Showing posts with label snes. Show all posts
Showing posts with label snes. Show all posts

Sunday, December 30, 2012

From There to Here: Super Metroid (WiiVC/SNES) Review


I've been living in New York City for almost 6 months and I still get lost all the time.  Even with pre-trip research, I regularly go the wrong way or pass my destination.  Typically, before venturing out of my apartment I'll Google Map my destination to look for nearby subway stations, and if there is one in close proximity I'll open a subway map pdf to plot my route.  If there are no nearby subway stations I'll Google Map driving directions and look for parking options.  Planning the expedition is a task in itself, but that plan can be easily derailed by any number of unforeseen variables once I finally hit the trail: road construction, poor signage, or faulty GPS, to name a few.  It seems like I'll just need to learn from experience and refine my transportation instincts to the point where I just know where I'm going.

The universality of this experience could be why a video game like 1994's Super Metroid has such lasting, broad appeal.  The Nintendo keystone has topped numerable "best game ever" lists, and inspired plenty of imitators, even this year.  And deservedly so, it is a great game.  Super Metroid has action and atmosphere, but the core of the game is traversal and cartography of the alien planet, Zebes.  The world of Super Metroid is full of bizarre underground passageways.  It's not unlike the NY subway system: dark corridors, deadly electrified pits, and an air of toxicity.  When you enter a new room in Super Metroid, the in-game map draws a pink square on the pause menu's graph paper background.  Additionally, I kept a full world map with detailed legend beside me on a laptop for further reference.  I constantly paused the game to get my bearings and see which spaces I hadn't visited or fully explored.  The map system is helpful for waypointing, but before I'd gained an understanding of the intricacies of Zebes' layout, I had to blind-jump in and hope for the best.

When I forged my own path, putting myself out there in the world, no amount of planning could have fully prepared me for what I might have encountered.  On roads and rails, unexpected late-night track maintenance, station closures, or unpredictable expressway traffic have cast doubt upon my carefully constructed plans, and occasionally motivated a change in course.  The maps I carefully scour before heading out the door are only the system in abstract with limited applicability.  Even Google Street View, which let's you see what buildings look like from the street, can be outdated and misleading.  Super Metroid parallels this disconnect.  When a Map Station is discovered, you can download a rough blueprint of the surrounding area, but it's incomplete. There are huge gaps between rooms that I had to chart myself, which pushed me to engage with my surroundings in real-time.  I didn't know exactly where I was going, but the only thing sacrificed was efficiency, which is, ironically, the element of most concern for commuters.

Meandering exploration is the name of the game in Super Metroid, but most often when navigating big city transit, time is of the essence.  Given the similarities between navigating real and virtual spaces, it's not happenstance that Super Metroid is one of the most popular games for speedruns: attempts to beat the game in as little time as possible.  My playthrough took about 9 hours with an 87% completion rating, but the fastest single-sgment run through the game is 32 minutes at 14%.  Someone even made a 100% run in 48 minutes.  I'm guessing these folks probably know how to get to work on time.  New York is a massive place to explore, and while there is no 100% completion rating, you can figure out how to get from point A to B with as little trouble as possible, at least in theory.  Super Metroid presents the player with an environment where seeing everything is attainable, where the systems are predictable and mechanics are flexible enough to be used more effectively by dedicated players.


When it comes to NY transit, I'm mostly at the mercy of the system, but there are ways to use knowledge of that system to better handle random variables.  When I commuted to work in DC, I knew the exact subway door to enter so that I would exit right in front of the escalator at my destination.  I was pretty proud of myself.  At several points on my way into Manhattan from Brooklyn I can switch to express subway lines that make fewer stops and arrive downtown in a fraction of the time.  I could pour over subway schedules and use the MTA's online trip planner, but show me a public transit system that runs on schedule to the minute, and I'll do something equally unbelievable.  As a result, I just go to the station when I'm ready, and peek out at interchange stations to listen for incoming express trains.  It requires quick thinking, and forces me to learn where all of the lines stop since multiple lines might come through one track at a transfer point.  If no express train is nearby, I can take a gamble and step out and wait for it or take my chances at the next station interchange.  I'm getting better, but like to imagine what I could do with a Grapple Beam.

Decoding Super Metroid's environment moment-to-moment is what makes the game satisfying to play.  The basic gameplay mechanics involve running up against puzzling obstacles with unique visual traits and searching for power-ups that will increase your repertoire of abilities to overcome them. The game's non-combat puzzles ask you to use the correct ability to get from one space on the map to another.  I reached a point where I worried that I had pushed ahead to far, too fast, cutting off my return route and unable to progress forward.  I thought if only I'd consulted the map more thoroughly, I could have avoided the predicament, and I was on the verge of starting the entire game over.  I cross referenced no less than 3 maps, with no apparent answer.  Luckily, after much critical thinking, bomb blasting, and wall jumping I figured out a solution that showed an avenue forward and, eventually, a way back.  I had to play to figure out the right path.  Crazy, I know – a video game that required me to play it.

Even though Super Metroid pulls from the same strange-person-in-a-strange-land feeling that mimics the experience of learning your way around a big city, it's tremendously fun.  That's more than you can say for your average bus ride.  This is where the science fiction fantasy of Metroid comes in to play.  Metroid games are known for their isolated atmosphere and slick sci-fi armaments.  A sure way to look lost or worse, uncool, while riding the NY subway is to pull out a map for reference.  Samus, on the other hand, equips a stylish X-Ray Scope and scans the environment for clues.  Also, she's always alone, so no one is there to give you a look that dismissively mutters "tourist," providing a safe space to be overly meticulous.  Even if someone else was there, remember, Samus' right arm is a laser cannon, so, 'nuff said.

When it comes to traversal Super Metroid behaves like a metropolis in microcosm, albeit a fantastical one.  It takes the challenging aspects of learning to navigate a major city transit system, but substitutes mundane actions like "board the subway car" and "sit in traffic" with entertaining space opera fare like "open the door with a Super Missile" and "freeze the flying jellyfish with an ice beam."  It's not that Super Metroid has helped me feel my way around New York City or that learning the subway has changed the way I approached the game, but I did relate to Samus more than the typical silent protagonist.  "Finding your way" is a concept that travels effectively between fiction and reality and across age groups.  It's a concept that, surprisingly, I empathize with more literally as an adult than I would have when I was only 11 back in 1994, – a testament to Super Metroid's enduring cultural significance.

:top photo modified from Christopher Allen:

Sunday, January 22, 2012

Review: The Legend of Zelda: A Link to the Past (WiiVC/SNES)

Should we review old games as artifacts or in the same light as their contemporary brethren?  Even if a new title is released with decidedly retro stylings, does its position upon release matter more than any time in the future?  The relevancy of art often fluctuates based on where a society or individual is in their lifespan at a given point in time.  I wonder how people 10 years from now will view retro-styled games produced in 2010, 2011, or 2012.  Will they be seen as artifacts the same way as games from the 1980s, or has this pixel-art fetishism somehow put things on an even keel?

I've now played every console Legend of Zelda game with the exception of Skyward Sword.  Most recently I took my maiden voyage through the oft lauded SNES entry: A Link to the Past.  It's impossible to view this game in a vacuum where I can unremember collecting the Triforce some 7 times prior.  Yet it's also unrealistic to expect this game to be iteratively better than say, Twilight Princess.  Considering these factors and most of all my general adoration for the Zelda franchise, I was still truly stunned to find myself in an early dungeon of LttP almost totally lacking the desire to continue forward.  Ultimately I did push on, partly due to my self-inflicted charge to finish games that I purchase, but also because I possessed optimism that this version of Hyrule could grow on me.

LttP is the template for almost every Zelda game that has followed it.  I had assumed that these precursory duties belonged to N64 showpiece Ocarina of Time, but now understand that game more for what it did to change how the series' core mechanics were implemented.  The structure of the Zelda game and its modern tropes fall square on LttP's shoulders.  Master Sword?  Check.  Parallel worlds?  Check.  Spin attack?  Check.  Some of these traits are more integral than others, but my point is to illustrate how far-reaching and specific LttP's role as a mold for the franchise was and how difficult it is to play in 2012 as anything other than a piece of history.

In light of Nintendo's recent bend of pedantic in-game instructions for how to use Wii controls, it's refreshing to play a Zelda game that hearkens back to simpler times when you could press "start," enter a cave, pick up a sword and begin an adventure.  A pitfall of this strategy is that it requires a high level of preconceived curiosity and exploratory desire on the part of the player that is more difficult to achieve when the world is somewhat familiar and lacking the visual "awe" factor that usually accompanies these flagship titles at initial release.  Additionally LttP offers a decent amount of player choice, which is always neat to see in older games, but once again this relies heavily on your own initiative since the game merely suggests where to try next, rarely narrowing where you can actually explore.

Put in perspective of the whole Zelda bloodline, LttP feels the most unique in its dungeon layouts.  You know the drill when it comes to the objective list in a given dungeon: fight enemies, locate map and compass, unlock doors, pull switches, discover special item, and defeat the boss.  However, the physical blueprints for these levels use verticality to add a dimension that was not a part of previous 2D Zeldas (I can't speak to DS entries).  This is implemented in individual spaces with ladders and staircases that lead to higher ledges and walkways, but also on a more macro level with the dungeons being multiple stories high.  In a single room this changes the way you approach enemies, perhaps prompting you to remain on higher ground, hurling pots at enemies below instead of jumping down into a sword fight.  Considering the entire dungeon as a puzzle, some rooms are placed directly above others, encouraging you to blow holes in the floor to gain access to depths otherwise unreachable.  This puzzle design sensibility has been carried into the polygonal Zeldas out of necessity to make a compelling three-dimensional experience.  In LttP the verticality feels truly innovative; it's version of Hyrule might not be "round," but it's definitely more than just a flat surface.

I began to approach sitting down to play more LttP similarly to filling out a Sudoku, as it required me to be in the mood for solving that particular brand of puzzle.  I feel a little bad constantly conjuring up references to other Zelda games in this review, but how else can a game like this be evaluated in 2012?  It's a franchise so staunchly rooted in its formula that it would almost be like writing a Madden review that doesn't acknowledge the previous year's game's existence.  Often with Zelda games, style differentiation is enough to warrant giving each entry a try.  Nintendo consistently trots out top-notch art direction no matter how underpowered the hardware they work with may be.  Perhaps Zelda games really are meant to be played exclusively around the time they originally come to market.  This allows enough time between doses to build the demand for a new version, while the visual changes make things appear just different enough to distinguish it from the last one.

On the other hand LttP is still a game worth playing on its own merits, as many of my gripes are personal in nature.  Uncovering the original appearances of so many Zelda standbys was a pleasant surprise.  The overall difficulty was spot on.  There's little more thrilling in an action sequence than besting a powerful foe by the skin of your teeth, which LttP offered more than a couple times.  I wouldn't say the game ever really got its hooks in me, but it came closest with its brainteasingly tricky puzzles.  I faulted LttP's early game for asking the player to bring too much curiosity to the table, but once I began accomplishing the games tasks, their occasionally harrowing nature had me intrigued enough that I was eager to see what else those clever Nintendo developers had up their sleeves.

Completing Twilight Princess granted me with a cautious optimism for the future of my beloved franchise, but A Link to the Past has left me with a sense of acceptance that Zelda is what Zelda is.  What it is is something pretty grand though.  It may be built around a formulaic structure, but it's a system that works.  My only fear is a personal one: that I've exasperated this series' magical hold on me.  Though, since I've laid out that I think these games are optimally played when they're most current, I suppose I should withhold judgment until reporting back post-Skyward Sword.  The fact that I'd even seek to play more Zelda after this must count for something, right?

Tuesday, May 3, 2011

Review: Super Mario World (WiiVC/SNES)

Having only ever played Super Mario World in brief spats on friends' SNESes, I went into my full playthrough with skepticism. Sure, I had confidence that this would be a satisfying game, but many enthusiasts herald this as the best Mario title to date. From what I had touched previously, this hardly seemed the case. Now, with numerous castles, ghost houses, and another Bowser battle under my belt, I can see where that stunning appeal comes from, even if it doesn't strike my fancy to quite the same degree.

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.

What I liked best about SMW was the way it mixed elements of action, adventure, and puzzle solving in a fashion I don't recall another Mario game doing. The action side is largely what you'd expect if you've played a Mario game since Super Mario Bros 3. There are power-ups that let you fly and throw fireballs, and, for the most part, jumping on enemies heads still does them in quite well. That said, if you've somehow only ever played the original Mario Bros, you might be surprised at just how complex the action system has become. On the adventure tip, you navigate levels via an overworld map, complete with branching and reforming paths. The map is good at letting you know when there's something secret in a level without giving away the answers. Every level doesn't need to be completed to beat the game, but since you can save progress, you have the luxury of taking your time to explore and replay levels without fear that the electricity might go out. A significant part of the adventuring is intertwined with the heinous puzzles that meter out the exploration phases in ways that require strategic item gathering. The most difficult puzzles are totally optional, but are pretty satisfying brain teasers that taunt you to give them a shot. Part of the reason I like the puzzles so much is because at their core, they can be solved by intelligent platforming. Thus SMW doesn't balloon it's gameplay by bolting on other genre mechanics, but instead, expounds upon the intricacies of its core conceit. The result is a game that justifiably places itself on top of the platformer pile, and serves as a substantial step forward for game design at the time.

This dedication to form is what often makes Nintendo games great, but I could have done with some tweaking to particular elements of SMW. In comparison to SMB3's raccoon tail, the feather cape seems needlessly complex to control, especially in parachute mode. Coupled with the fact that none of the puzzles I completed seemed to require the gliding function (82% completion), it seems unnecessary. Then of course there's Yoshi, who I do not outright dislike, but find that I prefer not using him unless I have to. For me, using Yoshi changes the game a little too much, to the point where I'd rather just have a Yoshi game instead of putting him in a Mario one. I ended up more or less using Yoshi as a shield since you can sustain a hit while riding him and not take any damage other than losing your mount. You can wager a guess that I don't care for using the feather cape in conjunction with Yoshi either. Maybe it's the blatant disregard for physics, but, yeah, not a fan. As a small aside, the designs of most of the new enemies unique to SMW seem pretty uninspired, and it's no wonder that they haven't really shown up again since.

I appreciate Nintendo taking these risks though. They wanted to increase the complexity of their platform hopping game while also iterating on the blockbuster success of SMB3, all while positioning itself as the killer app for Nintendo's new 16-bit console. The list of games that have even been in that situation is pretty small, and shorter still for those that actually deliver on the bulk of their ambitions. SMW is such a game, but in some ways it actually feels remarkably humble. This feeling could have more to do SMW standing in contrast to the modern Mario's franchise-driven market saturation. Name a genre and there's a Mario version of it. SMW was Nintendo building upon an already solid foundation, but also venturing into innovative territory that so much iterative design is afraid to do. Sure, not everything works perfectly, but a lot of that is user preference. The brilliance of SMW's design is that there are multiple options for how to play a level, and one of those almost always feels spot on.

Wednesday, March 17, 2010

Review: Final Fight (WiiVC/SNES)

Unlike the other older games I've reviewed on the site so far, I played Final Fight back when it was current. Though I'm sure I previously touched the SNES port I'm evaluating here (via Wii Virtual Console), my primary experience with it was in the arcades. Unfortunately the console port loses some key components of Capcom's original product. That said, this is still classic beat 'em up action with iconic characters and late-80s style at its most ridiculous.

Structurally, Final Fight is incredibly simple. The plot is no more than a save-the-kidnapped-girl story while the game plays as a basic two-button brawler. However, the strongest appeal of Final Fight is its style, which melds perfectly with the rudimentary backdrop. You play as either Metro City Mayor, and former pro wrestler, Mike Haggar or streetwise roughneck, Cody. The level of cheesy machismo on display here is at superhero action figure status, where musclebound, often bare-chested thugs will take you on in the streets, in subway cars, and across other rumble-worthy locales. In between tussles you can bust up barrels to reveal large plates of barbecued meat, which act as health items. The wrestling motif also continues with set-piece fights staged in a boxing ring and in a steel cage match. One reoccurring enemy is Andore, a 16-bit replica of legendary grappler Andre the Giant. In fact a lot of the bad dudes in Final Fight could be interpreted as homages to WWF heel characters. You have to be able to extract value from this kind of dumb, sweaty-guy soap opera source material to appreciate the vibe Capcom was going for with Final Fight because they absolutely nail it.

Pro wrestling and John Carpenter film references aside, the gameplay mechanics of Final Fight hold their ground. As with many games of this type and era, the solutions to the game's challenges often involve very game-y tactics. For example, enemies frequently fly off-screen after taking several punches, and instead of waiting for them to come back, it's most efficient to walk to the edge of the screen and rapidly jam on the attack button as the gang members continually waltz into your blind jabs. It might seems strange today, but this was just the way games played back then, often acknowledging space outside of the viewing area, but only allowing the player to partially access and exploit it. One could draw the connotations between this and the knowledge that pro wrestling is fake. Knowing this might cause some disillusion, but allows for a more honest appreciation (or disgust) of what is actually happening.

With those positive aspects of Final Fight laid out, it's worth addressing the porting issues that make this Wii Virtual Console version of the SNES game not the quality of product that a fan of the arcade game would hope for. A quick list of problems and omissions is as follows: no two-player cooperative play, only two of the three protagonists are present (no Guy), various censorship throughout, including that of salty language, transvestite/transgender enemies, and other non-kid-friendly (as determined by Nintendo) components, the lack of an entire level from the original, and a drop in audio/visual quality due to the limitations of the console hardware. These are serious shortcomings that may dissuade someone from purchasing this title. It should be noted that Final Fight: Double Impact is heading to PSN and XBLA in April, which looks to be the best version of this rather old game to date and rights all of the wrongs I mentioned while adding a hearty number of unique bonuses. If Wii is all you have then the SNES Final Fight may be the easiest choice, but it's a bittersweet package. My final technical note is that I played this game with a Gamecube controller, which has a painfully misguided and unalterable button configuration (Y=punch, B=jump) that makes special moves frustrating to execute and is just plain uncomfortable for rapid button presses. Why the punch command isn't the giant "A" button, I cannot fathom.

Despite these caveats, Final Fight is still a fun old-school beat 'em up game, and one of the best in its class. The SNES version doesn't offer the full original experience, but if you're just looking to feed a quick fix, it can do the job. Otherwise, seek the more robust port which will be widely available soon.

:screenshots from VGMuseum: