Very, very hard.
That is all.
Very, very hard.
That is all.
I hated the Dead Space demo on the 360. Mainly because I found the controls impossible and the game far too hard. However, on the recommendation of virtually everyone in existence following me playing Ghost Squad and House of the Dead: Swearathon, I decided to pick up the Wii prequel.
And I’m glad I did, because it’s more than a bit ace.
I’ve only done the first two levels so far, but each was a good 45 minutes or so long. It’s a pretty (but PRETTY) standard on-rails shooter, but the story is great – gripping and plot-twisty already.
And did I mention it was pretty? The graphics are outstanding.
Six and a half hours in. Now, don’t hit me, but I’m not actually enjoying it. I’ve never completed a 3D Zelda before, but it’s not because I’ve not enjoyed them – it’s just because I’ve…stopped. But this? It’s not bad by any means, but I don’t really like it. In true deKay fashion, lets list the faults, yes?
Well, the Link-as-Link bits are. But since more than half of the game has been Link-as-a-dog, that’s not good enough. Linkwolf’s need to dig everywhere and the stupid using Midna to jump (but only in fixed, predetermined places) is rubbish. The grow-a-circle to kill the baddies attack is a pain in the arse too.
As Link, everywhere looks lovely. A bit below what I’m used to for Wii games now, but this is a 4 year old game so it’s excused. However, the purple colour scheme when you’re a wolf in the twilight makes my eyes bleed real blood. It’s even worse when you then switch to Senses mode.
If only. Having to swap every 17 seconds to check for ground to dig or invisible insects or to listen to spirits is crap.
Either my Z button is broken, or the game is. It seems impossible to stay locked on to any baddie for more than one attack.
There’s too big a gap between shake and smack. Which made the Epona vs Warthog Head-On Smashup bit virtually impossible to time, so I had to rely on luck.
If only there was a button to centre the camera behind Link. You know, like tapping Z is supposed to. All too often, when fighting something, I’ve ended up against a wall, or in a corner, and haven’t a clue where what I’m fighting is. Or I’ve entered an area, killed something straight away, then carried on walking only to realise I’ve come out the way I went in because the camera flipped round without me noticing. Gah!
Too many noises from the remote’s speaker, so off it went.
I have to say though, I did like the Forest Temple dungeon. As that’s proper Zelda’ing that is. And revisiting areas as Link/Dog does make me think of Minish Cap (which is a good thing). But as it is, I’m not lovin’ it lovin’ it lovin’ it. Yet at least.
2D Zelda >>>> 3D Zelda.
Many moons ago, when the Wii came out, Twilight Princess was released. And I bought it. Even though I knew I probably would never complete it, as despite my best intentions, I’ve never managed to finish a 3D Zelda game. 2D – fo’ sho. But 3D? For some reason I just… stop playing.
With Twilight Princess, I stopped at an hour in. Not for any real reason – I just never went back. Until now.
I played it, from the start again, tonight. And reached about 10 minutes past the point I’d previously reached, having just saved the little girl (boy?) and the monkey from a cage outside what looks suspiciously like the Deku Tree. Hmm…
Today I went through the few remaining levels, picking up the final huge XL item – an entire actual plane. Which didn’t really fit properly in the sewers. And then there was the last cow-stealing level, and it was back to the rubbish pile and off to the moooooooooon!
I really enjoyed Rabbids Go Home. Even though it kept crashing. The levels are varied enough to stay interesting, even if some are graphically repeats of previous levels, and the only real complaint I have is that it’s a bit easy. I suppose the challenge is in getting all 400 items on every stage, but that’s not going to happen for me as searching every nook and cranny on every level would get tedious – especially if you miss any, as most levels don’t let you go back through the level, so you’d have to start again.
Blimey. What a lot of Wii games I’ve completed this year.
With just one level left, I soon finished this off. The final level was FULL of mutants. Really – every turn, every door, threw another 6 or more at me. I’m glad I’d swapped away from the Magnum and only the SMG, as although it reduces your accuracy and power, it at least allows you to fend off large numbers of mutants without having to reload before you’ve even dazed them.
Still, was pretty hard and I grabbed virtually none of the golden BRANES as it was just so frantic.
The final boss was pretty easy, if a bit time consuming. And disgusting. And what happens after you beat… it?…even more so. Blurgh.
Before – and after – the credits, it clearly shows a sequel is planned. Sadly, since (like The Conduit and MadWorld) HOTD:O only sold three copies, I can’t see it happening, which is a big shame. It’s hilarious, and more is needed!
It’s hilarious. Really. Not just Isaac’s constant swearing, but the dialogue, the cutscenes, and the fact you steal an ice cream van. Oh yes.
I’m up to what would appear, from the level select screen, to be the final level now.
Firstly, I should come clean and say that I completed Mega Man 10 on it’s first-for-a-Mega Man-game Easy Mode. It adds barriers to stop you falling down some holes and removes some of the enemies.
Not that it was a walk in the park. There were still a few difficult bosses, tricky sections with spikes to avoid, and some pixel-perfect jumps to manage, but still – it was waaaay easier than Mega Man 9, which I never did complete.
But I’m getting ahead of myself.
Mega Man 10 was released on Wii Ware yesterday, and having loved the new-retro MM9, I leapt on it. Unsurprisingly, it’s more of the same stuff Mega Man 1 to 9 gave us, but that matters not. It’s great old fashioned platforming, the sort you don’t get any more. Er, except for 9, of course. And Castlevania Rebirth. Um.
After completing it, I went and tried some of the challenges (complete special stages with certain weapons, or with limitations on your abilities), then started the game again as the slightly gimped Proto Man.
I started this a month or so ago, and although it was great, it seemed to crash a lot via the USB Loader I was using. And Mass Effect and Batman came along. And other stuff.
Went back to it this week. It’s a surprisingly long game, actually. Although each level is pretty short (some are longer than others, however), there are LOADS of them. I’ve done about 20 so far, and I’m not even half way to the moon yet.
I’m a little disappointed they’ve started reusing the same level themes (hospital, shopping mall, office, etc.), but thankfully things are pretty varied in terms of how each plays.
Some have said this game is rubbish. They are wrong.
It’s not fantastic, and it has its faults, but it’s a perfectly competent, technically proficient (for the Wii), excellent to control FPS. And I enjoyed it from start to (somewhat sooner than expected) finish, unlike say… Halo, which I hated.
It’s a little short, suffers a bit from room repetition (nowhere near as badlyas Halo though), and the final level feels like there’s a boss fight missing, but the ASE scanning, organic door locks and hidden secrets add enough to the game to bring it above the usual SciFi FPS mire.
I played it online the other day, and although it was fun, some guy called DMX had an invincibility cheat one, which ruined it a bit. Oh well.
3/5 overall, I think!
This is how I want new additions to old 8 and 16-bit game serieses to be made. As if they’re for 8 and 8-bit consoles. Like Megaman 9 was.
Rebirth is a remake (or rather, complete rewrite borrowing nothing but the plot) of The Castlevania Adventure for the Game Boy. A game I played, and completed, almost exactly three years ago. It was rubbish. Rebirth, is not.
It looks like a SNES game, only with more detailed sprites. It plays like a NES Castlevania, only with more responsive, less fiddly controls. And it’s BRILLIANT.
So much so, I started and completed it today. I had it on pause for several hours, as there’s no save, save-state, password, or continue system (except I found later – there is: hold right on the menu screen) so it’s all-in-one-go or nothing. Just like 16-bit games!
More games like this please. Oh, if only Sonic 4 was taking this approach. Cry!
So I’ve completed this seven thousand times now. Or something like that. This time with Knuckles.
But it’s ACE, so that’s OK!
And that’s the 5-part series over and done. Sam & Max Season 2 can’t come soon enough!
Although the final part was great (as always) in terms of story, it was horribly broken in terms of graphics. Many people have commented that the Wii ports of Monkey Island have all been affected by bugs, stuttering, poor sound, and so on, but aside from a bit of judder on Chapter 1 when changing scene, I’d not noticed. In this one, however, it was awful. The first time I went through the rift (as a zombie) onto LeChuck’s ship, I was entirely invisible – aside from my hook. The second time, as a full human, I was visible, but my hook was visible along with the hand it was supposed to be replacing! And the jerking! Stuttering! Pausing! Gah!
Thankfully, it was only cosmetic and didn’t really spoil my enjoyment. An excellent series, overall. More, please!
Finally, after months of waiting (well, two months) Nintendo actually decided to make this available on Wii Ware. Why there was such a huge gap between 4 and 5 when previous chapters were so much closer together, I have no idea.
I’ve played for about an hour and a half so far. I’m dead, following the previous episode, and am trying to get my way out of the afterlife. I’ve just managed to obtain the voodoo spell necessary to achieve this, but I think I need to capture the mini pyrite parrots from the treasure hunt area, and I can’t. They just keep flying away!