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Showing posts with label Retro Studios. Show all posts
Showing posts with label Retro Studios. Show all posts

Monday, August 25, 2014

3DS review: Donkey Kong Country Returns 3D


A port of the Wii resurrection of one of the giants of the platforming genre, Donkey Kong Country Returns 3D is Retro Studio’s take on the series that Nintendo and Rare crafted twenty years ago. Cartoonishly-proportioned crabs, birds, and pigs mark the island backdrop, which is divided in many separate ‘worlds’. In the vein of both its DK predecessors and Mario Bros., these worlds include multiple stages, some of which are accessed via keys that can be purchased from Cranky Kong’s shop, along with health bonuses, temporary invincibility potions, and extra lives. Each stage focuses on the simple goal of reaching the opposite end, while throwing a decent number of foes and environmental hazards in the path of DK and Diddy.

With a handful of exceptions, Donkey Kong titles have never been revered for their stories, and this 3DS port follows in that tradition. A group of tiki masks have hypnotized some of the local wildlife into doing their bidding and attempting to stop DK and Diddy. Aside from Cranky’s advice and power-ups, Pigs providing checkpoints within each stage, and the occasional assist from Rambi the rhinoceros, the Kongs are effectively on their own with setting things straight on the island paradise. The break from relying on King K. Rool is certainly welcome, and allows Retro’s personal artistic vision to shine through more brightly than if they had simple opted to retread said territory.

The soundtrack offers solid updates to classic DK tunes, though they tend to be recycled frequently in the many stages. Each stage includes at least one or two hidden areas where players can bounce around or climb up moving platforms to try and gather up bunches of bananas, puzzle pieces, and extra lives. These aforementioned puzzle pieces, as well as the ‘KONG’ letters, are the game’s sole collectibles, but do extend the replay value of the game by a decent margin. Boss fights cap off each world, and become progressively more challenging due to both their mixing up enemy attack and defense patterns, as well as their speed, range, and quicker responsiveness. Some bosses require a direct approach, while other fights will ask that DK and Diddy make use of the environment and its hazards to quash the opposition.

The game’s greatest misstep lies in the one gameplay aspect it opted not to update, but rather take a couple of steps backwards in time with – that being the reliance it has on twitch-based memorization patterns. While these were a common occurrence during the 8-bit and 16-bit eras, they effectively nullify a game’s learning curve in the modern era of gaming, asking less that you play the game, and more that you follow its instructions in the most direct way possible. This aspect is not strikingly apparent during the first couple of worlds, but as DK and Diddy forge deeper into the game, this pattern of merely ‘going through the motions’ drains much of the fun factor from Donkey Kong Country Returns 3D.

The 3D effects are handled in a manner that works for a game that is being ported from a home console to a handheld, adding an extra degree of depth perception, but in truth are really nothing to write home about. The 3DS’ internal gyroscope, which perhaps could have been utilized sparingly for mine cart or rocket barrel segments, is left an untapped resource. While perhaps not the weakest platforming experience on the 3DS, Donkey Kong Country Returns 3D feels decidedly lackluster in the company of Kirby: Triple Deluxe and the recent Super Mario titles.

My rating: 6.5 (out of 10)

Monday, June 24, 2013

Top 10 Games of the Seventh Generation Consoles - #7: Metroid Prime 3: Corruption


I consider the original Metroid Prime one of the most bold and successful revivals of a video game franchise ever attempted. I also consider it to be one of the best video games ever created. While I enjoyed the sequel Metroid Prime 2: Echoes and its light world/dark world scenario, the layout of planet Aether’s different regions did not feel as intelligently crafted as the regions of Tallon IV in the first game. Whereas the distance between save stations, weapon upgrades, and the balance of puzzles and combat was relatively consistent in Prime, it was more sporadic in Echoes – Samus could traverse incredibly short distances at times and come across a number of missile expansions or quick and easy environmental puzzles, or it could be close to an hour between two save stations.

Metroid Prime 3: Corruption was one of the earliest big-name titles Nintendo revealed for their Wii (or as it was known at the time, the Revolution). While the original reveal trailer didn’t show much, the final product turned out to be a balance of familiar and fresh content. No longer was Samus limited to a single planet – in their alliance with Dark Samus, the Space Pirate forces had spread Phazon across the galaxy, requiring Samus to visit multiple worlds and undo the gradual infection and mutation brought on by the Phazon. While these individual planets were scaled down in size from the regions of the previous two Prime titles, they were still bold visions on the part of the creative team at Retro Studios. The skylines that run above the clouds of Elysia, the needle-like forests of Bryyo, and the haunting remains of the G.F.S. Valhalla all made for areas that were as interesting to look at as they were to explore.

For being one of the earliest titles to make full use of the Wii’s motions controls, Metroid Prime 3: Corruption is arguably among the best on the system. Response times and targeting accuracy might not be perfect, but they’re pretty great even when you compare them to later Wii releases by Nintendo. Prime 3 spends as much time exploring the core mythos of the Metroid universe – the legacy of the Chozo, the properties of Phazon, the role of the Aurora Units and the connections they share to Mother Brain – as it does providing a satisfying conclusion to the story that makes up the Prime trilogy. To that end, Corruption does as much to send the Prime series out with a bang as it does to connect the dots of many underlying tales that helped to shape the Metroid story at large.

Saturday, May 12, 2012

Retro Studios Wii U title speculation/wishlist

There have been some rumors circulating the web recently regarding the possibility of a new Star Fox game for Nintendo's upcoming console, the Wii U. Star Fox has became a big hit with Nintendo fans due in large part to the N64 version, which allowed players to take different paths through the Lylat system in order to reach the final boss fight against Andross. What I personally find to be the most compelling aspect about this rumor is that it is often associated with Retro Studios being the developer of said game.

Looking back on Star Fox 64, it really does not present that long of a gaming experience, but still plays brilliantly with its arcade-style gameplay and cool level designs. I have always found it a bit odd how many people have demanded a new Star Fox title for years on end, following the success of Star Fox 64. Many people act as if the three new installments (Adventures, Assault, and Command) since never occurred. I've never been much a fan of Star Fox Adventures. It felt too far removed from the traditional Star Fox gameplay, and took forever for the story to get going. The concept of a planet populated by dinosaurs was entertaining, but it felt off for one of Fox McCloud's adventures, especially considering the fact that he faced it without the aid of Falco, Slippy, or Peppy.

Flash-forward to 2005, and Nintendo released a Star Fox game that was in keeping with its SNES and N64 predecessors. Star Fox Assault proved a more linear approach to the ship-based combat, but offered variety in gameplay via on-foot missions and use of the Landmaster tank. To this day, I still hold Star Fox Assault to be one of the most underappreciated titles on the Gamecube. Certainly it's not perfect; the experience is rather short, and the difficulty is lacking in parts. But it looks gorgeous for the hardware, has a great soundtrack, and is a heck of a lot of fun to play.

If indeed Retro Studios is developing a new game in the series, I'm sure it will turn out splendid. Retro Studios has earned a lot of respect from me, primarily for their resurrection of the Metroid series. But they have also done a great job with Donkey Kong Country Returns. They know how to keep a seemingly-perfect balance of new content with the familiar roots that fans have come to know and love with these games. I would love to see a Wii U Star Fox that blends the decision-based outcomes of Star Fox 64 with the varied mission parameters from Star Fox Assault.

Prior to the rumors spreading, however, Retro Studios had already confirmed that they were working on a game that they said "everyone wanted them to make". It's true that a new console Star Fox game has been in relatively high demand for a while, and the Wii was never host to an entry in the series. But the re-release of Star Fox 64 on the 3DS still seems to be performing pretty well in sales. One title that could be in keeping with Retro Studios' trend of breathing new life into older games (SNES-era games, to be more precise) would be Earthbound. For those not so familiar with Earthbound, it is the RPG from which Smash Bros. contender Ness originated from. While Earthbound did not perform outstandingly in sales during its initial release, its quirky style and gameplay has earned it a cult following since. It is the number-one requested game for the Wii's virtual console, and since Nintendo has not yet appeased the masses with such a release, a new Earthbound could be their answer.

Frankly, I think it would be a great option. Not only would it please gamer who have been asking for a new Earthbound for years, but it could prove a prime opportunity to utilize the Wii U tablet controller. In the same vein as the Zelda tech demo displayed, a Wii U Earthbound could grant players use of the tablet to plan their attacks and keep an eye on their stats while the action takes place on the television screen. It could also be used to make the experience more immersive if, say, something as bizarre and haunting as Gigyas came onto the scene (I'm thinking along the lines of how Eternal Darkness would pretend to shut of the television and so forth). Both Star Fox and Earthbound would be great, especially if either one is being developed by Retro Studios. And who knows - maybe the title they are working on is something completely different. Hopefully we will get some confirmation at this year's E3.

Thursday, December 22, 2011

25 Days of Villains - #4: Ridley


Leader of the Space Pirates and one of Samus Aran's oldest foes, Ridley is as mean as they come. His appearance is still reptilian like the rest of the Space Pirates, but he is considerably larger, looking much like a dragon. He's faced Samus many times in battle, and each confrontation proves as lethal and unforgiving as the last.

During her Zero Mission, Samus encountered Ridley as one of two major obstacles to reaching Mother Brain. Though she was able to defeat Ridley, she discovered later on that the Space Pirates were attempting to save him by combining his organic body with mechanical elements. While Samus was able to destroy the prototype before she escaped Zebes, Meta-Ridley would be completed on board the Frigate Orpheon orbiting the planet of Tallon IV. After Samus killed the mutated Parasite Queen and started a chain reaction that led the ship to crash into the planet, Ridley began tracking her. He watched from a distance in the tundra of Phendrana Drifts, eventually facing her head-on at the Chozo Temple where the Phazon meteor crashed. Ridley went all-out, firing seeker missiles from a distance and lashing out with his tail at close range. Despite the intense fight, Samus emerged victorious, if only for a brief while.

On Norion, as the Space Pirates engaged Federation Forces, Ridley attempted to take the generators offline. At the same time, Samus was trying to keep them online to aid the Federation's defenses, and the two engaged in battle in the midst of a free-fall down the catacombs of the base. Some years after the eradication of Dark Samus and the Metroid populous of SR388, Ridley took it upon himself to steal the last living Metroid. His forces performed all manner of experimentation on the life forms of Tallon IV and Aether during Metroid Prime and Prime 2: Echoes, the Metroids included. Though Samus was able to defeat Ridley, his goal of mutating the last Metroid was already underway.

Ridley's remains were destroyed at the end of Super Metroid, confirming his final death. But in all the times Samus faced him, Ridley exhibited a balance of intellect and deadly force. On the one hand, he is well-versed in the aforementioned genetic experimentation as well as battle tactics, with the Space Pirate forces having proved themselves capable opponents to the Federation fleet. Facing Samus one-on-one, Ridley always has speed and brute force on his side, and his attacks are carefully planned.

Boss Theme:

Though Ridley's theme has been relatively consistent through the years, the version that plays in Metroid Prime is easily my favorite. The electronic sounds really help to embody both the sense of sci-fi exploration and the intensity of facing Ridley.

Tuesday, August 9, 2011

A Metroid Retrospective - Twenty-five Years of Samus


As Metroid has turned twenty-five, I've decided to do a bit of retrospective on the franchise. As much as I do love the series, there are a few games I have yet to play, so Metroid: Other M, Metroid II: Return of Samus, and Metroid Prime Hunters will not be included. This will not focus so much on the history of the series to present day, rather it will be a look back at what Metroid meant for me personally.

The first console I ever owned was the N64, and because of that the bulk of my early gaming experiences came from 1990s Nintendo titles. My first introduction to Samus Aran was through the original Super Smash Bros., and most of my friends were too young to have played any of the previous Metroid titles when they were first released. Thus, my knowledge of Samus was rather limited - I knew she was a bounty hunter, and that she had to have some game of her own, but I never saw a Metroid title on the N64 and kind of forgot about Samus for a while.

Not long after I purchased my Gamecube, I heard about a new Metroid title slated for release on the console. At this point I had a little more to base my judgment off, as I'd played portions of the original Metroid. From what I could gather from my Nintendo Power magazine, Metroid Prime was going to be a whole different style of game from its side-scrolling predecessors. At that time, I wasn't particularly skilled at any games that took on the first-person perspective, and I decided to rent it first. I fell in love with the game - the graphical stylings, the soundtrack, the boss fights, and the gameplay were some of coolest I'd seen in years. Needless to say, I forked out the cash and bought myself a copy, which I played through multiple times in hopes of achieving a 100% completion rate.

When the sequel was announced, I counted down the days to its release. I decorated my bedroom walls with every Metroid Prime 2: Echoes poster that Nintendo Power included with their magazine. At the same time, a friend of mine owned a copy of Metroid Fusion, and while I didn't play much of it, I got enough of a feel for the two different schools of design that the Metroid series followed. Between Fusion and Prime 2: Echoes, I also got a feel for how dark the stories could be and how challenging the games could get. Don't get me wrong, I love Prime 2: Echoes. But it has some of the most challenging boss fights in the series, and the fact that the air in Aether's Dark World harms Samus when she isn't protected by the Luminoth's crystals can get to be a bit annoying. Thankfully the Dark Suit and Light Suit counteracted this, but Prime 2: Echoes required so much backtracking and had some less-than-ideally placed save stations that I wasn't as keen to replay it as I had been with the first Prime title. At the same time, the minor issues I did have with Echoes made me realize what elements of the Metroid games I preferred.


Before Prime 3 was released, I decided to work backwards, replaying Samus' first mission to Zebes over again. Only this time it was in the form of Metroid: Zero Mission, an updated and (I would argue) improved version of the original Metroid. There's certainly no replacing what the original did in launching the series, but not only did Zero Mission look prettier and control more smoothly, it made me feel more of a connection to Samus through the narrative. Zero Mission quickly became one of my favorite Gameboy games, and my second favorite Metroid title behind Prime.

I picked up a copy of Metroid Prime Pinball not long afterwards, looking for a quick casual handheld gaming fix. While it isn't anything mind-blowing, I found Prime Pinball to be a very interesting spin on the pinball formula, combining boss fights and iconic locations from the first Prime title. The different paths the game presented made for a unique experience each time I played, with an increasing level of difficulty that was not expected but - at the same time - very much welcome.

I'd heard overwhelmingly positive responses toward Super Metroid, and decided to download it to the Wii's Virtual Console. Having played through about half the title thus far, I can see some obvious influences the gameplay style had on the design of Zero Mission. The dark and moody atmosphere also seems to have had an impact of the latter two Prime titles, as well as Fusion. And while I've always known the Metroid games to have a notable degree of difficulty to them, Super Metroid is easily one of the most challenging in the series.

Eventually I got around to picking up Prime 3: Corruption - a little later than most people, but I was still plenty excited to cap off the trilogy. One of my major concerns was the shift to motion controls. Thankfully, these were quickly put to rest following a mini-tutorial early in the game. Prime 3: Corruption felt more akin to the first Prime than it did to Prime 2: Echoes. Corruption spanned multiple planets, and though no single planet was as vast as Tallon IV or Aether, each presented beautiful and alien environments that just begged to be explored. Some voice acting was brought in - a first for the series - though this was only applicable to NPCs, and both Samus and Dark Samus remain silent for the duration of the game. The boss fights had great variety, and were as much a challenging to beat as they were a treat to play through. Some unnecessary weapons and abilities from Echoes were shaved off, and Samus' arsenal was keep to a more manageable level. That said, new inclusions were weighed more on their practicality with the gameplay, and all of that added up to an 'everything old is new again' feel about Corruption.


While I do enjoy sci-fi games like Halo, such games aim for a grand 'space battle' scenario, whereas Metroid is more focused on the solo approach of exploring mysterious alien worlds. Prime 3: Corruption and Other M are, at least to some extent, each a breakaway from the traditional Metroid formula, as they both deal with the Galactic Federation and the history of the Space Pirates. But most Metroid games tend to keep the spotlight on Samus and her personal history with the Space Pirates and the Chozo. I feel the storytelling is strongest in three games - Super Metroid, Zero Mission, and Metroid Prime. Super Metroid and Zero Mission take a similar approach to one another, revealing the narrative in cutscenes at certain points during the gameplay, though the majority of the story is meant to be tackled firsthand as players progress to each new area. Prime, on the other hand, requires players to scan the various Space Pirate computers and Chozo lore, which reveals to players not only information relevant to the story of Prime, but also ties things together with the other games in the series. Though it does require players to go out of their way if they wish to find all of the lore, the payoff is well worth it for Metroid fans.

Despite a large gap between Super Metroid and Prime/Fusion's dual release, the series has stood the test of time. Each game offers enough new features to change the game style, but never forgets it roots. Congratulations on twenty-five years, Metroid.

Some of my favorite boss fights from the series include:
- The Kraid boss fight from Metroid: Zero Mission
- The final Dark Samus boss fight at the end of Metroid Prime 2: Echoes
- The Gandrayda boss fight from Metroid Prime 3: Corruption

Some of my favorite songs from the various soundtracks include:
- Kraid's area from the original Metroid/Metroid: Zero Mission
- The Tunnel from Metroid II: Return of Samus
- Lower Brinstar from Super Metroid
- Hive Totem/Incinerator Drone from Metroid Prime
- Phendrana Drifts from Metroid Prime
- Submerged Frigate from Metroid Prime
- The Title theme from Metroid Prime 2: Echoes
- The Title theme from Metroid Prime 3: Corruption
- Rundas battle theme from Metroid Prime 3: Corruption
- Skytown from Metroid Prime 3: Corruption

Character I use most often (and win the most matches with) in Super Smash Bros., Melee, and Brawl:
- Samus Aran

Wednesday, December 23, 2009

25 Days of Christmas - #3: Metroid Prime


Reinventing a game is never an easy task to accomplish. This can be especially difficult if a game series hasn’t had a release in nearly ten years. Despite the huge challenge that lay before them, Nintendo and Retro Studios took up the task to revive the Metroid series in 3D. The road was paved with many bumps, but ultimately led to the one of the greatest adventure games on the Gamecube, and for that matter, one of the greatest games of the last generation of consoles.

As vast as the ocean was in The Legend of Zelda: The Wind Waker and as creative and diverse as all of the levels in Final Fantasy: Crystal Chronicles proved to be, neither of them quite measured up to the experience that Metroid Prime delivered. Samus Aran is back in action, dealing a whole lot of pain to the space pirates while exploring more of the history behind her adoptive mentors, the Chozo. The game is set between the original Metroid and Metroid II: Return of Samus. The space pirates have divided their forces since their defeat at Samus’ hands, sending three major forces out across the galaxy. One such group is performing experiments on the wildlife of Tallon IV, attempting to mutate them with a substance known as Phazon. Samus infiltrates their frigate, but shortly after all hell breaks loose as the subjects of experiment begin wreaking havoc on the frigate. As Samus fights her way back to her gunship, she runs across Ridley, whom she presumed dead on Zebes. As the frigate falls out of orbit and begins a collision course with Tallon IV, Samus follows in her gunship, determined to figure out what exactly is going on.

The first area on the surface of Tallon IV that players will find themselves in is the Tallon overworld. It is a lush jungle setting, with green plants growing out of the rock walls and a constant rainfall that will stream droplets down Samus’ visor. This first step onto the planet’s surface is so surreal and captivating, and gives players a taste of what is to come from later areas. The different areas of Metroid Prime are beautifully detailed and throw various environmental challenges at players, as well as unique wildlife. The narrow lava-filled Magmoor Caverns will be incredibly unforgiving to players who fall off the rocky platforms, and is infested with Triclops beetles and Magmoor Dragons. As serene as the snow-laden temples might be, Phendrana Drifts pits Samus up against packs of hungry baby Sheegoth, and is host to one of the games most challenging boss fights. The Phazon Mines, which are accessible much later in the game, delve deeper into the history of the space pirates and their exploitation of the planet.


The scan visor serves two purposes to the player. The first is to learn more about the different creatures in order to understand how to counterattack and defend oneself. The secondary focus is to unlock bonus material in the art gallery upon completion of the game. The more scans a player makes, the more bonus material is unlocked for them. Later visors include the thermal visor and x-ray visor, practical for detecting enemies in dark areas and locating cloaked platforms respectively.

As with any Metroid title, the weapon variety is impressive. The four major beam types – Energy, Wave, Ice, and Plasma - make good use of their individual uses for both combat and puzzle solving. These can be used in conjunction with missiles, though players will be required to seek out these upgrades of their own accord, as only one is central to the gameplay. The morph ball has small bombs that can be used to break through barriers, larger bombs to take down thicker material and debris, a boost ability for launching Samus up half-pipes to greater heights, and a spider-ball ability that magnetizes the morph ball to tracks in order to traverse difficult terrain.


The game is deep and fairly long, but players will be required to perform a significant amount of backtracking during the second half. This is nowhere near as tedious and annoying as in Metroid Prime 2: Echoes as most of the time spent revisiting areas in Metroid Prime opens new rooms and grants players weapon and suit upgrades. Such is the case with the Gravity suit, which once acquired allows Samus to move freely through the water without any constraints due to the weight of her suit.

While the space pirates are Samus’s main foes in the game, they do improve their skills as the game improves. While the beginning of the game has Samus up against mostly grunt soldiers with little armor or weapons, she will encounter airborne Jet troopers who send a barrage of missiles at her, as well as underwater forces that launch torpedoes and evade Samus’ beams. Much later in the game, Samus will encounter pirates who have reversed the Chozo technology and created energy-specific armors, as well as massive space pirates who were victims of Phazon experimentation.

The bosses in Metroid Prime never dish out the same fight. Battling Flagraah requires players to be swift as they attempt to cut off the plant’s energy source with the use of both Samus’ beam weaponry and morph ball attacks. Thardus’ battle forces players to constantly refer to their various visors, but never feels like it is moving along at a sluggish rate. Fighting Meta-Ridley challenges players to dodge his bombardment of the Chozo temple while firing everything they’ve got at the space pirate leader.

While Retro Studios and Nintendo didn't have to add any more to the game, they went ahead and did it anyways. Included on the disc is the complete game of the original Metroid, exactly as it was in its 1987 release, Justin Bailey codes and all. Players can also connect to Metroid Fusion via the GBA-Gamecube cable to unlock the Metroid Fusion suit for play in Metroid Prime.


The game has beautiful graphics that really push the limits of the Gamecube. Even when compared with many of the system’s later releases, Metroid Prime looks as great as ever. There are no load-ins for areas or textures. Everything flows seamlessly from one area to the next. However, as great as the art style and graphics are, the aspect of the game’s design that I found to be the most captivating was the soundtrack. The sounds of the original three Metroid titles are present, but improved on tenfold. From the drum-heavy sounds of Magmoor Caverns to the calming piano that plays over Samus’ exploration of Phendrana Drifts, the music conveys the mood of the game perfectly. Though many thought the series impossible to revive, Retro Studios executed Samus' return perfectly. The story is deep and sets up wonderfully for the other Prime titles. Metroid Prime is easily the best game available on the Gamecube, and one of Nintendo’s most impressive releases ever.
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