Tetris has changed, apparently. There are so many versions of the seminal block puzzle title that small variations can make all the difference in selecting which one to play. I have spent my time with Tetris almost exclusively on the NES and Game Boy, and have been surprised at how difficult it is for me to accept how the game controls on other platforms. I gave the recent PSN iteration a spin only to find the change in what the up and down buttons do quite debilitating. I like to think I'm pretty good at Tetris, but faced with the option of reeducating my synapses, I've decided to stick with what I know.
This revelation has left my desires for fresh takes on the Tetris formula to come from games that diverge significantly from the original structure (Tetrisphere, Tetris Attack, etc). This way I wouldn't have to overwrite any of those twitch instincts I've have developed over the years. This must be the sort of thing that drives the hardcore fighting game community crazy as their prized title gets tweaked in successive sequels and updates. I own a copy of Street Fighter: Anniversary Collection which allows you to select 5 versions of Street Fighter II Chun Li's. To the uninitiated, it's confounding.
In no way did I expect Not Tetris 2 (NT2) to tie into any of these issues, because it appeared to be more of a mildly amusing gag than a real game. NT2 is visually the Game Boy version of Tetris, monochrome design and all, but with a physics-based play structure. It's pretty amusing to have pieces capable of 360 degree rotation, bouncing and spinning off one another, and ultimately building an unfixable mess that fills up the entire space. When I first began playing NT2, it was just that; actually playing well seemed not only impossible, but against the tongue-in-cheek spirit of the game.
But I kept playing it.
The goal shifted from simply figuring our how to play NT2 to how achieve a higher score. This is something that in the long term, my old Tetris games never truly provided because they're lacking an internal battery to retain leaderboards. I developed various strategies to best tackle NT2. Firstly you have to approach block stacking with greater patience and care than classic Tetris because of the delicate rotational balancing required to place pieces in specific crevices. You can press a piece up against the side wall to get it in a "right angle" position, which is helpful to maximize your early game before things get messy. If you've got a decent pile built up at the bottom, I found that holding the "down" button as you place new pieces will slam them with extra force that can occasionally trigger a line clear somewhere below (line clears are based on horizontal block density).
I could continue divulging my strategies, but I should note that I reached a point where my feelings toward the game turned about face: I hit a 9999 point cap. This made me feel conflicted about the whole play experience. It seemed like maybe I had been playing something that wasn't really meant to be played. I come from an art background, which has taught me that you shouldn't always believe what an artist says about their own work. Artists have every right to lie about what a piece means or what their inspiration was. Heck, maybe the explanation is its own separate piece of performance art! Was NT2 a game, despite itself?
The amount of time I spent with NT2 dropped dramatically after reaching the cap. Modern story-driven games add meta-game achievements, side quests, and multiplayer modes to flesh out their worlds, which also keeps us playing them longer. Old arcade games like Tetris need that high-score mechanic to incentivize replay. I suppose in this regard that I've "beat" NT2, but that's not something I'd quote in the game's favor, even if it's cool to say about a Tetris game.
Not Tetris 2 is definitely worth experiencing, but as for seriously playing it, that depends on personal discretion, and perhaps a releveling of what to expect from a free, interactive experiment. Download Not Tetris 2 for free here.
Monday, December 26, 2011
Monday, November 14, 2011
Review: Metroid Prime 3: Corruption (Wii)
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The game opens strongly with an intense Ridley set-piece, but quickly turns chatty with the introduction of military commander types, sentient computer brains, and a butt-ugly cast of tag-along bounty hunters. Samus, like fellow Nintendo mascot Link, remains quiet through all this, coming off increasingly like a silent film actress who's just been cast in a talkie. I could relate to Samus' stoicism though, as it seemed the less said, the sooner conversation would end and exploration could begin.
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The impressiveness of the motion controls actually comes through pretty wholesale, which leaves me dumbfounded as to why there weren't more FPS-type games on the Wii. MP3 decoded a fluid way to use the Wiimote/Nunchuk combo to turn a Prime series entry, traditionally referred to as "first-person-platformers," into a legit shooter. MP3 is still a shooter in a different class than modern military fare or even closer-in-setting Halo mechanics, but an action oriented game nonetheless. This is especially prevalent during the Leviathan boss encounters, which require you to use most of the tools at your disposal and, most importantly, to actually aim. When fighting tougher enemies you can lock your sight onto a particular weakpoint, but you still must free-aim Samus' arm cannon, which makes for some welcome wrist-cramping difficulty spikes in an otherwise breezy title.
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The worlds of MP3 are in the same vein that you've come to expect from this series: lush organic environments juxtaposed with bio-mechanical factory garb, but the linear pacing of the plot and the ability to fast-travel with your dropship often leave you feeling like you're following orders instead of exploring the worlds to figure things out for yourself. One could lodge a complaint against the previous Prime games for the amount of time spent backtracking and walking through already-cleared rooms to get where you want to go. Prime 3 admirably solves this problem by allowing you to secure dropship landing sites to quickly move across the map. What this adds in ease-of-movement it loses in isolated immersion, a franchise keystone. Samus is never really stranded anywhere, she's just a tourist, popping in to have a bit of fun before taking off to do the same somewhere else. Mission objectives are boilerplate space marine droll too (power down the enemy defense shield! again!) leaving the moment-to-moment gameplay to hold your interest. Only the wrecked Valhalla space barge left me actually asking questions instead of simply pressing a button and moving on (though you do just that at the end of the Valhalla too).
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MP3 is extremely balanced and well-polished, so much so that it can feel like Samus is toying with some kind of virtual training simulator instead of actually going out and being a hero. The action is tightly executed, but in an attempt that appears aimed at easing more casual players into the series, the dialogue-heavy mission assignments negate some of Samus' independent spirit. I'm not saying I think games need to be self-congratulatory, but Samus is supposed to be a rogue bounty hunter, right? Where's the grand reward?
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Sunday, July 10, 2011
Review: Pokemon Puzzle League (WiiVC/N64)
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The core gameplay of PPL is a tile swapping puzzle game, known to long-time importers as Panel de Pon. You are confined to a rectangular column wherein tiles ascend from the bottom and you must switch them left and right to match three same colors in a horizontal or vertical row, making them disappear. From that basic mechanic you can also chain combos together for a higher score or to dump junk blocks into your opponent's column in head-to-head competitive mode. If you played Tetris Attack on SNES this is probably sounding familiar.
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It's a relatively common thing for Japanese developers to take classic puzzle franchises and reskin them for Western audiences (think Dr. Robotnik's Mean Bean Machine), but PPL seems to go that extra mile with its supplementary content. The resulting world is pretty silly, with its paper-thin premise and goofy cartoon tie-ins, but it does serve to bulk out the puzzle gameplay, and do so with a sincere charm.
Wednesday, June 22, 2011
Review: Cave Story (WiiWare)
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For most people who play games, the side-scrolling shooter/platformer, Cave Story, came at a time when it could provide a superbly constructed retro experience, serving as a welcome deviation from Call of Duty and Gears of War clones. I've actually spent time playing 8 and 16-bit era titles more than anything else lately, which makes for an interesting juxtaposition. Since Cave Story gets by a lot on its old-school charm, I felt like the nostalgic hook didn't quite grab me as I assume it did for others; the soundtrack being one example. This did allow me to judge the gameplay and story more on its own merits though, and directly compare it to its latter day in-genre competition.
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What's more nonsensical is the story, which is hard to get behind as the serious dramatic epic it seems to be attempting. You play semi-amnesiac Quote, a humanoid robot and post-war relic who finds himself on a strange floating island inhabited by a race of talking rabbits. Turns out an evil doctor has kidnapped most of the rabbits and is turning them into rabid killing machines with the intent of unleashing them on Earth proper, and it's up to you to stop him. I've never really seen Lost, but I like to imagine that plot plays out similarly. There's quite a bit of dialogue here, and it seems like the game's developer really wants to to feel for these characters, but ultimately when we're talking about preventing a glorified rodent infestation, the impact just isn't there. There was a time during my playthrough when a prominent character died, and I only found out by reading online that the sword he gave me was his dying gift. Who knew. Unfulfilled gravitas aside, I did enjoy the emphasis on mystery and detail-unraveling in how the story is told. Things play out like a talky version of Metroid, a narrative approach of which I'm a large supporter.
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As a love letter to classic videogames, elegantly crafted by a single individual, Cave Story stands as a tremendous achievement. Sure you can download this as freeware on your computer, but I think the WiiWare pricetag of $12 justifies itself with additional modes and enhanced graphics and sounds. Since the 8-bit pixel art doesn't really do it for me all on its own, I appreciate the higher fidelity of the upgrades. Though I'll probably never play those additional modes, I'm happy to see the effort put forth to add value to this as a purchasable product. Cave Story is a pretty unique retro adventure title that, lack of "cave music" aside, pleases much more often than disappoints.
Tuesday, May 3, 2011
Review: Super Mario World (WiiVC/SNES)
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I possess a long-standing fascination with floating platforms in games, and even though SMW doesn't really dig into that meta-game analysis, it does make you think about platform placement and level construction. Maybe it's just that the era when the platformer was the dominant game genre is behind us, but SMW is a perfect poster-child for what a well-honed 2-D platformer can achieve. This is something that modern games have a difficult time replicating without exuding nostalgia or at least coming off as largely referential to historical material. It's hard to think back to a time when Yoshi made his first appearance, and was brought on for broad gameplay variance, instead of existing as a callback or one-off power-up for use with an individual sequence.
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Friday, February 11, 2011
Review: The Legend of Zelda: Twilight Princess (GC)
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Unfortunately, for as good a game as Twilight Princess is, a lot of the systems and story beats also feel like they're something you've played on an older system. The "dual worlds" theme was done back on the SNES, and the gameplay and items systems are heavily based on Ocarina's well trodden inventory. You'll be none too surprised to find out that at some point a mystical object is broken into several distinct pieces and scattered across the land, and the only way to recover them is to navigate a corresponding dungeon for each. Forget Ocarina, if you've played the original Legend of Zelda on the NES, you know how this is going to go.
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For most franchises, the preceding list of grievances would have you believe this game was nothing but a disappointment, but Zelda is a series with such time-tested gameplay structure and clever design, that drawing heavily from the well guarantees quality that at least approaches the genre's high-water marks. Functionally, most everything here flat-out works. If you've played a polygonal Zelda before, you'll feel right at home with TP's Z-, er, L-targeting, its lack of "jump" button, and its item usage. These aspects may not have changed, but everything does feel a little suped up. As examples, you can combine bombs and arrows to shoot exploding projectiles, use not one, but two hookshots (called "clawshots' here) to cling from wall to wall, and learn a series of helpful sword techniques that make dueling more dynamic than it's ever been in a Zelda game.
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The list of stellar design choices carries beyond just the Twilight Realm. There's the gorgeous Snow Peak mansion dungeon which is like no "snow level" I've ever played before. I'd also like to note the "Hyrule Field Night Theme", which perfectly embodies the feeling of adventuring out into the woods in the dark, both calm and tense at the same time. Then there's the addition of the plucky, occasionally devilish sidekick Midna, who not only acts as your reference guide, but also brings plenty of color to the game's business-as-usual narrative. These pieces are just a small smattering of the ways in which TP successfully avoids a full-on retread of franchise trademarks, and in turn, offers something new to the Zelda-faithful.
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