Wednesday, December 30, 2020

MIDI Week Singles: "Ending" - The Legend of Zelda: A Link to the Past (SNES)

 

"Ending" from The Legend of Zelda: A Link to the Past on the Super Nintendo Entertainment System (1992)
Composer: Koji Kondo
Album: The Legend of Zelda SOUND & DRAMA
Label: Sony Records
Publisher: Nintendo
Developer: Nintendo EAD


Closing out this month-long thing of using ending songs during December, I wanted to use one of my favorite tracks (that was not the 21m30s epic piece from Final Fantasy VI that I already used to close out the MIDI Week Singles on December 31, 2015), and last week I knew that I wanted to use this song as the finale for 2020.

For reference, there are a number of ending themes in A Link to the Past, from when Link recovers the Triforce and saves Zelda, to when the game pans across Hyrule showing the player scenes from after Ganon's defeat, the actual staff roll.  The "Ending" track from the soundtracks includes the fanfaric music as you are flown over Hyrule and the staff credits music being a slowed variation on the original title theme from The Legend of Zelda, which really became a theme for the series with this game; although there were elements used in The Adventure of Link.  From the very first moment I heard the ending music to The Legend of Zelda: A Link to the Past, it immediately became one of my favorite tracks in the game.

For me, part of what makes this song so amazing is the context that it is used in-game.  Out of game, the theme repeats five times over the first 03:50 of the song, although there are stretches where the fanfare does not play and gives way to the B melody.  But, while the song is playing, it shows you people going about their lives in locations familiar to the player.  We are shown vultures returning to the desert, a bully finally finding a friend, the King returning to the castle, and your Uncle recovering, along with some others as well.

But my love for this song is not limited to the new theme you hear in the fanfare, but then during the staff roll, a variation of the original The Legend of Zelda theme is played, but it takes a minute to get there.  This part of the song starts out somewhat melancholy but still reminiscent of the original theme.  Like you can feel the song getting there, but the melody being played is beautiful enough that you are not upset that you are not hearing the main theme.  Then at 5:44 the main theme does kick in at the same tempo as the song that was already playing, blending seamlessly.  Flawless.

Goodbye, 2020.


~JWfW/JDub/The Faceplantman/Jaconian

Monday, December 28, 2020

Assumptions and Expectations: Hyrule Warriors: Age of Calamity


This article is intended to be a First Impressions article of sort for Hyrule Warriors: Age of Calamity on the Nintendo Switch.  There are going to be semi-spoilers for both Breath of the Wild and for the first 30 minutes or so of Age of Calamity, so just be warned.  For those of you who are unfamiliar with the title, let us spend the next couple of sentences catching you all up like I know 100% what I am talking about.  First off, Age of Calamity is a Warriors game, a genre of sorts that takes characters from established franchises like Fire Emblem, The Legend of ZeldaRomance of the Three Kingdoms, and actual history among others, pulls them out of their established genres, and puts them in their own mass-combat warfare game where you play as a character from its respective series and kill just a shit-ton of enemies (That screenshot was taken from this video post in my Tweet, hence the not-great resolution here).  In the first area of AoC, and on my first out-of-demo playthrough I killed just under 1,000 enemies including 5+ giant Bokoblins and three (or four) MoblinsAge of Calamity, taking the trailer as a reference, takes place prior to the events in Nintendo's 2017 game, The Legend of Zelda: Breath of the Wild which takes place 100 years after Calamity Ganon brings death and ruin to the kingdom of Hyrule and Link is woken up after being fully resuscitated in a cave.  In Age of Calamity, you participate in those battles playing different key characters in events leading up to the start of the 100-year gap between Link being put into hibernation and him waking up.  Maybe?

There have been plenty of articles speculating about this game after it was announced and the trailer released, and even more after the final trailer came out and the demo was put out on the eShop revealing that a little egg-shaped Guardian traveled back in time to the moment when Ganon's forces first assaulted Hyrule Castle.  I am just writing mine now, this 23rd day of December because it was this morning that I decided to start playing the game after sitting in my game collection for nearly a month.  Now some more context, which is where I am going to be pulling all of my information and assumptions from in the next handful of paragraphs.  I started playing Breath of the Wild back in December 2017 and finished the main campaign in May 2018, so five months and roughly 150 hours.  I have not played any of the DLC though, so any information that is gleaned in those as to additional events past or present I am unfamiliar with, but I did find and watch all 13 of the Captured Memories in the main game (not knowing if there are captured memories in Ballad of the Champions DLC).  And it was not until over a year past May 2018 that I learned of a town that you could rebuild (once you find the right NPC somewhere), so there were even elements in the main game that I somehow missed.  I downloaded the demo to Age of Calamity as past games in the Warriors franchise have never interested me much as the idea of playing as characters in an out-of-context game is not a huge pull for me (as I sheepishly close my phone that has Fire Emblem Heroes open on it and quickly hide my PSP copy of Dissidia Final Fantasy).  So based on my 30 minutes with the demo, I felt that this was a game I could get behind.  What stood out to me, at least in my assumptions in AoC versus other Warriors games I have seen (and not played) was that this game was expanding on the lore in the BotW game and any additional lore for a LoZ game is much welcome, especially since it is very rare for there to be a direct sequel or prequel to a game in this series.  There was Zelda II: The Adventure of Link which massively expanded on the world and lore from the original LoZ, which is probably why it is one of my favorite Zelda games, despite never having beaten it without Game Genie.

What drew me to Age of Calamity though was knowing what happened in the history of Breath of the Wild.  In that game, Link awakens after a 100 year-long rehabilitation sleep instigated by Princess Zelda after he fights a whole host of Guardians.  Leading up to that battle, the four Champions, heroes from the other four races that populate Hyrule had all been killed trapped in their respective Divine Beasts they were piloting and (eventually) killed in battle against Ganon's forces all of which were taken over by an essence (of sorts) of Ganon.  There is an amazing memory scene between Zelda and Link at Hyrule Field (major spoilers) that happens sometime after the Guardians turn against the Hyrule forces, Ganon takes control of the Divine Beasts and the four Champions are presumed dead.  This is bleak, and it is great because I do not think I was expecting Nintendo to go there in BotW even already knowing all that happened up to that point just from experiencing the story while playing the game.  But more importantly, this is history to Breath of the Wild, history that is referenced by the few remaining characters who were still alive 100 years later, and there are ruins all over Hyrule depicting those events.  I want to be able to see what only a few pillars of charred stone were 100 years ago.

So I would want the story in Age of Calamity to be a series of events that ends up leading to Zelda admitting defeat against Ganon, both Link and Zelda completely worn out, covered in mud, and at their lowest point.  That is how AoC should end.  There should also be a series of events showing Link acquiring the Master SwordAt this point in my playtime with Age of Calamity, after only the first battle and not really knowing much else about the games in the Dynasty Warrior series, I do not know if that is the kind of ending that developer Koei Tecmo would write or one that Nintendo would allow to their second most beloved franchises.  And because this game is a series of battles, the good guys are going to have to lose.  I guess it could be a "they're winning the battles but losing the war," but that might feel cheap or just out of the blue.  I do know that Warriors games take place apart from the main storylines when they pull characters from established franchises and that they are all called "spin-off" titles, so there is that to think about too and that could very well be what happens here, that the Champions save the day in this timeline.

And then there is the time travel element brought on by the Egg Guardian (since I do not know what it is called yet in-game).  Will this EG prevent the Champions from being killed, and if so, will this game only function as an alternate timeline to the one established in Breath of the Wild?  I know that I could just as easily look up to see if Age of Calamity is a true prequel to Breath of the Wild but that will reveal more spoilers that I know will be answered in-game.  Plus, The Legend of Zelda has always kind of played maryhobb with timelines so having the timeline go off the rails would not be out of the ordinary for this franchise as there are very few true sequels let alone prequels (see above).  And it is not like this is the first time The Legend of Zelda games have dabbled in time travel, Link is called "The Hero of Time" across multiple titles, even those not relating to or centering around time travel.  But I loved the story and 100-year timeline that was created for BotW.  I loved how Zelda was written as an active character in a frequently rewritten story that often puts her in the most annoying passive role you can write for someone whose name is the title of the series.  I want to see the Champions meet their heroic ends.  I want Link to fight off an entire field of Guardians.  I want to see Hyrule Castle sacked by Guardians and taken over by Calamity Ganon.  It would be like if Square Enix decided to change the end of Crisis Core: Final Fantasy VII just because you got to play as Zack for the entire game and "You can't just kill off the main character at the end of the game just because we're told that he dies in Final Fantasy VII!"  And now that I think about it, having a battle with Link taking out Guardian after Guardian in the battle leading up to Memory #13 would be a great way to end the game, similar to how Crisis Core ended (see above), then right before Link is about to die, cut to Memory 13.  I know there are five additional memories from the DLC, which I only found out about while writing this article, but I have managed to not look at what those memories contain, but once I get my cartridge for Breath of the Wild back from ReallyBigAl I will be buying the DLC and playing that; also to refresh myself before Breath of the Wild 2 comes out.

And now you know what I want?  I want to play a game that takes place during those 100 years between the end of Age of Calamity and the beginning of Breath of the Wild.   I have no idea what the story could or would be but something showing Hyrule in that strange state of Calamity Ganon having seemingly won, with Zelda captured, the four Champions imprisoned and killed in the Devine Beasts, and Link missing presumed dead.  What was that Hyrule like?  There are still cities up and running in the shadow of Calamity Ganon.  People are still having relationships, having children, creating businesses, and living their lives.  What was that world like during those 100 years?

So that is kind of where I am.  I plan on going into the rest of the game as blind as I can for a game that was released just over a month ago (which honestly isn't too bad), and I am 100% okay with knowing that this is a Warriors game and does not play like Breath of the Wild.  This is not Breath of the Wild 2 in a similar way that The Elder Scrolls Online was not Skyrim 2.  That is coming out...later?  I am pretty excited to see where this story evolves into the events in Breath of the Wild and hope that I am left entertained and heartbroken at the end, in the best way possible.


~JWfW/JDub/The Faceplantman/Jaconian
Instrumental


P.S.  Can we also take a moment to recognize that Link does not look anything like the long-red-haired character depicted in the tapestry in Breath of the Wild?


P.P.S.  I should probably also finish (or maybe restart?) Twilight Princess one of these days.

Friday, December 25, 2020

Emulator Hour: Daze Before Christmas (SMD)

 

Since Christmas Day landed on a Friday this year, and since I have Thursday and Friday off, I thought I would play a Christmas oriented game for today's article.  Believe it or not, there are not a lot of games that are explicitly centered around Christmas, while some games do have side quests or characters from Christmas lore, not many revolve around this wintry holiday.  There are even fewer that have to do with Hanukkah or Kwanzaa, let alone any that have anything to do with Boxing Day.  When I was looking up Christmas games, Daze Before Christmas had come up, but I had written it off as it was released in 1994 for the SEGA Mega Drive system and since I never owned any SEGA systems, I continued my search.  Then I stumbled across RetroGames.cz and through their in-browser emulator and existing library, I was able to play Daze Before Christmas.  Daze Before Christmas was originally released exclusively in Australia on SEGA's Mega Drive, then ported to the SNES, but only in Australia and Europe, hence why I had never heard of this game before I started the concept of this article late last week.

Daze Before Christmas is the story of Santa Claus who was attacked in the days leading up to Christmas by Evil Frosty the Snowman (or just Evil Snowman) and several other unmentionable types, through a magic spell cast upon all of the presents that would be delivered as well as kidnapping and hiding away all of the elves.  And then there is Anti-Santa, whom Santa turns into...when he drinks tea?  Maybe there is a bit of whiskey in Santa's tea as I am not familiar with any lore/mythology regarding Santa and tea, but what Anti-Santa looks like is a cross between Krampus (in that Krampus is the counterpart to Santa, not the anthropomorphic goat demon) and an Oni sporting red skin, horns, and a blue Santa-styled outfit.  I had to look up on my own what the benefits were of turning into Anti-Santa as there was no manual (that I could find) on RetroGames.  But saving Christmas is the premise and since you are the one and only Santa Claus, it is up to you to make sure that all of the presents are delivered on time to all of the nice children throughout the world.

Maybe because it was only the first stage, but Santa's Hallway seemed light on just about everything.  The platforming consisted of walking downstairs and jumping to slightly further away platforms, opening presents, collecting presents, rescuing (the strangest looking) Elves, and hitting enemy rats/mice with a blast of cold air.  There was also a wall-creature-thing that I think you had to be Anti-Santa to get past, but as I was still figuring out the game and mechanics as I was playing, I did not make the connection until a few minutes ago when I found out that Anti-Santa is invincible (only to enemies, or to spikes as well as I assume he is still susceptible to falling into pits?) and this wall would just bat regular Santa away.  So the first area was painfully easy, but that did not bother me too much as I was using my keyboard for controls, which I know I have been against in the past, using a keyboard for platforming games, but the WASD set up has been pretty intuitive so far, but do not be surprised for me to use this as an excuse later on.

After finishing one level by collecting the end-of-stage Star, you move on to what I thought was some type of world/game board looking map that had you start in the bottom left and you would make your way through the 24 stages to reach the final boss and the end of the game.  For Stage 2, you jumped around this board and I must admit that it took me far too long to recognize that what I was actually looking at as not a map/board, but an advent calendar, which is pretty cool in concept, but because you do not actually move a cursor to select the correct stage, it is a little anti-climactic, but I still love the idea of using an advent calendar as the game map and that it does make sense that there would be 24 levels in the game, which also includes boss levels.  Some boss levels contain a short lead up to the boss fight, while the most recent boss fight I finished was a very long (long for this game) stage consisting of what could have been three earlier stages before fighting the boss.

For the most part, levels are paced relatively well, again, with the recent exception of Stage 17 never coming across as too difficult or too long (Stage 17!).

Something that I have found that I love and is quite impressive here, is that before each stage, there is a piece of artwork detailing some aspect of the stage, often with an amusing depiction of Santa in an exaggerated situation.  The artwork in these in-between scenes seems very detailed considering that they are used only once with some stages lasting only a few minutes, seems like a lot of time to spend on something that you can skip with the press of a button.  This makes me wonder if the story, concept, and art for this game were taken either from a children's book or from some other pre-existing source material.  

And then my time playing Daze Before Christmas came to a screeching halt, which I am going to blame on RetroGames.  In the game after each boss encounter, you play a side-scrolling shooter of  sort.  You take control of Santa in his sleigh being pulled four reindeer above the buildings and houses of a particular city/country and while avoiding other flying objects, you have to deposit presents down chimneys; possibly because Santa is on a time crunch after having to deal with the Cold and Evil Snowman's plan to overtake Christmas... or something, it was never made clear why, just that it is.  And in the case of flying over Russia, you are forced to avoid some large, crudely constructed satellites because Sputnik.  In London, you avoid hot air balloons, in Japan, it is, I think, paper kites and some dog with a jet pack, probably because Japan.

After completing Japan (and after all of the other flying and depositing presents sequences) you are taken to a password screen and then you are supposed to move on from there by pressing the Start button, or whatever keyboard key you have mapped to be the Start button; I had the Tab button mapped to Start for the ease of being able to quickly hit it with my pinky if I needed to quickly pause.  Well, that stopped working.  Somehow.  I have tried uploading a previous save file (right after beating Japan) but I still cannot get past the password screen.  I even tried reloading the page and mapping Start to another key that would make sense to me, but nothing seems to be working.  If I am unable to get the website to accept any press of a Start button, I may have to stop my progress here, and I am actually kind of okay with that despite being surprised at how the game plays.

Daze Before Christmas is not the most difficult game and at times it is just plain easy.  Enemies are easy to spot and apart from the bosses, they all take one hit to kill.  Only Stage 17 gave me pause and a few moments of panic as I could not remember when I last came across a bell (checkpoint), some of which are hidden in presents, and I was hit by some environmental hazards more than a few times.  Most of the time I took damage or died because I could not see where I was landing mid-jump.  Some of the music is catchy and it really takes shape and, at least for me, is the most interesting when it plays on a variation of existing Christmas music, such as "Jingle Bells" in the first stage.  If you have a Mega Drive system or an SNES capable of playing European or Australian cartridges, I could see this game being an annual tradition as it very well could be played and beaten in a single sitting, it is a pretty fun game despite Stage 17.  Or you could just play it over on RetroGames, but only if I can figure out why Start does not want to seem to work for me.

Now I know what I'll be asking for for Christmas next year.



~JWfW/JDub/The Faceplantman/Jaconian

"Burn in HELL stupid Evil Snowman!


Wednesday, December 23, 2020

MIDI Week Singles: "Prologue & Ending Theme" - Daze Before Christmas (SMD)

 

"Prologue & Ending Theme" from Daze Before Christmas on the SEGA Mega Drive (1994)
Composer: Kim Jensen
Album: No Official Release
Publisher: Sunsoft
Developer: Funcom


While not as fanfaric as you might expect from the end song in a game where you play as Santa Claus fighting against all sorts of winter and seemingly random enemies (like rats and...checks notes...birds?) to save Christmas, taking into account the absurd nature of the game, this music fits rather well.  As the title states, this music is used during the prologue where you are given the backstory to Santa's predicament before he sets forth on his quest, then again during the epilogue before the credits where it is kind of like, "Yup, he did that.  All is well. Now he's enjoying a cuppa by the fire.  ROLL CREDITS!"

Just a sweet, calm, jazzy little number that bookends this game nicely.  I think the only thing I might change about this song, at least in my head, is to alter the tone of the lounge keyboard to something a little more chime or glockenspiel sounding to give it a more wintery or Christmas feel.  Nothing too tinny as you do not want it to end up having that buzzy sound in the higher register.  The SNES sound chip used for this soundtrack does have a slightly higher tone to the piano-esque instrument, but it still does not capture winter the same way that the melody is carried in "Ice Cave Chant."  But that is just me.


~JWfW/JDub/The Faceplantman/Jaconian
Dancing in Melodies of Last Breath

Friday, December 18, 2020

Game EXP: Castlevania: Lords of Shadow - Mirror of Fate (3DS)

 

I picked up Castlevania: Lords of Shadow - Mirror of Fate after playing the demo and finding what MercurySteam did with this beloved franchise, and especially after their handling of Castlevania: Lords of Shadow (which I played after playing the Mirror of Fate demo for those of y'all interested in timelines), I thought that what the demo offered was a smooth transition and re-imagining of classic 2D Castlevania.  

I started the Castlevania: Lords of Shadow - Mirror of Fate (just Mirror of Fate from here on out) waaaay back on January 9th, 2017 (being almost four years after the game's initial release in March 2013 and having bought the game in September 2013 according to Amazon).  I know that I did not immediately start playing because I found out that the game was a sequel to the first Lords of Shadow and it was not released on PC until August 2013, although my computer at the time, I was sure, could not handle it, so I waited until after I got my MSI in 2015 to pick up the game on Steam.  By the time I finished Lords of Shadow, I got caught up replaying Chrono Trigger, starting Ultimate NES Remix, Super Mario Maker for Nintendo 3DS, and restarting Dragon Quest VI: Realms of Reverie for the second time.  Then by December of 2017, the B-Button on my 3DS stopped working and we all know where that story has taken us.

So once I acquired the 3DS from Mjku, I knew that the first game I wanted to start from my collection was Mirror of Fate, if only so I could wait (again) for Castlevania: Lords of Shadow 2 to go on sale and eventually play that game.  Having already played the first 1h30m of Mirror of Fate, I knew that I was going to be exploring Dracula's castle as Simon Belmont, but what I was not expecting was to play as three different characters over two different time periods in what MercurySteam turned what could have been three separate games into a tightly told story in a single game.  

You know, it was not until I was nearly completed with this article that recalled that there was a prologue where you play as Gabriel Belmont, one year before the events in Lords of Shadow.  It is here that you learn a lot of the basic game mechanics that translate the fighting from Lords of Shadow 3D space to the sidescrolling 2D space on the 3DS; at least it felt like a transition for me having already played Lords of Shadow

From here on out, there will be spoilers of sorts.

You start the game as Simon Belmont going to Dracula's castle to avenge the murder of your father, who went missing when you were a child when he went to Dracula's castle.  Pretty typical Castlevania stuff and it felt like to me that MercurySteam was somewhat feeding off of the old NES Castlevania games mentality of, going to Dracula's castle to kill him because that is what you do when you are a Belmont.  Similar to Lords of Shadow, Mirror of Fate starts you off outside of the castle and you fight your way up to the castle but then are forced to take a detour and come up through the catacombs.  Now it has been some time since I first played Lords of Shadow and it had only been 25 in-games years since the end of that game and the start of Mirror of Fate, but I could not recall how much of the castle that Dracula inherited from the first game was used as a guideline for the overall layout of the castle in this game.  You could argue that Dracula has had 25 years to alter the castle, and/or that the move from the first game being playable in a 3D world to this game which is solely a 2D platformer with background and foreground elements means that a lot of environments had to be reimagined and I am perfectly okay with that approach, just something that I thought about.

Along the way to facing Dracula, you level up Simon as he automatically learns new attacks that visually and act similar to a lot of the combo attacks you learn and purchase in Lords of Shadow, but instead here you only learn one move at-a-time, which I was pretty thankful for as I tend to spam one-to-three of the same moves over and over.  You also find additional health and magic upgrades throughout the castle as well as an additional use of sub-weapons such as the axe and a fire flask (essentially the holy water from the NES games) as well as magical abilities.  The gameplay was pretty straightforward during this part of the game where you would travel to a new room, explore like you would any Metroidvania by trying to uncover as much of the explorable map as possible, kill a handful of enemies, then move on to the next room where you would eventually fight a boss.  

One criticism about the game design which ended up holding true for the entire game was that there were frequently large swaths of the castle that were not populated by enemies.  Maybe it was because most monsters took 5+ swings of the whip to kill, so having more enemies either on screen or in a particular area would have ended up with the player experiencing burn out but there were times where it was running and platforming without being distracted by enemies flying at you trying to knock you down a pit to your death.  Which is actually kind of nice now that I really think about it.

Throughout Simon's act in the game, you are trailed by a character who shows up periodically and then disappears, not unheard of in Castlevania games and it was pretty easy to determine early on that this character was Alucard, whose design was similar but different enough to his appearance in Symphony of the Night.  Alucard's official reveal is made right at the end of Simon's quest with Dracula calling his son out by name when he Aragorn's his way through the main chamber door.  Simon's Act ends there and you then begin Act II, playing as Alucard waking up from his coffin apparently suffering from amnesia until the truth is revealed to him (off-screen) and he begins his journey to hunt down and kill Dracula, again, because this is a Castlevania game.

Alucard's exploring of the castle is similar to Simon's journey, exploring all explorable areas on each map, killing enemies for experience points, gaining new combos, increasing health and magic, backtracking, learning magic, and gaining sub-weapons.  The formula is the same, but the trappings are a bit different which could be used to describe nearly every Konami Castlevania game.  Something that initially threw me was that Alucard's weapon here, like Simon's, is a whip.  I think this might be the first time Alucard uses a whip as his primary weapons in Symphony of the Night were all blades, axes, and maces/clubs/hammers.  This weapon of choice does make sense later in the game, and from a gameplay perspective it might be difficult for the player, one-third through the game to be given a new character and expected to learn a new attack and combo set; although that might have worked with the in-game amnesia.

Eventually, you realize that the events in Alucard's Act are happening concurrently with Simon's Act, which does not happen after too long when you help Simon with one of the puzzle traps in the castle somewhat unbeknownst to him at the time.  This puzzle in particular was pretty confusing, possibly made more so by the small 3DS screen, but that might have just been me.  I did end up having to look at a walkthrough as I read that even the hints given by the dead knight scroll were vague and unhelpful.  There were some game mechanic differences between Simon and Alucard's Act such as skills, but it was essentially a similar experience.  There was one boss fight that I had to turn down the difficulty from Normal to Easy because the checkpoints were either too far apart during the battle or there just were not any and I after my third attempt and not getting any further, I decided to take the easier way out and continue on with the story.

Eventually, Alucard reaches Dracula's throne room which is where it picks up again with Simon's Act.  During this encounter with Dracula, the computer takes control of Simon who felt acted more like a distraction to Dracula than doing significant damage to him.  Alucard's chapter comes to a close as both characters successfully defeat Dracula.  Alucard's Act ends with a scene between them and the mysterious Lost Soul (who first appears during Simon's Act and I will get to at the end of the article) which then transitions into the third and final act.

Act III is all about Trevor Belmont and his assault of Dracula's castle 30 years before the events with Simon and Alucard.  There is not a whole lot to discuss here as the gameplay is nearly identical to that of Simon and Alucard's Acts as Trevor explores the castle, fights monsters, bosses, and learns skills, magic, and access to new sub-weapons.  There were several encounters that I thought were wonderfully designed.  One had Trevor fighting against two groups of Hunchback Troops who fought him in the foreground while a Possessed Armor attacked from the background, who then moves into the foreground after the Hunchbacks are taken care of.  In another event involving the Hunchbacks, they cut loose a massive iron bell as you reached the top of a tower and then have to quickly make your way down the tower (which thankfully has a couple checkpoints because I did die a lot).  There were also two QTE (Quick Time Event) battles that were handled in a way that did not make me hate the developers like I did with Resident Evil 4. I actually enjoyed the fact that all I had to do was hit one button at the correct time during some sequences rather than a long drawn-out fight, plus it made it a lot more cinematic.

I do not know if this was on purpose or if it was just my perception, but playing as Trevor, I really felt like a bad-ass demon hunter.  The attacks felt more powerful (possibly because I was building off of all of the levels I had gained with Simon and Alucard), the weapons felt more effective and I just really felt like a better player.  That was until I got to the final battle against Dracula.  Similar to Gabriel's battle against Satan in Lords of Shadow, there were some elements in the fight that required you to switch to different types of magic to counter Draculas attacks then switch back, plus Dracula was a very proficient fighter who could move very quickly and perform powerful attacks.  One powerful attack, in particular, would have the ground burst up, which you could anticipate, but I found that if I got clipped by one and it knocked me to the ground, I could not get Trevor up fast enough to evade/dodge/jump out of the way of the remaining four or five subsequent attacks.  Had I not moved the difficulty down from Normal to Easy for this battle, I genuinely do not know if I would have been able to beat the game.

Not that the difficulty of the game is criticism from me as there were some other elements that I did take issue with.  Two issues that I did find lacking in the game was the Mirror of Fate, you know, from the title of the game.  I would have thought that it would have featured more prominently in the story than the few times that it cropped up.  For Simon, a fragment was treated as an heirloom that only came up maybe twice, for Alucard, it was only at the beginning of his Act, and for Trevor, there were two (I think cut scenes where it was featured) and never by name.  Presumably, it was an object that showed a person their fate?  Maybe?  You never saw what the characters saw when they looked in the mirror but if you were following the story at all, it did seem pretty obvious.  The other element was the Lost Soul character, who was never fully explained and only showed up to each character throughout each story to point the way for them to proceed, which was also pointed out to the player in the form of a red dot on the map at the exit that would take them to the next required area to proceed with the story.  Maybe a bit redundant?  My thought was that it was somehow a manifestation of Gabriel's wife Marie Belmont, but the Internet tells me that it is more likely a physical manifestation of the concept of Fate guiding Simon, Alucard, and Trevor to their inevitable fates.

Once I finished Trevor's story and all three of the main characters' stories came full circle, I was greeted with a screen saying that I had completed 93% of the game and in order to see a special "Separate Ways" cut scene, I would need to 100% the game.  I knew that I did not collect all of the hidden Beastiary Scrolls, possibly found all of the fallen Knights of the Brotherhood of Light, or all of the health and magic upgrades, but since some areas of the castle were in the past with Simon and Alucard's Acts, the only way to make sure that I did not miss anything if I was able to confirm that I had found everything in Trevor's Act (which I know that I did not) would be to start the game over from the beginning and that was something that I was not ready to set out to do.  So instead I just looked up the video on YouTube and watched it there.

What I found interesting as I played through Mirror of Fate was that I felt like I had played three different Castlevania games and I mean that in a good way.  Had this story been told in the Konami years (1986 - 2008), this story would have been broken up into three separate games.  The first game would consist of the prologue and Simon's Act, assaulting the castle and fighting Dracula along with Alucard.  Game II would be Alucard's Act, possibly reliving the fight with Dracula at the end, maybe from a different point of view.  And Game III would be the prequel told from Trevor's point of view.  But instead, MercurySteam told multiple stories in a single game which, for the most part, came off fairly well.  I rarely felt like there was unnecessary padding to draw out the game length and they managed to avoid the pitfalls of Konami creating multiple games where you explore different versions of the same castle only to kill Dracula in the end. Each and every time.  Over and over again.  I am very much intrigued to see how Dracula is brought back in Lords of Shadow 2 considering his own fate at the hands of Simon and Alucard and the end-credits scene at the end of Lords of Shadow.

I thought that MercurySteam did a great job using the 3D effect on the 3DS and when the 3D effect was turned all the way up, which I did not do a lot because I did not want to drain the battery, I felt that it increased the scale of the castle, making rooms larger and grander than what could come across on a 2D screen.  Sure the game was pixelated when the camera was pulled back to show wide shots of the castle and emphasizing how small Simon, Alucard, and Trevor all were, but that is something you have to accept when playing on the 3DS.  There was really so much I enjoyed about this game, from the story to the 2D platforming, to the music by Óscar Araujo (who also composed the music to the first Lords of Shadow) to the general writing of the in-game elements.   And aside from the Mirror and the Lost Soul not being as developed or playing more of an important role, I have not other complaints.  

If you have a 3DS, the game is still available as a digital download if you do not want to search out the physical cartridge, otherwise, it is available on other storefronts such as Steam, and (might be?) available on their respective Xbox and PlayStation stores.  It is a fun game and another interesting take on what could have become another formulaic Castlevania series.


~JWfW/JDub/The Faceplantman/Jaconian
Instrumental


P.S.  Apologies again for the crappy quality and less than dynamic pictures from the game.  Apparently, you could save screenshots using Nintendo's MiiVerse, which was discontinued back in 2017.  So I had to use the camera on my phone.

Wednesday, December 16, 2020

MIDI Week Singles: "Ending Theme" - Willow (NES)

 

"Ending Theme" from Willow on the Nintendo Entertainment System (1989)
Composer: Harumi Fujita
Album: No Official Release
Publisher: Capcom
Developer: Capcom


Continuing with the Ending themes for December, I wanted to use this theme from the NES game Willow.  Admittedly, I have only heard this a few times all because a neighbor borrowed the game, wrote down passwords frequently and when he returned the game, also gave me his list of passwords so I could fight Bavmorda any time I wanted to with Willow Ufgood all souped-up with the best equipment.  I never have managed to make it through Willow on my own, which still makes me kind of sad because I find it to be one of the better video game translations of a movie IP.

Kind of similar to the End Theme from Shien's Revenge from last week's MIDI Week Single, the majority of the music here is all new and not taken from earlier moments in the game.  The song does open with a slightly creepy motif that is reminiscent of the music in Tir Asleen and possibly Nokmaar Castle but at least it is keeping in theme with the rest of the music in the game.  The music is very victorious, suiting to this end of Willow's journey as the player is shown locations throughout the world that they explored while questing to save Elora Danan and defeat Bavmorda.  Then as the screen changes back to Willow's home village of Nelwyn and the credits thank Lucas Arts and Capcom, the music transitions to Elora Danan's theme from the film.  This is the only time that the music from the film is used in the game and it only lasts seven seconds, but it is right before the end of the song, so that is what sticks in my head as the song ends.

Ahh!  I love it.


~JWfW/JDub/The Faceplantman/Jaconian
Tomorrows Turmoil Tonight

Friday, December 11, 2020

Game EXP: ABZÛ (NS)


I had known about ABZÛ for a while now in that I knew that it was worked on by a number of people who also worked on the 2012 release of Journey (whom specifically at Giant Squid that worked on Journey I did not know until the writing of this article) and that there was a focus more on the player experience and exploration than a more traditional video game (a la Breath of the Wild or DOOM), but that was what I was wanting after getting a little frustrated with my puzzle-solving skills in Neverout.  I just wanted a game where I could swim in 360 degrees and listen to some gorgeous music, and this is precisely what I got.  I knew that there were going to be some graphical downgrades on the Switch port, partly because it is a Switch port, but also because I was playing in handheld, but the only real downgrade I noticed was during the last part of the game when the music crescendoed to the point that it started to sound like it was blowing out the speakers on the Switch.  Plus, unless you were making direct side-by-side comparisons with another port of ABZÛ then there is a good chance you may not have been able to tell the difference.  Maybe.

But ABZÛ was not all swimming from one environment to another environment as there was a story being told, and I admit that the finer parts of the story were lost a bit on me.  I understand that there was the elimination of "man-made" modernization from the pristine oceans, similar to Saruman's destruction of Fangorn Forest to fuel his machines of war, but beyond that, I think, I am not clear.  Somewhat.  Throughout the game, you uncover small swimming machine-things that allow you to access to additional areas, although these are lost when you swim through fast-moving streams.  And then while you are in these streams, you can swim through small schools of fish that flash and swim along with you for a brief time, but I could not determine what the point or outcome of this was.

There are large open rooms filled with paintings and bas-reliefs of whatever species the player character is that bring to mind Egyptian artwork (because I am not art educated) that hint at a history that I would want to explore more.  Not (yet) having played Journey, but having seen a number of the environments, there were a lot of instances where it felt like I might have been swimming through flooded locations from that game.  Structures and buildings submerged underwater for who knows how long, either before or after the machine cartel took over.  I have also read that some people felt that ABZÛ was too derivative of Journey and that Journey is a superior game, but not having (yet) played Journey, I see no reason to take ABZÛ on its own merits.


There were two instances of a similar mechanic that I at first thought was very cool, and then slightly disappointed by.  As you swim around, the ocean becomes more and more populated by various species of sea creatures.  In one instance I was observing one type of fish (a Blobfish) and along came a Black Scabbard Fish and ate the Blobfish.  To see an interaction like this just happen was very cool, so a while later when I looked up and saw a pod of Sperm Whales swimming towards a giant squid, I was hoping for either a showdown or for one of the creatures to react to the other in some epic clash of the titans-type event.  Apparently, the game was not even aware that these two creatures were meeting because the whale passed through the squid without so much of a by your leave.  I could chalk it up to limitations on the port to the Switch, but I really think that it just ended up being that the squid was never meant to interact with other creatures who were not Sperm Whales as I saw this happen to them on more than one occasion.

You know what, this article is going to get away from me or I am just going to be speculative the whole time and sound like I do not (already) know what I am talking about, so I am going to sum up.

ABZÛ was a beautiful experience that did translate very well to the Switch.  There were some scripted moments, but the majority of them felt very natural so it was like I was actively watching something very cool happen, like I stumbled upon it, even if there was no way to avoid it.  I did have questions, primarily relating to gameplay mechanics and their meaning, but nothing that made me feel that the game was broken in any way.  So here are a bunch of screenshots I took.










ABZÛ was a game that I very much enjoyed, and finishing it just over two-and-a-half hours, it was a nice and mostly relaxing experience and the fact that there was an in-game "Meditate" mechanic should speak volumes about what this game was trying to accomplish.



~JWfW/JDub/The Faceplantman/Jaconian

Wednesday, December 9, 2020

MIDI Week Singles: "Ending" - Shien's Revenge (SNES)

 

"Ending" from Shien's Revenge (The Blade Chaser) on the Super Nintendo Entertainment System (1994)
Composers: Akihiko Mori, Michiya Hirasawa, Tsukushi Sasaki
Album: No Official Release
Publisher: Vic Tokai
Developer: Almanac Corporation


Shien's Revenge (or The Blade Chaser?) is another game that I have never played even though I did have the mouse accessory for the Super Nintendo, but the soundtrack is pretty rockin'.  It was also compatible with the other SNES periphery, the Super Scope, which I did want because who would not want a bazooka shaped video game gun!?  It reminds me, in some songs, this one in particular, of the music from the Mega Man X series on the SNES.  Had I known about this game back-in-the-day, I cannot say that I would not have gotten it because the concept looks cool enough. 

After listening to the music from Shien's Revenge three times, my ear did not pick up the theme from "Ending" that starts at 0:17-0:18 and continues through most of the song.  I tried to find variations where the melody is played at a slower tempo but for the life of me, I did not hear this theme at all.  It seems strange to me to introduce such a catchy (and very Mega Man-esque song) during the credits sequence, but maybe that was an incentive?  I do love how on the final pass of the song, that there is a dedicated outro here, that the song just does not fade out.  This is just a good semi-high energy song, apparently only appropriate for after you have killed a bunch of evil ninjas and have to retire with your partner on a non-romantic beach.


~JWfW/JDub/The Faceplantman/Jaconian
For Small Creatures Such As We

Friday, December 4, 2020

First Impressions: Luna - Amazon's Cloud Streaming Game Service



I first heard about the cloud-based streaming game service OnLive at PAX 2009 although I did not give it much credence as I was not yet into PC gaming beyond Neverwinter Nights.  I admit that I did not fully understand cloud gaming in 2009 and had not really thought about it until Google Stadia was announced in June 2019, but by then I was fully invested in the Switch and was already finding that I was spending significantly fewer hours playing in front of a computer screen.  When Amazon announced Luna as their cloud gaming option, I did sign up for their beta testing but was only able to participate in this weeklong trial period.  For me, this lasted from Friday, November 20th, through Thursday, November 26th.

The first thing I did on Luna's information page was look up information about controller options.  Luna has their own dedicated controller, which looks remarkably like the Switch controller (which in-turn looks similar to the Xbox 360 controller) and is heavily marketed as the best option for playing games on Amazon's service.  Luna is also compatible with the Xbox One and PlayStation 4 controllers (with future support for the Xbox X and PS5 controllers), but none of the other controllers I have, wireless or otherwise ended up being compatible: Steam Controller, Xbox 360 Wired, Switch Pro.  This meant that I was relegated to using mouse/keyboard for any and all games I wanted to play, which is not necessarily a bad thing.  I had not thought that this would actually limit the number of games that I would be able to play, but that did end up being the case.  Something else that I think might be controller related, but cannot be for sure as I could not find any information on any of Luna's pages, was if the controller was capable of taking screenshots and if this was the only way using Luna's client.  I tried the usual F12 and nothing happened and even pressing the Print Screen button only worked to pull the image from the submit feedback page (apart from the one time it worked on Everspace's title screen.  

The other thing with the Luna controller was that you were required to download a separate "Luna Controller app" to log in/connect your Luna controller with your account and computer.  I guess.  This all seems needlessly complicated just to get a controller hooked up to your computer, but I have never tried a cloud-based game streaming service so maybe this is something that just has to happen if you want to be able to play on your computer, through your TV using an Amazon Fire stick, or play on  your phone.  And maybe because there is integration with Amazon's Alexa devices there is the need for additional connections.  What do I know?  I only got a smartphone in 2012.

After looking up information on the controller options, after downloading the Luna client, I glanced over the games that came with the basic $5.99/month service since I was not a paying subscriber to Ubisoft's service which you can link to Luna and play those games with this client (instead?).  The first two games that caught my eye were Control, and Metro Exodus.  I had previously tried Control Ultimate Edition - Cloud Version on the Switch last month (article on that pending) so I liked that I had that experience to compare this one to.  I also made sure that I tried a couple of games that I felt would be difficult to play without a controller such as the Castelvania Anniversary Collection, Contra Anniversary Collection, and more recently, Blasphemous.  I probably also could have tried ABZU as I had just recently played it on the Switch (article coming soon) so that play experience was fresh in my mind, and I have also played RiME and the first Steam World Dig, but those were a few years ago and I last played Lumines about a decade back on the PSP.  The point being, Control seemed like the primary game to entice people to at the very least, test drive Luna being a game that they may not have already played or to see how well cloud-based game streaming would work for them.

I was a bit surprised when I tried the Castlevania collection as I was told that the game was designed for a controller and that I would not be able to play it if I did not have a compatible controller connected.  This quickly put a bad taste in my mouth since I could still play Blasphemous, although not very well because it is a side-scrolling platformer that was designed with a controller in mind, I was still allowed to play.  Right off the bat, that there would be games that I was forbidden from playing because I did not have the correct input device (a Luna, Xbox One, or PS4 controller), was not a positive experience.  And this is different than trying to boot up a game on Steam that requires the Vive or being upset that I cannot play Skyrim VR on my Switch, this was an active choice by either Konami or Amazon to not allow their game to be played when you can very well play these with a keyboard, albeit I could not play them very well.  Because of this, I thought (although did not confirm) that I would not be able to play Steam World Dig 2, River City Girls, or Shantae & the Pirate's Curse.

But I did play a handful of games that I felt would help give me a taste for what Luna would be like if I decided to ultimately describe so I started off with Control, GRID, Everspace, and Metro ExodusWhen I started Control, I went to the settings screens as I was not greeted with the option to decide how I wanted to play as I had with the Switch edition, if I wanted to have the game focus on performance with downgraded graphics, or have the best graphics with decreased performance.  I did not see this option in Control or any of the other games that I was able to play, which I feel should be an option for a cloud-based game streaming service.  When I started, I also made sure that there were no other devices actively using the internet; this was before Conklederp was awake and I was not streaming music through our Dot.  Control played alright, kind of, but it did not feel better than when I played on the Graphics Setting on the Switch.  The gameplay felt like there were significant drops in fps (well below 30) and the cinematics was a bit choppy while the audio sounded a little buzzy.  With GRID, I felt that this game was not suited for keyboard/mouse, or at least as well as my experience trying Assassin's Creed and Dark Souls without a controller. Most of the default keybindings did not feel intuitive and I spent a lot of time tweaking the controls, playing the game, going back to move around keybindings again, and so on.  I also experienced similar gameplay issues with GRID as I did with Control and Everspace.  Everspace was kind of a mixed bag in that the first time I played there felt like there was lag between button presses, slow down when there was more than one enemy on the screen at a time, which is a big issue with an outer space shooter, and also that the game was difficult to play with kb/m.  On a second run, I felt more comfortable but still experienced some fps drops and about the same latency issues.  Oddly enough, Blasphemous also gave me some issues with lagging inputs, buzzy sound, and a few times there were latency issues with the fps dropping then ramping up for a half-second to catch up, but I was able to defeat the first boss at least.  I ended up stopping with Blasphemous because I will probably pick it up on the Switch and did not want to spoil too much.

The only game that played well for me was Metro Exodus although having recently played the first two Wolfenstein games on PC with screen-tearing from 1/3 to 1/2 of the screen, I might already be accustomed to a playable game while experiencing somewhat severe technical limitations.  I had never played a game in the Metro series and I realize that this was to test the system and not just to play games, but playing a first-person shooter that was released almost two years ago seemed like a good test and the experience was fun enough that I decided to pick up the first game in the series on GOG since the copy I have on Steam was having technical issues.

Over the course of the seven days that the free trial lasted, there were a couple of additional games added to Luna's library (I did not make note of the additional games, and these of course do not include the games that you buy or rent out to play that are not included with the subscription fee), although again I cannot say what was included and/or added to the Ubisoft+ library.  I did not play as many games as I had wanted to test and looking over everything that was being offered on Luna, I really only felt that Control, and (maybe?) Metro: Exodus were the big draws, but that is just my perspective.  If you had a controller I imagine that there would be more games that would be appealing like the Yooka-Laylee games or River City Girls.  What I find interesting though, based off of the compatible controllers, is who the targeted market for Luna is for.  If someone already has the Xbox or PS controller, there is a good chance that they either already have a number of the offered games or even one of the subscription services offered by Microsoft or Sony.  It really feels like this service is directed towards people who do not already have either a gaming level PC (like me), do not have a home console already (not me), or who are just getting into video games and not sure how/where to start (again, not me).  I could be very wrong with my criteria but based off of the game selection, the controller requirements, the overall interest in video games, and the lack of options to customize the playing experience based on the strength of our in-home WiFi, I feel that I am not the target audience for Luna.

This was only my own experience and yours could very well be different enough to encourage you to sign up for their service which is reasonably well priced at $5.99/month, but I would highly recommend giving the service a weeklong test to see if it right for you.  The concept is appealing but with our current setup and how the games handled on our WiFi (and again, lack of streaming options), I decided to cancel the service before it auto-renewed.  I do really love the idea of streaming games since my laptop most likely would not be able to run current games like DOOM Eternal, but there really needs to be more customization options for how the games are streamed before it is going to be as accessible as those companies focusing their energies really want it to be.  At least as accessible for us anyway.


~JWfW/JDub/The Faceplantman/Jaconian
Ye Banished One of Endless Thirst