The Official Blog for GamersUnanimous.com
Friday, March 26, 2010
February Show
Carlos sat this show out, but Wes does a good job filling in. We talk a lot of Final Fantasy and play tons of great music from all sorts of SquareEnix games.
Make sure you download us when the show is available and give us a high rating!
Thursday, March 25, 2010
More Complete Thoughts on Infinite Space
Wednesday, March 24, 2010
The Correct Opinion
A Story of a Cave
If Contra 3, Super Metroid and Super Castlevania had a sexy 3-way love child, and that child was an NES game, they would name it Cave Story. I found myself wondering why Nicalis didn’t just give the PC version of the game a facelift and go for a full 16-bit style. But I was enjoying myself so much, it was hard to care that much.
The 8-bit+ graphics run smoothly. It’s nice to be able to fill screen already full of enemies with bullets and not run into any slowdown. Various enemies with different methods of attacking populate the caverns awaiting annihilation. There are quite a few boss fight, all of which pretty challenging but never overly frustrating.
And what a soundtrack! It rivals some of the best of 8-bit music. The little chirps, especially of text, can be a little overpowering, but once gameplay commences, all is forgiven.
Many weapons are at the player’s disposal. From machine guns to flame throwers to bubble guns, each gun is upgradeable and a blast to blast away enemies. Like most adventure games in the 8 and 16-bit era, health and ammunition is expandable. None of the expansions to health or missiles are too far out of reach. Upgrades to armor and reload speed are also available and easy to find. Many will just be made available to you by progressing in the story. Unlike many adventure games, backtracking is Cave Story is limited, and the game never sends you too far on fetch quests.
The story in Cave Story is told the way stories are meant to be told in games: quickly, without interrupting gameplay for more than a few minutes, and it can be completely ignored without impeding gameplay too much. If you don’t just breeze through the exposition, it does get a little tough to figure out how to proceed.
Gameplay is what it is. Shoot and jump. Controls are responsive. The boy does not control his momentum in the air as well are Mario, but who does? The game at its heart is not a platformer anyhow. The map system could be a little better. As it is, the monochromatic
Cave Story embodies simple perfection: one idea, executed masterfully. Even if you have played this one before on a PC, do yourself a favor and drop the $12 on the WiiWare version.
Sunday, March 21, 2010
Quick Thoughts on Infinite Space
Saturday, March 20, 2010
Not Quite Broken
I think I want to like Fragile more than I actually do like it. But the game has an allure that keeps me coming back hoping that the game will get better as I go.
The allure comes mostly from the atmosphere that permeates every decrepit train station, dilapidated mall, and ramshackle theme park in Tokyo years after the world has ended. You play as Seto, a human survivor who embarks into the ruins to look for other survivors after his lone companion has died. The developers put a ton of time and thought into building a crumbled world to explore.
The world itself is disgusting and beautiful, as it has begun to fall into disrepair. The environments are detailed. The lighting effects from the flashlight are pretty cool. The game opens with a beautifully animated scene of Seto departing on his journey. I didn’t bother with trying the English voice tracks. I’ve lost almost all faith in English voice work (for games) and English translations. The Japanese voice tracks also add much more to the atmosphere.
Seto finds little mementos of people who passed away when the curtains closed, and those mementos hold a little piece of their memories and feelings. Seto can listen to what they had to say when he sits by a little camp fire that are also the save points. The game is somber and lonely which makes the player long as much as Seto to find other survivors.
The primary tool Seto uses is the flashlight. The game elegantly uses the IR sensor on the Wii remote to shine on object, environment and enemies. The flashlight is the most useful tool Seto has because it is almost always dark. Also, enemies can only be revealed by shining light on them. You’d think it’d be inadvisable for Seto to travel at night, but the I guess the game developers didn’t rely on the premise to serve the gameplay on this one. Kudos to them for that.
The gameplay has been one of the major complaints about the game. Many outlets criticize the combat system for being too simplistic. I don’t mind simple combat. In fact, I think the combat works just fine, but the game needs less of it. It’s a little disruptive to the exploration aspects of the game. Different weapons (random stuff he finds lying around) he can use alter the combat a little here and there, bit I think the only adjustments the combat really needs is a lock-on system and fewer enemies to fight.
My primary issue with the game is the lack of puzzle solving. Throughout the game, Seto is mostly moving from point A to point B and must find a key somewhere in between to open the door at point B to proceed. Having some more difficult puzzles to solve would incredibly enhance the atmosphere of the game. Not to mention give it some actual gameplay. For an exploration game, the areas to explore are usually pretty narrow. Also, the environments themselves, while nice to look at, are not good for much else. There is virtually nothing to interact with. Being able to do so would draw the player in even more.
The game has a bit of an identity crisis. I think the developers thought they needed some combat to get people to play the game, but really they just needed to go all-out with an exploration game. Making a post-apocalyptic puzzle game akin to the Myst and Riven games would be fantastic. I don’t mean to say that there is nothing worth experiencing in this game. The game does have tremendous ambiance. Running along the rails of a roller coaster is pretty awesome too.
Wednesday, March 17, 2010
Gotta Catch 'em All
Pokemon Heart Gold is a magical experience. Nintendo doesn’t normally show much reservation when it comes to re-releasing classic games to keep the revenue flowing, but they they and Game Freak really gave Gold and Silver (originally for the Gameboy Color) quite a work over.
One of the most noticeable improvements is the graphic’s overhaul. The environments are still very recognizable and familiar, but incredibly detailed, bright and colorful. Goldenrod looks particularly breathtaking with its new pseudo 3-D coat of paint. The layouts of many familiar locations have changed, with new surprises waiting to be discovered. The lighthouse looks spectacular. The new Gym designs are very awesome as well.
I’ve never minded the 2-D sprites in the Pokemon games, but the animations have always lacked. I can’t help but wonder how hard it would be to have fully animated 2-D sprites duke it out like in the Fire Emblem series. It would require a lot more animation than Fire Emblem does, so it would most likely require a massive DS card, but it would be really awesome to see Nintendo and Game Freak really pull out all the stops.
There is plenty of new content to keep the veterans of the series (those of us who have played the game dozens and dozens of times over again) interested. A new character lives in your hometown and travels around with a Marril. She gives you little tips on what Pokemon to let follow you in different locations to see their special reactions. Farfetch’d has an affinity for the Ilex Forrest, for example. Little gems like that are welcome additions.
One of the best things about the original versions was the phone. Registering different trainer’s phone numbers allowed them to call you with helpful tips and for rematches. However, the amount of numbers you could register was limited. Thankfully, that has been remedied. I have registered every single person’s phone number that has wanted mine so far, and my phone book shows no signs of reaching capacity. However, no one has called me for a rematch yet. They must have learned not to mess with me the first time around. Also, you no longer need to hold down the B button to use the running shoes (which you acquire very early in the game).
There was a bit of lag to the menu selection and in the battle animations in the Diamond and Pearl versions. The lag is gone now. I do prefer the menu selection in Diamond and Pearl though. The new games do allow you have two items registered and to access them very easily on the touch screen. This is a lot more useful than most of those little apps that occupied the touch screen in Diamond/Pearl. But searching for status cure items and TM’s is a pain. Only six items are displayed on a “page” and you have to scroll through several pages sometimes to find the item you just picked up. A simple list system would have been much better. I think Nintendo really pushed for the touch screen to be the primary control input system in this one.
What really makes Heart Gold so special is its near perfect blend of the best of the old and the best of the new. It is a must-buy for any fan of the Pokemon series, and a perfect game for any newcomers. Gold and Silver were the best entries in the franchise. It took a remake to dethrone them.
Wednesday, March 10, 2010
Retro Revival 2
Siding with Sega during the 16-bit wars wasn’t a conscious choice. My dad brought us home a Genesis one day out of the blue and my loyalties were decided for me. I was always an NES kid, and when the N64 came around, I was right back on the Nintendo wagon. That is not to say I did not enjoy my Genesis at the time. I loved the Streets of Rage games, Vectorman, Earthworm Jim, Ghengis Kahn II (probably the game I have poured the most time into ever) and, of course, the Sonic series. Spiderman: Separation Anxiety was the first game I ever bought with “my own money”. I am ashamed to say I even had a copy of Shaq Fu.
A collection of the Genesis Sonic games came out a week ago on the DS. I popped that bad boy into my DS ready for a race down memory lane. I thoroughly enjoyed Sonic 1, 2, 3 and Sonic & Knuckles on the Genesis. My younger brother and I had getting the Chaos Emeralds down to a science in Sonic 2. By the end of the first stage, Super Sonic was available to us.
I have to admit, either Sonic has not aged as gracefully as his tubby Italian rival, or this is a sloppy port. The controls lag and Tails (in the games here is present) is always in the way. In a game that I was looking forward to speeding through loops and spirals, there were always enemies and spikes in the way to slow me down. A well-timed jump or down-press on the D-pad can avoid such obstacles, but the aforementioned lag hinders quick-reflex responses. Sonic seems to float through the air with sub-par control over his momentum. Perhaps I have been spoiled by Mario’s ability to change directions mid-air incredibly smoothly. But these are not the games I remembered. Since my Genesis no longer functions, I guess I’ll never really know if Sonic is not what I remember him being or if his translation onto a DS screen is poorly executed.
It’s not as if a Sonic game cannot function on a DS. The Sonic Rush games were very enjoyable.
Even if my Genesis functioned, I’m not sure I would want to know. I like liking Sonic. He deserves better than he gets.