Sunday, April 28, 2013

Review: Dead Island Riptide

Title Artwork
Finally the time has arrived.  Time for this review that I admit have been pushing this back for a bit.  Dead Island Riptide is a first-person role-playing survival horror game (wow that is a long title) developed by Techland and published by Deep Silver in April 2013.  The game is a sequel (although the developers feel it is more of a interquel than a sequel) to the 2011 title Dead Island.  This game is very strange to review mainly because it has so many pros but so many cons.

Visuals                                         

The flooded city of Henderson
The visuals are one of the most conflicting part of this game.  The visual look great.  They let you see every hair and scar of the survivors and the guts of the "infect,"  The problem is, if you get a close look at the details, if up close, the visuals look like total crap (forgive my language).  The real beauty of this game though is the environment.  The textures of the areas surrounding you easily give a strong sense of immersion and are amazing.  You easily get the feeling that people once roamed the beaches and cities where the undead now inhabit.  The only problem was how the world loaded.  Whenever you return from a loading screen, the world loads but it takes a few more seconds before any of the textures load.  This, which is another big immersion problem, isn't even a new issue.  The original had the exact same problem, but it seemed that the developers no intention on trying to fix this mainly due to it not being too game breaking.  This disappointed me because it was very apparent.  The game also implemented an amazing weather system.  You can occasionally see the world darkened with clouds as rain pours down.  The attention to detail is great because you actually see the movement of the large bodies of water when the rain hits it.  The only problem is that, the programmers didn't put much attention into how to implement it.  You will literally be walking on the beach when in 2 seconds the sky will become dark and begin pouring.  This looked extremely unnatural and ruined the immersion.  Worse is that the weather changes very often so you soon lose the feeling that you are actually in the game.  And one final detail which bothered the hell out of me (kind of going on a rant here) was the water.  Yes I understand that the island of Palanai was just hit by a monsoon, so I should expect water, but the water was so bothersome.  For some reason the developers made it so that you can not swim, which honestly didn't bother me too much because it sets boundaries for the island, but the water made trying to swim a slow death.  If you fell into the water, whether from a shore or a porch, your screen just blurs up so that you feel that you really are underwater.  The problem was that the screen becomes too blurry, to the point that I became disoriented and couldn't find my way back to shore.  So unlike other games where you just drown, here you are forced to watch your health meter deplete while you struggle to find the ground you were so close too.  But the water issues didn't stop there, because it also applied to the waterfalls.  In new game, to provide immersion, game developers make water fall on your screen when under running water such as a waterfall, but Riptide when too far.  When you go under a waterfall here, your screen becomes almost completely opaque, meaning you cannot see a thing.  This easily kills you if you are trying to run away from any nearby enemies (Alright the rant ends here).

Harlow, the survivor who tells the
heroes what happened to Palanai

Next are the characters.  During cutscenes, the character models look fine for the most part, nothing really worth mentioning.  But during the gameplay when you start talking to them, they look absolutely dreadful.  The light on their bone structures make them look dead themselves.  And, in my opinion, the worst part of the characters are their eyes.  People usually look at you when you talk, so you would expect the characters in a game to do that too, right?  Nope.  The characters, I'm assuming to give you a sense that they are afraid, constantly move around and look like they are avoiding eye contact with you.  And when they do look at you, it looks like their faces are turned toward you but their eyes are somewhere else.  And almost every characters eyes tend to be off balanced.  I understand that not everyone's eyes are perfectly straight, but every single person looked strange because of it.  


Music                                            

Well the music section is going to be pretty short.  To sum it all up, there was almost no music at all.  This game wanted to be taken very serious so no music during the actual gameplay.  I tend to not even notice whether there was music during the cutscenes, mainly because I had already accustomed myself to ignore my ears.  There were still impressive sounds though.  As you walked by the beach, you would hear the sounds of the waves.  As you walked through the jungle, you would even hear monkeys (although you never see any).  And one of my favorite parts was a loud suspenseful roar by what sounds like a giant zombie for a majority of the game.  Whenever I heard this, I always stopped and looked around to make sure I wasn't about to die.  Overall, no music but great sound effects.

Gameplay                                            

One of the heroes running out of stamina, while fighting a Walker
This game, as mentioned previously, is set in a first-person point of view.  This has its ups and downs.  First is the combat.  This is a definite up.  This made you feel like you were actually fighting zombies.  If I may, I would actually like to compare it to another big first person game, Skyrim.  Unlike how Skyrim moves, in this game, you can feel a lot of resistance when walking or fighting.  This is, what I assume, to make you feel like you are your character.  Whenever you swing a weapon, your camera moves along with it so you can see that your character is really swinging with all their might.  Although this helps with the immersion, it gets extremely annoying when fighting.  You will have your enemy right in front of you, but after you swing, there is just a few seconds before you can see your opponent clearly.  This easily makes you feel uneasy because you might feel like your are going to get hit in that brief moment.  And when its a group of zombies, you will easily get disoriented because you will swing and just face another zombie, all the while being attacked.  Overall, the camera helps feel like you are in the world of Dead Island but it really faces a lot of trouble when you try to do anything.  This also brings me to the stamina bar.  Stamina is used to perform almost all physical actions such as running, jumping, or swinging a weapon around, though it does regenerate  it takes some time.  This sometimes can be an ingenious design which makes you avoid wasting all your stamina and plan accordingly on how and when you will use it.


Sam B getting ready to use
a work bench
Alright, next is the weapon system.  This sort of goes well with character abilities, so I might as well just explain it now.  There are four returning players, and one new one.  Each has a specific weapon that they are stronger with than other players.  These include Sam B who is good with blunt weapons, Logan who is good at throwing weapons, Purna who is good with firearms, Xian Mei who is good with sharp weapons, and the new player John Morgan who is the master of close ranged weapons like brass knuckles and claws.  So for each character there are the five weapon types which any player can use but each are best with their own.  Along with the weapons, each weapon can be modified with blueprints and ingredients at repair benched where weapons can be fixed that can be found throughout the island.  This can include adding poison, electric damage, and fire damage.  You can also make new weapons out of the ingredients such as deodorant bombs, Molotov cocktails or explosive mines.  Each have a set amount of base damage but the overall damage they can cause will change depending on what level you are at.   

This brings us to the RPG element.  Just like any RPG, you must defeat enemy to gain EXP and after earning enough EXP, you level up.  With each level you gain, you get one skill point to use on a certain skill.  This can be used in one of three skill trees.  The trees are based around combat, survival, and an ability called fury.  These skills can vary from taking less damage, gaining more EXP, regenerating more health, or having a stronger fury attack.  Before I forget to mention, the fury attack is a move that can be used after hurting enemies enough to gain "rage".  While in this state, you can punch much faster without using any stamina, and taking less damage.  To balance it out, the fury only lasts a few seconds so you have to be careful not to waste it. 

Logan trying to get back onto the boat after being pulled down by a Drowner
Next is the exploration of the world.  The island of Palanai is a giant place where if you want, you can walk across the entire thing, but luckily the developers provided vehicles.  These things are life savers because walking is very slow in this game.  The vehicles range from cars to boats.  The cars are extremely fun because it allows you to run over zombies and not need to worry about losing health.  The next was new to incorporate the new gameplay.  The boats were actually very fun to use because just like the cars, you could ram into zombies and escape without a problem.  And a great addition was to allow certain zombies to reach out of the water and try to pull you off the boat.  This keeps you aware and I am disappointed this was also incorporated into the cars.


Multiple players trying to take down a Grenadier
Finally, its very necessary that I mention the multiplayer.  This has to be one of the series' best attributes.  The MP is done in a drop in/drop out style where you can either join others or have others join you.  This allows you to play as either different characters or even as two of the same players.  Don't thin this would make the game too easy because as soon as the number of players in a game rises, so does the number of spawning zombies and levels of those zombies.  This has to be the best part mainly because not only do you work together to clear mission and earn EXP, but you can also trade items or even just explore this immense island together.  The only problem I found with this though was how it started in the beginning of the game.  The first Dead Island started you off with the MP set to LAN, or local area network, which only allowed you to play with others whose consoles were nearby.  This actually made me forget that MP was even an option.  So you could only enjoy it once you search through a few menus and set it for online.  In Riptide, the MP setting was turned on but set to accept everyone.  This got extremely annoying because when I wanted to do a simple task, new people would occasionally jump into my game and hold me back from doing something.  The solution is to, once again, search through the menus for a way to turn it off.  Nothing too bad, just nit-picky.

Story                                                   

Alright, all that's left is the story.  Honestly the story is a little disappointing.  It starts you off directly where the first game ended.  You are flying away in a helicopter with all of the 4 original playable character, a native girl (whose blood contains the original source of the zombie outbreak, although she doesn't show symptoms of it) and a prisoner from a jail on the previous island who helped you escape.  As soon as they are off, they notice that they are running out of gas, and encounter a nearby military aircraft carrier where they land.  Once they all get off, they are cuffed and having the 4 original survivors sent to a containment room where they meet the new survivor who is also immune to the virus and they all get drugged and experimented on to find why they are immune to the zombie virus.  This is where you first get control.  While waking up from being unconscious, you find that the outbreak has reached the ship and the ship starts going down.  You quickly team up with the soldiers that are still alive to kill the zombie captain and try to get control of the ship again.  Unfortunately the ship crashes onto the new island of Palanai, which has also been infested by the zombie virus.  Just like the first, you must continue to find a way off the island.  Unlike the first though, this island has just experienced a serious monsoon which has destroyed most of the cities and flooded most of the jungles.  Though the transition is nice, the use of the almost identical story of the original game made it seem like the developers didn't really try too hard on the story.  I would tell more, but honestly I don't want to ruin it for many who would still like to play it after reading this review.

Overview                              

Dead Island Riptide is overall a very fun game to play with friends.  Alone, it might get very boring very fast.  Though the game included a few new mission type, such as a defend the castle type of gameplay, it really isn't anything new for players from the original.  The game also has A LOT of problems, none too game breaking, but if you are really picky, like me, you will find them instantly (one thing I found was that the zombie spawn points were way too close, and they would spawn seconds after I killed their predecessors,   this made it a pain to get across certain points that were spawn heavy).  With an average combat system, mediocre visuals, and many missed opportunities for great music, Dead Island Riptide isn't much to miss.  As a lover of the original, I was seriously disappointed at the lack of issues fixed in general, let alone the new problems.  I don't recommend this game to any newcomers unless they REALLY like zombie games or if they loved the original.
The new hero, John Morgan






I rate this game 6.5 zombies out of 10












Notes: Sorry if I took long, been doing my reviews in between study sessions for my upcoming finals.  Due to technical problem, I lost my home page so I will be posting a new one soon.  Remember, if you want me to review any particular game, just shoot me an email at gabezune.1@gmail.com, and I will get back to you as soon as possible.  Otherwise, feel free to comment and share.  See you next time.

Tuesday, April 16, 2013

Random Retro Review: Wario Land: Super Mario Land 3





Wario Land Cover Art
Looks like it's time for another Random Retro Review.  Yeah, I know its been two in a row, but this is an easy way to give more content to my review page as I try to use every free minute to make the reviews on the bigger titles.  Nonetheless, this review will be packed full of great information because this in fact was one of my absolute favorite games on the original Game Boy.
To start, I will mention that I have literally played through this game dozens of times, so if it seems like I am being a little biased, it's because I am but I will definitely provide you with the negatives just to be as honest as possible.  Well, let's start.

This game was a direct sequel to the amazing Super Mario Land 2: 6 Golden Coins and also developed by Nintendo R&D1 (who have made classic like Metroid NES, Ice Climbers, and Kid Icarus).  As a child, while everyone I knew overlooked this game for its predecessor, I actually like this game a lot more than the last.  First off, this was the first (and to my knowledge) and only Mario game that has someone else besides Mario as the main protagonist (I don't count any of the spin off titles, and technically this game was part of the Super Mario Land trilogy).  This was the game that paved the way to all the Wario spin off games, and although I really dislike all that follow this game, Wario Land is an amazing game.  So, shall we begin?


Visuals                                                


This game was amazing to look at.  Wario is the perfect size.  It may sound weird to say but Wario fit the screen so nice, unlike may other games where your player happens to be too big for the screen (such as in games like Sonic the Hedgehog Genesis or Metroid 2: Return of Samus) where you can't see enemies and you get hurt because the camera doesn't pan out enough to show enemies until it's too late.  Or even as the original Super Mario Land where your sprite was too small and you couldn't appreciate the sprites.  And not only that, Wario was actually great visually.  Not to go off on a tangent, but at this time, Wario wasn't who he is now.  He didn't have a motorcycle, he wasn't as taunting as he is now, and he wasn't obsessed with farts yet.  At the time, he was only a stronger, rounder version of Mario who is crazy.  And in his sprites, he is depicted amazing.  I always loved how they actually gave him crooked wacky eyes, to show that he is insane but was meant to be silly.  It is impressive to see how much effort they put into making Wario, and I can truly appreciate it and hope everyone else does too.  As for the atmosphere, it is creepy to say the least,  This game is a lot darker than the original Mario games.  Although there are many similarities to Mario's games such as having a lot of weakling enemies, the enemies hold what appear to be spears and other spiked and sharp obstacles.  The environment also has darker shades than in the rest of the Mario games and there are even skulls in a lot of places.  This makes the game feel like it isn't meant for kids, but Wario's crazy eyes and demented smile just manage to lighten up the mood.  And some how the graphic are actually a lot better then the following game: Wario Land II, which I will review one day.  

Music                                                            

The music is actually very catchy.  To give to the crazy atmosphere, the songs just seem to be off-key, but still some great 8 bit tracks.  There are unique tracks for multiple area, and they are an absolute joy to listen to.
Here is the general song for the first few levels and even some down the road.

Ahh, such a joy to listen to.

Gameplay                                                     

Wario about to throw a
Wanderin' Goom at a Pirate Goom
This game had so many great things about the gameplay.  Just like Mario games, it is a side scrolling platformer.  Luckily, Wario plays differently from Mario by having more abilities.  Wario, can walk, jump, but then had things like his infamous body slam (although I always saw it as more of a ramming movement, but according to every official site I found, it is called a body slam).  Wario can bump into enemies, making them fall over, and then Wario can pick them up and throw them, either upward or forward,  This opens so many possibilities, which Wario Land took full advantage of.  Not only can he pick up and throw enemies, he can even pick up and throw a coin worth 10 coins.  This is used for killing enemies, using checkpoints and opening doors.  This is where the game had its goods and bads.  Wario jumps surprisingly high for a fatter version of Mario, and is very float (which is why I assume Wario is a floaty character in Super Smash Bros Brawl).  He jumps and falls extremely slow which can sometimes help you but will usually hurt you.  Next is a huge let down for me was that Wario can not run.  This makes the game extremely slow paced sometimes.  Along with the slow jumps, you can expect not to be speed running this game.  

Jet Wario using a coin to activate a checkpoint
Next come the power-ups.  Just like Mario who used his famous Mushroom and Fire Flower, Wario has pots (which look like hats to me but once again the internet disproved me).  And luckily this time around, there are multiple pots.  First there is the Bull pot which makes you Bull Wario.  This gives Wario horns and a few more abilities.  As Bull Wario, you can body slam into bricks, breaking them in one hit.  He can also ground pound like Mario in many other titles, but unlike Mario's, Wario's cause a mini earthquake that make enemies fall over and can smash them if you pound on them.  And finally, if you hold up while you jump under a platform, your horns will allow you to hold on for an unlimited amount of time, which is very helpful when you have enemies walking below you.  Next is the Jet pot, which makes you Jet Wario.  As Jet Wario, your body slam becomes an air body slam that travels a lot farther than it normally does.  If you use it in the air, you can glide very far distances.  And the last benefit is that it makes you jump higher.  And finally is the Dragon pot that makes you, if you can't guess yet, Dragon Wario.  This replaces your body slam with the ability to shoot fire from your hat,  If you get hurt in any of these forms, you become Small Wario, which is a shorter Wario who can only walk, jump, and throw enemies.  There will occastionally be Garlic pots that will turn you into regular Wario.  If you grab any of the other pots as Small Wario, you will get the power-up from the pot as well.  
Jet Wario finding a treasure
 in the skeleton door
Now I bet that was a lot of information to take in, but I'm almost done with this part.  Finally is the actual levels.  Like Super Mario Bros 3, you have an overworld map that lets you choose the levels you wanna play, and even lets you play previous levels, giving plenty of replay value.  Next is in the levels themselve, you will find 3 items (excluding the power-ups).  These consist of coins, hearts, and keys.  The coins work just as they do in other Mario's games except that after you finish a level, the coins are put into a big counter that will keep track of the
m for the rest of the game.  As for hearts, if you collect 10 hearts, you get an extra life.  And finally are the keys, in which you need to find, and then pick and throw at skeleton doors.  In each of the doors, you will find a treasure which are collectibles.  After each level, you can see the numbers coins you collected and the treasures you have found.  This gives even more replay value to find all the treasure.  

Dragon Wario throwing a
 bomb in the minigame
After you finish each level, you are allowed to play one of two minigames of your choice.  The first is simply a form of gamblimg.  You have an option of two buckets.  One will double the coins that you acquire in the level, and the other will half it.  The other minigame allows you to throw bombs at enemies, if you bomb them all, you get an extra few lives.  If you get less, you get hearts.


Story                   

Wario scaling Mt. Teapot
Next is the story.  This story is the sequel of Super Mario Land 2: 6 Golden Coins.  If you are unaware, in SML2, Wario stole Mario's castle (Apparently Mario can afford a castle on a plumbers salary).  After being defeated by Mario, Wario wants to get a castle that is better than Mario's.  Then he hears about a stolen statue of Princess Toadstool that Mario is looking for.  He decides to search for it and try to get a ransom from Princess Toadstool herself for it.  But the Brown Sugar pirates turn out to have it, but Wario rushes in to steal it from the leader of the Brown Sugar pirates known as Captain Syrup who is hiding in Kitchen Island.  Simple enough story, right?

Overview                                                     

This game is honestly one of the best Game Boy games I have ever played.  It looks great, sounds awesome and has an amazing amount of replay value for a GB game.  Although it may have the problem of floaty controls, it isn't too bad to deal with.  Another problem is that the game is generally pretty easy.  There is no real challenge to beat any of the levels, but if you are just looking for a pleasant experience, you have found the right game.  Sure it's not a conventional Mario game, but its definitely in no way a bad game.  I have played this plenty of times and was actually excited to replay this for my review and serious recommend this to any fans of platformers, Mario, or anyone looking for a great GB game..  
his best friend Wario
BalrogTheMaster and



I rate this game a 8.5 Blargs and 
Warios out of 10


Monday, April 8, 2013

Random Retro Review: Zelda II: The Adventure of Link



Zelda 2 Cover Art

Welcome back to my Random Retro Reviews.  This time I will be reviewing, you guessed it, Zelda 2.  This game was released on the NES and Famicom in January 1987.  This was the first direct sequel in the Legend of Zelda series, coming after the only other game at the time, The Legend of Zelda NES.  This game follows Link in his adventures directly after the events in the first.  So lets get started.

Visuals                                                

The visuals of this game were a lot more varied than the first game, but many visuals looked disappointing.  There were two different styles designed.  There is the overworld sprites and the side-scrolling sprites.  The overworld sprites were the most depressing looking.  The world, although colorful than the first if the series, was still very barren.  All the rocks and paths and everything in between was very block shaped.  This made everything look too pixelated.  Link himself was made very small, allowing very little sight of him.  Even the towns, are designed to look extremely small.  In fact, the town was made even smaller than Link, which made the world seem very unbelievable.  Next is the side-scrolling sprites.  This is where everything looked a lot better.  Link was nicely designed, allowing you to see his sword and shield, tunic, and even his pointed ears.  The areas also looked nice, except they also suffered of the same blocked look.  This was forgivable due to the nice enemy sprites.  
Zelda 2's Overworld

Music                                                            

The music in this game was also great.  The overworld theme is simply a remixed version of the original Zelda theme.  Although it was a nice remix, it doesn't sound as nice as the original but it is still good.  There was a weird wavy sound that was applied to most of the instruments.  Though this made the songs a little annoying, in the end, the music is very memorable.  The great music in this game is found in the palaces.  It is difficult for me to decide between the palace them and the great palace.  Either way, these are two great tracks that will keep the 

Gameplay                                                     

Link fighting a Darknut
This is where the game made a drastic change from the original.  The original Zelda game was entirely overhead view.  This game, as mentioned previously, was made with overview and side-scrolling gameplay.  Link will walk around the overworld, and enemy sprites will appear around him after a few steps.  This allows you to either try and fight the enemies or try to avoid.  Once you run into the enemy sprites, the perspective will go into the side-scrolling parts.  Instead of just attacking with your sword, you must jump over enemy attacks, or protect yourself by with your shield.  The short range of the sword makes for some difficult but interesting gameplay.   This also makes the game very action based, and in my opinion, very very enjoyable.  This is also where you encounter the next big change made in this game.  There were RPG elements thrown in.  In the upper right hand corner, you will have the experience you gain during your play.  Some enemies will give you no "XP" and others will give you plenty of it.  XP can also be acquired by finding "P Bags" or point bags on the overworld or from enemy drops.  As you reach your goal of XP, you can level up either your health, magic or attack power.  This makes your health/magic worth more per bar, or makes your sword kill enemies much faster.  The only problem is that if you gain a lot of XP, and save and reset your game, you will return to 0 which will make you have to grind to get it all back.  
  
Link's many different attacks

  As you travel from town to town, you must go collect items to increase your number of bars for your health or magic or items which can either be traded to allow you to learn new spells, which allow you to survive in a palace to get an item to get to the next town.  This is where Zelda 2 made its mark on this franchise.  Zelda 2 was the first game to heavily rely on NPC communication.  To learn the new spells, you must help citizens of the towns and proceed.  Next is a very big change from the first.  The items have been completely removed and replaced with spells and magic, in which this game was the first to introduce.  These spells are things like shield, which gives you a better physical defense, and life which allows you to regain health.  There are also more eccentric spells such as the fairy spell which transforms you into a fairy and allows you to fly across platforms at the cost of a large amount of magic. 

Story                                                            

Impa telling Link about the triforce symbol on his hand
The story from this game was actually pretty entertaining.  The story is following the same Link, after he saved Zelda.  The now-sixteen-year-old Link notices a strange mark on the back of his left hand, exactly like the crest of Hyrule. He seeks out Impa (Zelda's nursemaid), who responds by taking Link to the North Castle, where a door has been magically sealed for generations. Impa places the back of Link's left hand on the door, and it opens, revealing a sleeping maiden. Impa tells Link that the maiden is Zelda (not the Zelda from the first game), the princess of Hyrule from long ago.  It was revealed that Zelda's brother had tried to force her into telling their recently deceased father's secrets concerning the last of three sacred golden triangle treasures of his kingdom, known collectively as the Triforce. Princess Zelda refused to reveal its location, and the prince's wizard friend, in anger, tried to strike her down with a spell. Zelda fell under a powerful sleeping spell, but it also resulted in the wizard's own death. The prince, unable to reverse the spell, had his sister placed in the castle tower, in the hope that she would one day be awakened. He decreed that princesses born to the royal family from that point on would be named Zelda, in remembrance of this tragedy.  Impa says that the mark on Link's hand means that he is the hero chosen to awaken Zelda. She gives Link a chest containing six crystals and ancient writings that only a great future king of Hyrule can read. Link can read it and it indicates that each crystal needs to be placed in a different palace in Hyrule. This will open the way to the Great Palace, which contains the Triforce of Courage. This, combined with the other two parts, has the power to awaken the enchanted Zelda. Taking the crystals, Link sets out to restore them to their palaces. Meanwhile, the followers of Ganon are seeking to kill Link; to sprinkle his blood on Ganon’s ashes to bring Ganon back to life.
Overview                                                     
Zelda 2: The Adventure of Link is a great game with too many flaws.  In my opinion, the biggest problem the game has is the name.  Zelda 2, had to follow up the masterpiece that was the Legend of Zelda NES.  This gave everyone so much to expectations for the game, which it did not reach due to the gameplay difference.  Next was the difficulty.  This game was pretty easy until about 2 palaces in.  This is around Death Mountain where the game got extremely difficult.  And finally, the game was designed so blocky.  This made the game look like horrible to see.  Although it wasn't the best, the gameplay made me feel a little more excited for fighting these evil creatures, even if it was difficult.  This is mainly due to the game not being cheap, but difficult.  That made me feel that every time I died, it was my fault (unless I fell in lava due to knockback).
Link with the Triforce of Courage




I rate this a 5.5 out of 10 


   



Notes:  Sorry if anything looks a little weird. I was having some technical difficulties