One of the more common complaints you'll hear from Nintendo ex-fans is
that the Big N hasn't made any new franchises in a very long time. For
evidence, critics often point to Super Smash Bros. Brawl,
the game that has become a showcase for iconic Nintendo characters past
and present, and correctly note that none of the game's playable
characters are from a franchise created after 2001's Pikmin.
You'd think the one game that celebrates the whole history of
Nintendo's creations would put some recent stars at the forefront, and
yet there are none.
There's a point to be made there, but I don't
think it's that Nintendo isn't creating new experiences. Nintendo has
been delivering unique titles all along, but skinning them with familiar
faces in an effort to grab the mass-market that buys based on brand
name alone. It's a practice that probably went into full swing after the
amazing success of Super Mario Kart,
a racing game that could have been released with the image of any other
combat-focused racer and nobody would have ever thought to liken it to
the Super Mario series. Nintendo found a way to make the racing formula
mesh with a beloved franchise and exploited the mustached plumber's
image for instant brand recognition on a whole new product. It wasn't
long before every Nintendo character became a pitchman: the
ever-adaptable Kirby was a given, and other Mario-verse mascots like Yoshi and Wario weren't stretches either, but even seemingly untouchable characters like Samus and Link are now lending their images to genres that only vaguely fit into their traditional roles.
Enter DK: King of Swing on the Game Boy Advance in 2005. The game could be categorized as a platformer, but the focus on running and jumping had shifted to climbing and swinging, using the system's shoulder buttons. King of Swing received enough positive reviews and
sales to spawn a sequel, DK: Jungle Climber, for the Nintendo DS in
2007. Like many hardcore gamers, this game launched well under my radar,
but I recently gave the game a shot. Is the stigma of a spinoff
warranted, or will I see something new underneath the same old monkey
business?
It has been a while since we've seen two core Mario series games on one Nintendo system in a while, you need to go back to the Super Nintendo with the two Super Mario Worlds for the last example, and it is highly arguable whether Yoshi's Island can be considered a core Mario game for that matter. Surprisingly, Nintendo announced Super Mario Galaxy 2 last year and the game was released this May to much herald and acclaim. Glancing at Metacritic, the top two games for the Wii are our two Galaxies, an incredible triumph for Nintendo.
I actually beat Super Mario Galaxy 2 well over a month ago, but I decided, much like I did with the first Super Mario Galaxy, to wait until I had collected all 120 stars before writing a review. Actually, make that 240, no... 242 stars! Galaxy 2 more than doubles the collectible star count over the original while keeping the game both interesting and challenging. But is the game too much like the Super Mario Galaxy, or does it set itself apart enough to transcend the typical sequel failings we've been witness of lately?
For a look at the game's opening, check out Nate's first hour review of Super Mario Galaxy 2 published right after release.
I'll be the first to admit this review is rather ill-timed, heck, I've
already published my full review of Super Mario Galaxy 1, and Nate's
first hour of Super Mario Galaxy 2 is already up! But I had this
stored up for the right moment, and unfortunately that right moment
came and went a few weeks ago, so the new right moment is now. Better
late than never.
I loved Super Mario Galaxy, what an awesome
game. I didn't even have a chance to really play it until this year,
but it still astounded me, the only game on the Wii that has. I
already talked about why I love the game, but here's how I started
loving the game. My impressions of the game's first hour, at the time
it had a lot of work to do on me. I worshiped Super Mario 64 in my
early teens but could never get into Super Mario Sunshine. The game
sat on my shelf for months until I finally returned it to my friend.
So here was another 3D Mario game that I didn't really care about
playing, but of course I was going to give it a shot when the
opportunity arose.
So sorry this is late, but there is always
someone out there who hasn't been exposed to Super Mario Galaxy, and
here is it's first hour review, just for you.
For all its talk of innovation this generation, Nintendo seems to be
falling back on its old tricks like never before. Alongside its Wii
Sports Resort and Wii Fit Plus, Nintendo announced two games at E3 2009
that surprised the videogame community: New Super Mario Bros Wii and
Super Mario Galaxy 2.
What's that I hear you say? "Big deal! How
are new Mario games a surprise?" Well, New Super Mario Bros. Wii is the
first 2D Mario game to hit a console since Super Mario World, just under
nineteen years ago. And Super Mario Galaxy 2 is the first direct sequel to a
Mario game since Super Mario Bros. 3, just over twenty years ago.
Nintendo may be feeding casual gamers with one hand, but it's got plenty
of snacks for Mario lovers in the other.
New Super Mario Bros. Wii was set loose upon the world last November, and continues to sell like Wii-branded hotcakes well into this year. But Nintendo held Super Mario Galaxy 2 off until this summer, ensuring that they have a full three years to create bold new worlds for Mario to explore. Is the Galaxy worth revisiting, or was one trip to the cosmos enough?
Today's first hour review is for Trine, a unique sidescroller
brought to us by Frozenbyte. Having known nothing about the company
before now, Wikipedia tells us that they are a Finnish developer,
founded in 2001 and consisting of around 20. They previously made two
games for PC, Shadowgrounds and Shadowgrounds Survivor (apparently FPS
with RPG hybrid elements).
Their latest game, Trine, was released in 2009 for PC and later PS3 (with 360 version seemingly cancelled). I became drawn to the game by a cheap price on Steam along with pretty screenshots and a bit of positive word-of-mouth.
Super Ghouls 'n Ghosts is a
game I knew very little about. When I was about eight years old, a few of my friends said it was "the destroyer of worlds." Not just difficult, but impossible.
None of my friends could progress very far, and as an eight year old,
I wanted to prove to them that I was superior. Unfortunately,
none of them would lend it to me, and I never really had the money to
buy it and every time I went to the video store to rent it, it was always
out. I don't know if it was just that popular, or if they lost it. I'm
guessing the latter.
Now, I understand that it was made in 1991 by Capcom. It’s been ported to a bunch of different gaming platforms including the PlayStation, Sega Saturn, Game Boy Advance, PlayStation 2, Xbox, PlayStation Portable and Virtual Console on the Wii.
It is the sequel to Ghosts 'n Goblins and Ghouls 'n Ghosts, and also loosely related to Demon's Crest. I've played games like Contra and got pretty far before hitting a mark that was impassable for me, even at the wee ages of nine. So I figured… how hard can this game be? Here's the first hour of Super Ghouls 'n Ghosts.
I loved Super Mario 64. It was the first game I ever played on what is
one of my favorite consoles, and my memories of the game have stuck
with me to this day. The running, the jumping, the exploration of huge
levels, it was incredible. Mario made the best transition to 3D ever,
well, until Ocarina of Time
came around. The next 3D Mario iteration was Super Mario Sunshine,
which I was less then enthused about. I'm not sure if it was the water
pack gimmick or what, but I was never convinced that it would be worth
playing. Nintendo has finally delivered its third true 3D Mario game
(well, two and a half years ago) with Super Mario Galaxy. While it is almost unrecognizable in terms of what a Mario game should be like, it plays just like Mario 64 did 14 years ago: awesomely.
Galaxy's gimmick is that instead of featuring one giant, flat plane, each world is made up of small, Little Prince-like
planets and objects. Gravity and physics are now Mario's biggest
friend and foe, as you're constantly being challenged in new ways to
jump and explore. I love games like Braid and Portal that challenge me to think and play different, Super Mario Galaxy joins that elite group, in my opinion.
Super
Mario Galaxy 2 is due in less than two months, and it'll probably be
the first Wii game I buy at launch in over three years. I'd love to
have a first hour review of that game at launch (hint, hint, Nintendo),
but I've got a first hour review of this game also on the back burner.
Here's my full review of Super Mario Galaxy. I collected all 120 stars
in the game which took me about 25-30 hours.
Here we have Mirror's Edge, a first-person platformer of sorts, released in late 2008/early 2009 by DICE/EA. I've been interested in the game for a while, starting from its strong marketing campaign, so I jumped on the chance to play it recently.
It can be briefly summarized that in Mirror's Edge, you are a runner, tasked to transfer information between groups looking to avoid the surveillance of an overbearing government and its allies. As escaping capture is of utmost importance, runners do most of their travel on free outdoor environments, especially rooftops. Thus the gameplay is largely parkour-based, emphasizing proper use of momentum, speed and techniques to accomplish goals. At its best, this leads to a smooth, sublime experience, reminiscent of games like Jet Set Radio, Shadow of the Colossus, NiGHTS, and the original Prince of Persia. Mirror's Edge takes the player further into that experience, locking you to a first-person view with constant reminders of your physical struggles with and against the forces of gravity and objects in your world.
My favorite licensed game as a kid was Chip 'n Dale Rescue Rangers. Heck, this was one of my favorite games period. Rescue Rangers was a platformer released on the NES in 1990. It had the whole cast of characters from the cartoon, captured the soundtrack personally in 8-bits, and was just challenging enough to get me coming back over and over again. Probably the best part of it though was its two player simultaneous gameplay. This game single-handedly revealed the sadist tendencies that had lied dormant inside of me for so long (only to come out again many years later while playing The Legend of Zelda: Four Swords Adventures at college - I'll save that story for another day).
In this piece of nostalgia, I'll talk about the game's license (it is licensed games month at the First Hour), reminisce about the classic multiplayer, and revel in my speed run attempts during college. If you've ever played Chip 'n Dale Rescue Rangers, I hope you enjoy this; if you haven't, well, you're in for a treat too.
Oddworld: Abe's Oddysee, a puzzle-platformer developed by Oddworld Inhabitants, was released in 1997 for the PlayStation and PC. It uses pre-rendered graphics for its backgrounds and sprites, and has a large list of actions that can be taken by the player, including making the player character speak.
I remember playing the demo of this game at Toys'R'Us, and being impressed by its graphics and gameplay features, as well as the odd feeling of it all.
Oddworld is now available through Steam for play on the PC, and that's where I got the copy I'll be playing. Although it can be played with the keyboard, I will be using a gamepad because I find it very cumbersome to use a keyboard to play a game designed for a controller.