Ads

Showing posts with label nintendo. Show all posts
Showing posts with label nintendo. Show all posts

Saturday, February 6, 2021

Review: Fitness Boxing 2: Rhythm & Exercise (Nintendo Switch) (Updated)

 
By it's own merits Fitness Boxing 2 can't hold out against the fitness giant that is Ring Fit Adventures, but it doesn't have to. It's not out there to be a major weight loss tool and the overall game doesn't present itself as a tryhard. What it does is in the very title: it's a score-based game that grades on how accurate each punch and motion is performed to the beat of music. It's simplistic in it's nature but can be a beast that will bite if pushed too hard. Out of curiosity, I played the easiest exercise on No Mercy difficulty with the song in fast mode. Needless to say it kicked me as I went down. Each jab, straight, uppercut, hook, and every other motion is scored on how accurately timed each punch is thrown, it all comes together in a fun way that will leave you wanting to play more to get a better score.
 


Before and after each daily exercise, the game has the player warm up by doing various stretches. Halfway through each exercise the game switches from Orthodox footing (left foot forward) to Southpaw (right foot forward) and repeats the punches and motions, so rather than just working one side of the body the game evens out the actions on both and pushes the player to stay on guard with how certain punches are thrown. There is an option for free exercising which lets the player pick which routines they want to perform, several can be added to a list for a complete workout, this doesn't include the stretching which is an integral part of a workout. Instrumental versions of songs such as It's My Life by Bon Jovi, Hot N Cold by Katy Perry, and Venus by Bananarama are played during exercises and can be sped up to twice the speed for an added challenge. 
 
In-game achievements are awarded for various things such as working out 10 times with a certain instructor, unlocking all the music tracks, throwing 5,000 perfect punches, and even stretching a certain number of times. These achievements grant you tickets that are used to unlock new clothes for the instructors, adding a bit more depth of customization. From a small, thin-framed girl to a hulking weightlifter, there's a choice of nine instructors to serve as a guide and can be switched from the main menu. The instructors themselves are nicely modeled in variety and aren't overbearing, they never get caustic over a missed punch and offer encouragement at all times. With the customization options of clothes, skin tones, hair, and even eye colors, they can be personalized to suit anyone's tastes. 
 
 

 
The game uses a Fitness Age calculator which tallies up the perfect and OK hits, and takes into account the misses to determine just how well you moved during the workout session. It mentions a few times that it's not a way to gauge how fit you are in real life. The fitness age also doesn't determine which exercises you do and the game will have you on a steady course to unlock the harder routines. The biggest sin that the game performs is that it doesn't take your height and weight into account when doing certain exercises. If you're overweight and can't move well, it will have you doing ducks and dodges on day 6 of the dailies, leaving it feeling a bit impersonal with how it handles each player.
 
 

 
As with every game, there are downsides and they are scattered throughout, not just in the gameplay itself. For starters, there will be a lot of times when punches don't connect with the timing. This is due in part to the Switch controller itself: it has trouble recognizing motions coming so soon one after another, it's most noticeable on the harder difficulties where the action can be almost nonstop. The game doesn't berate you for missing these but it does affect the overall score and Fitness Age.
 
There is a certain lag in performance when the game starts issuing combos to be thrown at the halfway and end points of each exercise. Originally the game lagged overall and timing was slowed down but after the last patch the timing was increased, so now punches need to be thrown faster. As of writing this review, a perfect balance will have to come at a later date. Another problem comes with just how repetitive it can get after just one month. There are only 20 licensed instrumental songs, 3 originals, and 5 backgrounds to choose from This can easily be fixed by adding DLC but that possibility remains to be seen.
 

 
Another problem with the Switch controllers and recognizing motions is that it doesn't understand full body movements, so things such as ducking, dodging, and foot movements aren't translated unless you move the controllers to match these motions. In an effort to counter this, Imagineer added in the options a selection screen where automatic scoring can be turned on for these full body movements and even for the punches if those are too hard for some players. It feels like a cheap way to get past but at the same time it's almost necessary after you realize that, like I said, the Switch controllers don't recognize full body movements.
 
 


The biggest overall problem is "the entire game" itself. From many other reviews you'll find that this is almost the exact same game as the first with a few added bits. What could have been DLC to make the first game a richer experience is instead packaged as a new $50 (USD) entry to the series (something I've spoken about my disdain for in the past). It's a steep asking price but if you want to wait for it to go on sale, then don't bother. If you're not serious enough about exercising that you want to wait just to save a few dollars then that money would be better spent on a gym membership. It's not so much a game as it is a tool that can be used if you're looking to get more movement in your daily life or to finally start a fitness routine. It's not a bad game, but looking at the overall package it becomes apparent that it's not really needed when there are other tools out there that do things better. Ambition alone is not enough.
 
Keep Playing.
 
UPDATE (v1.1.0):
Imagineer has addressed some of the previously mention concerns and have two graphical options: light stage animations which means no visual overload from the background, as well as simpl, which uses the background from the main menu. Bigger icon sizes as well as the combo lane are now a pinkish color instead of yellow (which blended in with several stages). "Punches Thrown" has been changed to "Number of Actions." These are welcome changes and improve the accessibility even further for those who struggled before. A new trainer, Guy, has been added for free as well as the original Japanese VOs for each trainer. The paid DLC music pack 1 sounds akin to music heard in a DDR game while the second music pack features themes based on the trainers and is a welcome variety.
While the game could still use a few more personalization aspects, these updates prove that the devs have listened to feedback. It can only get better from here.
 

Monday, April 14, 2014

A Second Look @ Ferrari GT Evolution (DSiWare)


 


Despite what a hardcore gamer may tell you, handheld games are not the bane of gaming's existence. Gameloft, who are best known for making mobile phone games such as the Asphalt series, Marvel movie tie-ins, and the mobile versions of many Ubisoft games, have made several for Sony's consoles, the Wii, Xbox 360, iOS, and even browser-based games. Its safe to say that they are veterans of the industry but they're not huge; and while the Asphalt series may have gained a lot of ground in the last few years it's still not a game you'll find on consoles. The Ferrari GT series is on its third installment on mobile devices while Ferrari GT Evolution for DSiWare is an upscaled port of the mobile phone game from 2008. The years haven't been kind to it so it's important to remember that it's not meant to be a 20-hour life-changing epic adventure. If you have kids then it's perfect for them to play around with. If you're one of the few that miss the days of playing games on your flip phone then the nostalgic factor should make you remember the simpler days of mobile gaming, when games had a purpose and weren't as simple as just tapping your screen repeatedly.


The overall feel of the game is like a throwback to the arcade racers of the past, or more like the Need For Speed games on the Gameboy Advance where there's a strong challenge in just crossing the finish line first. Quick Race, Career Mode, and Multiplayer are the three modes to choose from. In Quick Race, you can choose from Normal Race, Elimination, Point Race, and Time Attack. Elimination should sound familiar while Point Race has you attempting to score the most points through drifting or passing other cars while still attempting to place first. Multiplayer is simple with the host choosing between the game modes present in Quick Race. You can host up to 8 people as long as they have the game installed on their DSi/3DS, but good luck finding anyone else who has this title.
Career Mode uses an in-game email system with invitations to races. You'll start by competing in amateur events until you reach the right level but it does throw in a lot of one-on-one challenges from rivals or lap time challenges presented with short reasona as to why you're racing the clock.
The top screen displays the racing action while the bottom shows the track map, car positions, and your points total. In Career Mode, points accumulate into credits which are earned by passing cars, drifting, and reaching the car's top speed. Credits accumulate to levels which earn you entries into competition races. Credits are also banked to unlock cars later. There are 32 cars including the F430, Testarossa, Enzo, and 250 GTO. 8 fictional tracks from different locales around the world such as New York, Berlin, and Tuscany all suit their real world counterparts nicely. 

There's an insane amount of drifting that's easy to control but pushing it too far will result in a spin out and possibly a loss. It feels like a nod to the OutRun series and is really quite welcome here, adding to the feel of an arcade racing game. There is a suggested driving line but the only time it changes colors is when you veer too far away from it, its ignorable since it doesn't help you by notifying when a hard corner is coming. Adjustable car options include a Steering assist to make hard corners easier, Stability Control, ABS, Road Controls, and Ceramic Brakes for better stopping power. Rain is present as a weather effect but doesn't seem to affect car performance at all. 
Trophies can be earned for various and simple things like drifting 200 meters, completing a Tuscany lap in under 2 minutes, etc. These don't count towards points or levels and are really there just for those who want to fully complete the game.
Opponent AI is dull and never offers a real challenge. They're more like moving obstacles that need to be overtaken. The only challenge that is here can be filtered down to how well you can navigate the corners and shortcuts.


The DSi wasn't the best at handling graphics since it was just a DS in a new shell. In regards to DSiWare games, its not bad for a digital title and a huge improvement over its mobile phone relative. There are no frame rate issues and the racing happens pretty fast. However the lack of flash and flare is a shame because it gives a sense that a little more effort should have been put in before giving it the go-ahead. Maybe pre-made vinyls for the cars, custom rims, colored drift smoke, something to make it stand out among the DSiWare games and to give it a more fun arcade feeling.
Cars are nicely modeled but aside from your own selected car you wouldn't be able to tell since the AI only ever seems to choose the Testarossa. Flat, rotating trees, columns, and statues are present but not noticeable unless you stop to look at them. Tracks are nicely detailed in textures but the turns are cornered off and, again, more effort should have been put into that area. Regardless of the bland textures of a bygone era, there's something pleasing about driving around the New York track with the city in the background and the lights passing by. Its all solid with no glitches and graphical hiccups.

Sounds such as the tires making noise on brick pathways, tires screeching while drifting, and car engines are just midi-files but there is no delay in their execution. Little touches such as the muffler of your chosen car thrumming a little when decelerating are there, but not necessary since you'll never drive that slow. Cars lack the ferocity of real Ferraris and have no bass to them. There's little thrill in driving something that whines as it goes down the road.
Various techno songs loop while playing but they don't have a lasting effect, aren't catchy, and make little difference if the volume is maxed or off. If just the music is turned all the way up, the music can get very repetitive quickly and soon becomes annoying. In all honesty, the sound is the weakest part of this game.



Overall Ferrari GT Evolution is a game that you can do without if you're not big on racing games since it doesn't do anything exceptional or anything new to stand out or above others on the DSi/3DS. Its simple racing and rushed game modes won't leave you with any feelings of accomplishment. Gameloft handled the Ferrari license with kiddie gloves by porting it over to DSiWare and that's a shame since having the opportunity to completely remake a game for a new platform is instead toned down with no new ideas and a big lack of imagination. The upscaling in graphics means little if you're not interested in the overall racing. But if you're one of the few that likes the old mobile racing games you used to have on your flip phone then its perfect for you with its quick career structure, open playability, and short races meant for being time-killers. These days its a small niche of people that like that sort of thing, for the rest of us, you should spend the $8 this game costs on a Virtual Console title instead.


Keep Playing.

Tuesday, April 8, 2014

A Second Look @ Ferrari Challenge Trofeo Pirelli (Wii)

(Images taken from IGN/GameSpy, because I couldn't find any good pics anywhere else.)

Years from now, when the Nintendo Wii is looked back upon, it may be remembered for at least one thing: the insane amount of shovelware that was forced upon it during its life cycle. Carnival games, mini-games, cart racers, horse simulators, fashion design games... baby simulators... (shivers). It should, for those of us who have seen it, call to mind the scene in Back To The Future Part II where Marty uses an arcade game's light gun expertly only to have one of the kids exclaim that its a baby's toy. The Wii was not treated very kindly due to some companies developing games for quick cash as though it was just a toy. So once in a blue moon a game came along that should have caused people to take notice of the system. Its also known that the Wii isn't a hardcore gamer's console, that much is obvious, so to find a sim racer that's both competent and has depth is something very rare and unexpected. Something that Ferrari Challenge Trofeo Pirelli has and does well. It may not be the same high quality title that was released for the PS3 at the same time, but what it does given the system's limitations goes above and beyond being labeled as a toy.



Featuring the six game modes of Quick Race, Arcade, Challenge, Trophy, Time Trial, and a Tutorial, which takes you around Ferrari's personal test track of Fiorano Circuit, there is more than 60 hours of gameplay for a sim racing enthusiast to take on. Quick Race allows you to jump in and test your mettle against AI opponents on a track and a car of your choice. Arcade is a long bout through four tracks with four different levels of difficulty; quitting out of this mode will restart you from the very beginning. Challenge takes you on a world tour through three international championships using the F430 for the entire duration. Trophy is the same as Challenge but you can select your own car instead. Credits are earned at the end of each race, regardless of mode while the cars are unlocked by completing events in the Challenge and Trophy Modes. There are a multitude of cars through Ferrari's 60+ year history so any enthusiast will appreciate the wide variety of Italian Stallions to choose from.
Instead of laps, each race is timed. This time can be adjusted in the options but after a 15-minute race, plus qualifying lap times, that can feel like enough for one sitting. There are only 14 tracks to choose from and the locales are from all over the world with recognizable names such as Silverstone, Paul Ricard, and Mugello. Sim racing fans will have no problems navigating the familiar turns on most of these.

Control is important when it comes to racing games and you would think that the Wiimote alone isn't very accommodating. With just the Wiimote, you can use either the tilt gestures or the d-pad to steer. This doesn't handicap the game at all and at first may be frustrating to control but after a few laps you'll find yourself getting used to the tilt method. Using the nunchuk may be the better option as it can feel more familiar to another console's controller. Weather has a great effect on gameplay as it can reduce your speed and make you lose up to an entire lap's worth of time; where normally you could push your car's limits of braking and steering, you have to remember that slick roads do play a part.
The Wii is also known for catering to arcade racing games, or those that don't use real world physics. The game can be adjusted to suit an arcade gamer's first time with a sim game up to a professional level of aptitude with adjustable levels of the Anti-lock Brakes System, Traction Control, Stability Control, and even a suggested racing line. When lowered, the first three can add bonuses to the credits payout at the end of a race. There are no upgrades to worry about, each car is a stock model to ensure each racer has a fair chance.
Opponent AI seems to drive on rails and they rarely make a mistake, it may seem to add a sense of professionalism but only if seen that way. When they do make a mistake, such as improper braking or taking a corner too wide, they're programmed to just get back on track and keep driving. Some moments opponents will actually get out of your way to let you pass rather than trying to block you, and on some rare occasions they aren't afraid to try and push you out of their way. Aside from these moments they can come off as lifeless.
Challenge cards, which are akin in-game achievements, are awarded for completing specific goals within the game such as getting a record lap, driving a certain number of miles, etc. These cards can be used in an in-game card game simply called "Challenge Cards." In this mode, you're given a random card of a Ferrari with several stats displayed underneath. These stats are compared against your opponent's card and whichever card has the better stat wins their opponent's card. Its not fun or interesting at all since the computer seems to know what you're selecting and will take several of your cards before you even have the chance to select again. Quite honestly, its a useless thing to play because you will lose every time.
Sadly Ferrari Challenge on the Wii is a single-player only game with couch co-op nowhere in sight. It probably could have benefited from having some special modes with multiple players and something else to do besides Challenge Cards because racing alone isn't very fun after a while.
The overall feel of the game has an air of professionalism with a sense that if you want to push the track's limits you will get bit. If you want to push your car's limit just to knock off a few milliseconds from your total track time then you will find a way to do it. 



Graphics are a weak point and could have used a lot of sprucing up. There are reflection problems on the car surface when near the corner markers, such as track borders reflecting on top of the car, and the full extent of the damage is limited to the bumpers and hood falling off. The cars, both in the menu and during play, look plastic with dull surfaces and inaccurate light reflections. Any vinyls added in the custom vinyl editor are badly muddled during racing, but the fact that the game has a vinyl editor should make that forgivable. Regardless of these faults there is a great sense of speed with track recreation being very accurate. No breaks, glitches, invisible walls, or disappearing walls shows that care was put into some parts of the game's graphics more than others, its not hard to notice these errors but it shouldn't detract from the racing.

A licensed soundtrack featuring 20 songs from E.S. Posthumus, Deerhunter, Black Rebel Motorcycle Club, and more span several genres so you won't have to worry about listening to an orchestral score the whole time. If the music does get irritating, you can always turn the volume down and enjoy the roar/buzz of the engines. Each engine sound was replicated directly from the real world counter-part and each car produces their own distinct tone of power. Gear heads and Ferrari fans should appreciate the extent of the effort that went into making each individual car sound as it should. Crowd announcers on each track speak the native language of the location; crowds cheer as you pass by and there's always some moron blaring an air horn whenever you approach. It gives you a feeling of "It's race day!"



Regardless of its shortcomings, Ferrari Challenge remains a double-edged sword. On one side you have a great sim racing game with depth, a sense of speed, and great attention to Ferrari details. Real effort was put into this title to make it stand out on a console that's not familiar with sim racing games. On the other there's not much challenge to it with no permanent and performance-altering damage, no heavy penalty system, and a brainless AI that leaves a hollow feeling of accomplishment that's only quelled by the fact that System-3 knew what console this was going to be on, so they held back on putting any interesting game mechanics into the mix. Its hard to compare Ferrari Challenge against the other sim racing games on the Wii when there are only two or three others out there. Its not the best racing game ever made, but it is one of the better ones on the Wii. It is steady, honest racing between cars of a world-class level. It doesn't need gimmicks to stand out and the Ferrari name is handled with care. So if you've been looking for a reason to play your Wii again, Ferrari Challenge Trofeo Pirelli is worth your time even if you're not a die-hard sim racing fan. 


Keep Playing.

Thursday, April 3, 2014

A Second Look @ Ferrari Grand Prix Challenge (NES)


Feel free to listen to this while reading this review:


Old school racing games were about as simple as you could get: select your car, select your track, mash the gas button, and don't crash while passing the field of mindless drones ahead of you. A few signs and fast-approaching corners were the only hints that you were going fast against a static background image. Ferrari Grand Prix Challenge didn't deviate from this formula (why fix what isn't broken?) and that unfortunately cements itself into the annals of racing game history as "just another old racing game." System-3 was only able to put a couple of stand-out ideas into the mix but that just wasn't enough to keep it afloat in people's memories.
Welcome to beautiful Monac-oh wait what?

Pressing select on the start screen will let you choose between either practice or will take you into a qualifying lap. If you choose to practice, you can select from any of the game's SIXTEEN(!) tracks. That amount was practically unheard of back then for an NES game. Monaco GP, Silverstone, Spa, Circuit de Catalunya, and Suzuka Circuit are among the real-world locations that have been pixelated; but while the elevation changes from each track are omitted they remain challenging if you're unprepared. At the same time the removal of elevations means that unless you know these tracks by heart, you won't recognize any of their 8-bit counterparts. There are no car variations to choose from and zero colors to customize with, the only options of automatic or manual gearbox can't be adjusted for some odd reason. You're stuck with a 3-speed automatic that isn't really automatic.
FGPC's password system is a jumbled mess of 21 characters and letters that allowed you continue the main game from a previously won race. It holds about two hours worth of playtime if followed through long enough but little to no reason to play it again.


The classic tragedy: crashing in old games


If Ferrari Grand Prix Challenge could go down in history for one thing it would be for the soundtrack that is chiptunes gold (I hope you pressed play on the video above). Before going into a qualifying lap, you can choose to turn the music off but that would mean listening to the constant hum of an engine while playing. Neil Baldwin was the composer for this game and has done the score for several other NES games like Magician, James Bond Jr, Jungle Book, and Lethal Weapon.




In the end Ferrari Grand Prix Challenge on the NES did nothing new or exciting for the old racing genre. The Ferrari license is wasted here and without it, its just another GP racing game. Even with the Ferrari name attached to it it doesn't make the boring tracks or lifeless opponents any better. While it should be remembered for having an awesome soundtrack that alone doesn't make it worth seeking out unless you want it in your collection, enjoy old racing games, or are an absolute fan of Ferrari's. 


Keep Playing.

Thursday, November 24, 2011

Retro Hunt: Front Porch of the South

A few weeks ago, LordRyuujin and I went to a fairly new flea market called Front Porch of the South. Upon seeing the name you would think it would be just a bunch of southern antiques (farm tractors, beer bottles, a pitchfork) and you'd be wrongly discriminating us. Its a typical consign flea market with private booths open to the public. Not a bad place. Here's the results....


Friday, April 22, 2011

Nintendo's Next Console: What I Think (UPDATED)

In case those of you who have missed the news (or rumors, rather) about Nintendo's next console, there's a lot of speculation about what's been codenamed "Project Cafe." Many are saying it will be more powerful than the PS3, others are suggesting that if this is true, then Nintendo will be trying to win back the "hardcore" audience. After having guaranteed success with the Wii, many people might be drawn back to the company itself.

What I'm interested in are the controllers: what will Nintendo do this time around? Will it be motion controllers again or something beyond, something similar to Kinect? Or will they go back to regular old button mashers? From the mockups I've seen, particularly the one from IGN, it interests me. You can read the whole article here.


Able to stream games from the controller? That would make it its own handheld, and Nintendo has saturated the market with those. (On a different note: RIP Nintendo DS Lite.)
But I instead imagine something similar to this: 


Nintendo has never been about pressure sensitivity, so that could be put on the back burner for right now. As for control sticks, a screen that size (minus the black borders of the iPhone) would be able to display two of them along with 4 buttons. Nix the d-pad or have the ability to switch between the displayed right thumbstick to a d-pad in-game. Shoulder buttons can, of course, go on top of the controller.

Now about the system, if this thing is a powerhouse that some sites are claiming, I take it Nintendo isn't going to be doing backwards compatibility. They're also saying it'll either be the size of an SNES or an original Xbox.

I was highly impressed when Nintendo first announced the Wii years ago, I was planning on getting one eventually. But then the whole pile of slushware games came out, Nintendo was putting their approval on virtual toys and I realized that that's all the Wii has become: a toy. There are a few games worth playing on the console but the small amount of them makes it not worth buying. I'll keep my eyes, ears and mind open to Project Cafe in the meantime.

UPDATE: It's been confirmed by multiple sources that Nintendo will have a playable version of Project Cafe ready at this year's E3 in June. It seems that the Big Three console developers always have leaked information, which leads me to believe that its intentionally leaked for hype purposes.Speaking of hype, I was highly impressed with Nintendo when they revealed the Wii only to be let down by the millions of slushware titles that got approved by Nintendo, so I never bought one. I'm being cautious on this new console until more news is revealed, and possibly new IPs while they're at it.

Keep Playing.

Sunday, January 30, 2011

Retro Hunting Failures and Crossroads

Last week I posted a video about my own flea market retro hunting adventure. I went with my family and came away with what I initially thought was a good haul, but after second-guessing, I reasoned it wasn't all that great. Here's the video for those of you who haven't seen it.
My friend, Lady_Fi, caught the retro hunting bug and wanted to go with me yesterday to a flea market in the next state, the same one I went to last week. This time I was strapped for cash and couldn't buy much.

We walked around for a few minutes but only found the occasional sports game. My friend picked up Billy Hatcher and Viewtiful Joe though. We headed over to the infamous reseller's table and found out the ugly truth....

(This next part, I don't intend to sully her name, whatever it may be, but I intend to post as a warning to anyone going to Lee County Flea Market: if you see a woman at a table with a lot of games on it, just walk away.)
This woman is a sniper. She showed us the original Genesis and said she had just picked it up that morning, meaning from someone else' table. And she's a definite reseller. Someone out to make a profit off of the idiots. And let me just say: this part of Alabama isn't exactly a shining star. My friend is looking for an NES and I asked the lady how much she had one for.

She said $100.


I'll let that sink in for you....
Meanwhile, here are some search results from ebay :




$100 for an NES.
Not in the box and probably not with controllers.
I would give her $20 and a slap in the face. Prices on ebay are $50+ cheaper. She preys on those who aren't knowledgeable about gaming prices and she doesn't know anything about the games themselves. She's like an independent GameSlop: making money off of people who don't know that better stores exist.
I asked to see her original Game Boy games and she had them priced at $10 and above, and the selection was absolute crap! My friend found Mighty Morphin' Power Rangers on Genesis for $13 but we walked away from the table with nothing and saved ourselves some cash. Later in the day we made our way to Play N Trade and found MMPR for $5.

I filmed it, and its goofy, but its really bad. So bad that I can't salvage it. So bad that I won't try to piece something together. So bad that not even putting a FantomenK song in the background will save it. This video will go in File 13 and maybe in the future I'll do bloopers and use that as a starting point.

The Short-And-To-The-Point of it all:
The original idea of it came from the Retro Hunters. They inspired me to go out to a flea market and look for games. However, these games are often overpriced, overabundant, sports games, or scraps. I can get a better deal at Play N Trade (I say PNT because its the only retro store near me. We don't have a GameCrazy or Gamerz Exchange or GameAttack *cough*franchise, Craig*cough*). I have a list made out of retro games that I want to acquire but it has put me at a crossroads:
Is it all about flea market hunting, or about getting the retro games I want?
Do I shell out $40 for Super Metroid at a flea market, or get six games for $40 at a corporate store?
Support the little guys or give money to the giants?
Its a tough call but its my list and I'm not picky about how I get the games. Play N Trade, which is an underdog when compared to GameSlop, has been good to me and I intend to keep the games I collect for a long while, not just play and throw back like a fish...
That was an Alabama analogy, wasn't it? The place is starting to affect me.

The next planned flea market outing is in late March/early April. I have to save up money again and Valentine's Day isn't helping. In the meantime, I have several games to play that are on the backburner, and even more still that I've never beaten (Mass Effect NG+, O_O).
Keep Playing.

Sunday, January 23, 2011

My Own Retro hunt

After seeing the Retro Hunter's videos, I caught the bug and wanted to go to a nearby flea market and do a little hunting of my own. After the cold winds, dirt, and lack of food, I realize I may have came up empty-handed after all.

Thursday, October 28, 2010

A Second Look @ Tony Hawk's Pro Skater 2 (GBA)

(All images are taken from Gamespot)

If you've played any of the console versions of Pro Skater 2, you should have high expectations already. The sequel takes everything fans love about the previous game and cranks it up to 11. The same holds true for the GameBoy Advance version. I want to avoid using the word "port" since this is far from it. It's Pro Skater 2, to be sure, just mini. Same levels, same pros, same tricks. However that might not be enough to afford attention from someone who prefers the console versions.

As soon as the main menu wheel shows, you'll understand how much attention went into this game to be just like the bigger versions. The game contains a Career Mode, Free Skate, and Single Session. Upon first seeing the character selection, one might be disappointed by the pixelized pros. But don't be fooled, they stand up just as well as one should expect.
It will take some time to get used to the default control scheme, but if it becomes too difficult it can be freely changed in the menus; something that feels more natural to the player would be the best route to take. Things such as entering the nollie stance is done by pressing the same button used for kick tricks. The shoulder buttons, as well as the d-pad, rotate the skater left or right in the air. These can't be changed but there is no button interference when playing.
When you stick to it all the way through, you'll find the usual bonus characters, Officer Dick and Spiderman, on the character selection screen. One new addition is Mindy, not the same one from American Wasteland, added to replace Private Carrera.
The 45-degree angle that the game is presented in takes some getting used, eventually it becomes something the player just ignores and accepts. It works, and that's fine.


The biggest, and possibly only, gripe one might have with this game is the lack of character creation. It's understandable that it would have to be cut from the GBA, but we could all do without a few cheats, Mindy, and one less song. A simple character editor would be ideal. Change skin color, hair color, clothes color, and add a board from one of the pros and that would satisfy. I suppose having that option would be too much to put on a GBA cart though.

Pay close attention when performing a trick, you'll see the animations have practically been copied frame by frame from the console versions. The animations, such as Tony Hawk's 900 or Rodney Mullen's Casper to 360 flip, are excellent to look it. They're never just "rotating to 900 degrees" or "a manual that ends with a flip." Each trick is detailed to look exactly like the bigger versions.
Large areas such as the School in Florida and New York City have been shuffled around a bit to make it compatible. Others such as Marseille, France and the hangar in Mullet Falls are the same. As a slight bonus the Warehouse from Pro Skater 1 has been added, with only a few minor changes to level layout. Each change isn't enough to get angry over, it just takes some getting used to.


The sound is the best I've heard in a GBA game so far. From the main menu wheel to a skater hitting the pavement, it's all the same from the console versions. The only thing different from the consoles is the music: the midi-file music is similar, yet at the same time it feels as though it's best suited for this game alone. You still have that SoCal rock feel to it as well as a few hiphop basslines.

The replay value takes this game to about 10 hours, with breaks. Once you get used to getting 100% with one skater it becomes easy to get the rest of the careers complete. Achieving 100% game total, however, will take effort. Mindy can't be unlocked unless you find all gaps (up to Skatestreet anyway). Even after completing the game its still fun to take on-the-go and play every now and then, its something that sticks with you.


If one started with Pro Skater 2 on the GBA and never touched the console versions, there would be no need to fret. This IS Pro Skater 2, just smaller. It's the cherry on top for any fan of the series. Its an excellent game that's worthy of any addition to one's collection.

Keep Playing.

Wednesday, June 16, 2010

My Own E3 Impressions

Its been a year since the last E3, and after my debacle of not posting anything but Microsoft, I've gone a little further this year and typed up something that I've posted around on other sites. Unfortunately not any of it is any good. It's quick, short, and opinionated; something you wouldn't expect from me. That's because I'm not going to write up on each game and how the presentation of each went. I don't have that much time and if I did it would take me over a month to do. So remember that what I have written is opinionated, not fleshed out, and if you want to see things for yourself, go to E3Expo.com, scroll down a little, and take a look at the videos, the links are on the right. I encourage you to form your own opinions on each press conference and, if you want to tell me a thing or two, go ahead and leave a comment.

Microsoft: "Hardcore" fanboys are some of whiniest child-like people I know. Microsoft shows off the Kinect and they go crazy, saying they've forgotten the "hardcore" audience.
Here's a question: Why can't someone be "casual hardcore?" As in, they only play casual games because they're not impressed with the 4-hour long shooters with storyline depth as deep as a kiddie pool.
Microsoft has catered to you long enough. It's time they use the Xbox 360 as something more than a platform for angry, foul-mouthed 12 year olds, potheads and frat boys who want to spend 8 hours yelling at someone who fragged them online.

Nintendo: ANOTHER DS...
Zelda, who didn't see that one coming?
Metroid Other M, yeah...
Wii Party replaces Mario Party....
No Vitality Sensor, thank you, Nintendo...
Just Dance 2 *sigh*.....

Sony: REALLY riding the balls of the 3D thing, aren't you? Give me a GAME, not an EXPERIENCE.
But who cares? They've announced a new Twisted Metal and this will be the game that will make me buy a PS3.
(I've only seen the videos for Twisted Metal. The GameTrailers videos go for 20 seconds and then stop, forcing me to reload the page each time. Once Gamespot has the full press conference video I'll give my reactions. Not like you guys care anyway.)

EA: Congratulations on getting your act together and making a REAL Need For Speed game that doesn't involve Tuners and NOS.
I'm also looking forward to Medal of Honor, although I know that people are already calling it a CoD ripoff. *middle finger to them*

Ubisoft: A Michael Jackson game? Really?
Rayman Origins, never played the first.
Assassins Creed with Ezio. Again.
Whatever.

I generally don't like E3 because it brings out the a-holes, by that I mean "Opinions are like a-holes: everyone has one." So many people's opinions on what's good or what's bad means it taints your knowledge of what's being presented unless you've seen the press conference videos for yourself and formed your own opinions. I'm about to leave one game community because the founder of it trashed Microsoft without even presenting the facts, he just blurted out his own opinion and that makes me think less of him. If he had given just the facts rather than outright saying "It's lame!" I would have more respect for him. He's supposed to be reporting what's going on, not giving his own opinion.

AHA! I can tell what some of you are thinking already: "But you just gave your own opinions, you're stoopit!!!11!!111!!eleven"
I'm not reporting on the things, am I?
Keep Playing.

Thursday, July 16, 2009

Control Freak: VIDEO GAMES ARE NOT BABYSITTERS!!

(To my Facebook readers: you can see this actual blog post at bigmercenary.blogspot.com. It's my personal blog about video game reviews, issues, my thoughts, etc. Plus things like Tech News. I have it tied in to Facebook so that's why you're all seeing this. Discussions are ALWAYS welcome whether on the blog or on Facebook.)

Let's say a 13 year old kid walks into a gun store and wants to buy a rifle and some ammo, they're not going to let him. But if that kid walks into Wal-Mart and wants to buys an M-rated game, they probably won't bat an eyelid.

Why is that?

The gun store employees are trained (not to mention have enough common sense I hope) to not sell weapons to minors. But the employee turnout in Wal-Mart is so astronomical that they won't care who they're selling the game to (because they probably won't be there next month). Neither will the head honchos of this place because it's just money to them. I've been carded every time in the past few years when I bought an M-rated game from EBGames or GameStop. (Play N Trade has my info on file, so they don't need to ask.)
K-Mart just recently picked it up last year.
Wal-Mart? No idea.

After a school shooting a few years ago, it was found that the kid had access to guns. Where did he gets the guns from? His mom bought them FOR HIM. She didn't recognize what was going on in her son's life that would lead to that debacle. The finger was also pointed at the video games he had played.
In the same way some kid's parent will buy them M-rated games and not even pay attention to the rating or how it will affect the kid playing the game.
It can also be noted that many parents just don't care what the rating is. In this case the store employees can not refuse to sell the game. It may result in legal action, heavy fines, etc.

Some years ago there was a RollingStone magazine with Britney Spears on the cover in her underwear, being interviewed about her home life. The FCC criticized this but the magazine still sold well. So what about this piece of "objectionable material"? I'm pretty sure lots of 13 year old boys bought that issue. It was never pulled from store shelves or boycotted.


I can bring this point up a million times and it may never get through the thick skulls of some people: It's the parent's responsibility to make sure that they're kids are not playing these games.
It should also be noted that a video game system IS NOT A BABYSITTER. It is NOT OKAY for you to sit your kids down in front of a console and leave for work or a dance club.

Video games are no substitute for reality.
Time spent with your children is important.

If you do allow them to be played, you need to make sure they understand the difference between video games and reality. AND you need to be there with them to make sure things don't get out of hand.

It requires a group effort for things of this nature to go right. Game store employees already know to card for M-rated games. The parents need to know about the ratings system and to pay attention to the behavior of their children. Those of us who play games as a hobby and beyond shouldn't point the finger back or ignore this issue. We need to encourage parents to get involved with their kid's lives.

These are the current ESRB ratings for video games, direct from the ESRB website:
(Please note, there are currently only 19 games rated Adults Only.)
EC: Early Childhood: Titles rated EC have content that may be suitable for ages 3 and older. Contains no material that parents would find inappropriate.
E: Everyone: Titles rated E have content that may be suitable for ages 6 and older. Titles in this category may contain minimal cartoon, fantasy or mild violence and/or infrequent use of mild language.
E 10+: Everyone 10 and Up: Titles rated E10+ have content that may be suitable for ages 10 and older. Titles in this category may contain more cartoon, fantasy or mild violence, mild language and/or minimal suggestive themes.
T: Teen: Titles rated T have content that may be suitable for ages 13 and older. Titles in this category may contain violence, suggestive themes, crude humor, minimal blood, simulated gambling, and/or infrequent use of strong language.
M: Mature: Titles rated M have content that may be suitable for persons ages 17 and older. Titles in this category may contain intense violence, blood and gore, sexual content and/or strong language.
AO: Adults Only: Titles rated AO have content that should only be played by persons 18 years and older. Titles in this category may include prolonged scenes of intense violence and/or graphic sexual content and nudity.
RP: Rating Pending: Titles listed as RP have been submitted to the ESRB and are awaiting final rating. (This symbol appears only in advertising prior to a game's release.)

Friday, March 27, 2009

Control Freak: Just my thoughts on Nintendo

(Posted this one on Jan 1, 09.)

It's just me thinking all this, and I could most certainly be wrong, but everyone has their own opinions and these are mine. Because, honestly, it's not like you get enough of other people's opinions when you're online. *sarcasm* Whether or not you agree with them, I don't care. These are just thoughts that have been going through my mind for a while now.
Point 1: Nintendo has not abandoned their core audience. I can hear the haters shouting already but let me get to the second part of this opinion: their core audience is in Japan. All the shovel-ware games like WiiMusic, Hula Wii, and the like are aimed at little kids in Japan. Here in America they're also aimed at the young as well as those who have never picked up a controller in their lives. Which leads to Point 2.
Point 2: "They've abandoned the hardcore audience." This depends on your definition of "hardcore." One example could be those who really get into the game, shout when they're losing, or play a game months after the hype is over. Another definition could be those who play a game thoroughly, look for and learn all the secrets, or are avid collectors of a certain genre of game. I remember once upon a time there were people who were "hardcore Nintendo" and wouldn't touch anything Sega made.
Point 3: If Nintendo cared about America, you'd think Shigeru Miyamoto would have learned English a long time ago. I guess since he spends all his time developing casual titles he has no time to learn English. Did you know Nintendo has a lifetime contract with him and essentially owns every thought he has?
Point 4: I know I sound like I'm attacking Nintendo and I probably am, but
fact #1: More American game-makers need to make Wii games, whether they use the Wiimote or find a way to make them compatible with a GameCube controller. Or. heck, they could even make GameCube games and just have people play them on their GCs or Wiis.
Point 5: Not all good Wii games have to be first person shooters. It seems like the "hardcore" crowd flocks to these expecting the Halo-killer and are not looking towards the Wii. I'm pretty sure that, despite it's flaws, Red Steel was okay as well as Metroid Prime being a must-buy for the Wii.
Alternate Point #1: There have been a lot of good FPS games that were overlooked by many people only because game sites compared them to Halo. Area 51, Project Snowblind, Goldeneye: Rogue Agent, and even Serious Sam 2 would brushed to the side.
Point 6 and this is for all those who are old enough to remember: the Virtual Console offers a ton of old school NES and SNES games to play. Not being a Wii owner I can't give you any examples of what games their are but I'm pretty sure you can find a list online. Go Google it. Thing is, most of the young kids dont' care for these old games, making the VC mainly for those who grew up playing them.
Point 7: I would like to see Nintendo create a newer version of the Wii without restrictions, but design it different from the currect console as to make sure the differences are known. The lack of restrictions would allow people to add others without friend codes, Brawl codes, Kart codes, or anything else. Just implement a name system and have it registered to one person. If the person decides to change their names then their friends are notified instantly.
This has been a public service announcement brought to you by me. But honestly, I never really know how to end blogs of this nature. I'm sure I would like Nintendo more if they just paid attention to people and stopped shipping in Japanese games. They could do so much better.