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GAMES YOU'LL
WANT |
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FIGHTER'S
DESTINY: The innovative point system adds
authenticity to this game's tournament
setting. It's probably the best fighter
you'll find on the N64. MARIO KART
64: It's tough to choose between this and
Diddy Kong Racing, but ultimately, Mario Kart 64
takes the winner's circle with less frustrating
gameplay. PAPER MARIO: Super
Mario RPG on the Super NES was good... but this is
better. It's bright, colorful, and chock
full of personality. SIN AND PUNISHMENT
(JPN): After the somewhat lackluster
Mischief Makers, it was a relief to see Treasure
get back to making stylish
shooters. SUPER MARIO 64:
Mario was the first mascot brave enough to set
foot in the third dimension, blazing a trail
many others would follow. | | |
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GAMES YOU
WON'T |
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CLAY FIGHTER 63
1/3: Instead of bashing this
fighting game, which would be really easy to
do, I'll just recommend that you buy Konami's
Rakugakids instead. POWERPUFF GIRLS:
CHEMICAL X-TRACTION: You'll extract this
from your N64 as quickly as you put it in.
Imagine Power Stone without the frantic
fun. SOUTH PARK: CHEF'S LUV
SHACK: Here's a game only a mother could
love, and I don't mean a bad mother like
Chef. The trivia and minigames are mighty
lame. SUPERMAN: It ain't
super, man. It's like what would happen if
the man of steel accidentally flew into a copy of
Pilotwings that someone threw into the
toilet. XENA: WARRIOR
PRINCESS: Suck the soul out of Soul
Calibur and this would be the unfortunate
result. It's a shame, because Xena deserved
better than this. | | |
REVIEWS
I can't help but think that I'm starting
to outgrow the Kirby series. I was pretty fond of Kirby's
Adventure on the NES, and this sequel on the Nintendo 64 has much of
what made that game great, plus colorful and attractive polygonal
graphics. For some reason, though, it just didn't keep me
entertained the way the NES game did. Rather than getting me
excited about every new round like Kirby's Adventure, The Crystal
Shards made me want to finish stages so I wouldn't have to bother
with them again.
Perhaps the reason for this is that Kirby 64 is a more
straightforward game than Kirby's Adventure. That game was
packed with museums, bonus rounds, arenas, an enormous amount of
power-ups. By contrast, Crystal Shards gives you a lot of
platforming levels, some bosses, a few cartoon intermissions, and
that's about it. You get a chance to score extra items after
every round, but hopping onto a picnic blanket to grab them is a
pretty lame excuse for a bonus round. Speaking of lame extras,
there are a few mini games you can play with your friends, but
they've got about as much meat to them as the games in Mario Party,
and they're poorly integrated, too... you don't even have to earn
them in the story mode to play them!
Kirby 64 still plays fairly well, but HAL Labs made some changes
to the gameplay, hoping to improve it. Some of the tweaks make
a lot of sense... for instance, Kirby can still fly but only for a
short period of time, making the game more challenging than previous
Kirby titles. You'll have to get through some areas with
well-timed jumps rather than just floating over every obstacle, and
this is definitely a good idea. However, some of the other
changes to the gameplay don't work so well. Kirby's gigantic
selection of weapons has been trimmed down to six, but you can
combine abilities a'la Gunstar Heroes by throwing one bad guy at
another or eating them together. I guess I should appreciate
the extra depth this adds to the traditionally simple Kirby
gameplay, but I can't help but think that the new weapons are kind
of weak. Earth, fire, ice, needle, bomb, and boomerang are
just as dull as they sound on their own, and when you combine them,
you're left with weapons that are disturbing (I'm sorry, but Kirby
would never, ever stick exploding shuriken between the eyes of his
enemies...) and sometimes horribly unbalanced. To give you a
good example, dynamite can harm both you and your opponents, but the
refrigerator lets Kirby spit out an infinite amount of food that
heals the player but damages the bad guys. When you've got a
weapon like this, why bother with anything else?
Another serious problem with the gameplay is that The Crystal
Shards seems a whole lot slower than the other Kirby games... you
can make Kirby run by double tapping on the controller, but even
then he just isn't fast enough. Things get even worse
underwater, where you're even slower and you CAN'T double tap to
run. Of course, since The Crystal Shards is your typical
side-scrolling platformer and the game's designers are your typical
sadistic bastards, there's an entire world covered with water, and
it just... never... seems... to... end. By the time you finish
it you'll consider ripping the cartridge out of your N64 and
throwing it in the nearest lake.
Now that I think about it, maybe I haven't outgrown the Kirby
series... perhaps HAL Labs just didn't do a good job designing this
particular Kirby game. Superficially, Kirby 64 looks like it's
got everything that made the previous games in the series wonderful,
but there's more to Kirby's world than cute characters and memorable
scenery. I hope the designers of this game realize this when
they start work on the next one.
I recently found a review of Paper Mario on the
web that began, "Boy, this game sure went down the toilet the moment
Square left the project." This, of course, proves that it's
never too hard to find morons on the Internet.
Yes, Paper Mario, the sequel to Super Mario RPG
on the Super NES, doesn't have Square's support behind it. Of
course, this also means that it doesn't have cheesy computer
rendered graphics, dark, confusing playfields, generic battles, or
hours of full motion video starring characters that don't matter to
you, either. Intelligent Systems knew better than this, giving
this game three things Super Mario Bros. fans really want:
addictive gameplay, familiar characters, and a whole lot of
personality.
RPGs are a prickly genre for me... it takes me a
while to warm up to most of them, if it ever happens at all.
However, this wasn't a problem with Paper Mario... I loved it right
from the start. The storyline, slightly altered from Super
Mario RPG's, was no big surprise, but I really enjoyed the
dialogue... and just like Super Mario RPG, it had that same
delightfully silly flavor throughout the entire game. Unlike
most role-playing games, you'll enter each town looking forward to
all the conversations... you may even start looking for townspeople
just to talk to them. Better yet, they've got names, stories,
and relationships of their own, so they're not just the walking
signs you've come to expect from other adventure titles.
The graphics are impressive, too... Intelligent
Systems left the computer rendering of Super Mario RPG behind and
tried a gimmick of their own, one that let them capture Mario's
world much more faithfully. As the title suggests, Mario (and
every other character in the game) is a paper cutout, and they're
all drawn perfectly... Shigeru Miyamoto himself couldn't have done
better. And although there aren't as many sight gags about the
flat characters as there were in Parappa the Rapper, the designers
do occasionally have fun with Mario's missing dimension, spinning
him around in battles and swirling him down pipes.
An added bonus to drawing Mario as a flat object
is that all those extra polygons can be devoted to the
backgrounds... and man, are they great. The towns are colorful
and full of scenery, and some of the locations have breathtaking
details like drifting snow and paths made of glittering
stardust. Some of the playfields are nicer than others, but I
guess that's the point... you'd expect the green hills and cool
waters of Yoshi's Island to be more vibrant than the appropriately
named Dry Dry Desert. No matter where you happen to be,
jumping into a battle changes the scenery into a stage with hanging
props... something I haven't seen in a video game since the release
of Dynamite Headdy for the Genesis. You may or may not like
it, but one thing's for sure... you can't call it an overused
cliche'.
Oh yeah... that reminds me of the battles.
The fights in most role-playing games can get boring, especially
since most of them are exactly alike. However, Paper Mario has
a lot of features that help make them more entertaining, or let you
avoid them entirely. As was the case with Super Mario RPG,
enemies don't just pop out of nowhere... they run around the
playfields with you, and if they spot you they'll try to start a
conflict. However, you can defend yourself... if you stomp or
hammer an enemy, or sic one of your partners on them, you'll damage
them before the battle even starts. Sneaking around or running
from enemies is also an option, although some of the bad guys are
pretty intent on starting a fight. Fortunately, since they're
based on classic Super Mario Bros. characters, they have all of
their weaknesses. Remember, a Spiny isn't so dangerous when
it's on its back, and Bob-Ombs won't get the chance to hurt you if
you can make them detonate before they attack.
As you can tell, Paper Mario is a lot of fun if
you're a fan of the Super Mario Bros. series, but none of those
games were perfect, and neither is this one. First of all, the
battles can be fun, but they're limited as well... none of your
partners are treated as full-fledged party members, and you can only
use one of them at a time. If you took the rather flammable
Lady Bow into a battle with fire-based enemies and need to select a
more suitable character, you can switch to that character in
the middle of the fight, but it will cost your partner their turn,
and sometimes, you just can't afford to lose that extra
firepower. Also, you're not allowed to damage just any enemy
with any attack... if, for instance, there's a particularly
obnoxious Magikoopa behind a row of Clubbas or Dry Bones, you won't
be able to reach him with the hammer or another close range
attack. Finally, although the sound effects are great
(Bombette's explosion really packs a punch!), the music is
not.
Oh well... if I have to sit through some
overblown, repetitive tunes to play a terrific game like this, I'll
definitely do it. I don't play many RPGs, and I won't finish
many of the ones I do play... so when I find a game like Paper Mario
that keeps me entertained to the end and leaves me wanting more
after it's finished, you know it's worth buying.
I was absolutely sure I'd end up hating this
one. The normally docile mainstream video game press ripped
Shadowman to shreds, and I was ready to do the same thing when I
watched my friend Matt play through part of the first stage.
Whoohoo, Tomb Raider in hell. Isn't just playing Tomb Raider
hellish enough? I was about to write Shadowman off as another
overhyped Acclaim flop, but then, something happened. When
Matt fired up a saved game with Shadowman lost deep within the
cavernous world of Deadside, I started to notice how incredibly well
designed this world was. Every level was an intricate puzzle,
filled with branching paths which often lead to rooms with important
items left just out of your reach. I urged him to open every
door... flip on every switch... swim through every sea of blood to
find the next dark soul. Then I took over, and that urge to
discover every hidden path and item became an insatiable need.
The repetitive wall textures, the monotonous backtracking, and the
awkward control were instantly forgotten. All that mattered
was finding out what was around the next corner... and the next...
and the next. Sometimes it would be a door just begging to be
unlocked, and other times it would be a freakishly dressed zombie
with a gun pointed right between my eyes. The bastard could
kill me a dozen times and I'd come right back for more, all because
there's another dark soul in the level, calling my name like the
ghost of a long lost love. Damn it, I MUST HAVE THAT SOUL!!!
Er, um, sorry. As I mentioned
earlier, Shadowman is a lot like Tomb Raider in that you're armed
with a gun but do as much exploring as enemy blasting. It
shares quite a bit in common with Legacy of Kain: Soul Reaver,
too, because your character walks a thin line between life and death
and can visit either plane of existence at will. However, thre
are some subtle differences... Shadowman can't die from falling long
distances like his big breasted counterpart (because as my friend
put it, he's already dead!), and his gun fires these strange beams
of light which can be powered up by holding down the appropriate
button. Like Soul Reaver's Raziel, he can be defeated
by enemies, but instead of being transported to an alternate
dimension to regain his strength, Shadowman is simply returned to
the beginning of the current stage.
The graphics and sound won't raise
the dead, or anything else, for that matter... the walls have some
pretty good textures but they're a bit overused, and this coupled
with the very long rounds and lack of reference points makes it very
easy to get lost. And confused. And frustrated.
The game as a whole is pretty dark and dingy, so don't expect any
spectacular lighting effects... however, some of the enemies and the
strangely clear pools of blood aren't too shabby. The music
fits the mood, and in one instance, the plot... you'll be tormented
by the carefree laughter of a small child cut off by the whine of a
circular saw in one stage. This disturbing sound bite gives
you a taste of the trauma Shadowman experienced when he watched his
little brother die, but after hearing it a dozen times, you'll hit
the mute button on your remote to keep the voices in his head out of
yours. The control is a bit goofy (Nintendo found some pretty
weird places for buttons on that controller of theirs!), but it's
still better than Tomb Raider's, and the gun battles are more
natural than the rather clumsy fights in Soul Reaver.
Is Shadowman better than the games
that inspired it? No, not really. The game as a whole is
a little contrived and doesn't feel as solid as, say, Soul Reaver...
and Shadowman's big bad voodoo daddy doesn't hold a black candle to
the much more threatening Raziel. Still, those of you who
spent dozens of hours exploring every last cavern in Metroid will be
quite happy with Shadowman's endless convoluted tunnels, and the
enormous amount of items hidden within them.
Treasure. A game company that brings drool to the
lips of thousands of even the most jaded fanboys. With the
insane difficulty, complex simplicity, and ultra-articulated bosses
of their games, the company has gotten quite the following.
The ex-Konami developers have their quirks--their "no sequels"
policy, for example--but they've won the hearts of many
gamers.
One of their sublimely simple efforts is Sin and
Punishment for the N64. One of the last games to come out for
the "Fun Machine," this game challenges the gamer with two simple
rules:
1) If it moves, shoot it. 2) If it doesn't
move, shoot it anyway.
The plot of the game is actually quite
interesting. In the year 2007, much of Japan has been overrun
by genetically-engineered monsters called "Ruffians." An
American military organization called the "Armed Volunteers" has
come to Japan ostensibly to help repel the invaders. However,
this being a futuristic setting, and a paramilitary force being what
it is, the Volunteers have gotten a bit heavy-handed, forcing
rebellion to the minds of three teenagers: Saki (15, male), Airan
(16, female) and Achi (13, female). The three eventually cross
paths with the lieutenants of the leader of the Volunteers, a young
man by the name of Brad who seems to have prior experiences with
Achi. She apparently gave him some of her blood, which gave
him some of her power; mainly, he can speak to his subordinates from
afar (with a pretty cool "floating eyes" shot) and attack those who
would harm his soldiers with the power of his mind. And he's a
demon with a sabergun.
The "sabergun," as I call it, is the solitary
weapon you get in this game. The weapon has four functions:
aimed fire (has to be precisely aimed, but does decent damage),
lock-on fire (can lock on, but does less damage), sword
(close-range, does great damage), and deflection (deflects certain
missile-like projectiles at the targeted monster or scenery).
There aren't really any power-ups for the weapon, but the game is
set up so that you don't really need them (apparently, Treasure
learned from their mistake in Silhouette Mirage of adding in weapons
that served little to no real purpose).
The controls are simple--in most stages, you're
on rails moving forward, with one or two side-scrolling
levels. You mainly move to the left or the right (in most
cases, this means strafe) using the D-pad or the C-buttons.
The shoulder triggers make your character jump, A toggles lock-on
and aimed fire, B can disengage a lock in lock-on mode, and Z is the
attack button (performs all attack functions). There's also a
2-player mode that has one player move the character, and the other
shoots.
The graphics aren't too impressive--don't get me
wrong, they're anti-aliased, and they don't glitch. However,
they're still fairly low-resolution. This can be forgiven,
however, because of the massive flow of humanity (and inhumanity)
that you must engage. The characters are pretty
well-designed--including Saki later in the game, where he looks like
he's wearing M.C. Hammer pants (the result of a partially-reversed
physical mutation); or Radan, an early boss. The sound is
actually quite excellent for the much-maligned cartridge
format.
There is a diverse array of music, as well as an
excellent array of voice acting. The strangest thing about the
game is that the dialogue is spoken in English, and pretty good
English, at that. In the tradition of Resident Evil, the
producers, perhaps with a US/Europe release in mind (which never
developed), had English-speaking voice actors do the lines.
NOT in the tradition of Resident Evil, the dialogue is actually
pretty intelligent, without the horrors of the language
barrier. There are Japanese subtitles, incidentally (if you
just HAD to know), but they can be turned off by beating the game on
Normal difficulty.
The gameplay is simple enough to hook you, but
there's enough to the game to keep you interested--no mean feat for
what would seem to be a warmed-over Space Harrier clone at first
blush. You can get enemies as you pass them with your blade,
and you actually have options as to how you want to rid the screen
of foes. For instance, if there are three enemies on a
platform, you can either pick them off one at a time or shoot out
the platform. However, you only get credited for direct
kills--an important point, since you get an extra continue for every
100 kills--so you have to make that decision depending on your
circumstances. There are even real races against time,
including the "railgun firebomb" sequence, in which you have to
destroy a railgun shell before it hits a mutated Saki. Of
course, Saki is firing at you (he's mutated and thus delirious), so
you can actually position yourself so that the shell is in the path
of the blasts. The part before the railgun shell sequence
involves a Death Star-meets-Battletoads sequence in which you have
to dodge electrical bolts to slash a railgun chamber. Also,
the final boss may remind you of Missile Command gone
mad.
The characters are actually pretty
compelling--Airan, who becomes the midpoint main heroine after Saki
is "lost," is actually a pretty good "strong female lead" for the
game, and Brad actually cares about his lieutenants to the point of
giving them blood transfusions and protecting them in battle.
And, I'm sure he gives them full dental coverage, as well.
;) Achi plays the "mysterious ally" part pretty well, seeming
to be on your side, only to double-cross you at the least opportune
moment.
The game is fairly short, but not too
easy. For the 45 minutes to an hour of each play-through,
enemies are thrown at you from every conceivable angle. It's
nothing that you can't eventually learn to handle, and this is the
kind of game you play to top your personal best. Try to find
it on Ebay; most places are sold out of it, and even if they had it,
you'd probably pay a heinous price for it anyway.
Stay tuned for my next review of the LAST N64
GAME EVER, Tony Hawk's Pro Skater 3 (to be released early
August).
Preface: I know that just about everything
that can be said about this game has been said already, but it
definitely bears repeating. If we're to avoid suffering a game
like this again, we must continually and continuously remind the
world of this horrible, horrible game. And more than anything else,
we can only hope that one day, Titus shares Acclaim's fate.
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