heavy-handedly reveal the solution to a puzzle, give you some exposition, then maybe manage to crack one cute joke.
The localization staff deserves some real recognition for managing to punch up this script as much as they did. They tried to make as many jokes as they possibly could, but the sheer amount of text in this game must have overwhelmed them. It’s a real shame, because the game’s predecessor, 2010’s Bowser’s Inside Story, managed to have a consistently punchy script all the way through. Mario and Luigi only had one tagalong “helper” to chat up tutorials, Bowser rampaged through exposition because he just wanted to break stuff, and the game’s villain, Fawful, spouted incomprehensible gibberish most of the time. It was great.
Boswer’s Inside Story had the same structure as Dream Team too, with half the game taking place in a sidescrolling, platformer-lite world, and the other taking place in a more traditional, top down overworld. In this game however, instead of Mario and Luigi spelunking inside Bowser’s internal organs for the sidescrolling portions, Mario delves into the dreams of his ever-forgotten younger brother. In these dream worlds, Mario fights alone, with Luigi’s many dream selves acting as afterimages that power up his attacks. The battles also let you move up and down or face left and right with the circle pad when dodging certain attacks, which adds an appreciated level of extra depth to the combat.
But again, the combat is great. If it weren’t for the fact that playing as Bowser in the previous game was so fun, Dream Team would have the best combat in the series. It’s the constant hand holding and exposition that drives me up a wall. It almost feels like a reaction to last year’s Paper Mario: Sticker Star, which refused to hold your hand so much that it never even hinted at the solutions to the increasingly obtuse puzzles. Sticker Star hated holding your hand; it wanted nothing to do with it. Dream Team loves your hand, and wants to hold it so tight and never let go. It wants to take your hand and lead it to this item box, which it will make you stand under and show you how the A button makes you jump, 25 hours into the game.
I can understand tutorials in games, they aren’t a big deal most of the time. Ten hours into Dream Team, I thought I was finally seeing the end of them. That’s a long time for a game, but the combat was so good that I was willing to accept it. And then they didn’t stop. They never stopped. Ever. Mario and Luigi: Dream Team is a half good game. The combat is the good half, everything else is the bad half. It’s a testament to how great the combat is that I want to recommend the game at all, but unless you’re jonesing for a new Mario and Luigi fix, I don’t know if anyone can make it past the constant hand-holding, exposition and tutorials. If you need to play it though, do yourself a favour and maybe do something else when everyone’s talking, you won’t miss much.