Saturday, November 26, 2011

Metroid II: Return of Samus

Metroid II: Return of Samus was released on 3DS Virtual Console this week, and I promptly grabbed it on Wednesday. Three hours and twenty minutes of gameplay later, I've finished it for probably the third or fourth time in my life.

This game is considered by many to be the black sheep of the Metroid series, and, as much as I like it, that is probably correct. It's an oddball little game, that's for sure. But it is not a bad game, which is what many people paint it as. It certainly has some issues, but the game is worth playing overall.

One of the issues with making games for the 8-bit Game Boy back in the early 90s was that despite its (relative) power, the screen resolution was tiny. This meant that although the system could display pretty detailed sprites, they either had to be incredibly small or way too large. One of the primary complaints people have about Metroid II is that Samus' sprite is way too large on the screen, which means that the player has a limited amount of time to react when enemies appear. While this is true, Metroid II does mitigate this by being predictable - and not in the "oh I know what is going to happen, BORING" way, but in the way where the player can recognize the room and enemy type and predict what things he'll likely encounter. The game will occasionally throw you for a loop, but most of the time you can predict what sorts of things will happen given the room. This fits with the overall theme of the game, as well - you are exploring a wild planet, after all, and you are a foreigner invading an ecosystem that has creatures who have behavior patterns and follow rules (the designers of the game, though, most likely just made the enemies behave the way they do to, again, mitigate the problem of there not being enough screen real-estate for the player to react to them).

Another major complaint about the game is the lack of free form exploration. In Metroid II, Samus is tasked with obliterating the Metroid species on SR-388, and so the whole point of the game is to track down every last Metroid and kill them all. There is a counter in the bottom right of the screen that tells the player how many Metroids are left. Also, when paused, that counter switches to tell you how many Metroids are left in your current area. "Areas" are divided into sections where the player must kill a certain number of Metroids, after which the planets lava will drain a little, allowing Samus to explore deeper into the planet. This doesn't really make any sense - why does the death of a certain species cause lava to drain? - but because of this, the player is limited to these areas until they clear out the Metroids.

This wouldn't be much of a problem to most people, I'm sure, if the level design wasn't so odd. It's unclear if the designers really were trying to make the underground caverns of SR-388 feel natural to the point that there are very few landmarks and thus it's very easy to get lost, or if they were constrained by the shortcomings of the Game Boy (probably a little of column A and a little of column B). The player will encounter very tight passageways filled with enemies that are hard to hit (depending on their current beam weapon, anyway) and then all of a sudden they'll be in a wide open cavern with very few enemies and tons of empty space they can jump through. These rooms are usually where players get disoriented, and they are actually my biggest complaint about the game. Because they are so large and empty, it's easy to confuse one room for another, and most of the time, they have little to no background - which means you can't tell how far Samus is falling when she jumps off a ledge into the blackness. This disorientation is further exacerbated when you realize that each of these enormous rooms are slightly different, but not in immediately obvious ways. So you might think you're in one large room, and start heading in a certain direction, when you are really in a different room. This is why an in-game map would be great, which is another complaint people have (myself included).

The 3DS version, though, is nice because you have the ability (as with any 3DS game) to go to the main menu by hitting home, hopping on the internet, and pulling up a map of the game (which I did when I got lost right at about the halfway point - didn't need to use it again after that, though). You also have the ability to use savestates, which make the battles against the Omega Metroids a bit more manageable (bastards). It is for this reason that I'd say this is the best version of Metroid II - sure, it's not the Super Game Boy version, but who cares? I played through this game on my original brick Game Boy when I was a kid, and if I could beat it on that impossible to see screen, anyone can beat this game on their beautiful 3DS screen.

My favorite thing about Metroid II, though, is the atmosphere. This is a creepy game. The few actual songs the game has are great, but most of the time there is just this weird set of atonal beeps and bloops. It sounds as alien as one could imagine. Since there are sometimes seconds long periods of silence, where you can only hear Samus' footsteps, the fact that Samus is alone in the middle of nowhere is really driven home, even more so than in the original Metroid, which I also think is good at reinforcing the feeling of loneliness. And when you encounter a Metroid, it is genuinely scary - they usually pop out of an egg or mutate when you first see them, and then they come at you with everything they have while creepy music plays. The game won't let the player control Samus as they mutate, so they are forced to watch this grotesque evolution play out (the player is allowed, however, to switch to missiles during this time). The power of the Metroids is also readily apparent, what with the fact that every other enemy in the game is some small, easily swatted away insect that probably only survives on SR-388 because the Metroids have no interest in eating them. There are a few larger creatures, but they are usually heavily armored and can only be damaged by shooting them from one side, suggesting that these enemies developed some sort of defense against the predatory Metroids.

The game is also really challenging. Not just because it's easy to get lost, either - as you get farther into the game, the Metroids get tougher and tougher. The Omega Metroids take a whopping 40 missiles to kill, and they spend a lot of time flying around the screen erratically! Luckily, they too have patterns, so if the player is observant they can be exploited.

Metroid II is also, as far as narrative is concerned, the most important game in the series. It's ending is the catalyst for Super Metroid, Metroid Fusion, and Metroid: Other M - which is near half of the entire series created up to this point, including the Metroid Prime series. If you take that series out of the overall narrative (as the Japanese creators of the series apparently have at this point) Metroid II's events are crucial for the narrative of all the rest of the following Metroid games. Pretty neat for a little black and white Game Boy game, huh?

Sunday, November 6, 2011

The Nintendo DS: Part Five

The 3DS has been out for 3/4 of a year, but that doesn't mean I can't stop eulogizing the original DS! Oddly enough, there have been a great game or two released for the system since I wrote the last post in this series, even. But anyway! Back to the saga of the DS!

(part 1) (part 2) (part 3) (part 4)

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Since its debut in the fall of 1996, the Pokemon series has always been a juggernaut for Nintendo. Each version in each "generation" of core Pokemon games sell well into the millions. The GBA versions of Pokemon were good, but that generation was the first in which Nintendo was criticized for "going through the motions" with the series. Cries of "the Pokemon designs are too similar to the old ones!" or "the designs are stupid" spread like wildfire on message boards across the internet. It probably didn't help that Nintendo released the first of the Pokemon remakes, FireRed and LeafGreen, which were upgraded versions of the 1996 Game Boy games. "Obviously, Nintendo is out of ideas when it comes to this series," many said. "What could they possibly do different in the future?"

Astute observers, though, would have noticed where Nintendo was likely going to go if they paid attention to how they released the aforementioned remakes. FireRed and LeafGreen both came with wireless adapters, so players could trade Pokemon wirelessly with each other, eliminating the need for each player to have their own cords and all that. If you owned FireRed or LeafGreen, you had a wireless adapter and were thus ready to go. No extra cost, no extra trip to the store for mom and dad, you can just trade with your friends right now. The only thing the adapter didn't let you do was go online to trade your Pokemon.

Nintendo's next generation handheld fixed that. Sporting wireless connectivity right out of the box, the time was right for Nintendo to implement some new functionality to the series before it became stagnant. It was time to allow players to trade their Pokemon with anyone in the world.

And that is exactly what they did. There were now almost no barriers to entry to playing and fully enjoying Pokemon like there was in the past - so long as you had the system and the game, you were on a pretty even field with everyone else. You would not have to buy two versions of the same game to be able to get all the Pokemon - you could simply trade with someone on the internet to get the ones you were missing. You didn't have to buy a separate cord to be able to hook up with a friend. And, despite the collective internet losing its collective mind about the implementation of Friend Codes, the DS Pokemon games only made you enter them to trade with individual friends. You could trade to people on the internet without having to waste your time typing in a long code each and every time you made a trade.

The level designs in Pokemon Diamond and Pearl were a huge step up from the GBA games as well. Gone are the underwater sections from that game, which were ugly mazes that you could only get to by using a HM move (a move taught to your Pokemon that was usually useless in battle, but took up one of your precious four move slots so you could get around the world map). Some areas of the world had dynamic weather, which would change the way the player can move about - and also changes which Pokemon might appear. You could also bring your Pokemon from the previous generation up to the new one by utilizing the GBA slot on the DS.

Also, with just a few exceptions (the obligatory new version of Pidgey - the Starly evolution line, among a few others), the new Pokemon designs were interesting again. Battles were a bit easier to get through as well, because the player could use the touch screen to issue commands to his Pokemon in addition to being able to use the buttons as before.

Nintendo eventually released Pokemon Black and White, also for the DS, this year. They fixed some of the complaints people had about Diamond and Pearl, most notably how slow the battles moved even with animation turned off. Black and White added even more weather effects, and the world was navigated with a bit more visual flair as well. The story had a bit of a darker tone to begin with and was thus a bit more interesting than usual, despite veering into familiar territory near the end.

But the Pokemon series could not exist as it does today without the DS hardware. There will not be a mainline Pokemon game released at any point in the future without the ability to trade over the internet. But not every game would need such features. Some games were meant to be deliberate throwbacks to simpler times. Nintendo had been hinting at looking back at some of their older titles already on the GBA with the E-Reader versions of classic NES games, along with the Classic NES Series. But it had been a long while since their most important franchise returned to the realm of 2D...

Thursday, November 3, 2011

In case you hadn't picked up on it yet... I am a huge fucking dork

I haven't done a sort of "what I've been playing" brain dump of a bunch of games I don't have much to say about in a while, so I thought I'd write one of those here. I also scored some awesome deals the past few weeks so I thought I'd throw them up here, too.

First off, I scored pretty big in Mt. Pleasant last weekend. The local game shop had Xenosaga III (PS2) mint for $17.99, the lowest price I've ever seen it, so I grabbed that along with a mint The Legendary Starfy (DS) for $11.99 and near mint Star Ocean: The Second Story (PS1) for free (part of their constant B2G1 free sale, probably my favorite thing about that store). I haven't played any of those yet, but I was intrigued because it was the first time I had ever seen the PS1 Star Ocean game and I had just bought Star Ocean: First Departure (PSP) for a song the previous week (a Target coupon for $5 off their online store netted me the game for about $4 shipped brand new).

The previous week had been pretty good to me as well. My "requests" list on Goozex has started to bear fruit, and I received notice I would be getting Osu! Tatakae! Ouendan! (DS) in the mail in a week or so for 650 easily earned points (I will not be missing an extra copy of Izuna 1 (DS), Tales of Phantasia (GBA), or the battered copy of Mega Man (NES) I had received off Goozex once already - and I still have 900 points left over from those trades!). I've played four songs on it already, and despite not being able to read the language or understand what the songs are saying or what's really going on on the top screen, this feels like more Elite Beat Agents which is pretty much exactly what I've wanted since laughing my way through that game. The Ouendan are just as ridiculous and goofy as the Agents were, so I'm sure I'll play my way through that game, and maybe someday Goozex will send me the sequel, which sports a title including the words "Hot-Blooded."

Strangely, I've been getting ridiculously lucky on Glyde lately as well. I grabbed Mario Hoops: 3 on 3 (DS) for $12.99 shipped as soon as I saw it, as that is about ten or fifteen bucks cheaper than I have ever seen it anywhere since it came out like five years ago (right now on Glyde, the game in the same exact condition - "excellent" - I got it for is $27.99). The game will probably arrive in the next few days. I was also able to score Harvest Moon DS for $9.49 shipped in excellent condition, which I was thrilled about because I wish I never would have sold the thing a few years back in the first place and that's as cheap as I've ever seen it. There isn't currently an "excellent" condition copy available on Glyde, but right now a "good" copy is going for about $14 shipped. I got the Gamecube Warioware in excellent condition for $6.83 shipped, which is cool because that game is multiplayer Warioware on a big screen (and isn't like forty stupid dollars like the Wii version has been for years). I got Sim City DS for $6 shipped and Orcs and Elves (DS) for $5 shipped, neither of which are great games but I've been kind of interested in both since they came out and I figured they won't get any cheaper than that.

Probably the cream of the recent crop, though, is what I was able to snag a few days ago. I decided to log into my Gamestop rewards account for no apparent reason and discovered I could spend 6000 of my then 15000 points on a coupon for $10 off any used game. Since that coupon is usually 10000 points and the deal is only going on this week, I printed one out and went to the store. Lo and behold, someone had sold back a copy of Aliens: Infestation (DS) already! It was listed as $24.99, way more than I'd be willing to pay for the game, but at $14.99 plus my ten percent discount, I figured that was a good deal so I grabbed it.

Now I can actually talk about a game! I was interested in A:I because I had heard it was shockingly similar to side-scrolling Metroid. Since there hasn't been a new side-scrolling Metroid since Fusion, I have been dying for some of that so I read some reviews and put it on my to-buy list. First of all, this game is hard. The Aliens do not go down easy, and can kill you fairly quickly. When you play Metroid, you feel pretty much like a badass, because not much can stop you except maybe a boss. Not so in Aliens. Your marine guys are way weaker than Samus, cannot take much punishment, and are way less agile. The little guys who try to jump on you and suck your brains out or whatever are quite dangerous, because they can stop you in your tracks as you take damage from the big guys running around, who are VERY fast and can sometimes take quite a few hits to take down. You also have limited ammo for everything besides your handgun - and your handgun sucks! You can upgrade your weapons by finding upgrade kits strewn about the levels like missile tanks in Metroid, but they seem to be much rarer here.

I might write more about the game in the future, as it does some interesting things (such as how if one of your guys dies, they are dead forever - unless of course you power down your system before your next save or before the next time you beat a boss), but I must go play some more Balloon Kid (GB). It just came out on the 3DS VC, and it's a sequel to Balloon Fight with (gasp!) actual level design! Plus my girlfriend totally owns an actual cartridge. Prior to seeing her copy, I had no idea it even existed. I probably won't write about it here (there's not much to say - you travel left, collect balloons, and avoid dying) but it's pretty fun, and easily worth $2.99.

And thus ends a post in which I write a thousand words about damn near nothing.