Saturday, September 1, 2012

Weekend Flashback #4: Paper Mario (N64, 2001)


Title: Paper Mario
Original Release Date: February 5, 2001
Platform: Nintendo 64 
ESRB Rating: E

Ever encounter a game that you picked up for no other reason than because the art was unusual? I think we've all done it at one time or another. (My most recent encounter with this was The World Ends With You, for example.) That's what I did with the original Paper Mario. I wasn't really into most of the titles in the Mario franchise as a kid; I'd play them if they were there, but they were far from my first choice. So everyone was a little shocked when I picked this title up as a kid.

I didn't finish this game the first time I played through it. I got stuck on the final fight with Bowser, got frustrated, and gave up entirely. I remember doing that, and my own save file on the N64 cartridge confirmed it. So, instead of picking it up from where I left off, I played through it again. Completely, all the way through. Then I bought it from the Virtual Console store on the Wii and played it through again to see how it stacked up against the original version. Two playthroughs in about a week and a half, and I still wanted more.

Needless to say, I'm pleased all the way around.

There's something about this title that makes it truly timeless. The graphics hold up, the music is just as fun and bubbly as I always remembered it being, the worlds Mario travels through are still beautiful, and the partners he picks up are still wonderfully characterized and different. This game is still so amazing and fun to play that I honestly believe it should be in everyone's Nintendo library, and that's not something I say often. The other entries in the Paper Mario franchise are all okay, but none of them seem to live up to the standard that this one set. In terms of accessibility, anyone can play it. My nieces had a blast playing through it, as did Dave. This is one of those rare titles that, no matter what your experience level is with gaming, you can pick up and play like a pro in just a few short scenes. 

The story isn't fast-paced, per se, but it does flow very well and move fairly constantly. There's not really a lot of idle time for Mario and his friends, but it never feels like you're being rushed. There's always something to see, do, and find in every level that makes going back really rewarding (and trust me, I'm still not at 100% with my files.) Leveling up my partners is still a bit of a challenge - you don't level them up with experience, you do it by finding ultra blocks - and I spend quite a bit of time just wandering around looking for them. I know there's walkthroughs out there, I even have the original guidebook in my room, but finding them myself is half the fun. 

As for the Virtual Console version, it's been left, for the most part, untouched. Most of the controls are the same, save for commands that use the "Z" button. (On the Gamecube controller, which is what I use to play Virtual Console games on, you use the "R" button.) The game is smooth and clear on the Wii, and doesn't leave remnants if you're using a standard-def Wii on an HDTV. Overall, an enjoyable experience.

Verdict: No one should miss the original Paper Mario. It's a game that none of its sequels have matched in story, gameplay, or charm. 

Notes: As I mentioned above, this title is available on the Wii as a re-release for 1000 Wii Points. ($10)

Monday, August 27, 2012

Series Recap: Deadpool Kills the Marvel Universe

So, there are no more Wednesdays in August, and that meas that the Marvel limited series Deadpool Kills the Marvel Universe has come to an end. For those of you who read my review of issue #1, you'll notice that I didn't write anything about issues 2-4. Because this was a limited series, and because I didn't want to spoil anything for anybody, I decided to keep my mouth blissfully shut until the series had come to an end and talk about the series as a whole instead of issue-by-issue.

FOR MY READERS THAT HAVE NOT READ THE SERIES: This post contains spoilers. That's what the jump is for! If you intend on reading this series, and don't want important details about it ruined for you, DO NOT read this post! For everyone else, the post continues after the jump!

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.)

Friday, August 24, 2012

Hey, look!

In case you were wondering, I've set up two new tabs for easier blog browsing. They're the "Weekend Flashback" and "Game Review" tabs listed at the top of the page, and will be continually updated as I post new reviews!

Happy reading!

Thursday, August 23, 2012

Rant: It's not even here yet, but I hate Marvel Now! and everything in it.

I mentioned this in my last post, and I'll say it again: I am not, in any way at all, looking forward to Marvel Now! to happen. I think it's a stupid idea, and my friend, co-writer, and fellow blogger Leena agrees with me wholeheartedly. After a lot of thought, I've decide that I'll share the list with you about why we're not feeling this brand-ass new revision of the Marvel 'verse. I'll start with what we've heard, in italics, then we'll post our rebuttal.

We're not trying to make enemies, here, Internet, so calm yo' tits. We're just trying to figure out why everyone's so excited for what boils down to a half-imagined, half-baked universe do-over.


  1. Shut up, it's not a reboot.
    No, you shut up, because it's a very well-disguised reboot. After the "aftermath" of Avengers vs. X-Men, Marvel is just going to decide to cancel everyone's current comic run and blend them together? That's not how this industry is supposed to work. Comics are supposed to be a carying group of topics and characters doing their own things. Constant universe retconning and cannon changing isn't going to keep the readership nailed down. Marvel is doing the same damn thing that DC's New 52! is doing.
    And you know what? The New 52 is tanking. Should Marvel really be following in those footsteps?
  2. It's easier to keep everything in one universe!
    This is an argument that I find stupid every time it comes up. If everything in the Marvel 'verse fits together like a puzzle, it's going to get really complicated really fast. (Ha, like it isn't already.) It's bad enough that everyone shows up in everyone else's books all the time already; we don't need to make it a constant thing. Marvel Now! feels like it's trying too hard to make everyone work together and play nice. We don't need Captain America to have another reboot, for example. He's only at #19 of his current series. Why does he need another one so soon? Not everything that can be done has been touched on in his current story; should it really be abandoned for a high-reaching idea that's ultimately going to tank?
  3. Uncanny Avengers, you guys!
    No. I get the idea behind it: In a world where the Avengers and the X-Men want to work together after working against each other, a title like Uncanny Avengers makes sense. But how long do we, as comic fans, keep biting at this? How many times do we have to suffer through a "groundbreaking" limited series before we stop caring? The answer, apparently, is every year. We just suffered though read the events of Fear Itself a year ago. A huge epic every year feels forced and tired, and isn't something that's going to keep readership going for very long.
    This pulls me into Uncanny Avengers. Yeah, it's cool that this is the first title that really meshes the Avengers and the X-Men into one title. Great. But does either team really need another book that bad? I'm getting a little sick of seeing Wolverine, Cap, and Iron Man everywhere I go. I get that they're some of the biggest names in Marvel's catalog, but Jesus Christ, can't there be a team without them? The Marvel Universe has plenty of secondary characters who are just as powerful as their A-list counterparts, why doesn't anyone take a gamble on any of them?
  4. It's more accessible to new readers.
    How? If no one is going to screw with anyone's current canon, wouldn't that make it tougher for a reader to jump right in? I'll use an example in the form of my friends: Many of them only know Marvel characters through the movies. They only know Iron Man the way that Robert Downey Jr. portrays him. they only know Captain America from the movies. They were genuinely confused by the Hulk in Marvel's The Avengers because "who's that green guy?" They had never seen him before. Sure, they knew the name, but they knew nothing of his character. When one of my friends decided that she was going to give comics an honest shot, she quickly found herself lost.
    "I don't get it, these characters have too much backstory for me to catch up on," is exactly what she told me. That's an honest answer, and verbally giving her a rundown of the character seemed to help, but does it really? Will Marvel Now! really make it easier for someone who's been interested in, say, Thor to pick up the Marvel Now! issues and not be the least bit confused by what they're reading? There's no way to make a long-running character like Thor, Cap, and Iron Man easily accessible to a new reader. The new reader has to want to jump right in and just let the issue fill in the blanks. I don't think Marvel Now! is going to be able to do that. I don't think that rebooting - because that's what this is doing to everyone - is going to give newcomers an honest shot at getting involved with comic characters. I think that longstanding, popular characters are going to become more confusing and alien to new readers, especially those who just know these beloved heroes from their movies. Canon on top of canon on top of retcon doesn't make for an easygoing character experience. It makes for a headache.
If you haven't heard about Marvel Now! before this, and you'd like to do more reading about it, I suggest that you start by checking out CBR's complete rundown, then heading on over to IGN. If you'd like to do even more reading on the topic, head on over to Newsarama and ScreenRant.

The first issues of Marvel Now! titles hit shelves in October 2012.

Wednesday, August 22, 2012

Oh, man, here it comes.

You knew it was going to happen. My writing is about to become horribly inconsistent.

What? But Lynnafred, you've been writing on a semi-regular basis! You even have a weekly feature you haven't screwed us over on, yet! You cry, because you're honestly distraught by the news.

It's okay, dear reader. I feel your pain. But that's why I'm coming here to talk to you. I want you to know what I've been doing, and what you can expect in the coming weeks.

See, a lot of things are coming out in the next few weeks for me. I just finished reading Deadpool Kills the Marvel Universe and I intend on writing about the series as a whole since I talked about issue #1 in the beginning of the month. The Ratchet & Clank Collection comes out in literally six days, and I can't wait to give you my impression on that. I'm already working on the Weekend Flashback for three weeks from now, and it's taking me a lot longer to go through than originally intended. I'm also reading some books that I'm excited to talk about - because they're good! I'm writing short stories and looking for a publisher because that's my major. I'm looking to turn that Associate's in Arts into a Bachelor's. I'm also playing games that I hate and want to share with you, putting off games I just bought because I can't find time to write about them, and talking with my awesome friend Leena Lee Lecroix of the newly-founded Anime Overload about how much we're not looking forward to Marvel Comics' launch of the new Marvel Now! line. (And I have to post a rant/topic about that later, for the entire Internet to hate and disagree with me on.)

I've been doing a lot, and I've been doing it for you, all three of you who subscribe to this thing that I'm doing. Because I secretly hate you and want you to suffer through my lousy entertainment writing as much as I have to suffer through writing it. Just kidding, I love writing about entertainment, and I love you.

So bear with me if I get quiet. I have a lot to say, I just need to finish getting it all together to talk about first. If nothing else, you'll have a bunch of Weekend Flashbacks to read and regret your prior life choices. You're welcome.

Saturday, August 18, 2012

Weekend Flashback #2 - Crash Team Racing (1999, PSOne)

Title: Crash Team Racing
Original Release Date: September 30, 1999
Platform: Playstation
ESRB Rating: E

Remember when the Crash Bandicoot series was fun? Yeah, me too, and let me guarantee you that it had everything to do with its developer, Naughty Dog. The proof for that became clear as soon as they stopped developing the games themselves and the franchise got passed around from developer to developer like a hooker at a frat party. The quality and overall playability of the games went downhill pretty steadily until finally I just gave up hope entirely.

When I bought this game, it came in a three-pack "Collector's Edition" of Crash Bandicoot titles. Those titles were Crash Bandicoot: Warped, Crash Team Racing, and Crash Bash. Out of the three games that the collector's edition box I bought, the only two I still have are CB:W and CTR.

Care to guess what the only one I still play is?

That's right, CTR. The game is so simple, yet so undeniably fun that it almost should be criminal. Dave and I spent a good year playing through the story, doing all the time trials, gathering crystals, and playing against one another for no benefit or prize other than "we can." Even now, I'm the only one out of the two of us to have a perfect 100% completion in the game. But I'm not the only one who still plays it. 

Just a couple of days ago, my friend Nicole and I sat down with nothing better to do than play a good time-wasting game. We mutually picked out CTR because we remembered how fun it was. Hoping that it wasn't just a case of rose-colored glasses, we popped it into my PSOne and away we went.

Crash Team Racing is another example of a timeless, fun game, as far as playability goes. This game is as easy to pick up and play now as it was when it came out in '99. The music is a little dated, and the graphics are much more angular than anything we'd see today outside of catching a Porygon in Pokemon. But there are no game-breaking bugs, no annoying clipping errors or awkward camera angles to speak of. There's just the ability to beat another friend in a race and some infuriatingly difficult boss races in story mode.

Verdict: Still incredibly fun after all these years, even though the music, sound effects, and visuals haven't aged very well. Worth a play for story mode alone, but it's more fun with other people.

Notes: You can purchase the game on PSN if you want to relive the experience on your PS3. The original game also plays really well on the PS2 without problem.