Luigi has strangely found his niche in the Mario universe as the ghostbusting, mansion tip-toeing brother. Why Nintendo and Shigeru Miyamoto decided to make a GameCube tech demo out of a ghostly mansion and then have it star Luigi may be a question for the ages, but 12 years later we are here with its sequel, Luigi’s Mansion: Dark Moon for the 3DS.
It’s been a decade since I played the original Luigi’s Mansion, but I remember it being a charming, if repetitive experience highlighted by Charles Martinet’s incredible voicing of a freaked out Luigi. With the Wii U in seemingly more need of quality software than the 3DS, I’m surprised some tablet-utilizing version of Dark Moon didn’t show up on the console, but the likelihood of me playing the portable version is much higher, so I personally appreciate the 3DS release. Let’s play.
Not this year. Kid Icarus Uprising is just about impossible to play on the go. I finished New Super Mario Bros. 2 in a weekend, enjoyable as it was. And the StreetPass novelty died after I went months without an exchange. It just wasn’t a worthwhile use of pocket space.
But then something unexpected happened: a little-known Game Boy game put the 3DS back in my pocket.
But the fanfare was light when two new Mario platformers were revealed at this year’s E3. Old Jumpman may be a victim of overexposure: assuming New Super Mario Bros. U launches alongside the Wii U this holiday season, that will make five Mario platformers released in three years. The five previous Mario platformers stretched from 2007 all the way back to 1992.
You’ll never hear me complain about too many Mario games. I loved NSMB Wii’s hilarious multiplayer, adored Galaxy 2’s imaginative splendor, and even enjoyed 3D Land’s muted creativity. But all I expect from New Super Mario Bros. 2 is the same old unassuming excellence that has come to define the word “New” on Mario’s box.
VVVVVV and NightSky both featured great musical soundtracks to back their platforming efforts, but Bit.Trip Runner is essentially a rhythm game with the platforms serving the soundtrack. Developed by Gaijin Games and released on WiiWare in 2010 and Windows in 2011, Bit.Trip Runner attempts to marry the sounds of Guitar Hero and the auto-running of Canabalt.
Nate originally reviewed Bit.Trip Runner last year and deemed it the “anti-rhythm game”, he awarded it an average score and went on to call it stressful. Steve chimed in in the comments section a few months ago and agreed with Nate’s assessment, but for whatever reason, I decided to play it myself.
I didn’t actually beat Bit.Trip Runner, but I made it to the third to last level before finally giving up, so I feel like writing a “full” review is still legitimate, either way, full disclosure.
I’ve been on an indie game kick this year, playing some really excellent platformer and adventure games. In a somewhat random string of events, I ended up playing three pretty different types of platformers over the course of a few weeks, and in preparation for our recent five year anniversary celebration, all full reviews were put on the back burner.
The first of these three is VVVVVV, developed by Terry Cavanagh and released in early 2010, VVVVVV is a short but challenging open world platformer. Our hero, Captain Viridian, suffers some kind of accident to his spaceship and his crew is scattered across a new dimension. The controls are simple: all you can do is move left, right, and well, flip the gravity at your whim.
The next two platformers you’ll hear from me about are NightSky and Bit.Trip Runner, and while they’re all technically rather distinct, they can, after all, be boiled down to 2D platformers at the core.
My Club Nintendo coins are finally going to good use, now that I can exchange them for games instead of cheap memorabilia. Fluidity was well worth zero dollars. And last month, I checked out Art Style: Cubello and found an interesting puzzle/lightgun hybrid.
Another month, another Art Style game to grab from the Club. Pictobits (called Picopict in other territories) is my fourth from the series, all of them quite different from one another. Of the four, Pictobits is the closest to a traditional puzzle game, falling blocks and all. As someone who tends to burn out quickly on those competitive block-movers, I kept my expectations low.
But Pictobits surprised me. It gets frantic, no doubt, but the bite-size challenges and uncommon variety pulled me over the speedbumps in the difficulty curve. The retro Nintendo style didn't hurt, either.
I never quite bought into the whole Achievements deal this generation. It's nice to have a (rather arbitrary) tally of "gamerness" on record, and I do like to occasionally check my friends' progress. But the achievements themselves tend to make a goal out of lengthy tedium, a checklist asking the player to kill X enemies using Y weapon, in a way that mimics the worst parts of grind-dependent MMOs. It's far from the creative metagame that I'd hoped would evolve through the generation.
As a result, my PSN trophy list accounted for 65 games long but lacked a platinum trophy. I had ambitions to 100% my very first PS3 game, Uncharted 2, until I saw that the majority of the trophies were based on finding "treasures" in the game, essentially an overgrown pixel hunt. I don't regret giving up that chase shortly after it began, and it kind of soured me on trophies in general. Still, there has always been this nagging feeling that, having played so many PS3 games, I should get one platinum trophy before the next generation arrives. Some people aspire to run one marathon in their lives. I figured I should have one pointless digital knickknack.
Now I have one. It's a bit underwhelming, actually. Maybe that's because it only took about fifteen hours of game time to achieve. Or maybe it's because Rayman Origins is fun enough that, even if the game lacked trophies, I would have finished all the requirements anyway.
I had never played a Rayman game before last year, when I tried Rayman 3D. A port of the most renowned Rayman game, it didn't exactly endear the limbless whatsit to me. So when Rayman Origins was released six months ago, I was too busy scampering through Super Mario 3D Land to care.
Thus, I was busy gazing into a 3D mushroom kingdom when Origins earned rave reviews. The acclaim seemed fruitless, as Rayman Origins found slow initial sales and an early price slash. Still, the game made enough cash that a sequel is (almost certainly) on the way.
I had intended to check out Rayman Origins since it was showered with critical adulation, but it was the sequel leak (and heavy discounting) that pushed me into finally buying the game. I'm pretty keen at picking apart platformers in just a few minutes of play, so my first impressions of the game all but cemented my new outlook on Rayman.
In Super Smash Bros, Director Masahiro Sakurai stripped the fighting game genre of its finger-tangling combos and built a new style from the core sensation he enjoyed the most: the dynamic "ad lib" nature of the fights. It was arguably the Nintendo 64's best game. In Kirby Air Ride, Sakurai boiled down the racing game to drifting and acceleration, then layered that core with Kirby flair and garish extras. It wasn't exactly the next Smash Bros.
Now, Sakurai's "disassembly and reassembly" approach takes on the shooter in Kid Icarus: Uprising. The father of Kirby and Smash Bros has transformed a quirky NES action platformer into half corridor shooter and half third-person shooter. It's no Smash success, but it's far from Air Ride's mediocre curiosity as well.
Earlier this month, I played through the original Kid Icarus for the first time. It's a golden-age Nintendo oddity with a novel mishmash of action and RPG (novel in 1986, anyway) that provides more frustration than fun. It's okay, I guess.
But through the years, enough fans yearned for a revival of Kid Icarus that an online petition could always be found on any sizable video game forum. Unfortunately for these die-hards, Nintendo never gives its fans exactly what they want: it instead creates something new that resembles fan demands. Besides, Kid Icarus was a strange game. The only aspect of it I could see living on was the oddball Cupid Versus Eggplants theme.
Apparently Nintendo saw that too, because the new Kid Icarus: Uprising celebrates its strange heritage in a game style closer to Star Fox than a return to the original's platforming-action formula. Lifetime Kid Icarus fans are no doubt disappointed, but I couldn't be happier: the rail-shooting half of Uprising bears a strong resemblance to my 2010 Game of the Year, Sin & Punishment Star Successor, and the on-foot arena melees look no less enjoyable. Could Kid Icarus: Uprising be the 3DS's first worthy purchase of 2012?