Showing posts with label Score: 6. Show all posts
Showing posts with label Score: 6. Show all posts

Saturday, August 25, 2012

Weekend Flashback #3 - Pokemon Snap (1999, N64)

Title: Pokemon Snap
Original Release Date: June 30, 1999
Platform: Nintendo 64
ESRB Rating: E

One of the fastest ways to shut me up as a kid was to slap a Pokemon game in front of me. Something about the mix of turn-based combat and its simple - yet very broad - storyline kept my interest for literal hours on end. Pokemon Snap was the series' first spinoff game for a home console, and though it was extremely short, I remember it being incredibly fun.

You play as a Pokemon photographer named Todd whose job is to... well, capture pictures of Pokemon. You team up with Professor Oak, who needs help with a scientific project on an island where Pokemon live fairly undisturbed by humans. The island in the game is home to a lot of different geographic regions, which makes it an ideal place to go to research all sorts of Pokemon. Over the course of the game, Oak will rate your photos on a point system and puts them into an album that you can reference back again later. That's about as complex as the story gets.

The game starts with one stage, and as you progress through, you unlock more by meeting certain conditions or figuring out how to unlock the stages yourself. You'll also get a few nifty items, like a Pokeflute and pester balls, which will allow certain Pokemon to come out of hiding, do something special, or both. You'll also get bait to lure Pokemon out into the open. How you use these items is entirely up to you, and I'll get to that in a minute.

See, I remember this game as being fairly long. My younger cousin and I spent months playing it. Literal months. We could compete to get the best picture scores, spend hours trying to find all the different Pokemon and framing the best shot, use a complex trial-and-error system to get all the special Pokemon. It seemed like every time we thought we were done, we would discover something new.

So, how does it feel thirteen years later? Well, it feels...

...it feels stagnant, unfortunately. See, I remember this game being really long and really complex and having a lot of hours poured into it, but when my friend Nikki and I played it together while we were revisiting it, I knew how to get everything. Every new stage, every hidden Pokemon, every nuance behind getting the "perfect shot." I remembered it all. It took a lot of the excitement and fun out of the game for me. Nikki, on the other hand, had a lot of fun playing it, and once I was able to turn my brain off, I enjoyed myself as well.

The "fun component" that I always seem to be talking about is severely lacking here, though, as far as following the story goes. While both Crash Team Racing and Ratchet and Clank feel timeless, Pokemon Snap feels tedious and tired. And oh my God the music. May God himself have mercy on your soul when you replay this game. As Dave pointed out, the music is tedious, tired, repetitive, and just plain awful. It did not, by any means, age well. Even CTR, which came out in the same year, had better music behind it than this. My great grandmother's funeral had better music behind it than this.

The part that was fun, though, wasn't the game itself, but the results screen when we were done taking pictures. See, now that Nikki and I are older, we pick up on certain things that we didn't notice then.


Like what a pervert Professor Oak really is.
We didn't alter this at all. This really happened in-game.
Seriously, we took a lot of oddball pictures, and soon the game wasn't about taking the best picture, it was taking the strangest, most effed up pictures we could manage within the one stage and sixty pictures we were allotted. We had more fun pelting Pikachu with bait and making Electabuzz fall flat on his face than we did trying to get Snorlax to wake the hell up. We tormented poor Meowth by making him fall off his platform, then worsened the blow by whacking him relentlessly with pester balls. We bounced apples off of a herd of Charmanders' heads to see them cringe, then laughed and made fun of them as they roared at us in their cute little Charmander voices. We knocked Charmeleon into a vat of lava, not to see him evolve, but because we could knock him into a vat of lava. We made two Magmar fight each other just to see one get knocked out.

This one was more a victim of
circumstance. Still comedy gold,
though.
We did countless other things to these poor, friendly Pokemon that would make PETA shit their pants in horror. And we did it because we could, and because the option was there.

And, really, what more fun is there than that in this universe?

Verdict: Taking the perfect picture of a Pokemon isn't fun. Having Professor Oak laugh at fainted Pokemon is.

Notes: If you want to relive Snap and have your own hours of hilarity, you can purchase this title again in the Wii's Virtual Console store for 1000 Wii Points (or, you know, ten dolla holla in real money.)

Saturday, June 25, 2011

Review: BlazBlue: Continuum Shift 2 (3DS)

Title: BlazBlue: Continuum Shift 2
System: 3DS
ESRB Rating: Teen for blood, language, partial nudity, sexual themes, and violence.
Number of Players: 1 player mode, local 2-4 (no global online play)
Buy It: Here.

It shouldn't have taken me this long to get on playing Continuum Shift 2. There really isn't an excuse for it, and that's because even though I historically loathe fighting games, I can freely admit that I adore the BlazBlue franchise. It's the only fighting game (Super Smash Brothers aside) that I can say that I've sat down and memorized combos for; I've invested more time in 2009's Calamity Trigger alone that it rivals the amount of time I've sunk into We Love Katamari on the PS2. And that's a lot of time.

So, how does Continuum Shift 2 stack up against its predecessors? And how well does it play on the 3DS? Well, that's a mixed bag, unfortunately.

CS2's fighting style plays out wonderfully on the 3DS, and that's a huge plus for it. Because it's a four-button fighting system to begin with, it feels natural on the 3DS, and the D-pad makes launching attacks in a specific direction feel crisp and clean because of its "clicky" feel. And the 2D sprites look fairly decent on the handheld as well. Granted, it doesn't look anywhere as nice as the PSP's offering of BB: Portable, but the 3DS isn't an HD system. So aside from looking nice and playing greatly, what went wrong?

The 3D went wrong, for starters. Playing in 3D mode lowers the game's frame rate and makes combos harder to time than when you have the slider set to turn 3D off because you can't always compensate for lag. Secondly, the 3D gives me incredible motion sickness and a headache I've never felt before in a game. I can't play more than a round or two without feeling ridiculously gorky, and I'm not the only one of my friends that's said that. Other 3D games for the system that I've played haven't given me this sensation (though 3D movies give me massive headaches - that's why I'll never watch a 3D movie.)

There's two other cons that the game has. Fitst of all, the game allows local wireless matches for two to four people, but has no Nintendo Wi-fi Connection link for global play. The second is that it doesn't go into sleep mode. Shut the lid, and it just pauses (and drains your battery) until you open it back up again. Seriously. That's kind of inexcusable, because every other DS game has a sleep mode built in. That was just laziness on Aksys' part.

Other than the frame rate being off and the sleep mode being nonexistant, the game has everything the original console version of Continuum Shift had, including Legion Mode and the Tutorial Mode, which is perfect for casual and beginning players. But this game really doesn't do anything that other 3DS fighters don't do just as well, or better, like Super Street Fighter IV.

Bottom Line: Unless you're a hardcore BlazBlue fan, bypass this 3DS installment. Even though it plays naturally, the 3D was implemented ineffectively and the lack of even a sleep mode gets it points off. It's still a great fighter by itself, but after SSFIV, there's nothing to see here.

Final Score: 6-7

Sunday, June 5, 2011

Job Lot Reads 2: Holdup

Title: Holdup
Author: Terri Fields
Publisher: FSG/Square Fish
Category: Young Adult Fiction

Photo from Macmillan.com
This book is interesting. Instead of starting with a summary, like I usually would, I'm going to just go ahead and say it: This is one of those unique, multi-narrator-telling-the-same-event kinds of stories that are quite hard to pull off well.

Terri Fields pulls this off well.

Even saying that, though, I didn't like this book. The story was fluid and had an amazingly steady pace; every narrator had their own unique, defined voice (I never once got confused with a who's who moment); and transitioning between narrators never seemed awkward or clunky. So even knowing and realizing that the book was well-written, flowed amazingly well, and had a compelling storyline, why didn't I like it?

Perhaps it was the same thing that made this book so interesting to me in the first place: the multi-narrator format of it. There's something both compelling and annoying about books with many perspectives. On one hand, they let every major character tell their own take on the things happening, their opinions of other characters, and their outlook on the situation on the whole. On the other hand, you have the same exact thing.

In the end, Holdup is an amazingly well-written novel that tells the story from nine points of view about a burger-joint holdup. Its best feature is also what irks me most about it, even though it's done incredibly well. I suppose that I just don't like the multiple narrator writing style. If you're looking for an interesting read, though, Holdup might definitely be for you.

Rating: 6-7/10