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Found 14 results

  1. Finally got this sonovabitch up! Constructive Criticism is welcome, as always!
  2. Well, Sunday is boring So, I decided to share my new review Constructive criticism is welcome!
  3. So, after plenty of Skype chats with Critic and a boatload of effort and line retakes, we finally got our first cross review out there; Equestria Girls. Granted, we might be a bit late to the punch with this movie, considering it's already been looked at by so many people. But, today is Critic's first bronyversary, and I wanted to make it special for him. So, I decided to review the movie with him! This review will be split up into three parts, with each one being a maximum of 15 minutes a piece. The script for part 2 is in need of dire editing, so we may need to delay part 2 for about a day (But, most likely, that won't happen.) So, without further ado, here're me and Critic's views of the mixbag spin-off known as Equestria Girls!
  4. (Warning: Intro is loud) Technically, I posted this last night, but due to some video screwups, I had to take it back and fix them. So, now, I'm releasing it for reals If you have any comments, express them. Did I do something wrong? If so, please tell me so I can improve upon it!
  5. After Pikmin 2 made a splash in 2004 on the Gamecube, the franchise just… kind of stopped for awhile. Years passed, and even after the turn of the new decade, a new Pikmin game was nowhere to be seen. Sure, both Pikmin 1 and 2 would get rereleases on the Wii, but other than that, the franchise wasn’t really going forward in terms of series progression. That is, until 2012, when Pikmin 3 was finally announced, and when it was finally released in 2013. The game wasn’t what most people expected, though. Nintendo made quite a few changes for this game. Olimar not being the main character, purple and white pikmin being completely absent, rock and flying pikmin, this game was sending gamers all kinds of different messages. But, in the end, does Pikmin 3 prove to be a worthy entry worth waiting nine years for? Well, as always, let’s start with the story. On a planet called Koppai, the people are on the verge of starvation. Scientists searched the universe for another means of food, but their search turned up fruitless. But, one day, they discovered a planet with resources that fit their search desires. Without hesitation, the scientists send three astronauts by the names of Alph, Brittany, and Captain Charlie to check it out and find new food for Koppai. Before the game even kicks off, the crew gets separated when the ship hits something in the atmosphere. When trying to find the crew, Alph discovers the inhabitants of this planet; the pikmin. With their help, the crew is able to reunite later on. However, they have another issue. The cosmic drive key, the component to the ship that allows the crew to leave past the planet’s atmosphere, has gone missing. Without it, they have no way to return to Koppai. As of that point, the astronauts make it their goal to find the key to return home, as well as collect food to help Koppai’s starving population. Pikmin 3’s plot is, admittedly, more entertaining than Pikmin 2’s, but not as much as the original game’s. The original’s story filled you with a sense of urgency. You have a time limit, and you know that if Olimar can’t get his spaceship parts, it could mean bad news for him. While a sense of urgency is back in this game, as I’ll explain how later, it’s just not as big as the first game’s. Though, again, this plot is certainly much more entertaining than Pikmin 2’s. Just like the previous games, we’re still keeping up with the same gameplay formula Pikmin games are known for; explore the world, expand your army, and carry thing back to the ship. One thing I should’ve mentioned in the last review is that the time limit that you had in Pikmin 1 was scrapped. That’s once again the case here. You don’t have thirty days in game time to finish the game. The day system is still there, but it’s not exactly hanging over your head. However, remember how I said that a sense of urgency has returned for this game? Well, that comes from fruit collecting. Each time you bring fruit back to the ship, you get a certain amount of juice. The amount of juice varies from each fruit, so while a strawberry will give you only one cup of juice, a melon could give you three. Collecting fruit is one of the game’s main goals, and is essential if you want to get a good ending. Though, fruit collecting is really nothing to stress over. The puzzles you have to solve to get the fruits aren’t really that hard. Most of them are just out in the open. Plus, if you happen to mess up during the day at some point, you can now restart the day and start fresh from the morning. To top it all off, the astronauts only consume one cup of juice a day. With all that in mind, if you just use your time wisely, you’ll never have to scour around for fruit, except for one certain point in the game. With the fruit you’ll collect by just playing the game, you’ll not only collect enough to complete the journey, but chances are, you’ll have a ridiculous amount to spare at the end. With all that in mind, it’s probably safe to assume that Pikmin 3 is a rather easy game. Well… yeah, you’d be pretty spot on with that assumption. Pikmin 3 is a pretty easy game. Nothing really offers much challenge, especially if you played the previous games. I guess that the bosses can be a bit hard, but if you know how and when to swarm them, they’re a complete cakewalk. However, if you’re going to play this game, I highly recommend playing it with a Wii controller and a Wii nunchuck. If you play with the Wii U gamepad, controlling the game will be a bit awkward. You move around with the left analog stick, but you also aim where you throw the pikmin with the left analog stick. With the Wii controller, you move the astronauts with the nunchuck and aim the pikmin with the Wii remote cursor, which, in my book, feels more comfortable than positioning your character in an awkward fashion before chucking pikmin at the enemies. At the beginning, I said that purple and white pikmin are completely absent from this title. Because of this, they’ve been replaced by two new types; rock pikmin and flying pikmin. Rock pikmin are the second type of pikmin you find in the game. They have a hard exterior, which allows them to break crystal walls and shells. They also hit like a tank when thrown at enemies, making them great tools to have in combat. Flying pikmin are guys that you find later into the game. These guys can be thrown very far, possible more so than the yellow pikmin. They can also completely ignore most ground hazards, like water. Since they can fly, they can also take out air enemies with relative ease. However, with these luxuries, these types also have drawbacks. Rock pikmin are completely unable to cling onto enemies. They also can’t be thrown very far, causing you to overlook a shot. Flying pikmin are really weak and not very useful in combat. They’re also very slow, mainly when they’re carrying things back to the ship. However, I honestly don’t mind these benefits and drawbacks. Some people complained that purple and white pikmin were seemingly overpowered in Pikmin 2. If you’re one of those people, I doubt you’ll find many issues with the new rock and flying pikmin. The game takes advantage of the graphical possibilities of the Wii U. As a result, we get some really stylish areas to travel through. The world of Pikmin 3 is very vibrant, colorful, and peaceful. From the title screen to the end credits, Pikmin 3 is a very great game to marvel at and get lost in the amazing atmosphere. The music is great as well, but like Pikmin 2, I can’t remember much of it. In fact, I think the soundtrack here is more forgettable. Don’t get me wrong, each area’s music fits it well. It’s just not something I’d want to download anytime soon. It’s nice to listen to while playing the game, but almost nothing else. Overall, I think Pikmin 3 is a good entry in the series, but I have to give it the same grade as the first two games. This game makes changes, and it does integrate them well into the traditional pikmin experience. However, the main controller is awkward to use, and the challenge is very few and far between. If you like either of the previous two games, or even both of them, you’ll surely find a good amount of enjoyment out of Pikmin 3. Overall Game Grade: B+ Next Game: Rayman Origins (My first video review!)
  6. After the release of Pikmin in 2001, the game, to many peoples' surprise, was a smash hit on the Gamecube, both financially and critically. Over one million copies were sold worldwide and it's still considered one of the greater Gamecube titles. With how well the first game did, the head of Nintendo, Shigeru Miyamoto, would announce a sequel being in development in December of 2002. Nearly two years later, in August 2004, Pikmin 2 was released on the shelves in North America. Just like the first game, Pikmin 2 was given a Wii re-release. And, just like the first game again, the Wii version is the only version I've played. Therefore, that will be the version I'm looking at today. Does Pikmin 2 improve on the first game, or does it pale in comparison? Well, let's start with the story first. Pikmin 2 picks up right where the series left off. With the help of the pikmin, Captain Olimar was able to recover his ship parts and return back to the planet of Hocotate. Upon returning, he finds out that the company he works for, Hocotate Freight, is in sever dept. Shocked, the Captain drops the giant bottle cap he brought back from the planet as a gift for his son. Upon further examination by the president of Hocotate Freight, the cap proves to be worth around 100 poko's, which is the currency on Hocotate. After finding this out, the president sends Olimar back to the planet to find more enlarged items. Though, he also sends a new astronaut named Louie along with the Captain. With that, the two blast off back to the planet, reunite with the pikmin, and begin searching once more. The story is harmless enough, but it's not as entertaining as last time. The first game's story filled you with a sense of urgency. You know that something bad could happen to Olimar if he doesn't find all of the ship parts. Here, it's all about paying off a dept. I'm sorry, but I wouldn't find that interesting, especially for a game made by Nintendo. There's nothing majorly wrong with the story. I just think Nintendo is capable of more. But, what about the gameplay? Well, for the sake of time, Pikmin 2's play style is almost completely identical to the first game. Olimar controls the same, too, stiff movement and all. You run through the open world, expand your army of Pikmin, and bring large objects back to the ship. However, this time, you aren't collecting ship parts. You're collecting random items like 7 Up caps and Duracell batteries (There's quite an amount of product placement in this game) and bringing them back to profit them so you can pay off the dept. Each item is worth a different amount. For example, while a 7 Up cap may be worth around 100 pokos, an orange could give you 300 pokos. When you begin your journey, Olimar and Louie get separated. You find Louie during the first day and, depending on what kind of player you are, he can be really useful. Olimar and Louie can both man their own separate armies of Pikmin and split up to take on multiple tasks. You can alternate between both astronauts to manage your work more effectively. I never really did so, though. I'd rather have all of my Pikmin in one place. The pikmin have also seen an upgrade. Blue pikmin can still walk in water with ease, but red and yellow pikmin now have their own immunities as well. Now, red pikmin are completely resistant to fire, and yellow pikmin are immune to electricity. These immunities will prove useful, because the game design has added hazards like electrical fences and other things of the sort. However, that’s not where the upgrades in the pikmin end. Pikmin 2 has two completely new types of pikmin this time around; purple pikmin and white pikmin. White pikmin are swifty little guys. They’re completely immune to poison and if they’re swallowed, they’ll give damage to the enemy that devoured them. They also have a keen treasure-hunting skill, allowing them to locate all sorts of items hidden underground. Purple pikmin are the strongest pikmin of them all. When thrown at enemies, they hit like tanks, taking away large portions of health. They can also carry more, too. They can carry 10 pounds of weight, which is the equivalent of the weight that can be carried if you threw 10 of the other types at an object. Some items can only be brought back to the ship if you utilize these purple pikmin. Both of these pikmin are awesome, but they don’t produce from pellets. Instead, you need to get them from certain flowers scattered all across the land by chucking other pikmin into them. The flowers will then spew the pikmin back out as a white or purple pikmin, depending on the flower color. To me, this is the absolute WRONG way to do it. Each of the original three types have their own pellets. Even in Pikmin 3, a game I’ll be reviewing later, has pellets for all five of it’s types. On top of that, these flowers can only spew about six or seven white or purple pikmin before they die. So, what happens if you run out of these pikmin in a situation that you need them? Well, the only thing left to do is end the day early, come back to the spots the flowers were the next day since they’ll respawn, and restock then. This can make getting more purple and white pikmin an absolute chore and it’s something I can’t stand. With these new Pikmin, Olimar and Louie are opened to four new areas to explore. Like I said, the scenario is the same as last time, however, we have a new addition to the game design; caves. Each area contains a couple of caves for Olimar and company to explore. Think of them like the dungeons in the Zelda games. Each cave contains a certain number of treasures to find, usually ones that are worth a lot of pocos. These caves also challenge the players with puzzles, aggressive enemies, and finally, a boss at the end. Personally, I found these caves to be fair in terms of structure. They bring in a good challenge with a huge payoff (Most of the time) and they rarely drag… except the final cave. The final cave takes a fair challenge and shifts gears. What we have in the final cave is a gargantuan, labyrinth-like area where purple and white pikmin are constantly mandatory to progress. And, like I said, if you lose all of your purple and white pikmin while going through this area, you’ll need to backtrack to restock again. The graphics in Pikmin 2 are definitely a step up from the last game. Each area has been given a beautiful photorealistic look, making it seem more alive. The character models are also more neatly textured and rendered. Little details like that make Pikmin 2 a gorgeous game to marvel at. The soundtrack is also pretty sweet, too. In fact, one could argue it’s the best soundtrack in the series. In my opinion, it’s not. For me, that title goes to the original game. I can hum almost every track in that game flawlessly. However, that’s not to say Pikmin 2’s soundtrack is forgettable. The overworld theme in Pikmin 2 is one of the most memorable themes in the series. I also get a small kick out of the Awakening Wood’s music as well as Perplexing Pool’s music. So, does Pikmin 2 improve on the original game. Well… yes, and no. This game definitely has a noticeable graphical update and the caves are pretty fun to travel through, but it also has quite a few unfair moments peppered in between. They’re avoidable, but when you encounter them, they really put a damper on the experience. I would still recommend Pikmin 2 to those who liked the first game. I know some people who even like this game more than the original. At least rent it. You might see something I don’t. Overall Game Grade: B+ Next Game: Pikmin 3 (Wii U)
  7. I had a small technical hiccup where I forgot to cut the music. I'd fix it, but honestly, I'm tired of editing right now. I just wanna play a game XD Soooo, yeah! Here's my voice! Give it a listen, tell me what you think! But, before I do any video reviews, I'm going to finish up the Pikmin trilogy, which will be typed. You probably wanna know the music, too, don't you? Well, here it is Sonic Lost World Windy Hill 1:
  8. You guys were probably expecting a review of a Wii U game as the first review of 2014, correct? Well, you would be wrong on that. The game I plan to review is a sequel to a series that already has two installments before it. So, I figured I might as well knock both of those games out before I get to the latest one. So... Pikmin. Yeah, if you don't know about it, that's understandable. As you can see from the box art. Pikmin was released for the Nintendo Gamecube in 2001. It was also re-released for the Nintendo Wii in 2009 (both of these dates are the North American releases, by the way.) I'll be looking at the Wii version for this following review. Pikmin is still Nintendo's newest IP and the one looked the most interesting to me when I first saw it.Was the game enough to prove worthy of that interest? Well, let's take a look by starting off with the plot. The game begins with a spaceship flying through.... well, space. As the ship is flying, a giant meteorite hits it, sending it falling towards an uncharted planet. As the ship enters the atmosphere, the ship begins to break apart, scattering it all over the area near the crash site. The next morning, we see an astronaut by the name of Captain Olimar. Olimar wakes up having no idea what happened before he blacked out. He then turns around to see his ship; a broken mess of it's former self. He then informs us, the players, because there's no way that he could be talking to someone else, that he comes from the planet known as Hocotate. He says that the planet's atmosphere contains high levels of oxygen, which is deadly to his people. He also states that his life support systems are damaged. In thirty days, the systems will fail, killing him in the process. Olimar then makes it his goal to find all thirty of his missing ship parts and return home to his family on Hocotate. After walking around the area for a moment, Olimar discovers a strange, round-shaped red flying machine. Based on it's look, the captain would proceed to call this item an "onion." From the onion comes out a red seed that plants itself into the ground. The seedling takes the form of a red creature with no mouth and a long nose when Olimar pulls it out of the ground. Upon further examination, Olimar proceeds to call creatures like this one "Pikmin." From this point on, Olimar will use the Pikmin he finds around the area to recover his ship parts and return home to Hocotate. The story overall is pretty... bare. Captain Olimar isn't really bursting with personality, and neither are the Pikmin. While the world they travel in is a great representation of an enlarged Earth, it doesn't help the main character and his army of colorful plant soldiers personality-wise. Now that the story is out of the way, let's get into the gameplay. Like I mentioned earlier, Olimar finds his first Pikmin almost immediately after he wakes up at his crash site. The Pikmin may have been red, but that's not the only flavor they come in. In fact, this game contains three types of Pikmin. Red ikmin are probably the most common. They're fantastic in combat and are really easy to find. Considering they're your first pikmin you find, that should be a no-brainer. There are also yellow pikmin. Yellow pikmin are equipped with giant ears and still no mouth. These pikmin are the strongest type out of the three. They have the ability to pick up magma rocks, which are the bombs of the game, and break down solid structures with them. Finally, we have blue pikmin. These guys are equipped with gills and a mouth this time! With these gills, they have the ability to enter the water with ease. They don't have the ability to swim, though. They can only sink and walk on the bottom. With just one pikmin, you won't be going far in this game. Luckily, your pikmin have the ability to make more of themselves. You can make more pikmin by collecting colorful round pellets and taking them back to the designated onion. For example, if you brought back a red "1" pellet to the red onion, two red pikmin will plant themselves into the ground. Though, if say, a yellow pikmin brought back a red "1" pellet to their onion, you'll still get yellow pikmin. However, instead of getting two, you'll just get one. You can also produce more pikmin by killing enemies and bringing them back to the onions after they're defeated. You're going to need a rather healthy amount of pikmin, too. One pikmin alone won't carry a spaceship part back. You'll usually need a number such as fifteen, or twenty, or even forty (Those spaceship parts are heavy) In fact, pikmin can barely do ANYTHING by themselves. They can't fight, collect, or even keep track of themselves without the assistance of Captain Olimar. On top of that, if you don't have good leadership skills with these guys, they'll be dropping like flies to much larger creatures in a matter of two hours into the game. Speaking of time, I mentioned at the beginning that Olimar has thirty days to find his thirty missing ship parts. If you think those thirty days mean nothing in the grand scheme of your gameplay, you're wrong. You literally have thirty days in game time to find all of the parts, and if you fail to do so, you'll get a bad ending. Yes, there are multiple endings, but I'll save that for later. A day in the world of Pikmin is about twenty minutes long in real time. Multiple that by thirty, and you have a good ten hours to find all thirty spaceship parts and have Olimar return to Hocotate in one piece. This time limit shouldn't be an issue if you know how to use your pikmin correctly. As I said earlier, each pikmin has their own abilities. You must exploit these abilities if you plan on getting every part, and believe me, that's easier said than done. The situations you'll have to overcome to get these parts will come in all sorts of flavors. Simply retrieving a part from the water will become a task in of itself. This is where you'll need to use the blue pikmin to retrieve it. Another instance that will occur is a part behind a stone wall. There will typically be magma rocks around these areas. This is where you'll need to break out your yellow pikmin so they can pick up the rocks and use them to blow the wall up. Luckily for the player, it's extremely easy to create more pikmin. Like I mentioned earlier, things like pellets and enemies can be used to create more. They're scattered all over the area, so refilling your pikmin stock should never be a tiring chore. Like I said, you'll need to create a lot of these colorful creatures to complete the game. But the ingredients to do so are so common and easy to find, it should never be an issue. There are a total of four areas for Olimar to explore; a grassy field, a dense forest, a damp and cave, and a vast river. There is a set number of parts in each area, usually six, seven, or eight parts in each. You'll need to look long and hard for these things once you first start the game, which can be a pain sometimes. Later on, you can nab a radar part that makes it much easier to locate the other parts, but for the first part of the game, you're simply wandering around the environments looking for parts. Each area has it's own enemies to face. Like the spaceship part situations, these guys range from all sorts. If you think you can approach any of these creatures with the intent that these creatures won't want Olimar dead and the pikmin eaten, think again. EVERYTHING in this game will try to make mincemeat out of Olimar and the pikmin. You'll need to bring a lot of pikmin to take on most of these abominations as well. These guys can eat/kill your pikmin by the spoonfuls, mainly these ladybug-like creatures that're slow, but will go after your pikmin like they're an endless buffet. But, I think this adds to the game. If Pikmin does one thing, it gives me a good challenge. It's not just about trying to find all thirty parts by the end of the thirty day time limit, but trying to survive this dangerous world by doing so. The game always throws perplexing and challenging puzzles to get these parts. It makes me think about what I'm going to do before I do it, and I praise this game for making me do so. However, that's not to say everything is good here. One bad thing is the control. Naturally, in a game like this, you wouldn't want to waste time. Here, you really don't want to waste it, because the control can sometimes be a bit awkward. Olimar is a tank when it comes to going from place to place. He's not fast in the slightest, he turns in a rather stiff matter, and his main method of attacking is throwing his pikmin at the desired target. Actually, on top of that, the overall mechanics for the pikmin can be a bit weird. In order for your pikmin to attack anything, you need to throw them near or onto the desired object. This is meant to be a strategy game, but their's a difference between strategy and just mindlessly throwing pikmin at the dudes over and over again until they decide they've had enough. There are also times where you have to split the groups of Pikmin apart and only take one type with you into a certain area. For instance, sometimes, you have to take only the blue pikmin, since red and yellow pikmin drown in water. You can call over your desired group by positioning the Wiimote's cursor of them and whistling to them. This can sometimes be a bit awkward to handle, because there's a chance that one group could be too close to another. It makes me have to specifically position the cursor so I don't call yellow pikmin into my group of blue pikmin by mistake. Although, above all that, we have a great soundtrack to top it off. Each track is suited perfectly for whatever the mood is, whether it's triumphant, unsettling, calming, or intense, it always sets the mood higher. Same goes for the graphics. For the Wii, I think this is pretty good. Pikmin does a great job at making what would be an enlarged Earth. Olimar is a small astronaut among a giant Earth, and the design of the game caters to that well enough to pass. Overall, I think Pikmin is a pretty good game. For the first installment into Nintendo's newest IP, it does a good job getting it all started. While the gameplay can get monotonous and the control is a bit... weird, the overall design of everything else really makes it stand out. If you're looking for a Nintendo game that isn't another Mario or Zelda title, I think Pikmin is a good game to try out. Overall Game Grade: B+ Next Review: Pikmin 2 (By the way, I have all three endings here, so if you want it spoiled for you, I've got them all right here for your amusement!) Bad Ending: Semi-good ending: Good Ending:
  9. For those who have read my Sonic Lost World Review, you know that I got a Wii U over the holidays. Don't believe me? Well, here's a picture. When I got this thing, I was expecting a completely different way of gaming. Sure enough, Nintendo provided that, as well as some other aspects of console gaming that I'm familiar with. Personally, I think the Wii U topples the PS4 and Xbox One. But, I'm going to explain my reasoning behind this. So, join me as I give you five reasons why you should buy a Wii U for the next generation 1. The visual presentation. Every single game on the Wii U is in stunning HD. This is the very first time a Nintendo console comes with HD components, which is a huge step up for the company. The system uses HDMI to give you a crisp 1080p resolution. Ever thought what Mario would look like in HD? Well, bam. Here's the Wii U. Don't have HDMI on your TV? Well, that's not a problem. If you have a Wii and the AV cables for that console, you can plug them into the Wii U and play the system that way! 2. The controller. You see that giant tablet-like device on my end table? That's the Wii U gamepad. At first glance, it may look a little repelling, but this controller is simply AWESOME. Imagine you need to look at the map on a certain, but find pausing it over and over again to be a tiring chore. Well, with the gamepad, you can have the game on the TV screen, while you have the menu and map screens on the controller. You can also play the game on the gamepad. Imagine somepony walks in and wants to use the TV for other purposes, like watching their shows. If this were to happen, you can simply switch the game to the gamepad and play it on there. The gamepad is in HD as well, so graphically AND gameplay wise, you won't miss out on anything. And, if you don't feel like using the gamepad, that's no problem! There exist controllers called "Pro Controllers" which act as standard controllers you would expect from systems like the Playstation 3 and Xbox 360. 3. Prices. Let's look at all three next gen systems for a moment. Compared to the PS4 and Xbox One, the Wii U is much cheaper. The Xbox One is $499 and the PS4 is $399. How much is the Wii U? $299. Sure kicks the snot out of Sony and Microsoft in my book. On top of that, the Wii U is also backwards-compatible! If you have Wii games and Wiimotes, you can put them in the Wii U and play them on the system. The Wii U even comes with a sensor bar for your Wii games, which eliminates the need for getting one yourself. 4. Apps and downloadable software. The Wii U's eShop holds plenty of different apps for websites for you to download. Wanna watch YouTube? The Wii U has that! Netflix? Eeyup, they've got that, too! Web browsing in general? Definitely! Video chatting? Oh yeah! There are plenty more apps and software like this! 5.Games. The Wii U may not have had many games at launch (or at least any that're worth 50-60 bucks.) But, after a year of release, the Wii U has many great games to choose from. These games include Super Mario 3D Land, Rayman Legends, Sonic Lost World, Pikmin 3, Splinter Cell: Blacklist, Mass Effect, and many others. There're also many games soon to come, like Mario Kart 8, Donkey Kong Country: Tropical Freeze, and Super Smash Brothers 4. But, if you're looking to play something classic, there's also the Virtual Console, which contains classics like Mega Man, Super Mario Bros. The Original Legend of Zelda, and one of the greatest RPG's ever, Earthbound. Now, with all of these pros to the Wii U, there are cons. I may be a HUGE Nintendo supporter, but if they screw up, I won't deny it. One thing I hate about the Wii U is the battery life on the gamepad. The battery life on the thing is extremely poor. The battery only lasts about three hours before that red light of low battery life appears. It gets extremely annoying, and while the gamepad itself is wireless, I find myself just keeping it in the charger 24/7 just so I can keep playing for long periods of time. Another thing that really bothers me is how games use the gamepad. This may sound like a contradiction to what I said up at the start of the entry, but truth be told, not a lot of the games really utilize the gamepad in any sort of unique way. Only two games immediately spring to mind, which are Rayman Legends and Zombi U. No games past those two really bring out the gamepad's potential. Though, above those two things, I think that the Wii U is the console a gamer should buy for the next generation of gaming. I'm sure that the PS4 and Xbox One have their own unique qualities too, but the Wii U just seems to have everything that those consoles can do (Besides graphics) and much more. The console can play games the way a normal gamer would feel comfortable with, while at the same time, doing it's own thing in the process.
  10. You guys didn't think you could have a proper bandwagon without me, could you XD Well, let's see. What did I do with my life... 1. Bought and beat Mega Man 3 on the Wii U Virtual Console. 2. Set up a Twitter account. 3. Threw it away after only a few hours in. 4. Bought parts for my new PC. 5. Wrote a few lores about Sonic and MLP (Separate, not crossover.) 6. Chatted on Skype with Princess Shy, Dsanders, Sterling Crimson, and a few others 7. After everything else was finished, I pressed this button a reasonably large amount of times.
  11. Well, that was all... sudden. Well, that forum crash almost erased a whole draft of a certain entry I was going to put up yesterday. However, since the forums were down at the time, I couldn't do that. Regardless, I'm just glad that the forums are back up (The technical team just rocks.) Anyways, i'm posting yet another update. I said in my very first post that I'd be posting a new review every week. Turns out, I set my standards way too high. I only have a week to complete a certain game, write the rough draft in pencil and paper, and finally type up the final copy here. All of that combined takes a long time. Therefore, I shall no longer make a deadline for each review. The releases of the reviews will be set at random from now on. This is all just for the sake of giving a good, honest review on the games. I'll still make sure I post them frequently, however. So, yeah, that's pretty much it, guys. Now that I have my Wii U, I think I'll do an unboxing of it next time, or perhaps a list of 5 reasons as to why it's a good system or not. But, I guess only time will tell for that. Until then, I'll see you in the next entry!
  12. (That title is probably going to be the only time I'm ever gonna curse on this blog. I hope you all have a happy and safe Christmas day, but before I shut down, I have a few things to talk about regarding how the blog is going to be ran over the course of 2014. After Sonic Lost World, I won't be doing any more Sonic games for a LONG time. At that point, I'll already have reviewed four different titles. I gotta move on to other games. I'll probably start 2014 off with a review of Rayman Legends or Super Mario 3D World. I promise I'll do more Sonic games in the future, but after I do Lost World, I'll be burnt out for awhile. I can also almost set in stone that Sonic Lost World's review will NOT be on Saturday afternoon, like I've been doing. It's likely going to be on the Sunday or Monday after Saturday.From what I've heard, the game is one of Sonic's more challenging adventures. Combined with that and Red Ring hunting, it'll take me awhile to get all of the ammo I need to write the review. That's pretty much the end of it. See you guys next time, have yourself a good night, and Merry Christmas.
  13. Happy Holidays, everybody. I hope you all have big plans this year, for whatever you celebrate. I sure do. But, I'm looking forward to reviewing Sonic Lost World on the final Saturday of 2013. The game is said to be a sequel to today's game, Sonic Colors. So, I thought "Hey, what better way to get ready for that review than to do the game it's based off of?" So, without further delay, here is my review for Sonic Colors on the Nintendo Wii. I'll be completely honest, last weekend was the first time I've ever played this game all the way through. I don't even own the game, I just borrowed it from one of my IRL friends. But, boy, did I miss out. Sonic Colors is probably one of the best 3D/2D Sonic games I've ever played, right up there with Sonic Generations, in fact. I know that sounds crazy, especially considering that this game is running on... not as powerful hardware Let's begin with the plot. Dr. Eggman is up to his old tricks again. This time, he's captured an alien race called the Wisps, a small, colorful species of beings that have their own qualities, like the lazer, drill, rocket, and so forth. The reason Eggman has captured this race is because the wisps have a powerful energy in their systems called "hyper go-on power." Eggman wants to use this power to energize his newest device, which he want's to use to conquer the world. Upon doing this, Eggman chains the homes of the wisps to his new base of operations. He does some home-improvement on their worlds and makes them into an intergalatic amusement park. As usual, Sonic and Tails go into the park and try to find out what exactly Eggman is up to and, free the chained worlds, and rescue the entire wisp race. Before you say anything, yes, I said that Dr.Eggman was up to his old tricks. What I mean by that is, it's just Eggman this time around. There's giant liquid lizard god, there's no Flames of Disaster, there's no Dark Gaia, it's just Eggman trying to conquer the world. That's the way I like it, and I'm glad Sonic Colors doesn't disappoint in that regard. On top of that, this story is very light-hearted and simple. Again, I like that in a Sonic game. Sonic doesn't need to be dark or serious to have a good story. I mean, look at the classic games from the 90s. Those games barely had any story, but it was still entertaining. Plus, the only major Sonic characters here are Sonic, Tails, and Eggman. That's really all I need, with the exception of Knuckles and Amy. But, honestly, I don't play Sonic games for the plot to begin with. We've also got new voices in this game. Yup, the 4Kids voices, starting at this game, are no longer with us. To this day, Sonic is vocecd by Roger Craig Smith, who you might know as Chris Redfield from Resident Evil and Ezio from Assassin's Creed Brotherhood and Revelations. Tails is now vocied by Kate Higgins which, to be honest, is my favorite Tails VA so far. She just feels SO RIGHT for the character. While I'm at it, I might as well say that Knuckles is now voiced by Travis Willingham and Amy Rose is now voiced by Cindy Robinson. The only returning VA from 4Kids is Mike Pollock, which I'm thankful for, because I honestly think no one can capture Eggman better than him (Sorry, Deem Bristow fans.) Onward to the game itself. Sonic controls similar to how he did in Unleashed in his day time stages. Everything he could do there, he can also do here, except the light speed dash. Though, this time around, he has a new added feature; the double jump. If you press the jump button twice in midair, Sonic will perform a second jump, excelling his jump higher. This does feel like a nice feature, but it can be a bit problematic, especially in situations where you have to make tight jumps. The double jump feels a bit sluggish and when it's used, it's difficult to make Sonic come to a complete halt. Though, most jumps are about the size of Cloudsdale, so I guess it's not that big of an issue. Though, the best abilities Sonic can take advantage of in this game are, without a doubt, the wisps. As Sonic travels through the game, he can start unlocking different wisps to use in each act. Sonic Colors contains a total of eight wisps for Sonic to use; Boost, Lazer, Drill, Rocket, Cube, Spikes, Hover, and Frenzy. (Bad use of sentence structure coming up.) The wisps can probably do exactly what you think. The boost wisp fills up Sonic's boost gauge since rings no longer fill it. The lazer wisp shoots sonic into a streak of light, allowing his to dart through enemies and bounce off the walls and these diamond-shaped objects through the level. The drill wisp allows Sonic to dig underground to find hidden goodies or find alternate pathways. The Rocket wisp soars Sonic into the sky tremendously and sends him free-falling afterwards. The cube wisp turns Sonic into a blue block, and when he hits the ground, he can turn these giant blue rings into solid platforms, or vise versa. This can also act as a screen nuke. The spike wisp turns Sonic into a prickly ball, allowing Sonic to cling to the walls, roll on them to gain ground faster, and perform the... spin dash ( -_- ) The hover wisp grants Sonic the ability to... well, hover. He can also go higher in this form and perform the... light speed dash. ( -_- -_- ) Finally, the frenzy wisp turns Sonic into a purple freak of nature, allowing him to completely devour anything that comes in contact, making himself bigger to the point where he starts sucking up everything. Using the wisps, most of the time, is completely optional. Though, most of the time, you'll need them to collect hidden items, like red rings or an extra life. Plus, if you use them, you'l gain bonus points for doing so, which goes towards your ranking at the end of the stage. Though, in order to use certain wisps, you need to complete certain stages in order to use them in previous stages. For example, in order to use the Frenzy wisp, you need to complete Asteroid Coaster Act 1. Which brings us to the stages themselves. Sonic Colors contains a total of seven zones with seven acts within each of them, except for the final zone. These zones are Tropical Resort, Sweet Mountain, Starlight Carnival, Planet Wisp. Aquarium Park, Asteroid Coaster, and Thermal Velocity. Seven acts a piece might seem a bit overwhelming at first, but a fair amount of these acts are pretty short, taking you about a minute to complete them. That's not the case for every act, though. In fact, some acts in Asteroid Coaster can drag sometimes. The level design in the game is pretty top notch. They're simple, comfortable levels that I think any gamer can get through without much trouble. But, actually, that's my biggest issue with the level design. Sonic Colors is a very easy game, something that should only take you about four hours to complete if you don't decide to grind for S Ranks or Red Rings. Don't get me wrong, there's nothing majorly wrong with the level design. I just wish it challenged me a bit more. Each zone ends with a boss fight, which are also pathetically easy. The same even goes for the final encounter with Eggman and his final machine. All you have to do is dodge his stolen wisp powers and wait for an opening. When you free all the wisps. they all combine with Sonic and do a sonic rainboom on Eggman's machine. Simple and pathetically easy. Though, I like the final boss theme, though. In fact, let's talk about the soundtrack as a whole. Sonic Colors' soundtrack is pretty good stuff. I like Tropical Resort's Act 2 music as well as most of the level themes in Sweet Mountain. Planet Wisp's music is pretty soothing and relaxing and Aquarium Park is just a joy to my ears. Then, there's the game's main theme; Reach for the Stars, performed by Cash Cash. You can listen to the song by clicking the link at the end of the review. And, I'll just say it right now; this is probably one of my favorite lyrical Sonic theme songs, right next to Open your Heart by Crush 40. The song is just so upbeat and catchy, though I wouldn't expect anything less from a Sonic the Hedgehog game. But, the soundtrack isn't my favorite thing about the game. My favorite thing has to be the graphical presentation. Sonic Colors, in my opinion, is a visual masterpiece. Every level just seems to be so alive, complete with vivid colors and beautiful textures (Hence the name, Sonic Colors.) If it's not the neon lights and space scenery of Starlight Carnival that'll catch your eye, it's the gorgeous sea of Aquarium Park or the colors of Planet Wisp that will. I mentioned the Red Rings a few times, so let's finish off the review by talking about them. Sonic Colors is the first Sonic game to utilize the Red Ring collectibles. Each act contains a total of five of them. All of them except for the bosses and Thermal Velocity. Collecting enough of these things will unlock more levels in the Game Land option. Think of the Game Land option as the special stages of the game. There are seven different special zones to play through with three acts in each of them. When you finish all three acts within a certain special zone, you'll earn a Chaos Emerald. Collect all seven, and you'll unlock Super Sonic to play as in both normal stages and boss fights. Is it worth it? In my opinion, yes and no. Super Sonic is great and all, but I had to go out of my way to get several Red Rings. I even had to look up a guide to help me find a good chunk of them. The special stages are easy once you practice enough, it's just a matter of collecting all of the Red Rings, which, trust me, is easier said than done. Well, despite the short game length and pathetic difficulty, I'd say Sonic Colors is, overall, a fantastic Sonic game. Like I said in the beginning, I completely missed out on one of my favorite 3D titles, and I'm going to be hesitant on giving my friend his copy back. Sonic Colors is a great game for Sonic fans and platforming fans alike. It's got great game play, a simple story, a catchy soundtrack, beautiful scenery, and much more. Definitely a recommendation. Overall Game Grade: A Next Game: Sonic Lost World (That is, if I finish it in time. If not, the review will be a bit delayed.) (Disclaimer: I'd review the Nintendo DS version along with the Wii version, but I have no experience with it. I promise that if I ever get it, I'll do a small review once I complete it.) Reach for the Stars:
  14. Last week, I reviewed Sonic the Hedgehog's 2011 outing, Sonic Generations. When I finished the review, I gave the game a grade A. I get the feeling that, after I do this kind of stuff for awhile, I think people will get the idea that I'll like pretty much anything that has Sonic's name on it. Allow me to put those thoughts to rest early by reviewing a Sonic game that I DON'T like. Specifically, Shadow the Hedgehog. (Before you read any further, I'm just going to warn you; this review is going to be lengthy. You may also have had to have played Sonic Adventure 2 and/or Sonic Heroes to understand some story elements.) With that said, let me start by showing you the very first trailer for this game when it was announced in 2005. Well, the first one for the Nintendo Gamecube, anyways. When this trailer popped up, a lot of people thought it was an April Fool's joke. Nobody could see Shadow the Hedgehog packing heat, holding guns, and fighting aliens. But then, later in the year, we found out that the game was actually real. Unsurprisingly, the game failed among the Sonic Fanbase, me included. But, before I explain why that is, let's start with the story. We begin by seeing Shadow the Hedgehog staring into the evening horizon. While he does this, he ponders with the thought of what happened on the Space Colony ARK 50 years ago, when it was raided by G.U.N. and Shadow's best friend, Maria Robotnik, was shot and killed. However, since Shadow can't remember anything, he questions who Maria even is. But, before Shadow can get the idea to ask Sonic or his friends about it, an alien race called the Black Arms begins to invade Earth. As the aliens begin to run through the nearby city, the leader of the race, Black Doom, confronts Shadow. He tells the hedgehog that the Day of Reckoning is on it's way and tells him to bring him the seven Chaos Emeralds "as promised." Shadow questions what Black Doom is even talking about, but instead of Black Doom explaining things the him, he just causes some random explosions around Shadow and leaves him to find the emeralds. From that point, Shadow makes it his goal to recover the emeralds and find the answers to his past. The main concept of Shadow the Hedgehog is branching storylines. Each stage contains a maximum of three missions; Dark, Neutral, and Hero. Depending on which missions you choose, not only will it lead you to different stages, but also to a different ending when the storyline is complete. There are ten possible endings for the player to reach, and to get to an ending, you'll travel through six stages, depending on who you all yourself with. This would be a fresh concept in a Sonic game, but there's just one little problem with it; there's a final story that has Shadow ultimate stop Black Doom, and save the world from the Black Arms. I apologize if you're angry at me for spoiling it for you, but this final story makes the entire concept of the game completely pointless. What's even worse is that, in order to get to the final story, you need to get to all of the other endings to get there. This means you have to play through the game TEN TIMES. Because, like I said, you have to complete all ten endings if you want to go for the final story. As if the game didn't sound bad enough, I've gotta talk about the game itself now. In this game, you play as Shadow from start to finish. Shadow to get through stages using quite a number of techniques. Shadow can jump into enemies and use the homing attack, which are effective, but there's something wrong with the homing attack. If you try to spam the homing attack, you won't be able to deal damage with it. Back in the Adventure games, you could pretty much spam the homing attack as long as you were in close range with the enemy you were attacking. Here, you have to wait until Shadow and the enemy recovers from the attack before it can deal damage. It breaks any sort of flow or pacing you could have while on the move. There's also the spin dash and melee punches and kicks, which are both not very useful. If you want to do the spin dash, Shadow will have to come to a complete halt. After that, he has to charge it if you want to gain any sort of momentum with it. Like the homing attack, it breaks the pace. I could easily classify the spin dash as the most useless attack in the game, but that honor goes to the melee attacks. In case you aren't packing heat, and for some reason don't feel like jumping into or using the homing attack on enemies, Shadow can preform a combo of three punches and kicks. However, these attacks deal a poor amount damage, as well as have terrible range. Along with that, we have what's probably the most ridiculous mechanic in a Sonic game; gunplay. Although, while I find this concept just outright silly, the gunplay is actually not that bad. Enemies have health bars in this game, sometimes big ones at that, but with a gun, you can kill them in a matter of seconds. Sure, the jumping and homing attack work wonders on enemies as well, but the game really wants you to use guns, and they work pretty decently. Though, there's no manual lock-on function on these things, which is kind of a shame. Finally, Shadow wields two Chaos powers; Chaos Blast and Chaos Control. You use these powers by filling up one of two bars, a red bar and a blue bar. If you do bad things, your red bar will fill up, and if you do good things, your blue bar will fill up. When the red bar is maxed out, Shadow can preform Chaos Blast, an explosion attack that completely demolishes everything caught in the radius. When the blue bar is filled, Shadow can preform Chaos Control, allowing you to zip by a large part of the stage. Though, neither of these abilities are rather useful. When you fill up one of the bars, Shadow is not only invincible, but he also has unlimited ammo until the meter runs out. Personally, I prefer unlimited ammo over the Chaos powers, but that's just me. Although, it's hard to utilize all of these combat techniques when the control is bad. Shadow always feels like he went skating in butter before starting the adventure. This is most apparent when he's going at high speeds. I constantly find myself jumping all over the place to regain my composure and get some decent footing. Though, despite the slippery controls, that's not the worst thing about the game. That honor goes to the overall level design. The neutral pathway is all about just getting to the goal ring. It's a simple pathway that I think most gamers can get through without much trouble. As soon as we venture into the dark and hero missions, the issues of the level design slowly start to reveal their ugly selves. To start with, the mission structure is just terrible. Most of the missions consist of Shadow having to collect or destroy a large amount of items or enemies. Let's take the first level, Westopolis, for example. The hero mission requires you to find and kill all 45 aliens in the level. There are ONLY 45 aliens, so if you miss one, you're going to have to do some backtracking and spend possibly another two and a half minutes to locate it, possibly longer. To top it all off, there's no radar of any kind. You're completely blind when looking for whatever it is you're looking for. Second, the textures. A lot of the levels just look bleak and/or uninteresting, with at least one ugly shade of purple or gray in every one of them. It also doesn't help that these textures are recycled over and over. For example, Mad Matrix looks almost exactly like Digital Circuit and Lost Impact looks exactly like The Doom. Lastly, the levels can get way too long. Like I said, the mission structure is absolutely terrible. If you don't keep your eyes peeled, you'll probably be spending fifteen minutes to half an hour on a single stage. Take stages like Lost Impact, for example. To complete the mission, you to destroy every artificial Chaos in the stage. The level itself is just a confusing maze, because nothing stands out. There's no Eclipse Cannon room, there's no space view, there's no main bay, there's nothing here. Because of this, you could potentially take a good chunk out of the day just completing the level. In a nutshell, Shadow the Hedgehog is just a terrible excuse for a Sonic game. I could be talking about how bad the soundtrack is, the terrible multiplayer, the Expert mode, the characters suddenly swearing, and a lot of other things. But, if I did that, I'd be here for hours. Shadow the Hedgehog is a mixture of terrible level design, an insane amount of monotony, awful controls, and a lame story. Combined, they make for a terrible video game that only the most desperate of Sonic could find any sort of enjoyment out of. Overall Game Grade: F Next Review: Sonic Colors (Disclaimer: No, this review blog is not just going to be about Sonic. I'm just reviewing Sonic games until I get to Sonic Lost World, which will be the final review of 2013. When 2014 starts, I'll review more things beyond Sonic.)