It's hard for me to go an entire year without playing some Legend of Zelda game, heck, just the first half of this year included Spirit Tracks and The Minish Cap, so why not feature the first hour of another? The Legend of Zelda: Twilight Princess was released in 2006 on the Nintendo Wii and GameCube. It was originally going to be for just the GameCube, but Nintendo thought it would make for a great launch title on the Wii (which it did, got me to buy the system), so then the GameCube release was delayed a month to let sales of the Wii version have free reign.
Twilight Princess went on to win game of the year awards and was generally praised around the industry for its gameplay and presentation. For the sake of full disclosure, I beat Twilight Princess within a few weeks of its release on the Wii and have mixed feelings about the game. It's been almost four years though since I've played it so here is its second chance with me in the form of the first hour review of The Legend of Zelda: Twilight Princess for the Wii.
Quick Time Events. So many games have used them to some extent in the
last five years that just about every gamer has an opinion on them.
Mine is that they are the worst gameplay gimmick to take the industry by
storm in a long time, and I wouldn't mind seeing them all packed into a
burlap sack filled with leeches and thrown into the depths of a
volcano. They're tacky, they're unintuitive, and their attempts to
engage players in cinematic animations backfire and break the sense of
immersion one has with a game. And unfortunately for me, they're just
about everywhere these days.
Two behemoths let loose in early 2005 can be thanked -- or blamed -- for the salvo of games that have featured QTEs in the last five years. The first, with a January 11 release date, was Resident Evil 4. The game was extremely well-received: it won many Game of the Year awards, offered a fresh take on the aging Resident Evil formula, and gave Gamecube owners a third-party exclusive worth bragging about. The other member of the gruesome twosome that brought us into the era of QTEs is known as God of War. Released just two months after Resident Evil 4, the game received just as many accolades and turned heads back to the PS2 as quickly as they'd been lost to the Gamecube's horror hit. Is it any wonder that the industry went in the direction it did when two such monumental successes as these both prominently featured a relatively unused gameplay gimmick?
Today we'll take a look at how the smart use of QTEs helped put these two games on the map, and watch a few examples of QTEs gone wrong. And trust me, there was a huge pool of resources for the latter.
Resident Evil is the original survival horror game. It didn't invent horror, but it definitely laid some groundwork as far as the genre went in video games. It was originally released in 1996 for the Sony PlayStation. In 2002, it was released as a remake for the GameCube in a surprising deal that had the series on Nintendo's system and eventually led to the stellar Resident Evil 4. It is the GameCube REmake (get it, RE stands for Resident Evil? Ah, nevermind) that I will be playing.
So what I want to know is this: Is this game good, and is this game scary? I've played Resident Evil 4, and had a few good jumps, but overall it was just a moody action game (arguably becoming the basis of the modern third-person shooter). The original (and remake) had a lot more focus on puzzle solving and exploring, and less on fighting.
I'm going all out with this one. I'm playing at night, while everyone else is sleeping, with the lights off. Let's see if we can get a good scare out of this.
Some games are unforgettable. After forking over our birthday money at K-Mart, we bounce all the way home in the backseat of the station wagon, wrestle the plastic wrap away from the box, gingerly place the game in the system, and steady our feverishly shaking hands with an anaconda grip on the controller. We don't let go for hours. And when the credits roll, we tear up a little, knowing we'll always cherish that first time through.
And then there are games that are largely forgotten weeks after release. Niche appeal, scathing reviews, or even just lack of hype can doom a game to obscurity and the Target bargain bin. But even these games deserve a second look...sometimes. Every once in a while, a kernel of brilliance can be found within these steaming piles of mediocrity. The purpose of this feature is to sift out some of these conceptual gems and put them under the microscope.
Today we'll take a look at how the Checklist Grids in last generation's Kirby Air Ride add a special something to one of the current generation's biggest innovations: the Achievement.
Bargain bins. Sometimes they hold
treasures, other times just stuff better left at the bottom where no
one can see. Still, I'm poor and always hoping for the best so I
can't help but look around. Surprisingly, I found XIII in one of
these dumpster dive sessions, and for $1.99 at that. All I really
knew of the game was that it was cel-shaded, likened constantly to an
action-fused comic book, and a FPS.
A few weeks ago, Games for Lunch's Kyle Orland reviewed XIII's first hour. He died numerous times and was ultimately frustrated with the game's gameplay. Hopefully I'll have a better sixty minutes.
X-Men Legends II: Rise of Apocalypse is an action RPG featuring the X-Men and Brotherhood of Mutants teaming up to fight Apocalypse. Developed by Raven Soft and published by Activision, it's (obviously) the sequel to X-Men Legends.
I have never played X-Men Legends. Why, then, am I playing the sequel? In the first game, you play as the X-Men fighting against the Brotherhood. In the second, you play as the X-Men and the Brotherhood, which seemed much more interesting to me.
How will this game capitalize on this unique license? Will an action RPG be fitting for the X-Men (and Brotherhood)? Did I make a huge mistake in playing the sequel before the first?
Everyone should have heard of Dragon Ball Z, the famous anime based on the manga by Akira Toriyama. It's the second part of the series (preceded by Dragon Ball), and the most famous. It follows the adult life of Goku as he grows more powerful and gets in fights with aliens.
Dragon Ball Z has such loyal fans that any game with the Dragon Ball Z moniker automatically sells well, no matter how bad. This is what licensed games are all about: making money on the strength of the brand instead of the strength of the game.
Then along came Dragon Ball Z: Budokai (which basically means "tournament") for the Playstation 2. It sold exceptionally well, even for DBZ, so Atari decided to update the graphics and release it on the Nintendo GameCube, where it went on to sell over a million copies and become Player's Choice.
The GameCube version is the preferred release, as the developer Dimps took the opportunity to implement cel-shading, making the game look more like the anime than the Playstation 2 version. I will be playing the GameCube version.
What I want to know is this: is this game worthy of its Player's Choice status, or did DBZ just have a million fans ready to pay for anything with Goku on the front? Will this game be fun for those without prior knowledge of the story, or will you have to be a devoted fan to get anything out of it?
And so we've come the the last game in the Lord of the Rings marathon. The good thing about this marathon is that it was much shorter than a Lord of the Rings movie marathon. Actually, beating all three games would probably take less time than watching the extended versions of the movies. Snarkiness aside, it would be a good idea to read the first two before venturing into this one.
After Return of the King was released, there was still enough hype about the Lord of the Rings movies to warrant releasing another game. Since the two previous games had already covered all the battles from the movies (and then some), EA decided to tap into a previously neglected genre: they released an RPG.
The Lord of the Rings: The Third Age is almost a JRPG, except it wasn't developed in Japan. Because of this, it has a little more Western influence on the storytelling and some of the gameplay.
The story was created just for the game and has you controlling new characters, mainly Berethor, a man of Gondor, who is searching for Boromir.
Will Lord of the Rings make a good RPG? Perhaps the bigger question is, will EA make a good RPG? Hmmm....
The second game in my marathon is The Lord of the Rings: The Return of the King. To simplify, I will assume you have already read my Two Towers review, so if you haven't you may want to do that first.
Return of the King (RotK) is the follow-up to The Two Towers. This game was released in conjunction with the movie, so it follows it much more closely. The levels are taken only from the final movie (which doesn't always correspond to the final book).
In order to one-up the previous game, RotK raises the number of playable characters from three to five right off the bat, with several unlockable characters as well. It also adds interaction within the environment, two-player co-op, and a bunch of tweaks such as graphical enhancements.
Will these changes be enough to help Return of the King surpass The Two Towers? Will its First Hour be as well paced as its predecessor? Or will neither of these things happen?