Showing posts with label review. Show all posts
Showing posts with label review. Show all posts

5/25/08

Retro Review: Super Mario World

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With many billing Super Mario Bros. 3 as the greatest game of all time, would any of Mario's future games live up to the raccoon-tail wagging smash hit?

By Doug31

Mario's at it again, as usual. Jump your way through everything from Donut Plains to Chocolate Island on your quest to save the princess from the evil king Boswer. Yeah, I know, how original.

Right away, you'll be off on your journey, but this isn't just another Mario game that's almost the same as a previous existing one. Super Mario World is a game with levels that are made with extra fun where you'll feel like playing some of them many times. It also was the first Mario game to introduce flying with a cape, doing spin jumps and riding a Yoshi. There are even four different Yoshis which are different in more ways than just how they look. Of course, mushrooms, goombas and all the other stuff in tons of Mario games are back as well. Still, with all the new arrangements of everything, there's a lot more to this game than the NES versions.

This is not one of those play through every level once and you can't go there again games. Even after beating a level, you can go back to it to try to find a secret exit that will open up a different level than the normal way of beating the level. This makes things way cooler as you get to look through levels for secrets rather than just trying to reach the finish.

Part of what I like so much about this game is that I just can't find anything I don't like about it. The controls, sound, graphics, replay value - all of that stuff is just incredible for an SNES game. I still have yet to find another 2D platform game I think is better.

There really isn't that much more to say about this game. It's very simple, but that's not a bad thing. It's a game that virtually every gamer would enjoy. If you've never played it, well, you should give it a try.

GemuBaka Score: 5 out of 5

Super Mario World is currently available as a Nintendo Wii Virtual Console download title for 800 Wii Points.

Nintendo DS Review: Naruto: Ninja Destiny

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With a brand new edition of the game aiming to fix the wrongs of the Japanese version, will Naruto: Ninja Destiny please fans of the series or have them wishing the game never left Japan?

By nestlekwik


With the ninja craze escalating stateside, it's no surprise companies are putting more bank in the muscle of the orange-suited escapades of Naruto Uzamaki in the U.S. While many of the series' games entered into the region with simple beginnings and content, the progress of the translated anime on Cartoon Network has allowed U.S. gamers to make more sense of the content held in the beefier sequels, which harness more and more content as the anime progresses. After a year of re-tooling from its original Japanese release, Naruto: Ninja Destiny strikes the Nintendo DS and brings the game up to speed with the progress of the anime series. While the game is hardly perfect, the result is one that trounces all other Nintendo handheld efforts thus far and results in an overall enjoyable 3-D fighter debut on the hardware.

The content bump immediately improves the value of the title as the U.S. version gets the benefit of extra characters, refined story segments and a significantly juiced frame rate, which creates a much more fluid and responsive product. Any gamer who has even touched the Clash of the Ninja home console series will be able to jump into this one-on-one fighter with immediate familiarity and even so, the simplistic basics of action will allow anyone who has played any fighter to start bashing skulls. The main hook of the action in Ninja Destiny revolves around its touch screen support, which allows players to buffer characters on the fly with more attack or defense or provide extra health or chakara energy required to execute jutsu techniques. While it may seem tacked on, the touch feature works well in the vein of the Japanese Jump series and does add extra dimensions to the fight by providing back-and-forth battles to ideally set it apart from any other Naruto offering.

Ninja Destiny surprisingly packs a total of 16 characters, putting players to task to unlock nine of them to boost the game's single-player replayability. While the story mode only features static scenes and text and is hardly in-depth, it does feature all of the key story points in the series up to episode 100 all Naruto fans should recognize. The arcade mode operates similar to the story mode but quickens up the pace by omitting story segments.

While the U.S. additions make the game more playable and valuable, the untouched core mechanics of the game serve as an appropriate entry point at best. As the origin of a franchise Ninja Destiny accomplishes a lot, but in the field of fighting games and other Naruto titles, the game play is hardly original and could be much more robust.

The frame rate boost (while there are still a few extremely minor instances of hiccups) makes Ninja Destiny a really attractive title, featuring fluid, cell-shaded characters that bring the characters to life. Sound effects and voicing (while absent from the story scenes) are placed straight into the action, absorbing gamers more into the Naruto universe. The game controls well thanks to a balance of the new frame rate and simple commands, resulting in fast-paced chains, super moves and item usage that won't frustrate even a rookie fighter.

Ultimately, however, the game is brought down a bit by its overall substance and play mechanics. Overall, the game plays identical to most anything Nartuo fans have experienced on the consoles, which, is a treat in portable form for fans, but would probably fail to pull in seasoned fighting game vets who don't follow the license. The simplistic schemes come as a double-edge sword as it is most beneficial to repeat a chain of attacks instead of experimenting and utilizing a character's full range of attacks. Furthermore, the game still heavily relies on the nefarious replacement jutsu, which computer opponents will use quite often, sometimes making the unlocks an experience of pain.

On the technical fighter side, the fights are a simple race to see who can use super moves first, however, thanks to the new item system, the power struggle can turn its tide easily, and, ultimately, the mantra of ridiculously powerful attacks understandably sticks true to any anime series. While the item system does add an extra dimension to the brawling, the items are oddly predetermined with no customization offered, which also diminishes the technicality of the game and sometimes leaves the edge of the fight to a luck of the draw.

While more than half the roster is unlockable, unless players really enjoy punishing AI fighters, there is little left to do in single-player mode when the dust has settled. Even simplistic modes such as team battles and survival could have bolstered the replayability a good amount. Even though the title does make a huge push to encourage multiplayer, the need for two copies of the game is a crutch for the feature. Even a single-card feature that restricted character usage would have thrust the mode an extra mile. The fact Ninja Destiny lacks Wi-Fi competition also damages the reach of the multiplayer feature.

Noting Naruto: Ninja Destiny has a good chunk of holes in its mechanics and features, however, doesn't mean the title is without its merits. The game runs great as the DS's first full-3-D fighter and fans of the series finally have a Nintendo portable title worthy of the license. Just as the console series grew through numerous installments, given some time, tweaks and additions, Ninja Destiny could prove to be a heavy-hitting franchise with no rival on the system. The frantically paced battles are great grounds for quick sessions of game time and no Naruto fan with a DS should pass up a chance to jump in on the action.

GemuBaka Score: 3 out of 5

Playstation 2 Review: Capcom Vs. SNK 2

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Capcom vs SNK 2: Mark of the Millennium 2001 is a great 2D fighter with a great cast of characters, however, it still lacks some goodies that fans wanted.

By MixMasterLar

Being a gigantic fighting fan, I was happy to pick this title up as soon as I could. I had missed out on Capcom Vs SNK (1) and I wanted to get my hands on some 2D goodness ASAP. What I ended up with is my favorite fighting game but that doesn't by any means make it perfect.

Dream Match: Whose Dream?

Capcom vs SNK 2 brings the trademark fighters from Capcom's Street Fighter games and SNK's King of Fighters titles with additional fighters from other games from both companies as well (Rival Schools, Samurai Showdown, Art of Fighting and so on). There's about 40-odd fighters to pick but it's here that we see the first flaw in the game. The list of Characters is pretty limited and longtime favorites (mostly SNK favorites) were left out. I'm not going to make a full list, but it's only fair that I warn SNK fans that there isn't a single Ikari Warriors member in the game and only SNK fighters from '98 down are in. Capcom's list is way more complete (as it is conspicuously the developer of the game) but even then the only Alpha fighter is Sakura and the only Final Fight characters are Maki amd Rolento. What makes me mad is that Capcom can have Ryu, Ken, Akuma, Dan, Sakura, and Evil Ryu - all essentially carbon copies of each other sans speed/strength variations - but SNK cant have Blue Mary, Mature or Billy Kane. Another thing that upsets me is merging fighters together. Yun fights with some of Yang's moves and can call Yang in doing a Super Combo and Chang can call Choi to do a move whenever he pleases instead of breaking up the fighters.

One very noticeable mechanic Capcom did right was the Groove system. You know how Street Fighter III has the Parry system and Fatal Fury has Just Defend, while King of Fighters has Roll and Street Fighter Alpha has custom combos? Capcom gave us the option to choose which set of "Rules" we wanted to fight with. With this, we can have Nakoruru fight with the Stock Bar Vs Guile with the three-level Alpha super combo bar. And then, as if that wasn't enough, there is a option to make your own groove. This is huge for anyone who ever played more then one fighter in their life. There are six grooves standard and you can have up to two custom ones.

The modes of play are up to par but there isn't nothing really new. There is a Ratio Match, much like KoF2001, where you assign points to your fighters, a 3-on-3 Match, much like KoF94's, and a 1-on-1 Match, were you play a la Street Fighter II-style arcade. A Tag Match would be awesome, but the only other mode is Survival Mode.

Play by (Capcom's) Rules

SNK's 4-button layout was thrown right out the window and Capcom's 6 button layout dominates the game's main controls. This is a great thing, as it's easier to have Vice use medium attacks then Cammy to have hers ripped right out. SNK commands like Roll, Just Defend and Dodge still work with six buttons and will make you wish KoF would go six as well. The bad part is the time-old problem Capcom aways have with the PS controllers - fans will want a Joystick so that Heavy Punch/Kick will be easier to press. The gameplay plays out a lot like SFA/SF3's, but with the groove system everybody feels right at home. Good job, Capcom.

Looking ... the same?

The backgrounds are in 3D and while nothing that Disney couldn't top, look great. The characters' sprites, on the other hand are, sadly, a mix bag. The SNK fighters were all re-drawn and look perfect (everyone has the outfits they did in their games), but Capcom re-used most of the old sprites for theirs (I swear if I have to look at Morrigan's same old watered-out animations I will go crazy). Some Super Combos have been re-drawn as well, and others have been changed - a good example is that Rolento's "Take no Prisoners" Combo doesn't reach across the screen anymore. Overall, though, if you have played the old Capcom/SNK games you've seen most of the super combos before.

Note to Capcom: Get some new music

While SNK only has Terry's Theme as a trademark song in its history (not trying to down SNK's artist), Capcom on the other hand has so many tunes everyone knows I can't list them all. When you boot this game up, you expect to hear some catchy songs to learn, or at least start humming Ken's theme or something. Capcom dropped the ball big time here ... there are about three songs you'll want to hear outside the game (assuming that you even remember them). Fans of the older songs will miss Ryu's classic theme and I'm sure SNK fans will wish that Iori's theme was also present. Nothing here to get hyper about and the least said the better.

Attitude is Everything

The game is catering to old-school fans, and doesn't really explain the stories all the fighters have but if you already know them, you will be one very happy camper. Iori talks of killing Kyo, Ken makes mention of Eliza, Rolento is after the world, Rock is pissed at Geese and Mai tells you that Andy can beat you at will. What's better yet is Capcom's and SNK's fighters know each other: Kim tells Bison his famous "I can never forgive evil!" phrase, Rugal offers Guile fame and riches, Ken throws Terry his cap after Terry has thrown it in the last round screaming "OK" and Kyo tells Ryu to stick it. You really feel that this is Capcom vs SNK and not just some fan's MUGEN.

Overall if you love Street Fighter and King of Fighters then you really need to get this. The absence of complete variety in the fighters is the worst flaw but there's enough here for everyone to enjoy for years to come.

GemuBaka Score: 4 out of 5

 
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