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Showing posts with label Metal Gear Solid. Show all posts
Showing posts with label Metal Gear Solid. Show all posts
Monday, October 12, 2015
3DS review: Metal Gear Solid: Snake Eater 3D
Metal Gear Solid 3, the tale of how Naked Snake set out on the path to become Big Boss, and the effective starting point of the entire Metal Gear legacy, received a 3DS port early in the handheld’s life cycle. Much like Star Fox 64 3D, Ocarina of Time 3D, and Majora’s Mask 3D, Metal Gear Solid: Snake Eater 3D is taken directly from its console version and reworked to fit the control scheme of the 3DS. However, unlike those other 3DS re-releases, Snake Eater 3D does not see any graphical upgrades from the Playstation 2 original. Which is not to say that the game is any less aesthetically pleasing or immersive than ten years ago, when it debuted – the jungles are lush and dense with greenery, the animals active, and the wandering patrols a constant threat to Snake’s location being exposed. The frame rate does, unfortunately, dip a bit during cutscenes where there are many characters or events on screen at the same time. Gameplay, however, is never hampered by this.
The touch screen is utilized wonderfully, as the stylus can be used to easily access Snake’s codec, medical supplies, and food items. Weapons and items have also been relegated to the touch screen, and nine of each can be set to be on-hand at any given time, while another icon allows you to swap those out with additional items that Snake picks up and stores in his supply pack. This cuts down significantly on switching up Snake’s loadouts, which were previously managed via a scroll wheel on the PS2 and HD Collection releases.
Snake can also draw his weapons and put them away with a press of the right shoulder button. However, a simple tap of the shoulder button will not suffice – you have to hold it down for a brief second, otherwise the input may not take. Given the stealth-heavy nature of Snake Eater 3D, this rarely proves problematic, save for a couple of the boss fights, wherein it can be mildly frustrating as you dodge attacks and attempt to quickly react to Snake’s supernaturally-powered foes. While not necessary for playing Snake Eater 3D, the 3DS’ Circle Pad Pro attachment is highly recommended for anyone already familiar with the button and joystick layouts on the home console releases. All in all, though, despite being a port of a game that whose original release was never designed with a handheld in mind, Snake Eater 3D runs very well on the system, and the new control scheme is handled wonderfully – far better than some would have suspected.
The voice acting is, of course, just as great as it was a decade ago on the PS2. David Hayter’s iconic Snake voice keeps players company for the majority of the adventure, with humor from support members Major Zero and Para-Medic often flying right over his head. Suzetta Minet portrays the sultry and quick-witted EVA, Neil Ross puts forth a commanding performance as sadistic villain Colonel Volgin, while Josh Keaton’s depiction of a young Ocelot is one of a lovable try-hard who often slips up in his own attempts to impress his superiors. A few new sequences of dialogue have been added to this 3DS release, covering the updated control scheme. All of the spoken dialogue, as well as the iconic soundtrack and titular theme song, come across clear and clean through the 3DS’ speakers.
Equally memorable to the voice work in Snake Eater 3D are the boss encounters with the members of the Cobra Unit. They remain as intense and varied as ever, seeing no alterations from their PS2 counterparts. More seasoned veterans of the Metal Gear series will likely opt for as stealthy a playthrough as possible, maximizing their camouflage percentage by pairing patterns and face paint to the surrounding environment to better avoid detection. The 3DS' camera can be utilized to make new camo patterns for Snake, though these are not as complex in nature as the game's pre-loaded camo options, and will always default to registering as the most prominent color within the picture that was taken, ignoring any less prominent colors that are a part of that same image.
For those new to the Metal Gear play style, there are plenty of weapons beyond the default silenced tranquilizer pistol that can be found in the jungle, including an AK-47, a short-barrel shotgun, an SDV sniper rifle, and a more lethal handgun, to name a few - just don't expect a warm welcome from Volgin's GRU forces if you fire loudly in their direction. Plenty of additional items and food rations can be missed, should you choose not to devote time to exploration. The 3DS' gyroscope is briefly used to balance Snake on branches and bridges, while the hidden collect-a-thon Kerotan statues have been replaced with the likeness of Mario’s green pal Yoshi.
A first time playthrough of Snake Eater 3D will likely push close to the twenty hour mark, while players who have beaten Snake Eater in the past and simply want a quick retread can finish the game in less than fifteen. Snake Eater 3D does see a few technical hang-ups, and some very minor control oversights, but more often than not it excels as yet another great handheld port of a console classic in the 3DS' library. And at the end of the day, it remains the greatest Metal Gear story ever told.
My rating: 8.75 (out of 10)
Tuesday, September 29, 2015
Top 10 Vocal Tracks in the Metal Gear Series (#10-6)
Earlier this year, I wrote up two top five lists for songs from the Metal Gear series. One was focused on orchestrated tracks, while the other was focused on the series’ vocal tracks. While I still feel the selections I chose for both of those lists are deserving of the rankings that I assigned them, there are other Metal Gear theme songs that I feel deserve mentions. As such, I have crafted a follow-up to the vocal track list – a ‘part two’, if you will. If you missed the original list featuring the top five vocal tracks, you can check it out here.
#10 – The Stains of Time (Metal Gear Rising: Revengeance): Though Metal Gear Rising boasted a loud and bombastic soundtrack during its early hours, The Stains of Time is reflective of the way in which the narrative begins to ramp up, and the themes at play head into darker territory. Monsoon is certainly one of the more freakish boss characters Raiden squares off against, having his entire body segemented into small pieces, allowing him to split apart and reform as he makes quick strikes with his octagon sais. The music and battle only become more intense, as Monsoon hurls military vehicles at Raiden, while the cyborg ninja protagonist ultimately embraces his inner demons, letting Jack the Ripper run free in order to inflict greater damage on Monsoon chop him up into even smaller pieces from which he cannot reassemble.
#9 – Rules of Nature (Metal Gear Rising: Revengeance): While perhaps not officially the main theme of Metal Gear Rising, Rules of Nature is certainly one of the most popular tracks to come from the game. Rules of Nature accompanies one of Raiden’s first boss battles, against a towering Metal Gear Ray. During the first stage of this fight, Raiden slashes the Metal Gear’s armor off, and uses his cyborg enhancements to hurl it through the air. Later on, the Metal Gear takes a second attempt at besting Raiden, only for the cyborg ninja to jump across the barrage of missiles it fires his way, sprint straight down the side of a crumbling clock tower, and finish the mechanized foe off for good. Rules of Nature is an unapologetic, fast-paced adrenaline rush that perfectly encapsulates this battle, and the overall vibe of Metal Gear Rising.
#8 – Heavens Divide (Metal Gear Solid: Peace Walker): Heavens Divide begins softly, not unlike Portable Ops’ main theme of Calling to the Night. But it gradually picks up pace and volume, delivering a message about Snake taking responsibility for his past and present, and his forging his own path toward the future. While Snake Eater was the major turning point whereby Naked Snake lost faith in his home country and government, Peace Walker focuses on Snake’s taking the title of Big Boss to heart, training an organized military and setting forth on a path to finally lay to rest his internal struggles with The Boss’ actions from ten years prior. Heavens Divide weaves a tale of loss and sorrow, resulting in the eventual solidification of Big Boss’ ideals and determination to create a military without a nation.
#7 – A Phantom Pain (Metal Gear Solid V: The Phantom Pain): A Phantom Pain’s dark atmosphere and synth sounds are a wonderful mash-up for a few reasons. First and foremost, the lyrics are reflect loss, lingering pain, and the self-destructive nature of revenge, themes which affect all of The Phantom Pain’s major players, in some form or another. Secondly, its choice of instrumentation, with heavy emphasis on keyboard and electric guitar, are perfect matches for the game’s 1980s setting, as is one so-close-to-being-cheesy-that-it’s-great saxophone solo. A Phantom Pain deals with the search for oneself after the jarring losses of battle – whether physical or psychological – have been stacked, and the impact that has on someone and their peers.
# 6 – Sins of the Father (Metal Gear Solid V: The Phantom Pain): The most thematically appropriate vocal track in the series since Snake Eater’s self-titled theme song, Sins of the Father is a powerful, commanding tune. Its lyrics paint the dark path Punished ‘Venom’ Snake will embark upon, while haunting wails beautifully match the tumultuous backdrops of the Afghanistan desert and the African jungle. Listening to the lyrics after following The Phantom Pain’s story to its conclusion further reveals just how specific to the game’s events Sins of the Father truly is.
#10 – The Stains of Time (Metal Gear Rising: Revengeance): Though Metal Gear Rising boasted a loud and bombastic soundtrack during its early hours, The Stains of Time is reflective of the way in which the narrative begins to ramp up, and the themes at play head into darker territory. Monsoon is certainly one of the more freakish boss characters Raiden squares off against, having his entire body segemented into small pieces, allowing him to split apart and reform as he makes quick strikes with his octagon sais. The music and battle only become more intense, as Monsoon hurls military vehicles at Raiden, while the cyborg ninja protagonist ultimately embraces his inner demons, letting Jack the Ripper run free in order to inflict greater damage on Monsoon chop him up into even smaller pieces from which he cannot reassemble.
#9 – Rules of Nature (Metal Gear Rising: Revengeance): While perhaps not officially the main theme of Metal Gear Rising, Rules of Nature is certainly one of the most popular tracks to come from the game. Rules of Nature accompanies one of Raiden’s first boss battles, against a towering Metal Gear Ray. During the first stage of this fight, Raiden slashes the Metal Gear’s armor off, and uses his cyborg enhancements to hurl it through the air. Later on, the Metal Gear takes a second attempt at besting Raiden, only for the cyborg ninja to jump across the barrage of missiles it fires his way, sprint straight down the side of a crumbling clock tower, and finish the mechanized foe off for good. Rules of Nature is an unapologetic, fast-paced adrenaline rush that perfectly encapsulates this battle, and the overall vibe of Metal Gear Rising.
#8 – Heavens Divide (Metal Gear Solid: Peace Walker): Heavens Divide begins softly, not unlike Portable Ops’ main theme of Calling to the Night. But it gradually picks up pace and volume, delivering a message about Snake taking responsibility for his past and present, and his forging his own path toward the future. While Snake Eater was the major turning point whereby Naked Snake lost faith in his home country and government, Peace Walker focuses on Snake’s taking the title of Big Boss to heart, training an organized military and setting forth on a path to finally lay to rest his internal struggles with The Boss’ actions from ten years prior. Heavens Divide weaves a tale of loss and sorrow, resulting in the eventual solidification of Big Boss’ ideals and determination to create a military without a nation.
#7 – A Phantom Pain (Metal Gear Solid V: The Phantom Pain): A Phantom Pain’s dark atmosphere and synth sounds are a wonderful mash-up for a few reasons. First and foremost, the lyrics are reflect loss, lingering pain, and the self-destructive nature of revenge, themes which affect all of The Phantom Pain’s major players, in some form or another. Secondly, its choice of instrumentation, with heavy emphasis on keyboard and electric guitar, are perfect matches for the game’s 1980s setting, as is one so-close-to-being-cheesy-that-it’s-great saxophone solo. A Phantom Pain deals with the search for oneself after the jarring losses of battle – whether physical or psychological – have been stacked, and the impact that has on someone and their peers.
# 6 – Sins of the Father (Metal Gear Solid V: The Phantom Pain): The most thematically appropriate vocal track in the series since Snake Eater’s self-titled theme song, Sins of the Father is a powerful, commanding tune. Its lyrics paint the dark path Punished ‘Venom’ Snake will embark upon, while haunting wails beautifully match the tumultuous backdrops of the Afghanistan desert and the African jungle. Listening to the lyrics after following The Phantom Pain’s story to its conclusion further reveals just how specific to the game’s events Sins of the Father truly is.
Monday, September 28, 2015
Xbox 360 review: Metal Gear Solid V: The Phantom Pain
Nine years after the sabotage and destruction of Mother Base that acted as the cliffhanger ending of Metal Gear Solid V: Ground Zeroes, Metal Gear Solid V: The Phantom Pain opens with Big Boss awakening in a hospital to the shocking discovery that there is a shard of metal lodged in his skull and his left arm is missing from the elbow down. As a doctor explains the situation to him, tries to calm him down, and ease him back into the land of the living, word that ‘V has come to' quickly spreads, and it is not long before the hospital is besieged by heavily-armed forces. Barely able to stand, Big Boss, aka Punished ‘Venom’ Snake struggles to regain his ability to walk, while a mysterious bandaged friend calling himself Ishmael acts as his guide out of the hospital.
The route is dangerous, as the militant forces have orders to shoot everyone in the hospital, and Ishmael and Snake encounter what appears to be a flaming projection of Volgin, the Soviet colonel from Operation: Snake Eater. This first leg of the journey is largely an interactive story segment which teaches players the basic controls as they pertain to The Phantom Pain’s stealth and combat techniques. The escalation of events beyond the player’s control is intense, and ultimately the two patients are forced to dupe their would-be assassins, steal an ambulance, and avoid a pursuing helicopter before crashing through a roadblock. Snake passes out for a brief period, and awakens to find no trace of Ishmael, but rather is introduced to Revolver Ocelot, his contact from the newly-reconstructed Mother Base. Ocelot and Snake board a freighter ship to waters near the Seychelles Isles, where XO Kazuhira Miller ordered the new Mother Base be constructed in Snake’s absence.
The first orders of business in setting the stage for events to come are equipping Snake with all of his familiar gear, as well as a new robotic arm, and explaining to players (whether they previously experienced Ground Zeroes or not) that Skull Face is still at large, commanding XOF as a rogue agency no longer tied to the United States government. It’s just the right amount of information and story content to dish out to players this early on. The massive open world exploration element is kept in perspective, for the time being, as Ocelot informs Snake that Miller ran into some trouble during his most recent operation, and likely only has a few days to live before his Soviet captors decide they are through trying to interrogate him.
Each mission Snake embarks on during the game’s first eight hours or so is set in Afghanistan, where tall cliffs limit the number of available routes, but large rocks and hilly terrain offer sufficient cover for Snake, even as he rides past enemy outposts in D-Horse’s saddle. Afghanistan is, as Ocelot informs Snake, a big place, and there is great deal of time spent simply travelling from one location to another early on, though destroying anti-air radar emplacements can open up new landing zones for Mother Base’s helicopters. This map is also a stark contrast in design to the later-accessible African border region between Angola and Zaire, which is technically smaller in size overall, but the open plains and dense jungle provide Snake with a greater freedom to immediately drop in and explore, take on side-ops, and scope out enemy patrols.
Any misgivings about the open-world gameplay adopted by The Phantom Pain should be put to rest. The ability to rely completely on stealth is just as strong as ever, and plenty satisfying to boot. For players who wish to go loud and shoot up a base of enemies with automatic weapons, however, The Phantom Pain does not punish this approach, provided you have something of a plan in mind before storming a heavily-fortified base. More than any Metal Gear title before it, The Phantom Pain offers some truly creative solutions for players who can think on the fly and adapt to the situation as it changes. While Ground Zeroes felt incredibly limited in its scope and restricted in its freedom of play, The Phantom Pain welcomes experimentation, and on the off chance that you are killed in action and receive a ‘game over’ screen, it is always fair, placing responsibility on the player and their choices both in the moment and prior to engaging the enemy.
Enemies are quite a bit smarter than in previous Metal Gear titles, and will receive helmets, shields, and full body armor as word spreads of Snake besting their comrades. The Phantom Pain is somewhat forgiving, though, as the moment an enemy spots you does not immediately put all nearby soldiers on alert. Instead, Snake is granted a brief window to tranquilize, kill, or (provided he is close enough) perform a CQC takedown on the soldier that spotted him. This addition is most appreciated when infiltrating fortresses with high walls that prevent Snake from properly scoping out all enemies therein. The weather and time of day also play important roles in the enemy’s visibility. Obviously, nighttime is ideal for infiltration missions, as enemy soldiers have a smaller field of view away from light sources, and rain storms in Africa further obscure their vision. Dust storms will occasionally whip up in Afghanistan, lasting approximately two minutes at a time, and practically cover the entire area in a thick, blowing cloud – this can prove a double-edged sword, as the enemy is practically blind, but if Snake has not scanned the area beforehand, so too is he.
There is also a great deal of freedom in which weapons and gear Snake takes into battle with him. Grenade launchers, RPGs, and explosives like C4 are generally best-suited to missions that require the destruction of heavily armored vehicles, as they are among the most expensive to equip. But the sheer number of these that can be developed, along with assault rifles, machine guns, submachine guns, pistols, grenades, and camo patterns is astounding, and further reinforces the notion that you can play The Phantom Pain virtually any way you like. The ability to develop certain items is restricted until you have added sufficient personnel to Mother Base’s R&D team, and of course, each individual item costs GMP, the game’s monetary value that is earned in large sums upon the completion of each main game mission and side-op. Some of the wackier loadout options, like the Rocket Arm and cardboard boxes decked out with supermodel posters or anime characters, prove the most entertaining, despite perhaps not being universally practical.
Mother Base is divided into more than a half-dozen struts, each of which can be further built up over time. It does cost a great deal of GMP and resources like fuel, metals, and biological materials to expand Mother Base, but the benefits are more than worth the lengthy wait times between each addition. Building more platforms for your Intel team means that they can offer you greater information about your surroundings, while R&D will develop new weapons and gear more quickly if they have the space to support a larger team, and so forth.
GMP is also spent calling in fire support from your helicopter and for retrieving prisoners, unconscious enemy troops, wildlife, and vehicles alike with the Fulton balloon system, and it is a good idea to maintain a healthy amount of GMP at all times, as dipping into negative numbers means that Mother Base soldiers may leave due to dissatisfaction with the way Snake is running the show. Conversely, the more Snake displays heroism and grows Mother Base, the more likely volunteers are to show up on his doorstep, requesting to join his Diamond Dog forces. Each and every Mother Base soldier displays a specific set of traits, making some better suited for particular teams, and ill-suited for others. Some also boast unique abilities that can lessen or increase the likelihood of fights breaking out, and even perform special moves should players choose to take control of these characters for missions over Snake. Mother Base troops will have their morale increased upon visits home by Snake, and while there isn’t a ton to do on Mother Base, players can scour each platform for diamonds to up their GMP, engage in shooting range side-ops, and stumble across some cleverly-placed easter eggs.
While D-Horse is the first ‘buddy’ character Snake is allowed to deploy with into missions, the trusty steed’s fast gallop can be swapped for three other buddies, each with their own unique support roles. D-Dog, a wild pup that Snake encounters in Afghanistan, grows up under the training of Ocelot, and can eventually be utilized as a radar for detecting the exact location of all nearby enemies, wild animals, and plant life. While D-Dog’s default loadout allows him the option to distract enemy soldiers, he can later be outfitted with a knife or stun baton for stealthy enemy takedowns.
Quiet, the voiceless Sniper, moves at inhuman speeds, similarly scoping out enemy patrols from a distance, and picking them off one by one per Snake’s orders. Quiet is best utilized by players who prefer direct intervention, or who want a backup plan in case the enemy bears down on Snake with everything at their disposal. Quiet’s standard sniper rifle can be swapped for a tranquilizer rifle, while her alternate outfits are more aesthetically amusing than they are situation-sensitive. Finally, Huey’s D-Walker offers a travel speed slightly slower than that of D-Horse, but with offensive options like a gatling gun and rocket launcher, as well as a defensive buffer to the front. Each ‘buddy’ will be recalled from the field if they take too many hits, however, and this will subsequently weaken Snake’s bond with them, while properly utilizing their abilities and ensuring their safety will strengthen Snake’s bond with them.
The main missions during the first act of The Phantom Pain are largely concerned with piecing together the puzzle of Skull Face’s master plan, one ‘weapon to surpass Metal Gear’. While the pacing of the game is spot-on, the story sequences – one of the Metal Gear series’ most popular and famous offerings – are sparse until the second act. While it is appreciated that The Phantom Pain does not bog players down with extensive cutscenes as Guns of the Patriots once did, MGSV cuts back on its narrative a bit too much. Metal Gear villains have long held a commanding presence in their respective games, and Skull Face is no different, walking a fine line between theatrically confident and cunningly evil. But when his plan is revealed in full, it is underwhelming, and offers too much room for error.
The second half of The Phantom Pain does increase the frequency with which the story is sprinkled in. Kaz becomes increasingly suspicious of Huey, believing he was responsible for the security breach that destroyed the old Mother Base. Quiet finds the soldiers on Mother Base are not all keen on her presence, calling her a freak and generally distrusting her. And Snake is forced to carry out some very heavy actions that, while perhaps necessary, are important steps in painting both himself and the forces of Outer Heaven as more of villains than heroes by the time the events of the first Metal Gear occur.
The Phantom Pain fills in the last major gap of time between the era of Big Boss and the era of Solid Snake, and as such, is less concerned with presenting grand revelations pertaining to the series at large than most other Metal Gear titles. The events of The Phantom Pain are guided in large part by what transpired in both Peace Walker and Ground Zeroes, and ultimately the endgame plays most prominently into the events of Metal Gear, Metal Gear 2: Solid Snake, and Metal Gear Solid. Some of The Phantom Pain’s strongest moments lie in its second act, but so too do its greatest faults. Roughly half of the second act’s main missions are simply retreads of missions taken on during the first act, with higher difficulty settings or more specific rules in place. In addition, the penultimate chapter that would otherwise provide The Phantom Pain with a clean, complete finale is entirely absent, leaving a humongous plot point hanging with no resolution.
Boss fights are also quite sparse in The Phantom Pain, though the handful that are present pay homage to previous titles in the series. A sniper duel between Snake and Quiet mirrors that of the battle with The End in Snake Eater, and the general design and abilities of Metal Gear Sahelanthropus offer throwbacks to Metal Gear Rex from the PS1’s Metal Gear Solid. One particular close-quarters battle with Skull Face’s elite Skulls unit even incorporates quick-time reactions reminiscent of Metal Gear Rising.
Side-ops are entertaining, more relaxed distractions from The Phantom Pain’s main missions, offering up goofy scenarios like tracking down a legendary bear to tranquilize and bring back to Mother Base’s animal sanctuary, or infiltrating a Soviet-occupied base to rescue a sheep via fulton balloon extraction. Other side-ops are more run of the mill fanfare, such as extracting prisoners, and destroying heavy infantry or armored patrol units. Side ops typically require less careful planning of Snake’s loadouts beforehand, and it can be easy to find yourself burning through three, five, or ten at a time, in-between The Phantom Pain’s main missions.
While Metal Gear Online may not yet be up and running, The Phantom Pain does offer an online component in the form of an F.O.B. invasion. F.O.B.s, or forward-operating bases, can be constructed in waters beyond the main Mother Base, and serve to further establish Big Boss’ presence to the outside world. Snake can infiltrate an enemy base for a GMP reward, depending on how well he manages to sneak past the troops stationed there, but your own base(s) will similarly be potential targets for other players to invade. F.O.B. invasions are an interesting afterthought, but they lack substance, and do not return as high-value rewards as the deployment missions Snake can send Mother Base soldiers on against CPU forces.
Many fans were, understandably, disappointed to hear that longtime voice of Snake, David Hayter, would not be returning to reprise the character in MGSV. It’s difficult to fully accept Kiefer Sutherland as the new voice of Snake, not because of the quality of his performance, but because of how infrequently he adds anything to the conversation. On the whole, Kiefer Sutherland does a sufficient job of carrying such an iconic role, but would be far more memorable if he spoke more than a few words at any given juncture – a stark contrast to Hayter’s rather talkative portrayal of Snake in every other major Metal Gear entry. As a rippling effect of this, Snake frequently comes across as more of an observer of events unfolding on Mother Base and during his missions than an active participant, at least during cutscenes and other scripted sequences.
Robin Atkin Downes and Troy Baker put forth strong performances as Kazuhira Miller and Ocelot, respectively. Downes does a phenomenal job at conveying Miller’s desire for revenge, and the hatred he harbors towards Skull Face’s XOF forces for destroying the old Mother Base, yet still maintains a strong-willed presence and great degree of faith and respect in Snake, even if he does attempt to go over his head during a few key instances. There is a constant tension in the air whenever Snake and Miller are present in the same scene, due in no small part to Downes’ performance. Troy Baker, meanwhile, manages to present Ocelot in the prime of his adulthood, without sounding too similar to other middle-aged roles he’s performed in the past, like The Last of Us’ Joel or Bioshock Infinite’s Booker DeWitt. Baker gives the famous gunslinger an appropriately deeper voice than Josh Keaton’s performance of a youthful Ocelot in Snake Eater, but dials back a few notches from Patric Zimmerman’s famous raspy voice from Metal Gear Solid, Sons of Liberty, and Guns of the Patriots.
As Snake explores Afghanistan and the Angola-Zaire border region, he will receive cassette tapes – some that are delivered by Miller and Ocelot containing mission-sensitive information, and others that contain musical tracks. Many of the audio tapes will prove a real treat to hardcore Metal Gear fans, referencing events from Snake Eater and Peace Walker, while others provide greater context to Skull Face’s motives and the origins of XOF. Playing Metal Gear theme songs of yesteryear while carrying out missions delivers a good dose of nostalgia, but blasting one of the many hidden 80s pop and rock tapes can make for some wacky, thoroughly amusing moments. Better yet, you can set any of these songs to blast from your helicopter’s speaker system, so as to bear down on unsuspecting enemies with rockets launching to the tunes of Kim Wilde’s “Kids in America”, The Cure’s “Friday I’m in Love”, Kajagoogoo’s “Too Shy” or Billy Idol’s “Rebel Yell”.
As for the original orchestrated soundtrack, The Phantom Pain’s musical stylings deviate a surprising degree from those in previous games. The few reprises of classic Metal Gear themes that do sneak their way in to the mix are quite subdued. Sins of the Father, meanwhile, is a powerful and commanding vocal track, with lyrics that are among the most thematically-appropriate to a Metal Gear title since Snake Eater’s self-titled jazzy James Bond-esque number.
The Fox Engine once again outdoes itself, as The Phantom Pain looks shockingly good, even on a last-generation console like the Xbox 360. There are some minor shortcomings when compared to the PS4 and Xbox One versions, such as certain textures sporting less detail and requiring the occasional bump-in load. As the game installs on the system’s hard drive prior to your first play session, load times between missions are kept to a reasonable speed. Draw distances are superb, offering Snake the ability yo scope out vast distances, provided the terrain does not obscure his field of vision. The blurred distance effects are nowhere near as harsh on the eyes in the Xbox 360 version as they are on the PS4 or the Xbox One. I never stumbled across any noticeable dips in frame rate, and only encountered one odd, non-threatening glitch during my playthrough – very much appreciated, given the track record of other contemporary open world games.
In addition to catering to any play style you like, The Phantom Pain reflects player loadouts and time away on missions within cutscenes. When Snake begins an interaction with Ocelot and Kaz, he’ll be wearing whichever camo pattern players last dressed the legendary soldier in. If Snake has been taking to more direct means of intervention, shooting up enemy soldiers, his face will be streaked with blood, while even a long series of stealth ops will depict Snake with sweat dripping from his brow.
Metal Gear Solid V: The Phantom Pain is far from a perfect game. The lessened focus on a complex narrative will likely leave veteran fans hungry for more, especially with the knowledge that the final leg of Snake’s journey is left incomplete. That said, the story elements that are at play prove, by and large, of the same carefully-calculated nature that Kojima is known for. The few major twists that come to pass are masterfully executed, and the nigh-on perfect gameplay The Phantom Pain sports certainly helps ease the pain of the elements that are absent. The Phantom Pain travels to some dark places, with plot points that teeter closer to reality than other games in the series. While The Phantom Pain may not be the definitive masterpiece fans had hoped would cap off Hideo Kojima’s nearly-thirty-year run of directing the Metal Gear series, it is still one of the most enjoyable games I’ve played this year. It’s a shame that the circumstances surrounding Konami, Kojima, and the game’s development process did not pan out more smoothly, as the full, completed vision for The Phantom Pain would have no doubt earned a considerably higher overall score.
My rating: 7.75 (out of 10)
Wednesday, March 18, 2015
Top 5 Instrumental Tracks in the Metal Gear Series
The Metal Gear franchise has long stood among the greatest of video games, due in no small part to its deep and involved narrative that carries on in increasingly complex ways from one entry to the next. With each new game comes an equally impressive soundtrack, which fittingly also tend to rank among the best this entertainment medium has to offer. Below are my personal picks for the five best instrumental tracks in the entire Metal Gear franchise, following up on my previous list of the series' five best vocal tracks.
#5 – Yell Dead Cell (Metal Gear Solid 2: Sons of Liberty): While perhaps simpler in its arrangement as a tense techno action tune, Yell Dead Cell does well in helping to establish the atmosphere of Metal Gear Solid 2: Sons of Liberty early on. While The Sons of Liberty may be the sequel’s stand-ins for Foxhound, they operate on very different ideals and significantly more advanced tech. There may be fewer representatives in Dead Cell, yet each feels threatening due to the strikingly different skill sets and arsenals they possess. Yell Dead Cell is a classic, catchy tune, and given the in-game scenarios it is attributed to, a great way to help set the stage for the MGS sequel.
#4 – Eva’s Reminiscence (Metal Gear Solid 3: Snake Eater): A slow burn to a sultry, soft jazz number, Eva’s Reminiscence is a perfect match to the character is represents. The song may rely on a much longer buildup than other Metal Gear tunes before its 1960s spy movie soundtrack style is revealed, but Eva’s story progression is delivered in a very similar fashion. She is a mysterious ally to Snake during his mission to take down Colonel Volgin’s Shagohod, but always seems to be withholding information from him, teasing Snake during each of their encounters. As the game enters its epilogue sequences, Eva’s true nature is revealed, leaving a bittersweet impact on both Snake and the player.
#3 – Zero Allies! (Metal Gear Solid: Peace Walker): Utilizing a sampling of the classic MGS2 theme scored by Harry Gregson-Williams, Zero Allies! is more than a mere throwback to the games that preceded it. It is an encapsulation of the Peace Walker story – the theme of Naked Snake transitioning into Big Boss and wrestling with his complicated history with The Boss, as well as the sense of desperation and intense tactical espionage as the private army of Militaires Sans Frontieres builds itself up in the face of an ever-delicate balance of global politics. It also opens with some of the some echoes reminiscent of a couple of other Peace Walker tunes, namely Clients and Mother Base, and to that end plays into the stealthy construction of Mother Base and the mysterious nature of a steady recruitment of soldiers to Big Boss’ cause.
#2 – On The Ground – Battle in the Jungle (Metal Gear Solid 3: Snake Eater): A successor to the stealth and detection themes of the two previous Metal Gear Solid titles, Snake Eater takes its soundtrack to a whole new level with a tune that can be as frequently-changing as the situations Naked Snake finds himself in. Keeping a low profile in Metal Gear Solid 3 is a much more complex and involved ordeal than in the games that came before it, as Snake must rely on camouflage patterns as he traverses harsh jungle terrain – both enemy soldiers and wildlife posing a threat to him. Snake’s need to nourish his body and patch himself up on the go similarly leads to MGS3’s more involved gameplay, and juggling these multiple facets leads to a more complex yet more so rewarding gaming experience than many other entries in the series. This tune is more than an accompaniment to the moments when GRU soldiers spot Snake crawling through some tall grass – it’s an audible representation of the situation at hand, the general atmosphere surrounding Snake.
#1 – Debriefing (Metal Gear Solid 3: Snake Eater): The last leg of the Metal Gear Solid 3 epilogue offers a full and striking reveal of The Boss’ role in the larger picture. It is lead into by the information that Eva leaves Snake before she hits the road, and she details how The Boss let her in on certain details during the time they spent together in Groznyj Grad. Snake’s history with The Boss is described as being intimate and complicated, as they spent years of their lives together training on the battlefield, which is why Snake was so frustrated and confused by her apparent defection to Volgin’s political uprising. Debriefing is the song that plays over the final page of the Snake Eater story, the last hurrah before The Boss’ legacy can be paid tribute to, then laid to rest. It is largely responsible to those final moments of the game being so emotionally charged, and is part of – what I consider to be – one of the greatest cinematic moments in video game history.
#5 – Yell Dead Cell (Metal Gear Solid 2: Sons of Liberty): While perhaps simpler in its arrangement as a tense techno action tune, Yell Dead Cell does well in helping to establish the atmosphere of Metal Gear Solid 2: Sons of Liberty early on. While The Sons of Liberty may be the sequel’s stand-ins for Foxhound, they operate on very different ideals and significantly more advanced tech. There may be fewer representatives in Dead Cell, yet each feels threatening due to the strikingly different skill sets and arsenals they possess. Yell Dead Cell is a classic, catchy tune, and given the in-game scenarios it is attributed to, a great way to help set the stage for the MGS sequel.
#4 – Eva’s Reminiscence (Metal Gear Solid 3: Snake Eater): A slow burn to a sultry, soft jazz number, Eva’s Reminiscence is a perfect match to the character is represents. The song may rely on a much longer buildup than other Metal Gear tunes before its 1960s spy movie soundtrack style is revealed, but Eva’s story progression is delivered in a very similar fashion. She is a mysterious ally to Snake during his mission to take down Colonel Volgin’s Shagohod, but always seems to be withholding information from him, teasing Snake during each of their encounters. As the game enters its epilogue sequences, Eva’s true nature is revealed, leaving a bittersweet impact on both Snake and the player.
#3 – Zero Allies! (Metal Gear Solid: Peace Walker): Utilizing a sampling of the classic MGS2 theme scored by Harry Gregson-Williams, Zero Allies! is more than a mere throwback to the games that preceded it. It is an encapsulation of the Peace Walker story – the theme of Naked Snake transitioning into Big Boss and wrestling with his complicated history with The Boss, as well as the sense of desperation and intense tactical espionage as the private army of Militaires Sans Frontieres builds itself up in the face of an ever-delicate balance of global politics. It also opens with some of the some echoes reminiscent of a couple of other Peace Walker tunes, namely Clients and Mother Base, and to that end plays into the stealthy construction of Mother Base and the mysterious nature of a steady recruitment of soldiers to Big Boss’ cause.
#2 – On The Ground – Battle in the Jungle (Metal Gear Solid 3: Snake Eater): A successor to the stealth and detection themes of the two previous Metal Gear Solid titles, Snake Eater takes its soundtrack to a whole new level with a tune that can be as frequently-changing as the situations Naked Snake finds himself in. Keeping a low profile in Metal Gear Solid 3 is a much more complex and involved ordeal than in the games that came before it, as Snake must rely on camouflage patterns as he traverses harsh jungle terrain – both enemy soldiers and wildlife posing a threat to him. Snake’s need to nourish his body and patch himself up on the go similarly leads to MGS3’s more involved gameplay, and juggling these multiple facets leads to a more complex yet more so rewarding gaming experience than many other entries in the series. This tune is more than an accompaniment to the moments when GRU soldiers spot Snake crawling through some tall grass – it’s an audible representation of the situation at hand, the general atmosphere surrounding Snake.
Sunday, March 8, 2015
Comic Book review: Metal Gear Solid Deluxe Edition
My review of the Metal Gear Solid Deluxe Edition, a hardcover printing that includes the comic book adaptations of both Metal Gear Solid and Metal Gear Solid 2: Sons of Liberty. Written by Kris Oprisko, Matt Fraction, and Alex Garner, illustrated by Ashley Wood.
My rating: 7 (out of 10)
My rating: 7 (out of 10)
Wednesday, July 16, 2014
Xbox 360 review: Metal Gear Solid V: Ground Zeroes
To tide fans over until the proper release of the fifth numbered entry in the Metal Gear Solid series, Konami released Ground Zeroes in both physical and digital formats. Intended as a teaser for all that is to come in the open-world Phantom Pain, Ground Zeroes runs on the Fox Engine, and even on the now-last generation Xbox 360, the graphics are damn impressive. The rainstorm that shrouds Big Boss’ mission excels at highlighting raindrops streaming down textures and assets like tarps flapping in the wind in highly realistic fashion. While Kiefer Sutherland’s takeover as the voice of Snake does reveal a noticeable difference to what fans have come to know and love from the efforts of veteran David Hayter, the experience is not a massive upset to the familiar, as Snake/Big Boss does very little talking for the duration of Ground Zeroes.
In short, Ground Zeroes does not feel the part of a Metal Gear game in gameplay or spirit. The heads-up display, while simplified, is highly unspecific and does little to give players any real indication of where enemy troops are or how many of them are patrolling an area. This is something that would not be terribly difficult to keep track of, given the tiny size of the map the main mission takes place on, were it not for the fact that there are so many structures of varying heights and widths. This results not only in enemies being difficult to keep track of, but also a degree of uncertainty with how well-hidden Snake is. And the slow-down sequences when Snake is given a few brief seconds to respond to his being spotted do virtually nothing but incite panic in the player, as Snake is most frequently spotted from a distance, and firing upon foes will alert anyone nearby, putting the whole area on alert status.
Because the main story requires no more than two hours to complete, it lacks any time necessary to develop Snake, Chico, or Paz, much less give players a reason to care about the supposed ‘high-risk mission’ or the brief appearance of Skull Face, whose voice actor provides deadpan efforts that imply he has as little interest in the character as most anyone else who will play through this glorified demo. The weird and goofy factors that make a Metal Gear experience so endearing and one-of-a-kind are gone – Ground Zeroes is gritty and serious, building off the Snake Eater and Peace Walker formulas, but lacking almost any creative end. While the finale does sufficiently set the stage for The Phantom Pain, there is only one moment at the end that will prove particularly exciting, or give fans of previous Metal Gear installments any real sense of fulfillment.
There are bonus missions to take on, and collectible cassette tapes and XOF badges littered around the environment that extend the lifespan of Ground Zeroes, if only as a thinly-veiled fetch-quest. The dialogue on the cassette tapes themselves reveal far more about any of the characters than the in-game actions do, and are overall better-scripted than the couple of action-heavy cutscenes. If Ground Zeroes is a genuine taste of Phantom Pain, I for one am extremely wary, due to just how bare an experience this is, and how much it appears to be adjusted for mainstream audiences.
My rating: 4.5 (out of 10)
Tuesday, June 18, 2013
Top 10 Games of the Seventh Generation Consoles - #9: Metal Gear Solid: Peace Walker
A proper sequel to Metal Gear Solid 3: Snake Eater, Peace Walker explores the impact the Boss’ training and philosophy have had on Snake in the years following her death. It’s very much a story about Snake – in typical Metal Gear fashion, there are plenty of other cast members to intrigue players, to flesh out the experience, and to better connect the dots that make up the Metal Gear lore. But through all of Kazuhira Miller’s radio chatter it’s quite clear that this is the story that is meant to bridge the gap between the Naked Snake era and the rise of Big Boss’ Outer Heaven. David Hayter puts on a more gruff tone to convey how Snake has aged both physically and emotionally, and the shift in his presentation of this iconic gaming character goes a long way in sowing the seeds of both Big Boss’ new identity and the goals of the Militaires Sans Frontieres.
Much like with MGS3, Peace Walker offers a slightly greater range of freedom with picking an approach to countering Snake’s foes. You can distract them by making noise and then carefully sneaking around them, or you can take them head on thanks to a more-powerful-than-usual arsenal. A few of the boss fights do require a more straightforward combat approach, as foes will attempt to flank Snake and force him out of a well-defended spot. This results in the need to balance your strategy between taking out these lesser enemies and dealing blows to the tank, helicopter, or mech that is Snake’s primary target.
While the individual areas in Peace Walker are nowhere near as expansive as those in MGS3, they are still structured as a series of connected sectors. For a handheld game, these look gorgeous due to their high level of detail. The soundtrack is classic Metal Gear and, again, of impressively highly quality. The multiplayer mode and RPG elements worked into building Snake’s forces are both unusual choices for a Metal Gear title, but they work surprisingly well.
Peace Walker is a bold spin on everything you’d expect from a Metal Gear game – at its core, it’s the same tactical espionage action you’ve come to know and love. But the gameplay elements give it a whole new flavor that makes it a fresh experience for MGS veterans. Peace Walker is not only among the best entries in one of my personal favorite video game franchises, it’s one of the best handheld titles I’ve ever played.
Monday, December 24, 2012
2012 Year in Review: Video Games
2012 was sort of a strange year for me with regards to gaming. My return to handheld gaming was triumphant, due in no small part to the latest addition to my console collection, the 3DS. But there were also a number of standard DS games that proved a lot of fun - in fact, most of them were handled better than most of the home console releases I played. I don't mean to say that all of the major 2012 releases were disappointing - Fall of Cybertron satisfied my inner Transformers geek while I was able to look past the hiccups in Resident Evil 6 to find a decent entry into what has quickly become one of my favorite gaming series in recent years. But when these and big-name releases like Halo 4 and Final Fantasy XIII-2 cannot impress me in the way that the fifth generation Pokémon games or the DS remake of Final Fantasy IV do, it's a peculiar scenario to say the least.
Super Mario 3D Land: An entertaining blend of side-scrolling and free-roam Mario games, 3D Land keeps players on their toes with clever level design and tactical approaches to enemies. The boss fights do become a bit redundant after a while, and the story is one very familiar to anyone who has played another Mario title. Still, it's one of the most polished of the early 3DS releases, and is the standard by which all future 3D platformers should be judged. My rating: 9.25
The Legend of Zelda: Ocarina of Time 3D: When dealing with a classic like Ocarina of Time, it's generally a good idea not to fix that which isn't broken. The game still plays like a dream, though the menus have been compressed and streamlined to make for easier access to Link's many items. The graphical update is very welcome and the 3D effects immerse you even more in the kingdom of Hyrule. Boss fights can be revisited at your leisure, while the bonus Master Quest mode can only be unlocked following a playthrough of the main story. My rating: 9
Final Fantasy XIII-2: This direct sequel to Final Fantasy XIII sees Lightning and company moved to the supporting cast in favor of granting the spotlight to Serah and Noel. The two protagonists travel through time and space, visiting areas both familiar and new, in order to correct the paradoxes caused by main villain Caius. The role of the third party member is filled by your choice of a variety of monsters, while Serah and Noel level up at a much faster rate than the cast of FFXIII. The presentation of the game is graphically gorgeous, while the soundtrack takes a lot of bold gambles. However, it is difficult to ignore the fact that Square Enix released what is essentially an incomplete game, as the ending feels like a kick to the crotch for anyone who played through both of the main games in the Fabula Nova Crystallis storyline. My rating: 8.25
Sonic CD (XBLA): One of the most difficult-to-find games in the entire series, Sonic CD has earned something of a cult following over the years. Time travel is introduced and players must utilize this new element if they wish to access the game's true 'good' ending. Level design designs avoid slow climbing sections that bogged down Sonic the Hedgehog 3 in favor of the high-speed thrills exhibited in the first two games. Sonic CD is host to one of the most kickin' soundtracks in the series, while the boss fights are less-than-spectacular. My rating: 8.75
Resident Evil Revelations: Perhaps the best release the series has had since Resident Evil 4, Resident Evil Revelations shows the competition the right way to make a handheld release that can do more than just hold its own against console retail releases. The cruise ship setting and host of enemies based off sea creatures makes for a perfect balance of survival-horror and action horror, an element of the Resident Evil series that has been widely criticized in recent years. The bonus Raid Mode is no Mercenaries Mode, but is still a welcome addition to an already fantastic single player experience. My rating: 9
Pokémon Black and White: A wonderful balance of elements new and old, the fifth generation Pokémon games include many a new Pokémon, each and every one of which has some practical use that can be incorporated into different strategies when building teams. The games offer a lot of freedom, but at the same require a decent amount of planning and strategy. That said, there is virtually no time required to spend grinding, assuming players maintain a balanced team. The gyms are a tad easy compared to previous entries in the series, while the Elite Four seen therein is perhaps its best incarnation. The Unova region is gorgeously rendered and though the animated Pokémon battles look rather pixelated, the games' graphics really push the DS to its limits. With N and Team Plasma's presence growing over the course of the game, Pokémon Black and White deliver one of the best stories in any of the core games in the series. My rating: 9.25
Sonic the Hedgehog 4: Episode I (XBLA): Though the world of Sonic 4: Episode I looks pretty good, the blue hedgehog's character model is a bit of an eyesore. The levels are hit or miss - though they all favor speed and action over slow-paced puzzle segments, two are very heavily inspired by levels from yesteryear. Lost Labyrinth and Mad Gear Zone are not only more inspired levels, they are also more fun to play through, incorporating gameplay elements that bring some welcome variety to the core mechanics of running, jumping, and lock-on attacks. The boss fights are decently challenging, though the fact that they are repeated at the end of the game seems unnecessary, since none of them are particularly noteworthy. My rating: 7.75
Metal Gear Solid HD Collection: Metal Gear Solid 2 may not have aged as well as other PS2 games, but Metal Gear Solid 3 is still as strong as ever. Meanwhile, Peace Walker's port from handheld to console is a bold undertaking that pays off very well. Through both its brilliant storytelling and engaging gameplay, the standards set forth by the Metal Gear Solid series are matched by few others to this day. This HD collection highlights some of the good moments to many of the greatest, and other companies would be wise to follow its formula when planning other HD collections. My rating: 9
Sonic the Hedgehog 4: Episode II (XBLA): Episode II fixes a number of problems that hindered Episode I. For starters, the presentation looks much better, with Sonic and Tails being rendered in new, full 3D models. The levels are more original and inspired, as are the boss fights, which include some gargantuan creations by Dr. Robotnik and a few face-offs against Metal Sonic. The game is largely a throwback to Sonic the Hedgehog 2, and this works to its advantage, with the bonus stages being more enjoyable and Sonic and Tails being able to utilize powerful combo moves. There game only lasts about an hour or two, and might fall short of the quality of some of the older side-scrolling Sonic titles, but it's still fun and a significant improvement over its predecessor. My rating: 8.25
DLC
- Sonic the Hedgehog 4: Episode Metal: 5.5
Halo: Combat Evolved Anniversary: Though it may not look quite as pretty as Halo: Reach, this update gives the original Xbox classic a welcome facelift. The ability to switch back and forth between old school and new school graphics is amusing for a brief while, though a few minutes spent with the original version's poor lighting and it's easy to see that the new visuals are superior in more ways than one. Taking notes from Halo 3, there are collectable skulls that can alter the experience and vague Terminal videos that tie to the events of Halo 4. Some of the multiplayer maps have been reimagined for use in Halo: Reach's multiplayer. Halo: Anniversary is a straightforward reimagining of the original - it doesn't beat around the bush, and plays exactly like it did back in 2001. My rating: 8
Super Street Fighter IV: 3D Edition: From the outset, players have free reign over the thirty five playable characters in Super Street Fighter IV: 3D Edition. The main game follows the traditional series of fights around the world, in locales like a snow-laden train yard and a bustling Indian marketplace. Character models look gorgeous, and players can switch between a dynamic over-the-shoulder camera angle or the traditional and far more practical side view. The final boss fight presents a solid challenge, and as a whole the difficulty settings are staggered quite nicely. Aside from completing the figurine collection, there isn't much replay value presented, save for the online mode. My rating: 8
Final Fantasy IV: I haven't played many of the core Final Fantasy games, but my experience with IV is easily the most positive of the bunch thus far. The ATB battle system balances new-school and old-school approaches to JRPG combat, while the overworld is big but not too big. The game is a reasonable length, offering up some sidequests but never really losing sight of the main storyline. The characters are wonderful and provide plentiful variation in your approaches to combat. My rating: 9.25
No More Heroes: A cult classic for the Wii, No More Heroes seamlessly integrates use of the traditional buttons and joystick with the Wiimote's motion controls. Travis Touchdown transforms from socially awkward otaku to champion of his own cause as he progresses from one assassin fight to the next. Travis' one-liners are consistently amusing and the game's atmosphere retains a balance between hardcore bloody action and off-the-wall comedy. The execution of the entire package is darn-near perfect, even with the side missions being necessary to progress to the next assassin, and No More Heroes stands out not just as one of the best Wii games, but as one of the best games of this generation of consoles. My rating: 9.5
Fallout: New Vegas: Offering more freedom in exploration than Fallout 3, New Vegas concerns itself less with good vs. bad karma and more with making allies and enemies. Completing quests aligned with one faction may bar access to quests with another faction, so you will have to choose your battles carefully. The wild west atmosphere and post-apocalyptic setting are a brilliant marriage, and the production value shines thanks to the voice acting talents of Felicia Day, Danny Trejo, and Matthew Perry. My rating: 8.75
DLC
- Dead Money: 6
- Honest Hearts: 8
- Old World Blues: 7
- Lonesome Road: 8.75
Transformers: Fall of Cybertron: This follow-up to the sleeper hit that was War for Cybertron continues the story of the Autobots and Decepticons in their most desperate of days as Cybertron is ravaged and depleted of resources. There are plenty of faces familiar to veteran fans of the franchise, though the story is a bit too heavily reliant on Generation 1 throwbacks. The already-great multiplayer experience of War for Cybertron remains largely untouched, and as a whole this is a worthy sequel to one of the most intriguing Transformers stories ever told. My rating: 8.5
Sonic Classic Collection: Perhaps the four most memorable and important Sonic games ever - Sonic the Hedgehog, Sonic the Hedgehog 2, Sonic the Hedgehog 3, and Sonic and Knuckles - are collected onto one cartridge for play anywhere. The screen size is rather limited, though the graphical quality looks decent enough. The second screen is used for nothing other than navigating the main menu, and bonus features are limited to some artwork of Sonic and friends from the early 1990s. As a whole, this is a decent collection of the big four Sonic titles, but it doesn't stack up to the original Genesis cartridge versions or more recent digital releases. My rating: 6.75
Jet Set Radio (XBLA): Originally released for SEGA's Dreamcast, Jet Set Radio is a bold title that combines inline skating, graffiti, cel-shaded graphics, and an eclectic soundtrack of hip-hop, technopop, and metal. The main gang known as the GGs recruit new members as they compete with rival gangs over control of the city of Tokyo-to, and eventually unravel the mystery of a group known as the Golden Rhinos. Emphasis lies primarily on tagging specific areas with graffiti, with tricks and combos being a secondary concern. Though some of the game's designs show its age, the graphical style holds up exceptionally well more than a decade after Jet Set Radio's initial release. Both the gameplay and soundtrack make for a one-of-a-kind experience. My rating: 7.5
The Legend of Zelda: Spirit Tracks: A Zelda game that dares to break a number of conventions that the series has long held onto, Spirit Tracks is a decent handheld successor to Wind Waker's formula. Set one hundred years after the events of Phantom Hourglass a new Link and a new Princess Zelda must stop Chancellor Cole from reviving the demon king who was sealed away by the Lokmos people ages ago. The dungeon layouts feel largely uninspired, though a couple of the later ones throw some interesting puzzle elements and creative items into the mix. The essence of the Wind Waker and Phantom Hourglass are retained, despite the fact that Link's vehicle of choice is a train and not a boat. My rating: 8.25
Resident Evil 6: Capcom balances horror elements new and old in what is possibly the longest entry into the Resident Evil series to date. Three campaigns make for three distinct play styles that are in keeping with the new-school action horror formula. The gameplay hits a few snags here and there, but is mostly a fluid experience. The writing is some of the strongest in a long while, with the cheesy one-liners kept to a bare minimum. Mercenaries mode suffers from a lack of stages, though the three presented on-disc display nice variation in size and layout. Though the major antagonists in RE6 don't rank anywhere close to the evil nature of past villains, the playable main characters present an entertaining perspective on the threat of a global bioterrorism outbreak. My rating: 8.5
Halo 4: A bold new story explores the ancient history of the Forerunners and Cortana's descent into rampancy, all of which places pressure on Master Chief as he races against time to defend humanity from the evils that lie within the shield world Requiem. The storytelling is great throughout, and for the first time, we get a sense of who John-117 really is beneath the Spartan helmet. Unfortunately, 343 Industries has decided to take the multiplayer down a route akin to Call of Duty, favoring loadouts that require players to gradually unlock better weapons and abilities. Firefight mode has been removed to include the lackluster Spartan Ops missions, while forge mode remains largely the same as it was in Halo: Reach. While the campaign is short, it makes great strides for securing the future of this new trilogy, though it is a shame that 343 Industries tries so hard to fix other elements that are far from broken. My rating: 7.5
Pokémon Black 2 and White 2: The first set of true sequel games in the franchise, Pokémon Black 2 and White 2 pick up two years after the end of Pokémon Black and White with a new protagonist and his childhood rival facing down remnants of Team Plasma. The gameplay is largely the same, though the Unova region has been expanded to allow for new areas to explore and for new gyms to challenge. The presence of N and the protagonist of Black/White version is felt throughout, as locals frequently reference their actions from two years prior. There is plenty offered in the post-game, from the option to challenge gym leaders from regions outside of Unova in the World Tournament to the ability to acquire shiny Pokémon in both the Black City and White Forest (depending on which version you are playing). Though legendary Pokémon more or less offer themselves up to be caught in scripted moments in the game, the gym leader battles are more challenging than last time around and the League Champion battle proves one of the most enjoyable in the entire series. My rating: 8.75
Liberation Maiden (3DS eShop): In a future where the evil Dominion forces have turned mainland Japan into a technological wasteland, the resistance fighters of New Japan's flying fortress have turned to their eyes to a young woman named Shoko Ozora and her flying mech suit to liberate the land and return it to its natural state. If the premise sounds a little like a cliché mecha anime, that's sort of the point. Liberation Maiden's presentation is very much that of an anime, with Shoko's Liberator mech suit spamming many a target as she maneuvers through their lines of fire, intent on destroying their giant pillars. The game is short and sweet, and certainly intense - anyone who wants to spend time on a few playthroughs on different difficulty settings can unlock concept art and elaboration of the story at large. My rating: 8
Kirby's Return to Dreamland: Return to Dreamland combines a presentation similar to that of Kirby 64: The Crystal Shards with gameplay akin to SNES-era Kirby. The control scheme is rather simple, with everything mapped to the Wiimote minus the Nunchuk. The stages bear similarities to past entries in the series, but still manage to distinguish themselves as new locales, with the later stages proving decently challenging. There isn't a whole lot new in Return to Dreamland, though the ability for friends to drop in/out on the fly is nice, and at the end of the day Nintendo is smart to adopt the plan of not fixing something that isn't broken. My rating: 9
Black Knight Sword (XBLA): As weird as any Suda51 game, Black Knight Sword is a throwback to old-school adventure platformers that utilizes a play with paper puppets as its means of presentation. The levels start off with heavy medieval and Greek fantasy inspirations, and eventual descend into nonsensical realms like a missile test range in the American West and an amusement park wherein there are giant slices of toast. The challenge factor is significant, and the game steers players to gradually progress through the different difficulty settings. Players are allowed to upgrade their abilities as they see fit, however, and can spend points on health, attack power, and extra lives. My rating: 8
Super Mario 3D Land: An entertaining blend of side-scrolling and free-roam Mario games, 3D Land keeps players on their toes with clever level design and tactical approaches to enemies. The boss fights do become a bit redundant after a while, and the story is one very familiar to anyone who has played another Mario title. Still, it's one of the most polished of the early 3DS releases, and is the standard by which all future 3D platformers should be judged. My rating: 9.25
The Legend of Zelda: Ocarina of Time 3D: When dealing with a classic like Ocarina of Time, it's generally a good idea not to fix that which isn't broken. The game still plays like a dream, though the menus have been compressed and streamlined to make for easier access to Link's many items. The graphical update is very welcome and the 3D effects immerse you even more in the kingdom of Hyrule. Boss fights can be revisited at your leisure, while the bonus Master Quest mode can only be unlocked following a playthrough of the main story. My rating: 9
Final Fantasy XIII-2: This direct sequel to Final Fantasy XIII sees Lightning and company moved to the supporting cast in favor of granting the spotlight to Serah and Noel. The two protagonists travel through time and space, visiting areas both familiar and new, in order to correct the paradoxes caused by main villain Caius. The role of the third party member is filled by your choice of a variety of monsters, while Serah and Noel level up at a much faster rate than the cast of FFXIII. The presentation of the game is graphically gorgeous, while the soundtrack takes a lot of bold gambles. However, it is difficult to ignore the fact that Square Enix released what is essentially an incomplete game, as the ending feels like a kick to the crotch for anyone who played through both of the main games in the Fabula Nova Crystallis storyline. My rating: 8.25
Sonic CD (XBLA): One of the most difficult-to-find games in the entire series, Sonic CD has earned something of a cult following over the years. Time travel is introduced and players must utilize this new element if they wish to access the game's true 'good' ending. Level design designs avoid slow climbing sections that bogged down Sonic the Hedgehog 3 in favor of the high-speed thrills exhibited in the first two games. Sonic CD is host to one of the most kickin' soundtracks in the series, while the boss fights are less-than-spectacular. My rating: 8.75
Resident Evil Revelations: Perhaps the best release the series has had since Resident Evil 4, Resident Evil Revelations shows the competition the right way to make a handheld release that can do more than just hold its own against console retail releases. The cruise ship setting and host of enemies based off sea creatures makes for a perfect balance of survival-horror and action horror, an element of the Resident Evil series that has been widely criticized in recent years. The bonus Raid Mode is no Mercenaries Mode, but is still a welcome addition to an already fantastic single player experience. My rating: 9
Pokémon Black and White: A wonderful balance of elements new and old, the fifth generation Pokémon games include many a new Pokémon, each and every one of which has some practical use that can be incorporated into different strategies when building teams. The games offer a lot of freedom, but at the same require a decent amount of planning and strategy. That said, there is virtually no time required to spend grinding, assuming players maintain a balanced team. The gyms are a tad easy compared to previous entries in the series, while the Elite Four seen therein is perhaps its best incarnation. The Unova region is gorgeously rendered and though the animated Pokémon battles look rather pixelated, the games' graphics really push the DS to its limits. With N and Team Plasma's presence growing over the course of the game, Pokémon Black and White deliver one of the best stories in any of the core games in the series. My rating: 9.25
Sonic the Hedgehog 4: Episode I (XBLA): Though the world of Sonic 4: Episode I looks pretty good, the blue hedgehog's character model is a bit of an eyesore. The levels are hit or miss - though they all favor speed and action over slow-paced puzzle segments, two are very heavily inspired by levels from yesteryear. Lost Labyrinth and Mad Gear Zone are not only more inspired levels, they are also more fun to play through, incorporating gameplay elements that bring some welcome variety to the core mechanics of running, jumping, and lock-on attacks. The boss fights are decently challenging, though the fact that they are repeated at the end of the game seems unnecessary, since none of them are particularly noteworthy. My rating: 7.75
Metal Gear Solid HD Collection: Metal Gear Solid 2 may not have aged as well as other PS2 games, but Metal Gear Solid 3 is still as strong as ever. Meanwhile, Peace Walker's port from handheld to console is a bold undertaking that pays off very well. Through both its brilliant storytelling and engaging gameplay, the standards set forth by the Metal Gear Solid series are matched by few others to this day. This HD collection highlights some of the good moments to many of the greatest, and other companies would be wise to follow its formula when planning other HD collections. My rating: 9
Sonic the Hedgehog 4: Episode II (XBLA): Episode II fixes a number of problems that hindered Episode I. For starters, the presentation looks much better, with Sonic and Tails being rendered in new, full 3D models. The levels are more original and inspired, as are the boss fights, which include some gargantuan creations by Dr. Robotnik and a few face-offs against Metal Sonic. The game is largely a throwback to Sonic the Hedgehog 2, and this works to its advantage, with the bonus stages being more enjoyable and Sonic and Tails being able to utilize powerful combo moves. There game only lasts about an hour or two, and might fall short of the quality of some of the older side-scrolling Sonic titles, but it's still fun and a significant improvement over its predecessor. My rating: 8.25
DLC
- Sonic the Hedgehog 4: Episode Metal: 5.5
Halo: Combat Evolved Anniversary: Though it may not look quite as pretty as Halo: Reach, this update gives the original Xbox classic a welcome facelift. The ability to switch back and forth between old school and new school graphics is amusing for a brief while, though a few minutes spent with the original version's poor lighting and it's easy to see that the new visuals are superior in more ways than one. Taking notes from Halo 3, there are collectable skulls that can alter the experience and vague Terminal videos that tie to the events of Halo 4. Some of the multiplayer maps have been reimagined for use in Halo: Reach's multiplayer. Halo: Anniversary is a straightforward reimagining of the original - it doesn't beat around the bush, and plays exactly like it did back in 2001. My rating: 8
Super Street Fighter IV: 3D Edition: From the outset, players have free reign over the thirty five playable characters in Super Street Fighter IV: 3D Edition. The main game follows the traditional series of fights around the world, in locales like a snow-laden train yard and a bustling Indian marketplace. Character models look gorgeous, and players can switch between a dynamic over-the-shoulder camera angle or the traditional and far more practical side view. The final boss fight presents a solid challenge, and as a whole the difficulty settings are staggered quite nicely. Aside from completing the figurine collection, there isn't much replay value presented, save for the online mode. My rating: 8
Final Fantasy IV: I haven't played many of the core Final Fantasy games, but my experience with IV is easily the most positive of the bunch thus far. The ATB battle system balances new-school and old-school approaches to JRPG combat, while the overworld is big but not too big. The game is a reasonable length, offering up some sidequests but never really losing sight of the main storyline. The characters are wonderful and provide plentiful variation in your approaches to combat. My rating: 9.25
No More Heroes: A cult classic for the Wii, No More Heroes seamlessly integrates use of the traditional buttons and joystick with the Wiimote's motion controls. Travis Touchdown transforms from socially awkward otaku to champion of his own cause as he progresses from one assassin fight to the next. Travis' one-liners are consistently amusing and the game's atmosphere retains a balance between hardcore bloody action and off-the-wall comedy. The execution of the entire package is darn-near perfect, even with the side missions being necessary to progress to the next assassin, and No More Heroes stands out not just as one of the best Wii games, but as one of the best games of this generation of consoles. My rating: 9.5
Fallout: New Vegas: Offering more freedom in exploration than Fallout 3, New Vegas concerns itself less with good vs. bad karma and more with making allies and enemies. Completing quests aligned with one faction may bar access to quests with another faction, so you will have to choose your battles carefully. The wild west atmosphere and post-apocalyptic setting are a brilliant marriage, and the production value shines thanks to the voice acting talents of Felicia Day, Danny Trejo, and Matthew Perry. My rating: 8.75
DLC
- Dead Money: 6
- Honest Hearts: 8
- Old World Blues: 7
- Lonesome Road: 8.75
Transformers: Fall of Cybertron: This follow-up to the sleeper hit that was War for Cybertron continues the story of the Autobots and Decepticons in their most desperate of days as Cybertron is ravaged and depleted of resources. There are plenty of faces familiar to veteran fans of the franchise, though the story is a bit too heavily reliant on Generation 1 throwbacks. The already-great multiplayer experience of War for Cybertron remains largely untouched, and as a whole this is a worthy sequel to one of the most intriguing Transformers stories ever told. My rating: 8.5
Sonic Classic Collection: Perhaps the four most memorable and important Sonic games ever - Sonic the Hedgehog, Sonic the Hedgehog 2, Sonic the Hedgehog 3, and Sonic and Knuckles - are collected onto one cartridge for play anywhere. The screen size is rather limited, though the graphical quality looks decent enough. The second screen is used for nothing other than navigating the main menu, and bonus features are limited to some artwork of Sonic and friends from the early 1990s. As a whole, this is a decent collection of the big four Sonic titles, but it doesn't stack up to the original Genesis cartridge versions or more recent digital releases. My rating: 6.75
Jet Set Radio (XBLA): Originally released for SEGA's Dreamcast, Jet Set Radio is a bold title that combines inline skating, graffiti, cel-shaded graphics, and an eclectic soundtrack of hip-hop, technopop, and metal. The main gang known as the GGs recruit new members as they compete with rival gangs over control of the city of Tokyo-to, and eventually unravel the mystery of a group known as the Golden Rhinos. Emphasis lies primarily on tagging specific areas with graffiti, with tricks and combos being a secondary concern. Though some of the game's designs show its age, the graphical style holds up exceptionally well more than a decade after Jet Set Radio's initial release. Both the gameplay and soundtrack make for a one-of-a-kind experience. My rating: 7.5
The Legend of Zelda: Spirit Tracks: A Zelda game that dares to break a number of conventions that the series has long held onto, Spirit Tracks is a decent handheld successor to Wind Waker's formula. Set one hundred years after the events of Phantom Hourglass a new Link and a new Princess Zelda must stop Chancellor Cole from reviving the demon king who was sealed away by the Lokmos people ages ago. The dungeon layouts feel largely uninspired, though a couple of the later ones throw some interesting puzzle elements and creative items into the mix. The essence of the Wind Waker and Phantom Hourglass are retained, despite the fact that Link's vehicle of choice is a train and not a boat. My rating: 8.25
Resident Evil 6: Capcom balances horror elements new and old in what is possibly the longest entry into the Resident Evil series to date. Three campaigns make for three distinct play styles that are in keeping with the new-school action horror formula. The gameplay hits a few snags here and there, but is mostly a fluid experience. The writing is some of the strongest in a long while, with the cheesy one-liners kept to a bare minimum. Mercenaries mode suffers from a lack of stages, though the three presented on-disc display nice variation in size and layout. Though the major antagonists in RE6 don't rank anywhere close to the evil nature of past villains, the playable main characters present an entertaining perspective on the threat of a global bioterrorism outbreak. My rating: 8.5
Halo 4: A bold new story explores the ancient history of the Forerunners and Cortana's descent into rampancy, all of which places pressure on Master Chief as he races against time to defend humanity from the evils that lie within the shield world Requiem. The storytelling is great throughout, and for the first time, we get a sense of who John-117 really is beneath the Spartan helmet. Unfortunately, 343 Industries has decided to take the multiplayer down a route akin to Call of Duty, favoring loadouts that require players to gradually unlock better weapons and abilities. Firefight mode has been removed to include the lackluster Spartan Ops missions, while forge mode remains largely the same as it was in Halo: Reach. While the campaign is short, it makes great strides for securing the future of this new trilogy, though it is a shame that 343 Industries tries so hard to fix other elements that are far from broken. My rating: 7.5
Pokémon Black 2 and White 2: The first set of true sequel games in the franchise, Pokémon Black 2 and White 2 pick up two years after the end of Pokémon Black and White with a new protagonist and his childhood rival facing down remnants of Team Plasma. The gameplay is largely the same, though the Unova region has been expanded to allow for new areas to explore and for new gyms to challenge. The presence of N and the protagonist of Black/White version is felt throughout, as locals frequently reference their actions from two years prior. There is plenty offered in the post-game, from the option to challenge gym leaders from regions outside of Unova in the World Tournament to the ability to acquire shiny Pokémon in both the Black City and White Forest (depending on which version you are playing). Though legendary Pokémon more or less offer themselves up to be caught in scripted moments in the game, the gym leader battles are more challenging than last time around and the League Champion battle proves one of the most enjoyable in the entire series. My rating: 8.75
Liberation Maiden (3DS eShop): In a future where the evil Dominion forces have turned mainland Japan into a technological wasteland, the resistance fighters of New Japan's flying fortress have turned to their eyes to a young woman named Shoko Ozora and her flying mech suit to liberate the land and return it to its natural state. If the premise sounds a little like a cliché mecha anime, that's sort of the point. Liberation Maiden's presentation is very much that of an anime, with Shoko's Liberator mech suit spamming many a target as she maneuvers through their lines of fire, intent on destroying their giant pillars. The game is short and sweet, and certainly intense - anyone who wants to spend time on a few playthroughs on different difficulty settings can unlock concept art and elaboration of the story at large. My rating: 8
Kirby's Return to Dreamland: Return to Dreamland combines a presentation similar to that of Kirby 64: The Crystal Shards with gameplay akin to SNES-era Kirby. The control scheme is rather simple, with everything mapped to the Wiimote minus the Nunchuk. The stages bear similarities to past entries in the series, but still manage to distinguish themselves as new locales, with the later stages proving decently challenging. There isn't a whole lot new in Return to Dreamland, though the ability for friends to drop in/out on the fly is nice, and at the end of the day Nintendo is smart to adopt the plan of not fixing something that isn't broken. My rating: 9
Black Knight Sword (XBLA): As weird as any Suda51 game, Black Knight Sword is a throwback to old-school adventure platformers that utilizes a play with paper puppets as its means of presentation. The levels start off with heavy medieval and Greek fantasy inspirations, and eventual descend into nonsensical realms like a missile test range in the American West and an amusement park wherein there are giant slices of toast. The challenge factor is significant, and the game steers players to gradually progress through the different difficulty settings. Players are allowed to upgrade their abilities as they see fit, however, and can spend points on health, attack power, and extra lives. My rating: 8
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Monday, September 3, 2012
"We've managed to avoid drowning!" - 25 Years of Metal Gear
Though Solid Snake officially debuted back in 1987 with the original Metal Gear game, his popularity did not gain major momentum until the release of Metal Gear Solid, which hit the Playstation in 1998. Since then, Solid Snake has become one of the most recognizable faces in gaming history. The series has also earned itself significant praise for the ways it changed the experience of gaming. While I have not played every single game in the Metal Gear franchise, the games I have experienced have all proved thoroughly enjoyable.
My first experiences with Metal Gear came in the form of the Metal Gear Solid Essentials Collection, which was released shortly before Metal Gear Solid 4: Guns of the Patriots as a means for newcomers to familiarize themselves with the series, or for veterans to revisit Snake's previous adventures. I knew very little about Metal Gear at that point in time, and I figured a thirty dollar price tag wasn't too bad a deal for three games - if I ended up disliking them, it would be easy enough for me to turn around and sell them. Thankfully, that was not what happened.
Metal Gear Solid is not a graphically pretty game. Even for the time of its release, it has some rather grainy textures and Snake's character model wears a bandana that covers his eyes instead of having a proper face. But what it lacks there it makes up for in some truly groundbreaking game mechanics and storytelling elements. The use of cigarette smoke to detect lasers, Psycho Mantis reading your memory card, and the placement of a codec number on the back of the physical game case are inclusions that are honestly quite simple in concept, but make the game so much more immersive and fun. Hell, the simple fact that Snake has to sneak around enemies instead of fighting them head-on is a welcome departure from the all-too-familiar run and gun routine of so many other action games.
Metal Gear Solid 2: Sons of Liberty added a few new features that would have been helpful in the first game, such as the ability to enter a first-person view. I don't mean to knock the PS1 classic, but from a design perspective, MGS2 handles much more smoothly. Sons of Liberty certainly retained the masterful storytelling element, though it was handled in a different manner. Snake took on the role of a side character, with Raiden stepping into the spotlight. Like many other fans, I found Raiden to be quite annoying at first - not as nauseatingly so as his support/girlfriend Rose, but he was still whiny and immature. But patience yielded great results, as the final few hours of Sons of Liberty delivered a phenomenal ending that answered as many questions as it asked.
As far as I am concerned, though, the best of the bunch has to be Metal Gear Solid 3: Snake Eater. I have experienced few video games so perfect in their design. Snake Eater took everything that worked in MGS2 and improved upon while simultaneously adding in a host of new elements, each of which proves just as polished and helpful during Naked Snake's trek through the jungles of Russia. Only a handful of games have genuinely moved me so emotionally, and I'll be damned if Snake Eater does not have one the most beautiful and bittersweet conclusions ever written into a game. All of the MGS games rely heavily on cutscenes to deliver their stories, and though MGS4's may be the most Hollywood high-budget, I still feel that MGS3 does the best job of all the games in the series in weaving a story that trumps many a film and novel.
Though not as perfect a game as Snake Eater, Peace Walker did a solid job of continuing the story of Naked Snake as he builds his own personal and becomes involved in the late days of the Cold War. Hot Coldman isn't a particularly memorable villain when compared to the likes of the Cobra Unit, but the boss fights against the Chrysalis, Pupa, and so on are both challenging and varied. Peace Walker is a little more action-heavy than other MGS games and it is also shorter than the main numbered entries, but I felt it did a good job of bridging the gap between the era of Naked Snake and that of Solid Snake.
The series has such a wonderful cast of characters, from Psycho Mantis to Solidus and Otacon to Ocelot - I could list them all, but I think it's just easier for me to say that there are only a few select characters that I don't like. And as much as I enjoy exploring Hyrule and Zebes, the world of Metal Gear is also one of the best visions ever realized in gaming. It's a perfect blend of practical realism and dystopian science fiction. Though the storyline of the main games may have come to a conclusion, the upcoming Metal Gear Rising: Revengeance and Metal Gear Solid: Ground Zeroes indicates that there is still plenty of story to be told in the Metal Gear universe. I look forward to whatever new directions Hideo Kojima takes the series in, because even when a Metal Gear game hits its lowest point, it is still a whole tier above most other video games.
Some of my favorite boss fights from the series include:
- Psycho Mantis in Metal Gear Solid
- Harrier Jet in Metal Gear Solid 2: Sons of Liberty
- Metal Gear RAY in Metal Gear Solid 2: Sons of Liberty
- The Fury in Metal Gear Solid 3: Snake Eater
- The Shagohod in Metal Gear Solid 3: Snake Eater
- The Boss in Metal Gear Solid 3: Snake Eater
- Chrysalis in Metal Gear Solid: Peace Walker
Some of my favorite songs from the various soundtracks include:
- The Best is Yet to Come from MGS
- Main Theme from MGS2
- Yell Dead Cell from MGS2
- Father and Son from MGS2
- Snake Eater from MGS3
- Debriefing from MGS3
- Old Snake from MGS4
Some of my favorite characters include:
- Solid Snake
- Grey Fox
- Otacon
- Solidus
- Naked Snake/Big Boss
- Young Ocelot
- The Boss
- EVA
Monday, May 7, 2012
HD Collection wishlist
It seems that HD collections of games from last generation's consoles are all the rage right now - at least, from the developers' standpoint. And frankly, any given one of them - from the largely criticized Silent Hill HD collection to the more graciously accepted Devil May Cry and Metal Gear Solid HD collections - are solid packages for the price. Paying $30 to $40 for two to three games, each of which lasts significantly longer than many current gen titles is none too shabby. Personally, I would like to see some more of these HD collections hit store shelves. I realize that the some of the games listed below have a much better chance of seeing inclusion on an HD collection than others. But this is my own personal wishlist, and if I want to bend the rules a little bit, I shall do just that.
With the WiiU on the horizon, Nintendo could break into the market of these HD collections by turning to releases from the purple lunchbox. While I personally stuck with the Gamecube through thick and thin, there are quite a few gamers who opted for the Playstation 2 or Xbox and in turn missed out on some great gems. Nintendo does like to group games based on the audience they are catering to, and as such I have organized two hypothetical Nintendo HD collections by the ESRB ratings of the included games.
The first is the 'E for Everyone' collection, whose main attraction is Super Mario Sunshine. Mario Sunshine is an underappreciated entry into the plumber's adventures, and has a lot to offer in terms of playability. Included with it would be Pikmin, a brilliant little strategy/adventure game, and Kirby Air Ride, a very different experience with the pink puffball than his traditional side-scrolling platformers.
The second collection would include games labeled with the 'T for Teen' rating. At the forefront would be Metroid Prime, which is hands-down one of the best games from last generation's consoles. The second entry would be Star Fox Assault, one of the most graphically gorgeous games on the Gamecube. The story mode is linear in comparison to Star Fox 64's multiple routes. But switching between vehicles provides dynamic gameplay and the multiplayer is surprisingly addictive. To top things off, F-Zero GX would be included for the gamers who want an extra level of challenge (which isn't to say that the other two are a cake walk).
I love what Konami has done with the Metal Gear Solid HD collection, and I really commend them for porting Peace Walker over to consoles. I would like to consider the possibility of them creating another Metal Gear Solid HD collection, and including The Twin Snakes and Portable Ops. This might not seem as substantial a package as what the first MGS HD collection offered, but if they were to include the original Metal Gear Solid (accessible from the menu of The Twin Snakes in the same manner that Metal Gear and Metal Gear 2: Solid Snake were accessible from the menu of Metal Gear Solid 3) and the VR missions, as well as everything included with Portable Ops and Portable Ops Plus, the sum of those parts would serve as a nice rounded out package. I'm not knocking the original MGS. But the character models and environments are really nothing spectacular considering the graphical limitations of the original Playstation. That's why I would feature The Twin Snakes as a prominent part of the package. But if both tellings of the Shadow Moses incident can be incorporated into a second Metal Gear Solid HD collection, then obviously players should have their choice.
Capcom loves to repackage and re-release their games as many times as possible. While the HD versions of Resident Evil 4 and Code Veronica did not make as big of a splash as Capcom had probably hoped, they could easily make up for this by releasing a proper physical HD collection to follow up those two games. Should Capcom choose to revisit the formula that the older games in the series followed, my suggestion would be that they stick with the earliest events in the Resident Evil chronology. As such, the games I would include in a second Resident Evil HD collection would be Resident Evil Zero, the Gamecube remake of the original Resident Evil, and Resident Evil 2. The two Gamecube entries present the classic horror style that the series is known for, and look downright gorgeous for the hardware they originally ran on. Resident Evil 2 certainly looks more dated, but is one of the most popular entries in the series, and would be more warmly received than either of the Outbreak titles or Dead Aim.
Finally, an entry that I really cannot see happening anytime soon (if at all) would be a Sonic Adventure HD collection. This collection would include both Sonic Adventure DX and Sonic Adventure 2: Battle, as those versions of each game would make for a more completed package. It's possible that SEGA could tack Sonic Heroes on as well, but beyond that there are really no other 3D Sonic games old enough to be considered for such a collection. The reason I consider a Sonic Adventure HD collection so unlikely is that Sonic Adventure was ported to the Xbox Live Arcade not too long ago, and SEGA even went ahead and released a Dreamcast collection disc that included the likes of Space Channel Five and Sonic Adventure. Also, Sonic Generations is still relatively recent in gamer's minds, so I can't see SEGA jumping on an HD collection anytime real soon.
With the WiiU on the horizon, Nintendo could break into the market of these HD collections by turning to releases from the purple lunchbox. While I personally stuck with the Gamecube through thick and thin, there are quite a few gamers who opted for the Playstation 2 or Xbox and in turn missed out on some great gems. Nintendo does like to group games based on the audience they are catering to, and as such I have organized two hypothetical Nintendo HD collections by the ESRB ratings of the included games.
The first is the 'E for Everyone' collection, whose main attraction is Super Mario Sunshine. Mario Sunshine is an underappreciated entry into the plumber's adventures, and has a lot to offer in terms of playability. Included with it would be Pikmin, a brilliant little strategy/adventure game, and Kirby Air Ride, a very different experience with the pink puffball than his traditional side-scrolling platformers.
The second collection would include games labeled with the 'T for Teen' rating. At the forefront would be Metroid Prime, which is hands-down one of the best games from last generation's consoles. The second entry would be Star Fox Assault, one of the most graphically gorgeous games on the Gamecube. The story mode is linear in comparison to Star Fox 64's multiple routes. But switching between vehicles provides dynamic gameplay and the multiplayer is surprisingly addictive. To top things off, F-Zero GX would be included for the gamers who want an extra level of challenge (which isn't to say that the other two are a cake walk).
I love what Konami has done with the Metal Gear Solid HD collection, and I really commend them for porting Peace Walker over to consoles. I would like to consider the possibility of them creating another Metal Gear Solid HD collection, and including The Twin Snakes and Portable Ops. This might not seem as substantial a package as what the first MGS HD collection offered, but if they were to include the original Metal Gear Solid (accessible from the menu of The Twin Snakes in the same manner that Metal Gear and Metal Gear 2: Solid Snake were accessible from the menu of Metal Gear Solid 3) and the VR missions, as well as everything included with Portable Ops and Portable Ops Plus, the sum of those parts would serve as a nice rounded out package. I'm not knocking the original MGS. But the character models and environments are really nothing spectacular considering the graphical limitations of the original Playstation. That's why I would feature The Twin Snakes as a prominent part of the package. But if both tellings of the Shadow Moses incident can be incorporated into a second Metal Gear Solid HD collection, then obviously players should have their choice.
Capcom loves to repackage and re-release their games as many times as possible. While the HD versions of Resident Evil 4 and Code Veronica did not make as big of a splash as Capcom had probably hoped, they could easily make up for this by releasing a proper physical HD collection to follow up those two games. Should Capcom choose to revisit the formula that the older games in the series followed, my suggestion would be that they stick with the earliest events in the Resident Evil chronology. As such, the games I would include in a second Resident Evil HD collection would be Resident Evil Zero, the Gamecube remake of the original Resident Evil, and Resident Evil 2. The two Gamecube entries present the classic horror style that the series is known for, and look downright gorgeous for the hardware they originally ran on. Resident Evil 2 certainly looks more dated, but is one of the most popular entries in the series, and would be more warmly received than either of the Outbreak titles or Dead Aim.
Finally, an entry that I really cannot see happening anytime soon (if at all) would be a Sonic Adventure HD collection. This collection would include both Sonic Adventure DX and Sonic Adventure 2: Battle, as those versions of each game would make for a more completed package. It's possible that SEGA could tack Sonic Heroes on as well, but beyond that there are really no other 3D Sonic games old enough to be considered for such a collection. The reason I consider a Sonic Adventure HD collection so unlikely is that Sonic Adventure was ported to the Xbox Live Arcade not too long ago, and SEGA even went ahead and released a Dreamcast collection disc that included the likes of Space Channel Five and Sonic Adventure. Also, Sonic Generations is still relatively recent in gamer's minds, so I can't see SEGA jumping on an HD collection anytime real soon.
Sunday, May 6, 2012
Top 5 Ladies of Gaming
It's no secret that female characters in video games have generally taken to a few generic molds. There are the scantily-clad pixelated pieces of eye-candy who may or may not bear any relevance to a game's plot. There are the grumbling, rude, and (dare I say) bitchy types who are equally as obnoxious as the whiny childish brats that are seemingly meant to act as their polar opposites. While this trend has, generally speaking, improved in recent years (due in no small part to the increase in the number of female gamers), sometimes it can still prove difficult to come across a female character that plays a genuinely interesting and convincing role in a video game.
That said, some of my favorite video game characters of all time have fallen into that last category, and so I present a list of five of my favorite leading ladies in video games. The criteria I laid out when considering individuals for this list is that they do not necessarily need to be a playable character, rather that they need to hold some sort of prominent role in the grand scheme of things. Also, I limited it to one character per game series. (WARNING: There will be spoilers for those who have not played the games in which these characters appear.)
#5 - Brigid Tenenbaum: One of the minds behind the creation of the Little Sisters, Tenenbaum is a prime example of how Rapture did not discriminate against anyone hoping to make their own way in the underwater city. Along with Dr. Suchong, Tenenbaum discovered the unique properties of ADAM and the sea slugs that produced it, as well as the fact that young girls proved the best hosts for recycling ADAM. When Rapture neared its tipping point, Tenenbaum and Suchong perfected a system of bonding each Little Sister to a Big Daddy guardian, and in that regard brought about some semblance of order into a city that was on the brink of Civil War.
Brigid Tenenbaum worked on many research projects during World War II, and while the specifics of her actions are not fully known, she does inform both Jack and Subject Delta that she feels remorse for what she did during her time in Germany. After Rapture succumbed to its own complications, Tenenbaum felt it was her duty to protect the Little Sisters from the splicers running rampant throughout Ryan's dystopia. She gathered up as many of them as she could and holed up inside the safe house with them. After helping Jack break Fontaine's mind control over him, Tenenbaum asked him to watch over the Little Sisters, and entrusted him to take them with him to the surface once he had escaped, knowing that life in the outside world would be a vast improvement over their existence in Rapture.
Years after she managed her own escape from Rapture, Tenenbaum takes notice of the kidnappings of many young girls. When she realizes it to be the work of the Big Sisters, she returns to Rapture and enlists the aid of Subject Delta to finish what she started. Early on in Bioshock 2, Tenenbaum is shown to have freed another group of Little Sisters. After leaving the company of Delta, Tenenbaum makes contact with Charles Milton Porter, an old colleague, and the two depart for the surface in hopes of mustering up some sort of plan to cleanse Rapture of the chaos and fear that holds sway over it. In the end, it is never made clear what Tenenbaum's plan of attack actually is, how long it will take, nor even if it succeeds. But between the audio diaries she left around Rapture and her more recent actions, it is easy to see the growth in Tenenbaum's character, as well as her consistent resolve to see her goals reached.
#4 - Alyx Vance: Gordon Freeman's partner-in-crime for the duration of Half-Life 2 and its follow-up episodes certainly knows a thing or two about combating the Combine. As Gordon has been absent during the years since the first game, he is dropped into City 17 as a stranger in a strange land. A fair distance from any sizeable force that would bring the fight to the combine, Gordon briefly meets with Barney and Dr. Kleiner, who introduce him to Alyx Vance.
Alyx is something of a rebellious individual, going against her father's wishes as she jumps feet first into danger. But she is not someone who could be considered reckless. She has an extensive knowledge of the Combine, from their weaponry to their behavior. That said, she does find herself in a tight situation on more than one occasion, and it is up to Gordon to come to her rescue. But there is no denying how valuable a resource Alyx proves to Gordon as his guide, ally, and friend throughout the events of Half-Life 2.
#3 - Princess Zelda: The princess of Hyrule has taken on many forms over the years, from a classic medieval damsel in distress to a pirate captain that can hold her own against monsters that roam the sea. There are a few versions of Zelda that stand out to me above the rest; her incarnations from Skyward Sword, Wind Waker, and Ocarina of Time being the best of the bunch.
Skyward Sword's Zelda has arguably the most personality of them all as Link's childhood friend. There are early indications of a romantic playfulness between these two main characters, but before things can get too far along Zelda is whisked away by a tornado and begins her own separate journey on the surface world, which will one day come to be known as Hyrule. While players are not allowed to see exactly what happens during Zelda's journey until the credits roll, the game does present the sense that she is working toward a greater goal just as much as Link is.
Tetra/Zelda from Wind Waker has some attitude. She's the captain of her own ship, and unlike previous games in the series, does not seek out Link's aid early on. Rather, she reluctantly allows him to travel on her ship. She takes a liking to Link later on in the game, allowing him to help himself to her crew's stash of stolen bombs. The only problem I have with Wind Waker Zelda is that she gets shut up in Hyrule castle only moments after her true identity is revealed, though the game sort of makes up for that by making her one heck of a shot with the bow during the final fight with Ganondorf.
Ocarina of Time Zelda is the one I use as the standard to compare to all others. It is the first version of Zelda I was introduced to, and a version of the princess that is quite interesting. While she does flee Hyrule castle when Ganondorf's forces overrun it, she does not simply go into hiding. Instead, she takes on the guise of Sheik and helps Link on his quest to save the kingdom by allowing him to access new areas and providing him with advice on how to get past certain obstacles. It's true that playing the role of Sheik forces Zelda to take on some masculine characteristics in order to see that Ganondorf fails. But it also proves how resourceful and determined Zelda is to see such a plan through.
#2 - EVA: the femme fatale of Metal Gear Solid 3, EVA is presented as a enigma. On the surface, she is a spy who is both Snake's contact for inside information regarding Volgin and the Boss, and is constantly teasing him with notions of seduction. But beyond the jumpsuit and the black bikini lies a character whose story is much deeper than Snake Eater initially lets on.
Her appeal to Snake is pretty obvious. He is dropped into the middle of a jungle and not only is she his ally, but her role as his love interest is made apparent very early on. She enjoys teasing Snake, as evident in practically every one of their encounters. But EVA also recognizes the importance of their mission, and can manage flips on her motorbike and can wield a pistol like nobody's business.
EVA saves Snake's life on a couple of occasions, and it is during these moments that her character takes a more serious approach. When Snake has his doubts about the mission or still can't bring himself to come to terms with the fact that the Boss defected to Volgin's forces, EVA is there to pick Snake back up and get him on his feet again. But she isn't there to babysit him. EVA knows that Snake needs to face his own demons, despite the fact that she tries to convince him that he shouldn't face the Boss in battle.
At the end of the game, it is revealed that EVA was in fact a spy for the Chinese, who wanted to get their hands on the Philosopher's Legacy just as much as anyone else did. EVA does not tell Snake in person. Rather, she leaves him a pre-recorded tape after they spend the night together. She informs Snake of the fact that the Boss never really betrayed him, but was pinned as the scapegoat so that the U.S. could cover their tracks. EVA then apologizes to Snake for everything.
EVA could have withheld this information, and Snake would have gone on believing that the Boss had betrayed her country and her apprentice. But she chose to reveal this to him, which was largely what led to Snake's distrust in the U.S. government, and ultimately to his organizing of the Militaires Sans Frontières and Outer Heaven. EVA truly cared about Snake, enough to disassociate herself from him for years with the hope that none of her future actions would bring him pain.
#1 - Samus Aran: The original girl of gaming herself, Samus Aran first came onto the scene as a bounty hunter that gamers assumed to be male. That is, until the ending of the original NES Metroid proved otherwise. Samus' story is a classic tragedy of a girl whose family was murdered at the hands of the space pirates. She is taken in by the Chozo, and trained by Old Bird to become the most skilled bounty hunter in the galaxy.
Her arsenal includes a wide array of projectiles like missiles, the wave beam, the ice beam, the plasma beam, and the dark and light beams. Her suit can be upgraded to accommodate to different environments, such as the Gravity Suit which allows for easier movement underwater, and the Light Suit which protects Samus from the harmful air on Dark Aether. Her morph ball mode not only allows Samus access to small areas, but come equipped with bombs and a spider ball mode that magnetically attaches to certain tracks.
Samus has crossed paths with the Space Pirate forces many times, and has gone toe-to-toe with their leader Ridley on just as many occasions. She single-handedly put a stop to the threats presented by Kraid, Mother Brain, the Ing swarms, and the entire Metroid populace of SR388. She even managed to defeat doppelgangers in the forms of the SA-X and Dark Samus, and has traversed the most dank and dark of caverns on many alien worlds. Samus is a rare breed of female lead character, in the sense that she has never been changed to appeal to the sexualization of female characters. She's a cold and solitary individual, and her story is a melancholy one. But in my opinion, her character is one of the most intriguing Nintendo has ever created.
That said, some of my favorite video game characters of all time have fallen into that last category, and so I present a list of five of my favorite leading ladies in video games. The criteria I laid out when considering individuals for this list is that they do not necessarily need to be a playable character, rather that they need to hold some sort of prominent role in the grand scheme of things. Also, I limited it to one character per game series. (WARNING: There will be spoilers for those who have not played the games in which these characters appear.)
#5 - Brigid Tenenbaum: One of the minds behind the creation of the Little Sisters, Tenenbaum is a prime example of how Rapture did not discriminate against anyone hoping to make their own way in the underwater city. Along with Dr. Suchong, Tenenbaum discovered the unique properties of ADAM and the sea slugs that produced it, as well as the fact that young girls proved the best hosts for recycling ADAM. When Rapture neared its tipping point, Tenenbaum and Suchong perfected a system of bonding each Little Sister to a Big Daddy guardian, and in that regard brought about some semblance of order into a city that was on the brink of Civil War.
Brigid Tenenbaum worked on many research projects during World War II, and while the specifics of her actions are not fully known, she does inform both Jack and Subject Delta that she feels remorse for what she did during her time in Germany. After Rapture succumbed to its own complications, Tenenbaum felt it was her duty to protect the Little Sisters from the splicers running rampant throughout Ryan's dystopia. She gathered up as many of them as she could and holed up inside the safe house with them. After helping Jack break Fontaine's mind control over him, Tenenbaum asked him to watch over the Little Sisters, and entrusted him to take them with him to the surface once he had escaped, knowing that life in the outside world would be a vast improvement over their existence in Rapture.
Years after she managed her own escape from Rapture, Tenenbaum takes notice of the kidnappings of many young girls. When she realizes it to be the work of the Big Sisters, she returns to Rapture and enlists the aid of Subject Delta to finish what she started. Early on in Bioshock 2, Tenenbaum is shown to have freed another group of Little Sisters. After leaving the company of Delta, Tenenbaum makes contact with Charles Milton Porter, an old colleague, and the two depart for the surface in hopes of mustering up some sort of plan to cleanse Rapture of the chaos and fear that holds sway over it. In the end, it is never made clear what Tenenbaum's plan of attack actually is, how long it will take, nor even if it succeeds. But between the audio diaries she left around Rapture and her more recent actions, it is easy to see the growth in Tenenbaum's character, as well as her consistent resolve to see her goals reached.
#4 - Alyx Vance: Gordon Freeman's partner-in-crime for the duration of Half-Life 2 and its follow-up episodes certainly knows a thing or two about combating the Combine. As Gordon has been absent during the years since the first game, he is dropped into City 17 as a stranger in a strange land. A fair distance from any sizeable force that would bring the fight to the combine, Gordon briefly meets with Barney and Dr. Kleiner, who introduce him to Alyx Vance.
Alyx is something of a rebellious individual, going against her father's wishes as she jumps feet first into danger. But she is not someone who could be considered reckless. She has an extensive knowledge of the Combine, from their weaponry to their behavior. That said, she does find herself in a tight situation on more than one occasion, and it is up to Gordon to come to her rescue. But there is no denying how valuable a resource Alyx proves to Gordon as his guide, ally, and friend throughout the events of Half-Life 2.
#3 - Princess Zelda: The princess of Hyrule has taken on many forms over the years, from a classic medieval damsel in distress to a pirate captain that can hold her own against monsters that roam the sea. There are a few versions of Zelda that stand out to me above the rest; her incarnations from Skyward Sword, Wind Waker, and Ocarina of Time being the best of the bunch.
Skyward Sword's Zelda has arguably the most personality of them all as Link's childhood friend. There are early indications of a romantic playfulness between these two main characters, but before things can get too far along Zelda is whisked away by a tornado and begins her own separate journey on the surface world, which will one day come to be known as Hyrule. While players are not allowed to see exactly what happens during Zelda's journey until the credits roll, the game does present the sense that she is working toward a greater goal just as much as Link is.
Tetra/Zelda from Wind Waker has some attitude. She's the captain of her own ship, and unlike previous games in the series, does not seek out Link's aid early on. Rather, she reluctantly allows him to travel on her ship. She takes a liking to Link later on in the game, allowing him to help himself to her crew's stash of stolen bombs. The only problem I have with Wind Waker Zelda is that she gets shut up in Hyrule castle only moments after her true identity is revealed, though the game sort of makes up for that by making her one heck of a shot with the bow during the final fight with Ganondorf.
Ocarina of Time Zelda is the one I use as the standard to compare to all others. It is the first version of Zelda I was introduced to, and a version of the princess that is quite interesting. While she does flee Hyrule castle when Ganondorf's forces overrun it, she does not simply go into hiding. Instead, she takes on the guise of Sheik and helps Link on his quest to save the kingdom by allowing him to access new areas and providing him with advice on how to get past certain obstacles. It's true that playing the role of Sheik forces Zelda to take on some masculine characteristics in order to see that Ganondorf fails. But it also proves how resourceful and determined Zelda is to see such a plan through.
#2 - EVA: the femme fatale of Metal Gear Solid 3, EVA is presented as a enigma. On the surface, she is a spy who is both Snake's contact for inside information regarding Volgin and the Boss, and is constantly teasing him with notions of seduction. But beyond the jumpsuit and the black bikini lies a character whose story is much deeper than Snake Eater initially lets on.
Her appeal to Snake is pretty obvious. He is dropped into the middle of a jungle and not only is she his ally, but her role as his love interest is made apparent very early on. She enjoys teasing Snake, as evident in practically every one of their encounters. But EVA also recognizes the importance of their mission, and can manage flips on her motorbike and can wield a pistol like nobody's business.
EVA saves Snake's life on a couple of occasions, and it is during these moments that her character takes a more serious approach. When Snake has his doubts about the mission or still can't bring himself to come to terms with the fact that the Boss defected to Volgin's forces, EVA is there to pick Snake back up and get him on his feet again. But she isn't there to babysit him. EVA knows that Snake needs to face his own demons, despite the fact that she tries to convince him that he shouldn't face the Boss in battle.
At the end of the game, it is revealed that EVA was in fact a spy for the Chinese, who wanted to get their hands on the Philosopher's Legacy just as much as anyone else did. EVA does not tell Snake in person. Rather, she leaves him a pre-recorded tape after they spend the night together. She informs Snake of the fact that the Boss never really betrayed him, but was pinned as the scapegoat so that the U.S. could cover their tracks. EVA then apologizes to Snake for everything.
EVA could have withheld this information, and Snake would have gone on believing that the Boss had betrayed her country and her apprentice. But she chose to reveal this to him, which was largely what led to Snake's distrust in the U.S. government, and ultimately to his organizing of the Militaires Sans Frontières and Outer Heaven. EVA truly cared about Snake, enough to disassociate herself from him for years with the hope that none of her future actions would bring him pain.
#1 - Samus Aran: The original girl of gaming herself, Samus Aran first came onto the scene as a bounty hunter that gamers assumed to be male. That is, until the ending of the original NES Metroid proved otherwise. Samus' story is a classic tragedy of a girl whose family was murdered at the hands of the space pirates. She is taken in by the Chozo, and trained by Old Bird to become the most skilled bounty hunter in the galaxy.
Her arsenal includes a wide array of projectiles like missiles, the wave beam, the ice beam, the plasma beam, and the dark and light beams. Her suit can be upgraded to accommodate to different environments, such as the Gravity Suit which allows for easier movement underwater, and the Light Suit which protects Samus from the harmful air on Dark Aether. Her morph ball mode not only allows Samus access to small areas, but come equipped with bombs and a spider ball mode that magnetically attaches to certain tracks.
Samus has crossed paths with the Space Pirate forces many times, and has gone toe-to-toe with their leader Ridley on just as many occasions. She single-handedly put a stop to the threats presented by Kraid, Mother Brain, the Ing swarms, and the entire Metroid populace of SR388. She even managed to defeat doppelgangers in the forms of the SA-X and Dark Samus, and has traversed the most dank and dark of caverns on many alien worlds. Samus is a rare breed of female lead character, in the sense that she has never been changed to appeal to the sexualization of female characters. She's a cold and solitary individual, and her story is a melancholy one. But in my opinion, her character is one of the most intriguing Nintendo has ever created.
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