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’

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’.

OPINION: Casual players have less fun than competitive players.

Do any of the following phrases sound familiar?

“I just want to have fun.

“I play for fun.”

“You’re ruining games by playing competitively.”

Maybe you’re one of those who says this to others when getting beaten to a pulp. That’s okay, I understand; I’m just going to point out that your ego is bigger than my ego, and I play games competitively.

Outrageous? Not at all. When hardcore and casual – especially in games with a competitive scene – collide, there’s an almost instant animosity: casuals do not like competitive. Why? Because we, the collective competitive, take away from the experience (apparently), and make games not fun.

Before I delve further, I’m going to define what a casual is for this post (as to not offend everyone. LOL). Casuals are not retired competitive players, they are not players who only play every once in a while, they are not players that respect competitive play; casuals are players who degrade competitive play and players, and complain when they lose to said competitive players by utilizing those three phrases (among others similar to those).

See, the problem with those three phrases are that they implant this kind of hierarchy onto “how to have fun”. “Having fun” is at the top, and “playing competitively” is at the bottom.

I guess now is as good a time as any – casuals, you’re not having as much fun as I am.

See, no one likes to lose. We like to succeed. When we lose, we stop having fun (this is somewhat true – you can learn to accept defeat and still have fun, but I’m digressing). When casuals say they want to play for fun, they’re not just playing a game to “have fun”. No, they’re playing with friends that they can beat, or with a randomness factor so large that sometimes you can’t tell who is better and winning is almost purely by chance (Mario Party comes to mind as an example).

Casuals say that playing a game at a high level takes away from the experience, but think about this: have you ever played through a game and not gotten better at it? Difficulty curve is part of game design; the game is designed to become more difficult as you progress and improve. That means all the casuals who are beating these games are doing so because they’re improving, getting better; they’re playing at a higher level.

They’re justifying their losses by putting down those who are better, or put in more time and effort than they do, but it’s still not fun to lose. They’d be having more fun if they accepted that they’re not going to put effort into a game and will lose to those who do most of the time, or if they start putting in that effort and seeing some results. They’d have more fun if they learned how to take a loss and still have fun instead of getting salty and trying to make excuses as to why they’re getting their ass beat. They’d have more fun if they respected competitive play.

Oh, you play for “fun”? Yeah, right. Everyone wants to be good at what they play. The difference between casual and competitive is that casual blames the competitive for their loss, while the competitive blames themselves (or the game. LOL) for their loss.

Just Sayin’.

REVIEW – Paper Mario: Sticker Star

I’ve been waiting patiently for the moment I could finally write this review. Ever since I first heard about the new Paper Mario game for the 3DS, I was excited. And so, when I finally got my hands on the game the day it came out, I had a lot of hype and expectations riding on it. Did it deliver?

You bet it did!

Plot:

The plot is very standard Mario fare. It’s the Sticker Festival in Decalburg, a part of the Mushroom Kingdom, and during it, Princess Peach is taken by Bowser (again), and it’s up to Mario to save her! There’s really nothing more to say here. It moves the game forward, and that’s what matters.

Characters:

Oh boy. The characters. Besides the ever-amazing Mario, we have Kersti, a sassy sticker from the Sticker Star that joins Mario on his quest, and she is amazing. She calls Kamek a hipster, which not only shows that the people at Intelligent Systems is keeping with current trends, but actively incorporating them.

All the little characters in the game that make an appearance are also great. You can see the time put into every character and their line of dialogue. It’s awesome that, throughout the Paper Mario series, the humor has been consistently enjoyable for me, and that the humor in Paper Mario: Sticker Star holds up wonderfully.

And let’s not forget about the PETEY PIRAHNA cameo (despite him being an incredibly easy boss).

I think the only downside to the characters is that Bowser does not talk. Ever. It’s a little disappointing, but the humor throughout the game with the rest of the cast more than makes up for it.

Atmosphere (Music/Graphics):

The graphics are an awesome twist on the usual Paper Mario style. It looks very similar to Paper Mario and Paper Mario: The Thousand-Year Door, but takes the ‘paper’ aspect a step further. Koopa Troopas fold into their shells to attack, enemies can stack on each other, goombas turn into a paper cone, etc… It’s very paper, and that makes it very awesome! One of the bosses is literally made out of paper, and there are references to being in a paper world all the time. There are a ton of references to older games in characters/the world you explore (I’m not going to give an away).

The music is also great. Many of the songs reference old games, but the new music is also great. The battle music, from normal battles to the final boss, are all very memorable. I still hum the battle music in my head sometimes.

Gameplay:

And here it is! Taking a page from the old Paper Mario games, turn-based battles are back. The difference? No partners, no badges, no experience. Just stickers.

It works like this: as you explore, you’ll see stickers laying around, and you can peel them off store them in a sticker album you have. You can then use these stickers to do battle with enemies. Right away, you can see that management of stickers is key. If you’re not prepared for anything, you may find yourself losing to a spiky goomba because you don’t have any iron jump or hammer stickers and you’ll have to run.

The stickers themselves are pretty standard – you have a jump, hammer, fire flower, mushroom, and various others that are references to games in the past and some items used in the Paper Mario series.

Like in the old games, Action Commands are here, and believe me when I say that anyone who has played the old games will probably be successful figuring these out.

So, you have all these stickers, but there’s more to them than just battling. You can also use them to change the environment and solve puzzles. To do that, Kersti allows you to “paperize” objects in the world. Many puzzles involve you peeling off a part of the world and putting it back where it belongs, while others are sticking certain stickers to unlock a door.

What’s more, there are ‘things’: 3D objects (like scissors, a fan, etc…) that you can collect and turn into stickers to solve puzzles and use in battle. These stickers are HUGE, so you can’t carry too many of them or else you won’t have enough stickers after a few battles. But, these stickers are incredibly powerful in battle, and many of the bosses are specifically wear to a certain thing sticker.

And the biggest part of battling is how you attack. Some stickers attack every enemy. Some only attack one. When there’s more than one enemy, you will always attack the enemy in front. That means that you have to carefully plan out which stickers you’ll be using so you don’t waste any. You can also use the Battle Spinner, which, if you match up two or three, allows you to use 2 or 3 stickers in one turn. Of course, you’ll notice that your first sticker will attack the enemy in front, the 2nd in back, and so on. Planning out stickers is very important, especially in the later levels when enemies do a ton of damage, even when you block.

So, since there’s no experience, the only way to grow stronger is to get better stickers. You start out with normal stickers, but soon you’re able to obtain shiny and flashy stickers, which are much more powerful. You also will collect HP-Up Hearts, which increase your HP by 5.

——

Paper Mario: Sticker Star is a throwback to the old games that everyone loves with some new twists and a really, really awesome combat system. If you’re a fan of the Paper Mario franchise, you must buy this game – you won’t be disappointed. Even if you’re not, I think you’d be hard-pressed to really dislike this game.

Score:

Plot: 6/10

Characters: 10/10

Atmosphere: 10/10

Gameplay: 10/10

Final Score: 9/10

Just sayin’

Youmacon 2012 Recap

As finals loom around the corner for me, I went with a couple friends to Youmacon the past weekend, and it was awesome! Here’s a small recap:

– My friend Mike’s rainbow radio.

– Circling the Renaissance Center 4 times before finally figuring out where to stop so I could go check in.

– Circling the Renaissance Center an additional 2 times to find parking. We got a fantastic spot!

– Detroit is a nice city at night. It looks awful during the day. And it was empty! There were a few homeless guys, but other than that, there was no one walking around except con-goers. It was a strange sight for someone who walks around Chicago almost every day.

– I forgot to bring Brawl, so I spent a couple hours looking for an ISO and downloading it, only to find that it didn’t work. In the couple nights that followed, we found that we didn’t have enough Wiimotes to play New Super Mario Bros. Wii, and Mario Kart Wii kept freezing. At least Mario Party 2 and Smash 64 worked!

– Watching CPU’s in Mario Party 2 is hilarious. LOL.

– We waited 3 hours for pre-reg on Friday. The normal registration line moved faster than we were! On the flip side, I got over 30 passes in Pokémon just by waiting in line.

– When we found the casual game room, I went to go play Brawl, and cheered for some Link player who got absolutely bodied because of me. LOL.

– After he got up and I sat down, the kid who had just won (and told me when I asked if I could get in that he, “needed a challenge,” very rudely told me that I could enter my name at the character select screen instead of in the options, and I had to explain to him that I have my own personalized controls. I then proceeded to win.

– My friend Mike then sat down, and the kid told him, as Mike was entering his own controls, that his controls were fine. He was soooo salty that he lost to me the round before. LOL. I don’t like rude kids, so I went Mario, told Mike to go Luigi, and proceeded to absolutely annihilate him. Don’t be rude to ex-competitive Brawl players, son!

– We watched two godlike American Dad and Family Guy episodes.

– Room service for the Marriott is godlike. We got a pizza on a super-fancy table, complete with silverware and glasses of water! The pizza was the best food I had the entire weekend.

– I got an ice cream cone at McDonald’s, and the woman (who was clearly stressed out) gave me a huge-ass cone, and I accidentally said, “Holy shit,” as I got it, and told her that she made the best ice cream cone I’ve ever gotten, which I’m sure brightened her evening considering all the rude people she must’ve encountered.

– For the first time, I didn’t finish an ice cream cone from McDonald’s.

– LIVE ACTION MARIO PARTY!

– I participated in the dancing mini game and totally got jipped of winning my team 10 coins because the judge systematically kicked me and the other guy off, and let the two girls participating dance for another minute until making his decision. Next year I’m gonna bust out shit that’ll guarantee me a win!

– Hanging out with the Michigan Brawl scene was super fun. I wish I could see them more often.

– I beat some kid in Pokémon with just Sigilyph because he let me set up all 6 Cosmic Powers. He was mad. LOL.

– I need to make a shirt signifying that I’m not Ash Ketchum, but Slam Dunkum! I also need a B-Ball Pokéball to make the costume complete.

– Watching Marvel was hyyyyype! I gotta start stream monstering more.

– I think I should go to more panels. I only went to one: Live Action Mario Party.

– If I had a swag coach, he wouldn’t want me to tell people that I have a swag coach, so I do not have a swag coach

– SWAG!

– The Dealer’s Room was awesome, though not as good as ACen’s. Still, I got a sweet Youmacon shot glass and some sick art from Artist’s Alley. I didn’t buy anything crazy like I did at ACen, and I’m glad I didn’t. $80 for an Espeon plush? No thanks.

– It is nigh impossible to find Clannad merchandise, and it’s impossible to find Nagisa Furukawa. I just want one Nagisa plush, dammit! Is that too much to ask for?!

– On Sunday, I walked down 46 flights of stairs with my suitcase and backpack. My legs are still sore today!

– I bought 8-bit sunglasses and wore them inside and at night. During the car ride home, when the sun was in my eyes, I didn’t wear them. LOL.

And that’s it! Overall, the weekend was awesome. If I have enough money, I’ll definitely be attending next year!

REVIEW: New Super Mario Bros. 2

New Super Mario Bros. 2, according to most reviews that I was reading online, was sub-par compared to its predecessor, New Super Mario Bros. So when I picked it up and started playing with my brother, I wasn’t expecting too much, and what I got was something that, to me, was just as good as – if not better – than New Super Mario Bros.

Atmosphere (Music/Graphics):

This is the worst part of New Super Mario Bros. 2. The graphics and music are exactly the same as New Super Mario Bros. and New Super Mario Bros. Wii. While those worlds, models, backgrounds, and music are all passable and allow you to enjoy the game, I was hoping for something a little different. Maybe a different song here and an entirely new level there. If you look at New Super Mario Bros. U, you notice that the style of the game is completely different in backgrounds and in actual models (except for Mario), and I was hoping they’d do something like that with New Super Mario Bros. 2. I mean, would it have killed Nintendo to put in a monochrome or all gold/silver world? That would’ve been cool!

Gameplay:

Where New Super Mario Bros. 2 excels is in its gameplay. I haven’t really played the game solo yet, instead opting to complete the game with my brother, but I would assume it’s still as fun as the rest of the New Super Mario Bros. series. The amount of coins is the only difference you’re going to see in gameplay, and while you’ll probably be obtaining a ridiculous amount of lives, the levels aren’t drop-dead easy, and trying to get as many coins as possible is harder than you think. But let’s talk about the co-op.

The co-op is, simply put, fantastic. Not only do you get a x2 coin bonus when both Mario and Luigi are on-screen, but the levels are just begging to be played in co-op. So far, there is only one level my brother and I found ridiculously difficult with two players, but other than that, every level has been awesome for co-op. In reviews, I heard that the camera is a gripe, but I disagree. My brother and I have been able to stay on-screen for most of our time playing, and when we haven’t, there’s the ever-omnipotent bubble to bring us back together. Many of the harder challenges in single-player (like getting to a specific warp pipe) is made simple in co-op, but it still requires a degree of skill to learn how to bounce each other around (especially when moving forward).

The camera itself will not only focus on Mario. If Mario dies, Luigi is the first to go through a warp pipe, or Luigi reaches the checkpoint first, the camera will switch to him (and vice-versa if the camera is on Luigi). Also, you can take the camera away performing a ground pound on the bro with the camera. Sometimes, the bro without the camera will fall behind and be caught in a bubble loop, but this has happened so few times that it’s negligible to really talk about. If you and your friend are roughly the same level of player, you shouldn’t be having any problems with the camera.

Aside from the co-op, there’s one extra feature that I am currently addicted to, and that is Coin Rush. Coin Rush is very simple – you are randomly selected 3 levels (the last always being a mid-point or ending castle), and you have 100 seconds for each level to get through it as fast as you can and collect as many coins as you can. As a gamer who loves to speed run, this mode is right up my alley, and I love it.

The best part is the ability to play as either regular Mario or White Raccoon Mario (which is a Tanooki Suit and Star combined). This lends itself to some rather interesting strategy – should you play as regular Mario or White Raccoon Mario? I’m sure some of you are thinking White Raccoon Mario, but you’d be wrong – regular Mario is usually the better choice, and here’s why: golden hoops. If you go through a red hoop, you have the ability to get 8 red coins – if you go through a golden hoop, then every enemy becomes golden and has different properties to earn coins (Koopas leave a trail of coins behind them, Lakitus throw coins, Boos spawn coins behind them and run away from you, etc…). As regular Mario, you can take advantage of jumping on Goombas and earning more coins with every consecutive bounce or following a golden koopa shell as it spawns coins after being kicked. Regular Mario has access to the Gold Fire Flower, which makes Mario’s Fire Ball turn everything into coins. White Raccoon Mario does not have access to those, and that really makes the difference in the amount of coins you can get. However, there are certain levels where White Raccoon Mario outperforms regular Mario.

Now, since it’s random when playing normal Coin Rush, this isn’t really something to think about – but when you start using Street Pass to pass along your best record (which you can save), you can challenge those records (meaning you play the same three levels they did), and that’s where picking which Mario to play becomes important.

New Super Mario Bros. 2, while really lacking new graphics and music, makes up for it with its incredible co-op and surprisingly deep Coin Rush mode. If you’re a fan of the New Super Mario Bros. series, definitely pick this game up.

Score:

Atmosphere: 5/10

Gameplay: 10/10

Overall: 7/10

Just sayin’