Tuesday, February 1, 2011

Video Game Review Series - Metroid Prime


As my first review in this series, I will be discussing Metroid Prime for the Nintendo Gamecube.

Background: The Metroid franchise took a surprising turn when Retro Studios announced that their addition to it in the form of Metroid Prime would be in the style of a 3-d first person shooter. Long time fans of the series were outraged and extremely skeptical. People were questioning how Metroid’s back-tracking puzzle based gameplay would translate into 3-d. They had notions of Retro Studios turning it into a run and gun style FPS, which helped give it the title of “Halo-killer” before it was even released. It turns out that when the game was finally released in November of 2002, all of that skepticism went away and the gaming world was taken by storm.

Story: While I don’t believe that a bad story can completely ruin a game, a good story can certainly make a good game great. The story of this game isn’t that difficult to understand. The beginning premise is that Samus finds a distress signal coming from a deserted space vessel and in doing so uncovers secret experiments of a highly technological race of creatures. The unique thing about this game’s story is how you go about figuring it out. Instead of getting fed millions of 10 minute long cut-scenes ala the newest Metal Gear games or Final Fantasy, you are given a Scan Visor which is used to learn about the surroundings. You can scan EVERYTHING in this game, and if you want to get the most out of the story and atmosphere it is highly recommended that you do. While this may seem like a humongous chore, (it most certainly can be), if you actually read the scan logs that you collect it will make the atmosphere truly come to life. Some scans tell about the life of the Chozo, a sentient race that called the planet their home before the space pirates arrived. Others tell of the nasty experiments and their results that the space pirates are taking part in. And some scans will even be useful in forewarning you of the dangers to come. It’s a very unique system that may be tedious at times but it most certainly works. Overall 9.0/10

Graphics: The very first thing you’ll notice about this game is that the graphics are stunning. Now, this game came out almost 9 years ago, however if the game were released today it still would look pretty darn good. The environments that you explore are extremely detailed, Samus and her powersuit are textured beautifully and the developers even included many subtle graphical spectacles such as how mist will fog up your visor when you walk past a steam vent. The enemies all look very lifelike in the way they move and attack, and some of the bosses just look very intimidating. One hiccup in the graphics department is the lava, which actually looks like no effort was put into programming it. While it does look very hot to the touch, I could honestly take a red and orange crayon and draw the lava found throughout the game myself. Overall, 9.8/10

Sound: I want to begin this subsection by saying that I have the entire soundtrack for this game in my iTunes library right now. In fact, lately I’ve been listening to a couple of the songs daily when I need a good refresher. Basically, the music in this game fits perfectly. Every atmosphere is accompanied by a fantastically paired soundtrack and when it comes time to do battle, well there are songs for that too. After you beat the game, many of the songs WILL stick with you.How many games that come out nowadays can you say the same for? Not too many. The weapons sound like they should, the roar of some of the game’s larger enemies will strike fear into your heart, and the rewarding sound that accompanies the finding of a missile expansion will always give you hope. Overall, 9.6/10 (.4 off because that Phazon Mines theme still gives me nightmares).

Here's the menu theme. This song means business

Gameplay: Ahhhhh gameplay, the most important aspect of any game. I’m looking at you Crysis, get your fancy shmancy graphics out of here. Basically, this is where the skepticism lay before the game was released. This game isn’t a true FPS, and it’s certainly not an RPG (though you’ll be doing a lot of collecting). It basically has many elements and combines them brilliantly.

FPS’ing: Yes, the game looks at first glance like an FPS. However it controls nothing like your typical run of the mill style shooter. Instead of moving with one control stick and aiming with the other, you’ll be moving and turning all with the left control stick. The aiming system is a bit complicated, however after the first 10 minutes of playing you’ll become fluid with it. In order to aim you must press the R button and then use the moving control stick to look around. However, Samus has the ability to lock on to enemies, and trust me when I say you’ll be using this all of the time. At first the system is awkward but it works wonders the more you play the game. Fighting using this control style is actually quite rewarding. You’re probably thinking, “Oh well if I can lock onto enemies where’s the skill in that?” My reply would be to go fight the Omega Pirate, die, die some more and then we’ll see how much skill it takes. Pummeling enemies efficiently comes more from knowing (and scanning) their weaknesses and utilizing the guns you have at the right time to take them down before they deplete that last remaining energy tank.

ADVENTURING: This game forces you to explore, and explore, and explore some more. In doing so, you will be exploring very interesting environments using the abilities you have gathered over your adventure. This does (in the style of Metroid) require a fair amount of back-tracking. HOWEVER, at no point does this truly become tedious. The rooms you go through will at first glance have a lot of secrets that you cannot reach (and many hidden ones), so when you do go through the same rooms multiple times it’s always with a new ability that will let you get to those secrets. This creates a very rewarding experience and when you do inevitably see those abilities being put to use, it’s amazing how much detail actually went into the layout of the game world. If you think you’ve exhausted every last corner of the world, trust me you haven’t. In fact, there are so many hidden secrets that it would be pretty much impossible to find every single item without the use of a guide. This game also has many environment-based puzzles. One of the major players in the puzzle department is Samus’ trusty Morph Ball upgrade. At the press of the X button Samus will roll into a small ball and be able to roll around quickly, bomb jump into the air, and eventually cling to special magnetic tracks. This actually makes for some very entertaining physics based puzzles. You’ll be pseudo-skating up and down half-pipes to reach unreachable ledges, you’ll be clinging to walls and bomb-jumping where you wouldn’t be able to go normally. It’s a whole lot of fun, and even after multiple playthroughs of the game there are still some puzzles that put my Metroid skills to the test.

CHALLENGE: Some games are so hard that they require a bazillion retry’s just to get past a boss or some tricky platforming. Others are so easy that a one armed (finned?) platypus could beat them. The truth is, this game falls right smack dab in the middle. A lot of this game is exploring, and a lot of the exploring in this game comes at a fairly easy pace. You won’t (for the most part) be pressed by a time limit at any point and you’ll be able to pretty much explore at will without too many hindrances. There are some difficult puzzles but they certainly don’t require mashing the restart button to complete. A little bit of thinking goes a long way in this game. There are a couple of difficult boss fights in this game, especially for a new player. One of which, the Omega Pirate, may have you screaming for mercy for a while. Fortunately there is a save point right before his room and with a little practice he goes down fairly easy. All in all, the game is highly beatable without too much frustration (it’s no Battletoads) but it does provide enough challenge to force you into being involved with the game. Oh, I forgot to mention, there is a Hard Mode that becomes unlocked after beating the game once. If you want a real challenge, give that a try.

Basically, the gameplay for Metroid Prime can be broken down into a few parts. You will explore, figure out interesting puzzles, fight some baddies, and become immersed in the mind-blowing world that Retro Studios has created. Overall, 9.9/10

Replayability: I know what you’re thinking, “replayability for a single player game? That’s nonsense.” This may be true for your precious Halo or Gears of War, but the fact is there is SO much stuff to do and find in this world that it’s only natural to want to go back after beating the game and explore every nook and cranny. There are probably a hundred or so suit upgrades and expansions to discover, and there are special endings and galleries to unlock when you get certain completion percentages. But really, the game is just so fun and rewarding that there’s a good chance you’re going to want to be immersed in the world all over again. Personally, I’ve been through the game a good 3 or 4 times and I loved every minute of it. Overall, 8/10

The Whole Package: It may seem like I’m very biased hearing all this praise about a single game. However, it’s just that good. It’s a long game on the first playthrough that will not disappoint. The graphics, sound, and gameplay all come together with the story to provide an exceptional atmosphere that will drag you away from reality while you play. If you own a Wii (doesn’t everyone?), get a copy (it’s like 4 bucks now used) and a gamecube controller (which is also amazing) and play what is arguably the best game on the Gamecube and in my opinion one of the best of all time.

Overall, 9.8/10

Video Game Review Series

Hello faithful blog readers! Due in part to my boredom with school and also my love for video games, I'm going to be starting a series of game reviews very soon. Unlike Gamespot's reviews (and various other 'professional' gaming sites), the scores for these games won't be completely off the mark! I will try to get around to reviewing games on the N64, Gamecube and PC, as those are the systems I'm most familiar with. Thank you, and happy gaming!

Thursday, November 18, 2010

Could it be?

The ultra super rare fire creature card is here...it's not even in print yet! No way!

Tuesday, November 16, 2010

Mercenary Creatures

Alright, so I guess I built up enough suspense for me to unveil the mercenary creatures for Dojo (V2)...











Saturday, September 11, 2010

Dojo TCG - Fire

Here's the moment all of my loyal subscribers around the world have been waiting for...the unveiling of the Fire Dojo TCG creatures! Enjoy nerds!










Saturday, August 21, 2010

The Rules

Wow, that was fast!! As promised, here are the rules of DOJO TCG. Yeah, I changed the name, because Fortification sounds straight up whack!

Dojo TCG Rule Book

Abstract: Dojo is a turn-based trading card game based on creatures and elemental

Goal: The ultimate aim of this game is to destroy your opponent’s homeland while keeping yours intact.

Getting Started: Each player may have a deck consisting of 50 cards, and 1 homeland, for a total of 51 cards. There may be up to two of the same ★ and ★★ creatures in each deck, but only one of any ★★★ creature in each deck.

Terms

Action: Every player has 3 actions per turn. An action can be used to play creatures, items, face-down items, attachments, locations. An action may be used to do a secondary or POWER attack to an opponent’s creatures or homeland. An action may be used to bank 3 CU. So a turn of 3 actions may be used to bank 9 CU. An action may be used to draw a card.

Draw: This refers to placing the card on top of your deck into your hand.

Discard: This refers to removing a card from your deck, hand, or field and placing it into the discard pile.

Cost Unit: (CU) is the common currency in the game, and is used to play items, face down items, attachments, locations, fighting caste creatures, and also to use some attacks. Each Player starts with 25 CU, and receives a free 3 CU at the start of every turn.

Cards

Types of Cards: There are many different card types in Dojo TCG. There are creature cards, Item cards, face-down item cards, attachments, locations, and homeland cards.

Homelands: Each homeland has 25 health, and confers a health bonus of +1 to each creature of the corresponding element.

Creatures

Creature Cards: Creature cards are the life blood of your attacking force, and are usually the primary means to both defend your homeland and to attack your opponent’s homeland and creatures. They are usually characterized by a unique element, rarity/power measure, multiple attacks, and other auxiliary bonuses.

Components of Creature Cards: Creature cards display a name, element, health value, rarity measure, a primary, secondary and POWER attack, which may carry a CU value (To be discussed later), as well as a possible auxiliary bonus. All creatures also carry a Tribute value on the bottom right corner of the card, which is the amount of CU that the attacking player receives if they defeat the creature.

Elemental Castes: There are four distinct elemental castes in this game: Water, Fire, Electricity, and Earth, all of which have corresponding homelands. There is a 5th caste, the fighting caste, which does not have a corresponding homeland, but usually confers an auxiliary bonus.

Health value: Refers to how much health a creature has. Once a creature loses all of its health, it is placed in the discard pile, and the attacking player receives the creature’s tribute.

Creature Rarity: The rarity of a creature is designated by either ★,★★, or ★★★. A ★ represents a creature of common rarity, a ★★ represents a creature of common rarity, and a ★★★ represents a rare creature.

Rarity and Actions: A creature of ★ rarity can be played using one action, a ★★ creature can be played using two actions, and a ★★★ creature can be played using three actions.

Rarity and Playing Creatures: Creatures must be played in a specific order at the beginning of the game. The first creature played must be a ★. The second may be either a ★ or a ★★, and the third may be either a ★, ★★, or a ★★★. However, the first creature card played must be a ★.

Creature Attacks

Attacks: A Creature may have up to three attacks, a primary attack, secondary attack, and a POWER attack. A creature’s primary attack may be used without using up an action or any CU, as long as it is used the turn after the creature is played. A Secondary attack uses up 1 action and the CU cost designated on the card. Lastly, a power attack uses up 2 actions and the CU cost designated on the card. Damage done by an attack may be distributed however you choose.

Attacking the Homeland: The opponent’s homeland may only be attacked when there are no creatures defending it. Each homeland has 25 health, and the game ends when one person’s homeland is destroyed.

Items

How to play items: All items require an action to be played, and also have a corresponding CU cost. The instructions on the card may then be followed. Unlike Face-Down Items, these cards are played face-up.

Face-Down Items

How to play Face-Down Items: Face-Down Items are always played Face-Down on the field. They require an action to play, as well as the CU cost denoted on the card. They may be activated whenever the opponent plays a card that triggers the face-down. Simply follow the instructions on the card.

Attachments

How to play attachments: Attachments may be attached to creatures already on the field. They require an action and a CU cost denoted on the card to be put into play. They usually confer health and attack bonuses.

Locations

How to play locations: Locations require an action and the CU cost denoted on the card to be put into play. Follow the instruction on the card. Locations have a health value, and stay in play as long as their health remains intact. Locations may be attacked by creatures, and are discarded when they lose all their health.

Playing the Game

Every player starts with 25 CU, and may draw the top 7 cards off of their shuffled deck. At the beginning of every turn (other than the first), draw a card and receive 3 CU.

The first three turns of the game are deemed the Peace Treaty turns, where no damage is allowed to be dealt to the opponent’s creatures, by creatures, items, face-down items, locations, attachments, auxiliary bonuses, or any other means.

Play the game, and do it BIG.


Ultimate Nerdom

So since I go to college about a month after everyone else does, I found it imperative to find a source of entertainment for the waning days of my summer vacation. (Besides, my Age of Empires III clanmates were starting to get a bit boring to talk to once I realized that none of them spoke English).

So I endured the blistering heat in my attic (the newly-installed window added little in the way of ventilation), and I came across a brown bag. Expecting nothing, I opened it up, and out spilled numerous colorful cards with blue backing. I had found a trading card game that I had made in the 8th grade, which had been given the unfortunate name "Fortification." I felt like the kids in Jumanji when they found that creepy board game. I was ecstatic!

Unfortunately, I had forgotten all the rules, and of course, there wasn't a rule book in sight. But upon closer examination and after a heavy dose of speculation, I made some preliminary rules. I wanted to play this game. Now.

Now here came the hard part: Convincing someone to play with me. While the cards were certainly colorful, and all of the creature cards had the same exact layout and some sort of color scheme, the art was just not up to par. They looked like Pokemon that were beat when they were young. Well, except for Ditto. That guy looked like garb to begin with.

Anyways, with some consistent pestering, I convinced/forced some of my friends to test the game. As the game progressed, I made up rules and took a marker and changed the rules on all of the cards and won every game we ever played. My friends never spoke to me again and unfriended me on facebook. The End.

But that's not what actually happened. Turned out the game has some potential to really be pretty fun. It was sort of a mix of some turn-based PC games, with elements of the Harry Potter TCG (R.I.P.), Pokemon, Yu-Gi-Oh, and unwittingly, Magic the Gathering as well. If you are not familiar with any of these aforementioned games, then consider yourself socially adequate.

But after playing a couple games, I really wanted to make more cards, fix some balancing issues, and at least put some more time into the artwork. Hey, I have about a month left, all my friend(s) will be off to college, and what the heck, it's not like I have a life or anything!

Anyways, for the millions of people reading this blog internationally, I'll post the rules in a little bit.