REVIEW: Pictobits

Every month, Club Nintendo releases a set of games that are available on the Wii Shop Channel or the 3DS e-Shop as rewards for coins. These are usually priced at 150 coins, and, like with Super Mario Kart, some of them are absolute gems. Pictobits is one of those gems.

Atmosphere (Music/Graphics):

It’s 8-bit! Who doesn’t love 8-bit? The puzzle pieces look very similar to Tetris, giving it a very nostalgic feel. The music, remixed versions of the original songs (still 8-bit!) are great! I got into it and started playing to the beat of the songs, and it was awesome to hear the originals remixed with 8-bit, keeping everything simple and themed.

I found myself replaying a few levels just because the music was that awesome!

Gameplay:

The gameplay is actually relatively simple. Colored blocks are falling from the sky, and you have three rows of various colored blocks to make a column or row of 4 or a 2×2 box minimum by manipulating them with your stylus. You can make a row stretching across the entire screen if the falling pieces present themselves that way or a 5×2 box – the combinations make up a big part of the way the game plays. If the falling pieces hit your blocks and don’t make a match, they turn into blocks themselves.

Once you make a match, time freezes, and any pieces attached the to completed piece start to fall faster after the completed piece disappears – this gives you time to set up blocks so that they fall into matches and link together. You can go up to a maximum of 9 links, and I’ll explain why in a second.

You can touch an untouched block with your stylus and have the entire block of puzzle pieces fall quickly to extend your combo if you’re quick enough, and any match you make during the time freeze will extend your combo.

So, why only a maximum of 9 before it stops counting? Because of the goal of the game. The goal of the game is to uncover the level’s hidden character(s). You do this by completing puzzle pieces. If you complete a column of 4, then 4 bits fly to the top screen and fill in 4 bits of that character. If you do a combo, you’ll get 8 bits for 2 links, 12 bits for 3 links, and so on and so forth until you can get a whopping 36 bits for link 9, and that’s only for combing with 4 bits. If you combo with larger blocks, rows, and columns you can get into the 60’s of bits!

The difficulty increases as you complete the character. In the beginning, the music is just some beats and a very small rhythm. As you complete the character, the music begins to fill itself in with the parts of the game pertaining to that character, and once you’re 3/4 of the way done, the entire song comes out and plays as you finish the character. As the music picks up, the puzzle pieces fall faster, making it harder to combo.

It’s actually pretty simple, but the game throws a few curveballs in – there are blocks that can’t be moved (marked by an ‘x’), so they must be completed to disappear. There’s also the Pow Block and coins. Completing a 2×2 or higher block gives you one coin, and any unmovable blocks give one coin when matched – but what are they for? Besides buying the Dark levels (harder versions of the original levels) and music to listen to, they’re for restoring spaces in your block holder.

At the start of any level, you can store up to 10 blocks to then put down and make matches. If, for whatever reason, you find yourself in a tight spot, you can press the Pow Block in the lower left-hand corner to erase a few lines of your stack and make the rest come crashing down to the bottom of the screen. However, it comes with a price – you lose one spot in your block holder, meaning you now can only hold 9 blocks. If you have 5 coins, however, you can buy one spot back. It’s a very balanced system, and extremely useful during the later levels when you’ll be using the Pow Block more than a few times.

There’s some replay value in Pictobits, but only in its Dark levels that need to be unlocked and in getting enough coins to unlock all the music. Or, for those who are hardcore, you can try to get the highest score, and if that’s the case the replay value is great!

And finally, the controls – in short, the stylus works wonderfully. There’s nothing more to say about it except I’m glad it used the stylus instead of the D-Pad.

Pictobits is one of those games that you pick up, beat, and then come back to when you have a few minutes to kill and want to play something you know you’ll enjoy – it’s got great music and intuitive gameplay, and it’s something I’ll be playing whenever I’m bored or want a puzzle game with fantastic music! If you’ve got 150 coins to spare on Club Nintendo or a few extra dollars, pick up Pictobits; you won’t be disappointed.

Score:

Atmosphere: 9/10

Gameplay: 9/10

Overall: 9/10

Just sayin’

The Patriarchal Double-Standard (in geek culture)

Anime Central (ACen) is around the corner, and so I’ve begun browsing the forums to start planning out my weekend. As I did so, a topic caught my eye entitled, “Nerds and Male Privilege.” It linked to an article on Kotaku entitled the name of the thread, and so I gave it a read. It was an interesting read, and I agree with a lot of the points the author made, but I wanted to chime in with my own opinions since they address what I think permeates a lot of the comments on both the ACen thread and the article on Kotaku, and it’s this strange assumption that men don’t really suffer from hyper-sexualization of their gender.

I thought that we’ve made progress as a society towards gender equality, but it looks like I’m wrong. I understand that the geek community is but a facet of society, but as it grows, it’s hard not to see where this generation is headed – hyper-sexualization of both men and women.

I’m not trying to downplay the hyper-sexualization of women, whom have it far worse than men do currently. I just want to expose that while women are on the short end of the stick, they’re also facilitating the very society that oppress them, and that men need to be treated differently, too.

I want to be clear, here: I am NOT downplaying the oppression of women and the disgusting superiority of men.

I guess my main point is that men and women need to reevaluate how they perceive each other, especially in the gaming world. A little more simply put: the hyper-sexualization of men facilitates the hyper-sexualization of women.

Let’s start with a quick example when it comes to hyper-sexualization. The article on Kotaku talks about Batman: Arkham City, and quickly shows three prominent male characters, then shows three female characters. Obviously, the females are hyper-sexualized in their costumes, but let’s take a moment to look at the men, specifically Batman, the protagonist. Look at how good he looks. Look at how badass he looks. Your typical argument against that is, “That’s not nearly as hyper-sexualized as women. It’s seen as positive hyper-sexualization.”

Is it, though? If women are saying that this isn’t bad, they’re essentially saying that there’s no standard for good looking men. But there are. Men are becoming just as conscious about themselves as women are when it comes to looking good. Batman is hyper-sexualized in the sense that it portrays men with power and muscle. They can’t be looking goofy and fun – they need to look serious and dedicated to what they do.

Have you ever seen a really badass male that isn’t smiling and fun-loving most of the time? Obviously, there are those gems, just like there are gems containing non-hyper-sexualized women. This is one of the points that I think the author of the Kotaku article really falls short. He catches these kinds of reactions, completely excluding some really valid points it has – for example, how this hyper-sexualization might make homosexual males feel uncomfortable because of how homosexuals are portrayed in a sarcastic and goofy light most of the time, but soon grow to be more serious because that’s what men should rise to be.

If that doesn’t make sense, think about it this way – in high school (even college), you’ve got a lot of guys who rise to fit what society deems to be a good teen male (muscular, likes to party, confrontational), and you’ve got the girls who are attracted to them and not the ‘nerds’ because they’re not the norm. Mothers tell their sons that they can’t show weakness, and in the business world money (power) is heard more than a logical voice.

There was a comment made by a guy saying it disturbs him when people complain about sexist comments, and the retort made by a female said that she can’t enjoy playing games (like he does) because of the sexist comments. He said to ignore them, and she said ignoring them isn’t the right option, and that he isn’t the one receiving those comments. There’s a kernel of truth in there – don’t ignore issues that need to be brought up, but saying that he isn’t receiving any kind of abuse, I think, is wrong. It’s very true that women are receiving a lot of shit, and that when they think they’re being hyper-sexualized that their opinion is turned down, but here’s what’s false – men aren’t completely benefiting from hyper-sexualization.

In fact, men complaining is a sign of weakness. They should, “man up,” and just take it according to our patriarchal society. So why would they complain when they think men are being portrayed wrong? When something comes up, they’re supposed to ignore it, just like that commenter said as a response, and force themselves to think they’re being portrayed positively.

Do you see the problem?

Men are portrayed positively, but it has a negative impact on them, and this facilitates the negative treatment of women.

Patriarchy has changed into a lethal double-edged sword that cuts men deep, women more deeply, but it takes a cold, hard stab at gender equality, giving men an impression of power and privileges that they’re afraid of losing because they won’t be the standard man. It emotionally cripples men, and strips women of power. Obviously, women are still getting the short end of the stick, but the point here is that men are suffering, too, but they’re not taught that they’re suffering and so internalize a false state of mind where they think they’re fine, but they’re not.

I want more clothes on women, too, but before that happens, we need to take the muscle out of men and grant them their emotions. Once we end the hyper-sexualization of men, we can tackle the hyper-sexualization of women, and maybe, just maybe, achieve gender equality.

Just sayin’.

REVIEW: Kid Icarus Uprising


I remember two years ago, during the summer, I woke up, poured myself a bowl of Frosted Mini Wheats, and watched Nintendo’s E3 press conference, where they unveiled something I’ve been excited for since it was announced – Kid Icarus: Uprising.

Now, weeks after its release, and I’ve finally gotten around to beating it. That means it’s time for a review!

Plot:

Let’s start with the plot. It’s been 25 years since Medusa took over Sky World and imprisoned Paulutena, the Goddess of Light. Now, she’s returned with a vengeance, and Pit must stop her once again! The actual plot is actually pretty awesome, especially once you hit Hades and Pyyhron. It’s not too serious, and the characters play off the plot really well. Actually, it’s awesome to see that the characters are what really drive the plot this time. The entire plot is set in motion through Hades, and it’s driven by Paulutena, Hades, and Viridi. It’s good, but it gets crazy and outlandish (space pirates? Really?), and while those outlandish parts can be pretty cool, it just didn’t really strike me as coherent to the world.

Characters:

This is where Uprising really shines. The characters are, in short, fantastic. They’re full of color and vibrance, both in appearance and in personalities. The way Paulutena and Pit joke around while you’re beating up enemies really gives a sense of how confident the two are. The way they grow serious during a few boss battles also gives way to show that they never mess around. It’s funny. Scratch that, it’s hilarious. Hades, Viridi, Pyyrhon (oh my god Pyyrhon), and even Medusa all make the game’s campaign so, so enjoyable. Don’t even get me started on some of the bosses!

The dialogue is flawless. The way the characters play off of each other (especially Pit and Viridi) is incredibly well-done, and the writing is nothing short of fantastic. And the best part is, despite the comedic dialogue, the characters do grow and mature. To see Pit not rely on Paulutena, to see Dark Pit accept Paulutena, to see Viridi grow to help Pit instead of oppose him (despite her denying it) all really facilitate good plot and character development, and to be able to do all that with a comedy act is really impressive. If you’ve been looking for good dialogue and character in a game, stop reading this right now and go get Uprising. It’s shortcomings will not stop this game from pleasing you.

Atmosphere (Music/Graphics):

Uprising smashes this category into pieces. The music is great for every level and every boss battle. The graphics, from the Underworld to space, are incredibly done, and everything looks crisp in 3D. DId I mention how good the 3D is? It’s fantastic. Everything about the music and graphics are fantastic. Then only gripe I can see is that the menu looks almost exactly like Super Smash Bros. Brawl‘s menu, which actually makes sense given that both were made by the same team.

Gameplay:

This is Uprising’s weakest point, but even at its weakest point, it’s still good. There are a lot of plusses to Uprising, from the difficulty scale (for those who want to enjoy the story and those who want a real challenge) to weapon fusing. The difficulty scale affects items received and rewards given – the more hearts (money) you bet, the better the rewards.

Weapon Fusing allows you to fuse together two weapons to create a more powerful weapon with abilities gained from the two fused weapons. It’s an awesome feature, and while we’re at it, let’s talk about the amount of weapons: bows, blades, clubs, palms, claws, staffs, cannons, orbiters – there’s so many, and each with a different aesthetic look (including shots fired) and different individual stats that you can’t help but try to test them all out! I found myself liking the bows, clubs, orbiters, and palms the best.

And then there are abilities, which grant Pit status boosts and the ability to inflict status on others for a short amount of time. All of them are pretty useful, and they’re all fun to use.

But, there are some downfalls. Let’s talk about the controls, which by no means are bad. They’re actually pretty intuitive and make sense. Hold the L button to fire, joystick to move, and touch screen to aim. Pretty nice, yeah? Here’s the problem: holding your 3DS like that can get a bit…uncomfortable. You almost HAVE to use that stand, and even then it felt weird to me. Of course, I found a way that works for me (by setting it on my lap), but I never truly felt comfortable while playing Uprising, especially during ground battles.

And the Multiplayer…well, I haven’t really played it much because I didn’t get hooked when I played. It’s fun, but it wasn’t fun enough for me to want to continue playing it. I enjoyed the campaign much, much more.

All in all, Kid Icarus: Uprising is sure to please, I think. Whether you’re new to the series or familiar thanks to Super Smash Bros. Brawl or the original Kid Icarus, you’ll enjoy a lot of what Uprising has to offer. And unlike me, you may even find the Multiplayer more captivating the controls less uncomfortable.

I highly recommend!

Score:

Plot: 8/10

Characters: 10/10

Atmosphere: 10/10

Gameplay: 7/10

Overall: 9/10

Just sayin’.

Why Super Mario 3D Land has the perfect difficulty scale


My girlfriend recently started playing Super Mario Advance 4, and as I watched her play I noticed something – she was having a much harder time playing Super Mario Bros. 3 (which is what Super Mario Advance 4 contains) than Super Mario 3D Land (SM3DL), a game I had suggested to her a while back. I began to wonder to myself why she was having such a hard time with Super Mario Bros. 3, when a thought came to me – Super Mario Bros. 3 has a high learning curve.

To the gamers out there who played the Super Mario Bros. franchise, this may seem a little off. I myself remember Super Mario Bros. 3 to be extremely easy – maybe a little long for my younger self, but definitely not difficult, and when I played it as Super Mario Advance 4 it was even easier. So why, I thought to myself, did Super Mario Bros. 3 have a high learning curve?

I thought back to Super Mario 3D Land (SM3DL). She had almost no experience playing, yet has been able to make it to World 5, and I realized why she’s been doing well: SM3DL has the perfect difficulty scale.

Let me explain. If you die 5 times on a single level in SM3DL, you are given a Tanooki Suit with infinite invincibility. This is for those who are having trouble dealing with the enemies and natural hazards in the game. Now, if you die 10 times on a single level, then you’re given a P Wing (I didn’t know this existed until she played the game), which takes you to the end of the level, no questions asked. This includes boss levels, and this can help alleviate a level that requires platforming that is too great for the player.

The Invincible Tanooki Suit

Mario in the invincible tanooki suit.

This may seem like a cop-out, but keep reading. At a certain point, levels start becoming blocked off unless you have a certain number of special coins. You can collect 3 special coins per level, and you must collect them without dying to obtain them.

When I was playing, I thought to myself, “this is stupid. Why would they impose these limits on players? It’s busy work.” But as I watched my girlfriend play, it dawned on me – they’re to stop the really bad players from breezing through the game with the super-powerful items. They’re forced to go through those levels that they may have used the P Wing for and get those coins, otherwise they won’t be able to progress at all, and hopefully, by the time they’re forced to collect those coins, they’ve improved to the point where they use those items a little less. It forces improvement while still allowing them to progress slowly so they don’t stop playing in frustration.

And for players like myself, the coins serve as a way to increase the difficulty. The game was easy, but collecting the coins in every level was difficult, and doing the same thing in the Special Worlds made it that much more difficult, so the game gave a satisfying sense of challenge, so besides catering to the casuals, it caters to the hardcore, creating the perfect difficulty scale. It can be as difficult as you, the player, make it to be.

Just sayin’.

REVIEW: Devil Survivor 2

Ah, Spring is here, and that means my Spring Break is over. Yeah, that sucks, but I enjoy walking around Chicago during nice weather, so I can’t complain, especially since I have some new games to play and review! One such game is Shin Megami Tensei: Devil Survivor 2.

I’ve always been a fan of Atlus. I love the challenge presented by their games, especially the Shin Megami Tensei series, and one particular series caught me since the first game: Devil Survivor. It is one of my favorite DS games to-date. I love the battle system, I love the characters, I love the story, and Devil Survivor 2 takes it and makes it better in more than a few ways, but it’s not without its small drawbacks.

Plot:

This is, actually, the one part I think is the worst part of this game (although it’s still a great plot). You are the 18-year-old Hero, and after signing into Nicaea, the dead-face delivery site, you view a death clip of yourself dying. As the scene plays itself out after an earthquake, a demon saves you, and you are born as a Demon Tamer. As you try to figure out what’s happening, you encounter JP’s, Japan’s supernatural special ops team designed specifically for crises such as this. You decide to help them figure out what’s going on, and as the week progresses you find a group against JP’s and that the world is being eaten by what’s called the “Void”. I won’t spoil anything, which is why the description is so vague, but compared to Devil Survivor the story is on a much grander scale, and while I enjoy the story, I liked that the setting was only Tokyo in Devil Survivor. I also liked the Heaven and Hell story more than the Void and supernatural beings that aren’t demons, but Devil Survivor 2 plays its story very well, and I still enjoyed it more than most games.

Characters:

Here Devil Survivor 2 does a fantastic job. It is definitely on par with Devil Survivor’s character, which is awesome because those characters were great. This time there are way more characters to use than in Devil Survivor, and they’re all great. I think the only characters I didn’t care too much for were Hinako and Keita, and that’s because they didn’t interest me more than the other characters.

There’s Io, too soft spoken and avoiding of conflict, Daichi, who is too immature and scared to really come to grips with reality, Makoto, the JP’s member who is too loyal to her group to think for herself, Jungo, the chef who dislikes fighting, and many, many more! They all have their own stories to tell, and some of them are really touching (especially Jungo’s. I almost shed a tear for his).

Atmosphere (Music/Graphics):

The graphics aren’t really anything new, although some of the cutscenes are very well done and surpass Devil Survivor’s. The music, however, has upgraded substantially for me. The battle music was good, but the theme for the Anguished One, the boss battles, and the mood music were great. All of it really captured most of the emotions of the scenes. Loved all of it! And the opening and ending themes were pretty awesome, too.

Gameplay:

Here it is, the big guy. Devil Survivor’s gameplay was fantastic. It brought a whole new way to summon demons through your cell phone with apps, and that gameplay is still here, and still great. In fact, some of the new skills (Like multi-hit/multi-strike), are really cool and give some characters (*coughDaichicough) a chance to shine where they normally wouldn’t. However, there are some little things I’d like to point out:

First is the fate system. When I first got this system, I said to myself, “Wow, really? This is dumb.”

Then amazing happened.

People had non-skill resistances, JOINT SKILL CRACKING, and SDTP. Resistances are self-explanatory. Skill cracking is how you gain new skills, and in Devil Survivor, many of the boss battles required you to really plan how you would tackle those skills because only the one who is set to crack a skill can crack it. Not this time. Now, if you get someone’s fate high enough, you’re allowed to have either of the two crack the skill. This makes cracking two skills on on character possible, where it wasn’t in Devil Survivor. This. Is. AWESOME.

I was able to crack 3 skills off one guy because I had two others with a high enough fate level. It’s incredible. INCREDIBLE!

SDTP is the ability to instantly send a demon to the Hero (and vice-versa). It’s not really that useful, but it saved me in a couple boss battles. It’s not as good as summoning a new demon, but it’s useful when you know it will be.

Next are some of the skills. Pierce and Assassinate are dumb. When you’ve got a nicely built team and you die because someone uses Assassinate and instantly kills you, it’s a little frustrating, especially when they go first because of the initiative bonus. Yeah, it’s great when you have it, but I still think it’s a dumb skill.

Pierce is next. Let me preface this by saying that there is absolutely no way around Null/Reflect/Drain Fire, Ice, Electric, Force, Curse. Yet, yet, there is something that completely dominates Null/Reflect/Drain Phys, and that would be Pierce. Now, this only applies to whoever holds the skill, but the very idea of being able to negate any Null/Reflect/Drain is ridiculous, especially when you can’t negate any of the magic resist skills. I used Pierce to completely wipe the floor with Daichi, and it required no strategic thinking or planning for demons because he literally went in with Multi-Strike/Pierce and killed everything that wasn’t a boss. It took away from some of the late-game planning because of that.

Those are but two skills, though. The rest of it is great. Auctioning, fusing, and the Demon Compendium are all still there, and they’re all still awesome. One new thing about fusing are add-ons, which are little boosts you can add to a fused demon. They vary from some of them give the demon access to all of your cracked skills of a certain element to increasing stats.

And that’s that. Overall, Devil Survivor 2 outclasses Devil Survivor, and I highly recommend it to any fan of the Shin Megami Tensei series!

Score:

Plot: 8/10

Characters: 10/10

Atmosphere: 7/10

Gameplay: 8/10

Overall: 8/10

Just sayin’.

The Mass Effect 3 Rageathon

From what I remember, it all started with hype. Y’know that feeling that you get when a new game’s coming out or something truly incredible happens; yeah, that hype. It swept over them, causing songs of joy and excitement to be played and heard all across the world.

But, it was only a matter of time…

The hype eventually turned into disappointment. It wasn’t what they thought it would be. They thought it was going to be great, but it turned out subpar. They were promised an ending, but instead were given a bad ending. This disappointment planted its seeds, growing with each passing minute until they saw the ending and it sprouted into hatred. This hatred blossomed into rage, and here we are, now filing federal complaints because of the ending to Mass Effect 3.

I didn’t know about the apparent “rageathon” until earlier this week when I decided to peruse the Mass Effect 3 thread on ACen’s community forums. It was there that I saw the shadow of doubt and the seeds of disappointment being woven into the hearts and minds of those hyped people. I almost shed a tear, knowing what was going to happen next.

And yesterday, as I tried to decide what to write about, an article on Kotaku answered my plea for a subject – a user on Bioware‘s forums filed a federal case because of how disappointed he was. According to Kotaku, user “El_Spiko” went to the Federal Trade Commission‘s website and filed a complaint for false advertising because of how Electronic Arts and the Better Business Bureau advertised Mass Effect 3. According to him, they promised a stellar ending, so I dug into the Internet and wanted to see exactly what the fans were being told, and I actually did find a thread that has a rather comprehensive list of quotes from interviews about the ending and the game itself (complete with links to these interviews).

So, I read through a lot of them, and as an outsider (I’ve never played the series. I’ve never really been interested), they looked like really big claims. From what I gathered from reading some of the comments in the thread, I’m guessing that the ending is roughly the same for everyone, no matter what choices you make, and Bioware specifically promised them that each ending would be unique based on how you played.

Now, a lot of comments are saying that the guy is going overboard, that this lawsuit is frivolous. I don’t think the lawsuit was a wise decision; in fact, I think it’s hilarious that this guy is really getting this worked up over an ending, but hey, if the guy’s pissed about being lied to, then there’s nothing actually wrong with him filing the complaint. Bioware did promise a lot, and from what I’m looking at, it seems like they didn’t keep a lot of those promises, and that is false advertising, so El_Spiko is not in the wrong.

If anything progresses from this, you just have to hope that El_Spiko knows what he’s doing.

Just sayin’

LINK TO THREAD:

http://social.bioware.com/forum/1/topic/355/index/10056886