Wednesday, June 26, 2013

Greatest 25 Video Games (All Time)

A video game pal of ours is doing this survey to create a list of the 25 greatest video games of all time, any system, any platform.  An informal poll, the goal is to avoid marketing influence and base the games on actual  popularity and enjoyment.  The call is to list your greatest 25 video games, in no particular order. (If you have a few minutes, you should send in your list!) Seems like a simple enough project right?

Nope.

It's hard.  Really hard.  If you've been playing video games for more than a decade, that usually means through at least two generations of gaming systems or 50 generations of PC gaming, then chances are good you have more than 25 games that you really enjoy that could easily go on this list.  For me the number was 32, and that was with some brutal cuts that hurt a little bit to make.  The final cut down to 25 was like Sophie's Choice (more on that later; the cuts not Sophie's Choice).

In constructing and subsequently narrowing this list, I tried to think of games that I really, really love.  Games that I can play over and over and never get tired.  Games I can play pretty much at any time and not get bored. Games that I find myself going back to over and over.  Games that always hold something new to discover or become ever more fun to play through repeated play-throughs.

All of the games on this list are incredible games that I could pick up and play at any given moment.  I think the games on this list demonstrate what I find to be great about video gaming and I would strongly recommend every single one of these games to anyone who likes video gaming.  Honestly, I think that this list of games represents who I am as a player and what video games mean to me. I think lists like this are a very personal thing and I applaud the folks who are compiling a master list based on them.  It will be very interesting to see the final tally.

Since I was already doing this list for that project, I thought it would be fun to carry the list over here and share it with you folks.  I have included brief commentaries and reviews along with each game so that you get a little insight into why I love each game so very much. This list is in no particular order, nor would I ever propose it to be.  Assume that every game here is #1 on this list because it easily could be. So without further ado, here are my 25 greatest video games of all time, ever.

Legend of Zelda:  The first adventure game that I ever played.  LoZ blew my mind and still provides several hours of solid entertainment every time I plug it in.  It does not matter that I know the first quest by heart and can speed run it.  The game is so well built that it continues to be one of the greatest adventure games of all time.

Castlevania:  Easily the best side-scrolling, arcade-style adventure game I have ever played.  When I was a kid, this game was hard as nails.  Now I speed run it and play for points.  I keep scores in a notebook.  I can play this game through, finally die, then start a new game and do it again.  For hours.  Knowing each level inside and out and being able to play through on a single life does not kill my enjoyment.  Maybe it's the Dracula/horror theme or maybe it's just an incredibly well-made game.

Elder Scrolls V: Skyrim:  Honestly, this is the first ES game I have played, but I can promise you it is the best Western RPG I have ever played.  The replay value is infinite.  Character creation is the heart of the fun.  You can play the game a hundred different ways.  I have sunk upwards of 750 hours into this game easily and will likely double that number.  The game is vast and additional expansions have only increased it's appeal.  The only shame is the sudden drop in support from the Bethesda, but that will not stop me from playing this game for a very long time.

Super Metroid:  I love Metroid.  I really do.  It was a dark, strange game that seemed to go on forever.  But Super Metroid, takes all of that greatest and promotes it all to the next level. Super Metroid is fun from start to finish and never dries out.  The world is big and there is plenty to discover.  The boss fights are epic.  SM is always a fun play-through.

Pitfall II:  Ok, I lied when I said LoZ was the first adventure game I had ever played.  Pitfall II was really the first adventure game I ever played, but honestly, the differences are SO vast that they really aren't the same thing at all.  This is another game that was played to death in my youth and still holds infinite joy for me today.  I blame Pitfall II for deciding what kinds of games I would like going forward through gaming.  It might be simple, but it is tough, and for its time, incredible.

Pokemon Yellow:  Really, this could have been Blue or Red also, but Yellow gives you Pikachu straight away and he's the franchise mascot, so we'll give his game the nod.  Pokemon is a collection game and a turn-based RPG and its no end of fun.  Replay value is high as you can go after different Pokemon or types of Pokemon with each play-through.  You may want to hate the game because it's "for kids" or "obnoxiously marketed," but you really cannot knock the game play.  Pokemon is fun.

Dragon's Lair:  The holy grail of arcade games.  I used to watch this game on Starcade in absolute awe.  A cartoon that you could play.  Insane.  Even today I can play the Wii version and never tire of running Dirk through the paces over and over.  I had the PC version in the 90's.  This game will always hold a mystique for me because of our history together, but it is also a lot of fun to play.

Super Mario Bros. 3:  This is the game that defined a franchise.  A vast improvement over the original and never bested by subsequent entries in the series (although Mario64 comes very close), SMB3 is everything that is great about the Mario franchise.  Smart level design, lots of secretes, challenging but not impossible game play, SMB3 has it all and never looks back.

Legend of Zelda: Skyward Sword:  If you want a game that encompasses everything that has even been great about the Zelda series Skyward Sword is it.  An adventure game on par with the original, spanning beautiful and diverse environments and backed by an incredible story.  I cannot wait to play this through another time.

Mario Kart Wii:  A good racing game should be fast-paced, easy to pick up and play, and addictive.  Mario Kart Wii is defined by these qualities.  Super fun in single player and ridiculous in multi-player, MKW edges out several other incredibly good racing games to be the best racing game I have ever played.  Great tracks, racing action that is not marred by the Mario influence, but instead well enhanced by it, and lots of different kinds of karts to race, you simply cannot go wrong with this one.

Solaris:  What is a shooting game this complex and vast doing on the Little System that Could?  Few greater challenges exist on the VCS than trying to reach the legendary planet Solaris.  Not just a shooting game, Solaris is also a strategy game and an exploration game.  There are many paths to Solaris, but all of them lead to death unless you are one hell of a pilot.  I've never been there, but some day I will make it!

Final Fantasy VII:  If Skyrim is the best Western RPG I have ever played, FFVII is the best JRPG that I have ever played.  It just never gets old.  I have played through with every character over and over and I still want to start over and play it again.  I've beaten all of the hidden bosses and leveled up every materia and I still want to play it again.  Great storytelling, exceptional turn-based battles, and a compelling character set, if I were to recommend a JRPG to anyone, this would be it.

Mario Golf: Toadstool Tour:  Some of the more technical golf games are too demanding, but the Mario Golf series keeps the balance of golf and Mario just right and presents a fun, engaging, and accessible golf experience.  I like the Tiger Woods series, but for the casual golfer this is where golfing is at its best.  The course designs are smart and challenging, and the controls are just savvy enough to give experienced golfers something to do and novice golfers a chance to compete.  I can play a round any time.

ChronoTrigger:  If FFVII didn't exist, this would be the JRPG I would recommend to you.  Sort of the precursor to FFVII, ChronoTrigger does many of the same things right, but due to its time travel platform, gives the player interesting control over the course of the plot.  The stable of playable characters is large and diverse and the turn-based battle system is innovative, even by contemporary standards.  I missed this game when it came out, but I have since gone back and fallen in love with it. You should too.

Soul Calibur II:  The greatest fighting game I have ever played.  Quick to pick up, but deep enough to warrant hours to master, SCII features a huge cast of fighters, most of which are distinct and interesting.  In addition to the VS fighting mode, the survival and story modes provide the single player with lots and lots to do.  The GameCube version is listed here as it also features the bonus character: Link from LoZ.

Wolfenstein 3D:  The game that brought me back up to speed in PC gaming.  Wolfenstein was the first real FPS that I had played and it opened my eyes to a whole new world of gaming.  Despite the blocky graphics, I maintain that the game play is good enough to hold up even today.  Lots to explore, palpable danger around every corner and a surprisingly well told story are not necessarily things I would expect to find in what is basically a shoot-em-up, but W3D has all of those things and more.  I'm ready to play through again just writing this.

Pokemon Snap:  I realize this might seem like an odd choice for this list, but it was an automatic one for me.  Pokemon Snap is an insidious little time waster that is endless amounts of fun to play.  It could stand to be a bit longer and maybe feature all 151 original Pokemon, but those quibbles are minor compared to how much fun the game is.  If you've missed this one, go get it.

Legend of Zelda: Ocarina of Time:   THREE Zelda games on this list?  Somebody is a fanboy.  Maybe, but there was no way I could honestly argue against any of these games.  OoT is a nostalgic pick for me, but if you spend some time wandering around 3D Hyrule you easily see why this game belongs in any collection.  Great adventure, engaging storytelling, and some of the best puzzles in the franchise.  OoT is a defining game in the series.

Metroid Prime:  I'm not a fan of FPS and you'll not find many on this list, but Metroid Prime dials down the testosterone, blood-bathing and supplements it with great exploration and discovery that pays unexpected homage to the original Metroid.  This is an adventure game that plays as a FPS and it welcomes replay in a way that most FPS fall flat for me.

Katamari Damacy:  This is a gaming experience that should be had by everyone who has any love for video games.  Plenty of Japanese insanity skins this addictive roll up game. The premise is so absurdly simple, but the scale is enormous.  The J-Pop soundtrack is as good as the game it supports.  It would be a disservice to try to describe the majesty that is Katamari.

Shadow of the Colossus:  It is surprising how powerful atmosphere can be as a game play element.  SoC is basically a series of absolutely awesome boss battles, but those battles are played out across a vast and desolate landscape that creates a feeling of isolation that is unparalleled in video gaming (and that's saying something because Ico, Tomb Raider and Lost in Shadow are dripping with ambiance).  This is another gaming experience that is not to be missed.

Castlevania: Symphony of the Night:  The term "Metroidvania" makes my skin crawl, but call it what you like, you cannot deny that SotN took the Castlevania franchise to a whole new level, an incredible new level.  There is so much to explore and the adventure is so well constructed that even once beaten, there is a lot of meat left to the game.  The revelation that there was an entire second castle to explore was mind-blowing, even for a seasoned player.

Roller Coaster Tycoon 2:  I love sandbox games.  (Minecraft very nearly made this list) I love amusement parks and roller coasters.  RC2 is a dream come true.  Build amazing amusement parks with breath-taking roller coasters, then manage those parks to great success!  What more could you want?

Heroes of Might and Magic III:  While I fell in love with HoMM2 in college and wasted many hours that I was meant to be studying playing that game through the night, the following effort would prove to be even more addictive.  I love strategy games.  I'm kind of shocked not to see more of them on this list, but I think that HoMM3 shines as the example of what a great adventure-strategy game is.  Multi-player only makes this game more fun.

Might and Magic VI:  Mandate of Heaven:  Fanboy strikes again, perhaps, but 3DO really was hitting their stride in the late 90's.  MMVI was one of the first free-roaming PC RPGs I had ever played, and it was mind-blowing.  My (then) girlfriend and I played this game for 4 days straight when we first bought it.  We played in shifts.  One of us would sleep whilst the other played, when we could not both be playing simultaneously.  Nostalgia aside, I played through this game again a few years ago, and it retains its coolness.


So there's the list.  25 games I highly recommend you play.  25 games that are the very best that the hobby has to offer.  I have no doubt your list contains other games that are near and dear to you.  There were 7 games that I had to cut from the above that honestly could have just as easily been in the list.  I'd like to take quick moment to pay tribute to those that ending up on the cutting room floor.

Ducktales: (NES)  Charming, fun, and challenging enough to betray the "kids' game" reputation that often maligns games based on cartoons.

Pokemon Puzzle League: (N64)  Addictive puzzler with a fun Pokemon skin.  Aimee and I still play marathon sessions of this game.

Tomb Raider:  (PSX) 3D platforming at its best.  Insidious puzzles and action sequences set against an ominous environment.  Tomb Raider sets the standard for this kind of game in the modern era.

Blaster Master:  (NES) A sleeper hit from a sleeper developer.  I played this game for hours and hours as a kid trying to beat the final boss.  I succeeded and then immediately played it through again.  Surprisingly challenging and extremely well made.

Betrayal at Krondor:  (PC) The predecessor to incredible games like Might and Magic in my gaming experience, this adventure RPG uses riddles as the locks on treasure chests.  That alone makes it worth playing.  There is also a very unique battle system.

LEGO Star Wars II: The Original Trilogy:  (GC) For me, this game was LEGO gaming at its apex.  The Star Wars doesn't overpower the LEGO fun.

Wizardry II: Knight of Diamonds:  (NES) A hardcore Western RPG that is not for the faint of heart, but is Western RPG at its finest.

Thanks for taking a stroll through these awesome games with me.  I'd love to see your list and hear what games define you as a player.

Monday, April 22, 2013

DragonVale Updates

I have created this sister page for DragonVale to keep it separate from the original review page for the game app.  I will keep the fresh information at the top and bump older data down the page.  This page is not intended to be a Breeding Guide.  That job has been more than tackled by Macenstein over at his page.  I strongly encourage you to check it out; he usually has the combos for new dragons within 12 hours of them being released.  This record will be a log to track new dragons as they come out, but it is primarily here to track the game updates and any new game play innovations that come with it.  Think of it like a fan/information page with lots of commentary. Enjoy!

Dragon Maxing Conclusion
Ok, so why did I drag everyone through 21 days of drudgery?  Who cares about me leveling up my River Dragon?  Any good DragonVale player should, because what I have attempted to demonstrate with this project is just how difficult it is to get your dragon to Level 20.  With a head start that equaled about 1 day's worth of work, it took me a total of 22 days to generate enough food to elevate my River Dragon from LV1 to LV20.  22 days. Three weeks.  That is insane.
It is more insane when you consider that I have 82 dragons capable of being elevated to LV20.  That means, unless the game changes in some significant way, it will take me 4.5 years to get all of my dragons to LV20.  I like DragonVale, but 4.5 years and new dragons being added all the time?  Something about the price of food or the amount of food needed to elevate dragons needs to change.
Why not create a new superfood that yields more food for less, but takes a bit more time?
Something, because this realization has dampened my love of this game.
Who will be my next 22 day LV20 dragon?  Probably my BlueFire Dragon, he's really cool.
Thanks to everyone for playing along.  If you have better strategies than the ones I employed for this project I would love to hear them (just don't tell me to fill my park with Rainbow Dragons.  I'm not doing that.)


Dragon Maxing Day 21
AND HERE HE IS!  The crowned head of Old Man, the River Dragon!  Yes indeed, he is mighty, he is majesty personified!  None can deny his indisputable greatness!  Every man wants to know him and every woman wants to change him!  He is Old Man, LV20!
Come back tomorrow and I'll tell you why I have put everyone through all of this...



Dragon Maxing Day 20
Oh, so close!  And no, there was no way to fudge a bit, I had already used Kairos this morning to get this far.  But, looks like tomorrow is the big day.  Go get your best coronation dress dry cleaned!



Dragon Maxing Day 19
No time for snarky comments, I've Skyrim to play.  You don't need to tell you that we've a long way to go to LV20 (ok, maybe time for one snarky comment...)


Dragon Maxing Day 18
Sorry again about the belated update.  Friday night is "date night" here in the EF house so tasks scheduled for that afternoon or evening often get a bump so the lovely wife and I can relax and watch a movie and eat take-out (we live the exciting life of people with a 7 month old...).
But, that does not take away from the fact that Old Man eked his way 1/5 closer to LV20 yesterday!  So close and yet so far away!  As you can see by the inset, the next 1.3 million food is a ways off...


Dragon Maxing Day 17
While it may not surprise you that we must wait yet another day to raise Old Man 1/5 of the way closer to that beautiful crown, I am surprised that I got as close as I did today!


Dragon Maxing Day 16
No surprises here either, but it is nice to see the symmetry in the amount of food I have.


Dragon Maxing Day 15
No surprise that Old Man was elevated 1/5 of the way to LV20, but I have another two or three days until I can raise enough food to take him up another 1/5.

Sunday, April 7, 2013

The Evolution of Platform Gaming


Pitfall!, Prince of Persia, and Tomb Raider.

I recently revisited Prince of Persia for the SNES, a game that I had sworn off forever due to what I felt at the time was a ridiculous control scheme and an unwinnable timing mechanic.  I am glad that I came back to it, however, as it has proven to be one of the most enjoyable and rewarding games I have played in a long time.  It also got me to thinking about the nature of the game and platforming games like it in general.
It was whilst playing an evening’s worth of Prince of Persia that it occurred to me that what I was playing on my SNES was not so very different from other games I enjoyed a tremendous amount throughout the long and storied history of video games.  I realized that Prince of Persia, Tomb Raider, and Pitfall! were in reality pretty much exactly the same game.  The same game, allowing of course for the evolution of video games in general and taking into the account some of the advancements in programming and graphics, but at heart, the same game.

While this 
 may look dramatically different from this,
what these two characters do and how they do it are essentially the same.  All three games, Prince of Persia, Pitfall!, and Tomb Raider are platforming games and platforming games all share some key, fundamental characteristics.

Tedious Jumping Puzzles
Nothing defines a platforming game more than boasting a hearty hoard of tedious jumping puzzles.  In case you are new to all of this, a tedious jumping puzzle is one that requires the player to execute a series of jumps that must be timed and spaced exactly right or doom is guaranteed. Often these puzzles require such jumps to be made in succession while avoiding obstacles or the on-coming assaults of numerous assailants.    Pitfall! is almost entirely tedious jumping puzzles.  Sure you occasionally have the opportunity to climb a ladder or swing from a vine (that you  must jump to...), but the rest of the time you are timing jumps across crocodile heads or calculating the precise moment to jump the double rolling logs to avoid losing points.  David Crane could have easily named this game “Tedious Jumping Puzzle,” but “Pitfall!” sums that up pretty nicely as well.  
Likewise, the most challenging parts of Prince of Persia require you to execute nearly pixel perfect jumping routines to leap across successive gaps all while avoiding collapsing floors, spikes, and the occasional guillotine.  There are levels in the game that require multiple trial and error deaths in order to learn the precise moments to press the jump button or when to execute a standing jump instead of a running jump.  I have often postulated that Prince of Persia (at least the jumping parts) is actually a puzzle game that requires you to execute exactly the right moves at exactly the right time in order to clear the puzzle.  If you knew exactly what those moves were you wouldn't even have to see the TV screen to play.  It may not be that dramatic, but PoP does feature many hair-pulling moments of frustration due to ill-timed leap.
Then again, so does Tomb Raider.  While later games in the series would expand a bit upon the theme and introduce variations in the game play, the original game was absolutely riddled with tedious jumping puzzles.  Many of these also required throwing switches or opening doors, and some even culminated in combat, but the vast majority of them just asked you to make a leap of faith with the hopes that the gap was narrow enough for Lara to get a finger hold on the edge of a ledge or just enough room to land without overshooting the target and landing in a trap. Tomb Raider is particularly evil about requiring a series of perfectly timed jumps, many of them blind, in order to complete a level.  I am reminded particularly of the final levels where jumps to small, craggy rocks over molten lava are required.  Just plain mean.
The very best platformers are those that feature tedious jumping puzzles that are plenty challenging, but not so demanding that the frustration outweighs the fun.  I think the three games featured in this missive exemplify the kind of balance a great platformer must possess.

Limited Offensive Capabilities
Good platformers also keep you on the run.  The goal of a platforming game is to reach the end of the level, literally.  Most traditional platformers are linear in that they have a starting point and an ending point and the goal of the game is to move from Start to Finish, not to collect items or squash enemies, but to advance through the level.  Those other things can happen and are often necessary to the overall goal, but the primary goal is to move from Start to Finish.  This is why so many great platformers give the player few, if any, offensive capabilities.  Most great platformers ask you to overcome obstacles not destroy them.

Pitfall! is a perfect example.  In Pitfall! you have no offensive capabilities and Harry is beset by instantly lethal obstacles.  From crocodile pits to scorpions and snakes, Harry must simply avoid everything in his path as he desperately tries to clear as many of the 255 game screens as possible in 20 minutes.
You cannot shoot, stomp, or slice anything, you can only jump.  You can’t even duck.  Prince of Persia does give you a sword to use against your enemies, but once you get the combat system down, death due to combat isn’t terribly common unless you are careless.  The vast majority of the game is spent avoiding perils and pitfalls and making incredible jumps.  You cannot hack your way through a three story drop or a bed of spikes.
Tomb Raider is a bit different since Lara has her inexhaustible pistols that shoot anything that gets in her way, but in the first game there isn’t all that much to shoot.  And like PoP, you cannot shoot a tight jump or a pool of lava.
Limited offensive capabilities dramatically increase the challenge of a platformer.  It is all too easy to find an invincible star and run rampant over your foes, even to the point of being able to literally by-pass all of the challenge and simply charge from Start to Finish.  A great platformer keeps your attack power low and your deft maneuvering at an all time high.

Doing the Same Thing in Many Different Ways
Great platformers keep things simple, but they find new and inventive ways to use the same basic devices over and over.  Tomb Raider is, oddly enough, the best example of this.  In the PSX Tomb Raider games you can always visit Lara’s posh mansion and tackle her personal obstacle course under the guise of a tutorial.  Everything you need to be able to play the game and succeed is shown to you during that obstacle course.  Everything.  Every kind of jump, grab, roll, what have you, is put before you in a consequence-free practice environment.  The main game takes those basic building blocks and finds myriad ways of implementing those elements into 15 extremely challenging levels.  You will still need to jump and grab a ledge in level 14 as you did in level 4, but the circumstances are likely to be rather different and what came before and what comes next are most likely going to be radically different.
Prince of Persia is founded on this principle as well.  There are two basic kinds of jumps you execute, but where and how you execute them is constantly being re-invented during the game.  Some levels are a series of rapid running jumps while others require a standing jump followed by a running jump, then a climb or drop.  Even Pitfall!, while rudimentary by comparison, is not without variation.  You may only be able to run and jump, but not every screen presents the same jumping scenario and some do not require a jump at all (if you time it right).  You cannot simply run forward at full steam and leap over every campfire and log in front of you.
By taking simple game play elements and obstacles and inventing new and interesting ways to blend them together in level designs, great platformers construct entire games out of very small parts.  The best platformers are constantly finding new and challenging ways to look at fundamental aspects of game play.

Do It Again
It is rare that you are going to plug in a game like Prince of Persia for the first time, sit down and run through it in a single sitting with only one life.  I suppose it is possible, but I have yet to see anyone accomplish such a feat.  Great platformers require lots of practice and nearly endless bouts of trial and error.  The best platformers are also learning experiences that teach you how to succeed at the game as you go along.  My initial experience with Prince of Persia is a perfect example of this. The game seemed so difficult that I walked away from it because I didn't have the time or inclination to learn how to play the game.  I can easily recall my first 5 minutes playing the game were spent running off of ledges and falling into spike pits over and over and over.  Figuring out when to use a standing jump versus a running jump took time.  Learning how to ease my way up to a ledge and then turn around and lower myself to the next platform required lots of practice.  Heck, figuring out when to press the jump button to properly execute a running jump was still not a guarantee when I was on level 13! (SNES remember...)

As mentioned in the section above, tedious jumping puzzles are only overcome by trial and error.  Tomb Raider requires may leaps of faith to far away ledges or even just out into the open.  Chances are good you are not going to make the right jump every time just on instinct and luck alone.  And even when you do get lucky, you often find yourself just as dead on the next obstacle and starting the level over again.  Many times I have cheered as Lara completed a tricky jump only to watch her turn a corner and be crushed by a boulder.  Do it again, this time avoid the boulder.  Pitfall! is a bit less forgiving.  Unlike in PoP or Tomb Raider, Pitfall Harry only has two lives.  If thrice you succumb to any of the various hazards on Harry’s journey, you’ll be starting over from the very beginning.  On the upside the game cannot last more than 20 minutes, so at the very most you are only 19:59 away from the starting point should you lose all of your lives.
Go ahead, jump!
It is the trial and error nature of great platformers that make them so rewarding.  It is also this feature that creates the learning experience mentioned in the section above.  By repeating jumps and other obstacles over and over you become more adept at overcoming them and better prepared for new and more difficult challenges ahead.  You also get really good at the early parts of games!  The best platformers avoid having the player repeat extremely long sequences of the game due to trial and error and reward doing something repeatedly with new challenges and more importantly, in-game check points!

Conclusions
Therefore I maintain that Pitfall!, Prince of Persia, and Tomb Raider represent a snapshot of the evolution of the platformer genre of video games.  Stripped of their fancy trappings, these three games are, at their core, the same basic game: Move from Start to Finish avoiding the majority of the obstacles in your path and executing tedious jumping puzzles by process of repeated trial and error across a diverse body of game levels.  By this logic, if you enjoy the game play of Tomb Raider, you should be right at home with Pitfall!.  For me, I find this to be quite true as the elements that they share appeal to me as a player and I find them all enjoyable for pretty much the same reasons. (well, and Lara’s ample if somewhat pixilated physique)
And what of the present day?  I’m not sure.  I've not seen too many modern games that exemplify the essence of a classic platformer.  I am sure they are out there.  Games like Lost in Shadow and Kirby’s Epic Yarn give me hope, but I've not found many games past the PS2 era that scratch my platforming itch the way these three games do.  If you have any recommendations, I’d love to hear them.

“What About Me? Mario?”
Yes, yes, we all love you Mario (at least those of us who still have a sense of wonder and whimsy in our lives), but you've strayed a bit too far from the beaten path and you break one of the most important rules of platforming: you have too many offensive capabilities!  It seems like you gain three or four new ones every time you release a game.  Don’t you turn into a bee now or something kind of goofy?  Super Mario Bros. (and the newly revisited games of the same concept) is about the closest the Mario franchise comes to being a pure platformer of the type I describe above.  Mario simply has too much firepower (some of it literal) at his disposal.  He can stomp on most things and those that he cannot, he simply blasts with a fireball or knocks off with a koopa shell.  Mario games are all about getting from Start to Finish by taking out bad guys not avoiding obstacles.  And then there are the invincibility stars.  While a platforming game might have a power-up like this, Mario damned near banks on their existence to get through some levels and many can be cleared by running straight from Start to Finish while under the influence of the penta-pointed opium.  After SMB3 when you could start stockpiling power-ups, Mario transitioned from a pure platformer to something else.  The franchise literally transcended the genre.  Mario games are something alright, and there are plenty of clones out there that try to capture that same magic (looking at you Sonic, Crash Bandicoot and Spyro), but they have moved beyond the simple pleasures of the pure platformer.  

Saturday, February 2, 2013

Playing it Through: Legend of Zelda Phantom Hourglass

I got LoZ: Phantom Hourglass for Christmas last year (yes, I know, I am always late to the game on modern stuff), but I was just wrapping up the absolutely amazing Skyward Sword and I was saturated with Zelda goodness.  That was not the time to embark on another Zelda epic.  And I had always heard that PH was an instant classic.  The debut LoZ game for the DS with innovative controls, great story and tricky puzzles, Phantom Hourglass earned the hype it received.  Or so they say.  Me?  I got Spirit Tracks the year it came out (the previous Christmas, no less) and fell in love with the railroad theming and the whimsical game play that takes its cue from Wind Waker (which I hold is a really great game BECAUSE of the sailing, not despite it).  Everything I read said that ST was a veritable clone of PH just with a train instead of a boat.  Well, I loved ST, so if PH is the source material, it must be great, right?

Let's find out.  I had a lot of fun playing through FFVII in the first PiT, and that was a game I had played a million times.  Let's see how it goes with a game I'm playing for the first time.  If you are reading along with me, I'd love to hear your experiences.  Drop me a message in the Comments section.  I'll also take any tips or tricks you might know, but please keep spoilers to a minimum unless I ask for specific information.  Discovery is a great deal of the fun in Zelda games!

After playing Phantom Hourglass for a few hours, I can already see the parallels between it and Spirit Tracks.  Both games feature a frame quest off which the main quests spoke.  In Phantom Hourglass the Temple of Ocean King is the frame quest and as you explore it you unlock the other major quests of the game.  Since Zelda games tend to start at the micro level and work to a much larger scale, I am certain this game will follow suit.


The game starts out with a retelling of Wind Waker, kind of, after which Link shows up on the shore of Mercay Island.  Navi shows up (I know its not really Navi, but you and I both know it pretty much is, so just go with it) and leads Link to the her Grandfather's house, who also happens to be the wise man of the island and, as later events will suggest, more than he appears.  From the outset, the game doesn't really have a tutorial level, per se, but the first parts of the island introduce many of the basic skills that will be required to play the game.  Using the stylus to move isn't exactly intuitive, but you get used to it.  The hardest part is rolling, as into trees.  Scribbling along the edge of the screen tends to just wiggle Link around, not always prompt the desired action.  Combat is pretty simple since tapping a foe causes Link to attack it.

I get through the first cave easily and enter the town.  It is a relief to see that "town" equals about 3 houses.  This will greatly reduce the amount of inane chatter before I can get on with the quest.  The goal is to meet the smarmy and tattered sea captain who will be our dark horse companion for the trip.  His name is Linebeck and he is effectively a foppish ninny.  To that effect he has gone missing in the Temple of the Ocean King and must be rescued.  The Temple is, unsurprisingly, a huge puzzle that lays the groundwork for the game's key gimmick.  Parts of the temple are ensconced in an evil pink fog that will drain your life. Fortunately, there are also safe zones.  The key is to get in and out of the fog while solving the puzzles that will set Linebeck free.  Very standard Zelda stuff.
You called?
The temple is pretty easy and Linebeck is soon free.  Once freed he characteristically flees the Temple forcing Link to follow him back to town, specifically to the dock.  Speaking with Linebeck at the dock prompts the Old Man (not Mister Old Man, mind you, but similar in many ways...) to show up and send Link off to find clues as to the whereabouts of the Ghost Ship that kidnapped Zelda (I failed to mention that this was the point of the game, but this being a Zelda game I assumed you would have already guessed what our objective was).  The first place the Old Man suggests to look is Ember Isle, where there lives a wise soothsayer called Astrid. Since Linebeck is now tied to the quest, his vessel has been volunteered for the job.

Driving the boat has been significantly changed since Wind Waker, and maybe for the best, although I really enjoyed the sailing in that game.  You pretty much just draw a course on your map and then let the boat go along.  You have to pay attention as hazards will crop up and you may have to avoid or jump over them, but for the most part you just let the boat go its way.  On the way to Ember Isle, I ran across Beedle's ship, which wanders the seas selling all manner of interesting things.  I picked up a part for the ship, more on that later, and checked out many other goods a budget of 60 rupees will not support.  Leaving Beedle, I proceed to Ember Isle where a whole new puzzle presents itself.

Astrid appears to be locked in the basement of a house as precautionary measure when the Ghost Ship recently paid a visit to the island.  Her assistant was meant to come let her out after the ship left, but he has not returned.  The secret to opening the door to Astrid's room is to find the three torches on the island and touch the map on the wall outside her chamber where those torches stand.  Clues are pretty obvious and the biggest tip off comes when you meet her assistant's ghost near the first torch.

With the torch locations discovered, Astrid points you toward your next objective: freeing the spirit of Power trapped inside the volcano.  The trek up the volcano is pretty easy, but getting in the door introduces another new kind of puzzle and one of the novel game play aspects the Nintendo DS features.  To open the door of the volcano dungeon you must blow out the candles that flank the door, literally.  By blowing into the microphone on the DS you actually blow out the candles in front of you!  I realize that by now this is old hat to the rest of the universe, but is is still pretty cool.  (A similar game play aspect was utilized when you first meet Astrid as you must call out to her behind the door.  Any noise will suffice, but it's a lot more fun to actually call out)

Once inside, standard Zelda dungeon rules apply.  The puzzles are fun and not overly complicated.  A puzzle with a mouse and a key led to some fits until I figured out exactly the best way to trap the little bastard.  The puzzles get a boost when the boomerang is found.  Here the stylus control really shines as you draw paths for the boomerang to follow to hit triggers and unlock doors.  And in typical Zelda style, the boss fight at the end of the dungeon requires you to use the item found within it to achieve victory.  One nice touch is the boss key gimmick which sees you carrying the key to the door and tossing it in to unlock it.  This adds a new kind of puzzle to the dungeon which is equal parts fun and frustrating.

The final boss of the volcano dungeon is Blaaz, whose name I think wants to be pronounced "blaze'" but looks more like "blas." Blaaz attacks by splitting into three parts and lobbing fire attacks.  As mentioned above, the boomerang is required to smash all of the pieces of Blaaz back together.  Once reunited, bash Blaaz with the sword until he regroups and the whole thing starts over again.  Hit Blaaz enough times and he goes out in a puff of smoke.  Your reward is the freedom of the Spirit of Power and, of course, a heart container.

According to Astrid there are three Spirits:  Power, Wisdom and Courage.  (familiar, much?)  All three must be located and their power drawn upon to reveal the location of the Ghost Ship.  Apparently there are also these tear drop things which can amplify the powers of each spirit.  I have seen a red one like the one you get on Ember Isle in Beedle's shop and another in the shop tent back on Mercay.  They were both really expensive, so I am guessing they are important.  More on that as I play along.

For now, though, it's back to Mercay Island so that the Old Man can tell us where to go next.  On the way back, I make another stop at Beedle's ship and pick up another ship part, a sickle anchor.  On Mercay Island there is a ship builder who can modify your ship (the same goes for the train in Spirit Tracks).  As you collect parts you can visit the builder to upgrade the ship.  Different parts bestow different benefits and if you use all of the parts from a given set you get an extra bonus.  If this is anything like the aforementioned train in Spirit Tracks, this will be a neat addition to the main game.

The Old Man suggests a return trip to the Temple of the Ocean King might help illuminate the next part of the adventure.  Linebeck accompanies for some reason (treasure he says).  Once inside, the Old Man appears and points Link to the pedestal on the second floor of the Temple.  There Link finds the gimmick object for the game: the Phantom Hourglass.  The glass has the power to protect Link from the pink fog in the temple that drains life, but only for a short time.  Once the sands have drained they must be recharged by the sun.  Thus, it must be used sparingly.  Having claimed the Hourglass, the secrets of the Temple can be revealed, slowly over the course of the adventure, that is.  And that's where I left things.  In the Temple, ready to explore the next level.
So far this seems like a pretty standard Zelda adventure.  It borrows much from Wind Waker, and I am hoping for more divergence in the adventure as the game progresses.  I'm in the minority that has no problem with the kid Link adventures or the cell shaded style they are done in.  All I really am looking for is a fun adventure with great puzzles and lots of action.

Follow Link and I through Hyrule after the JUMP!