Monday, October 25, 2010

Review: Resident Evil 4


There are a few games in every generation that will be remembered forever. Games that not only surpass the barrier of the humdrum and shovelware, but break it into a million little pieces. These games make us remember why we pick continue to pick up our controllers, and immerse ourselves in a virtual world. They remind us why we loved games in the first place. Resident Evil 4 is one of those games. It is the game that convinced thousands to pick up a Gamecube, and that Nintendo might just have a place in the hardcore market, after all. I won't be answering any questions in this review. You know this game is great, I know this game is great, and everyone else, except Survival Horror genre purists, knows this game is great. I just am going to clarify why.


Gameplay

Resident Evil 4 is a major departure from the first 3 titles in the series, in an innumerable amount of ways. The first being the most noticeable; instead of the fixed perspective found in games 1-3, the camera now was fully adjustable, and allowed for much better control and exploration. While some complain that giving the player more control takes away from the fear in a Survival Horror game; I am going to have to disagree. A genre should not list weaknesses as strengths; while there are some exceptions, universally-accepted categories such as control should not be excluded. Why? Think about this: How many great games have you played that had bad controls? Not many, I bet. Speaking of controls, Resident Evil 4 makes full utilization of the Gamecube's dual analog sticks, and allow for quick, precise movement. This is especially necessary when it comes to weapon aiming. When preparing to fire a weapon, you are given an over-the-shoulder view of the area, along with a [very, very VERY useful] laser aim that pinpoints your bullet's path. You're going to need it, too. RE4 requires you to be very conservative with your munitions, so headshots are necessary to kill enemies as efficiently as possible. This can get quite hectic later on, when enemies are faster, more numerous, and take longer to kill. But, that's all part of the fun. They don't call it Survival Horror for nothing. Throughout the game, you can purchase a variety of weapons with which to dispatch enemies, ranging from simple pistols to shotguns, sniper rifles, Grenades, and even Rocket Launchers and Mine Throwers! But, that's not to say Leon will become a walking tank. You cannot carry an infinite amount of items; everything is managed via a grid-shaped inventory screen, in which you can re-arrange items to fit everything in. Clever packers will be able to make good use of the system to manage weapons, healing items, ammo boxes, and accessories effectively. The game isn't just action, though, but there is more of a focus on it than in other games in the series; there are also numerous logic puzzles to be solved to progress through the story. Some can be solved with a glance, but others present a greater challenge; there is one "Sliding Tile" puzzle in particular that was positively infuriating, but none of them are completely unfair, and they can all be solved with a little brainwork. There was one thing that really stood out to me about the gameplay, though. It is a very rare quality that few games have, but the ones that do are phenomenally better for it: Flow. Allow me to explain. In Resident Evil 4, you are never left in the dark [metaphorically, of course] and wondering what to do next. Your next destination is always either obvious, or marked on the map screen. I didn't have to look at a guide once throughout the game's exploration sections. And that's what flow is; an addictive, perfectly paced element in a game's progression that makes it hard to put down, and RE4 has it in spades. If you're like me, and have a laughably short attention span, and can never bring yourself to finish most games, then this game is definitely for you. Resident Evil 4 is a great example of several new gameplay risks balanced perfectly with rock-solid core gameplay. Whatever complaints I had with the game were minimal, and were drowned out by the overwhelming great aspects of the game. But, for the sake of critique, I think I should say them, anyway. I stated earlier that the camera was a huge improvement from previous games. While that is true, there were still some problems with it. For one, the 3rd-person perspective innately comes with the problem of the character obscuring a portion of the screen, which is not a problem for the most part, but can become annoying in tight passageways and when aiming. Also, the camera sometimes defaults to an awkward position in certain hallways, so I have to keep holding the C-Stick in a certain direction to have a normal camera. But, as I said, these complaints are minimal. RE4 is a triumph.

Gameplay: 10/10


Story

Leon Kennedy, previously seen in Resident Evil 2, is a US government agent sent to a remote Spanish village to rescue Ashley, the president's kidnapped daughter. When he arrives, he finds that the townspeople are violent and hostile, and want him dead. Having no choice but to kill them, he proceeds through the village to look for Ashley, and eventually gets tangled up in a huge mess involving a militant religious cult, an ancient virus called Las Plagas, and even the ominous plans of the series' main villain, Albert Wesker. There is much more to the story, but I don't want to spoil anything. What I do want to talk about are the incredible boss battles in the game. Most of the bosses are horrific experiments conducted using Las Plagas, including a giant fish, ogre-like titans, and many things that are so grotesque, I'm not even sure how to describe them. The game has many cutscenes, and many have such good graphics that you can't be sure if they are FMVs or if they use the game engine. I sure couldn't tell. But, I'll get to that later. A bit of the story is told through various notes and journals that you pick up throughout the game. They are optional, but are interesting, and provide a backstory for the events in the game, and sometimes even provide hints on how to progress through upcoming segments. the story in RE4 is definitely more well-handled than I expected, but it's not mind-blowingly spectacular. There are several Action and Survival Horror games with better stories.

Story: 7/10

resident-evil-4-20041206035724077.jpg image by onthe_linegyrl

Sound

I'm coming to realize that there is a reason that there isn't much music in Survival Horror games. It is a matter of atmosphere, making the player feel alone and scared. While that's all well and good, and I think I understand it a bit better now in the context of the genre, there's still not very many different tracks in Resident Evil 4. But, like Luigi's Mansion, the songs that are in the game are phenomenal, and suit each situation perfectly. There are songs that send chills down your spine, and several that just give an eerie presence. The songs are re-used a bit too often, and it is very common that there is no music at all. But, I have noticed that whenever this happens, there is a very good reason. For example, when you are supposed to pay more attention to the environment around you, or when a boss battle is coming up. The game's dialog is good enough, but Leon seems to have an infinite stockpile of cheesy one-liners, which make some cutscenes cringe-worthy. The voice actors, though, are well-chosen, and speak their lines believably. The sound effects are awesome, like they should be in any game where atmosphere is a primary concern. RE4 uses Dolby Pro Logic II, just like Metal Gear Solid: The Twin Snakes, so every sound in the game can be "heard in the right direction", even if you don't have a specific speaker setup. The surround sound helps quite well when trying to pinpoint the location of a hiding enemy. Overall, RE4's audio is terrific, and stands out when coming through your TV/Speakers.

Audio: 9/10


Graphics

Now we come to the biggest part of the game, or at least the most-discussed part of Resident Evil 4; the graphics. And they are impeccable. I seriously had to think if I had ever seen any oXbox games that looked this good! They blow everything else I have seen on the system out of the water, with maybe an exception or two. RE4 uses every trick in the book, and then some, especially the gorgeous 480p resolution. It isn't something I can accurately describe with words; it is something you have to experience to understand. Despite the unmatched graphical prowess, I never once encountered slowdown, and the game always ran at a steady framerate. This is the Gamecube being pushed to its absolute limits. The oXbox was never pushed to such an extent, as far as I know, and even though the PS2 was, it never even came close. I don't think that the 'Cube was ever intended to do graphics like this, but RE4 proves that it is not only possible, but they made it look easy! I cannot stress enough how amazing the visuals are. If for no other reason, the game is worth a playthrough for them alone. "But, there was a PS2 port, wasn't there?", I'm sure you're saying. Well, you would be correct, but I played a bit of the PS2 version, and quickly discovered how noticably inferior it is to the Gamecube version. The loading times are longer, the graphics are much worse, the colors are more washed-out, the controls are more finicky, and it is overall an inferior game. You wan't proof? Check out the video below.

Graphics: 10/10


Extras/Value

Capcom always likes to add a little something extra to their Resident Evil games, and the tradition lives on in RE4. Upon completing the game, you are given two new modes: Assignment Ada, where you play a series of short missions starring Ada Wong, a character you meet up with in the second half of the story, and The Mercenaries, an arena survival mode where you must kill as many enemies as you can before your rescue chopper arrives. This mode allows you to play as 6 different people, so you're not restricted to just Leon. Also, upon completing Assignment Ada, you are given another series of Ada missions, entitled Separate Ways. There are also various costumes and new weapons to unlock, so you can be sure that there is plenty to do after you have finished the main story. The extra modes are surprisingly deep; the Ada missions can go on for longer than you would think, and it is fun to play as different characters in The Mercenaries after seeing the back of Leon's head the whole game. There was also a special edition RE4 Gamcube released, but I believe it was exclusive to Europe. Resident Evil 4 currently goes for $15 at Gamestop, so you have no reason not to pick this game up. It is criminal that someone is selling this game for so low; it should be at least $20. Also, another way to tell that the 'Cube version of the game is superior to the PS2 version is that the latter goes for $6 less. Yeah; stay away from that port.

Extras/Value: 10/10

DSC00339.jpg image by bobaloob



Overall

There's no mistaking it; Resident Evil 4 is a classic, and one of the best titles to grace the Gamecube, and as many say, of all time. Capcom put their heart and soul into creating it, and remains as a shining example of what electronic entertainment should be. Everything is polished to a blinding finish; it all comes together to be something that can only be described as a masterpiece. The only reason I had never played it until now was because I never was fond of Survival Horror games, but now I'm giving the genre a second try. So, even if you were like I was, you should still play RE4. Every gamer should at least give it a try, since it is a game with such universal appeal. In short, you MUST play this game.




Overall: 9.5/10

This is Lisalover1, piecing together my Jet Set Radio Halloween costume.

Friday, October 8, 2010

Review: Luigi's Mansion


The Gamecube is an odd console when measured against the other consoles in Nintendo's history. For one, it was the first of their systems to launch without a Mario platformer, a move which some claim was ill-advised, given the competitive state of the market at the time, when the 'Cube seriously needed early adopters. But the Gamecube launch was not completely absent of Big N's star franchise; we got another thing that was very odd and certainly different. A survival horror game featuring Mario's little brother. It was ultimately overshadowed by other launch titles such as Wave Race: Blue Storm and Star Wars: Rogue Squadron 2, and was criticized for not being a "true" Mario franchise title. So, were the ignorant hordes right on that claim, or, like Luigi himself, can Luigi's mansion stand on its own? If you couldn't already tell from the previous sentence, the answer is the latter.

Gameplay

In Luigi's Mansion, you obviously play as Luigi, who has to work his way through said mansion, sucking up ghosts in his Poltergust 3000 vacuum. You go through 23 different boss ghosts in the house, along with 50 mini-boss Boos. The combat system is really something unique and fun; to capture a ghost, you must quickly shine it with a flashlight, then suck it up with the Poltergust, holding the control stick in the opposite direction, until the ghost's HP reaches 0. Boss ghosts, however, take a little more cunning; they will usually disappear when you look in their direction, so you must figure out their unique weakness before you have a chance at fighting them. It is a very interesting gameplay mechanic that integrates puzzle gameplay into action gameplay. It never gets old, especially when Luigi acquires fire, ice, and water power-ups later in the game, adding other layers of strategy to the process. It is always satisfying when you defeat a boss, especially some of the later ones. As I said before, there also mini-bosses in the form of Boos, that, while not as difficult to catch as boss ghosts, escape if not caught on the first try. The gameplay is overall just very fun; I would say that this is the closest we will ever get to a good Ghostbusters game, but since a new one was released a while back, I can't say that anymore.

Gameplay: 9.5/10

Luigis Mansion Ghost Hunt Mario: A Retrospective Part 3

Story

In Luigi's Mansion, Luigi is sent a letter saying he has won his own mansion, despite never entering any contest in the first place. Mario gets the letter before Luigi, and finds it suspicious, so he goes to investigate. Luigi is worried when Mario does not return for a while, and finds the letter himself, and also goes to look. Upon arrival, he finds that the mansion is haunted. Inside, he is attacked by some ghosts, and is saved by Professor E. Gadd, who fights off the ghosts using a special vacuum he invented called the Poltergust 3000. They both run back to Gadd's house afterward, where he tells Luigi not only that the mansion only appeared a few days ago, but that Mario is trapped inside. Thus, Luigi volunteers to use the Polturgust to rid the mansion of ghosts, and save his brother. See? The game has a story! But, that's about it; not that it matters in an action game. It does have that distinctive Nintendo charm, which is evident throughout the entire game. The story in Luigi's Mansion is not anything special, but like I have said for all action games, it doesn't need to be. Simplicity is key.

Story: 8/10


Sound

I have good news and bad news here. The bad news is that there really isn't much music in Luigi's Mansion. It is mostly just silence and sound effects. The good news is that when there IS music, it is very well-done, and sets the eerie, yet comical mood quite well. It is certainly creepy, but not in a Resident Evil sort of way; it is certainly a more lighthearted horror game, so the music must reflect that. If only there were a bit more music, though. Maybe I'm missing something, and horror games don't need a lot of music, but I think I'm on the mark. The sound effects, however, are very well-done, and take advantage of the Gamecube's audio capabilities. The fidelity is great, and it really helps immerse you in the game. I know I've said this before, but since the 'Cube was the first Nintendo game console to use discs, audio quality took a huge leap from cartridge audio quality. That's not to say that cartridge audio is bad; quite the opposite, because we all know that it is isn't the quality of the audio file, but the artistic quality of it that matters. Luigi's Mansion succeeds on this front, but like I said, I just wish that there were more songs.

Sound: 7/10



Graphics

As one of the launch titles for the Gamecube, Luigi's Mansions had a lot of expectations to meet to show off the potential of the new system, and justify a purchase to potential buyers. Fortunately, Luigi's Mansion looks great. It is an effective tech demo for the 'Cube, showcasing multiple physics, lighting, and smoothing features that makes this game one impressive piece of software. Obviously, one of the most prominent graphical effects in the game is lighting, and the game comes up with some creative methods of using lights in dark places that makes environments feel more natural. Luigi's flashlight is another demonstration of the effect, and it can be used anywhere. Another obvious effect is transparency, for the ghosts. It isn't anything special; the Playstation made a big deal about 3D transparency effects when up against the Saturn, but the effect is greatly improved in this game. Physics also come into play a little bit. You can vacuum up things like sheets from different angles, which is so cool-looking that it seems almost out of place in a Gamecube game. Yes, Luigi's Mansion indeed turned a few heads at launch, if for no other reason than for its graphical prowess.

Graphics: 9/10


Extras/Value:

If you beat Luigi's Mansion once, you can unlock the "Another Mansion" mode, where some minor changes are made to the mansion and boss battles, so it is not a true second quest mode, a la Zelda, but it is still some incentive to play through again. Also, upon completion, you are given a grade, determined by the amount of money you collected while playing. If you get the highest grade, then Luigi gets the real mansion that he was promised! No more living with Mario! One more thing is that you get different award levels depending on how efficiently you capture ghosts; so if you're a completionist, you will want to get the gold award with every boss. Other than that scoring system, there isn't much else to do after completing the game. The game currently goes for $15 at Gamestop; not bad for a 1st-party Gamecube game. I would try and find it cheaper if you're only slightly interested, but otherwise, go for it.

Extras/Value: 7/10





Overall

Luigi's Mansion was a good example of taking one of their existing franchises, and doing something very different with it. Nintendo has always had that sort of bravery with their series. It doesn't always show, but when it does, the result is usually surprisingly good. Metroid: Other M is a fine example. People always accuse The Big N for resting on its laurels, but I think that they are quite open to new ideas. In short, leave them be; they know what they are doing. If you are looking for something different to add to your Halloween survival horror game lineup, give Luigi's Mansion a shot. I think you will be pleasantly surprised.





Overall: 8/10

This is Lisalover1, knowing who to call when there's something strange in the neighborhood.

Saturday, September 11, 2010

Gamecube Shoot Em' Ups

The Shoot Em' Up genre is one of the defining genres of hardcore gaming. The best of the best can still get their ass kicked on a regular basis. This is one of the most appealing aspects of the genre, since only the most devoted will ever take down the final boss. A delicate combination of dexterity, decisiveness, and luck are necessary to survive a Shooter, and, dare I say, no system is complete without at least one good SHMUP. That being said, the best systems have a good library of these games, and the Gamecube is one of those systems. So, without further ado, let's start on the list of Gamecube SHMUPs!


Ikaruga


The most well-known shooter on the 'Cube, and certainly the most well-respected, Ikaruga is what happens when a shock of innovation is given to the genre. In the game, you have a ship that can switch between a white mode and a black mode. While in white mode, you can absorb white bullets, not being damaged by them. However, you can still be damaged by black bullets, and vice versa. However, shooting bullets of the opposite color of an enemy does more damage, but obviously leaves you more susceptible to damage. It is an interesting system of risk and reward that really gives the game personality. The other reason Ikaruga is so revered is its difficulty. To be blunt, Ikaruga is mercilessly brutal, but it is that special kind of difficulty, that, while frustrating, is always pushing you to keep trying and go "just one more round". The controls are also perfectly executed on the controller, with notably precise movement and response time. As we know, good controls are essential to an enjoyable game. To put this another way, if you die in Ikaruga, it's your own damn fault. The game also looks fantastic, running in 480p, despite it still being in arcade screen mode. There are options to have fullscreen gameplay if you have a screen tilted on its side, but I never got a chance to test that out. Once again, I must say that Ikaruga's visuals are stunning. A lot of the graphics look like they belong in a mid-to-high-end Xbox game, expecially the detailed backgrounds. All this can be expected, since the game was made by Treasure, a company with a long-standing pedigree for making outstanding games, such as the spiritual predecessor to Ikaruga, Radiant Silvergun; another extremely fun SHMUP, and an exclusive to the Sega Saturn. If you have the means, I highly recommend picking it up. Anyway, Ikargua is one of the best shooters of the previous generation, and was not available on the PS2 or Xbox; a scenario where usually the opposite was true. the Gamecube did not have too many SHMUPs, but the ones it did have were quite good, as you will see later on in this post.


Chaos Field


Chaos Field is a very different kind of shooter. In most games in the genre, you must go through several waves of enemies before you reach the boss at the end of the stage. Well, in Chaos Field, there is no small fry. Only bosses. That means no enemies that die with a few hits, and no legions of tiny ships that you can easily mow down. In many ways, Chaos Field is more of a SHMUP trainer than a true-blue shooter, in that the parts of the game that train you to be a better player; the bosses, are all you get. You get right down to Bullet Dodging 101 at If It Moves, Shoot It University. Basically, if you can survive Chaos Field, you can succeed in most shooters. Anyway, in this game, you choose between 3 ships with their own individual pilots and shooting styles. Pretty standard in terms of a shooter. But one of the nicer game mechanics in Chaos Field is what I call the "Windshield Wiper", a beam of light that circles around your ship that, while clearing all bullets in the immediate area, does not allow you to shoot. This is a handy tool for when things get too hectic, and traces back to my idea that Chaos Field is a SHMUP trainer, as opposed to an all-out bulletfest. That doesn't mean that the game is bad; it is very enjoyable when measured up against the genre's high standards, but I think a little more effort could have been put into the presentation. The graphics are good enough, but after playing some of the better-looking games on the 'Cube, Chaos Field really starts to look mediocre. It is nowhere near being a dealbreaker, though.


Radirgy Generic


Don't let the name fool you; this game is anything but generic. Radirgy [a.k.a Radio Allergy] is a stylish SHMUP released for the Gamecube, Dreamcast, PS2, and will soon be released on the Xbox 360. The game's visuals are fresh, virbant, and colorful in comparison to most games; the visuals have the same "techno cel-shaded" feel as in games like Jet Set Radio, and it certainly makes the game interesting. To accentuate this, the game also runs in 480p. However, the game still retains its arcade screen size, so the areas to the left and right of the game window are not used. Shooter purists won't mind this, but personally, I always liked my shooters to take up the whole screen, even if they are vertically-scrolling. But, that's just my opinion. It isn't really an issue once you get into the game. The gameplay is fairly standard, but you are given a few different extra features with which to dispatch enemy ships. The first is an energy sword-like attack that deals quite a bit of damage, but you must be at point blank range to use it. Another nice feature is your special move. Instead of a bomb that takes out everything on the screen, you get a forcefield that absorbs bullets, and retaliates against enemies. The more bullets it collects, the more powerful your attack will be. It is a neat attack, and can be surprisingly effective when used correctly. The music in Radirgy is cool, and has a distinct futuristic theme that fits well with the game. Once again, the game really reminds me of Jet Set Radio in its overall presentation. One thing I should mention, though, Radirgy was not released on the Gamecube outside of Japan. It was very, VERY close to getting a US release, but was cancelled at the last minute, and added to the "Ultimate Shooting Collection" for the Wii. There are supposedly finished copies of the localized game available, and several beta discs. [Say, if you happen to have one, let me know; I'd be glad to buy it from you]. It was a real shame that it was never released; it would have been the last truly great Gamecube game.


Shikigami No Shiro II


Let me just get the history of this game out of the way, first, because it can get confusing. Shikigami no Shiro was originally a PS2 and Xbox game, and got localized under the Name Mobile Light force 2 in the US, while the original Mobile Light Force was actually a port and localization of Gunbird to the PS1. The insteresting thing is that both games used almost the exact same box art, which looks more suited for a Charlie's Angels game. However, Shikigami no Shiro 2 was released for the Gamecube, Xbox, and PS2, and was localized in America for the Xbox and PS2 under the roughly translated name Castle Shikigami 2, despite never receiving a game with the name Castle Shikigami. Europe only got the PS2 port, which was renamed Castle Shikigami 2: War of the Worlds, not to be confused with the Science Fiction classic. The Gamecube version was never localized at all. Then, Shikigami No Shiro 3 was released for the Wii and 360, where it was only localized on the Wii, and got a slightly more correctly-translated title, as Castle of Shikigami 3, making the 3rd one the only game in the series localized on a Nintendo platform. *Whew*! That was the most complicated game series chronology I had to explain since Adventure Island! Anyway, back to the subject. Shikigami No Shiro 2, as I said, is import-only, just like Radirgy. But, the game is still worth checking out. For one, you get a larger-than-normal number of players to choose from, all with distinctly different shooting styles and strengths. Yeah, that's right; I said "players", not "ships". In Shikigami No Shiro, you play as a person who flies and shoots with psychic powers. Well, it's different, I'll give it that. The backgrounds are all in 3D, and they move around a lot, giving a surprisingly cool effect when moving through an area. The background moves like a roller coaster, and is a nice supplement to the action. Other than these things, Shikigami No Shiro 2 is a fairly standard shooter, with a few extra difficulty modes to make things easy for newcomers, but still give veterans a challenge.


Hudson Selection Volume 2: Star Soldier


Now we're talking! Star Soldier, in my opinion, is the absolute pinnacle of Gamcube SHMUPs. I used to give that honor to Radirgy, but only recently have I played Star Soldier, which blows it out of the water! I have no idea how I missed out on this awesome remake, but I'm glad I discovered it when I did. Star Soldier games always have a knack for finding their way onto Nintendo consoles, and the 'Cube is no exception. This game is actually a remake of the original Star Soldier, with updated graphics, sound, and everything else. I honestly didn't expect much going in, despite knowing that the original was a classic, but I was shocked to see the effort put into remaking the game! The music is pure awesome, with tons of hard rock to get you pumped up, and is easily one of the best soundtracks I have heard in a shooter. The graphics are great, too, with a good amount of detail put into enemies and scenery. Nothing mind-blowing, but it is cool, nonetheless. You really can't tell it is a remake; it looks as good as most Gamecube games. The control is absolutely perfect. The analog stick works quite well, but the D-Pad is even better. If you happen to have a Hori Classic controller, prepare for gaming nirvana with Star Soldier. It is so tight and responsive, it makes most other SHMUPs feel inferior. Everything in the game is polished to a blinding point, and as far as I am concerned, it easily makes it the Gamecube's best shooter. You want to know the best part? When the game was released, it was a budget title, meaning it sold for much less than a normal game. It sold for 3,000 yen at release; about $30. If has escalated in resale value since then, for obvious reasons, but still, this could have easily passed as a full-price game. It would still be worth it. Hudson released 3 other remakes for the Gamecube and PS2 under the same pricing structure, and they were all superb. So, if I have not been perfectly clear, if you are a shooter fan and own a Gamecube or Wii, you have to get this game. It is another import, so you will have to find a way to play it on a non-Japanese system, but trust me, you will NOT regret it.


So, there we have it. The best Shoot Em' Up action the Gamecube has to offer. The library may not live up to the sheer number found in that of the Saturn, PS1/2, or TurboGrafx, but Nintendo's lunchbox can still stand tall and say it has an admirable SHMUP library. I would really recommend tracking down some of these titles; while only 2 were released outside Japan, they are still fun and certainly worth playing. So go give your 'Cube some shooter love today.


This is Lisalover1, inserting another damn credit.

Friday, August 27, 2010

Review: The Legend of Zelda: The Wind Waker


It has recently come to my attention that many of you, despite owning a Gamecube or Wii, and being fans of the Zelda series, have still not played The Legend of Zelda: The Wind Waker. If I may ask, what the hell have you been doing with your life?! This discrepancy in the gaming community is shocking, and I will not stand for it. So, let's fix that. I am going to show you today that this is not the black sheep of the main Zelda franchise, and why you need to play this game. Aside from Majora's Mask, The Wind Waker is likely the most controversial title in the series, which is likely the reason people stray away from it. But, I'm not only going to tell you that this is a legitamite title in the series, but how it may be one of it's best.

Gameplay

The Wind Waker plays similarly to its Nintendo 64 predecessors, The Ocarina of Time and Majora's Mask, which is a very good thing. You can still assign weapons to 3 different controller buttons [X, Z, and Y, in this case], and the controls remain similar, except for a few improvements. There is now a much easier-to-control difference between tiptoeing, walking, and running, because of the Gamecube's more accurate analog stick. There have been some rather nice changes to combat, as well. Link can now perform actions such as parry attacks, which let him dodge an enemy's attack, and strike back. For some enemies, this is a necessary tactic to defeat them, but for the most part, hacking and slashing will do just fine. So, yes, the combat remains mostly unchanged from the standard Zelda formula. But that's not what I want to talk about. The thing that really sets Wind Waker apart from the crowd; sailing. As you probably know, the game allows you to sail around a huge world map to 49 different islands. I always thought that this was the game's strongest point. Zelda games have always tried to give the player a vast world to explore, and this is the epitome of that idea. You could spend hours traversing the Great Sea, searching in every nook and cranny. I spent a good few days just completing the map! While some may find it boring, I think it gives you a real sense of adventure that is uncommon to find in most games. I should probably move on before I start to ramble about this, though. You will find equipment similar to what you have used in previous games, so it should feel familiar. One of the bigger additions to the game is the Wind Waker itself; a baton that you use to control the direction of the wind to sail more effectively, or solve puzzles. The method of doing so is similar to Ocarina of Time, where you must memorize musical patterns, and play them back. Nothing new there, but it is still just as good.

Gameplay: 9.5/10



Story

Little has changed about the central plot of Wind Waker in comparison to the other games in the Legend of Zelda series. You still play as a young, nameless boy [although most people just prefer to call him Link] who wears a green tunic, and must kill the evil Ganondorf/Ganon and save Princess Zelda. Now that that's out of the way, let's look at what is unique to The Wind Waker. Link is a boy living on Outset Island with his sister and grandmother. But one day, a giant bird flies over the island, carrying the captain of a pirate ship. Link goes off to rescue her, which eventually leads to the bird capturing Link's sister. The pirate crew allows Link aboard so he can rescue his sister in the bird's lair. That's about as much as I can say without giving any spoilers, but as you progress, it eventually leads to Link having to save the entire world from Ganon's plans. Standard fare for the series; it's what we have come to expect from a quality Zelda title. It doesn't have the deep, emotional narratives of an RPG, but it is what it is, and it is still a great one.

Story: 8/10



Sound

I'll cut right to the chase; The Legend of Zelda: The Wind Waker has arguably the best soundtrack of any Zelda game. That's a controversial statement, I know, but I can back it up. Since the Gamecube was Nintendo's first disc-based console, they were free to use that extra space to make disc-quality audio. This makes for a truly sublime soundtrack that captures the moment of every single situation in the game. Sometimes, I just leave the game sit at the title screen so I can hear the main theme! Now, don't get me wrong; there have been some breathtaking soundtracks in the Zelda series, but it is my opinion that The Wind Waker takes the cake. There are just so many songs that give an adventurous, bold, yet fun feeling, which is the embodiment of the Zelda series as a whole. Never have the songs in a Zelda game felt more powerful and suitable. You have to hear it to believe it, and when you do, my arguement will start to make sense. The music in The Legend of Zelda: The Wind Waker is on an entirely different level than most games. It's just not something you find everyday, and you appreciate it when you do.

Sound: 10/10



Graphics

One of the most controversial aspects of The Wind Waker was its drastically different art style. The Zelda games on the Nintendo 64 seemed to strive as much as they could for realism, but The Wind Waker adapts a more cartoon-like style. This decision has divided the Zelda fan base since the game's unveiling. I'm here to tell you that the only people who don't like The Wind Waker's graphics are people who haven't played the game. It is obvious that Nintendo put a lot of time and effort into creating some of the most artistically pleasing graphics on the system. The Wind Waker's visuals are clean, well-defined, and polished to no end. The draw distance while sailing is phenomenal; the Great Sea really seems to on forever, and you can see islands from several miles away, not counting what you can see with the telescope. It's incredible to actually be able to see your destination well before you're near it. In this way, the art style was a good decision not just in appearance, but was actually some elegant programming and system resource management. There aren't many complicated textures in many of the graphics, especially in the ocean, so the draw distance and framerate would benefit greatly. Well done, Nintendo. Oh, and the game runs in 480p if you're lucky enough to have a component cable, and it's a fairly big improvement, especially in 2D sections like the menus, where it is a night and day difference. If you got a component cable just for this game, it would already be worth it. So, The Wind Waker's graphics are both an artistic and technical triumph.

Graphics: 10/10



Extras/Value

There are plenty of side quests in The Wind Waker, so you'll always have something to work towards. After completing the game once, you unlock the second playthrough mode, which gives you special bonuses such as Link wearing his pajamas throughout the whole game, letting you use the Color Pictobox [Camera] from the start, and translating all Hylian text into English. There is also a figurine-collecting quest that requires you to obtain photographs of different things in the game to have them made into figurines. In case you were wondering, yes, it is very difficult to collect all of them. Also, there is the Zelda tradition of the item trading game. The Wind Waker is currently being sold for $20 at Gamestop, but it doesn't matter what the price is. Buy it. You will not regret it; I assure you.

Extras: 9/10

TheLeagenOfZeldaWindWaker-4.png The Leagen Of Zelda Wind Waker image by plasmasoul1





Overall

The Legend of Zelda: The Wind Waker is one of the definitive titles for the Nintendo Gamecube, and it certainly deserves that accolade. The game is a masterpiece, with polish and craftsmanship apparent in every single one of its aspects. I have completed it three times already, and I loved every minute of it. The game is completely undeserving of all the hate it has received. If you have yet to play The Wind Waker, now is the time. Stop ignoring the game because of its art style, or whatever preconceptions you may have, get yourself down to a game store, buy the game, and play it. It's about time you did.




Overall: 9.5/10

This is Lisalover1, trying to pretend the CD-i Zelda games don't exist.

Thursday, August 12, 2010

The Best Cancelled Gamecube Games

The launch of a new console is always an exciting event; a whole new era of promise and opportunity awaits for each new competitor in the console wars, with countless titles and accessory hardware announced. It's often easy for some things to get caught up and lost in this chaos. Unfortunately, sometimes this does happen. Certain titles that catch the eye of gamers never see the light of day, and fade into obscurity. For some, it is best that they stay lost, because they never showed much potential in the first place, but for some games, it is a real shame they are never released. These are the games that would have likely been very good additions to the system's library, and that should really be remembered. These are the best cancelled Gamecube games.


Thunder Rally


What Was It?:
Thunder Rally is a car combat game created by Iguana Entertainment [Later bought by Nintendo and renamed Retro Studios], and was one of the earliest planned titles for the Gamecube, all the way back in 1998, when the system was barely a prototype, and was codenamed "Dolphin". On a side note, this game was the initial reason Retro Studios was formed. The gameplay in Thunder Rally consists of a mash-up between Twisted Metal and Battlebots, in which the player can build a car, and drive it through a city, destroying other cars. Sounds simple right? Well, that's correct, but it's not the main draw of the game. TR was designed to include 4-player split screen mode, and have 4-player online play as well, making it possibly the first Gamecube game planned to have online multiplayer! The game also features very sharp graphics, from what is shown in early screenshots.

Why Was It Cancelled?:
Shortly after Retro Studios was established, and began working on games for the Gamecube, Nintendo ordered a massive reorganization of the company, which changed most of the company's staff, resources, and projects. Unfortunately, Thunder Rally, along with about 3 other titles, and Metroid Prime being the only one of these that was ever released. I would have loved to have played this game; as I have said in previous articles, the Gamecube was hurting for online games throughout its entire lifespan, and anything would have helped.


Kirby Adventure


What Was It?:
Kirby fans had to wait until 2005 for Nintendo to finally announce a Kirby platformer for the Gamecube. At E3 of that year, a trailer for "Kirby Adventure" was shown, and it seemed to be everything people expected from the series, but the exception being it taking advantage of the Gamecube's 4 controller ports. Kirby Adventure was supposed to allow 4-player simultaneous Co-Op, building upon the 2-player Co-Op introduced in the SNES Kirby games. The other 3 players controlled enemies Kirby has swallowed and discarded, making them allies. The game was meant to take the best aspects of the SNES and N64 Kirby titles, and update it for the more powerful Gamecube hardware. The graphics would be in full 3D, but gameplay would take place on a 2D plane, like in Kirby 64, and said gameplay seems to leave the formula mostly unchanged, with all the series' common conventions remaining.

Why Was It Cancelled?:
Kirby Adventure was an exciting title for Gamecube owners, and they were anxious to get their hands on it. Then... nothing. Other than delay announcements, Nintendo barely said anything after the game's initial showing at E3 '05, and fans were left in the dark. In the end, with the exception of the Game Boy Color, the Gamecube became the first [and only] major Nintendo console without a Kirby Platformer. No one is really sure why Nintendo cancelled Kirby Adventure, but most speculate that it was because they were focusing their efforts on the upcoming Revolution/Wii, and new games for it. In short, the game came too late in the GC's life to have a chance at being released. Oh, well. At least Kirby: Epic Yarn is coming to the Wii soon, so fans have that to look forward to.


Raven Blade


Raven Blade Picture

What Was It?:
After the N64 era, Nintendo was really starting to feel the hurt caused by the lack of RPGs on their consoles after the departure of Squaresoft to side with Sony's Playstation. Thus, they aimed to remedy this with the Gamecube, although they ultimately failed at achieving this goal. The best example of this was a game called Raven Blade. It was meant to be a Western Action RPG exclusive to the Gamecube, meant to be the first in a series of GC-exclusive games to fill out the console's RPG library. The game looked quite good, even in its beta phase, with impressive graphics and animation. The gameplay was meant to play like the acrobatics of Prince of Persia, combined with the framework of an Action RPG, to make something that made Gamecube owners proud. Too bad it got cancelled.

Why Was It Cancelled?:
Remember how I mentioned how Retro Studios had a huge restructuring and reorganization, and several games were cancelled? This was one of them. So, the same story applies as with Thunder Rally. It's Nintendo's loss, and Gamecube gamers' losses, too. The only good thing that came out this is that Metroid Prime probably became a much better game through Retro Studios focusing on it.


Kameo: Elements of Power


What Was It?:
Kameo was a title announced around the Gamecube's launch, and was predicted to be an early hit title for the 'Cube. Rare actually had many ambitious projects planned for the Gamecube, until they were bought out by Microsoft, and almost of them were scrapped. If you want my opinion, Rare becoming a Microsoft subsidiary company really killed their creativity and their spirit. But enough of that. Kameo was an action game in which you control a girl who can turn into different monsters to solve different puzzles, and defeat enemies. The monster changing system was actually quite interesting, as you could also summon some of these monsters to fight with you in battle. The game continues with Rare's distinctive cartoony art style, and it seemed to fit quite well with the game.

Why Was It Cancelled?:
As I said before, Kameo for the GC was cancelled because Microsoft acquired Rare in 2002, ending or heavily delaying most of their next-generation projects. The only game that Rare was allowed to finish for the Gamecube was Star Fox Adventures, which marked the very last Rareware game made for a Nintendo home console. They were permitted to continue making games for Nintendo's portable systems, but even that may change soon, with Microsoft launching Windows Phone 7. It's hard to believe that a once great developer like Rareware can go from making classics like Banjo-Kazooie and Donkey Kong Country to making crap like Kinect Sports. *Sigh*... Anyway, Kameo was eventually released as an Xbox 360 launch title.


Dead Phoenix

File:DeadPhoenixScreenShotIGN01.jpg

What Was It?:
Dead Phoenix was an unreleased game by Capcom planned as a Gamecube exclusive, along with 4 other exclusive games, collectively known as the Capcom Five. Four of these 5 were eventually released, although 3 of them were eventually ported to the PS2. Dead Phoenix was supposed to be a hack-and-slash action game in which the character can fly around. Think "Dynasty Warriors" with wings. There were also Panzer Dragoon-esque shooting segments to the game, as well, as you can see above. While very little, if any, information was released about the game, it seems to have been shaping up to be a very fun and impressive game, with Gamecube graphics that we can only expect from Capcom.

Why Was It Cancelled?:
I honestly have no idea why Dead Phoenix was cancelled. Capcom never released any reasons for its cancellation, so there's nothing to speculate on. It's not like Capcom lacked the resources to make the game, so that's not a possibility. We'll never really know why Dead Phoenix was cancelled, at least until Capcom says something, which isn't likely to happen. Sorry, but I just don't have anything more to say.

Unity


What Was It?:
I saved the best for last. Which, in this context, makes it the most tragic that it was never released. Unity was a psychadelic and wild game, combining aspects from Rez, Defender, and Tempest. Suitably enough, it was created in part by Jeff Minter, who created the latter. However, it was also created by Peter Molyneux, which pretty much doomed the game to a lack of a release since day one. The game had two different gameplay segments; the first of which resembled the classic shooter, Defender, in which the player can move his ship forward and backward across the screen, shooting down enemy ships. That part is pretty basic, and we've all seen it before, but the second part puts the player's ship on a circular tunnel, and they must move around it and shoot enemies as they approach. Switching between these two styles was to keep players constantly on their toes. The presentation is phenomenal, with hundreds of glowing lights and sounds surrounding you at all times, which is highly reminiscent of Sega's classic shooter, Rez. I was seriously having trouble believing this was actually a Gamecube game.

Why Was It Cancelled?:
Two words: Peter Molyneux.


Well, that's it for now. Looking back at all of these games, it is easy to see that the Gamecube was a well of untapped potential. At least we can see that some developers tried at pushing the limits of the little purple lunchbox. Let these games forever live on in our memory as what could have and what should have been. And who knows? Maybe someday a few beta versions of these games may pop up on the internet, and we may be able to experience at least a little bit of them. It's entirely possible, and in these cases shown above, I certainly hope so.


This is Lisalover1, desperately seeking a Radio Allergy beta disc.

Tuesday, August 10, 2010

Review: Cubivore: Survival of the Fittest


It seems that there are games for every system that everyone knows about and are simply essential games for owning that system. they are regarded by most as the best games for the system. Then there are games that no one has heard about, but can still be very enjoyable. Cubivore is the epitome of a hidden gem. It is made by Atlus, a company well-known for taking risks, much to the joy of their fans. Cubivore is a game you don't see everyday; it came way out of left field, and is a welcome surprise to Gamecube owners. So, what exactly is Cubivore, and why should you care?


Gameplay

In Cubivore, you control a small pig-like cube-shaped animal, which must eat food other animals to survive. It is a very weird gameplay style, but it works well. You have a health meter that is replenished by eating other animals, which adds a sense of tension to stay alive while playing. When you eat other animals, your animal mutates, usually resulting in the repositioning of the square "limbs" on its body. In later levels, it gives your animal certain statistical bonuses as well. You can eat different combinations of animals to fine-tune what characteristics and abilities you would like to have, which gives the game a good amount of depth when you want to get the most out of the game's gameplay system. At the start of some levels, if you defeated and ate the right material from the previous level's boss, your animal has the option to mate, and create offspring that is stronger, faster, and has an extra limb. The child's statistics are based off your decisions and eating habits of the previous level, and also affects what kind of offspring he can have as well. It is a very deep and fun-to-use system if you get the hang of it. You have to actually plan out your method of progression for some levels in order to survive. You can get through the first few levels pretty easily, but some of the later ones can give you a bit of a challenge to figure out the best plan of attack. All I can say is that Cubivore has one of the more unique and interesting set of gameplay concepts that I have seen. It is a real treat for those who want something out of the ordinary.

Gameplay: 8.5/10


Story

"I want to be alive. That was the first thought I ever had." This is the opening line in Cubivore, said by the main character, right after he is born. He is a small creature called a Piggy, that, in his initial state, looks more like a tadpole. You can become other species eventually through the course of the game via breeding, but this is always what you start out as. The story of the game is about a horde of animals called the "Colorless", which devour the wilderness of the land, and take away its color. They are lead by a large, fearsome colorless beast, called the Killer Cubivore, which is the strongest animal in the land, and the ultimate villain of the game. Similar to what I said in the Billy Hatcher review, there's not much to Cubivore's story, because the gameplay takes center stage. The sole driving force behind the main character's actions are survival instinct, which gives the player a mindset as such; ignoring all other impulses, and doing everything to stay alive. It's very interesting to see a game do this, as I haven't seen it done very well before. There is barely any story beyond the first cutscenes, so the player is mostly left to himself, which gives the player time to think about his surroundings, and fill in the blanks of what little story there is by themselves. It is a good use of isolation in a game, which leads me to think that Atlus put a bit more work into this aspect of the game that may be immediately apparent.

Story: 7.5/10


Sound

The soundtrack of Cubivore is surprisingly calm and relaxing. Most of the tracks are serene and soothing, which is in stark contrast to the weird vibe the game gives off [or maybe not, depending on how you look at it]. Despite this odd design choice, I liked the music in Cubivore. It isn't anything special, but it gets the job done. The sound effects are not much to write home about either. Overall, there's not much to the audio in this game, and I've run out of things to say about it. Sorry.

Sound: 6.5/10




Graphics

Not many people know this, but Cubivore, along with quite a few other Gamecube games, was originally an N64 game during development. The game was initially designed for the Nintendo 64 Disk Drive, which failed due to a very late release, and few games. Thus, Cubivore was bumped up to be released on the Gamecube. While the game definitely looks better in its finished form than what was shown in early screenshots of the N64 version, it's not by much. The game, while sporting a very unique and interesting art style, doesn't do all it can do to make it stand out. I would have loved to have seen more varied landscapes, with better and more creative use of the 3D-cubist art style. Instead, most of the game takes place on bland, plain wetlands. It's nice for the first couple levels, but gets boring fast. I really think that Atlus could have made the graphics in Cubivore something astonishing and eye-popping, but it almost feels like they quit the idea halfway through. I think a Cubivore sequel that fixes these problems would be a far better game. As it stands, Cubivore's graphics just feel like a good idea that wasn't executed right. Oh, well. At least the game supports 480p; a noticeable change from the N64 version.

Graphics: 6.5/10


Extras/Value

There's really not much else to Cubivore beyond the single-player campaign. There is no multiplayer mode, no minigames, or any other real extras to speak of. This is a real shame; a 4-player cubivore battle would have been cool. You could spend the first half of the match evolving your Cubivore how you like it, then the fighting taakes place in the second half, similar to the City Battles in Kirby Air Ride. I would have loved something like that, and it would make good use of the gameplay. Unfortunately, no such mode exists. Once again, a Cubivore sequel with this feature would rock. The game is currently priced at $13.00 at Gamestop. Not a fantastic deal, but not prohibitively expensive for a used Gamecube game. If you're interested, go buy it. I haven't seen this game around very much at all, so it might end up being one of the rarer games for the Gamecube. If you are a collector, you should keep an eye on this one.

Extras/Value: 5/10




Overall

Don't go into Cubivore expecting an action game that will knock your socks off, and that you will keep coming back to again and again. I admit it is a bit sub-par when compared to other hidden gem games, but it is still a fun and cool experience. I recommend Cubivore to anyone who wants something very different and out of the ordinary, and who is tired with other action games that all look the same. Cubivore isn't so much an Action RPG as it is a really advanced and brutal Tamagochi game. If that sounds interesting to you, then by all means, go and buy Cubivore. If not, you might want to see if you can still find it for rental; you'll still get a kick out of it.




Overall: 7/10


This is Lisalover1, promising to review something better next time.

Tuesday, August 3, 2010

Review: Billy Hatcher and the Giant Egg


Sega's history after the Dreamcast is mostly regarded to be a sad one. Many fans felt abandoned by the company, who once was known for making very creative and fresh games that stood out in quality and had a lot of heart. Unfortunately, games such as these rarely sold well, and eventually forced Sega out of the console market altogether. Sega started to produce more cookie-cutter games to appease the masses, and lost a little bit of its soul in the process. But, every once in a while, even today, the company will release a game that has the brilliant and radically different appeal of what they used to be. In a word, it has the Sega spirit. Billy Hatcher and the Giant Egg is one of those games.


Gameplay

The gameplay in Billy Hatcher, at its core, is similar to games like Super Mario 64, Banjo-Kazooie, or Jak and Daxter, all of which fall under the sub-genre of 3D platformers nicknamed "Collect-A-Thons", due to the fact that the way to advance in these games is to collect certain trinkets for achieving goals in the game, eventually giving you access to new levels. In Billy Hatcher, you must collect Emblems of Courage in each world to advance. While that is the main premise of the game, the genius comes in how you play the levels. In the game, Billy Hatcher is given a Rooster Suit by the chicken god, which gives him the power... [pause for dramatic effect] of eggs. Throughout the adventure, Billy and his 3 friends can roll around eggs they find in the world, and use them as weapons, or roll over fruit, to make them grow, and eventually hatch them to use whatever item or power-up is inside. For example, hatching one type of egg summons a creature that you can use to attack large groups of enemies. Another egg type gives you a new rooster comb for the rooster suit, which augments an egg's attack power. There are over a hundred different eggs you can hatch, which gives the game a lot of variety.

The game uses the same game engine as in Sonic Adventure 2, and it shows. You are timed in each level, and scored based on your time, the number of eggs hatched, number of enemies defeated, and how many combos you preformed [by taking out multiple enemies in a single attack], and gives you a grade, accordingly. This kind of system creates an "I can do better" mentality that made the Sonic games fun long after you beat them. Each level gives you a new objective, and you must obviously complete that objective as quickly and efficiently as possible. I should mention that if you are the type that likes to speedrun through games, this is a good one to consider. There are plenty of tricks and secrets in each level that you can exploit to finish faster, and are a joy when you find them. The only major flaw I can say about the game is it has an uncooperative camera, which, especially when your egg is at full size, makes it hard to see around your and where you're going. Overall, Billy Hatcher will give you your fix for a good 3D platformer, if that is what you're after.

Gameplay: 7.5/10


Story

Not much to say here, but what do you expect; it's a platformer. Basically, Billy Hatcher is a normal kid who goes to see his friends one day, when they see a wounded chicken, about to be attacked by a crow. Billy saves the chicken, which turns out to be one of the guardians of Morning Land, the game's setting. The chicken god then gives Billy and his friends rooster suits, and gives them the task of saving Morning Land from the Crow Army. Soon after, Billy's friends are kidnapped, and Billy must free them, with one held in each of the first 3 worlds. By freeing his friends, new missions are unlocked in each world, where you play as them instead of Billy. As I said, it isn't much of a story, but a game like this doesn't need a very elaborate plot. It is what it is, and it's good for that purpose.

Story: 7.5/10


Sound

The soundtrack in Billy Hatcher is lighthearted and upbeat; it suits the game very well. It is very reminiscent of the music in games like Yoshi's Island or the Kirby series. It's just good music that makes you feel good. Even in boss fights, the tunes are distinctively juvenile [in a good way, though], with a clearly exaggerated tone that feels comical, yet dangerous, as if it was ripped right out of an old Batman cartoon. It's hard to explain, but you will understand when you hear it. If I had to describe the game's soundtrack in one word, it would be "Catchy". You'll probably find yourself humming the tunes later, and enjoying it. I must also say that the main theme of the game, while somewhat irritating, still got stuck in my head, and is fun to listen to.

The characters in Billy Hatcher have almost no voiced dialogue, with the only exceptions being for a few words and some exclamations. My only problem is that there are actually a bit too few of said sounds and exclamations, leading to some of them being noticeably recycled at points. But, for the most part, the characters open their mouths about as often as Mario, so don't worry about annoying Sonic-esque voices.

Sound: 8.5/10




Graphics

Billy Hatcher is yet another fine-looking Gamecube game, running in 480p progressive scan, and boasting an exceptionally detailed opening FMV. The visuals in the game are colorful and cartoony, with very few sharp edges, making for some very virbant and lively scenery. The character and enemy models are creative and interesting, as are the bosses of each world, which are spectacular to see in motion. The graphics could have been a bit smoother, but that's just me looking for a flaw; there's always room for improvement in any game. While not among the ranks of some of the best graphics on the 'Cube, Billy Hatcher and the Giant Egg has an endearing art style that Sega has spent years trying to perfect through previous games.

Graphics: 8/10



Extras/Value

There are certainly a lot of neat extras in Billy Hatcher, enough to warrant the purchase alone! The first is the multiplayer battle mode, in which up to 4 players fight in an arena with eggs, in a standard last-man-standing fight. There are actually some pretty clever strategies you can come up with in this mode. For example, there is one egg exclusive to the multiplayer mode that lets you plant a fake egg that explodes when another player touches it. I like to place it in an empty egg nest [where new eggs spawn from in the game], so opponents can't tell the difference between the fake egg and the real egg. You can imagine how funny it is to watch. The multiplayer mode could have used a couple more arenas and features, but as it stands, it is solid, and well worth a play with your friends. It really reminded me of Donkey Kong 64's multiplayer battles, now that I think about it.

Another cool feature of the game is that it utilizes the Gamecube-to-Game Boy Advance link cable. If you had a GBA and link cable, you could upload minigames onto your GBA that stay there as long as you leave your GBA turned on. Some of the minigames are actually really good, in that except for length, they look and feel like actual GBA releases! The NiGHTS game alone is almost makes up for the lack of a real portable NiGHTS game. In fact, they're so good, I feel bad referring to them as minigames. Most of the games are scaled-down versions of classic Sega games, such as NiGHTS into Dreams, Puyo Puyo, Chu Chu Rocket, and even Billy Hatcher itself. Remember what I said about the Sega Spirit? This is what I mean. This is the Sega that we all know and love; the Sega that never forgets who they are, and who will always look after its fans. Unfortunately, it is also the Sega that rarely shows its face. But this is exactly what happens when it does. Once again, I cannot emphasize enough how well-made these minigames are! Actually, if I remember correctly, a while back, some hackers found a way to extract these games from the disc, and make them into actual GBA roms! Now that's saying something. Speaking of classic Sega, you can also hatch hidden Sega characters in certain stages, by getting all the hidden coins on that stage. You can use these characters to help you fight. Some of the characters you can unlock are NiGHTS, Amigo, Rappy [A common enemy in Phantasy Star Online], and of course, Sonic, Tails, and Knuckles. There are a few more you can find, but I can't remember them right off-hand. Still, it shows that Sega really gave it their all with this game, down to the very last detail.

I would definitely say that Billy Hatcher and the Giant Egg is worth a purchase. It's currently only $5 at Gamestop, so you can buy it with just spare change. Most gamecube games can be had for very cheap prices right now, so if you're looking to beef up your GC library, you might want to start soon, before Gamestop stops carrying Gamecube games. So, get Billy Hatcher while you can, because you might not have the chance later, for the same price.

Extras/Value: 10/10



Overall

Billy Hatcher and the Giant Egg is, for all purposes, the kind of game that defines who Sega is, was, and will always truly be. The Sega we normally see is not the real Sega; it is just its new parent company, Sammy. They took over, and things haven't been the same since. But, the real Sega is buried deep beneath that huge mass of shovelware and awful sequels. People are always talking about "the last great Sega game", but I have to disagree. There is no end to Sega, they will always be there, but they won't always be the ones in charge. But, Sega will try their hardest to give us the games that its' fans love, as often as they can. This game, along with a few others, are reminders to always let us know that they care. They really still care.




Overall: 8.5/10


This is lisalover1, off to go give my Sega Saturn the playtime it deserves.