Friday, April 9, 2010

RECOM: Sonic Unleashed by Rocket



Sonic Unleashed
by Rocket (Contributing Author) | Edited by Mop_it_up (Site Editor)

Playing as Werehog Sonic with the Wii Remote and Nunchuk feels amazing.

To recommend Sonic Unleashed - a Sonic game where you spend most of your time not running at high speed, but as a roaming beat 'em up style platformer - would take someone who genuinely enjoyed these levels. I'd like to tell you why these sections are at least worth trying out.

With the Wii Remote and Nunchuk, you just have to do little alternating flicks of your wrists to get Sonic punching. The other control method, which is to keep tapping the shoulder buttons, can get tiring very quickly. This is why I'm convinced playing as Werehog Sonic was primarily designed for the Wii Remote and Nunchuk. A little flick is all it takes to fling a crate at an enemy, which feels quite satisfying as opposed to button pressing.

When you're not punching, you use the Wii Remote to do platforming tasks. These include swinging the Wii Remote when Sonic's hanging off of poles sticking out from the wall, and doing alternating drumstick motions with the Wii Remote and Nunchuk when climbing to the top of a pole sticking out of the ground. It's fun and involving to do this. I'd imagine using a different control scheme where you're only pressing buttons instead must make the game feel so much like just another generic platformer. Pulling the Wii Remote and Nunchuk upwards to open a door adds to the experience, making you really feel like you're the character making his way through the level.

It takes some time getting used to the fact that you're not running all the time in a Sonic game, so I suggest you approach the Werehog sections with an open mind as they take longer to play than the daytime ones where you do get to run fast. The daytime running sections are very much like high speed roller coasters, and Sonic feels like he's just a racing car with legs during these levels. The Wii Remote's motion controls help to make them more fun than that. A swing will give Sonic a burst of speed or activate his homing attack when a target appears onscreen.

It feels really satisfying to do this! Like hitting a ball with a bat and really sending it flying, except you're hitting Sonic with your remote and making him go so fast he breaks the sound barrier. Pressing a button to do it couldn't possibly be as fun. It's definitely more fun than doing the spin dash in the older Sonic games.

Then there's defeating a chain of enemies with homing attacks as we've done before in previous Sonic games, but this time you feel each individual "WHACK!" with each swing you do with the remote. I never want to do this with just buttons again after experiencing this, it would be a massive step backwards.

There's one thing I'm glad the Wii version doesn't have, and that is the outer hub sections the 360 and PS3 versions have. In those versions you have to wander around to find people to talk to, and find out where you are to go next. In the Wii version, you just select these people from the map. I suppose with the other versions that makes it feel more like a "World Adventure" (part of the Japanese title of the game), but the approach with the Wii version helps put more emphasis on the action stages.

Sega's experiment with the slower, brawlier Sonic the Werehog is a fun and successful one, as long as you don't play with just buttons. The motion controls really make this game more involving and fun, and it is the best way to play if you're curious enough to check it out.

Everyone Needs to Read This

The guys over at NintendoEverything put some effort into quantifying the reality of Wii sales versus the HD consoles.

Now, obviously this doesn't mean every 3rd party Wii game is a success ... but it does show that things are a lot more balanced than "hardcore" media would lead you to believe.

[link]

Sunday, April 4, 2010

DUST BUSTED!!

Hey, gang. I found a little time to hop online, found this, and thought I should share.

Unlike the author, I don't think there was ever reason to let the Wii gather dust, but I post his article because it is the epitome of what this site hopes for: a day when "hardcore" gamers chill out, open their eyes, and realize that quality gaming comes in more than just HD resolutions.

So thanks, Jim. Even though you're getting a lot of flak in the comments. You've done the right thing.

[link]

Friday, April 2, 2010

Vacation-ish

Alright, folks ... I hope you all enjoyed our April Fools special. I'm sure I'll have some other hilarity for next year. And if you missed it? Well you should check the front page more often! ^_^

Anyway, I am heading out of town tomorrow to spend Easter weekend with my in-laws.

I'll be back on Monday. Try not to trash the place while I'm gone. I'm looking at you, Rocket! jk jk

So, happy Easter to those who partake. Even for those who don't, maybe you can celebrate by playing some nice [egg-themed games], hmm?

By the way, this community is pretty awesome. I wonder if I thank you all enough for that?

Thanks!

See ya in a few...

Thursday, April 1, 2010

Red Ain't Dead!!



Ok, that's it. I am sick and tired of the mainstream media and fellow gamers making fun of the most innovative, immersive console of all time. Of course, I'm speaking of the Virtual Boy.

So from now on, that's what our site will be focused on.

Spreading the word of the Virtual Boy and it's small but potent library of games.

I hope you're ready as we take these first important steps towards true gaming reality -- virtual reality.

Sunday, March 28, 2010

Retro Nouveau - Why Greatness Never Gets Old



So, if you keep up with the forums (and why wouldn't you?), you'd know that I just got Cave Story on Wednesday but am already well into my fourth play-through of the game.

I've already gotten all the endings. I've already gotten all the items/weapons that I care about. I've already tried all the modes. So why am I playing? Cuz it's a damn fun game! That's why!

This game really got me thinking: unlike MegaMan 9, 10 and Sonic 4, Cave Story's "retro" style isn't actually retro. That's just what Cave Story is. We're not revisiting something from 20+ years ago.

Is this revival in "classic" gameplay just a byproduct of downloadable games have file size restraints? Or are people's tastes in gaming just as cyclical as anything else? (Swing dance and boy bands made a come back in the late 90s, 3D movies are back in fashion, the list goes on ...)

Or has gaming just gotten so bloated that a void emerged for simple, fun games to fill?

I don't have the answer for you. I only know how I feel.

So how do I feel? I feel like I love Cave Story, I loved MegaMan 9, I'll probably love MM10 when I get around to it, I loved NSMBWii, and I'm incredibly excited for some 2D elements in Metroid Other M. Of course, I'm still looking forward to the big budget, online-driven release like Monster Hunter Tri and ZengekiNR.

But that's just it - I want both. I don't think retro has to be "retro." Yes, as a style it is firmly rooted in a time long since past. But as an aesthetic? I think if the content is fresh, the game will be too.

8bit or 1080p? I'm diggin' it either way.

What about you?

Friday, March 19, 2010

I would like some free Mario.



Anyone actually get [this]? Any idea why?

Where did you get it? Via email? Wiimail? Snailmail?

We need answers people!! ^_^

[link]

Thursday, March 18, 2010

Hunting for the Hunter? Take a Map!



This is a sweet little project in response to the GameStop/Monster Hunter Tri scandal.

It keeps track of GameStop locations that are either being cool about the demo discs or trying to swindle you (just a little bit).

I've done my civic gamer duty and added my info to the map. Have you??

[link]

Saturday, March 13, 2010

Imitation is the Sincerest form of Rip-Off



Sony.

Sony, Sony, Sony.

I loved the PS1. I loved the PS2. When the time is right, I will love the PS3.

But "Move"? For shame, Sony. For shame.

The design is the same.
[link]

The ads are the same.
[link]

And yet the product itself doesn't even seem to work as well as the already-in-our-hands WiiMotionPlus.
"My first impression of Sony's Move controller is that it has a lot of promise, but it's not quite there yet. But for the sake of this interview, let's assume it duplicates the Wii experience -- nails the controls and they work just as well as Nintendo's, if not better."

~Matt Casamassina, IGN in an interview with Reggie Fils-Aime




So, what have we learned?

Well, seems every gaming journalist with a "hardcore" following thinks Sony's Move is fresh, innovative and fun. I've already read dozens of articles in which the author treats Move like a breath of fresh air. As if the doors to Nintendo's dank, musty, motion-controlled basement have been flung open! "A ha!" they proclaim, "this is how motion controls should be!"

Somehow games with [party in the title] are now fun!
Non-games where you raise [furry little creatures] are now for "hardcore" gamers!

But, that's for the delusional "hardcore" media to think - it seems they will never change. Despite reports of lag and detection worse than the WM+, they are enthralled with the promise of the Sony Move.




For me? I'm just disappointed in Sony. They had a chance to take something good and make it better. I have always subscribed to the theory that "good artists borrow, but great artists steal." So I see nothing wrong with the essence of Sony Move, it's Business 101, for Pete's sake!

But in execution? Well, let's just say that it really seems half-assed. And even the most staunch Nintendo hater has to admit, Nintendo approached motion control with their whole ass. Good night.

Monday, March 8, 2010

RECOM: Muramasa by Gwaihir Scout



Muramasa: The Demon Blade
by Gwaihir Scout (Contributing Author) | Edited by Mop_it_up (Site Editor)

Muramasa is an enjoyable 2D action game featuring cool swords, hordes of monsters, and very large bosses. It is notable for its distinctive (and gorgeous) style of artwork, using 2D hand-drawn art for the character models and backgrounds. The basic premise is that you control Momohime and Kisuke as they travel across Japan from boss to boss, stopping frequently to fight off a wave of monsters, with the next chunk of story delivered when you reach the boss. The story itself is nearly nonsensical, with almost no exposition given.

The highlights of the game are the artwork, the music, and the combat itself. The artwork, as previously mentioned, is highly unique for a modern video game, and combines with the fantastic music to give a great atmosphere to what would otherwise be a dull overworld. Things only get really interesting when you reach an enemy encampment and have to fight through to reach the boss. The bosses are very fun. They are mostly enormous creatures with huge life bars, requiring a fair bit of agility and patience on your part to bring them down.

Now for the combat, which is the only true reason why this game is worth your time and money. Your characters are sword-wielders, and use a fighting style which is inhumanly agile and acrobatic. You can literally perform aerial dashes from one end of the screen to the next, slashing whatever you pass. It's a great deal of fun, and important to avoid getting hit. It's also extremely easy to block, using the same button as to attack, and you will block automatically if you are attacking when you get hit. However, if you block too much or too strong an attack, your sword will break and you will still take some damage. At this point your sword is almost worthless. Fortunately, your swords are magic and will repair themselves while in their scabbards. You can hold three swords at one time.

Here's where it gets interesting: You make or find more swords as you progress through the game. Each sword has its own set of attributes, particularly its Secret Art, which is a special move that the sword can perform at the cost of some of its strength. These range from spin attacks and special slashing combos to throwing fireballs or calling lighting from the sky. These take practice to use effectively, particularly as using them means you will not be able to block as much damage before your sword breaks.

The best part of the game doesn't come until the post-game content. After you beat the game with both characters, you can use all swords with both of them, and all bosses can be re-fought with boosted stats. Whereas before your choice of swords was mainly based on their strength, now you can pick your favorite Secret Arts or stat boosts and really enjoy yourself. There are also enemy lairs that throw wave after wave of monsters at you, including simultaneous bosses. It's a true endurance test and really shows the best of what the combat system has to offer. There are also new final bosses and endings for you to find. Unfortunately, you will have to level up both characters, which can be a chore because they both control exactly the same.

Don't worry too much if you're not that good at this kind of game. I'm only so-so, and I didn't have much trouble beating the game on easy mode. You don't have to use the Secret Arts that much, and mistakes in dodging are usually only fatal if you're too slow to keep your health up. A few bosses can be trouble, though, and you will have to learn to dodge their attacks if you're not stuffed with healing items. I haven't tried the difficult mode myself, but I understand it can be as hard as old arcade games. (There's also a crazy-hard mode if that's too easy for you.)