Friday, April 28, 2023

Game EXP: LIVE A LIVE: Part 2 (NS)

 


Release Date: September 2, 1994, & July 22, 2022
Systems: Super Famicom & Nintendo Switch
Publisher: Square & Nintendo
Developer: Square & Square Enix
Time Spent: 39 Hours, 16 Minutes*
38 hours, 6 minutes


Today's article is the continuation of Monday's article and our look at LIVE A LIVE, the remake released on the Nintendo Switch in July 2022.  The previous article was all about my experience playing as the seven characters in the game, the order that I played through with each character, and my general thoughts about the game.  There were a handful of spoilers, but this article is all spoilers because I could not talk about the game without talking about the end game, which is not very publicly advertised if you were not already unfamiliar with the game.  So just a heads up.

~*SPOILERS FROM HERE ON OUT*~


So there is an endgame here.  Two actually.  After completing the seventh story, you unlock The Medieval Era where you play as the wandering Knight Oersted who, in the briefest sense, has to rescue a princess from a recently revived evil dark lord.  Standard Dragon Warrior, Final Fantasy-type storyline.  This chapter was a lot of fun, and on some levels felt like a return to more traditional JRPG mechanics, but only to a certain extent.  You had your starting castle and the surrounding village and a handful of locations on the region map.  While there were two towns you could visit, there were no shops to visit to buy either upgraded gear or supplies, all of which you had to find out in the world either by scavaging from treasure chests or plants.  There are additional characters who joined your party so at one point you have a full party of four characters who become fleshed out beyond the typical hero with a sword.

I was surprised mixed with a little shock to find that this story in particular ended up tying all of the other seven stories together by essentially showing you how the antagonists in each of the chapters, who all have a name derivative of the name "Odio," how he came to be and affected the stories/lives of all of our main characters from past to future.  How this story unfolded was very cool because it is not often that you play through a character's story only to find out that they are now the bad guy (Castlevania: Lords of Shadow).  The only downside to The Medieval Era story was that it was significantly longer than any of the previous chapters, maybe close in length to Akira's which came out to about 2-3 hours (I think), but it was much more involved with gathering gear, gathering additional party members, leveling up, and quite a bit of dungeon crawling.

Then, after you complete The Medieval Era, you are once again prompted to choose a story to play through (after a slightly confusing "To Be Continued..." screen), but now there is one titled "The Dominion of Hate," with no clear or obvious protagonist as you are able to choose from any of the previous chapter main characters. Because I did not know which character I should pick for whatever the game was going to throw at me, I decided to pick Masaru Takahara because that was the character that I first started the game with and it only made sense (to me) to "finish" the game with this character again.  Well, I accidentally picked Akira from The Near Future and only realized it during the opening scene where Akira is taken from his time and transplanted in The Medieval Era, or at least a pocket of The Medieval Era after Oersted has assumed the name/role of Odio and is the evil dark lord.

As you make your way through The Medieval Era map that you had just spent the last 3+ hours in, I did feel a little burnt out, but only because I had been used to experiencing a different environment with each chapter, so coming back to this same setting after just completing the longest of the eight stories, felt a little downtrodden.  That being said, discovering that the characters from all of the other chapters were discoverable too and that all of them could join your party.  Granted the characters were all at the level they were when you finished their respective story, so The Sundown Kid might be at level 8 while Earthen Heart Shifu was at 12, and Akira, whom I started with would be at level 15. 

At first, I was not sure who I wanted in my final party and was just accepting people when I came upon them because why not?  Plus you had to have each specific person in your party in order to access their specific dungeon.  This led to a lot of unintentional grinding for the current characters in my party although once each character learned their respective ultimate move/ability, leveling plodded along at almost 2-3 XP per battle (leveling up once they reach 100).  Cube was a bit of an outlier in this regard as it did not earn XP like any of the other characters and could only "level up" by using Robot Parts which seemed rather sparse.  The only character that I did not take into my party (and therefore did not go through their dungeon) was Pogo (The Distant Past) as I found that I just did not vibe with his moveset and at that point, having already gone through the other six dungeons, I was honestly feeling a little burnt out.

When I finally went up against the dark lord Odio, I had the following members in my party:

Akira - The Near Future (Lvl: 21)
The Sundown Kid - The Wild West (Lvl: 19)
Cube - The Distant Future (Lvl: 7)
Oboromaru - Twilight of Edo Japan (Lvl: 18)

I am glad that I ended up going with Akira because he has a lot of AoE attacks that can take out a lot of enemies all at once, sometimes even reaching the leader of the group and prematurely ending the battle.  The Sundown Kid was great for ranged attacks and he ended up learning a powerful attack that would attack a small area 12 times while the To Hit % was lower and only dealing medium damage compared to some of his other attacks, in the final-final battle, he definitely came in handy dealing a lot of damage, often topping out at around 500 damage, when characters would normally be doing 100-150 damage per strong attack.  Cube ended up being my healer because he had a reactionary ability that healed himself and anyone else around him, so having The Sundown Kid hang out around Cube attacking from a distance was a useful tactic.  Plus Cube's penultimate move, Maser Canon could only be performed at enemies that were a specific distance away, usually on the other side of the battle grid, and could not damage adjacent enemies.  Lastly, I had Oboromaru because he was a decent fighter with slightly different AoE attacks that used different elements than Akira, and with his higher speed/agility, it often meant that they were the first to move/attack each battle because a lot of his attacks had low charge times.

I know that there is a lot that I have left out about the individual chapters in the previous article and I probably could have written an article about each character as they really felt like their own separate game with Oersted's chapter and The Dominion of Hate tying everything together.  And even within The Dominion of Hate, collecting all of the characters and exploring their ultimate weapons while exploring dungeons that represented their struggles and personal experiences were all fun to experience.  There is really so much more to this game than what I have been able to say this week (including the MIDI Week Single), especially about the stories and journeys each character took in their respective chapters.  Like how I ended up with Shifu's particular protege, or how I glossed over the material exchange mechanic with Pogo's chapter, and how/why I might have unintentionally made Oboromaru's chapter more difficult than it needed to be by killing as few people as possible.  It is just too much to cover in two articles, even with this one only looking at two chapters, albeit two of the longer chapters in the game.

I had a lot of fun with LIVE A LIVE, which I am hoping is obvious at this point.  Half of this comes from the game itself, ignoring the fact for the moment that it is a remake and just enjoying the varying mechanics used to tell this unique story and experiencing a different way in telling a single story through multiple perspectives.  The other half is playing a game that was originally released between Final Fantasy IV and Chrono Trigger, during the Golden Era of SNES JRPGs.  I experienced a strange sensation when playing LIVE A LIVE that I can only explain as some kind of first-time nostalgia.  Maybe?  It is like when people say that they wish they could play their favorite game that they have already played 30 times for the first time all over again.  That was how I felt playing LIVE A LIVE, as if I had played this game before, but I did not really know where each story was going or how it would end.

Now I wish that I could play this game over again, but I may wait to do that because I now have Octopath Traveler II to start up and Dragon Quest XI to eventually buy (after I finish Triangle Strategy, and Bravely Default II).


~JWfW/JDub/The Faceplantman/Jaconian
How Many People Cried


P.S.  I also highly recommend this interview that the director Takashi Yokita did with Famitsu in February 2022.  The website is in Japanese but Google was able to translate the page well enough so that the interview made sense.  There were a lot of questions answered in this interview that I was surprised to find, like what the deal was with there frequently being a father killed in front of his kid in a lot of the chapters

*P.P.S.  Just a heads up that the final series of battles in the game, after your final save, including the time spent watching the credits, was, for me at least, took me one hour and 10 minutes.  This kind of upped the stakes quite a bit during the final-final battle since I knew that it would be a lengthy trudge through multiple boss battles.

Wednesday, April 26, 2023

MIDI Week Singles: "Megalomania" - LIVE A LIVE (NS)

 


"Megalomania" from LIVE A LIVE on the Nintendo Switch (2022)
Composer: Yoko Shimomura 
Album: LIVE A LIVE HD-2D Remake Original Soundtrack*
Label: Square Enix
Publisher: Square Enix
Developer: Square Enix


For a hot second there, I could not decide which song I wanted to feature and while going through the soundtrack (more on that debacle at the end), once I got to "Megalomania," that search was confirmed.  I initially thought about using this song, but then I thought I would use a different, less popular/well-known song, but yeah.  Here we are, along with almost 4,500 other people.

"Megalomania" is essentially the boss battle music in LIVE A LIVE, but that did not dawn on me until my third chapter.  When I first heard it in Masaru Takahara's chapter, "Present Day: The Strongest" I think I was more in my head about beating the final boss Odie O'Bright and all the while wondering where the story was going and if I would need to restart the entire chapter because I realized I did not learn a technique from one of the fighters.  In my next chapter with Pogo, I heard this song again but again was taken aback by the fact that I was fighting a massive-ass dinosaur god Odo and trying to remember the last time I had saved.  It was not until this song came up again in the Shifu of the Earthen Heart's chapter, "Imperial China: The Successor" that I was boppin' when this track started when the battle against Ou Di Wan Lee began.  I cannot describe the swivel-sway upper body dance I was doing because there should not be a name for it, but whatever it was, every time this song came up while playing was audibly exciting.

So when I got to this song on the soundtrack, (track 44 of 50), I habitually and unintentionally went into the aforementioned dance.  While at work.  

Thinking about the song itself though, it is pretty over the top in its energy and may not actually be fitting for all of the chapters at first glance.  With Oboromaru in "Twilight of Edo Japan" whose mission (I thought) was focused on stealth, having this come up is a little out of character, but when you take into account the actual boss battle (which I will not spoil here), it makes a little more sense.  I actually think that "Megalomania" is perfectly suited for the three latest chapters taking place in "The Present Day," "The Near Future," and "The Distant Future" because those deal with street fighting, mech fighting, and arcade-VR-type fighting.  But taking the entire story into account and the bosses you fight, having a single high-energy theme instead of one that changes does make the whole game feel more cohesive.

Those are my thoughts.  I love this song.



~JWfW/JDub/The Faceplantman/Jaconian


*P.S. Now the debacle, which is all about trying to buy the album and trying to do anything with it.  I found several places to buy the MP3 version of the album such as the Square Enix store, the Apple Store, and Amazon.  I ultimately decided to go with Amazon because reasons.  But then being able to access the album from Amazon became a bit of a headache that I have threaded over on Twitter.  I have had access to digital albums I've purchased disappear from Amazon before when the albums become delisted although they still show up in my digital purchase history, but access to them returns only a dead link; thankfully I had already downloaded the music, but it is still annoying as hell.  So my advice is to not buy the MP3 album from Amazon and instead either from Apple or Square Enix, but do not pay over $17.99 for the MP3 album from other places (unless it is from Yoko Shimomura personally) because then you are just paying more for the sake of paying more.








Monday, April 24, 2023

Game EXP: LIVE A LIVE : Part 1 (NS)

 


Release Date: September 2, 1994, & July 22, 2022
Systems: Super Famicom, Nintendo Switch, & Windows
Publisher: Square & Nintendo
Developer: Square & Square Enix

This may or may not be a difficult game to talk about and it will definitely be a difficult game not to reveal spoilers about, especially the end-game.  I have also decided to split this article up into two sections, with the second section being somewhat spoiler-filled, so if you have not yet played the game and plan to, I recommend skipping Friday's article.  LIVE A LIVE is (mostly) a JRPG where you play different characters in different time periods.  Each character's story is self-contained, letting you experience a particular event in their life.  The stories themselves are independent of each other and each has its own mechanical quirks that help differentiate between the characters and time periods.  That is the general gist of the game, but let us get some context out of the way that will also help to explain the existence of this game.

The original LIVE A LIVE was released in Japan on the Super Famicom in 1994, directed by Takashi Tokita, who would go on to direct Chrono Trigger, released the following year in 1995.  There are similar bones between the two games, both containing different characters set in different time periods with their own separate motivations and goals.  It would be like if you took out all mechanics of time travel and played as Crono in 1,000 AD and completed his story, then played Frog in 600 AD, then played as Ayla in 65,000,000 BC and completed her story.  Then played Robo in 2300 AD and completed his story.  There is significantly more nuance to it in Chrono Trigger than that as there is a fair amount of crossover between stories that require the characters to travel back and forth through time to complete, but again, that is the general gist.

There are several other aspects to each scenario that do not directly impact gameplay, but I still find it greatly interesting.  First, each character and time period was written by different writers, and the art was done by different artists.  From what I read, this was to maintain a different look and feel for each character.  The art style is still very 1990s Japanese, but the feeling of the stories varies quite a bit.  From the Prehistory caveman Pogo, written with a lot of fart-jokes (there is even a fart-based attack) to the Distant Future with Cube, an autonomous maintenance robot who explores their own individuality while the humans around them span the gauntlet of emotions and interpersonal relations.  The music though was all composed by Yoko Shimomura and while I think it would have been interesting to have different composers for each different time period, I have absolutely nothing negative to say about any of the music in the game (stay tuned for Wednesday).  Plus having the same composer for all stories allowed several of the tracks to be reused to create emotional thruways between the events even when there might have been no direct connections.

The stories also vary in their mechanics and length, with some lasting fewer than 60 minutes and others taking a couple of hours, depending on how much grinding and exploring you want to do; in some scenarios, there is no option to explore while in others you can explore to your heart's content or are even constrained by a time limit before the story forces you along.  Some play as traditional JRPGs with grinding for levels while another is just a string of battles.   

Lastly, you can decide on the order to play through each of the stories so there is no incorrect or better way to progress through the game or which order you choose to play characters/stories, but I am 100% sure that you could find dozens upon dozens of people giving "the best," "the most emotional," "the most efficient" order.  For me, I played through in the following order:

  • The Present Day
  • The Distant Past
  • Imperial China
  • Twilight of Edo Japan
  • The Wild West
  • The Near Future
  • The Distant Future

When I started the game I was not sure which order I wanted to play through, only knowing a little from what was revealed in the Direct trailer as I did not do any research about the game or the stories before jumping in.  So, I decided that "The Present Day" would be a good way to start out since I am currently in my own Present Day (yeah, deep, I know).  After that, I decided to play through the rest of the characters/stories in real-world-chronological order, although I will be honest that I had to look up when "Imperial China" and "Edo Japan" were in relation to our US's Wild West and we will just blame me and not public schools on that one because I am notoriously bad with historical dates.

I cannot comment if this order is better than any other, but I can say that it offered a very varied progression through the game as the play styles and mechanics were greatly different from one to the next.  There were turn-based Street Fighter-style battles (somewhat reminiscent of Hybrid Heaven), more traditional JRPG leveling and outfitting of party members, there were stealth missions (although that even depended on how purposefully stealthily you wanted to be), timed resource collecting and management missions, and straight-up horror.  There is the option to replay stories, presumably to reach a higher level or achieve a different outcome, but I never felt compelled to replay through any of the stories as I was always happy with how I progressed.

The next thing I want to talk about is the endgame, and if you have not played LIVE A LIVE yet (looking at you Dr. Potts!), then I highly recommend not reading any further because yes, there will be spoilers, but as few as I can with how much I want to get across.  So if you do not want to be spoiled, please do not read Friday's article, but thanks for reading today.


~JWfW/JDub/The Faceplantman/Jaconian

Friday, April 21, 2023

First Impressions: Mighty DOOM (AND)

 


Systems: Android, iOS
Release Date: March 21, 2023
Publisher: Bethesda Softworks

I had actually meant to write and publish this as a First Impressions a while back, and I think that says something about the staying power of Mighty DOOM as a mobile game.  Either that or I am just bad at mobile games.  Or I am just not the target audience for forever games like this when I already have a 3DS, and a Switch, and a Steam Deck.  And a smartphone.  The point is, I have no lack of options when it comes to portable gaming platforms, and when I was playing it, Mighty DOOM was pretty fun.  There was a progression system that made me feel like I was making progress each time I re-entered a "dungeon" and made it a little bit further than the last time.  But like Diablo Immortal and Fallout Shelter (both times), once I stopped playing for a while, it became easier and easier to kind of forget about the game.

That is not to say that Mighty DOOM is a bad game, that it is unplayable, or that it is not fun.  Well, actually, there were a couple of times that the game became unplayable due to the "watch this video to unlock [insert thing here to tempt a person to watch a 30-second advertisement].  I would click on the option to watch the ad, or at least have the ad play while I did something else, because how many times do I need to see/watch/live through another ad for Summoner War or State of Survival?  So I watched the ad and one of a handful of things would happen.  The most common was that no X would appear or any obvious way of closing the ad to get back to the game.  This meant I had to close the Mighty DOOM app and hope that whatever item/buff I was hoping for actually happened.  This was all the more frustrating when I would use the ad option when it meant that my killed Doom Slayer was supposed to be resurrected to continue my slaughter of Hell's legions, and my progress (and time spent) was lost to the sands of time.  As of this writing (April 20th, 2023), this is still the case in some instances.

The game itself feels very much like a mobile game.  You have levels that you move the Doom Slayer through, automatically attacking enemies and collecting resources.  Back on the home screen, you have a plethora of different screens and menus to work your way through as you upgrade gear, destroy unwanted gear, level up your abilities, learn new buffs, browse store options to use in-game or real-world currency to buy nearly everything under the sun that makes free-to-play mobile games as predatory as payday loan company.  If you have played any mobile game in the last 10 years, you will likely have come across some variation on "give us money to keep playing," "give us money to lessen the amount of time to do this thing," or "give us money to buy more in-game currency to buy yourself a 15 minute 5x XP boost!"  Mighty DOOM is no different and it sucks that this comes with the territory of free-to-play and free-to-start mobile games and probably one of the reasons why I do not play them a lot, or at least a lot past the initial month.

The gameplay itself is satisfying enough.  The touchscreen controls are simplistic and I was able to move the buttons that fire the rocket launcher and alt gun (the BFG in my case) to the right side of the screen because I felt that using my left thumb for the primary controls was more comfortable and intuitive.  I have not played DOOM Eternal, but the music seems to be in line with Mick Gordon's score from DOOM (2016); I am not as up on my DOOM soundtrack to be able to tell a lot of the tracks apart and so I cannot say if the music used in the game is taken from either game or an original creation.  The general sound effects are also very DOOM-esque and the on-screen violence is over-the-top DOOM and appropriately campy.

I like to think that Bethesda knows that what they have made is not a serious attempt at creating a mobile DOOM game and knowing that going into the game is probably why I enjoyed myself as much as I did when I was playing almost every day. I was not expecting a first-person DOOM or a mobile top-down attempt at recreating either of the modern adaptations of DOOM.  I mean, the title screen itself is self-aware in that there has always been a bunny rabbit perched on the Doom Slayer's shoulder like a parrot.  The gore kill animations for the bosses look like they were created by Rare circa Conker's Bad Fur Day.  There is humor and slapstick here and I appreciate that.  My head cannon is that the little Doom Slayer dolls that you can find scattered throughout Mars (for whatever reason) were based on this game, which is why the Doom Slayer in Mighty DOOM looks like a chibi doll covered in demonic gore.  It's a bit of a cyclical paradoxical fallacy I realize, but whatever.

I generally do not know what the endgame is for Mighty DOOM as far as the surface-level story goes.  I assume that eventually, you will go up against the Cyberdemon, the Spider Mastermind, the Icon of Sin, or Hitler, and that might be the final boss?  Until you reach the post-game-game of course.  The game is designed though so that you could hypothetically play it forever since each game is made up of a series of nine enemy-filled rooms followed by a bullet sponge boss fight multiplied by four.  Once you reach the fourth boss, you essentially clear an area and you then go to another area with a different or slightly different look with enemies that are increasingly difficult which makes upgrading gear and permanent buffs absolutely necessary to progress.  And Bethesda controls that speed of progression through the game by the drop rate of gear and components to upgrade your gear, which hypothetically means that they could "code" the game in a way that makes it just slightly unbeatable, but since the game was released exactly one month ago, I would be surprised if someone had not already reached the end of the game by March 28th.

I do not know if I will keep Mighty DOOM installed on my phone much longer, although I might because I have not uninstalled Pokemon GO and I am sure it has been well over a year since I last played that. . . or three years?  Point being that I last played it three weeks ago before finishing this article and between that time and today, a new Battle Pass system has been created to further find monetization options and another way to drip feed items, gear, and cosmetics to the player.  Then again, Bethesda still has not fixed whatever the issue is with being able to close an ad after watching it; they should probably contract out to Duolingo's IT person.


 

~JWfW/JDub/The Faceplantman/Jaconian

 

P.S.  And just for you, dear reader for reaching the end of this article, is a playthrough of Mighty DOOM that I recorded yesterday (2023-04-20) to help illustrate the gameplay and was fortunate enough to capture the bug that prevents the closing of a "watch to continue" ad and the consequences of it not working.



Wednesday, April 19, 2023

MIDI Week Singles: "Exploring the Plains" - Baldur's Gate (PC)

 


"Exploring the Plains" from Baldur's Gate on Windows, mac OS, PlayStation 4, Xbox One, and Nintendo Switch (1998, 2019)
Composer: Michael Hoenig
Album: Baldur's Gate Soundtrack & Baldur's Gate Enhanced Edition Official Soundtrack
Label: Hasbro, Beamdog
Publisher: Black Isle Studios, Interplay Entertainment, & Beamdog
Developer: BioWare

I've done it again.

I started a new character in the first Baldur's Gate, and I have "Darkwell," the finale in the Moonshae Isle Trilogy to thank for this. Hinted at in the first book and revealed in the second, Bhaal, the God of Murder turns out to be the primary antagonist against the Ffolk of the Moonshaes and the Goddess of the druids, the Earthmother.  What is interesting about this trilogy is that there are times when the narrative takes the perspective of Bhaal, albeit not an attempt to make the character/God's actions as sympathetic, but why Bhaal is doing what they are doing and their relation to other Gods in the pantheon of the Forgotten Realms.  It was this perspective that made me think about the Bhaalspawn and character development of the main character (canonically named Abdel Adrian).  Then I wanted to create that character.

So I created a new character and played through the ambush.  This music first plays right after that attack as you reconnect with Imoen and like I always do, head north to the site of the ambush to loot the bodies of the attackers and Gorion.  The music also plays at other times while exploring maps and the melody is so nostalgia-filled for me that it is difficult to separate the quality of the music and how much it reminds me of that first time exploring The Forgotten Realms and the Sword Coast.  Meeting Minsc and Boo for the first time.  Being caught up in a plot that went beyond both my and my character's comprehension.  

It is a great piece of music though.


~JWfW/JDub/The Faceplantman/Jaconian
It's Deep In Their Bones


P.S.  Although maybe I will wait until I read a few (dozen?) more books 

Monday, April 17, 2023

Emulator Hour: Super Mario Land (NGB)

Systems Release: Game Boy, 3DS
Release Dates: April 21, 1989 (JP) & July 31, 1989 (NA)
Publisher: Nintendo
Developer: Nintendo R&D1
Time Spent: 1 hour 26 minutes

I only have a brief history with Super Mario Land on the original Game Boy that lasted fewer than 30 minutes.  In my memory, I was over at Dellanos' house playing his Game Boy (or was it our neighbor PVW?) and I gave Super Mario Land a try.  I remember thinking that the game became rather blurry on the Game Boy screen, that the brick and ? blocks were tiny, and that the power-up mushrooms had a distinct look to them.  I know I did not get very far in the game, maybe to or through 1-2, but just thinking that the game was more difficult than Super Mario Bros., possibly because of the blurriness of the screen and how sluggish it felt compared to other NES platformers at the time.  That is not to say that the game is easy by any means and I fully acknowledge that playing with save states not only made the game more fun and less frustrating to play, but it did otherwise decrease my overall playtime as I did not have to replay whole sections of the earlier levels just to get back to where I lost all my lives.

When the Game Boy Switch Online app was announced and released back on February 8th, I immediately thought that Super Mario Land was going to be one of the featured games, which would have made sense as it was one of the launch titles when the Game Boy was released in 1989.  But it was not announced.  And that was when I felt like I wanted to play this game again, for the second time, 33 years later.  So before the 3DS eShop closed down, I purchased the game, preserved for all time (or at least until my 3DS dies; again).

So now that all of that boring dribble is out of the way.

Super Mario Land was really a lot more fun than I was anticipating, not that I was going in expecting a poorly made attempt at a Super Mario Bros. platformer on the Game Boy, but I was expecting it to move about as well as Castlevania: The Adventure, meaning like trying to run through murky knee deep sludge complete with motion blur turned on.  I probably should have reread the instruction manual to reorient myself with what the game was throwing at me because I definitely died a few times to the exploding Koopa shells (they're called Nokobons thank you very much!) thinking that I was going to try and kick them.  I think that was the only mechanic that initially threw me off as everything else felt very much in the realm of a Super Mario game.  There were enemies to jump on, Mushroom power-ups, and not-fireball balls to throw at enemies.

I knew before going into the game that there were side-scrolling arcade-shooter-type levels but as previously mentioned, I had not reached those levels the first time around so that was a really fun and new experience.  The submarine and plane levels really just felt like a Super Mario take on a Gradius stage and was more fun than a truly difficult stage.  The level design was simple, but fitting for the game and setting.  I genuinely wonder why Nintendo never went back to this type of level design in a Mario game, although I could be forgetting if they were included in Super Mario Land 2, or any of the Wario Land games (which I plan on replaying in the coming weeks/months/years?).  They also introduced standard (non-boss) enemies that took more than one hit from the non-fireball Superball, although you could still stomp them in a single jump and then kick their flattened corpse.  

My primary criticism of the game is the overall length and how the development team went about the level design.  The game itself is pretty short, as it took me 1h 26m (although you could beat the game in just over 30 minutes, and that was using save states after each level; I only created a new save state at the beginning of each level and I only reloaded that save state if I lost all my lives so I would not have to start over from the beginning, I do have (some) standards.  The game length does make sense because when Super Mario Land was released on the Game Boy, you had to power the unit with four AA batteries and there was no save option on the cartridge so you had to beat the game in a single sitting, just like every Super Mario game up until Super Mario World (1990).  The level design often felt repetitive, although looking at level maps, while there might have been certain elements and patterns, but there were not whole sections copy/pasted to draw out the length of each level.  Such as in 1-1, the pipe, ? Block and pyramids are all the same layout as the other two pipes you come out of after entering bonus coin areas.  For a while, I genuinely questioned if I had been warped back to the beginning.  I guess there is also the perception that the levels themselves feel like they were copy/pasted and that you are running through the same patterns of blocks and enemies.  I cannot think of how else to explain it beyond that.  All-in-all there are only 12 levels in SML split between four worlds and honestly, it probably only felt short because I was using save states.


I really hope that Nintendo decides to release Super Mario Land on the Game Boy Switch Online app-thing because it really is a fun game that should definitely not be lost to time.  It was the introduction of Sarasaland, Daisy, arcade-shooter levels, and even using the non-fireball Superball to collect coins in certain areas.  The music too also has top-notch Game Boy-quality melodies, which is saying something considering this was a launch title.


~JWfW/JDub/The Faceplantman/Jaconian

Friday, April 14, 2023

First Impressions: Star Wars Jedi: Fallen Order (SD)

Systems: Windows, PlayStation 4/5, Xbox One/X/S
Release Date: November 15, 2019
Publisher: Electronic Arts

I am going to attempt to keep this short because there has already been a lot said and written about this game.  Even though I already had this game which I received free during one of Epic's semi-recent free-game-a-day-during-the-Holiday-Season-period giveaways, I decided that spending less than $5 for the deluxe edition of the game to have on Steam and work through the Steam client on the Steam Deck would be the easiest and most hassle-free experience I could get; especially since I had read about integration issues with getting the game to work with/through EA's Origin client and/or EA's separate login app/client.  But after a couple of touch-screen-centric pop-ups, while starting the game on the Steam Deck, I was able to jump into the game without any additional issues (more on that in a moment); although the game does take a bit longer than other games on the Steam Deck to load because it has to go through EA's separate login that it at least thankfully does automatically now.

The game is rated "Playable" on the Steam Deck, which means that it runs well enough, but there might be an issue or two that does not allow it to reach "Verified" status.  From what I can tell, about 16 hours in, is that there is some descriptor/flavor text for items and events that becomes a little difficult to read since the font used is pretty thin.  Apart from that, the game runs at all of the highest settings on the Steam Deck and there have only been a few times when there was a visual stutter that lasted less than half-a-second and while I know that it has happened, I cannot pinpoint when exactly it was so it was not impactful enough to be detrimental to being able to play the game.  I have had the game crash on me twice (so far), once after I selected a new skill and the game brought up the tutorial on how to perform that new skill, and the game just froze.  The second time was while squaring off against two KX droids and just performed a hot-button QTE-kill and the game froze just as the lightsaber was bisecting the enemy in dramatic slow-mo.  Luckily I usually save whenever given the chance so I did not have to backtrack (forward-track?) too much to get back to where I was.

Anyway, Star Wars Jedi: Fallen Order (or just Fallen Order from here on out), plays a lot like a more forgiving "Dark Souls," and I make that comparison because this is one of the newer video games I have played in recent years (with some exceptions) and I have nothing else to compare it to (like Horizon  Forbidden West, God of War: Ragnarok, Elden Ring), but there is a slight case to be made.  First, there are meditation circles that function identically to bonfires and when you "rest" at them, you regain full health, regain all of your health stims (healing potions), and all non-boss enemies that you previously killed will respawn (with no knowledge that they were killed, and I am not sure if there is an in-game explanation for this mechanic).  There are boss fights that develop over the course of the fight and only take a minuscule amount of damage per your attack.  You also lose any experience upon dying and you can only gain it back if you successfully land an attack on the enemy that killed you, otherwise, you lose that experience permanently.  I am sure there are additional similarities and equally-made arguments for why they are not all similar and how much of a n00b do I have to be to have someone point them out for me.

One key way that Fallen Order is not like Dark Souls is the combat mechanics.  Every enemy you fight in the game has several types of attacks they can perform based on what you are doing and where they are located in relation to Cal.  A lot of these attacks you can parry, which might open them up to a counterattack if their stamina bar is depleted, often leading to an insta-kill.  Most of the enemies also have a strong unparryable attack that is telegraphed visually in two ways.  The first is that there is the wind-up, which sometimes can be interrupted, but they also start glowing red/pink to let you, the player, know that you need to move out of the way since if you try parrying you are going to end up all kinds of hurt.  

Giving that kind of visual cue to the player is not at all Dark Souls-esque, but having it in a Star Wars game feels very appropriate.  Playing a Jedi, or former Jedi previously in hiding who is now rekindling their abilities, you want to feel powerful both in your knowledge during combat encounters, and also in how you interact with the world.  It just means that jumping down 80 feet to a platform while performing an attack that as the game tells you to press X to one-shot an Imperial Stormtrooper while using a Force Push to knock another Stormtrooper off a ledge while a Purge Trooper launches himself at you while flashing red, all feels really cool and appropriate for the Star Wars universe.

As I said, I am about 16 hours into the game, which HowLongToBeat says I am within an hour of beating the game, but I tend to play games significantly slower because I like to experience the world, find lore collectibles, and I honestly tend to get lost semi-frequently.  I will likely beat the game around the completionist 31-hour mark, that is my guess.  I do not plan on attempting to 100% the game, but there is definitely an element of returning to previously explored areas as you learn new skills and abilities that open up access to previously closed-off areas, so we will see how much more of the game I go through and how long that takes me*.


~JWfW/JDub/The Faceplantman/Jaconian


*P.S.  I appreciate that the game highlights areas on the map that are not currently accessible in red, and as you unlock new abilities, those red doors/bridges/walls will change to green, so it makes looking over maps for new areas to explore easier than trying to remember and potentially spending 30 minutes combing over an area again and again.

Wednesday, April 12, 2023

MIDI Week Singles: "Sugaan Essena" - Star Wars Jedi: Fallen Order (PC)

 


"Sugaan Essena" from Star Wars Jedi: Fallen Order on Windows, PlayStation 4, PlayStation 5, Stadia, Xbox One, Xbox Series X/S (2019)
Composer: The Hu
Label: Lucasfilm, & Universal Music Group
Publisher: Electronic Arts

I have been playing Star Wars Jedi: Fallen Order quite a bit since I first picked it up during Steam's Spring Sale and hearing this song in-game was pretty awesome on a couple of fronts.  You first hear it when the game opens as the camera pans through an imperial junk/scrapping yard and then it is revealed that the music is occurring in-game while our protagonist Cal Kestis is listening to it (the last third of the song after 4:10) through whatever constitutes as earbuds in the Star Wars universe.  I know I registered that this was The Hu because I've known about them since they started putting music up on YouTube and their sound is fairly distinctive.  That being said, it was not until Cal fights in a gladiator-type arena where the music (the first two-thirds) plays that I really appreciated the music and had actually forgotten that it was used at the beginning of the game.  I had known that The Hu had somehow been featured in this game, but before I started playing, I did not know the context.

I have some thoughts about the gladiator pit fight in general, but with "Sugaan Essena" playing in the background, it definitely elevated this set piece in the game from a potentially generic enemy rush mode to a fun, energetic, and exciting fight scene.

I appreciated that the higher-ups at EA trusted The Hu enough to keep the sound of the in-game fictional band enough like The Hu that you could tell who was playing when the music started.  That there were no extra hands in the pie to change the sound so much that The Hu were no longer recognizable.  There is a decent interview from EA with The Hu about their involvement, the writing of the song and then translating it to a fictional language, so I will leave the rest of that here.  I only wish that there was more of the interview.

I also love that through this game, The Hu have reached a much larger audience than their music alone might have had.  That someone who typically plays sci-fi adventure games might not normally consider folk metal, let alone Mongolian folk metal as a genre that they might listen to, might have a greater appreciation for their music makes me all kinds of happy.


~JWfW/JDub/The Faceplantman/Jaconian
Here I See The Fire In My Heart

Friday, April 7, 2023

Game EXP: Atari Greatest Hits Volume 1(NDS) -GAME OVER-

 


Well, that was a crazy-fast six months, or at least that is how I felt.

I can remember when I first started this project, playing all 51 games in Atari Greatest Hits Volume 1 on the DS, that it went through phases of feeling never-ending, and at the same time, that I was blowing through the games at an incredibly fast rate.  I first thought I would play each game for 30 minutes, but after playing a few of the arcade games, I decided that 10 minutes was a more realistic time frame, because how often do you actually spend 30 minutes at a single Atari arcade cabinet?  Even then, I thought that this might result in a handful of articles, but only once I sat down to write down my thoughts about just the arcade games, the scope of what I was doing began to expand to something larger than I had anticipated.

But I liked what this was turning into.  I liked playing the games with a set time limit since the majority of the games were all score-based and less about reaching the end of the game, although there were exceptions like the Swordquest series and Adventure, but I felt that keeping all games within the 10 minutes important for consistency as well as my own sanity.

Since completing this series, I have thought about what I will do next and I keep coming back to picking another collection of games and presenting articles in a similar manner, but there is another problem with this plan.  The collection of games I currently have are most a longer form or would require more of a time commitment than 10 minutes per game.  In SNK 40th Anniversary Collection, there are 24 titles along with console versions of a lot of the arcade games.  In Castlevania Anniversary Collection there are eight titles, with some of the titles presenting multiple regional variations.  In the Teenage Mutant Ninja Turtles: The Cowabunga Collection, there are 13 games, some that could be beaten in as few as 23 minutes if you apparently know what you are doing.

The point is, I really enjoyed playing these games, some more than others, but I also liked sharing these games with whoever is reading the articles.  I liked having more of an expected schedule of sorts than what I have been used to, although still maintaining the MWF posting.  And the more I thought about it, I think it might be fun to turn something like this into an annual thing where I play, write and plan out a collection for half a year (along with other games that I want to play) and then the next 2-4 months, have regular articles every Friday (with exceptions for Monthly Updates).  I do not have another collection ready to announce just yet, which means I am at the very least another six months out from announcing anything, but maybe by next October, like when I started this whole endeavor.  Jeez, that actually puts it into a bit of perspective.

We will see.

But I hope that whoever has and/or will read the articles about the games in this collection (apart from myself) do enjoy them on some level, but if not, then I guess we will still write and post them, because why else is the Internet in existence but to shout out into the void and see if anyone answers back?



~JWfW/JDub/The Faceplantman/Jaconian
With a Bottle of Rum in My Hand