Archive for June, 2006

Super Metroid (SNES)

Posted in Gaming, Long Reviews, Reviews on June 11, 2006 by Dalagonash

 (This is the first of my retro reviews, due to the upcoming virtual console I will be focusing on some of my favourites.)

The first two instalments of the Metroid series never saw the commercial success of such Nintendo franchises’ as Mario or Zelda, even though they were competent titles Samus Aran never found the flair required to propel her series to the heights of such games. When Super Metroid was released it caused a tremor, due to the heightened abilities of the SNES Gunpei Yokoi was able to realize his creation to a much fuller extent than the NES or Gameboy before it, creating moody locations, detailed aliens and truly awe inspiring bosses.

        Super Metroid can be viewed as the template for the recent Metroid Prime on the Gamecube. The games share a large amount of similarities in their design, most notably in the different areas of the games (both games feature an abandoned shipwreck, grassy over world, lava area etc.) but when Super Metroid was released, it was obvious to see that it was a rein visioning of the first Metroid while also a progression of the story line. A large amount of Super Metroid, from areas to bosses where all improved versions of their counterparts in the original Metroid game, even though the story line was a direct continuation from the Gameboy title ‘Return of Samus’.

         Super Metroid plays like the majority of run and gun shooters from the time (such as Contra) with the main difference being that Metroid focuses on backtracking and exploration as much as combat. There are a large amount of items you collect while exploring the game world, from various new beam weapons to items such as a grapple beam and screw attack, all of which give you access to new areas. This type of gameplay is strangely involving as watching the world slowly open up as you play is a highly rewarding sight, however people who have played the more recent Metroid titles will already know this experience. With the expanded map it is possible to see where upgrades may be hidden, and finding 100% of the items was a task that many people shy away from, but others can use the unnecessary collection of these items as an excuse to make the game harder for themselves, in this respect Super Metroid is an undeniably versatile title, more so than it’s predecessors and something it’s sequels have strived to hold onto.

         However, Super Metroid still stands as the pinnacle of 2D Metroid games for various other reasons. The game features abilities, which add to Samus as a clever and interesting character. In this incarnation of the series Samus can heal herself with the Crystal Flash, utilize the bomb spread when surrounded or use the moon walk to attack easier while on the move, these all add to the depth of play and hidden moves such as the spinespark and infinite bomb jump can keep players amused for months while they try to break the boundaries of the game. On top of these abilities, the grapple beam and x ray visor are implemented impeccably to this Metroid and it is the only 2D Metroid to include them.

           The major problem with this game is synonymous with almost all Metroid games, but more so with the older titles than the newer ones. Replay value was only available in the players want to better themselves (besides replaying the game for the sake of replaying), fortunately the improved endings do give some incentive for this task but less than say, Prime’s image and art galleries. But even so the adventure has a large amount of puzzles and fights that, on a cold run through, will puzzle the player meaning that the game can last a lot longer than the ideal completion time of under three hours and far nearer the easiest ending with a time exceeding ten hours. The other minor issue is that the story is only explained through brief introductory and closing cut scenes, and while this may not bother some it is an obvious criticism of the game considering recent sequels have tried to create an engrossing story and history for the series that was far less of a necessity for older games.

          As a demonstration of brilliant game design, from its world construction, enemy and boss design, to the well-judged difficulty and collection task, Super Metroid is a pure example of exquisite gaming as only the best minds in the industry can put together. While the recent Metroid games have been faithful to the backbone of the series, Super Metroid is the game the pure Metroid fans will always bring into discussion as the superior title, Prime may have been a brilliant 3D translation of the franchise but Super is where 2D Metroid was truly outstanding.

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New Super Mario Bros. (DS)

Posted in Gaming, Long Reviews, Reviews on June 11, 2006 by Dalagonash

Nostalgia can be a powerful weapon for a game to administer, utilising it to mask lacklustre gameplay with the player’s feelings of reminiscence. However Nintendo have decided that yes, nostalgia is a brilliant way to approach the new version of Super Mario Bros purely because these old gameplay elements are so beautifully refined that, even in this day and age, blend to create some of the best platforming in recent years.

     New Super Mario Bros is an amalgamation of what made the first three super Mario games great, with a few aspects borrowed from the more advanced fourth game Super Mario World and even the 3D Super Mario 64. The basic elements of platforming from Super Mario Bros are the groundwork, gone are the flying upgrades of the later versions meaning that Mario is relegated to the ground, through this grounded feeling the game avoids the cheap level completion of simply flying over any hazards and landing next to the exit. The ancient ability of the fire flower makes its triumphant return in this game functioning as effectively as it did in the NES original and the new blue shell will confuse players at first until, with practise, its advantages become obvious. While the true sequel only appeared in its homeland of Japan, the features taken from the third game are much more obvious, the map screen is very similar in design featuring alternate routes, half-way fortress’ and end of world castles. Even aspects such as the moving hammer brothers and toad houses are in abundance throughout the game. Other influences include the cages Mario can climb on and moving platform castles from Super Mario World as well as some enemies taken from all the Mario titles. Not content with simply borrowing from the games of the past, New Super Mario Bros features new abilities such as the mini mushroom, mega mushroom and interesting level features that would not have been possible on the NES or SNES.

     However, as well as copying these positive aspects the game also retains its prequels habit of being a short adventure from beginning to the final boss, clocking in around four or five hours. But in using one of the main improvements from the recent advance remakes of the classic Mario games, each level features three special coins, the collection of said coins can occasionally be confusing and require a large deal of thought on your part. The collection of these coins is merely used for the purchase of background for the touch screen and alternate routes but as a feeling of personal achievement, finding the final coin in world eight is a highly fulfilling task. Another feature of New Super Mario Bros that helps its lifespan is that you bypass both worlds four and seven on an initial play through the game and need to discover the entrances to them. For the thorough player this game offers a great deal to uncover but for someone who simply plays to see the final boss, the game will fall short.

     Alongside this traditional Mario single player are a selection of mini games and an extremely amusing Mario vs. Luigi mode. Another aspect of the retro titles Nintendo seem keen to reinstate is their appreciation for two players, the Mario vs. Luigi mode is specially tailored for this and another category of mini games (one on one) opens up when playing with only two people. The premise of Mario vs. Luigi is to collect stars; however both players have access to all the games abilities (from fire flower to mega mushroom) and can use these to better their opponent, this offers a highly amusing game that is an excellent activity when you and a friend are waiting for a few minutes. The majority of the mini games are taken from Super Mario 64 DS, but a new lease of life is granted to these games when played in multiplayer. As a four-player game they are fast and fun but when there are two players, the one on one action of games such as bobomb volleyball is highly enjoyable and offers a good alternative to the other DS multiplayer titles.

       As a return to Mario’s roots this game is a success and should be sampled by those who enjoyed the classic Mario titles as well as those who may have missed them, along with the polished and enjoyable multiplayer functions this is package of undeniable quality. Just don’t be so blinded by nostalgia that you grow a mullet and consider the NES controller the height of ergonomic design.

 

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