Showing posts with label 3DS. Show all posts
Showing posts with label 3DS. Show all posts

Monday, 8 December 2014

Pullblox Review

Pullblox manages to be both simple and confusing at the same time. As you stand at the top of the level, looking back on the intricate series of platforms you used to get there, one question comes to mind. The constantly changing, immensely complicated arrays of blocks makes you both fear for and fear the sort of deranged minds that could put them together in the first place. Sure, some of the (arguably better) stages clearly have some sort of concept or idea that can be conveyed with words but other stages are just pictures that some maniac has managed to hide a path to a lost child in. What's more, those words tend to be something like "build a tower so that you can jump to the other one and pull out that bit, but not in such a way that you can't climb the first tower again so that you can jump onto the block you pulled out" so even then it's hardly simple.

What the block?

In a way, Pullblox is a difficult game to describe or review, because, get ready for a bombshell, Pullblox is Pullblox. The game is one core concept well executed by people who obviously put a lot of thought and time into it, but whether or not you enjoy it is probably a personal preference. I can't think of a game it resembles so we'll have to do this the long way. You play as Mallow on a mission to save children. Children trapped in blocks due to Jurassic Park level ineptitude on the part of theme park owners. To rescue them, you must pull out that block and hop on top. These blocks have the same properties as the blocks which you traverse to reach the goal block. Block. They can be pulled out from the wall three times, either from the front or from the side. Later on, switches to extend blocks and tunnels are introduced. In addition, creative types can use these tools to create their own puzzles to share with others.

....
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crap, that's only two paragraphs
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*ahem*
In the interest of making this review seem bigger and more important I've come up with some complaints about the game. The introduction appears to have been made immediately after a harrowing testing period, the elderly tutorial character might as well scream "REMEMBER THIS" and "YOU CAN PULL BLOCKS COMPLETELY OUT IF YOU DRAG THEM FROM THE SIDE, DON'T FORGET THIS LIKE THE LAST GUY". At times it can be difficult to tell if Mallow can make a jump, especially when he's jumping into the screen, but this is rarely a serious problem thanks to rewind button. By holding the L button you can rewind back a surprising amount of time, so progress isn't lost if you miss a jump or move the wrong block. It's possible to stop the clock to pan around the level and give you time to think without cutting into rewind time by pressing R. This requires a little effort and is the worst thing I could think of in Pullblox.
When a game's biggest flaw is that if you choose to pause the game to preserve rewind then you must hold a button down, it gives you some idea of how well put together the rest of the game is. As is the case with puzzles, sometimes, try as you might, you get stuck, at which point the game offers you the chance to skip that stage and return to it later. For the small child compressed in a two dimensional square, seeing Mallow (if indeed someone in such an abstract environment would be able to "see") saunter off to the next puzzle means the nightmare is not yet over, but for the player it means there's always a fresh challenge to attempt and the good times can continue.

8

Tuesday, 2 September 2014

Fire Emblem Awakening Review



Before playing Fire Emblem Awakening, I had only played one Fire Emblem game, the Fire Emblem Awakening demo. Played on insane mode, that game so nearly had it all: challenge, the ecstasy of success, the agony of defeat, a sense of accomplishment and heart in mouth moments of pure tension. All it lacked was more than two levels and a save function and so eventually I had to buy the real deal. Let me tell you, if you liked the Fire Emblem Awakening demo, you'll love Fire Emblem Awakening!

After a confusing vision of a possible future the game begins in the Halidom (?) of Ylisse. A mysterious person called Al Pacino (or whatever you chose to call them) awakens in a field with no memories (by which I mean Al Pacino has no memories, as a rule you can assume a field has no memories) and is greeted by Prince Chrom, who almost immediately welcomes him into his army, the Shepherds, as their tactician, as Al Pacino shows quite the aptitude for strategy. They soon encounter enemies from the neighbouring country of Plegia as well as the Risen, a mysterious, zombie-like foe. Throughout the story they encounter a masked gentleman (no not that one) called Marth, who if the mask wasn't a giveaway, has some secrets.
Throughout the story, more members join your ranks, and these distinct characters provide the key difference between the Fire Emblem series and its sister series Advance Wars. These characters are the actual units you'll lead into battle, no forgettable mooks under your command here (except Kellam!1)! Each character belongs to a different class (eg healer type roles, axe guy, mounted archer) and has a wide host of stats that are improved with experience. Once they reach a certain level, they can be upgraded to a different class with different weapons available, which keeps things varied. As you may be aware, on classic mode, if a character is defeated in battle, they can never be used in battle again, unless you restart (with the exceptions of Chrom and Al Pacino who when they die pack up their toys and leave you at the game over screen). However, some characters are necessary for plot reasons later on, so they simply retire forever rather than die, which kind of robs it of the impact, but then again, it may be asking too much of the game to have scenarios and cutscenes prepared for every combination of dead allies.
It's been four hundred words, so I should probably mention the game is a turn based strategy one in which you're presented with a grid on which your units can move and must defeat all the enemies or in some cases just their commanders. Weapons obtained from fallen enemies, special spots on the map, or purchased from merchants on the world map can be equipped to applicable units. The weapons follow a simple rock paper scissors formula: lances beat swords which beat axes which beat lances. A similar triangle exists for spells but in practice I found this one harder to make use of. In addition, certain weapons are effective against certain types of units for example the Beast Killer lance makes short work of enemies on horseback (as well as Kelsey Grammer and Nicholas Hoult) and wind spells are lethal against flying enemies. Units also have particular skills that are unlocked as they level up for example increased likelihood of double attacks. This level of complexity makes picking the right team to cut through the combination of enemies you face all the more satisfying, however this leads into one of my major complaints about the game. While it's easy to remember details about your allies, identifying what type of weapons your enemies wield gets trickier to do by sight as the game goes on. This means you must hover over every enemy in turn to find out who's got what.
The other major difference between this game and Advance Wars and as far as I know all previous Fire Emblem games is the ability of units to partner up during battles for stat boosts and the occasional double attack. Units that are paired up frequently develop stronger relationships and make a more effective team; this can be done either by partnering up units so that they occupy a single square or by placing units on adjoining squares. This second rule can sometimes allow the most well liked units to provide to support to multiple allies if you’re canny/desperate. The stronger relationships are also represented by support conversations, dialogues between units. Without wishing to spoil the surprise, the relationships between some units can become quite complex. The writing in this game is generally quite good and sometimes very entertaining. That said some of the support conversations can be dull and predictable, and most characters, most notably Chrom with his damn friendships speeches, are prone to grand monologues on what are intended to be serious topics that come across as unrealistic.

"I'm the Prince of the Halidom of Ylisse"

Another frustrating thing about the dialogue, that is most noticeable in the support conversations (which the game has no control over at what time you’ll get to see them, which means they have to be general enough to fit in anywhere) is the characters odd inability to focus on what are obviously the big issues of the plot. Al Pacino’s amnesia is barely mentioned and more gallingly, a new character introduced in chapter thirteen whose very existence poses questions to which even the most conservative answers are bombshells is hardly discussed. One of the reasons I liked the character of Marth in this game so much is that they seem to be the only one with their eyes on their big picture.

Staying with problems, another one is the lack of restart button. Playing on classic mode, most players will be eager to keep everyone alive, which means they have to restart anytime a character dies. To do this, you must start the game up again. This is frustrating and I suspect the lack of a quick restart is supposed to encourage you to play well or live with your mistakes, but damn it, that’s just not how I play games. Another issue is that in practice, the most effective strategy in most cases is to not attack on your turns, but wait for the enemy to come to you which doesn’t feel all that adventurous.
But in spite of these issues, Fire Emblem Awakening is still a fantastic addictive game for those who like turn based combat. I would definitely recommend that anyone who enjoyed the demo buy the real thing.

9/10


1: Good luck getting that joke people who are reading this review to see if they should buy the game.

Saturday, 12 July 2014

Professor Layton and the Miracle Mask Review

There's a puzzle that faces the developers of the Professor Layton games (and apparently the creators of Mad Men), how you can build on and improve a series whose first installment arguably achieved everything it set out to do, that would tax even the Professor's puzzle solving skills1. The Curious Village may have had some slight issues with the interface that were ironed out in later games, but it had a charming story that (slight spoilers) actually ties in with the concept of everyone asking Layton to solve puzzles. The other great advantage The Curious Village had was that as the first in what would be a series, it had its pick of the puzzle library of Akira Tago. With the spectre of the dissapointing Spectre's Call hanging over the series, there was a lot of pressure on Miracle Mask to deliver a game that would keep me interested in the series and on this it delivered.

What really elevated this game above some of the others in the series was the plot and its sense of pace. The story concerns a recently founded city in the desert called Monte d'Or that is being terrorised by the miracle's of a rather camp individual calling himself the Masked Gentleman. The Gentleman wears the Mask of Chaos, an archaeological artifact that was once the symbol of the city and ties in from an important event in the Professor's teenage years. Throughout the course of the game there are flashbacks to these events and multiple performances by the Gentleman. Crucially all but a few of the objectives clearly tie into the investigation. Gone is the rambling narrative of Spectre's Call with it's obvious fetch quests. While on the one hand, this does mean that many of the tasks in the game boil down to "go to the city hall", "return to the crime scene" "go accuse Henry again" these tasks all result in a fresh twist or plot point whose significance is clear to the player.

England is of course famous for its deserts.
That the player can understand the importance of these twists rather than simply coming along for the ride and waiting for Layton to tie and the strings together at the end reflects another difference between this game and those that came before. The plot of this game is arguably the most guessable yet, with only one or two instances of classic "Layton logic" (where solutions involve outlandish, needlessly complex and incredibly expensive schemes or twists no rational mind could see coming). This allows for an entertaining section about mid way through the game where Layton is asked to explain how many of the Gentleman's miracles were done (is it really a spoiler to say that they don't involve magic?) and the player must choose his answers. It's not possible to get wrong, but is still a nice inclusion. That being said, the game does fall back on old habits later on when Layton disappears for a while to gather crucial evidence in private but it's hard to say if this trick for setting up a dramatic reveal is a bad thing (might not want to admit that as a reviewer you're sometimes unable to form opinions ~ed). One final thought on the pacing: while Monte d'Or is the first true city seen in a Layton game (London doesn't count), it actually feels smaller, with only a few key locations and minimal filler streets. In addition, with the exception of an utterly forgettable bunch of clowns, the cast feels quite small. Again this works out for the best, as I found myself better able to remember character name and traits.
With the plot talk out of the way, it's time to discuss mechanics. The move to 3DS and the desire to take advantage of the new screen has brought in several changes, the most obvious of which is that the city is now a 3D space viewed on the top screen, while the cursor is moved by dragging the stylus over the top screen, a change which reduces the amount of screen tapping to find hint coins. Another, more contestable change is that during puzzles, the puzzle question is not displayed on the top screen by default, but appears on a tile that can be positioned on either screen. In some puzzles this is quite useful, in others it just slows things down.

On the subject of puzzles, there's a pleasant variety in this installment, without the usual reliance on block moving conundrums but on the opposite side of the (hint) coin this means many of the early puzzles need tutorial screens. With every new Layton game, the puzzle of whether the games get easier is posed (no doubt prompted by the Professor looking at something unrelated like a cracked window2). Personally I believe that while the puzzles may indeed be getting easier, bigger problems are that seasoned players become adept at spotting trick questions (I guessed the trick to one puzzle without reading the riddle) and a certain amount of repetition (see the King Arthur Sword puzzle).

As mentioned earlier the 2D environments of the previous game have now been replaced with livelier 3D spaces, packed with non-interactable NPCs who make Monte d'Or feel more like a city. Another visual change is that all character models are now 3D. These models are capable of more movement than the old ones but oddly enough Level 5 don't seem to have made much use of this potential. Layton, Emmy and Luke are still stuck with a limited number of movements which are repeated endlessly and Layton still sports that dopey smile in sometimes inappropriately serious conversations. 
Others have praised a section reasonably late in the game section in which the young Layton and his friend Randall (whose hammy Shatner-esque arm movements justify 3D character models all on their own) explore a top-down maze section. While the section was enjoyable and well done, it perhaps wasted time slowly introducing concepts that many will recognise as strength puzzles from Pokemon. One of the puzzle's in this section uses the gyroscope, but while this was a nice idea, it turned out to bequite frustrating to use.
As always there are three mini games. The first is similar to the hamster, toy car and train puzzles in earlier games, the second is an interesting one where items must be arranged in a way that triggers uncontrollable spending sprees in unsuspecting customers. These mini games are by far the greatest challenge the main game has to offer. The final minigame is a Nintendogs-esque rabbit training thing that no amount of unlockable puzzles could convince me to care about. The game is also sold as having 365 downloadable puzzles, but this number is split up into a number of sections of similar puzzles of increasing difficulty.


tl;dr

Miracle Mask represents a return to form for the Layton series. It boasts nicely paced plot that held my interest throughtout with a varied (albeit quite easy at times) selection of puzzles and an interesting top down exploration section later on. The graphics have been updated for the 3DS but this update arguably didn't go far enough.

8


1:This is perhaps the most cliche opening I will ever write and for that I am sorry.
2: Actually, the old trope of absolutely everything reminding Layton of puzzles is underplayed in Miracle Mask.... sadly.

Thursday, 13 March 2014

Steam World Dig


Steam World Dig: A Fistful of Dirt isn't the game I thought I'd be playing. In my head I'd envisioned a game about finding your way through the environment and creating well structured mines. Confusingly, it doesn't seem to be the game its creators still think it is, judging by this interview with Image & Form's CEO Brjann Sigurgeirsson. Mr I'm-not-even-going-to-try-to-spell-that-again seemed very interested in talking about the story which never felt like the focus of the game. You step into the shoes foot pieces of Rusty, a steambot/graverobber who arrives in the ghost town of Tumbleton to claim his uncle's mine. Exactly how steambots can have families is never expanded upon. It turns out that Joe's died in the mine. In the middle of an empty room. Which, truth be told seems a little suspicious. Since Tumbleton's entire economy seems to be built around the mine, you take over the head mining duties. As the game progresses, Rusty explores the increasingly technologically advanced layers deep in the mine, uncovering what's left of the human population as well as powerful technology that is suspiciously easy to find. While the story and setting is engaging enough I would never call it the focus of the game and it can easily be ignored. In my opinion, the real story of the game is not Rusty's character development (which there is precisely none of) but Rusty's power development. What new weapon or ability you'll unlock next and how it will change the game are the twists that keep you playing. 
The bulk of the game involves steaming, wait, no .... digging, I knew it was one of the words in the title I couldn't remember which , working your way up and down the shaft to see what stuff you can bring to the surface hang on.... Along the way you encounter what I'm calling challenge mines which either contain one of the necessary powerups or valuable resources such as orbs. Unlike the main shaft, these rooms aren't randomly generated. These chambers often challenge you to get to a certain point without fencing yourself in and a closely resemble the game I thought I'd be playing. Steam World Dig is a game about exploring, speedruns and going from a relatively weak robot to a force of destruction in the space of seven hours.
While seven hours may seem short, the game is clearly geared towards repeat plays and that seven hours is expertly paced. The time spent between obtaining each new power is just long enough to get the fun out of the previous one as well as suck your mind (bear with me on this one) so that it can later be blown when you unlock the new power. Even something as simple as the steam jump (a charge jump) feels like a revelation after working without it for so long. The one misstep is the TNT ability which I found to be of little use. I suspect it was intended to be used to kill enemies, but in practice its throwing arc was too slow and short. This brings me onto my first problem with the game, the enemies.
The games assortment of armadillos and Golllums reminded me of the enemies in classic Zelda games, which I've never been able to see the appeal of. Defeating most of them involved twatting them with the pickaxe until one of you dies. The challenge mines sometimes provide you with a clever way to defeat enemies, and later enemies can influence their environment in ways that can benefit crafty players, but in general they're a frustrating drain on your health. Of particular annoyance are the Creeper-esque enemies that show up later in the game. Once they see you, they fly toward you and explode soon after, in a way that seems hard to escape.

These enemies are quite easy to deal with using the powerups obtained as the game goes on, but these tools are constrained by a water meter that even with upgrades feels a little to small. This constraint frustratingly limits your ability to act as the force of destruction I mentioned earlier. This is odd considering that the games other attempts at resource management all work quite well.
As I've alluded a number of times earlier, but am only getting around to discussing now because of a lack of planning the game is clearly designed with repeat plays and speedruns in mind. Tutorials or long dialogue sections are never forced on you and the game tells you how long it took you at the end of the credits. Sadly, all this thought seems to have been wasted, as the only way to do a speedrun seems to be by (would you believe it) doing everything quickly, rather than approach the game from a different mindset. After my first thorough play I decided to try to prioritise dig speed over other traits and quickly dug myself into a hole (literally). If you don't take the time to collect the orbs, the game becomes very difficult very fast.
This relationship between patience and difficulty is another miner geddit? concern with the game.If you take your time, dig around enemies and make frequent returns to the surface deaths become extremely rare but the game becomes quite monotonous.
One of the game's critics is the site God is a Geek, who rightly call out the game's wall jump as being an overpowered tool that discourages careful digging in all but the challenge mines. He and others have said that they really like the graphics, and while I thought they were nice they seemed oddly blurry whenever Rusty wasn't in motion. They also rightly praise the soundtrack and 3D effect.
Now let's take a look at what other detractors said. From WiiUbrasil:

A picareta é a sua ferramenta inicial e usá-la é instantaneamente recompensador. O som do instrumento batendo na rocha e as rachaduras que vão se propagando pelo material até que ele se quebre propocionam um retorno imediato e satisfatório para a ação realizada. Da mesma forma, quando Rusty tem acesso a uma perfuratriz, o ronco do motor é fundamental para que a ação de cavar seja atrativa e se mantenha assim durante o jogo. 
I'll be honest, I don't know what that means, but I know their score of 60 is wrong.
SWD is good, the main shaft lets you see how powerful you've become, the challenge areas provide puzzles, though it must be said the former wears out its welcome at times.


8

Why would they advertise their low population?

Saturday, 1 February 2014

Super Mario 3D Land Review

Hey Blogger.
Listen you're great and all, but, God this is difficult, I'm not ready to settle down just yet. I still want to play the field, you know. See what's out there. For all I know posts on other blogs might be able to get hits without posting links on reddit. I'm not sure how that fits my dating analogy. The point is, remember that time I posted on Wordpress? That wasn't just a one time thing (although with Wordpress it might be, my post obviously didn't matter to Wordpress,stupid Wordpress thinking it's too good for me), no please don't cry! It's just I'm young, not ready to be tied down. I know your seeing loads of other people, and I mean, some of those guys? What do you see in them? Do you just have a thing for the really religious people? The point is, I've posted the Super Mario 3D Land review on tumblr. It's happened, you have to accept this.

Friday, 24 January 2014

Watchmen with Space Animals

5 Reasons Why Star Fox 64 Is Darker Than You Think

Star Fox 64 tells the tale of a group of anthropomorphic animals who defy the odds (and their natural desire to kill and eat each other) to defeat a monkey who threatens the galactic peace. There is some darkness on the surface of this story, Andross (the aforementioned monkey) is responsible for the supposed death of Fox's father and during the course of the story, the team encounter a pig called Pigma Iscariot, who betrayed the original Star Fox team to Andross. But if you delve deeper, you find a much darker layer to the game that is only hinted at.

1: The Cornerian Army is Dangerously Dependent on Freelancers

This one is the most obvious, in fact, one of the first lines of the game is "you're the only hope for our world". According to the Star Fox Wiki " In earlier times the original Star Fox team, led by James McCloud, protected the world as mercenaries, with the help of the Cornerian Army." Surely a team of mercenaries should help an army, not the other way around. In the first level, robots appear to knock over entire skyscrapers and it’s suggested that the whole planet of Corneria is under attack, yet there doesn't seem to be a force on the entire planet capable of fighting the invaders off. In another mission, they need Star Fox to defuse a bomb, in their own base. 
It should also be noted that the military force necessary to turn the tide of every single battle witnessed in the game consists of four Arwings one of which is piloted by Slippy Toad, another by an aging veteran. The bar is pretty low and they can't even reach that. When General Pepper implores you to "be reasonable" about going to Solar, his concern is if anything understated. Fox's decision to take an extremely risky route to Venom simply because his map allowed him to endangers not only himself, but the safety of the entire system.

2: The Army's Leadership is Shockingly Incompetent

In the prologue we're told that years ago, General Pepper sent a team to Venom to investigate strange activity. This team was promptly captured by Andross and Fox's father James sacrificed himself to help Peppy escape. To summarise, the team were sent to investigate strange activity and found it. Pepper proceeds to do absolutely nothing with this information. As a result, a few years later, Andross launches his attack. Well done General, well done. The fact that at the end of the game he still has his job is something of a miracle. Maybe his personal relationship with the only three capable pilots in the system, and Slippy, makes him too valuable to lose.

Another question raised is why Andross was on Venom in the first place. Apparently, Andross was once a scientist who wanted to help others before developing an insane thirst for power. Whether or not he genuinely wanted this power for himself or just wanted to take it away from the idiots who held it is unclear. Andross destroyed a large amount of Corneria city with an explosion resulting from one of his experiments. This proves to be the last straw for Pepper, who had been suspicious of Andross for some time. Andross' punishment is to be sent to Venom. In other words, death by exile. It later turns out that Venom wasn't quite as desolate as everyone assumed allowing Andross to build an army. Had they taken time to research the planet where they intended to send one of the most dangerous individuals in the system, the entire Lylat war could have been averted. Or they could have just thrown him in jail, which raises the question of whether or not the Cornerians are so stupid that they don't actually have jails.
Of course it's possible that the Cornerian army simply have other matters to contend to. That's because:

3: Corneria is Clearly a Military Dictatorship

Signs that Corneria is a dictatorship are everywhere, from the literal signs showing pictures of Pepper's face on Cornerian buildings (in the 3DS version at any rate) to the absence of any figure of authority other than the General. Pepper is described as having authority over science and research as well the military. Whether or not you can have authority over a military that doesn't exist is up for debate. It's just as well the camera cuts away at the end after Team Star Fox turn down Pepper’s offer to join the army, the following scene in which Pepper explains that in his Corneria, when someone is asked to sign up, they sign up, and has his goons rough up Slippy would have ended the game on a very dark note. The army are so busy keeping civilians in line that they can’t protect against outside threats. But how could the oppressed population be so large that they occupy the army's attention so fully. How could there be that many people on the planet? This leads me onto my next point.

4: This Dictatorship Oppresses a Race of Tiny People 

The buildings in the opening Corneria level visually resemble skyscrapers, but are obviously too small for Fox and Co. to enter. As mentioned earlier, these buildings are knocked over by robots and no-one shows any concern. In fact, apart from a quick remark by Falco, "this is horrible", the death and destruction doesn't seem to have any effect on the team, hell, it's entirely possible that Falco was simply talking about the number of enemy ships the team would have to deal with. Firing at buildings by mistake goes unpunished. I ask you, what sort of monsters could cause and witness so much damage to skyscrapers and their inhabitants and be unaffected? Who could do that?
People/animals who have grown up in a culture where the tiny people are treated as second class citizens, that's who!
I just remembered alt text is a thing
Pictured: Anti-establishment protest posters from Corneria

Maybe this is why they couldn't just execute Andross on Corneria, they sent him to Venom to die after all, so killing him was obviously the goal. They had to give the illusion that they were exiling him, removing him as a threat, but without infringing on his rights as a "big person".
Team Star Fox are obviously a part of this horrible culture that permits them to use smart bombs in a highly populated area, it is the norm for them. But that is not the only troubling thing about the team.

5: Team Star Fox are Deeply Troubled Individuals


Behind the jovial (perhaps too jovial?) "do a barrel role", "get this guy off of me" banter something is rotten at the core of this team. We'll go through the more subtle examples in a moment, but I'll start with the most obvious sign of the rot. The team member who most clearly demonstrates the messed up dynamic of the team, the weakest link, the one most likely to get his team killed. Most of you probably can guess who I'm talking about.








The ol' bait and switch. Classic.


Falco is the team's weakest link because he doesn't know how to be in a team. He's a lone (Star) Wolf forced into working with others. His bad attitude and lack of respect for authority threatens the future of the team at every moment. If you rescue him he'll sometimes say "oh great I've been saved by Fox" in a sarcastic tone which suggests some kind of death wish. Can someone like that be trusted? Falco is too unstable to be a part of the only competent military team in the Lylat system.
Slippy is the second biggest problem with the team, but at least he thinks about the team. His team-mates, and whether or not he's safely within their range of vision are constantly on his mind. But Slippy shouldn't be in combat, he's the team's engineer and its weakest pilot, shouldn't he be, oh I don't know, working on a G-diffuser that won't malfunction after running for a few minutes? That Peppy in particular, who has lost comrades before, allows Slippy to join the fight suggests he and the rest of the team are very callous individuals. On the subject of Peppy, his constant comparisons between Fox and his father have an air of manipulation about them. These arguments about how the team willingly endanger Slippy would be mere speculation were it not for the existence of ROB 64.
As a robot, ROB 64 would be well suited to combat, but instead controls the great Fox, despite the fact that as the mechanic, Slippy could do the most good if stationed in the base with quick access to the repair bay. There must be a reason that ROB is kept safe from harm. The members of Star Fox must be replaced if and when they die, because due to military incompetence, this is the only way for the galaxy to be kept safe. The team needs to be structured in such a way that in the event that all the Arwings are destroyed in combat, the member stationed on the Great Fox, i.e. the one most likely to survive can fulfill this task of rebuilding the team. The death of your colleagues and destruction caused by the galaxy's most disturbing individuals would affect even the relatively cold and detached members of Star Fox after a while. But not ROB 64. ROB 64's cold robotic nature reflects the lack of empathy or remorse that piloting the Great Fox and convincing others to join the team, knowing they will die, entails. When Fox is  barrel rolling with the angels, ROB 64 will passively note a vacancy in the team roster and make plans to seek out another adrenaline junkie to take his place.
The team are obviously very damaged individuals, because that is the only type of person who could do what they do, yet they are lauded as heroes across the galaxy. This brings me to my final question, is Star Fox 64 basically Watchmen with space animals?

Or it could just be that Star Fox 64 is a 3D scrolling shooter whose trope heavy plot is there purely for entertainment value, but where's the overly analytical fun in that?


Still haven't scratched the procrastination itch? Then why not read my Star Fox 64 3D review (comes with a free Kid Icarus Uprising review), Super Mario 3D Land review or Steam World Dig review?

Wednesday, 15 January 2014

Star Fox 64 3D Review (sort of)

In which Eye Moustaches writes a glowing Kid Icarus: Uprising review as he tries to write a Star Fox review
*You don't have to read the footnotes, they're mostly throwaway jokes*

Nostalgia is an odd thing. When others play (deep breath) Star Fox 64 3D I suspect it fills them with fond memories of Lylat Wars1. However when I play Star Fox 3D 64, I feel nostalgic for a game that at the time of this game's release hadn't even come out yet; Kid Icarus Uprising. This is not a comparison that works well for Star Fox 34 6D2. Put simply, Pit knocks Fox's biscuits out, and no doubt yells "yayayaya" annoyingly as he does it.

But before we go into the negative, there is one key area in which Kid Icarus Uprising could learn a thing or two from Star Fox 63 4D: storytelling and voice acting. When Jaz Adams set about recording the now immortal line "Can't let you do that Star Fox" delivered by Wolf O'Donnell (the sort of multi-layered villain Shakespeare wishes he could create3) the preparation he had done was evident in his performance. What couldn't Wolf let Star Fox do? What were his reasons? These were clearly questions he'd grappled with extensively. Equally, his delivery of the under-rated line "what the heck" was so real, one might almost believe that Mr. Adams himself had witnessed his adversary figure out how to do a somersault and deploy it at a randomly timed moment on the battlefield. When Edge magazine writes an article about video games as a storytelling medium, again, they would be remiss if they did not mention this game. The game's story of a talking Fox's battle against his father's killer 4is truly a classic5.
Every morning, when Nolan North wakes up, the realisation that he is not this man causes him to tear up

In addition, Star Fox 46 D3's levels are quite short, making them better suited to handheld gaming. The game is pleasant to look at, although when Slippy says "I don't see the enemy fleet" that may have less to do with the enemy's deployment of genius tactic of "sneaking up behind them" and more do with a draw distance the length of Fox's nose. And with that I'm clearly through being positive.
It's difficult to convey the way that enemy ships suddenly pop up into view when you get into range with only one picture, so instead here's a picture of Magnitude

The difference that stands out clearest to me is the difference in responsiveness. Kid Icarus throws lasers, eggplants and more lasers at you at a hectic pace, but provides you with the tools you need to respond promptly to these threats. In the aerial sections in particular, Pit instantly goes where you need him to go. Stax For 3D 64 feels slow and sluggish, almost as if Fox is slightly drunk as he pilots the Arwing. Given how psychologically damaged most of the team are this wouldn't be all that surprising.
Some people will tell you that you need photoshop to do this kind of work but they're just shysters looking for a quick buck

Having aiming and movement mapped to the same analogue stick seems like a bad choice. The barrel role move in particular seems to require too much time to be of any use in combat. Whether or not you'll hit objects seems hard to determine, this is especially noticeable in the sun level, where giant waves of... sun... stuff rise up and block out the way forward, leaving you no choice but to brake and just hope. 
This sense of disconnect is most noticeable during the all-range mode battles against Star Wolf. Whether or not you can find them, let alone hit them seems to be based on luck, so most of your time in these sections is spent drifting through the sky or making painfully slow 90 degree turns. I realise that making such turns is difficult with real aircraft, but we're talking about ships that have brakes so realism is clearly not the order of the day. Also: TALKING ANIMALS.

Having to rapidly press A to fire, while it may be the only way, is frustrating.

 Finally, the Landmaster sections are a frustrating experience that really take the fun out of repeat playthroughs. All the complaints about sluggishness are amplified ten-fold when Fox inexplicably decides that in this mission, he won't use his Arwing. The ghost of Kid Icarus yet to come, with its enjoyable ground sections, is especially hard on the Landmaster.

In conclusion, Kid Icarus Uprising is an excellent game, Star Fox D3 46 is enjoyable, but not in the same league.

Score: 7/10


1: Or Star Fox 64 for those of you who aren't required by law to carry a supply of helium on your person. Third ever blog post and I'm already making in-jokes. This bodes well...
2: The sixth dimension denotes the variable insincerity. It describes the insincerity of an inanimate object and is conveyed by mathematicians by piling their pencils and other materials on top of their graph of computer screen.
3: That should probably say wished...
4: The Star Fox wiki describes Andross as a scientist who specialises in bio-technology and space warps, showing a poor understanding of the word specialise. Even from my limited knowledge of biotechnology, it's pretty clear that plasmids and lac operons have very little to do with "space warps". There's no way someone could specialise in these two completely unrelated fields unless "space warp" technology is powered by ethanol and recombinant insulin
5: Incidentally, that paragraph would have an insincerity value of 9, denoted by arranging three biros in a triangle.Cheap jokes aside, the story of Stad Fox 64 3r doesn't take it self too seriously and the actor's performances have a fun, cheesy appeal.