A MOST AGREEABLE PASTIME

Video Games, Victorian Style

  • yono

    The Nintendo Switch eShop is rapidly filling up with quality indie games, and Yono and the Celestial Elephants is certainly a worthy addition. The game is most succinctly described as an old-school Zelda game with elephants, but it has an identity all its own and is a fun adventure game in its own right.

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    Although the Moomintroll books are not well known in North America, anyone familiar with them will immediately recognize the aesthetic of the game, which developer Neckbolt (solo developer Niklas Hallin) absolutely nails. The character’s visual designs and the uncluttered and mostly pastel locales feel like a love letter to the classics by Tove Jansson (a fellow Scandinavian), but the more significant feat is that Hallin also manages to perfectly capture the same endearing whimsy in the characters’ personalities and the world he creates. The plucky titular elephant Yono and huge assortment of non-playable characters, which include bonewights (i.e. friendly zombies), robots of all shapes, as well as humans (including a red-haired, seemingly Pippi Longstocking inspired supporting character, and a monk in training with hiccups) are all memorable and full of personality. The game also mixes in philosophical musings in a similar way as the Moomintroll books. They’re in line with the game’s world and are generally entertaining, but they’re also easy to ignore if you choose. The outstanding visual design is complemented well by great sound design (the trumpet sound effects accompanying Yono’s actions are pretty much perfect) and an generally jaunty score featuring music by Swedish composing team Burning Planet.

    It’s unfair to compare the game to a Zelda game since its goals are obviously quite different. The game is very linear, and other than heart pieces which increase your maximum life meter there are no upgrades. Instead, the game consists of sequences of puzzle rooms you must solve in order to progress. The puzzles are pretty straightforward “pick up key and put in lock” affairs, and a lot of them rely on pushing block mechanics that anyone who’s played video games for a while is probably overly familiar with. New elements are introduced as the game progresses, and as the number of puzzle elements increases the puzzles become a bit more involved and thus more interesting, as at times you’ll need to experiment to determine the proper order of actions. Even though the puzzles aren’t the most memorable part of the game, they are thoughtfully designed, and successfully completing them is still very satisfying.

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    Combat is a mostly mindless button-mashing affair, but enemies don’t show up that often and battles help provide a change of pace. The game is a bit oddly structured as the towns are a bit front loaded and the three dungeons are nearer the end of the game. Towns are fun to explore, and their residents often have simple fetch quests for you that will earn you more heart pieces. The connections between towns serve up the same puzzles as the dungeons, which seems like a bit of a missed opportunity to add some more variety. Aside from heart pieces, the game features two other types of collectibles: letters are used for unlocking stories about elephants that are part of the world’s history, and money is used for buying patterns for Yono to dress up in. On a regular playthrough you’ll wind up with way more letters than you need to unlock all the stories, and enough money to only buy a few of the patterns, which seems like an oversight (couldn’t we at least exchange our extra letters for money?). In addition, at launch the game has a few obvious bugs, such as a couple of rooms not resetting properly on exit, and it crashed a few times on me (probably because I was headbutting to dash everywhere), not to mention more than a few obvious typos.

    The game is available on Steam as well as Switch, but it seems like a particularly good fit for Nintendo fans. It’s bright and colorful, and although the level of difficulty skews towards younger players, it’s not particularly childish and some of the puzzles may be difficult for children. Older players, including adults, will find a lot to enjoy, and the game’s easygoing pace is relaxing and refreshing. The game is compact and will probably only take five to six hours for a playthrough if you explore every nook and cranny, but there’s no filler and it’s enjoyable throughout.

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    It feels a bit churlish to nitpick over a game ifucreated by a lone developer, but it’s a testament to the game’s overall high level of quality that these issues are more apparent. The world of Yono and the Celestial Elephants is immersive and beautifully designed, and I found myself wishing there were more of everything: more story, more areas to explore, more chances to revisit characters and towns, more dungeons, more elephant powers. But I have a feeling that Tove Jansson and her Moomintrolls would postulate that it’s much better to have a bit too little than an excess, and so for now I can only hope that we won’t have to wait too long for a sequel.

    Disclosure statement: Review code for this game was provided by Neckbolt. A Most Agreeable Pastime operates as an independent site, and all opinions expressed are those of the author.

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  • Review: Jettomero – Hero of the Universe (Xbox One)

    Jettomero: Hero of the Universe is a game where I’m not quite sure who the audience is supposed to be. Its low-detail, cartoonish look certainly evokes the assumption that this is a game for children, which is not necessarily a bad thing. There are plenty of childish, family friendly games out there that are still fun for grizzled old violence-fiends like myself, but as much as I’d like to say otherwise, I won’t be counting Jettomero among them.

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    I didn’t realize that I could ironically be the greatest mass murderer in history! Tee hee!

    While I’m not the biggest fan of this particular visual aesthetic, it’s not the real problem here. The bigger issue is that there just isn’t much game here. You play as giant robot Jettomero, who wakes up a lone amnesiac on some strange moon. Your goal is to explore procedurally generated worlds (which is a bit misleading, considering that every planet and boss is still identical to every other one except for a randomly selected color palette or skin) in order to find fuel, unlock your memories, and maybe find some new spare parts (for cosmetic purposes only) in the process.

    Along the way, the self-styled Hero of the Universe will inevitably end up crushing entire civilizations as he bumbles his way through the galaxy. You can try to avoid collateral damage, but you simply can’t escape it entirely. Eventually you’ll run into a situation where the only fuel or item for you to find is directly inside a group of innocent buildings or land on a planet in just the wrong place, causing a large explosion that instantly vaporizes everyone nearby. Jettomero offers a sheepish apology each time, establishing the core theme of the game, that he is just a big, goofy purveyor of accidental genocide, and I feel like these acts of casual mass destruction are supposed to be funny because of the way they contrast with the game’s title and Jettomero’s constant declarations of wanting to be a hero and all that, but there’s no actual comedy occurring beyond this basic irony, and so zero laughs ensued.

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    Everything is presented in a comic book style, though nothing about the game feels particularly comic-like.

    It doesn’t much matter either way, because there are no consequences of any kind for anything you do. Wiping out the entire population of a planet does nothing to hurt or help you. A planet might become aggressive and send attack ships at you, but you can’t do anything to them, and they can’t harm you at all. You just have to keep shambling along until you find the boss monster for the area, which is easily dispatched in a simple, recycled QTE sequence.

    It all just feels so empty to me. This is a barely interactive tourist experience, which again, isn’t necessarily a bad thing, but you need to have either a compelling character, compelling narrative, a charming atmosphere and/or visual design, or more preferably all of the above, and Jettomero just doesn’t have these things.

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    He says, after personally slaughtering a dozen worlds…

    This game was created by means of a successful Kickstarter campaign though, so there must be an audience somewhere out there for it, right? Maybe I’m just not a part of that niche audience. Maybe I’m not the right person to be telling you about this one. I’m not entirely sure, so I decided to seek a second opinion. I asked my wife to give it a try, since I feel like she’s more of a fan of “cute” games like Scribblenauts and Doki-Doki Universe and etc.

    During the first 15 minutes of play she said: “It’s relaxing and fun. There are no threats or danger, nothing for you to worry about. It’s not for people looking for action. There’s satisfying loot that you get to wear. The quicktime monster fights aren’t particularly fun though.”

    After about 45 minutes: “This seemed like a good idea, but it’s not as well executed as it could be. It becomes very repetitive very quickly. Nothing you do matters and nothing really changes. Every planet is the same. The game is all about you choosing to be a hero, yet almost every action you take causes disaster for the population of the planet you land on.”

    After 2 hours, by which point she had already completed the game and collected every single item: “It’s a game that had a good idea, but didn’t quite know what to do with it. It would probably only interest children for very long, yet the cipher puzzles between areas and the dark themes of mass death seem to contrast with that a great deal. The music was nice and it had some good moments, but it became boring pretty quickly. Though on the plus side, it only took 2 hours to complete 100%, so there wasn’t much time to be bored.”

    So, as hesitant as I am to say bad things about a game that someone spent years of their life creating, I can’t seem to find anything particularly nice to say about this one, and when even someone more within the target demographic didn’t seem to find it fulfilling for more than 15 minutes, well, I just can’t recommend this game.

    Jettomero: – Hero of the Universe is available now on Xbox One and Windows.

    Disclosure statement: Review code for Jettomero – Hero of the Universe was provided by Ghost Time Games. A Most Agreeable Pastime operates as an independent site, and all opinions expressed are those of the author.

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  • Zelda Breath of The Wild amiibo unboxing 

    It’s been tough to track down Breath of the Wild Zelda ever since the amiibo went on sale back in March. But a tip off from Twitter alerted me to the fact that the UK Nintendo store has new stock, and voila, here she is!

    The first thing that struck me is that the Zelda amiibo is much more simple than the BOTW Link. For a start she’s not bristling with complicated weaponry. But there’s a few nice touches – I love that her boots have shiny paint, for example.

    All that’s left now is for me to actually play Breath of the Wild – roll on Christmas!

  • Hellblade helps out for World Mental Health Day

    If you’re planning to buy Hellblade: Senua’s Sacrifice, then today is a good day to do it. To mark World Mental Health Day, all proceeds received by Ninja Theory from the sale of Hellblade on 10th October will be donated to Rethink Mental Illness, a charity that campaigns for those severely affected by mental illness.

    Ninja Theory have put together a special trailer for Hellblade that’s composed entirely of screenshots submitted by fans of the game along with messages the developer received from players regarding their reactions to the game and their own struggles with mental health. Take a look:

    Personally, I think it’s great that games developers are helping out charities like this, and hopefully we’ll see much more of this in the future. Julian Benson wrote an interesting post for Kotaku UK a while back on how developers and publishers are helping charities and how they could do more – it’s well worth a read.

    UPDATE: Ninja Theory managed to raise an impressive £60,000 for Rethink Mental Illness.

  • Show us your game collection, Alexander!

    Unfortunately, this request to show off my game collection has caught me in the middle of a move, but that won’t stop me from showing you the part of my collection that isn’t yet boxed up and in storage. In any case, this part of my collection accurately represents my taste in games.

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    From this photo of my pitifully small PS4 game collection together with a few of my Vita and 3DS titles, you can tell that I’m a big fan of JRPGs, especially of the Shin Megami Tensei series.  I was very happy to get my copy of Persona 5 in a nice metal box that doesn’t visually match with any of the other games in my collection.  I’m also a great fan of the Atelier franchise, a long-running niche JRPG series that is based around a ridiculously complicated item- and weapon-crafting mechanic.  The observant reader may have also noted the three titles in the Zero Escape series to the far right.  999 and Virtue’s Last Reward are both excellent visual novel/puzzle game hybrids that are well worth playing.  Zero Time Dilemma, the last game in the series, is also a visual novel/puzzle game hybrid, but I don’t know if I would really call it excellent.  It had some issues.  Still worth playing to see the ending, however.

    I’ll also gladly pick up any action game that sets itself part from the typical fare.  Since everyone’s praised NieR: Automata to the heavens already, I don’t have to tell you that it’s worth playing.  I also love the slightly less praised but still well regarded Gravity Rush series.

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    And here are the PS2 games I still have unboxed for some reason.  It’s more or less the same mix of JRPG and action game.  More SMT games, though Nocturne, my absolute favorite in the series, is boxed up.  I’d also recommend the Disgaea series to anyone who enjoys tactical RPGs.  If you like those games enough to seek out more, Makai Kingdom and Soul Nomad are spinoffs worth checking out.

    I should also point out the bulky box to the right.  Ar tonelico is a bizarre sort of JRPG that combines musical themes with fanservice.  It’s not really that good, though its sequel is a lot better and worth playing if you can tolerate a truly awful localization.  It’s so bad that NIS America officially apologized for it, and years later an unofficial fan localization was completed and released.

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    There’s one more game-related obsession I have, and it’s buying art books.  Above are the few that once again I have not yet packed up.   I’m always seeking out new books full of my favorite game artists’ works, and my only regret is that I don’t yet have any featuring the work of Kazuma Kaneko, the chief artist responsible for the unique look of the Shin Megami Tensei series.  I also highly recommend Ilya Kuvshinov’s book Momentary – he seem to be an up-and-coming game artist, and he does beautiful work.

    Sorry for the short post, but moving really is a pain.  I look forward to settling down again.

  • ActRaiser and Chrono Trigger to disappear when Wii Shop Channel shuts down

    Classic SNES games including ActRaiser, Chrono Trigger and Earthworm Jim are going to disappear from sale when the Wii Shop Channel finally shuts down in January 2019.

    The Wii Shop Channel launched in 2006 and there are now around 300 games available through its Virtual Console storefront. The Virtual Console has also appeared on the Wii U and 3DS, but the selection on games on each system is quite different. Notably, there are more than 200 titles currently available on the Wii Shop Channel Virtual Console that can’t be downloaded on Wii U or 3DS – and many aren’t available to download anywhere else, unless you want to step into the murky world of unofficial emulation.

    Notable titles set to vanish include ActRaiser, Chrono Trigger, Earthworm Jim, Earthworm Jim 2, Super Smash Bros., A Boy and His Blob: Trouble on Blobolonia, Castlevania: Rondo of Blood, DoReMi Fantasy: Milon’s DokiDoki Adventure, Gradius III, Landstalker: The Treasures of King Nole and Super Star Wars.

    A few of these can be bought elsewhere – for example, Super Star Wars can be downloaded for PS4 and Vita, and Chrono Trigger was released on cartridge for the Nintendo DS (although it’s quite hard to get hold of these days). But ActRaiser is just one of the games that can only be officially purchased on the Wii Shop Channel Virtual Console – unless you own the original SNES cartridge and a console to play it on, of course.

    You can buy games from the Wii Shop Channel Virtual Console on the Wii U, but bear in mind that you’ll almost certainly need an original Wii Classic Controller or Classic Controller Pro to play most of them – they can’t be played with the Wii U Pro Controller or Wii Remote.

    Switch saviour?

    We still don’t know Nintendo’s plans (if any) for bringing the Virtual Console to the Switch. Some of these titles could well end up being downloadable again on Nintendo’s latest console. But if you’ve got a hankering to play ActRaiser (and you really should, it was one of the titles we reckoned should have been on the SNES Mini), then you’d better make sure you grab it from the Wii Shop Channel in the next year and a bit.

    Below is the full list of 226 games that will disappear from the Wii Shop Channel Virtual Console in January 2019 and that can’t be purchased on the Wii U or 3DS – note that games with an asterisk are available on the SNES Mini. (List taken from Polygon via Reddit.)

    • 1942
    • A Boy and His Blob: Trouble on Blobolonia
    • ActRaiser
    • Adventures of Lolo
    • Aero the Acro-Bat
    • Aero the Acro-Bat 2
    • Alex Kidd in Miracle World
    • Alex Kidd in Shinobi World
    • Alex Kidd in the Enchanted Castle
    • Alex Kidd: The Lost Stars
    • Alien Soldier
    • Alien Storm
    • Art of Fighting 2
    • Art of Fighting 3: The Path of the Warrior
    • Baseball Stars 2
    • Battle Lode Runner
    • Beyond Oasis
    • Bio Miracle Bokutte Upa
    • Bio-Hazard Battle
    • Black Tiger
    • Blades of Steel
    • Bomberman ’93
    • Bomberman Hero
    • Bonanza Bros.
    • Bonk’s Adventure
    • Bonk’s Revenge
    • Bonk 3: Bonk’s Big Adventure
    • Boogerman: A Pick and Flick Adventure
    • Boulder Dash
    • Bravoman
    • Break In
    • Bubble Bobble
    • BurgerTime
    • California Games
    • Castlevania: Rondo of Blood
    • Chase H.Q.
    • Cho Aniki
    • Chrono Trigger
    • ClayFighter
    • Columns
    • Columns III: Revenge of Columns
    • Comix Zone
    • Commando
    • Cratermaze
    • Cruis’n USA
    • Cybernoid: The Fighting Machine
    • Darius Twin
    • Dead Moon
    • Digital Champ: Battle Boxing
    • DoReMi Fantasy: Milon’s DokiDoki Adventure
    • Double Dribble
    • Dr. Robotnik’s Mean Bean Machine
    • Dragon Spirit
    • Dragon’s Curse
    • Dynamite Headdy
    • Dynastic Hero
    • Earthworm Jim
    • Earthworm Jim 2
    • Ecco Jr.
    • Ecco: The Tides of Time
    • Elevator Action
    • Enduro Racer
    • Eternal Champions
    • Exed Exes
    • Fantasy Zone
    • Fantasy Zone II: The Tears of Opa-Opa
    • Fatal Fury 2
    • Fatal Fury 3: Road to the Final Victory
    • Fatal Fury: King of Fighters
    • Faxanadu
    • Fighter’s History Dynamite
    • Fighting Street
    • Final Fantasy
    • Final Fantasy II
    • Final Fantasy III*
    • Final Fantasy Mystic Quest
    • Forgotten Worlds
    • Gain Ground
    • Galaga ’90
    • Gaplus
    • Gate of Thunder
    • Ghoul Patrol
    • Ghouls ‘n Ghosts
    • Gley Lancer
    • Golden Axe
    • Golden Axe II
    • Golden Axe III
    • Gradius II: Gofer no Yabou
    • Gradius III
    • Indiana Jones’ Greatest Adventures
    • International Karate
    • Ironclad
    • J.J. & Jeff
    • Kid Chameleon
    • King of the Monsters
    • King’s Knight
    • Kirby’s Avalanche
    • Landstalker: The Treasures of King Nole
    • Last Ninja 2: Back with a Vengeance
    • Legend of Hero Tonma
    • Light Crusader
    • Lords of Thunder
    • Lunar Pool
    • M.U.S.H.A.
    • Magical Drop II
    • Magical Drop III
    • Mappy
    • Mega Turrican
    • Mercs
    • Metal Slug
    • Metal Slug 2
    • Metal Slug 4
    • Military Madness
    • Milon’s Secret Castle
    • Monster Lair
    • Monster World IV
    • Moto Roader
    • NAM-1975
    • NES Play Action Football
    • Neo Turf Masters
    • Ninja Combat
    • Ninja Commando
    • Ninja JaJaMaru-kun
    • Ninja Master’s
    • Ogre Battle: The March of the Black Queen
    • Operation Wolf
    • Ordyne
    • Phantasy Star
    • Phantasy Star II
    • Phantasy Star III: Generations of Doom
    • Phantasy Star IV: The End of the Millennium
    • Pitstop II
    • Pokémon Puzzle League
    • Power Golf
    • Powerball
    • Prince of Persia
    • Princess Tomato in the Salad Kingdom
    • Psychosis
    • Pulseman
    • Puyo Puyo 2
    • Real Bout Fatal Fury
    • Real Bout Fatal Fury 2: The Newcomers
    • Real Bout Fatal Fury Special
    • Riot Zone
    • Ristar
    • Rolling Thunder 2
    • Rygar
    • S.C.A.T.: Special Cybernetic Attack Team
    • Samurai Ghost
    • Samurai Shodown
    • Samurai Shodown II
    • Samurai Shodown III
    • Secret Command
    • Secret of Mana*
    • Sengoku
    • Sengoku 2
    • Sengoku 3
    • Shadow Dancer: The Secret of Shinobi
    • Shining Force
    • Shining Force II: Ancient Sealing
    • Shining in the Darkness
    • Shinobi
    • Shock Troopers 2nd Squad
    • SonSon
    • Sonic & Knuckles
    • Sonic 3D Blast
    • Sonic Chaos
    • Sonic Spinball
    • Sonic the Hedgehog 3
    • Space Harrier II
    • Space Invaders: The Original Game
    • Splatterhouse
    • Splatterhouse 2
    • Star Force
    • Star Soldier
    • Street Fighter II: Champion Edition
    • Street Fighter II: Special Champion Edition
    • Street Slam
    • Streets of Rage 3
    • Strider
    • Summer Games II
    • Super Adventure Island
    • Super Adventure Island II
    • Super Air Zonk: Rockabilly-Paradise
    • Super Baseball 2020
    • Super Bonk
    • Super Fantasy Zone
    • Super Smash Bros.
    • Super Star Wars
    • Super Star Wars: Return of the Jedi
    • Super Star Wars: The Empire Strikes Back
    • Super Thunder Blade
    • Super Turrican
    • Sword of Vermilion
    • The Combatribes
    • The King of Fighters ’94
    • The King of Fighters ’95
    • The King of Fighters ’96
    • The King of Fighters ’97
    • The King of Fighters ’98
    • The Last Blade
    • The Last Blade 2
    • The Last Ninja
    • The Legend of Kage
    • The Revenge of Shinobi
    • The Tower of Druaga
    • ToeJam & Earl
    • ToeJam & Earl in Panic on Funkotron
    • Top Hunter: Roddy & Cathy
    • Tower Toppler
    • Vectorman
    • Virtua Fighter 2
    • Wonder Boy
    • Wonder Boy III: Monster Lair
    • Wonder Boy III: The Dragon’s Trap
    • Wonder Boy in Monster Land
    • Wonder Boy in Monster Land
    • Wonder Boy in Monster World
    • World Class Baseball
    • World Heroes
    • World Heroes 2
    • World Heroes 2 Jet
    • Ys Book I & II
    • Zanac
    • Zaxxon
    • Zombies Ate My Neighbors

    And finally, let’s play out with the sweet, soothing sounds of the Wii Shop Channel music – it will be sorely missed.

  • Video game writers wanted!

    Things are getting busy here on A Most Agreeable Pastime. We’ve got a cupboard stuffed full of brilliant writers, but we’ve found that there are just too many games coming in for us to review. We need more help.

    Are you a writer? Do you want to review new games? If so, then get in touch at chiefed AT amostagreeablepastime DOT com and send some links to your writing work. We’re particularly interested in finding people to review Nintendo Switch, Xbox One and PC games.

    We won’t be able to pay you any hard cash, but we can send you review code for lovely new games – and if there are any specific games you’re looking forward to, we can put in requests for review copies. Usually we’ll want a review turned around in about a week from the date you get the code.

    We’re also on the look out for any brilliant feature ideas or interesting regular columns – and we’re happy for you to republish any of your work on your own site, too.

    Let’s fill this old Manor with amazing writers!

    Lucius P. Merriweather

  • Return_to_Zork_CoverartReturn to Zork was a sequel to the semi-popular series of text adventures in the 80’s, simply titled Zork. It was the first game in the series to actually have visual graphics, and was one of the earliest FMV games, sort of. The original floppy disk version (which came on a whopping 12 disks) actually only had animated GIFs of live actors, but the CD version added some actual FMV. It was the first Zork game I ever played, and is also still the only Zork game I’ve ever played, but I still consider it to be one of the greatest classic adventure games around.

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    How do you defeat this spider? Why, you use a fear necklace on it! Duh!

    Return to Zork was a rare type of game back in its day, deciding to have you navigate its world in first person. Usually if a game like this was in first person it would mean that it would be mostly made up of logic puzzles, like 7th Guest or the like, but Return to Zork stuck to a more traditional point-and-click adventure style for the most part. There were a small handful of logic puzzles, and even a maze or two, but most of the gameplay consisted of hunting for items to use in bizarre ways to resolve situations, and trying to get information out of difficult NPCs.

    They took a rather different approach to inventory management though. Where most adventure games would offer you a set of icons for looking, touching, speaking, and etc., Return to Zork instead had only a single type of cursor that changed to the required function automatically when hovered over an interactive object, as well as different unfolding displays of interactive options for each individual item in your inventory. Many interactive objects in the world would have similar displays that offered multiple options for interacting with them too. This all seemed to be very ahead of its time and led to a huge amount of different approaches to situations, but this was still the early 90’s, so what this really resulted in was a lot of red herring options that led to nothing but dead ends, some of them even leading to the destruction of a key item or person, which rendered the game unwinnable. Thanks, 90’s. This game bothers to let you know when you’ve irreparably screwed yourself though, so there is that.

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    Haha! Crippling alcoholism! Get it?!?

    Other experimental additions to the classic adventure formula include emotion choices during conversations, a camera that you can use to take pictures and then question people about the subjects of your photos, and a tape recorder that automatically records every conversation, all of which only end up being used 1-2 times each throughout the course of the game. Oh well, it was a nice thought.

    Most of these issues are pretty standard stuff for games of this era though. I only bring them up as a warning to the uninitiated in the ways of old-timey adventures. If you can forgive these flaws then you’re going to be in for one hell of an adventure. Return to Zork is a bizarre world born of the coupling of fantasy and modern day technology (circa 1990), and one that never takes itself too seriously.

    DOSBox 2017-09-07 18-09-55-775
    Yes, that IS that jerk kid from several shows/movies from the 80’s! He’s the biggest star in this.

    This impressively large adventure world is packed full of bizarrely memorable characters, from the comically drunk Boos Miller, to the bumbling lighthouse keeper, to the trolls that no one could afford actual make-up for, and so are just dudes in big wigs. There are also dozens of weird puzzles of a large variety of types, as well as many, many ridiculous ways to die. The unique, goofy writing behind it all is what really makes this game stand apart from the rest.

    Now, there are of course a few nasty extra obscure puzzles that will leave you wondering how anyone could possibly have figured them out on their own (just use a guide, I won’t tell), but for the most part the game gives you quite a lot of information on how to solve most of them, as long as you’re paying attention. There’s also an in-game notebook that automatically records any potentially vital information you come across. You may want to keep a piece of paper handy for a map or two to be drawn though.

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    Orc Guard is not impressed.

    This may all sound a bit intimidating, but there’s nothing here that comes close to modern brain-melting puzzlers like The Talos Principle or The Witness, it’s all perfectly do-able. So if this hasn’t scared you off already, take my word and give Return to Zork a chance if you ever find yourself with that strange urge for a fix of some early 90’s FMV adventure that’s remarkably and unforgettably ridiculous.

  • Spiffing Reads: Nintendo Switch, EVE Online and the curative powers of Zelda

    This week, we start Spiffing Reads with yet another crazy tale from the fascinating space world of EVE Online, followed by something much more wholesome and heartwarming…


    ‘You will lose both hands’ – How the biggest theft in EVE Online history ended in death threats (Rock Paper Shotgun)

    Ah, EVE Online. The game I am most excited to read about, but never, ever play. I always find these crazy heist/war stories pretty fascinating. Baron von Richenbaum


    The Legend of Zelda: the cure for obsessions and broken hearts (Later Levels)

    What a fantastic tribute to the powers of Link. Reading about how a stepson became entranced with Ocarina of Time brought back memories of my first encounter with The Legend of Zelda, and why I fell so hard for it. A lovely, life-affirming read. Lucius P. Merriweather


    Identity in The Binding of Isaac (Philosophy and Video Games)

    I’ve never played The Binding of Isaac, but reading this article confirmed what I already suspected: it’s very, very weird. And also quite disturbing. There’s lots of speculation about what it all means here, tied back to Freudian psychology: fascinating stuff. L.P.M.


    20 Games That Aren’t On The SNES Classic Mini, But Really Should Be (NintendoLife)

    The gentlemen of the manor came up with our own list of games that should have been on the SNES mini, and the folks over at NintendoLife have followed suit. It’s entertaining to compare the lists, and it’s a testament to the SNES’s huge library of worthwhile games that there’s very little overlap between them. Professor GreilMercs


    How Nintendo took the Switch from unproven underdog to king of the Christmas line-up, in under a year (GamesRadar)

    It’s fascinating to remind ourselves of Nintendo’s extraordinary year – from commercial disaster to extraordinary success. What crazy times we live in. L.P.M.


    Spiffing Reads is a regular feature where we pick out the best gaming articles of the week. If you’ve read anything interesting, please let us know in the comments.


  • Beloved indie game Retro City Rampage is getting a fancy retail edition for its Switch launch, published by Vblank Entertainment themselves.

    The collector’s edition comes with a keychain, soundtrack, manual, 3D glasses and game cartridge. But best of all, the cover is reversible, the other side revealing a funky Master System inspired design.


    Pre-orders go live Monday 9 October at vblank.com. The limited collector’s edition is $44.99, but there’s also a standard edition for $29.99.

  • Well, this is a lovely surprise. Seemingly out of nowhere, Runic Games have come up with a title that’s easily one of the best of 2017.

    All I knew about Hob before I received the review code was that it was by the same developer as Torchlight. And after I booted up the game, I didn’t find out much more. In fact, the big appeal of Hob is that it keeps its cards close to its chest – it’s up to you, the player, to work out what’s going on.

    There’s no dialogue in Hob, no laboured cut scenes, and barely any text whatsoever. Whereas most games will shotgun blast you with a hail of plot exposition right after you press ‘Start’, Hob just lets you get on with things and try to piece together what on earth you’re meant to be doing. There’s no tutorial, no manual and not even an explanation of what the buttons on the controller do, save for an occasional button prompt when you stand in front of something that you can manipulate.

    It’s all rather refreshing.

    For one thing, it made me sit up and really pay attention to the world around me. In most games, it’s easy to nod off during hand-holding tutorials and breathless bouts of passionate if meaningless plot detailing. But here, the only way forward is to carefully study the environment, picking up clues about what may have happened from the details contained within it, and always looking for the switches and hidden paths that can unlock the next chunk of gameworld.

    Whereas Torchlight was a procedurally generated rogue-like RPG, Hob feels like a direct descendant of The Legend of Zelda: A Link to the Past. There’s that same isometric viewpoint (although the game is in 3D, the camera remains at a fixed viewpoint and there’s no option to look around) and the game is based around puzzling and fighting, with plenty of ‘dungeons’ that essentially play out as an enormous and intricate puzzle box. Speaking of puzzles, none of them are overly taxing, but they’re wonderfully satisfying to solve: you’ll find yourself scratching your head over how to get over there, and then half an hour later, after lots of looping about, block pulling and monster slaying, you’re overcome with a smug satisfaction over finally finding yourself there, looking back at how far you’ve come. And of course there are plenty of secrets to find along the way.

    I’m happy to report that this is a game that does collectibles wonderfully well – there’s no ‘find a hundred flags for the sake of finding a hundred flags’ here. Every pick-up is useful in some way, and the huge gameworld is utterly packed with them – sometimes perched tantalisingly out of reach, inaccessible until, Metroidvania style, you find the right upgrade that will allow you to come back and nab them. And because there are so many useful collectibles scattered around, exploring is a pure joy – it’s always worth it to take a detour and explore branching paths, as you’ll almost certainly be rewarded for your efforts.

    And not only is the gameworld utterly huge, it’s also stunning to look at. Everything is built up in bold colours and pleasing curves, and it’s delightful to peer into the far distance and watch animals frolic in a field that you’re puzzling over how to reach. (Having said that, I encountered a few frame-rate issues, although these have since been mostly patched.) Some of the visual elements bear a strong resemblance to the Studio Ghibli film Laputa: Castle in the Sky – but if you’re going to be inspired by anyone, it might as well be by the best.

    Combat is the only area that’s a bit of a letdown – at least at first. Fighting can feel a bit scrappy as you flail your sword around at the wildlife until it or you falls over. But gradually you upgrade your weapons and acquire a formidable range of offensive moves, so fighting becomes more and more tactical and exciting. Enemies become cannier too, requiring a range of techniques to defeat, and gradually appearing in more tricky combinations. So although combat is initially underwhelming, by the later stages it’s an utter delight as you bob and weave around large groups of highly armoured bad guys.

    I haven’t said much about the plot for the simple reason that it’s best if you discover it for yourself. There’s a dialogue-free prelude comic on the game’s website that sets up the opening moments, so that’s a good place to start, but learning more and more about the strange world you find yourself in is one of the game’s great pleasures. After tens of hours of gameplay I’m around two-thirds of the way through the game – and following several revelations, I can’t wait to see how everything pans out.


    Hob is available on PS4 and PC. We reviewed the PS4 version.

    Disclosure statement: Review code for Hob was provided by Runic Games. A Most Agreeable Pastime operates as an independent site, and all opinions expressed are those of the author.

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  • Well, this is a lovely surprise. Seemingly out of nowhere, Runic Games have come up with a title that’s easily one of the best of 2017.

    All I knew about Hob before I received the review code was that it was by the same developer as Torchlight. And after I booted up the game, I didn’t find out much more. In fact, the big appeal of Hob is that it keeps its cards close to its chest – it’s up to you, the player, to work out what’s going on.

    There’s no dialogue in Hob, no laboured cut scenes, and barely any text whatsoever. Whereas most games will shotgun blast you with a hail of plot exposition right after you press ‘Start’, Hob just lets you get on with things and try to piece together what on earth you’re meant to be doing. There’s no tutorial, no manual and not even an explanation of what the buttons on the controller do, save for an occasional button prompt when you stand in front of something that you can manipulate.

    It’s all rather refreshing.

    For one thing, it made me sit up and really pay attention to the world around me. In most games, it’s easy to nod off during hand-holding tutorials and breathless bouts of passionate if meaningless plot detailing. But here, the only way forward is to carefully study the environment, picking up clues about what may have happened from the details contained within it, and always looking for the switches and hidden paths that can unlock the next chunk of gameworld.

    Whereas Torchlight was a procedurally generated rogue-like RPG, Hob feels like a direct descendant of The Legend of Zelda: A Link to the Past. There’s that same isometric viewpoint (although the game is in 3D, the camera remains at a fixed viewpoint and there’s no option to look around) and the game is based around puzzling and fighting, with plenty of ‘dungeons’ that essentially play out as an enormous and intricate puzzle box. Speaking of puzzles, none of them are overly taxing, but they’re wonderfully satisfying to solve: you’ll find yourself scratching your head over how to get over there, and then half an hour later, after lots of looping about, block pulling and monster slaying, you’re overcome with a smug satisfaction over finally finding yourself there, looking back at how far you’ve come. And of course there are plenty of secrets to find along the way.

    I’m happy to report that this is a game that does collectibles wonderfully well – there’s no ‘find a hundred flags for the sake of finding a hundred flags’ here. Every pick-up is useful in some way, and the huge gameworld is utterly packed with them – sometimes perched tantalisingly out of reach, inaccessible until, Metroidvania style, you find the right upgrade that will allow you to come back and nab them. And because there are so many useful collectibles scattered around, exploring is a pure joy – it’s always worth it to take a detour and explore branching paths, as you’ll almost certainly be rewarded for your efforts.

    And not only is the gameworld utterly huge, it’s also stunning to look at. Everything is built up in bold colours and pleasing curves, and it’s delightful to peer into the far distance and watch animals frolic in a field that you’re puzzling over how to reach. (Having said that, I encountered a few frame-rate issues, although these have since been mostly patched.) Some of the visual elements bear a strong resemblance to the Studio Ghibli film Laputa: Castle in the Sky – but if you’re going to be inspired by anyone, it might as well be by the best.

    Combat is the only area that’s a bit of a letdown – at least at first. Fighting can feel a bit scrappy as you flail your sword around at the wildlife until it or you falls over. But gradually you upgrade your weapons and acquire a formidable range of offensive moves, so fighting becomes more and more tactical and exciting. Enemies become cannier too, requiring a range of techniques to defeat, and gradually appearing in more tricky combinations. So although combat is initially underwhelming, by the later stages it’s an utter delight as you bob and weave around large groups of highly armoured bad guys.

    I haven’t said much about the plot for the simple reason that it’s best if you discover it for yourself. There’s a dialogue-free prelude comic on the game’s website that sets up the opening moments, so that’s a good place to start, but learning more and more about the strange world you find yourself in is one of the game’s great pleasures. After tens of hours of gameplay I’m around two-thirds of the way through the game – and following several revelations, I can’t wait to see how everything pans out.


    Hob is available on PS4 and PC. We reviewed the PS4 version.

    Disclosure statement: Review code for Hob was provided by Runic Games. A Most Agreeable Pastime operates as an independent site, and all opinions expressed are those of the author.

  • There’s free shipping on Most Agreeable T-shirts and mugs until 9th October! Simply type in the coupon code FSH17. There’s a wide range of colours available – check the shop links below for more details.

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  • 603874316Not to be confused with other “Fall” games, like Black: The Fall, or apparently another completely unrelated game also called The Fall, this particular The Fall is more of a point and click adventure…sort of. The Fall is the fascinating story of a mysterious person future soldier who has crash landed on a mysterious planet. Mystery person seems to be injured and unconscious, so their fancy advanced battle suit’s AI takes over and begins its quest to find medical attention for its wounded user. The AI has full motor control over the suit, along with many other functions, though most of these are locked and/or damaged, to be opened again through future actions.

    21034639_10154710412346366_6626530371789870962_n

    For the most part, this all plays out in the form of what is mostly reminiscent of a point and click adventure, though it controls like a side-scrolling action game and features some very rudimentary combat sequences. The controls are a little weird on a controller. This was originally a PC game, and the transition from mouse/keyboard to a controller is slightly awkward, though not so much as to make it difficult to play.

    20914538_10154710410931366_7140509536246970720_n

    So the good news about this little game is that it has a well-written story that deals with some interesting concepts regarding the nature of consciousness and how AI fits into what we consider alive and sentient, and some good voice acting to go with the fascinating story. The puzzles are also cleverly designed, with some very unusual and unique solutions, but not so out there that they’re too hard to figure out.

    20914617_10154710410556366_3465732650919590084_n

    The bad news is that it’s not at all clearly advertised as being only the first part of a three episode series, so it’s over rather quickly and leaves you dangling with a massive cliffhanger. This is exactly why I usually avoid these kinds of games until they’re complete, because I don’t have the patience for little bite-sized chunks with months or even years between them. This part has already been out for a few years now and so it looks like the 2nd part is supposedly coming out this year, but it will probably be several more years before we see the end.

    21032436_10154710411201366_8212833476907090750_n

    Whether or not you’re willing to jump into an incomplete story with the end being so very far away, is up to you of course, but I can tell you this much: the first episode of The Fall was still an impressive and enjoyable game that made me very interested in seeing the whole story and it seems certain that it will be a worthwhile experience whether you decide to wait it out or dive in right now.

  • 603874316Not to be confused with other “Fall” games, like Black: The Fall, or apparently another completely unrelated game also called The Fall, this particular The Fall is more of a point and click adventure…sort of. The Fall is the fascinating story of a mysterious person future soldier who has crash landed on a mysterious planet. Mystery person seems to be injured and unconscious, so their fancy advanced battle suit’s AI takes over and begins its quest to find medical attention for its wounded user. The AI has full motor control over the suit, along with many other functions, though most of these are locked and/or damaged, to be opened again through future actions.

    21034639_10154710412346366_6626530371789870962_n

    For the most part, this all plays out in the form of what is mostly reminiscent of a point and click adventure, though it controls like a side-scrolling action game and features some very rudimentary combat sequences. The controls are a little weird on a controller. This was originally a PC game, and the transition from mouse/keyboard to a controller is slightly awkward, though not so much as to make it difficult to play.

    20914538_10154710410931366_7140509536246970720_n

    So the good news about this little game is that it has a well-written story that deals with some interesting concepts regarding the nature of consciousness and how AI fits into what we consider alive and sentient, and some good voice acting to go with the fascinating story. The puzzles are also cleverly designed, with some very unusual and unique solutions, but not so out there that they’re too hard to figure out.

    20914617_10154710410556366_3465732650919590084_n

    The bad news is that it’s not at all clearly advertised as being only the first part of a three episode series, so it’s over rather quickly and leaves you dangling with a massive cliffhanger. This is exactly why I usually avoid these kinds of games until they’re complete, because I don’t have the patience for little bite-sized chunks with months or even years between them. This part has already been out for a few years now and so it looks like the 2nd part is supposedly coming out this year, but it will probably be several more years before we see the end.

    21032436_10154710411201366_8212833476907090750_n

    Whether or not you’re willing to jump into an incomplete story with the end being so very far away, is up to you of course, but I can tell you this much: the first episode of The Fall was still an impressive and enjoyable game that made me very interested in seeing the whole story and it seems certain that it will be a worthwhile experience whether you decide to wait it out or dive in right now.

  • Baron Richenbaum’s comment on my article about Capcom’s DLC for Marvel vs Capcom Infinite got me thinking (take a look at the comment thread here). I got on my high horse about Capcom detailing their DLC plans before the game was even released, saying that they should concentrate on getting the game finalised. But the Baron pointed out that DLC characters are pretty much standard for fighting games, if not expected.

    Then Nintendo announced the forthcoming DLC characters – and a season pass, no less – for Fire Emblem Warriors, well in advance of the game’s release. And rather than feeling outraged, I was overjoyed at the prospect of buying all of these new characters and – yes – receiving the bonus of Lucina in a wedding dress for buying the season pass. So why is it OK in my mind for Nintendo to announce DLC prior to release, and yet it’s a hateful crime for Capcom to do the same? It got me thinking about my overall attitude to DLC – and my inherent biases.

    Regarding the two companies’ announcements, it’s helpful to look at each in isolation. Nintendo is a relatively new player in the DLC market, and so far their DLC offerings have been mostly generous and excellent value. For example, the DLC for Mario Kart 8 on the Wii U added loads of great characters and tracks for a very reasonable price, and they also threw in a free bonus of the ultra-fast 200 cc mode. Nintendo has a reputation for quality, and that shone through in their DLC offerings, as it does in the games themselves.

    Capcom, meanwhile, are still shaking off the stigma of the botched Street Fighter V launch. The game was released without much of the single-player content, and many cynically saw it as a way to prop up the company’s balance sheet before the end of the tax year. The game has since been patched significantly to add in the missing content, but the launch didn’t do much for the company’s reputation. More recently, Capcom took a lot of flak for the underwhelming demo for Marvel vs Capcom Infinite and the strange art direction of the game, which is a marked departure from the more cartoony looks of the previous entries. (Indeed, Chun-Li’s face was ‘fixed’ prior to the game’s launch, such was the backlash against her odd looks in the preview build.) Then there’s the fact that Infinite has fewer characters: Marvel vs Capcom 3 launched with 36 characters, whereas Infinite launched with just 30.

    All of this has meant that, in my eyes, Capcom’s reputation has sunk a little over the past few months. So when the company announced extra, paid-for characters for a game that seemingly looks worse and has fewer characters than the previous title, I couldn’t help but shoot a withering look at the firm and point out the error of their ways.

    (Just for the record, the Baron reviewed Marvel vs Capcom Infinite last week and thought it was fantastic.)

    If anything, this little episode proves that reputation is everything. If you’re riding high on the goodwill of your customers, they’ll be prepared to forgive you just about anything. But if questionable business practices cause people to regard you with suspicion, then expect every little flaw or perceived fault to be pointed out and vilified publicly.

    The whole thing has made me appreciate just how much inherent bias I have. Although I try to remain as objective as I can when reviewing games on this site, I have to acknowledge that, like everyone, I have internal biases. For example, I’m a big fan of Nintendo, yet I’m always a bit suspicious of Microsoft. In an ideal world, all reviewers would be completely objective. But that will never be the case, so the only thing I can do is be aware of my biases, point them out when necessary, and attempt to correct them if I think I’m being unfair.

    And I think I was being a little unfair to Capcom in my previous article. As the Baron pointed out, all fighting games have DLC characters nowadays, and often DLC is announced before launch. And DLC in general is in a much better state than it used to be.

    Long gone are the days of ‘DLC on disc‘, when extra content for a game was shipped on the disc but locked behind a paywall, essentially meaning you had to pay for something you already owned. As far as I’m aware no publisher has committed this heinous act in the current console generation. Likewise, companies can no longer get away with shoddy DLC, like the infamous horse armour released for The Elder Scrolls IV; Oblivion back in 2006. That’s not to say that all DLC is good nowadays – undoubtedly, some extra content is not worth the money you pay for it. But then the same can be said about full-price video games, and my response is the same: read the reviews before you buy.

    I’ve been thinking a lot about DLC recently, and I’ve come to the conclusion that, for the large part, DLC is a very good thing indeed. In the past, publishers have been accused of chopping up game content and selling it back to us in bits, charging extra for things that should have been in the game in the first place. But that is rarely the case any more. Often DLC can be a great way to tell interesting stories from a different perspective in the same gameworld (for example, the Minerva’s Den DLC for Bioshock 2) or can cause you to play the same game in an entirely different way (Undead Nightmare for Red Dead Redemption). DLC can even be an act of fan service or simple fun, like when Nintendo added Cloud and Bayonetta to Super Smash Bros. for Wii U, or when the Alien and Predator ended up in Mortal Kombat X. If done right, DLC can extend the lifespan of a game and maybe even change the way you perceive it.

    And, in the end, you don’t have to buy it. As with everything in capitalist society, the consumer has the ultimate choice over whether something succeeds or fails. The very fact that the worst excesses of DLC money-grabbing are behind us (see above) and that DLC is an ever expanding market (DLC was worth $1.2 billion to EA last year) shows that companies have responded to consumer pressure and that customers generally really like buying DLC. Overall, DLC is a GOOD THING.

    In-game microtransactions, on the other hand… well that’s an article for another day.

  • It’s with a mixture of pride and shame that I take my turn and present the third installment of our Show us your game collection series. Pride because looking at these pictures reminds me of all the good times I’ve had playing these games and of the effort that went into tracking down some of the rarer items at reasonable prices. Shame because my hoarder tendencies get the best of me more often than not (because of course I might need all these game I hated so that I can play them twenty years from now). In many ways I envy people like Lucius who can bring themselves to sell their games as they complete them, rather than see them continue to pile up until they overflow out of every available piece of storage, or people who are collectors but can at least organize their hoard neatly like Baron Richenbaum. Be that as it may, rather than tidy up before I presented this tour I thought it would be better to be brutally honest and show my collection in its natural state so that you could have the full experience. (Just be glad you don’t have to live with me!)

    To begin, I should start with where most of my console gaming happens, which is in front of a TV in the basement.

    In front of the TV is a mess of dusty old consoles and wires, but the ones I pretty much always have hooked up are my Wii and PS2. I often have my GameCube and SNES hooked up as well, but rarely play my PS3, 360, and Xbox. Also visible in this picture are a NES, Sega Genesis, Sega Saturn, a UK Wii (an indulgence, to be honest), and one of my latest acquisitions, some Skylanders figurines (yes, I know I’m late to the party, but I wanted to see what all the hype was about). Oh, and an old VCR, haha. I also have a Dreamcast lying around somewhere, and a Virtual Boy (and a R.O.B. robot haha). My Wii U is hooked up to my upstairs TV. That’s more just for a change of scenery for me rather than any need for a better or bigger TV. Once I get a Switch I’ll hook that up to the upstairs TV and move the Wii U to the basement to join the others.

    Next to the TV in the basement is one of several shelves where I keep a lot of games out. This shelf includes 3DS, PS1, and NES games.

    Next up are several more shelves stuffed with games.

    The picture on the left is of a rack that holds most of the GameCube, Wii,Wii U, and PS2 games that I’ve finished. The picture on the right is of a bookcase with, for the most part, GameCube, Wii, and N64 games I haven’t finished yet. Note the CRT TV I keep around for playing light-gun games like Duck Hunt. Not visible in this picture due to the TV being in the way is a section containing most of the DS games that I’ve finished.

    Next up is an example of several stacks of games that I have strewn about. This particular picture is of Xbox, 360, PS2, and PS3 games, most of which I’ll probably never play for years. I have similar stacks of DS and 3DS and Wii U games. I don’t really have a great excuse for why I buy games that I’m not going to play right away. Part of it is that I got into a bad habit where when I bought a new console (or more often than not a used retro console) I would jump-start my collection by bidding on cheap eBay lots that included a lot of games. I also have an irrational need to buy games that have gotten great reviews or have some importance in terms of video game history when I see a cheap copy in the wild. I’m sure I’ll play them… eventually!

    1001171716a.jpg

    Next up, I have quite a few drawers full of stuff that don’t have boxes.

    The first picture is of my drawer full of N64 games. I have another separate drawer for N64 games I’ve beaten, and two drawers for SNES games (including ones I’ve beaten). The picture on the right is of a drawer with the Game Boy, Game Boy Color, and Game Boy Advance games I’ve beaten. I like how nicely they fit into this drawer, although I’m getting close to the point of having to start on another drawer. I also have a random binder of Dreamcast games without cases that I got off of eBay and drawers full of random stuff like my various handheld systems, some New 3DS faceplates, random controllers, and Game Boy and GBA games I haven’t finished yet. I have various peripherals hidden in a closet in this same room, including Guitar Hero paraphernalia, Dance Dance Revolution game pads, a Dreamcast keyboard for playing Typing of the Dead, a maracas gamepad for playing Samba de Amigo, Donkey Konga bongos… and other crap I’m probably forgetting!

    Almost at the end! Lastly, I definitely had to show off some of my collection of video game stuff that aren’t games.

    On the left is a picture of some shelves that hold my gaming magazines, including an almost complete collection of Nintendo Power issues, and quite a few Game Informer issues. The last picture is of some of my Amiibo collection. I’ve ended up buying way more Amiibo than I thought I would, so what I’ve ended up doing is keeping a few out on my desk, and the rest in the basement. Every once in a while I’ll change up which ones are currently on display, although favorites like Ike and Daisy are pretty much permanent fixtures.

    Phew! At this point I’m probably feeling more shame than pride, although in my defense, I don’t really collect other stuff like movies so much, so I don’t feel too guilty. Also, I’ve definitely been buying less games this past year and have gotten a bit better at resisting buying games I know I won’t play for a long time. I have a huge backlog of downloaded games as well, and I probably should stop buying games entirely… but with new must-have games being released every day I know that isn’t likely to happen anytime soon!

    I hope you found this entertaining. Perhaps my post can serve as a warning to any gamer who has hoarder tendencies before they start down the slippery slope… 😉

  • What does the ending of Metroid: Samus Returns mean?

    SPOILER WARNING: This post discusses the ending of Metroid: Samus Returns.

    After Samus climbs into her gunship and blasts into space at the end of Metroid: Samus Returns, we’re treated to a lovely little tease: an X parasite attacks a Hornoad, turning it into a ravenous purple beast. The Chozo originally created the Metroids so that they would prey on the deadly X parasite. But then the Metroids mutated and went on the rampage, which is why Samus is now trying to eradicate them.

    With all of the Metroids gone, however, there’s nothing to keep the X parasite in check. This sets us up for the events of Metroid Fusion, in which Samus gets infected by an X parasite herself, and then spends the game trying to eradicate the newly emergent fauna of SR388.

    BUT! Even more interesting than that are the Chozo Memories that are revealed if you collect 100% of the items in the game. Specifically, the final, enigmatic memory.

    There are ten memories – one for each of the ten areas – which show the Chozo, an ancient, bird-like race, colonising SR388 and digging out caverns beneath the planet. You can even see the Diggernaut that you face as a boss. But it all goes wrong when the native X parasite is found, so the Chozo engineer the Metroids to prey on the parasite. But then the Metroids go berserk after mutating, so the Chozo flood the planet with toxic purple chemicals to stop the Metroids from spreading. The final scene is the Chozo apparently thanking another one of their number for helping with the containment.

    However, if you get the 100% ending, scary music starts playing, and this final scene morphs into one where the apparent saviour guns down the unarmed Chozo with an arm blaster eerily similar to Samus’s own. The assassin turns to the troops in the background with arm raised – could this be a military coup?

    I found this Reddit thread that suggests it could be a reference to the True Chozo, a war-like splinter group. They attempted to overthrow the Chozo leaders by force, but ended up being exiled. Their origin was explained in an online interactive story run by Nintendo Power Source, which was an official Nintendo community on AOL in the United States. It seems the True Chozo ended up in a war against the Bounty Hunters, including Samus Aran.

    It’s not clear whether any of this is canon, but the ending of Samus Returns does provide a heavy hint that some sort of military Chozo splinter group exists, a group that so far hasn’t made an appearance in any of the mainstream Metroid games. It may well be that this ending is setting up a possible 2D Metroid sequel to Samus Returns in which the True Chozo – or whoever they turn out to be – are the primary antagonists. Here’s hoping we see more of them in a forthcoming game.

    And speaking of the Chozo in general, we’ve still yet to find out what on earth has happened to them. Metroid lore says that Samus was raised on Zebes by the Chozo after her parents were killed by a Space Pirate attack on the human colony of K2-L. She ended up being infused with Chozo DNA (which I have to say, is a questionable childcare practice), and left as an adult to join the Galactic Federation, later becoming an independent Bounty Hunter.

    We know that Zebes was invaded by the Space Pirates after Samus left, as this is central to the plot of Metroid and Super Metroid, but we have no idea where the Chozo went. It’s likely that they are still around somewhere, as Zebes and SR388 are just two of the many planets they’re known to have colonised. And we still haven’t seen their homeworld. It’s intriguing that throughout the many Metroid games, we’ve seen countless Chozo artefacts and items of technology, yet we’ve barely seen the Chozo themselves, even though we know Samus was raised by them just a few years before the events of the first game.

    Could the ending of Metroid: Samus Returns be a hint that we’ll see a lot more of the Chozo in future?

  • There she is, what a beauty. I love that they’ve faithfully recreated the original SNES packaging. Anyway, let’s get this baby open.

    Very neat and tidy. Right, let’s delve inside.


    Look at it! So tiny! It’s not much bigger than the controllers. Ah, bless the little wee thing… Anyway, one thing I didn’t realise is that it doesn’t come with an electrical plug, just a USB cable for power. Luckily I have a USB plug to hand. In a way, it’s quite authentic – the original SNES didn’t come with a plug either. I remember when I got my SNES for Christmas, my dad had to take the plug off the Magimix and attach it to the SNES…


    The money shot. 16-bit power in the palm of my hand. It really is quite a beautiful thing.


    And here’s how you plug in the controllers – the front flips down to reveal the real controller ports.


    We’re all plugged in and set to go. Toad is excited. So am I.


    Here we go! I’m all set for a night of nostalgia – Starfox 2 will be first, obviously. Can’t wait!

  • capcom-2-1003801.jpgMarvel vs. Capcom Infinite is finally here and if the internet is to be believed, it’s the latest Mass Effect: Andromeda-type controversy, because OMG TWO CHARACTER’S FACES LOOK WEIRD IN CUTSCENES! I admit, there really are precisely two characters who have weird faces in otherwise incredible looking cutscenes. I was so distraught when I gazed upon these two faces of questionable quality that I cried and vomited simultaneously, then called my mom and told her to take this pile of garbage back to the virtual landfill from which it sprang! Sorry, just kidding, game’s awesome.

     

    21768667_10154800070481366_5159684307330252527_o
    SO FEW CHARACTERS TOO!

    As I said previously, upon playing the demo, the single player campaign’s fan-fiction-ish mashing together of classic Marvel and Capcom characters repeatedly punches me right in the nostalgias. Yes, the story is incredibly cheesy and childish. It often feels much like something you would have seen in a Saturday morning cartoon in the 80’s or 90’s, but really, how else could a story like this have played out? Would it have been better for a scene like Chris Redfield teaming up with Spider-Man to break into A.I.M.BRELLA (yes, really) to fight Nemesis and MODOK over an Infinity Stone, to have been played out with hyper-realism and a dead serious tone? I think not.

    No, this is an utterly ridiculous story that’s based on an utterly ridiculous premise of famous comic book characters teaming up and/or fighting with famous video game characters, and to a fan of both, it’s absolutely delightful to see. Seeing Strider Hiryu, Mega Man, Captain America, Iron Man, and many more, teaming up on adventures like they’re all old buddies is like a childhood dream come true.

    21950177_10154800073256366_2246612359249433219_o
    Oh, my childhood feels!

    I found the gameplay and graphics to be equally thrilling as well. Characters look and play quite impressively, each sporting their own unique movesets that feel very fitting for each character. The various attack animations and hyper combo sequences are some really beautifully animated pieces of eye candy.  Oddly enough though, I found myself being most impressed by characters I had the least interest in, like Frank West from Dead Rising. I thought “this normal looking guy with a camera in one hand and a baseball bat in the other feels a bit out of place here”, but then I tried him out and found that he has a completely crazy set of moves that include things like blinding people with his camera flash, throwing zombies at them, and mowing them down with a shopping cart with chainsaws taped to it. He also has his own little micro-leveling system that allows him to power himself up through combos, which will automatically upgrade the weapons he uses in his special moves.

    There are some surprisingly deep mechanics involved in some of these characters, but overall the mechanics of the game have actually been simplified compared to previous Capcom fighters. Switching characters is now done with a single button press, special hyper combo attacks are slightly simplified, and there’s even a quick hyper combo option now where you can just press two buttons together to do an instant hyper combo. I suppose this may come as bad news to those looking for a new professional, competitive fighting game, but I don’t intend on entering any Street Fighter tournaments any time soon, so I’m just fine with this.

    21950061_10154800072911366_6287927782343793589_o
    Just Frank West beating the crap out the Hulk, like usual?

    While there are one or two strangely modeled faces in cutscenes, for the most part they’re pretty breathtaking overall. The only character that stood out in a negative way to me was Morrigan, who has a strange face and bizarrely misshapen hips. The environments are impressively detailed and colorful, and usually packed full of some form of explosive action and all presented in incredibly high quality videos. The game itself doesn’t look too far away from this level of detail and quality either. The character models almost look like real models of characters that you’re commanding to dance around in furious flashiness, as if in some mad imaginary battle with action figures in the backyard.

    As usual, Capcom is at the top of the game in producing a high quality gaming experience. The only real potential downside here is the cost/content ratio, though that’s a pretty standard issue when it comes to fighting games. While the single player campaign is incredibly fun, it’s also incredibly short (roughly 5 hours), and beyond that you’re down to the typical arcade/online battles and a handful of training/challenge modes. I suppose your amount of use will depend on whether you play online or not, although I was surprised to find myself dumping several more days of play into beating arcade mode with all the characters, just so I could get a chance to play with them all some more.

    21992868_10154800071041366_8870857766353181672_o
    Ultron dance party!

    I guess what it all comes down to is what you’re looking for in a game. If you’re looking for a complex, competitive fighting game to play online tournaments with, this may not be what you’re looking for. This iteration of the Capcom fighting formula definitely favors style and accessibility over skill. On the other hand, if you value a high quality single player experience above all else, with the fact that it makes for a good quick and simple couch co-op game being a bonus feature, this might be a game for you.

    Personally, I fall into the latter category and enjoyed this game quite a bit (in case you couldn’t tell). Maybe I have it all backwards and am in the minority here because I suppose you could call me biased for my long-time love affairs with the two respective properties, but then again, who else should the target audience of a Marvel vs. Capcom game be, but fans of Marvel and Capcom? 

  • capcom-2-1003801.jpgMarvel vs. Capcom Infinite is finally here and if the internet is to be believed, it’s the latest Mass Effect: Andromeda-type controversy, because OMG TWO CHARACTER’S FACES LOOK WEIRD IN CUTSCENES! I admit, there really are precisely two characters who have weird faces in otherwise incredible looking cutscenes. I was so distraught when I gazed upon these two faces of questionable quality that I cried and vomited simultaneously, then called my mom and told her to take this pile of garbage back to the virtual landfill from which it sprang! Sorry, just kidding, game’s awesome.

     

    21768667_10154800070481366_5159684307330252527_o
    SO FEW CHARACTERS TOO!

    As I said previously, upon playing the demo, the single player campaign’s fan-fiction-ish mashing together of classic Marvel and Capcom characters repeatedly punches me right in the nostalgias. Yes, the story is incredibly cheesy and childish. It often feels much like something you would have seen in a Saturday morning cartoon in the 80’s or 90’s, but really, how else could a story like this have played out? Would it have been better for a scene like Chris Redfield teaming up with Spider-Man to break into A.I.M.BRELLA (yes, really) to fight Nemesis and MODOK over an Infinity Stone, to have been played out with hyper-realism and a dead serious tone? I think not.

    No, this is an utterly ridiculous story that’s based on an utterly ridiculous premise of famous comic book characters teaming up and/or fighting with famous video game characters, and to a fan of both, it’s absolutely delightful to see. Seeing Strider Hiryu, Mega Man, Captain America, Iron Man, and many more, teaming up on adventures like they’re all old buddies is like a childhood dream come true.

    21950177_10154800073256366_2246612359249433219_o
    Oh, my childhood feels!

    I found the gameplay and graphics to be equally thrilling as well. Characters look and play quite impressively, each sporting their own unique movesets that feel very fitting for each character. The various attack animations and hyper combo sequences are some really beautifully animated pieces of eye candy.  Oddly enough though, I found myself being most impressed by characters I had the least interest in, like Frank West from Dead Rising. I thought “this normal looking guy with a camera in one hand and a baseball bat in the other feels a bit out of place here”, but then I tried him out and found that he has a completely crazy set of moves that include things like blinding people with his camera flash, throwing zombies at them, and mowing them down with a shopping cart with chainsaws taped to it. He also has his own little micro-leveling system that allows him to power himself up through combos, which will automatically upgrade the weapons he uses in his special moves.

    There are some surprisingly deep mechanics involved in some of these characters, but overall the mechanics of the game have actually been simplified compared to previous Capcom fighters. Switching characters is now done with a single button press, special hyper combo attacks are slightly simplified, and there’s even a quick hyper combo option now where you can just press two buttons together to do an instant hyper combo. I suppose this may come as bad news to those looking for a new professional, competitive fighting game, but I don’t intend on entering any Street Fighter tournaments any time soon, so I’m just fine with this.

    21950061_10154800072911366_6287927782343793589_o
    Just Frank West beating the crap out the Hulk, like usual?

    While there are one or two strangely modeled faces in cutscenes, for the most part they’re pretty breathtaking overall. The only character that stood out in a negative way to me was Morrigan, who has a strange face and bizarrely misshapen hips. The environments are impressively detailed and colorful, and usually packed full of some form of explosive action and all presented in incredibly high quality videos. The game itself doesn’t look too far away from this level of detail and quality either. The character models almost look like real models of characters that you’re commanding to dance around in furious flashiness, as if in some mad imaginary battle with action figures in the backyard.

    As usual, Capcom is at the top of the game in producing a high quality gaming experience. The only real potential downside here is the cost/content ratio, though that’s a pretty standard issue when it comes to fighting games. While the single player campaign is incredibly fun, it’s also incredibly short (roughly 5 hours), and beyond that you’re down to the typical arcade/online battles and a handful of training/challenge modes. I suppose your amount of use will depend on whether you play online or not, although I was surprised to find myself dumping several more days of play into beating arcade mode with all the characters, just so I could get a chance to play with them all some more.

    21992868_10154800071041366_8870857766353181672_o
    Ultron dance party!

    I guess what it all comes down to is what you’re looking for in a game. If you’re looking for a complex, competitive fighting game to play online tournaments with, this may not be what you’re looking for. This iteration of the Capcom fighting formula definitely favors style and accessibility over skill. On the other hand, if you value a high quality single player experience above all else, with the fact that it makes for a good quick and simple couch co-op game being a bonus feature, this might be a game for you.

    Personally, I fall into the latter category and enjoyed this game quite a bit (in case you couldn’t tell). Maybe I have it all backwards and am in the minority here because I suppose you could call me biased for my long-time love affairs with the two respective properties, but then again, who else should the target audience of a Marvel vs. Capcom game be, but fans of Marvel and Capcom? 

  • Spiffing Reads: Ultima Online, Destiny 2 woes and pesky rats

    All hail the return of Spiffing Reads! Every Friday we’ll round up the best writing on video games from the past week – and this week we start with an excellent article from a rat’s point of view.


    How Dishonored: Death of the Outsider makes rats of us all (Eurogamer)

    Oooh, some proper writing, with historical sources and everything. Garet Damien Martin starts off at Dishonored but ends up weaving through everything from history according to rats and ancient folklore tales about evil bishops. Lovely stuff. Lucius Merriweather


    Is it illegal to ’rip off’ PUBG? (Polygon)

    When Epic announced Fortnite: Battle Royale, everyone was quick to point out its blatant similarities to PlayerUnknown’s Battlegrounds – even Epic itself. The developers of PUBG are none too happy, but when it comes to copyright law, it seems there’s not a lot they can do. L.M.


    Ultima Online was released twenty years ago today (Rock Paper Shotgun)

    Has it really been 20 years since the launch of Ultima Online? Gah, how time flies. I remember the launch of this game, which seemed truly revolutionary – a persistent online world at a time when people were only just starting to get their heads around the idea of the Internet itself. And judging from this article, it was a pretty friendly place to hang out in. L.M.


    A dog has turned my life into an RPG (Eurogamer)

    The ever-reliable Christian Donlan on how getting a dog has caused NPCs all over his neighbourhood to start chatting with him. Brilliantly funny stuff. L.M.


    Power Pros episode 106: Return to the Wild (Power Pros)

    I’m sneaking this onto the list, even though it’s not a “read” but rather a “listen”. I don’t usually listen to podcasts, but I’ve been enjoying Power Pros, a podcast run by former Nintendo Power editors. This recent episode in particular features an extensive six-month look back at The Legend of Zelda: Breath of the Wild which, while still not persuading me that it’s the best game ever, enabled me to appreciate it a bit more (warning, spoilers galore). Professor GreilMercs


    Review: Destiny 2 (Digitiser 2000)

    And finally, a review of Destiny 2 that is all about not having the time to play Destiny 2. Brilliantly written and well worth a read, and it also hones in on probably the biggest frustration of modern gaming – massive patches and system updates. It’s something I’ve been known to vent about myself. L.M.


    Spiffing Reads is a regular feature where we pick out the best gaming articles of the week. If you’ve read anything interesting, please let us know in the comments.

  • Can’t bloody wait! I’ll post my first impressions as soon as I can.

    Personally, I’ll be booting up Starfox 2 first, probably followed by Secret of Mana – I missed that JRPG first time around, so it will be great to finally give it a whirl. 

    What games are you lot most looking forward to?

  • It’s been a long time coming, but the latest entry in the Metroid series has been worth the wait.

    For a start, it looks stunning – the developers, MercurySteam, have done a phenomenal job with the look of the subterranean caverns you fight your way through, particularly the 3D backdrops. One memorable moment sees you traversing a gigantic cavern with waterfalls reaching off into the far distance, and one of the later boss battles makes some excellent use of 3D – it’s one game in which you’ll want the 3D slider turned up to max throughout.

    And MercurySteam has outdone itself in terms of updating the gameplay of Metroid II: Return of Samus, the 26-year-old Game Boy title that serves as the basis for this remake. I attempted a playthrough of Metroid II a few months back, and I’m sad to say that it doesn’t hold up all that well to modern scrutiny. The basic gameplay is fun enough, but it’s brutally hard, with long gaps between save points and – almost unbelievably for a game about exploring – it has no map. I struggled on for a while, using maps from the Internet as a guide, but in the end I gave up somewhere in Area 2.

    The remake does a fine job of sanding off the rough edges of the original while adding a few new tricks of its own. For a start, it has a map – praise the lord! – and there are now restart points just before major boss fights. The latter is an absolute boon, as I found myself dying repeatedly on some of the tougher boss battles while I gradually worked out their attack patterns.

    And there are plenty of bosses to get your teeth stuck into – the game tasks you with hunting down 40 Metroids on their home planet of SR388 in an effort to wipe the malevolent species from the galaxy. They become more powerful and more highly evolved the further you go into the planet, so it’s a case of getting tooled up and adapting to their changing attack patterns. They even attempt to scarper if they start losing, so sometimes you have to hunt them down across multiple caverns.

    And speaking of hunting, the feel of Metroid: Samus Returns – and Metroid II – is quite different from some of the other Metroid games. Whereas games like Metroid Prime and Super Metroid see you investigating mysterious incidents, often focusing on piecing together what happened and reacting to changing circumstances, here you’re very much the hunter, sent on a definitive mission to destroy a species. It makes for a game perhaps more focused on action than exploration, and the addition of a counter move in this remake reflects that focus on combat. The counter is great fun to use: a well timed swipe will bat the enemy away and leave it exposed for a one-shot kill, and it’s a great addition to Samus’s move set. Likewise, the four Aeion abilities that MercurySteam have added, which are all powered from a new Aeion meter that’s refilled by killing enemies, also add a great deal to the game, giving you more choice on how to approach battles and more options to consider when solving puzzles.

    Sadly, however, there’s one thing that MercurySteam couldn’t really change, and that’s the structure of the game itself. Ultimately, it’s a fairly linear experience – the further down you go, the more abilities you gain, which in turn allow you to push further downwards. But in Super Metroid and Metroid Prime, one of the great pleasures of the game was in heading back to a previously explored area to unlock a new route with a newly gained ability. That’s here to some extent, in the sense that various missile expansions and energy tanks are hidden away on earlier levels, inaccessible until you have the right ability to obtain them. But there’s none of the elaborately looping paths of Super Metroid – the only way onward is down.

    Exploring a previous area to simply gain yet another missile expansion is just not as much fun as heading back to open up a brand new route, and after I’d got up to 250+ missiles – far more than I’d ever need – the only reason I was tracking down the last few was to gain that elusive 100% completion rate. To be far, this criticism also applies to other games in the series – missiles (and power bombs) aren’t hugely useful in the game, so finding them all isn’t exactly thrilling. In whatever game comes next, it might be time for Nintendo to consider taking out missiles entirely, perhaps replacing them with another batch of unique collectibles – maybe individual artefacts that add to the lore of the planet you’re exploring.

    So Metroid: Samus Returns is a little linear compared to other Metroid games, and missile expansions are dull, but aside from these minor gripes, I had an absolute blast with the game. It’s by far the best-looking 2D Metroid game yet, and I had a helluva lot of fun exploring the weird caverns of SR388, obliterating the wildlife as I went. Judging by their accomplishments here, I’d love to see MercurySteam take on a remake of Metroid Fusion next – or even come up with a whole new 2D entry in the series.

  • It’s been a long time coming, but the latest entry in the Metroid series has been worth the wait.

    For a start, it looks stunning – the developers, MercurySteam, have done a phenomenal job with the look of the subterranean caverns you fight your way through, particularly the 3D backdrops. One memorable moment sees you traversing a gigantic cavern with waterfalls reaching off into the far distance, and one of the later boss battles makes some excellent use of 3D – it’s one game in which you’ll want the 3D slider turned up to max throughout.

    And MercurySteam has outdone itself in terms of updating the gameplay of Metroid II: Return of Samus, the 26-year-old Game Boy title that serves as the basis for this remake. I attempted a playthrough of Metroid II a few months back, and I’m sad to say that it doesn’t hold up all that well to modern scrutiny. The basic gameplay is fun enough, but it’s brutally hard, with long gaps between save points and – almost unbelievably for a game about exploring – it has no map. I struggled on for a while, using maps from the Internet as a guide, but in the end I gave up somewhere in Area 2.

    The remake does a fine job of sanding off the rough edges of the original while adding a few new tricks of its own. For a start, it has a map – praise the lord! – and there are now restart points just before major boss fights. The latter is an absolute boon, as I found myself dying repeatedly on some of the tougher boss battles while I gradually worked out their attack patterns.

    And there are plenty of bosses to get your teeth stuck into – the game tasks you with hunting down 40 Metroids on their home planet of SR388 in an effort to wipe the malevolent species from the galaxy. They become more powerful and more highly evolved the further you go into the planet, so it’s a case of getting tooled up and adapting to their changing attack patterns. They even attempt to scarper if they start losing, so sometimes you have to hunt them down across multiple caverns.

    And speaking of hunting, the feel of Metroid: Samus Returns – and Metroid II – is quite different from some of the other Metroid games. Whereas games like Metroid Prime and Super Metroid see you investigating mysterious incidents, often focusing on piecing together what happened and reacting to changing circumstances, here you’re very much the hunter, sent on a definitive mission to destroy a species. It makes for a game perhaps more focused on action than exploration, and the addition of a counter move in this remake reflects that focus on combat. The counter is great fun to use: a well timed swipe will bat the enemy away and leave it exposed for a one-shot kill, and it’s a great addition to Samus’s move set. Likewise, the four Aeion abilities that MercurySteam have added, which are all powered from a new Aeion meter that’s refilled by killing enemies, also add a great deal to the game, giving you more choice on how to approach battles and more options to consider when solving puzzles.

    Sadly, however, there’s one thing that MercurySteam couldn’t really change, and that’s the structure of the game itself. Ultimately, it’s a fairly linear experience – the further down you go, the more abilities you gain, which in turn allow you to push further downwards. But in Super Metroid and Metroid Prime, one of the great pleasures of the game was in heading back to a previously explored area to unlock a new route with a newly gained ability. That’s here to some extent, in the sense that various missile expansions and energy tanks are hidden away on earlier levels, inaccessible until you have the right ability to obtain them. But there’s none of the elaborately looping paths of Super Metroid – the only way onward is down.

    Exploring a previous area to simply gain yet another missile expansion is just not as much fun as heading back to open up a brand new route, and after I’d got up to 250+ missiles – far more than I’d ever need – the only reason I was tracking down the last few was to gain that elusive 100% completion rate. To be far, this criticism also applies to other games in the series – missiles (and power bombs) aren’t hugely useful in the game, so finding them all isn’t exactly thrilling. In whatever game comes next, it might be time for Nintendo to consider taking out missiles entirely, perhaps replacing them with another batch of unique collectibles – maybe individual artefacts that add to the lore of the planet you’re exploring.

    So Metroid: Samus Returns is a little linear compared to other Metroid games, and missile expansions are dull, but aside from these minor gripes, I had an absolute blast with the game. It’s by far the best-looking 2D Metroid game yet, and I had a helluva lot of fun exploring the weird caverns of SR388, obliterating the wildlife as I went. Judging by their accomplishments here, I’d love to see MercurySteam take on a remake of Metroid Fusion next – or even come up with a whole new 2D entry in the series.

  • Castlevania_-_Symphony_of_the_Night_(gamebox)Symphony of the Night is not just hands-down the greatest Castlevania game of all time, but I also consider it one of the top 5 greatest video games of all time. It is not just the original Metroidvania, but it’s the pinnacle of subgenre. Great looking backgrounds and enemies, incredible level design, a large array of interesting locations and a crazy boss for each of them, an amazing soundtrack, and more items than you’ll ever find no matter how many times you play. Seriously, I’ve lost count of how many times I’ve beaten this and I’ve still never gotten that damn Crissaegrim (the ultimate weapon in the game, only found through random drop), which angers me to no end, because I let a friend play my copy of this back in high school and he literally found it by accident within minutes. Someday…

    tumblr_mhmax3PZKQ1qkmqj8o1_500

    People complain about the voice acting, but I love it. It’s cheesy and overdramatic in all the right ways. That opening speech by Dracula is just classic.

    I’ve played this so many times back on PlayStation 1 (it’s also the game that made me go out and get a PlayStation in the first place), bought it again when it came out on Xbox 360 and maxed all the achievements, and again when they included it as an unlockable in Dracula X Chronicles for PSP, and AGAIN for Vita (is this the last time? WHO KNOWS?)!

    If you still haven’t played this yet, you are doing yourself a great disservice. You don’t need to have played any other games in the series to jump into this one. It’s on just about every system imaginable now so there’s no excuse at all! Just doooooooo it!


    gb_castlevania_legends_p_y7yp8n

    And then there was Castlevania Legends, a game that went mostly overlooked because who the hell was still buying new Game Boy games in 1997?

    It’s very much like the previous two Game Boy Castlevanias. So much so that it feels a bit repetitive and redundant. They added some new sub-weapons and the musics decent for what it is, that’s about all it has going for it.

    bgb 2017-09-21 11-52-58-993

    It’s not a bad game for what it is, but there’s really nothing memorable about it. Well, wait, there is one thing. The boss health bar is broken and doesn’t ever decrease for any of the boss fights in the game. Hooray!


    2287_frontCastlevania 64 is actually the reason it’s been so long between this and Part III of this series. I knew this one was next in line, but just kept putting it off because I haven’t touched it since it came out and I didn’t have very good memories of it at all.

    To be more accurate, I had played the original Castlevania 64, but this time I played the Legacy of Darkness version, which has added new characters with their own campaigns, updated the graphics, and allegedly fixed some problems with the original campaigns. Having finally played it, I can say that it isn’t quite as bad as I remember, but it still has some serious issues, and the “improvements” added in this re-released version are of questionable quality.

    Project64 2017-09-11 13-48-20-551

    The new characters and their campaigns aren’t quite what you would think. The first (and you have to play this one first in this version) is Cornell’s campaign. He’s a guy who can turn into a powerful werewolf, except you’ll quickly find that you can’t really use this form very often because it has no off button, and so it just keeps going on until it drains your entire heart supply. His “new” campaign is also actually just a selection of random levels from the regular campaigns. He’s slightly more powerful than the standard characters, but other than that there’s really nothing new about any of it.

    Next up is Henry, who is a knight…with a gun. Henry also only visits the same old levels from the main campaigns, but this time you need to find and rescue 6 hidden children before the time runs out and you lose. Keep in mind that you need to have won with Cornell to start Henry and you can’t play the original 2 main campaigns in this version until you beat Henry’s. Why in the world you would put a weird challenge mode like this as a pre-requisite to the main game and call it an improvement is beyond me.

    And then there’s the main campaigns of Reinhardt and Carrie. I notice they removed the stupid motorcycle skeletons from the first boss fights (though you still have to fight them in Cornell’s campaign, so this seems like a pointless change), but I couldn’t tell you what else was different about it. The camera and controls are still every bit as unpleasant as you would expect from an early 3D 3rd person game, and like most other similar games of the era it has a really heavy amount of the thing it’s absolutely worst at, 3D platforming. It’s extremely unforgiving platforming too, with the majority of missed jumps resulting in instant death.

    Project64 2017-09-11 17-58-28-764

    Complicated mazelike levels full of backtracking and puzzles that seem to be aping Resident Evil in many ways (that mansion in the beginning has some really familiar rooms even), yet there’s no map at all.

    It still has that weird time system which doesn’t seem to serve any purpose other than to annoy you. Occasionally you’ll find a door that can only be opened during either night or day. You can use sun or moon cards to make the time jump to the proper time. These cards are really common, so the whole system seems kind of pointless. There was only one other place that time was a factor, when one character tells you to look for another character in a certain room, which you assume will find you the key to the locked door that has you stuck in the area. As it turns out, this lady will only appear between 3AM and 5:59AM. The sun card moves the clock to 6:00AM. I arrived at around 8AM. I had to sit there doing nothing for 30 minutes until 3AM came. WHAT GREAT GAME DESIGN.

    P.S. If you don’t get to the end of the game quickly enough, you can’t fight the final boss or get the good end and the clock in the game only tells you what time of day it is, not how many days its been or anything else that would help you measure how long you’ve taken. I think I remember why I disliked this game now. It has some interesting ideas, but the execution of most of them is just a mess. Don’t touch this one unless you’re feeling masochistic.


    Thus ends another chapter of the Castlevania saga. Stay tuned for the next adventure, featuring Chronicles and the beginning of the Game Boy Advance era.

  • From The Armchair: Missing Out

    What ho, chums!

    Well, I’ve had a bit of disappointment this week. I’ve got a press pass for EGX 2017, but due to work/childcare committments, I’m not going to be able to get down there to see all those lovely shiny new games. Sometimes, being an adult – to use the American phrase – ‘sucks’.

    I have fond memories of attending game shows as an excitable teenager. One particular show stands out in my memory – it was one of the early Future Entertainment Shows, when they were still a thing. It was about the time that Red Bull was released, and Red Bull reps were handing out cans of the sweet stuff for free. We had no idea what it was, but we eagerly nabbed the free drinks. One of my friends promptly drank six cans in a row, having no idea of the industrial-strength levels of taurine contained in the lethal wake-up brew, and he spent the entire show basically tripping off his tits before undergoing a catastrophic comedown. It wasn’t pretty to watch.

    Another stand-out in my memory was the Tokyo Game Show back in 2004. The cosplay in particular was phenomenal, and unlike anything I’d seen before, whole rooms of people with giant cardboard swords and elaborate wigs. It wasn’t long after that that cosplay really started to take off in the UK, and now it’s pretty much standard at any game show worth its salt. But seeing throngs of cosplayers in their colourful glory for the first time was a stirring sight. The guy dressed as Cammy from Street Fighter II was particularly memorable/scary.



    So yes, game shows are ace, and I’m pretty sad to be missing out on EGX this year. But there’s always next year…

  • 5359645-lWowwwww, where did this game come from? I had heard nice things about it, but it didn’t look or sound particularly amazing. It really just looks like Journey, but underwater, and while Journey also surprised me with it’s endearing simplicity, it’s got nothing on the sheer beauty of the world of Abzu.

    I grabbed this when it was one of the free PS Plus games a month or two ago, not really expecting much, but hey free is free. I ended up trying it out recently when I had a few hours to kill between longer games, half-expecting that it would just end up deleted and forgotten like the majority of the free monthly games offered. Oh, how wrong I was.

    21458093_10154762731646366_2696002969568826961_o

    I think it’s something that has to be seen in its full glory to really have the same impact. Not only do screenshots do it justice, but even video doesn’t really capture the full beauty of this world. I know that this isn’t something that everyone has the option of doing yet, but this is a game that benefits from 4K and HDR like no other.

    21457806_10154762731451366_7302332586553069162_o

    The visual design is best described as having the relaxing flow of Journey, splattered with the amazing, vivid colors of The Witness, and then taken a step beyond both of them with the truly impressive amount of beautifully animated sea creatures populating each environment.

    21587160_10154762730926366_8690919245385225859_o

    I have to confess, some areas were so unbelievably beautiful that it literally almost brought a little tear to my eye. I’ve never seen anything quite like this in a game. There’s been a lot of talk about games as art lately, and I would definitely call this game one of the strongest arguments for games being art. The levels in Abzu are nothing short of virtually living, breathing masterpieces.

    I regret that I am here bringing you this news when it’s much too late to get the game for free, but now that I’ve experience it, I’d say that it’s absolutely worth the $20 admission, and when developer Giant Squid releases another game someday, I know I’ll be rushing to buy it on day one.

    P.S. what are your thoughts on this experimental new title (Quick Byte) for games and the posts regarding them that are too short to be a full-fledged review, but still well worth writing at least something about? Love it? Hate it? Indifferent? Filled with rage due to its technical inaccuracy regarding the size of digital information? All of the above? Let me know!

  • 5359645-lWowwwww, where did this game come from? I had heard nice things about it, but it didn’t look or sound particularly amazing. It really just looks like Journey, but underwater, and while Journey also surprised me with it’s endearing simplicity, it’s got nothing on the sheer beauty of the world of Abzu.

    I grabbed this when it was one of the free PS Plus games a month or two ago, not really expecting much, but hey free is free. I ended up trying it out recently when I had a few hours to kill between longer games, half-expecting that it would just end up deleted and forgotten like the majority of the free monthly games offered. Oh, how wrong I was.

    21458093_10154762731646366_2696002969568826961_o

    I think it’s something that has to be seen in its full glory to really have the same impact. Not only do screenshots do it justice, but even video doesn’t really capture the full beauty of this world. I know that this isn’t something that everyone has the option of doing yet, but this is a game that benefits from 4K and HDR like no other.

    21457806_10154762731451366_7302332586553069162_o

    The visual design is best described as having the relaxing flow of Journey, splattered with the amazing, vivid colors of The Witness, and then taken a step beyond both of them with the truly impressive amount of beautifully animated sea creatures populating each environment.

    21587160_10154762730926366_8690919245385225859_o

    I have to confess, some areas were so unbelievably beautiful that it literally almost brought a little tear to my eye. I’ve never seen anything quite like this in a game. There’s been a lot of talk about games as art lately, and I would definitely call this game one of the strongest arguments for games being art. The levels in Abzu are nothing short of virtually living, breathing masterpieces.

    I regret that I am here bringing you this news when it’s much too late to get the game for free, but now that I’ve experience it, I’d say that it’s absolutely worth the $20 admission, and when developer Giant Squid releases another game someday, I know I’ll be rushing to buy it on day one.

    P.S. what are your thoughts on this experimental new title (Quick Byte) for games and the posts regarding them that are too short to be a full-fledged review, but still well worth writing at least something about? Love it? Hate it? Indifferent? Filled with rage due to its technical inaccuracy regarding the size of digital information? All of the above? Let me know!

  • Capcom just announced the characters it will be offering as additional downloads for Marvel vs. Capcom Infinite. The trouble is that the game isn’t even out until tomorrow.

    I get that DLC is a part of gaming life now. But as a consumer, it sticks in my craw that publishers are hyping up more things that they can sell to me before they’ve even released the thing I’m meant to buy them for.

    I understand that during the development process, there’s likely to be a plan – however vague – for possible downloadable content further down the line. But, and perhaps I’m being naive, the thing I want as a consumer is to believe that the publisher and developer are putting their heart and soul into making the base game as good and feature-filled as it can be before it finally rolls off the production line and onto shop shelves. If you start telling me about add-on extras before the game is even released, I get the suspicion that you might just be holding back on game assets that you’ve already developed but deliberately didn’t put into the game, just so you could make an extra buck or two on them down the line.

    No one wants to be taken for a fool. And bragging about DLC before a game is even out makes fools of us all.

    UPDATE (3rd Oct 2017): I’ve had a bit more time to think about this and digest the comments on this post – check out my response here.

  • imageI have a confession to make. I’ve never played Night Trap before! It sure seems like something I’d have played, doesn’t it? I’ve always wanted to try it, but I never had a Sega CD and I just never got around to playing the later ports. On the plus side, this means I went into this completely untainted by any nostalgic bias.

    The first thing I noticed about Night Trap was that it was indeed a very dated game. It was originally designed as a VHS game and it definitely shows, for better or worse.

    21543815_10154762728881366_5327540073846809914_o
    Doesn’t seem to be anything suspicious going on here

    From the characters, the sets, the plot, the dialogue, the tone, the music, and everything else, this game just bleeds 80’s-ness. It all feels very much like some kind of cheesy made-for-TV horror movie that you would have seen in the early 80’s. The kind that’s so bad that it’s hilarious. Personally, I count that as a plus, as I admittedly have a bit of an 80’s fixation, but I can see how this would be potentially off-putting to younger fans.

    Unfortunately, there are some definite downsides to being such a dated experience. For one, this game came from an era where games very rarely bothered to explain how to play them within themselves. Games back then just assumed that you had read the manual and got right to business, and this one’s no different. The intro video tells you the basic premise, that you’re supposed to be switching between the different cameras and trapping every creature (known as Augers) you see, and if you don’t catch enough you lose, but it doesn’t actually tell you how this works, and unless you were one of the very few people that managed to get one of the very limited run of physical copies of this, you’ll notice that there is no manual to check.

    It’s actually all very simple when you know what the controls are and how they work, but if you don’t and no one tells you, it goes downhill rather quickly. When I first started, I pressed the wrong button while trying to figure out how the controls worked, which apparently rendered all the traps unusable, which led to a very quick game over, and I had no idea what happened or what I was supposed to have done. I had to search online to find that the colored light below the clock is the indicator for when to press the trap button and that other buttons changed the “color code”, which if set wrong, makes all the traps stop working.

    21586789_10154762729506366_3436841730503309467_o
    BLOOD INSPECTOR!

    Oh, that color code. I am not a fan of that thing. So like I said, you need to have the color set for all the traps to work, and it starts out on the default color without needing to be touched until someone changes it. When does it get changed? Well, good luck finding that out. You have to be watching the right camera at the exact right time to hear characters talk about changing the code and there’s absolutely no way for you to know when this is happening. You can try guessing, but unless you get lucky you’ll most likely end up missing too many captures to be able to win by the time you find the right one again. Basically, you’re going to need to look up a guide unless you want to try brute-forcing it by trying to watch every single scene play out to find the exact code change times on your own (and of course the color is always random). I don’t know about you, but I am a bit bothered by games that can’t be played without a step-by-step guide on hand at all times.

    The trolling doesn’t end there either. There are also certain trap scenes that will cause key characters to die if you miss them and a few nasty trick moments where the game prompts you to activate a trap at the wrong moment, which can hurt your progress or even give you an instant game over. Who would have thought such a simple sounding monster trapping game could be so difficult? The game actually is surprisingly catchy once you get the hang of it, but that sense of enjoyment can plummet down pretty quickly when you find your whole run ruined by a single missed button press.

    I’ll tell you right now, in general, you’re not going to have any time to stop and watch any of the many story scenes AND trap enough Augers to avoid getting a game over either. It’s a shame, because there are so many story scenes and if you’re into this kind of thing you’re going to want to see them, but you just can’t do it. There are so many things happening simultaneously that you can’t spare a moment for even the most important scenes because the Augers almost never let up. On the plus side, this version of the game has had a Theater Mode added in that you can unlock by winning once, which lets you go play videos you’ve seen, so you can sort of experience the story, though unfortunately not in any kind of linear order.

    21586560_10154762729196366_8369940306380398219_o
    EVERYTHING SEEMS IN ORDER HERE!

    So you’re probably wondering if I actually liked this game or what. Well…the gameplay can be surprisingly catchy once you get used to it, the 80’s factor is through the roof, the remastering job and the extras that have been added by Screaming Villains are excellent, and while the base game is very short, there’s still a relatively large amount of content here for a very low price, but…the original game itself is just so very, very flawed. I guess when it comes down to it, I think that as a piece of video game history, it’s a fascinating experience, and one that will be a treat for fans of 80’s culture, but as a video game, well, it’s just not a very good game. If you don’t have a huge interest in the 80’s, you’ll probably only find a source of archaic frustration here.

    Disclosure statement: Review code for Night Trap 25th Anniversary Edition was provided by Screaming Villains. A Most Agreeable Pastime operates as an independent site, and all opinions expressed are those of the author.

  • imageI have a confession to make. I’ve never played Night Trap before! It sure seems like something I’d have played, doesn’t it? I’ve always wanted to try it, but I never had a Sega CD and I just never got around to playing the later ports. On the plus side, this means I went into this completely untainted by any nostalgic bias.

    The first thing I noticed about Night Trap was that it was indeed a very dated game. It was originally designed as a VHS game and it definitely shows, for better or worse.

    21543815_10154762728881366_5327540073846809914_o
    Doesn’t seem to be anything suspicious going on here

    From the characters, the sets, the plot, the dialogue, the tone, the music, and everything else, this game just bleeds 80’s-ness. It all feels very much like some kind of cheesy made-for-TV horror movie that you would have seen in the early 80’s. The kind that’s so bad that it’s hilarious. Personally, I count that as a plus, as I admittedly have a bit of an 80’s fixation, but I can see how this would be potentially off-putting to younger fans.

    Unfortunately, there are some definite downsides to being such a dated experience. For one, this game came from an era where games very rarely bothered to explain how to play them within themselves. Games back then just assumed that you had read the manual and got right to business, and this one’s no different. The intro video tells you the basic premise, that you’re supposed to be switching between the different cameras and trapping every creature (known as Augers) you see, and if you don’t catch enough you lose, but it doesn’t actually tell you how this works, and unless you were one of the very few people that managed to get one of the very limited run of physical copies of this, you’ll notice that there is no manual to check.

    It’s actually all very simple when you know what the controls are and how they work, but if you don’t and no one tells you, it goes downhill rather quickly. When I first started, I pressed the wrong button while trying to figure out how the controls worked, which apparently rendered all the traps unusable, which led to a very quick game over, and I had no idea what happened or what I was supposed to have done. I had to search online to find that the colored light below the clock is the indicator for when to press the trap button and that other buttons changed the “color code”, which if set wrong, makes all the traps stop working.

    21586789_10154762729506366_3436841730503309467_o
    BLOOD INSPECTOR!

    Oh, that color code. I am not a fan of that thing. So like I said, you need to have the color set for all the traps to work, and it starts out on the default color without needing to be touched until someone changes it. When does it get changed? Well, good luck finding that out. You have to be watching the right camera at the exact right time to hear characters talk about changing the code and there’s absolutely no way for you to know when this is happening. You can try guessing, but unless you get lucky you’ll most likely end up missing too many captures to be able to win by the time you find the right one again. Basically, you’re going to need to look up a guide unless you want to try brute-forcing it by trying to watch every single scene play out to find the exact code change times on your own (and of course the color is always random). I don’t know about you, but I am a bit bothered by games that can’t be played without a step-by-step guide on hand at all times.

    The trolling doesn’t end there either. There are also certain trap scenes that will cause key characters to die if you miss them and a few nasty trick moments where the game prompts you to activate a trap at the wrong moment, which can hurt your progress or even give you an instant game over. Who would have thought such a simple sounding monster trapping game could be so difficult? The game actually is surprisingly catchy once you get the hang of it, but that sense of enjoyment can plummet down pretty quickly when you find your whole run ruined by a single missed button press.

    I’ll tell you right now, in general, you’re not going to have any time to stop and watch any of the many story scenes AND trap enough Augers to avoid getting a game over either. It’s a shame, because there are so many story scenes and if you’re into this kind of thing you’re going to want to see them, but you just can’t do it. There are so many things happening simultaneously that you can’t spare a moment for even the most important scenes because the Augers almost never let up. On the plus side, this version of the game has had a Theater Mode added in that you can unlock by winning once, which lets you go play videos you’ve seen, so you can sort of experience the story, though unfortunately not in any kind of linear order.

    21586560_10154762729196366_8369940306380398219_o
    EVERYTHING SEEMS IN ORDER HERE!

    So you’re probably wondering if I actually liked this game or what. Well…the gameplay can be surprisingly catchy once you get used to it, the 80’s factor is through the roof, the remastering job and the extras that have been added by Screaming Villains are excellent, and while the base game is very short, there’s still a relatively large amount of content here for a very low price, but…the original game itself is just so very, very flawed. I guess when it comes down to it, I think that as a piece of video game history, it’s a fascinating experience, and one that will be a treat for fans of 80’s culture, but as a video game, well, it’s just not a very good game. If you don’t have a huge interest in the 80’s, you’ll probably only find a source of archaic frustration here.

    Disclosure statement: Review code for Night Trap 25th Anniversary Edition was provided by Screaming Villains. A Most Agreeable Pastime operates as an independent site, and all opinions expressed are those of the author.