Ocarina of Time is one of those games that I get the itch to play every couple of years or so. It's strange really; it no longer holds any secrets for me and yet I can't get enough.
It's not what I'd call the best game ever or even my favorite, but the way its various mechanics and systems work with and overlap each other to form the cohesive whole of the game is something quite spectacular. Indeed, it's still more impressive than a lot of modern games.
Some of my favourite bits: Darunia's dance. Phantom Ganon and the Forest Temple theme. Getting the Biggoron sword and kicking Dark Link's ass. Link's weird side-swim. Twinrova and the Spirit Temple. Hunting for heart pieces and battling Stalfos. Those creepy kids in the Lost Woods. Catching a lunker and creating a time paradox in the windmill.
Don't like: Epona rears up too much. I got all the gold skulltulla's once. Never again.
It's not what I'd call the best game ever or even my favorite, but the way its various mechanics and systems work with and overlap each other to form the cohesive whole of the game is something quite spectacular. Indeed, it's still more impressive than a lot of modern games.
Some of my favourite bits: Darunia's dance. Phantom Ganon and the Forest Temple theme. Getting the Biggoron sword and kicking Dark Link's ass. Link's weird side-swim. Twinrova and the Spirit Temple. Hunting for heart pieces and battling Stalfos. Those creepy kids in the Lost Woods. Catching a lunker and creating a time paradox in the windmill.
Don't like: Epona rears up too much. I got all the gold skulltulla's once. Never again.
Now this was refreshing. A stealth game where the punishment for being seen is an assured death. Cool.
In seriousness, I've found recent stealth titles like Dishonored and Splinter Cell: Conviction are actually more fun when you play them in a more confrontational manner, so it was nice to play a stealth game where being seen is a fail state. When you add to this a really smooth 2D action game with some Noh theatre inspired visuals you're on to a winner.
It's also one of a few modern games outside of shmup's where playing for points is actually the most satisfying way to play. I haven't done all the challenges yet, but it adds an extra layer to the gameplay as you plan out how you're going to get those three stealth kills in 15 seconds or simply move on without being seen.
I also liked how you power up in the game. As you progress you unlock more elaborate kill moves allowing you to, for example, do an execution while hanging from the ceiling. This then encourages experimentation which, combined with the healthy amount of checkpoints, adds replay value. Speaking of, the game also has a good New Game+ comparable to the Arkham games wherein you keep your upgrades but lose some of the visual prompts that made the game more accessible. The game is what I'd say was the perfect length for replays as well, being about 5-7 hours long depending on skill/trophy hunting.
It's not quite perfect though; one later level is awash with irritating traps and sometimes the slightly floaty jumping landed me about a yard away from where I wanted to be. As I said, there are a lot of checkpoints but in some instances this is used by the developer for a cheap death i.e. open a door to immediately be killed by a sniper.
If you seen this in a sale get it, even if you only have a passing interest in stealth titles.
In seriousness, I've found recent stealth titles like Dishonored and Splinter Cell: Conviction are actually more fun when you play them in a more confrontational manner, so it was nice to play a stealth game where being seen is a fail state. When you add to this a really smooth 2D action game with some Noh theatre inspired visuals you're on to a winner.
It's also one of a few modern games outside of shmup's where playing for points is actually the most satisfying way to play. I haven't done all the challenges yet, but it adds an extra layer to the gameplay as you plan out how you're going to get those three stealth kills in 15 seconds or simply move on without being seen.
I also liked how you power up in the game. As you progress you unlock more elaborate kill moves allowing you to, for example, do an execution while hanging from the ceiling. This then encourages experimentation which, combined with the healthy amount of checkpoints, adds replay value. Speaking of, the game also has a good New Game+ comparable to the Arkham games wherein you keep your upgrades but lose some of the visual prompts that made the game more accessible. The game is what I'd say was the perfect length for replays as well, being about 5-7 hours long depending on skill/trophy hunting.
It's not quite perfect though; one later level is awash with irritating traps and sometimes the slightly floaty jumping landed me about a yard away from where I wanted to be. As I said, there are a lot of checkpoints but in some instances this is used by the developer for a cheap death i.e. open a door to immediately be killed by a sniper.
If you seen this in a sale get it, even if you only have a passing interest in stealth titles.
Also know as Steel Empire, this is a surprisingly excellent horizontal shmup from Hot.B with a steampunk theme. Now steampunk has been annoyingly done to death in recent times, but back in 1992 I guess it was a pretty fresh. It also means you get to choose to play as a zeppelin which is pretty cool.
Outside the styling I wouldn't say it was the most innovative game ever with perhaps the ability to shoot both forward and backward- mapped to C and B respectively- and a leveling up system for your primary, and only, weapon its only deviations from the norm.
However I find it's one of those games that's just greater than the sum of its parts. Yes, it rips off R-Type's dreadnought battles but it does it well and looks damn good while doing it.
It's probably a bit easy for shmup veterans, but for a schlubb like me it's a decent but surmountable challenge. I got up to the fifth of the seven levels on a credit for what it's worth. Therein lies probably the main bone of contention for some people: putting in a credit doesn't reset your current power level, it just sends you back to a checkpoint. There is a bit of slowdown here and there, some missile based attacks can be hard to dodge even in the faster biplane and the final boss is an absolute bullet sponge but overall the game's style and general playablility paper over these cracks to form a wholly fun experience.
The game is also getting a 3DS remake in the coming months. Check it.
Outside the styling I wouldn't say it was the most innovative game ever with perhaps the ability to shoot both forward and backward- mapped to C and B respectively- and a leveling up system for your primary, and only, weapon its only deviations from the norm.
However I find it's one of those games that's just greater than the sum of its parts. Yes, it rips off R-Type's dreadnought battles but it does it well and looks damn good while doing it.
It's probably a bit easy for shmup veterans, but for a schlubb like me it's a decent but surmountable challenge. I got up to the fifth of the seven levels on a credit for what it's worth. Therein lies probably the main bone of contention for some people: putting in a credit doesn't reset your current power level, it just sends you back to a checkpoint. There is a bit of slowdown here and there, some missile based attacks can be hard to dodge even in the faster biplane and the final boss is an absolute bullet sponge but overall the game's style and general playablility paper over these cracks to form a wholly fun experience.
The game is also getting a 3DS remake in the coming months. Check it.
I had been playing this on and off for a few weeks, but yesterday I decided to power through to at least 70 stars and see the ending.
I personally thought Mario Sunshine, while good, was a step back from Mario 64 in every way except graphics, but Mario Galaxy restored some of that wonder even if it does do things its own way. This game is just full of ideas and nearly all are hits. It still looks great as well, even in SD it's a shining example of how artistry trumps pure horsepower. The control is spot on, barring some forced motion controlled shenanigans, and I dig the orchestrated music. I find it reasonably challenging as well, even if lives are liberally found throughout the worlds.
It's generally hard to criticise the game on a technical or mechanical level; it's just that good. There is a very rare instance of Mario being obscured by hazard or a problem with perception both owing to fixed camera points. I think this happened maybe four times though and in some of the harder worlds.
That being said, I do have more personal and subjective criticisms of the game. Foremost among these is the lack of real exploration. Each world is now essentially a collection of various floating obstacle courses for Mario to pass through. Very rarely do you actually feel you can leave the path the game has set and find your own way through. There is no Wed-Dry World with it's myriad of options for exploration. Yes, some paths in Mario 64 are also locked in, but not as rigidly as Mario Galaxy.
For me this would be ok if Mario Galaxy were the only Wii Mario title available, but with the New Super Mario Bros games returning to the more linear obstacle based platforming, it seems a shame to annex the exploration parts from the series. It also leads to a high number of stars being attained through frankly lazy means such as speed runs and races. It's also another Wii game that would function just fine with classic controls. If it did then maybe you wouldn't spend half your time obsessive compulsively waving the remote at the screen hoovering up star bits and coins could go back to being something actually worth collecting. And seriously fuck the bits with the rolling balls, especially in a game with such normally perfect analogue control. Jarring doesn't cover it.
It sounds like I'm being negative of Mario Galaxy when really I think it is an exemplary title and among the best the last gen had to offer. It's just that it does some things that I can't really get on board with. So I admire it, but I can't love it.
I personally thought Mario Sunshine, while good, was a step back from Mario 64 in every way except graphics, but Mario Galaxy restored some of that wonder even if it does do things its own way. This game is just full of ideas and nearly all are hits. It still looks great as well, even in SD it's a shining example of how artistry trumps pure horsepower. The control is spot on, barring some forced motion controlled shenanigans, and I dig the orchestrated music. I find it reasonably challenging as well, even if lives are liberally found throughout the worlds.
It's generally hard to criticise the game on a technical or mechanical level; it's just that good. There is a very rare instance of Mario being obscured by hazard or a problem with perception both owing to fixed camera points. I think this happened maybe four times though and in some of the harder worlds.
That being said, I do have more personal and subjective criticisms of the game. Foremost among these is the lack of real exploration. Each world is now essentially a collection of various floating obstacle courses for Mario to pass through. Very rarely do you actually feel you can leave the path the game has set and find your own way through. There is no Wed-Dry World with it's myriad of options for exploration. Yes, some paths in Mario 64 are also locked in, but not as rigidly as Mario Galaxy.
For me this would be ok if Mario Galaxy were the only Wii Mario title available, but with the New Super Mario Bros games returning to the more linear obstacle based platforming, it seems a shame to annex the exploration parts from the series. It also leads to a high number of stars being attained through frankly lazy means such as speed runs and races. It's also another Wii game that would function just fine with classic controls. If it did then maybe you wouldn't spend half your time obsessive compulsively waving the remote at the screen hoovering up star bits and coins could go back to being something actually worth collecting. And seriously fuck the bits with the rolling balls, especially in a game with such normally perfect analogue control. Jarring doesn't cover it.
It sounds like I'm being negative of Mario Galaxy when really I think it is an exemplary title and among the best the last gen had to offer. It's just that it does some things that I can't really get on board with. So I admire it, but I can't love it.
