REVIEW: Mario & Luigi Dream Team

Finally, after weeks of not being able to, I have been able to play through a significant chunk of Mario & Luigi: Dream Team, possibly one of the best Mario RPG‘s I’ve played so far. Let’s not waste any time and jump on in!

Plot:

Mario and company travel to Pi’llo Island to vacation and, of course, something goes wrong. Antasma, a villain hellbent on taking over the world, kidnaps Peach and forces Mario to venture into the Dream World via Luigi once Luigi opens the Dream World accidentally and frees Antasma from his dreamy prison. Dreambert, the prince of an ancient race called the Pi’llos, asks of the help of the Mario Bros. to save his people and stop Antasma, to which they agree. I won’t spoil anything (because, well, I haven’t finished the game yet. I’m close!), but Bowser does get involved, and some of the stuff gets crazy!

But, a typical Mario plot. Nothing to be laugh at, though, as the Pi’llo history is actually quite complex, and the plot is pulled off in dreamlike (ha!) style.

Characters:

So, let me get this out of the way: I never played Bowser’s Inside Story. I will, I swear, but I haven’t yet. So I didn’t know who Starlow was when she was introduced here. However, she’s a little nagging. She’s not an awful character, but I’m definitely not a big fan. The new characters are great, especially since Dreambert is very serious and has to interact with the goofy world of the Mario & Luigi series. It’s very funny.

Mario and Luigi themselves are great, as usual, and the random characters the bros. encounter are fantastic. The dialogue in Mario RPG’s have always been fantastic, and this game is no exception. The dialogue is crisp and witty, and I found myself laughing on more than one occasion!

Also oh MY GOD POPPLE IS IN THIS GAME IT IS INCREDIBLY HYPE!

Gameplay:

The gameplay is the BIG seller, here. In the over world, you are either in the real world as the Mario Bros., or in the dream world with Mario and Dreamy Luigi, a version of Luigi conjured up by Luigi as he sleeps. This Luigi is more Mario-like thanks to the dream embodying Luigi as Luigi wants himself to be. In the dream world, Luigi can also manipulate his dreams through Dreamy Luigi, able to conjure up hundreds of himself to perform certain actions and movements (such as stacking to make a tower of Luigis or like a top to spin into the air). But that’s not even close to the best part.

The combat is where it’s at for this game. In the over world, you battle with Mario and Luigi in classic Mario & Luigi style. Again, the battle animations and timing for the hammer are from Bowser’s Inside Story, and so they looked really cool to me. The badge system is also from there, and while it’s cool, I wish it was more like the original. A small complaint, however, completely negligible once you get to dream world combat.

In the dream world, Mario fights by himself against a small army of enemies with Dreamy Luigi powering him up. That means when Mario jumps, he has the power of at least 20 Luigis added on. Those same Luigis rain down on your enemies after you jump, or the Luigis create a giant shockwave with their hammers after you hammer the ground. It’s a really cool way to show that Luigi is still part of the battle.

And, just as there are Bros. Attacks in the real world with Mario and Luigi (which are awesome), there’s what’s called Luiginary Attacks, which are literally Luigi being a god. He stacks, he creates a giant hammer, he becomes a living Katamari Damacy and then has Mario kick him. The possibilities are endless, and fitting for a game that represents the Year of Luigi. His attacks are ridiculously cool.

AND, to add onto that, it’s harder in the dream world because if Mario dies, it’s game over. Goodbye builds of Mario being the powerhouse and Luigi being the tank; in the dream world, Mario gets bopped because of his low defenses, so you’re punished extra hard for being hit. On the flip side, Dreamy Luigi gives him more HP and BP, but it’s usually not enough.

To put it in perspective, I’m running Super Crit Bros. (where I only upgrade Stache), and my Mario takes roughly 35-50 damage from the small army enemies, and that small army attacks multiple times in one turn. I’ve gotten multiple game overs from regular dream world fights.

I’m not knocking that difficulty, though. I love it.

Oh, OH, and before I forget, Luigi bodies giant enemies by turning into a giant Luigi. They feel epic. I felt epic bodying them. Everything about giant Luigi is epic.

Atmosphere:

In classic Mario & Luigi style, the atmosphere is RPG-like, yet super-goofy. The dialogue, as I said before, is on point and very funny. There are a lot of reference Easter Eggs. The areas are nicely designed, the 3D is cool (especially during some Bros. Attacks), and the art style is cool. I really like the Dream World designs, especially the longer ones. Most of them are just short mini-levels, though even those are well-designed and not cumbersome.

What I really liked here was the music. Most of the music is great, especially the battle music, and ESPECIALLY boss music. I first heard the music when facing Bowser and Antasma in the beginning of the game, and it felt way more epic than it should’ve because of the music that was playing. Seriously, go to YouTube and give it a listen – it’s great.

Other than that, this is good, but nothing spectacular.

——

If you love Mario RPGs, get this game. If you love the Mario & Luigi series, get this game. If you have a 3DS get this game.

In short: GET THIS GAME.

Score:

Plot: 7/10
Characters: 10/10
Gameplay: 10/10
Atmosphere: 8/10
Final Score: 9/10

Just sayin’

Betting with salt

I apologize for no post last week, I got caught up in a busy week and was unable to write one. That’s okay, though! Today is Labor Day, and so there will be a post!

Many of you may find yourself with nothing to do today. That’s bad. If you’ve got nothing to do and are a fan of hype and fighting games, I suggest you waltz on over to saltybet.com, sign up for an account, and start betting!

Salty Bets is a fictional betting arena that utilizes the game Mugen to set up AI against each other and duke it out. You start with 400 Salty Bucks, and can bet as much as you want (minimum 1) on who you think will win in a best 3 out of 5 matches. The AI and characters range from being ridiculously broken to god-awful. I’ve witnessed some AI that just run around and jump, but don’t attack.

If you go below 0, you get 10 Salty Bucks and are in the “Salt Mines“, a place where it’s hard to make a lot of money. I don’t know how much you need to officially make it out of the mines, but I think it’s once you hit $100 Salty Bucks.

What’s REALLY fun about Salty Bet is the chat. because it’s streamed, there’s a chat for people to talk while betting and watching the matches, and it is incredibly entertaining, especially when there’s an upset. It’s hard to describe the chat – it’s something you have to see and experience yourself.

A warning, though, the chat is very vulgar. If you’re not a fan of vulgar language, I wouldn’t pay mind to the chat. I, however, go almost exclusively for the chat.

Have fun betting!

Just Sayin’.

P.S. if you see SwagTrain on the bettors list, that’s me!

OPINION: Smash – the Items, the Stages, the Random

Recently, thanks to the good graces of Smashboards on Facebook, I came upon a Super Smash Bros. for WiiU stage discussion thread. For those who don’t know what I’m talking about, in competitive Smash certain stages are banned from competitive play, making stage lists an element when it comes to tournaments.

Generally, legal stages are “flat/plat” (flat or flat with platforms only) stages, such as Battlefield or Final Destination, and this causes a rift between more liberal and conservative (in terms of stages and even items) competitive players. The thread I was reading was basically an amalgamation of these two kinds of players arguing with each other about what stages should be legal (and some even saying items should be included).

I thought I’d chime in with my own opinion.

I don’t like stages with hazards (and when I mean hazards, I mean the F-Zero racers in Mute City/Port Town Aero Dive, the lava on Brinstar, the cannon and bombs on Halberd, the bullet bill on Peach’s Castle (in Super Smash Bros. Melee) and random stage changes (Pictochat, Brinstar Depths, WarioWare, to name a few). To me, I think these introduce a certain amount of randomness that not even the best players can avoid at times, and it leads to unfair advantages at no cost to the player given the advantage.

Some people will argue that these new elements introduce a new layer of depth to the competitive game. A player should not only know his character and match-ups, but also the hazards and timers for each stage (while random, many stages have a “timer” that tells the stage when to spawn a hazard or change the stage). The same case can be made for items.

The other argument for a more liberal stage list and items are that “there’s an equal chance that it will happen to everybody”.

I could have agreed with these two statements…but I also play Pokemon competitively.

Pokemon is a game that, no matter what, randomness is an inherent part of the game. In Smash, you have the option of turning off items and stages. You do not have that option in Pokemon. In Pokemon, there is no choice to learn risk management and randomizer mitigation – you have to to be a successful player. The best players in Pokemon are consistent because of this. Yet, yet, there is always that time that something goes horribly wrong. “Hax” is a term thrown around in Pokemon, namely because of the randomness in the game. While consistent, some of the best players will lose games because of an unlucky critical hit, freeze, extra turn of sleep, full paralysis, miss, flinch, or confusion hit. All of these (except for critical hit) result in a wasted turn.

Despite all the training one can do, when it comes down to it that one critical hit or full paralysis can be completely game-changing, yet it stays at 25% chance for paralysis no matter what. There’s always a 10% chance Ice Beam will freeze, but sometimes it freezes two turns in a row, sometimes it never freezes. Sometimes a pokemon will hit itself 4 times in a row in confusion. It’s an equal 50% chance for every pokemon that is confused, but it’s still random. Sometimes, despite all efforts to mitigate risk and “hax”, it still happens, and you end up losing because of it, despite being the better player.

This is something that competitive Pokemon players have come to terms with, but in a game where you have the ability to test who is better with raw skill only by turning off random elements, I don’t see why you wouldn’t. Pokemon, while popular, can be scoffed at because of its inherent randomness. No one wants to lose a game they should have won because their opponent got the critical hit they needed to win the game (in fact, I lost a game of Pokemon I played this morning because of a critical hit). You’re playing the odds sometimes, and that takes no thought – all you’re thinking at that point is, “If I get a critical hit this turn, I’ll win.” Notice the ‘if’, there. You have no control over whether or not you get a critical hit the next turn. There’s no depth there. There’s a ton of depth in trying to mitigate odds and maximizing your risk/reward safely (which Pokemon has and is what makes it satisfying to play for me), but you can’t ‘mitigate’ odds in Smash. There’s no move that prevents the lava from rising or to make Pictochat have the spikes come and not the trampolines. All you can do is hope that that capsule you just grabbed is an explosive. Hopefully that Pokeball you just got isn’t Goldeen.

There’s something to be said about how Pokemon can deal with risk, despite the inherent randomness involved in playing it competitively. You can make plays to protect yourself from “hax”. There are moves in the game that stop status effects (Safeguard and Taunt, namely). You can’t do that in Smash, but what you can do in Smash is turn off items and stages that have random effects. Turning off items and hazardous stages is the Safegaurd in competitive Smash. It doesn’t matter that there’s an equal chance you’ll both get an item or hit by the stage hazards. There’s a 20% chance for every pokemon that’s frozen to thaw out but some thaw out the next turn, some never thaw out the rest of the match, and some thaw out the turn they’re frozen.

There’s clearly no skill involved in a pokemon being frozen. There’s no depth there. So, I ask you, where’s the depth in that % chance that your capsule’s an explosive one or that once the timer activates, Pictochat spawns the man’s head that blows wind instead of the piranha plant?

I love items in Smash. I love crazy stages that screw people over. I enjoy playing on them them. I do NOT enjoy playing on them when I want to prove that I’m better than someone else. I want to know that I won because I made the better plays; not because a bomb dropped on you while attacking my shield, and not because the Pictochat spikes appeared right as you were jumping to avoid an attack I made.

Just Sayin’.

The ebb and flow of Animal Crossing

I wanted to write about Smash today, but I didn’t do the research I wanted to, so I apologize for the late post. Instead, I’m going to write a small little blurb about Animal Crossing.

Two days ago, I got Mario & Luigi: Dream Team, and now I find that I don’t play Animal Crossing: New Leaf anymore. I love the AC series, but there’s one thing about it that always turns me off as I continue to play: there’s not enough to do.

I’ve upgraded my house to almost full completion, have almost 20 public works projects, all but one fossil, most of the fish and bugs, and my Nook store is one away from being the biggest expansion. In every previous AC game I’ve played, I’ve been able to “beat” the game by expanding everything to its maximum size and almost completing the museum (I could never get all those works of art…). And usually, games come out and I play them, but I was pretty rigorous in my routine to play Animal Crossing every single day until I had everything. Unfortunately, doing jobs for villagers, buying and selling stuff, digging for fossils, and farming bells on the island can only go so far. Even with multi player, the most you can do are tours and self-proclaimed fish and bug-catching contests. At some point, it gets boring (it would be helpful to point out that I am no artist, and so I have spent exactly 10 minutes making a flag design, and that’s it. I’m sure artists get way more out of the Able Sisters’ designing than I do).

Inevitably, though, my interest wanes. Everything becomes a little monotonous, and I eventually stop playing. Unlike in MMO‘s, where dev teams are constantly trying to update their game to keep players hooked alongside guilds forming and whatnot, Animal Crossing is a simulation game, so at some point it feels like you’re living life there, and not here. Or it would feel like that if there were more stuff to do. At some point, you only play for 5 minutes a day because there’s really nothing else you want to do in your town.

Now that that tiny complaint is out of the way, has anyone whom has experienced this notice that, after you’ve beaten the new games and have nothing to do, Animal Crossing suddenly becomes addictive again? It’s crazy how there’s almost a tide to my interest in Animal Crossing. Sometimes it’s very high and I enjoy it, and other times it feels like a chore and I eventually stop, only to come back months later with a fresh desire to play.

This is different than with MMO’s, which I tend to play heavily for a month and then stop completely. No, Animal Crossing somehow ropes me back in when I have nothing to do and becomes my new game of choice. There’s no real competitive value to it, no incentive for me to improve my skills (which there is little of) in the game, so why do I keep coming back?

Has anyone else ever felt this way about Animal Crossing?

Also, except a post about Smash or a review of something next Monday!

Just Sayin’.

Smash 4 thoughts

So, last week was E3, and with it came a lot of really awesome stuff (my favorite of which was probably Sony sniping Microsoft about everything people were complaining about the Xbox One), including a trailer and a Nintendo Direct with Sakurai about the next installment of the Super Smash Bros. series. As a long-time fan and past competitor in Super Smash Bros. Brawl, I was excited. My thoughts:

– Villager is INSANELY hype. This was, by far, my favorite addition to the game. This man alone has spawned a ton of hype around the Internet at large depicting him as some sort of demonic figure, which I think is hilarious. I will definitely be using him as my main character or a secondary after Kirby.


MegaMan was also a big surprise, and I think it’s cool they secured him He looks really cool, and I think he’ll be shaking up the metagame competitively. Of course, he won’t be able to do anything against Villager.


– In what is probably the most ridiculous thing Sakurai has done (in a good way), the trainer from Wii Fit is now a character. While a lot of people have been complaining, I LOVE that Sakurai decided to put in such a well-known but obscure character. She looks really fun.


Before I head into the more mechanical side of the game, let me say what I want to be in this game. I like every Smash game. Brawl is my favorite, but it has some very noticeable flaws (as does Melee). This game, I’m hoping, will aim to correct some of those mistakes.


The three big things I want out of this game:


     – Brawl ledges with Melee ledge-grab mechanics.


Let me explain. In Brawl, there’s something know as “auto sweet spot”, which means a character doesn’t need to be perfect about recovery, and will instantly snap to the ledge and grab it. In Melee, this isn’t the case. You have to sweet spot the ledge yourself. However, in Melee, if you roll off the ledge and are CLEARLY off the ledge, your opponent cannot grab it until your roll animation has ended. That’s dumb. Combining the good parts about both games’ ledge mechanics will make for a better ledge-game.


     – Bring back hitstun


In Brawl, you can cancel your hitstun with an air dodge or move. This makes DI less important and combos nigh-impossible. Basically make it what Melee does, and give the characters real hitstun.


     – No grab armor


I don’t know if this is true in Melee, but in Brawl you can grab through a move so that you take the damage but get the grab. This is ridiculously overpowered and can ruin competitive play when it happens by chance since no one attempts to grab armor moves. Take it out so that grabs aren’t overpowered.


Luckily, I got to see a video of an actual match at the Nintendo show floor at E3, and luckily, it looks like at least one of my three has been met. There’s hitstun.


What I also noticed:


– No auto sweet spot


– Brawl’s air dodge


– No tripping


It’s been confirmed that there’s no tripping, which is good (although it never bothered me to begin with) for those who hated it. I’m very happy they kept Brawl’s air dodge. I think it’s way better than Melee’s. Overall, the game looks faster, too.


The art looks amazing. Even on the 3DS the game looks crisp, but on the Wii U it looks fantastic. The move particle effects are really nice, too, as Smash games have never really had particles come out with their moves. You can definitely see Namco’s influence, there.


The new Smash is really looking good to me. Hopefully my other two big criteria are met. Even if they aren’t, the game’s looking good enough for me to jump back into the competitive scene, so I’m very excited for its release. If you’re a Smash fan, I’d go check out smashbros.com for more info about the characters and some videos. It’s lookin’ hype!!


Just sayin’

Madison Pokémon Regional Recap

Wow, what a weekend!

The weekend began Saturday, when I was picked up by friends Adib and Kamaal and promptly headed for Madison. We had been invited to a small cookout/get together by someone I had met a month ago, Zach, and we stopped there to have some ridiculously good food and awesome conversation with the guys I met. It was a ton of fun, and we even got some multi battles (where Adib’s Honchcrow KO’d 4 of the opposing team’s mons) in alongside Super Smash Bros. and Super Smash Bros. Melee, which were a lot of fun as well.

Mark my words, Kamaal, I’m going to take revenge for that 0-death you had on me!!

The next day was the tournament, which was at one of the nicest venues I’ve ever been to. I wish Smash tournaments were this organized, because besides one little hiccup where someone didn’t get a bye first round, the entire tournament ran incredibly smooth. Swiss rounds (which are simply one round sets) finished very quickly, and it just seemed really organized. Kudos to TCPI for running such a smooth event. I got home before 8 PM, which was awesome considering the tournament had started only 10 hours prior.

I did better than I expected, reaching my goal of going positive in Swiss rounds. I went 4-3, losing to some good players and losing only one match to hax, whereas a lot of my friends had hax play a big role in their wins and losses. I had very little hax in my matches. I guess the RNG gods decided to not mess with me.

I am definitely going to try and practice, however, as I had no time to practice before going in. I’ll definitely be practicing for Nationals with a new idea I came up with on the drive back.

Also, because I absolutely have to, I have to relate to you all a few key moments of my first match. You see, I went up against a guy with a Pachirisu (a very, very weak Pokémon), and a Smeargle. I led Scrafty/Volcarona, and set up a Quiver Dance on Volcarona, which led to it being Toxic’d by Pachirisu. Pachirisu then used Attract on my Scrafty, resulting in it being immobilized by love twice (the most hax I had in a game, by the way), and when he sent out the Smeargle, he used Sketch (which copies a move) onto Scrafty, copying Fake Out (which only works the first turn your mon is out on the field) and used it, resulting in it failing. By the end of the game, my Volcarona had 4 HP left because the only damage that was done to it was through Toxic’s increasing poison.

All in all, the tournament was incredibly fun. I can’t wait to go to Nationals!

Also, shouts out to Espeon for not being dead weight in any match I brought her to.

Just Sayin’