While I won't go
into much detail about my experience with six button fighters, I will tell you
that Ancient Greek mathematicians can comprehend it. Ya see that's a reference
to how Greeks had no concept of zero, but that's not for you. That's for the
scholars who discover these reviews in a thousand years and wonder why this guy
wasn't appreciated sooner. But back to the topic at hand, my only real fighting
game experience is with the various renditions of Smash Bros. which are similar
to six button fighting games the same way Abraham Lincoln is similar to Colonel
Sanders. So I didn't go into Skull Girls expecting to be good. Instead I went
in thinking "I spent $10.01 to get this game and six others off Humble Bundle,
so I'm gonna get my (ridiculously small amount of) money's worth!" And I
did.Skull Girls is an indie fighting game that uses mechanics similar to Marvel
vs. Capcom with its own changes here and there. The controls are easy to get
used to, unless you intend on using the special attack commands in which case
you'll end up dying while figuring out how to do a quarter circle on a
keyboard. You could of course use a controller, but then you have to deal with
the unnatural control scheme of six button fighters on four button controllers.
But hey there's always those bulky, expensive, and insufferably difficult to
set up six button fight sticks that the pros use. Ya know what, why am I even
complaining? It's totally worth it to get one of those things when I got this
game from Steam's version of Goodwill. But enough about stupid generalizations.
Let's get on to what this game does well. The actual fighting is intensely
satisfying and feels like you're actually beating the crap out of your opponent
when you are, unlike some games where you basically just have to know that
you're winning. That type of game is something I like to call a "Numeric
Showdown" wherein the only way you're able to tell that anything is
happening is by seeing numbers go up and down, or sometimes hidden from view by
the sight of people poking each other. The antagonist to this is the type of
game where you can feel the game reacting to you doing well of tending by
ramping up the action or making it easier for you to keep on kicking people's
shit in. Skull Girls does both of these well, giving you easy access to huge
combo strings without making inescapable combos. The characters each have
unique ideas behind them each with their own back story that you can already
tell a lot of from just their appearance, but gets revealed in further depth in
the various renditions of the story mode. They also each have an outside the
box moveset that usually involves several ideas that you'd never see in any
other fighting game. Even the DLC characters (which I got for free
#humblebundledealhunting) have a ton of thought put into them to the point
where they're nearly indistinguishable from characters available at launch. To
demonstrate this, let's take my main, Beowulf, and look at him from a bunch of
perspectives. His character design is interesting along with his moveset design
(I mean, he hits people with a folding chair in so many different ways); he has
an awesome backstory in his story mode; his voice acting is exceptional; he has
noticeable work put into his animation; and his personality is a high point of
the game. Just look at his lines:"I'm 287 pounds of folded steel, and sex
appeal!""Step on board the AROO train!""The line for
autographs starts here!""Say your vitamins and eat your
prayers!""Everything I say is a catchphrase!"This, ladies and
gentlemen, is DLC done right.As I'm writing this, Skull Girls with all its DLC
is still on Humble Bundle for a few more days, so I'd check it out if I were
you. Now, if you'll excuse me, I have like 5 other games to play. All in the
name of charity of course.
Sunday, October 11, 2015
Tuesday, September 15, 2015
Game Review #6: The Legend of Zelda: A Link Between Worlds
Today, I'd
like to start the review with certifiable proof that GameStop wants to kill
you. Earlier this summer, I entered GameStop intent on buying a Zelda game. I
ended up having to pick from the 3DS titles, and guess what they maniacally put
right next to each other? A Link Between World's and Majora's Mask 3D. So,
while my parents waited for me in the car, I stood there in the 3DS section of
GameStop, staring at two games, deciding if I wanted Nintendo to feed off my
unfiltered nostalgia from a top-down perspective or a third person perspective.
My final decision was A Link Between Worlds due to the fact that I knew just
about nothing about it to begin with and I figured it would be a much more
fresh experience for me. One of the worries I had was the idea that it was
going to be difficult and actually make me think. The first time I played
Ocarina of Time, I actually had no idea what I was doing at all and when I
finally looked at a walk through, I wondered how I was supposed to think of things
like this on my own. That's not to say I thought it was a bad game. I just
didn't enjoy its puzzles because I thought they were too god damn hard. And I
know they were supposed to be rewarding to realize what you're supposed to do,
but they just never were for me. Well, before I piss off OoT fans anymore, let
me say that when I finally got into A Link Between Worlds, I was pleasantly
surprised to find that it was a lot easier than most Zelda games. I only had to
consult a guide once or twice for the main completion. It's usually pretty
obvious how you're supposed to interact with the environment and if it's
something you don't know about yet, then the game will outright tell you what
you're supposed to do but it never feels like the game is holding your hand.
Realizing your objective feels rewarding and almost tricked me into thinking
that I was smart a few times. Damn deceiving games.
The thing
that makes this game unique is that it takes "open world" a step
further by not only letting you go to any part of the map you can get to, you
can also get to these places whenever you want because you have to access to
all the items from the beginning and, after a certain point, you can do the
dungeons in any order. To get most of the main items, you have to either rent
them for a low price or buy them for a much larger price both from a hilarious
little bunny man who stole your house (which, by the way, tortured me by having
a Majora's Mask decoration on the wall). This however doesn't take away from
the exploration aspect of the game. Instead of finding a useful item in a
dungeon, you'll find chests with large amounts of rupees or keys to get further
in the dungeon or, in special situations, more obscure items like better gear
or ways to upgrade your weapon. And since you can do dungeons in any order, you
can have two playthroughs where you have completely different gear at different
times. Maybe you want to get the better clothes more than you want the Master
Sword upgrade; then, you can go to the dungeon with the clothes before you go
to the ones with the Master Ore. Or maybe you want to get the Sand Rod as
quickly as possible so you can do the Sand Temple; then, you can go to the
dungeon that unlocks the Sand Rod in the item store first. On top of all that,
there's also a huge collect quest to find 100 little shellfish and figure out
how to pick them up in various ways, and with each multiple of ten you go
through, you can upgrade one of your purchased items. The system of heart
pieces of course returns. And now that all that is out of the way, let's
address the elephant in the room, or rather the painting of the elephant in the
room. This game's main catch is its new ability to merge into the walls as a
painting to cross gaps, sneak up on people, and pop things out of the walls
when they're stuck in them. To be honest, this may be my favorite special
mechanic in any Zelda game. While I do enjoy masks (stop thinking about that
game, Jack!), the merge mechanic added a simplistic yet brilliant puzzle
solving mechanic that was also quick and easy to use. Also, the limitation of
having a specific energy bar that you need to work within the constraints of is
incredibly fair and challenging and, being tied in with your items limitations,
makes it important to take your time, strategize, and refrain from spamming
these abilities.
The story is one of my favorites,
possibly even topping Skyward Sword in that respect. This game adds Lorule,
Hyrule's uncreatively named counterpart, as a setting for most of the game,
much like Termi-NO NO NO NOT THIS AGAIN. Anyway, there's a guy trapping sages
in Picasso-esque paintings and you need to get the Master Sword to beat him. Oh
no, Zelda's gone again? Better go through this crack in the wall. Completely
new world? No biggy. Ganon's back. Sure, bring it on. Wait, a new princess?!
Sign me up for that! Oh, I have to go find the sages. Fine. And that's all that
I feel the need to say about it. It's simple, but it's still a great story
perhaps even because of this simplicity. Maybe that's why I like this game so
much. It's simplicity in both story and gameplay really helped this game. It's
easy to pick up casually and just play for a little and then go do other stuff.
And for those of you who are worried that you need to play A Link to the Past
to fully enjoy this game, bear in mind that this entire review was written by
someone who's never played A Link to the Past although now I intend on it since
this game was so amazing. Now if you'll excuse me, I'm off to play Majora's
Mask 3D because I had so little will power that less than a week later I
went back and bought it too. And that, kids, is the story of how I learned the
true meaning of corporate manipulation.
Monday, September 14, 2015
Game Review #5: Pokemon Omega Ruby (and basically Apha Sapphire)
Pokemon. Ok,
now that you've already decided that this is the best review ever, I'm off to
go enjoy the astounding praise that will obviously never end. Goodbye.
Oh what's
that? You're still here? What more could you want? I mentioned Pokemon, left,
chugged a Redbull, and then posted this online. Perfect review right there!
Fine, I'll make a better one.

If it hasn't
dawned on any of you yet, I'm pretty damn young. Like,
born-the-same-year-Majora's-Mask-came-out young. So, by the time I was into
gaming, Pokemon was going nowhere but up and I was their stereotypical target
audience. Like seriously, Google "child that probably loves Pokemon",
and you'll find a little me in your search results. So, yeah, Pokemon has
always sort of been one of those childhood things that I'll always go back to,
right next to Yugioh and Kraft Macaroni & Cheese. And, on my most recent
trip back to it, I took a trip down memory lane with Pokemon Omega Ruby for the
3DS, a "remake" of Pokemon Ruby for the GBA, remake in quotes because
this new one has so many differences, most people think the explanation is
literally parallel universes. I picked Omega Ruby over Alpha Sapphire for
really no other reason than Groudon looks cooler. The differences between the
two really aren't that big if you really think about it. I mean, the teams
switch places but that doesn't affect much of anything.
So the first difference between
the remake and the original is, of course, the fact that's it's 3D unlike the
original 2D version. The art style almost makes me think of a 3D version of the
anime. It's definitely not trying to look super next-gen but the graphics look
smooth more than anything. Also, several characters were redesigned or were
changed in some way in the story. Archie and Maxie look very different in ways
that reflect their drastic personality changes, Maxie becoming a scientist and
Archie becoming a full-on pirate. The role of your two rivals, May and Wally,
are improved, May battling you more times as well as being more of an ally to
your character, and Wally being more likable than before and evolving his Ralts
into a Gallade instead of a Gardevoir (most likely because just a year before,
Pokemon X/Y's champion used a Gardevoir as her boss Pokemon). I personally
loved what they did to your rivals, since I always thought that the rival
system in Ruby/Sapphire was done completely wrong. I thought May was underused,
disappearing after your third or fourth battle with her, and Wally was
annoying. As for Steven, I love his redesign more than anything in the entire
world. Dropping his baggy outfit for a fitted suit, Steven is constantly
referred to as a "pretty boy" or "handsome" or anything
along the lines of that. And to be honest, I couldn't help but agree. I mean,
I'm not gay or anything... Not that there's anything wrong with that...(crap,
this is going south fast. Think! What do people like?) HEY, NEW MEGA
EVOLUTIONS, HUH? Since this is a remake, new Megas sort of take the place of
completely new Pokemon in a main title. I actually enjoy just about all of
them. Mega Sabeleye is my favorite Mega, Mega Sceptile reaffirmed my love for
Treecko, and Mega Rayquaza literally had to be banned from the banned tier.
Nintendo be like "You got a problem?" The problem I had with Mega
Evolution in this game, though, is the way it's sort of forced into the game.
The scene where you go to the island with one of the Eon Duo and it sort of
just joins your party always felt like it came out of nowhere. And that's sort
of the thing that made me realize that from now on, every Pokemon game is gonna
have to either treat Mega Evolution like its the most important part of the
game or just throw it in there like its nothing and neither is all that great.
So in closing, although I don't usually do numerical ratings, if I were to give
this game one, it would be 7.8/10 for not enough water. Now if you'll excuse
me, I'm off to go shiny hunting. By the way, if someone wonder trades you a
level 1 Cyndaquil, you know who it's from.
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