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’

Was E3 2012 as horrible as it was made out to be?

E3, one of the big gaming events of the year, was last week, and although I had finals, I did take some time to explore E3 and what it had to offer. As I perused, I noticed that almost everyone held the same opinion about the event as a whole – that it sucked. And I found myself disagreeing. Ultimately, I think it’s because too many gamers aren’t critically thinking about what decisions each company has to make and because they were expecting big surprises, but I digress; let’s dive into the big three conferences, first:

Microsoft:

This was the worst conference according to popular opinion, and I do agree that Microsoft’s was under the bar. There was a lot of ‘apps’ being shown and not a lot of games – of course, there was Halo 4, Gears of War, and the like, but this is a problem that every company had – a lot of their games shown were of franchises that have been out for years. In short, they’re safe bets, but I’ll talk about why I don’t think this is that bad later. Besides that, Smart Glass looks cool – if they can pull something off with it next year I’ll be impressed.

It seems to me that Microsoft is trying its arrest to be that one system that every family wants to have – a true entertainment hub. Honestly, I think it’ll do fine – great, even – if it gets there. I think anyone can see why they’re trying to go for the ‘entertainment hub’ angle. If they beat Sony to the punch, they’ll pull out ahead.

Sony:

Sony’s was definitely better – a new God of War, Tomb Raider, Beyond, and The Last of Us all looked solid, and as you can see, a mix of some newer games. There was a lot about the Vita and ‘apps’, though, which disappointed a lot of people, but like Microsoft, Sony is trying to be a hub of entertainment for people. Sony’s style usually is, “take something and make it better,” so when you look at how Sony has developed, it’s easy to see why they’re trying to bring out new material to show that they can make better ‘apps’ than Microsoft and Nintendo. And they still had some great-looking games thrown in. The Wonderbook is a huge source of anger for gamers, but I found this to be fascinating. I realize that many hardcore gamers think this is trash, but look at the possibilities! Now, Sony has a way to compete with Nintendo for younger ages. In a market where Nintendo generally dominates the younger market thanks to kid-friendly characters like Mario and Kirby, parents may now decide to purchase a Playstation and Wonderbook instead.

It has to be good, so I’m not really sold, but it has a lot of potential.

Nintendo:

Because Nintendo is more of a first-party developer than a third-party one like Microsoft and Sony, it had a lot more on the line when it came to their franchises. What’s more, it had 3 conferences to cover everything it wanted to. I only saw the press conference and 3DS Showcase, so that’s what I’ll be talking about here.

The press conference, I thought, was just as good as Sony’s. The Wii U looks awesome, and I can’t wait to get my hands on one. What really jumped at me was Paper Mario: Sticker Star, Pikmin 3, Luigi’s Mansion: Dark Moon, and ZombiU. All of them look awesome, and because I am a huge fan of Nintendo, I do intend to purchase all of those games. The Super Mario’s looked good, and Nintendo Land looked interesting and fun. One of my problems with the conference was how long they took to explain one mini-game in Nintendo Land. It was really stupid. Besides that, Nintendo’s press conference, I thought, was good.

Their 3DS showcase was, for me, AWESOME. I got to finally see some real Paper Mario: Sticker Star gameplay, which I’ve been wanting for a long time, and hearing the New Super Mario Bros. 2 is co-op was a pleasant surprise. The new Castlevania game coming to 3DS looked nice, and they showed Luigi’s Mansion: Dark Moon and Kingdom Hearts: Dream Drop Distance with better trailers than ones I had seen before. The new Epic Mickey I did not care for, and it didn’t look very good to me.

——

All in all, I enjoyed all three conferences, which many people I talked to were surprised to hear. Many wanted something new and big. They wanted a huge surprise like Ubisoft’s Watch Dogs (which does look sick!) but instead got games that were, as I said before, safe bets. But that isn’t bad. Nintendo, Microsoft, and Sony all laid their new cards (Wii U, Smart Glass, Wonderbook) on the table, and to complement that they laid out games that will, more or less, sell well. This allows them to work on new games and hopefully have some big surprises next year.

The 3DS showcase garnered a lot of disappointment because it only showed games we had already heard of and games releasing this year, and this is not just Nintendo – all three companies were getting complaints about this. To that, I ask – why would they show you something that’s going to be released next year? Wouldn’t that be something for another event like the Tokyo Game Show? Maybe next year’s E3? It just didn’t make sense to me.

While I was watching the 3DS showcase, all the comments were, “Where’s the new Animal Crossing/Zelda/Fire Emblem?!” Hey, guys, ever thought about them coming out next year? Why get gameplay for something that’s not going to come out for another year or two? That’s a stupid thing to do, in my opinion.

Just wait until next year’s E3 – that’s when I think all the surprises are coming. For now, I’ll be content with my Super Mario’s and Paper Mario‘s and ZombiU.

Just Sayin’.

P.S.: I would comment on the booths, but I wasn’t there. I heard all of them had way more games than showcased during the presentations, so that’s good to hear!

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’

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’.