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FGC #481 Mega Man ZX Advent

Have a mega timeI’m working on a theory here, and it’s that, despite the fact that Mega Man 9 is one of my favorite games and possibly one of the best Mega Man games ever, it also completely destroyed the Mega Man franchise.

And it all roots back to the history and evolution of Mega Man.

In 1987, there was Mega Man. The premiere of the Blue Bomber saw a robot that walks, jumps, and shoots. When he defeats a Robot Master, he gains that robot’s weapon, and can use it a limited number of times as an offensive option. This playstyle continued through the “Nintendo Years”, and saw six NES games and five Gameboy games. There were many pretenders to the Mega throne, but, by and large, Mega Man changed very little on the NES. A slide here, a mega buster there, but it all still went back to the same gameplay that was established in ’87.

In 1993, we were introduced to Mega Man X. X was, figuratively and literally, the newest model of Mega Man, and came with more than a few upgrades. He could dash. He could cling to walls. He felt more mobile than his stiff ancestor. And, on a very important but oft-ignored note, X could charge his robot master (now “Maverick”) weapons, and possessed an even greater ability mimic his opponents. Simple Mega Man would have never gained the invisibility of Sting Chameleon (Invisible Man?) from a fight, but X had the option to go incognito and fire off triple shots. Finally, “Mega Man” had an avenue to enjoy the more complicated Robot Masters that had been appearing since Wood Man first rained wicked leaves down on the battlefield.

Generations!1997’s Mega Man Legends was, unfortunately, an evolutionary dead-end for the franchise, but Mega Man X4 (released the same year) allowed a complete Zero to costar with X (he was technically playable in X3, but he was more prototype than man). The Mega Man franchise always put a particular emphasis on distance and how easily ol’ Mega could be defeated by simply bumping into an enemy, so it seemed only natural when the franchise went all in on a character that had more of an emphasis on close-range combat. And it was a change for Zero as much as anyone else! Zero used to be able to slash opponents from a distance with an armbuster and flying cut, but now he was limited to a sword’s length for combat. And it worked! Many preferred playing as the up close and personal Zero in X4 and future X titles, so it was little surprise when it was time for…

Mega Man Zero hit the scene in 2002. Once again, we had two evolutionary paths, with Mega Man Battle Network’s action/JRPG hybrid gameplay first emerging to great acclaim in 2001, and then Mega Man Zero curating the 2-D action a year later. MMZ could potentially be seen as a step back for the franchise, as singular Zero was technically more limited than X in his modular attacks, but, as the MMZ franchise evolved, Zero gained an arsenal that would put any other Mega Man to shame. And right from the beginning, it was clear that the point was never to give Zero another seventeen variations on Metal Blades, but create a smaller, tighter gameplay environment for an audience that had literally learned to walk alongside the little metal boy. Mega Man Zero’s Zero did not feel like the same upgrade we saw between Mega Man and Mega Man X, but it did offer a new, more intricate experience for the veteran Mega fan.

Seems familiar2006, four years (and ten games!) later, we received another two “sequel” franchises. Mega Man Star Force was our upgrade for Mega Man Battle Network, refining the basic gameplay and adding very important plot points about dinosaurs being killed by a lack of friendship. And, on the other side of the aisle, we got Mega Man ZX, the continuation of the Mega Man Zero franchise. In this world, the wars of Mega Man Zero eventually ended, and the heroes of that time were skinned alive and could now be worn like suits. Don’t worry! They’re still sentient “biometals”, so at least X, Zero, and all their frenemies can experience the joy/horror of being a fashion accessory for centuries! And the protagonist of Mega Man ZX watches their own personal Obi Wan die, which unlocks the ability to mega-merge the biometals of X of Z(ero). Thus, the titular Mega Man ZX is born, and they’ve got all the powers of Mega Man X and Zero. Finally! The lovers are united!

And, while the whole conceit of Mega Man ZX could have just been an excuse to give Zero a decent buster, the game really does feel like the conclusion of years of Mega Man and Zero games. Zero’s greatest strength was always its focused gameplay… but this left the hero feeling rather limited compared to his ancestors. Meanwhile, Mega Man had a thousand options for combat (or at least nine), but many of his adventures seemed overstuffed and… Sorry, the English language doesn’t yet have a phrase that translates to “too top spin-y”. But Mega Man ZX struck an excellent balance: the dedicated gameplay of the Zero franchise was here, but the options available to X were also fully integrated into every level. Mega Man ZX could “be”, essentially, Zero, or transform into a more mobile air-dasher. Or a water witch. Fireball bro. Cyber ninja. The hero’s got options! And each different form wasn’t just a matter of a slightly modified buster, they all offered unique mobility options, too. In a way, this is what was promised back in the ancient days of Rockman and his ability to mimic his opponents after a battle. Or maybe that’s just what was promised by Ruby Spears Mega Man…. Still! Whatever works!

And it must have worked well for somebody, because Mega Man ZX gained a sequel, Mega Man ZX Advent, the following year. And it advanced the Mega Man formula by being completely bonkers.

Kiss from a roseMega Man ZX Advent eschews the typical mega-sequel plan by ejecting its previous protagonist right out of the gate. What’s more, this isn’t even a situation wherein the “ZX biometal” is immediately passed to the next generation or some other similar narrative trick to explain sprite reuse. No, the hero/heroine of Mega Man ZX Advent initially acquires the A Biometal, granting them the ability to wholly copy any given biometal or pseudoroid. What does this mean? It means you can play as the bosses! No more “got a weapon” or “can play as ZX-H” or whatever, you can just straight up emulate any given boss in the game! And it doesn’t matter if the boss “is too big for most areas” or “doesn’t have legs”, you can just turn into that fish monster on land if you really want to! Worst comes to worst, you just lose a life, so don’t worry about it. You’ll figure out that being a gigantic alligator monster all the time isn’t the best choice eventually.

And, while it demolishes the tightness of Zero to make some sections of ZX Advent unerringly silly (“Quick! Turn into the twin cat-bears!”), what’s truly remarkable here is how much the player is trusted with these unwieldy toys. Mega Man Powered Up had been released the previous year, and it did its level best to make sure all of the playable Robot Masters were balanced and similar so Guts Man could (technically) conquer any challenge originally designed for Mega Man. There is no such equilibrium here: it’s a known fact that half the playable “party” cannot complete the game from beginning to end. Hell, a fraction of that group can barely even jump! But that doesn’t matter, because you can switch between forms at any time, and who needs to worry about whether Queenbee the Hymenopteroid can fit through a particular hallway? Just switch! The X button is right there! The ring menu means pausing the action isn’t too big of a deal, and you’ll be switching over to the appropriate pseudoroid with a few button presses.

And being able to cycle through a complete set of “Robot Masters” really felt like what Mega Man was always meant to be. Mega Man ZX Advent was the culmination of a full twenty years of Mega Man games.

And it turns out it really was the zenith of the franchise. There was nowhere to go but back.

The secret bonus of Mega Man ZX was the ability to play as Omega, the super-powered version of Zero that was supposed to be his original, unstoppable body (long story). The secret bonus of Mega Man ZX Advent was the ability to control Modal a (case sensitive), which…

Pew pew

Looks a little familiar.

Model a was clearly a deliberate move, as the next Mega Man title to come down the pike was Mega Man 9, a retro title released in 2008. After years of Mega Man upgrading to match the graphics of the day, this was the first Mega Man title to fully embrace the NES aesthetic, and return to (faux) 8-bits. This was the first Mega Man to not try to upgrade old titles to modern sensibilities (like Mega Man X Maverick Hunter or Mega Man Powered Up) but take gameplay back to older standards while offering new and interesting experiences. But, retro or not, Mega Man 9 was an excellent game, and, while it may not have featured a “modern” Mega Man, it was the type of experience that could only be produced by people with decades of experience in the genre.

Which is great, because Mega Man 9 was apparently the end of any experimentation in the franchise.

CHOMPSince the release of Mega Man 9, we’ve seen Mega Man 10 (another retro title) and Mega Man 11 (something a little more modern). Aside from that? Nothing. No Mega Man X, Mega Man ZX, or Mega Man Battle Network. No Mega Man: Ultra Plus or whatever could have been next for the franchise. Mega Man 9’s success seemed to cement the concept that gamers just want classic, unchanged Mega Man, and that’s what Capcom is going to keep cranking out. We’ve seen about seventeen different rereleases of Mega Man 3, but nary a peep about Mega Man Legends 3.

(And, yes, we could blame this all on Keiji Inafune, the godfather of Mega Man, leaving Capcom, but that ignores the fact that we have Mega Man 11, and it’s probable there is a reason Inafuking isn’t at Capcom anymore…)

Was Mega Man 9 a good game? Yes. Hell, it was amazing. By comparison, is Mega Man ZX Advent a bad game? Well, it’s not bad, but it is very sloppy compared to Mega Man 9 (or even Mega Man Zero 4). But it’s a lot of fun, and its experimental side is arguably what Mega Man fans have wanted all along. But since even more fans simply wanted good ol’ Mega Man, Mega Man 9 was the end of the franchise’s 20 years of experimentation. Mega Man 12 may be allowed to have a gimmick or two, but it better be the OG Mega Man, or it ain’t getting greenlit.

Mega Man 9 is my favorite game that murdered its own franchise’s creativity.

And Mega Man ZX Advent is my favorite game where you can play as Bifrost the Crocoroid.

FGC #481 Mega Man ZX Advent

  • System: Nintendo DS initially, and now available for PS4/Switch via the Mega Man Zero/ZX Collection. This game was actually chosen by Random ROB a while ago, but I decided to hold off for the modern collection. And it’s good!
  • Rock out!So you spent an entire article bitching how Capcom ignores the experimental Mega Man titles, and they just released one of the experimental Mega Man titles? Yes. Shut-up.
  • Number of players: Grey or Ashe, but only one at a time.
  • Favorite Pseudoroid: Vulturon the Condoroid is a heavy metal vulture that summons robot zombies and flies through the air strumming his murderous electric guitar. Just… just how are you supposed to compete with that? Block Man can’t touch that with a ten foot block.
  • Second Runner-Up: But all of the pseudoroids are amazing in this game. It would have been the easiest thing in the world to just phone in a number of Robot Masters that are all basic variations on a theme (like the Guardian Quartet), but we’ve got giant bees dragging around enormous hives and twin dog monsters and Metal Sonic and… Well, the list goes on for a while.
  • Say something mean: The empty rooms that can be uncovered but won’t activate until you speak to the right random Ranger to initiate a sidequest are the absolute worst. The fact that there are like 50 “golden skulltula”-style monsters to hunt down, and the quest giver is tucked away in one of the final levels is somehow even beyond the absolute worst. Some kind of… Mega Worst.
  • An end: Complete with the secret ending, the finale of Mega Man ZX Advent sets up a sequel featuring evil biometals, a turncoat leader, and an uncertain future that we know will culminate with Tron Bonne running around a sunken world. But what happens next? Who knows! Like Mega Man Legends, this branch of the Mega Man franchise never made it to a full trilogy, so here we sit waiting for more.
  • BUZZ!Did you know? Chronoforce the Xiphosuroid, the horseshoe crab-looking pseudoroid that can control time, is named for the Xiphosura order, which includes the Tachypleus tridentatus aka kabutogani. And that’s where we get the name for the Pokémon, kabuto.
  • Would I play again: Did I mention I like playing as the giant crocodile monster? Because I very much enjoy playing as the giant crocodile monster.

What’s next? Random ROB has chosen… Gradius V for the Playstation 2! Keep your options open, Vic! Please look forward to it!

FGC #390 Darkstalkers 3

Here they come!First, there was Street Fighter 2, and it was good. And then there were a bunch of imitators, and they were… middling. But, somewhere in there, while we were sorting through a solid fifty versions of Street Fighter 2 and trying to remember which fighting game had that weird dude with the clown mask (no, not that clown mask, the other one), there was Darkstalkers, the Capcom fighting game “alternative” to Street Fighter 2.

And why the heck wasn’t Darkstalkers accepted as the better game?

Right from the get go, Darkstalkers had every opportunity to be better. Street Fighter 2 was an amazing and revolutionary game that defined an entire genre… but the problem with starting a genre is that you’re still, ya know, figuring that genre out. Combos? A complete accident of programming. Balance? Important, but it’s pretty clear there’s a difference between Buzzcut, who can shut down everything, and the sumo dude that can’t waddle past a fireball. How about just plain design? You cannot tell me that OG Street Fighter 2 didn’t have a limited number of special moves for certain characters for any reason other than “this will actually let us say it’s done”. Sure, Blanka is complete with “that one move from E. Honda” and “is electric”, let’s move on to “guy that climbs background”. In short, Street Fighter 2 was amazing for its time, but it needed a pile of new versions to better refine the initial concept.

Cry about itAnd one thing that never changed about Street Fighter 2 was its boring characters. Don’t get me wrong, Street Fighter 2 has an amazing, eclectic troupe that has proven over the years to be possibly the most versatile cast of characters in gaming (hey, you think Zelda is going to entice Jean Claude?), but, back during their introductory years, they were a little less interesting. Blanka was one of a kind (assuming you never played Pro Wrestling on the NES), but the rest may as well have been Karate Guy, Soldier, Girl, and (my favorite) Red Karate Guy. They all had unique moves, motivations, and blood types, but, at a glance, they were nary more than international stereotypes. Dhalsim, with his necklace of skulls and curry-based fire breath, is a typical Indian, right? Seems legit.

So by the time we were first introduced to “the new challengers”, nobody was all that surprised when we got Bruce Lee Clone #3,271 and Dee Jay the D.J. But over on the other side of the arcade, we had Darkstalkers. Now there was a cast you could take home to mother (assuming mother is some manner of murderous slime monster).

Darkstalkers has got your Ken and Ryu… but they’re vampires. Or, okay, one is a vampire and one is a succubus, but let’s not split hairs, they’re both throwing bats back and forth. Then there’s the heavy metal zombie (who once accidentally summoned demons during a concert), the Creature from the Black Lagoon, and Frankenstein(‘s monster, nerds). And a yeti! Darkstalkers went the extra mile and actually found Big Foot! How can you not love such a game?

And while Darkstalkers 1 may have been little more than a reskinned Street Fighter 2, Darkstalkers 2 and Darkstalkers 3 really got their unique balls a-rollin’. When Street Fighter was still trying to work out the true meaning of the Super meter, Darkstalkers was tossing mega shadow moves all over the place. Like some fireball variety? Well, you’re not going to find beams over on those fighting streets. In fact, if you like the Versus series at all, give or take a game or two, you have Darkstalkers to thank much more than Street Fighter 2. Did you play Street Fighter 3? It introduced an electric Stretch Armstrong albino dude, and somehow still made the gameplay boring. That kind of thing is literally impossible when a murderous Red Riding Hood is spraying a giant bee with an uzi.

So this brings us back to the original question: If Darkstalkers was Street Fighter 2, but more refined and featuring more interesting characters, why has it always played second fiddle to its “ancestral” game? Everyone understood not seeing a new Darkstalkers during the dark ages when the best we could hope for was a fresh Guilty Gear, but we’re now living in a world with multiple Street Fighter 4s and 5s. And a couple of new Versus games. Get it together, Capcom!

In an attempt to find the answer, I played both Darkstalkers 3 and Street Fighter 2 (well, SSF2T Udon edition) back to back. And I think I found answer! It comes down to these dorks…

Get 'em

The cast of Street Fighter 2 is, compared to just one of the living sun monsters in Darkstalkers, boring. But take a look at 15 seconds of two fighters from that “boring” cast. Dhalsim versus Zangief may seem mundane to us nowadays, but try to imagine being a “newb”. Try to envision a world where you have never seen these two characters, and then try to imagine your impression after seeing that tiniest of clips. Taken on its own, you can immediately recognize the “styles” of both of these fighters. Dhalsim can launch fireballs and stretched fists… so he’s all about the range. Zangief, meanwhile, can barely reach Dhalsim before he’s dizzied, but his moves are powerful. Did you see how much health Dhalsim lost from one piledriver? That hairy guy is the real monster! Now imagine watching another match, maybe now with Ryu and Chun-Li. You can immediately see the difference in their styles. Same for Guile and E. Honda. By the time you get to Blanka, sure, you might be shocked by his high voltage prowess, but you’ve also got a full understanding of how his speed compares to that of the blonde in the red gi.

Street Fighter 2 might have a boring cast, but it’s a cast that immediately defines its own terms. It’s a cast that, in literally seconds, helps the player to understand the exact difference between fighters.

Darkstalkers? Not so much.

OwieSasquatch might be our prerequisite strongman, and I’m pretty sure Felicia slots into the “quick girl” trail that Chun-Li so effectively blazed, but, once you get to the rest of the cast, it gets tremendously more blurry. What’s the difference between Lord Raptor and Rikuo? Their moves look totally different, but what’s the practical application? Which is stronger? Faster? Bishamon looks like a slow and steady fighter, but so Anakaris. Are you supposed to be using that mummy floatiness? Or is that more the domain of one of the other flying fighters? And when you start adding the new fighters, it’s almost impossible to even discern their purposes. B.B. Hood is loaded with guns, but she isn’t really a ranged fighter? Are Jedah’s blood moves just for show? Is there even supposed to be a difference between Morrigan and Lilith?

Of course, if you’re a Darkstalkers fan, you know the answers to all of these questions. Or maybe you don’t! Maybe you just like using the funny werewolf man to hit people with nunchucks. That’s okay, too! But what’s important is that, fan or not, it’s not nearly as easy for someone to “pick up and understand” Darkstalkers like Street Fighter 2. Look out!Yes, Darkstalkers is more exhilarating and flashy, but that flashiness blurs the lines between the fighters, and, when everyone is exciting, no one is. Street Fighter looks like a fighting tournament, Darkstalkers looks like… crazy nonsense.

First impressions count. People like to know what’s happening, and, when they don’t, they get frustrated. Street Fighter has always worn its archetypes on its sleeve, while Darkstalkers kept things a little more complicated. And complicated doesn’t mean quarters.

I love you, Darkstalkers, but you’re too weird for your own good.

FGC #390 Darkstalkers 3

  • System: Arcade, Playstation, and Sega Saturn. I also played Darkstalkers Resurrection on the PS3 for part of this review, as it’s about as close to OG DS3 Arcade as is available on the same system I’m playing a PSX game anyway.
  • Number of players: Up to two vampires may battle at one time.
  • Other Problems: A lot of people claim that the “real” reason we haven’t seen a modern Darkstalkers is that the constant “morphing” and general craziness of the franchise can’t translate properly from sprites to modern, 3D modeling. But this is complete nonsense, as, come on, you’ve seen that gif of Gohan’s arm, right? We can do this thing!
  • Version Differences: The original arcade Darkstalkers 3 did not include the bosses of DS2, nor Donovan, the Night Warrior, for some reason. This effectively nuked every new character introduced in DS2, give or take a Chinese vampire lady. The home version, however, brought the whole gang back, and included an “edit colors” mode, making it the superior version. So of course future rereleases seem to be based on the arcade version…
  • Favorite Character: In a game full of cartoony, but creepy, characters, I prefer Marionette, because everything about her is goddamn unnerving.
  • Midnight Bliss: I am not going to talk about Dimitri’s Midnight Bliss again

    Get... her?

    So let’s talk about Viktor’s amazing booty instead.

    Get 'cha some

    I like that. And I cannot lie.

  • Did you know? Lilith was originally intended to be Morrigan’s angel half-sister. Somewhere along the line, however, she was demoted to merely being some errant chunk of Morrigan’s soul, and, thus, another succubus. The official word has always been that an angel wouldn’t “fit” in the Darkstalkers universe, but I’m pretty sure the real answer is that nobody wanted to animate a bunch of feathers all over the arena.
  • Would I play again: Oh my yes. This is one of the few fighting games that I routinely replay… Mainly because it hasn’t seen a modern update in any way, shape, or form. Come on, Capcom, poop out a decent sequel. You owe me!


What’s next?
Random ROB has chosen… Star Fox 64 3D for the 3DS! Come in, Corneria! We’re actually finally going to play a Star Fox game! Please look forward to it!

Ugh
So unnerving

FGC #389 Super Mario 3D World

Mario!There are some videogame franchises I can “rank” without question. Want to know my order for favorite Mega Man games? I made that sequence my pin number. How about a comprehensive explanation of why Final Fantasy 10 is better than Final Fantasy 12? I’ve got you covered. Heck, if you’re feeling really saucy, I could probably compare and contrast nearly every JRPG that was released in the last decade. Well… not every JRPG, despite recent posts, there are some Omega Quintet titles out there that even I can’t stomach. But I’m pretty sure I could accurately compare the finer points of Radiant Historia to some of the nonsense in Persona 5.

And there’s a reason I feel I could perform such a feat. It’s simple: so many videogames are exactly the same. Okay, that’s a touch of an exaggeration, but the concept seems rather pat. After all, this is why we like videogames. I enjoy some variety once in a while, but I don’t want to have to spend the next three weeks figuring out a control scheme just so I can play a fifteen hour game. To again use Persona as an example, while there are many fascinating ideas and concepts in that franchise (even going back to the pre-Persona 3 titles), that entre quinology (not the word I’m thinking of) still boils down to “is a JRPG”. Run through dungeons, fight monsters, use the spells and attacks that make the battles end quickly, and earn new skills and powers as you move along. And that’s what I want! Sitting down to play a new game shouldn’t be a chore, and immediately knowing what to do gets the dopamine a-pumpin’. Haha! An ice dragon? I’ve got my fire sword, and I’m going to be feasting on frozen dragon gizzards by nightfall!

Here he comes!And, while that may make some games predictable, it certainly makes them a lot easier to compare. When every game has an obvious A, B, and C, then you can effortlessly compare those ABCs to each other. Is this Robot Master better than that Robot Master? (Note: every Robot Master is better than Toad Man.) Does this title have the better soundtrack? How about controls? If the interface is vastly improved from original to sequel, that’s going to make a huge impact. And the levels! The dungeons! Surely there must be a difference between lava caves. These items are the lifeblood of any given franchise, and it’s fun to objectively compare these matters until you have a vigorous understanding of your “favorite”.

And then there’s the Mario franchise. Trying to compare Mario games is… tricky.

While Mario has always appeared to be the All-Father of gaming’s most familiar faces, it’s a lot more accurate to identify Mario as the trickster god of the medium. Donkey Kong featured a Jump Man that could barely vault a barrel, but then Mario Bros starred brothers that could leap a third of the screen in a single bound. Super Mario Bros. was all about turtles and flinging fireballs, and then Super Mario Bros. 2 brought us a bounty of vegetables and shy guys. Ever seen a raccoon fly? Maybe a dude riding a dinosaur? Now save some stars in a painting! Or clean up an island resort with your water gun! Travel to the furthest reaches of the Galaxy! Or just hang out in some random city! Mario is, and has always been, all over the map. And that’s even before you get to the time his fat, elven twin tried to steal his private theme park. Those overalls might be consistent, but Mario’s gameplay is as mercurial as the T-1000.

Go!Given we had to wait for the Switch to see Mario scoot along on his own little odyssey, it would be fair to call Super Mario 3D World the significant Mario game for the WiiU. In an attempt to define this Mario, it is a sequel to a portable Mario title that had been released a few years earlier. Or, it’s a sequel to another Mario lineage that brought four player couch co-op to the Mushroom Kingdom. Or it’s the sequel to Mario Galaxy? I saw a Charging Chuck in there, let’s just claim it’s a Super Mario World sequel, and move on. What’s important is that Super Mario 3D World is a platforming style Mario game (not to be confused with tennis or racing or… qix?), and we all know what to expect from that. Jumping, running, goomba squishing, and maybe Princess Peach can float in this one. She can? Awesome. Super Mario 3D World is another Mario game on another Mario system.

But the level to level creativity of this title is insane. There are grasslands, icy mountains, and lava castles just like any other platformer, but there are also stages that are built around speed boosters. Or overhead “dungeons” that would be more comfortable hiding around Hyrule. Or serene beaches crowded with vacationing goombas. And the powerups! Items like the Double Cherry or Boomerang Flower may initially seem like simple, “here’s the featured item du jour” type forgettable powerups, but once you burn through a level with an unstoppable army of four Luigis hurling boomerangs at boos, you’ll be singing a different tune. And, while the stages may all seem like complete chaos, they’re all carefully designed, and work equally marvelously with one player as well as four. It’s bedlam, and correctly guessing whether the next stage will be a “jumping puzzle” or a hammer bros. gauntlet is impossible. But it’s all the kind of organized anarchy that can only come from a deft directorial hand.

And that’s Mario.

WeeeeYou never know what you’re going to get with a Mario game. 3D? 2D? Some… kinda of… time traveling… adventure… maybe? Doesn’t matter! What’s important is that Mario has the best, most consistent perfection average in the business. Want to know why I’ll buy every Mario game from now until the end of time? It’s because there is no “Mario Cycle”, no “nobody likes this franchise until the next title comes out” corollary to its reviews. Mario games are just good, and, even when they get experimental, they still define the industry. Mario isn’t consistent in anything but being amazing, and that’s why his adventures are so unique.

Though, obviously, Super Mario 3D World is one of the best. Probably… Number 4? No, maybe 3…

FGC #389 Super Mario 3D World

  • System: Nintendo WiiU. Complete with some fairly vestigial “gamepad features”, I feel like this one could easily be ported to the fabulous success that is the WiiU’s successor.
  • Number of players: Four! I’ve never actually tried out a complete four players in this game, but three is pretty tops all by itself. Well, I mean, tops for watching all of your uncoordinated friends die.
  • So, did you beat it? Yep, every last stage, including the impossible final gauntlets. Mind you, I haven’t beaten it all with every last character… but maybe one day. Gotta use those stamps in Miiverse, right? Wait… what’s that about Miiverse?
  • WeeeeGrand Finale: Of the many recent battles with Bowser, having the big guy go hog wild with the featured powerups of the title made for one of the most memorable encounters. It’s conceptually no different from any other “Bowser chase” final area, but the lunacy of Panther Bowser popping through a wall while Panther Bowser scales a building… Amazing.
  • Toad Origins: Also, it’s telling about the significance of the Mario franchise that a “once a world minigame” grew into an entire, remarkable title all on its own. I realize that fungus have a tendency to develop wildly when they start to take over, but if that kind of growth leads to Toad hunting down treasure, I’m down.
  • Favorite Stage: Take me to the beach any day.
  • Did you know? Chargin’ Chuck first appeared in Super Mario World, then Yoshi’s Safari, and then… nothing. Chuck didn’t reappear until this title, a full 20 years later. But those football hooligans are back for Odyssey, so maybe they’ll stick around this time.
  • Would I play again: Oh my yes. Totally yes. Need an excuse to get a full complement of players in my basement yes. Just hope the WiiU holds out…

What’s next? Random ROB has chosen… Darkstalkers 3 for the Playstation 1! Vampires and mummies and yeti, oh my! Please look forward to it!

Noooo
Why does this always happen to Weegi?

FGC #258 Vigilante 8

Ready to fireFighting games are the closest experiences we have to “standard” cinematic experiences. Your average “action”-based affair features a hero, hero’s best friend, and hero’s inevitable love interest versus the forces of bad guy and bad guy’s second. Toss in a couple of comic relief characters (works for either side), an inescapably doomed mentor, and maybe the romantic lead’s chubby friend, and, basically, you’ve got the full cast of a movie, dramatic television show, or fighting game. Walter and Jessie versus Gus and Mike, or Ryu and Ken versus M Bison and Sagat? It doesn’t matter from a basic story structure perspective. What does matter is how many videogames necessitate… a slightly larger cast. The blockbuster, genre-defining Super Mario Bros. movie involved King Koopa and his army of two (2) goombas. Super Mario Bros. for the NES included more goombas in its first ten seconds, and never mind the sheer number of surprisingly lethal turtles wandering around. JRPGs are all about defeating Big Bad and his four malevolent lieutenants… and the 17,000 random monsters between here and the next town. Remember that beloved scene in Back to the Future when Marty is walking back and forth between Doc’s Mansion and Hill Valley, and he has to slaughter twenty random wolves and Big Boss Wolf? Yeah, me neither. In short, a number of videogame genres are forced into a sort of endless loop of adding more and more “nobodies” to the plot to validate gameplay conventions, while Fighting Games have to put in no such effort. Liu Kang hates Shao Kahn, and, after fighting six guys, they’re gonna settle this thing. Who would want to play a game that complicates that story?

So it’s always kind of surprised me that more games don’t borrow (re: steal) the basic layout of a fighting game. I’d argue that Smash Bros. does this with aplomb while still being more of a “platform/action” game without carrying all the baggage of a typical fighter (and I suppose that statement thus includes every game that ever copied Smash Bros). And, in a way, most sports games follow the same template, as you don’t have to battle, say, the Dallas Cowboys Color Guard before tackling the real Cowboy opponents in the latest Madden. But I guess that’s the crux of it, isn’t it? In film, a tight cast is a standard bit of storytelling, while, in a videogame, you’re only going to see such a thing in a sports/competitive environment. Otherwise, without a bunch of random nobodies to kill, what are you going to do? We all love that Street Fighter 2 bonus stage, but you can only beat up a car so many times before it gets old.

Or maybe cars can beat up… each other?

Look out!Today we’re looking at a game from the Playstation/N64 days. Most people remember the mid to late 90’s as the age of the JRPG boom brought on by Final Fantasy 7; however, this was also the epoch of the rise of “cool people games”. After a decade of videogames being synonymous with furry mascots and stabby elves, the big guys all seemed anxious to push a mandate of more “mature” gaming. And by “mature”, I mean “appeals to teenagers that so desperately want to drive a car and maybe touch a boob”. This led to the premiere of many “realistic” heroes, like Gordon Freeman and Lara Croft, who fought real-life problems, like aliens and t-rexes. Okay, the games might not have been any more realistic than what came before, but at least they were less cartoony, and that was good enough for a generation that was, finally, ready to play it loud.

This, coupled with the advances in graphics and scaling technology, led to a lot of racing games. A lot. Like, there was a time when you could walk into an Electronics Boutique, and there was just a wall of random cool looking cars staring back at you. “Realistic” racing games were meant to be system sellers, and, perhaps as some kind of residual aftereffect of Blast Processing, speed was king. One of these days I’m going to review that Playstation “future” racing game that involves the half-pipe and moving at super-speed… but I’m not going to name it right now, because I can’t remember if it’s that game I’m thinking of, or that other game with the exact same premise. Or maybe it was that other one? Meh, I’ll figure out later. Point is that there were a lot of racing games at the time.

Racing games naturally fall into that “competition” category like fighting and sports games. That means that your average “car game” could easily copy the fighting game template, and do the whole “unique character/unique story/unique ending” thing. That’s good! That creates memorable characters, that, in a sea of “red car vs. blue car” could make your new unique IP standout. People are always going to remember Scorpion, you could transform your racing competition game into something perennial with the right merchandising. Let’s make a car fighting game, and be legends forever!

And that car fighting game became… Twisted Metal. Who doesn’t love Sweet Tooth!? He was in Playstation All-Stars!

Fear of a yellow busThree years later, there was Vigilante 8. Vigilante 8 does not feature any characters that resurfaced for Playstation All-Stars… or… anything else, so I guess there’s something to be said for being first to the finish line. However, Vigilante 8 attempted to do something rather unique with its car combat simulator: it copied everything about fighting games. Not content to just copy the (good) basic plot structure of a fighting game, Vigilante 8 went the extra mile by copying the worst part of fighting games: the distinctive, often esoteric motions for special moves. And it married that concept to a “fight” where you basically only have one reliable offensive option (shoot), so a new player will have something of an distinct disadvantage when battling a veteran player (or, ya know, the entire single player campaign). There are even car “fatalities” available, and the game constantly prompts the player to “total” incapacitated enemies… but… how am I supposed to do that again? Come on, Activision, you always knew this game was a rental at best, why do you think anyone would read the instruction manual?

Vigilante 8 isn’t a terrible game; it can actually be quite fun if everyone involved knows what they’re doing (and you have a TV large enough to accommodate blurry 64-bit split screens), and you’re not just skidding around each other desperately trying to clip your opponent with a Stay on target, jerkdinky machine gun (only in Videogame Land may a machine gun be effectively useless). But what could easily have been a memorable game with interesting characters (interesting by late 90’s videogame standards, mind you) is severely marred by a bizarre insistence on copying everything about fighting games, good and bad. Mortal Kombat with cars could be a great game, but only if you leave the silly input motions on the cutting room floor.

Pull that off, and maybe then we’ll get some decent memories out of a bunch of fighting cars.

FGC #258 Vigilante 8

  • System: Playstation, N64, and… Gameboy Color. Suffice it to say, the GBC version is a tweeeeak different, and looks more like R.C. Pro-AM. There’s also a modern HD version that I’m pretty sure I’ve never seen anyone ever mention.
  • Number of players: I believe we’re limited to the standard two on Playstation, but the N64 version takes full advantage of those multiple controller ports, and allows for up to four. The Gameboy port has never been simultaneously played by two people on Earth, so who knows about that one.
  • Get 'em, paPort-o-Call: The N64 version was released a solid nine months after the Playstation release, and seemed to gain a few bells and whistles to overcompensate for the delay. The most important changes seem to be that the secret character (an Area 51 alien) gets his own story mode, and story mode itself can be played with 2 player co-op. More wannabe fighting games need co-op story modes.
  • Favorite character: Beezwax is a bee keeper with bee-based special moves and a battle-camper. I can’t say no to that kind of insanity.
  • Did you know? Molo’s “battle school bus” featured heavily in advertising and the game’s box art. Then Columbine happened. Then, for some reason, the advertising campaign for Vigilante 8 went the way of the dodo. Go fig.
  • Would I play again: For a kid that wanted to claim that the N64 was somehow better than Playstation and its Twisted Metal, Vigilante 8 at least could start an argument. Now, however, it’s little more than a curiosity. I doubt I’ll ever revisit this title.

What’s next? Random ROB is back up and working again, and we’ve got… Strider 2 for the Playstation! Yay! Ninja times are here again! Please look forward to it!