.

.
Showing posts with label handheld. Show all posts
Showing posts with label handheld. 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)

Friday, August 30, 2013

Nintendo reveals the 2DS



Nintendo has officially announced the newest entry into the 3DS lineup – the 2DS. Yes, you read that correctly – the 2DS. Effectively, it’s a 3DS minus the option to play any of your games in 3D. It is also built into a single slab-shaped body, and is thus unable to fold closed as every previous 3DS/DS variant was able to do. The 2DS is still backwards compatible with standard DS games and is still able to access the eShop. Based on its physical design, it doesn’t look like the 2DS will cost Nintendo a whole lot to produce, but my concerns lie more with the name of this handheld. I feel that Nintendo runs a significant risk mainstream consumers being confused about what the 2DS is/does in the same way that many people were initially confused as to whether the Wii U tablet was simply an add-on to the Wii or part of a whole new console. The name ‘2DS’ could easily lead parents, grandparents, aunts and uncles of the younger gamers who this system is apparently being marketed toward to believe the 2DS is just a new label for the standard DS in order to distinguish it from the 3DS. As for why Nintendo is actually releasing this new variant, I believe it has more to do with the upcoming Pokémon titles than anything else. They know full well how much of a cash cow the Pokémon games have proven to be for each previous handheld generation, and these games are as popular with younger gamers as they are with older gamers. The fact that Pokémon X and Y release a week prior to the 2DS seems to me just a tad too convenient to be coincidence.

Sunday, July 1, 2012

3DS review: Super Street Fighter IV: 3D Edition


After the positive reception Super Street Fighter IV received after its console releases, Capcom re-released it for Nintendo’s 3DS, with a few tweaks here and there. Surprisingly, the 3DS is quickly becoming a welcome home to many a handheld fighting game, and having thoroughly enjoyed Super Street Fighter III: Third Strike Online Edition, I figured this was the next logical entry to take a crack at.

From the moment you fire up Super Street Fighter IV: 3D Edition, all thirty-five playable characters are available for use. A wide variety of play styles is accounted for, and every player should be able to find at someone that fits their specific approach to combat. The downside to this is that it significantly reduces the replay value. Were there a handful of characters that needed to be unlocked before use, it would have expanded the gaming experience substantially, but there is only so much that can be drawn from character stories that are comprised of two cutscenes a piece and a trophy collection.

The main arcade mode follows each character’s individual involvement with S.I.N. and Shadaloo, though the majority of the experience is spent in combat. This allows for the arcade experience to move along at a nice pace. The final boss fight against Seth feels both challenging a balanced – a step in the right direction after Third Strike’s lopsided final fight against Gil. Five levels of difficulty are available, and the graduation from one to the next feels consistent and fair. Players can also pick up single matches, either against a CPU or online against another player. The car crushing and barrel smashing minigames are available for play at any time, while a series of challenges can be accessed to hone each character’s individual moves.

The 3D effect is used in two different ways. While viewing in the standard side-scrolling fighter mode, the depth perception increases, better defining the distance between the fighters, the backdrop, and any environmental objects. Super Street Fighter IV: 3D Edition also allows players to play a match in an over-the-shoulder mode meant to create a more cinematic approach to the fight. While it is an interesting idea, the standard tried-and-true camera angle proves more practical and convenient.

Overall, the game looks quite nice. The level of detail is obviously downgraded from the console versions of Super Street Fighter IV, but the colorful comic book-style character models and their fluid motions make the visuals very smooth. None of the environmental objects move, but backgrounds are decorated with a range of spectators, brightly colored cars, and solid lighting effects. The soundtrack is catchy and presents a variety of musical styles, though it is not as bold and experimental as Third Strike’s.

Super Street Fighter IV: 3D Edition presents a fun handheld fighting experience. It is easy to jump into, though increasing the difficulty setting will be sure to please veterans of the series. Though the replay factor is somewhat lacking and the number of gameplay modes pretty standard, it is impressive that Super Street Fighter IV: 3D Edition runs so smoothly on a handheld.

My rating: 8 (out of 10)

Tuesday, January 3, 2012

And so we venture forth into bold new territory...

Yup, I got a 3DS. So there will be reviews of 3DS games coming in the near(-ish) future. I probably won't be reviewing a whole lot of 3DS games until Spring/Summer 2012, since that is when many of the titles I want most for the system will be available. Plus I have a few DS games that I'm still working my way through, like Pokémon White and The Legend of Zelda: Spirit Tracks. But there will be reviews, starting with Super Mario 3D Land.

Related Posts Plugin for WordPress, Blogger...