Calidreth

Calidreth Just Do It.

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  • Dec. 1, 2008 - 1:16 p.m.
    Calidreth just posted on Voiceofreason's wall
    Please for the sake of everyone, just get lost. You obviously know nothing about reviewing or games in general, and the fact that you are so angry about a review shows you are a fanboy as well. Be gone peasant, and take your "voice of reason" with you.

  • Nov. 12, 2008 - 12:05 p.m.
    Calidreth just commented on Sabrewolf_2010's Topic - It actually is....
    I've done it on dozens of occasions and it is fun.  Seeing all of the insomniacs around you itching to play the same game you are going to is quite cool.  I'm actually going tonight with a few friends to get Wrath of the Lich King.  Unfortunately, I have to be back at work in the morning, so I'm sure I won't be getting much sleep.  Ah well, that's what work is for I suppose.

  • Sept. 10, 2008 - 4:25 p.m.
    Calidreth just posted on Calidreth's wall
    Currently Playing: -Tales of Vesperia (360) -Harvest Moon: Island of Happiness (DS) -Super Mario Galaxy (Wii) -WoW: Burning Crusade (Group - PC) -Castlevania: Symphony of the Night (XBLA)

  • Aug. 25, 2008 - 2:07 p.m.
    Calidreth just created a new forum post on the topic Looking for a new online game... in the Xbox 360
    CoD 4 is still the best online game at the moment IMO. 

  • Aug. 25, 2008 - 2:05 p.m.
    Calidreth just posted on Fawk's wall
    Get over yourself bro. Loosen up and chill, that's all gaming sites are about.

  • July 30, 2008 - 6:56 a.m.
    Calidreth is now friends with MrCHUP0N
  • July 28, 2008 - 7:47 a.m.
    Calidreth is now friends with Wilkins_III
  • July 27, 2008 - 8:52 p.m.
    Calidreth is now friends with Vinny
  • July 27, 2008 - 3:38 p.m.
    Calidreth is now friends with L
  • July 26, 2008 - 6:12 p.m.
    Calidreth just created a new forum post on the topic What's your favourite beer? in the Off-Topic
    It's a close one between Samuel Adams and Yuengling, but I'll go with the latter.  Killian's, Heineken, and Rolling Rock are good too.

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About Me
Hey everybody, my name is Branden Barrett, and just like everyone else, I'm excited about Giant Bomb.  Some of you may know me as Mystic_Flames from GameSpot, Destinati0n from GameFAQs and HonestGamers, and Branden Barrett everywhere else.  I am a freelance journalist and have had my work published on a majority of sites, most notably Helium, Associated Content, and CheatCC.  As far as gaming goes, my stance is Neutral.  Though I am more of a fan of the Nintendo franchises (Mario, Zelda, Pikmin, etc).  Alongside gaming, my other hobbies include: computer programming, web site design, athletics, tennis, poker, and of course, writing.  As a freelancer I mostly move about from site to site, but as far as blogging goes, I think I'll setup shop here for now.  Most of the reviews I have transfered over to this site were from my GameFAQs/GameSpot account, so if you want to view any of my other reviews head over to www.cheatcc.com. 

My Blog
Added by Calidreth on July 26, 2008 | |
Hey there,

For those who don't know, I was Mystic_Flames on GameSpot and Destinati0n on GameFAQs and HonestGamers.  So if I know any of you from those sites, feel free to stop on by, as I have not quite figured out the configuration on this site yet.  Over the last few days I've been working on setting up my profile here, as well as transferring a couple of my reviews from my GameSpot days.  As a freelancer most of the other reviews I have done can't be uploaded here due to exclusivity, but I will be doing some personal reviews, and it is those that I will post on here.  If you'd like to check out any of my other reviews, just head over to www.cheatcc.com.

As far as gaming goes, I've been trying to finish up Tales of Symphonia on the GameCube.  Definitely a great game, just a tad too lengthy for my tastes.  Nevertheless, I'll probably get around to finishing it within the next few weeks.  As a tennis fan, I've always been tinkering around with Top Spin 3, which is a frustrating game to say the least.  Unlike the previous installments where pushing a button would mean a solid hit, Top Spin 3 requires you to use exact timing to connect with the ball.  Which means holding down the A button and letting go just as the ball comes.  Failure to do this makes you end up looking like a complete doofus.  Oh well, all in due time.

So anyway, I'm glad I finally got over to this site and am looking forward to it.  Always been a big fan of Jeff and Ryan's work so it looks like this will be my blogging home for now.  Talk to you all later.

-Branden



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My Reviews
Reviewed by Calidreth
July 24, 2008
Definitely cheaper than fixing the engine of your real jet ski.


Something barely seen in today's gaming environment are the realistic racing games. Titles that are devoid of rocket launchers and hyper plasma cannons are a thing of the past. Just looking attentively at the release list for the next generation consoles makes that all too apparent. However, in the quiet beginnings of the classic 64 bit era was Wave Race 64, a serene and submerged Jet Ski racer devoid of the flashy gimmicks and the overrated action attachment. Despite its simplistic premise, it was known for brilliantly responsive controls and mechanics that make it feel like you are right on the ocean front. Now that it is on the Virtual Console, the chance for some of you young-ins to take on this classic is here. And though it may not be a recognizable choice for parties, there is enough here for any gamer to wrap their fingers around.

Reflecting back, I can easily recall joy-riding the stand-up vehicles around on the waters, with resplendent three dimensional visuals that I had never seen before. Weaving my character in and out and every which way, to avoid the numerous buoys and menacing wave patterns of Marine Fortress, all the while, not having to worry about getting hit with a projectile from behind or running out of fuel. Just something that I could enjoy on a weekend afternoon, to escape the constant turmoil of the school days. The charm can not only be felt from the freedom, but also the perfectly formulated play modes the game provides.

Several distinct stage circuits and options define what Wave Race 64 is all about and each has traits that make them unique. Encompassing virtually every realm in the watery paradise is the Championship mode, each with the recallable: easy, normal, and expert difficulty settings. You have four character choices, ranging from the above average R. Hayami to the absolutely terrible D. Mariner. Which brings me to point out one ongoing detriment; there are not enough good drivers. Each one of these four has something that makes them slightly more efficient; whether it is better handling, faster speed, or stronger durability. Unfortunately, only one person simply does it better than everyone else, M. Jeter. No, not Derek Jeter, but then again it would have been nice to have a bit more of a selection. With minor quirks aside, the beautiful levels and balanced challenge all build to form a remarkably satisfying formula.

There are nearly ten different environments that you will be driving through, from foggy lakes to rough oceans. It is these weather effects that will make the racing circuits difficult, as you try to defeat the three other participants. This is done by way of a Mario Kart style point system, and you will need a certain number of points, per round, to advance. Aside from the traditional standard of staying ahead of your opponents, there is also the factor of flag sweeping. Throughout the course there are several markers set up, that you will have to follow; be it staying to the left or the right of each one. Only a few mistakes are permitted before you can go swim with the dolphins at the bottom of the deep.

Now, despite the obvious lack of weapon arrays, you do possess the ability to gain a quick advantage during races. Speed and trick boost icons are available to help you upgrade your vehicle into a star studded ass kicker. While it is not really necessary to show off in the racing competition, I found it fun just rubbing it in their faces. The best way to do this though, is test running the one feature that encompasses all of the charm in this title, the Stunt mode. Though there is not an enormous list of pointless tricks to be found as in many snowboarding titles; Wave Race 64 accomplishes it well by hitting all of the basics flawlessly. Whether it is back-flipping after hitting an enormous wave or barrel rolling through that hovering ring, there is something satisfying in seeing that score continue to rise. Around twenty options are laid out on the table for you to hit, and the excellent control scheme will allow you to perform them without frustration. This also applies when using the Wii's classic controller. Oh, and just like every single solitary racer in existence, there is a time trial mode too. So, you can rack up that unbeatable time and post it on the internet for others to drool at.

Even though it is a very entertaining play while home alone, there is a reason I could not get anyone to play this little number at parties when I was younger -- the multi-player is fairly poor. This accusation derives from the fact that the game only sports a two player mode. Making things worse, you can only battle it out in a traditional race format. Had a few more choices been available, such as; a multi-man stunt feature or an allowance of four players, the replay value could have skyrocketed. It is obvious this was probably cut out due to time constraints, but with implementation, maybe my friends could have played something aside from Goldeneye once in a while.

Alongside the wonderfully executed game-play, reside some of the most enjoyable graphic effects seen from the N64 days. From the beautifully rendered sunsets to the realistic wave patterns, Wave Race 64 is definitely a gamebody models don't help either. The vehicles can also create a little clipping sometimes when they hit the water which, at times, will make you feel like you are riding a hover bike. Nonetheless, there is just so much to absorb from the surroundings that I can safely say the visuals are still stunning to this day. The sound department does not disappoint either, with realistic weather sounds and jazzy music themes. All which build to a climax that makes you believe you are right on the water, but you know, without the chilling winds and whiplash.

I had definitely spent enough time on this game back in 1996 that I couldn't wait for it to be announced on the Wii; so many hours riding along the shorelines of Sunset Bay and the wide stretches of Twilight City. Ah, good times, good times indeed. Though it has its share of flaws, as in a limited character selection and a poor multi-player element, the single experience all but makes up for it. Beautiful environments, addicting game modes, balanced difficulty settings, and smooth controls all sum up what Wave Race 64 has to offer. So for only 1000 points, be sure to pick it up today.




Reviewed by Calidreth
July 24, 2008
One Eye -- Five Stars.


A tremendous earth-shattering explosion is heard from miles around. Surrounded by towering mountains, the echo is so forceful it feels as if the very fabric of time itself is collapsing. Reality seems to stand still as a bullet train speeds by, all the while slowly being engulfed in a crimson flame. Bodies are hurled across the barren tundra, overshadowed by the ominous night sky. In the midst of the chaos, a shadowy figure rises from the ruined aftermath of fiery scrap, unscathed. Turning off the sensor on his wristwatch and sliding the PP7 into his pocket, the cool and confident agent walks along the tracks where carnage had just ensued. The barely conscious soldier stares in bewilderment, and ponders just who this man is. He is the character who wields an enormous array of weaponry, and courageously participates in missions that take him around the world and back again. His name is Bond, James Bond.

Goldeneye 007 will definitely take you back. It is the title that took everyone by surprise and defined a genre that had been swirling in a vortex of mediocrity. Putting it into perspective, it was clearly that something I was looking for to draw me into this genre. First person shooters have always been a staple for those multi-player meetings, where friends can blow each other apart for hours on end. However, alongside a monumental party experience is an engaging one player adventure that helps to complete the already remarkable package. Rare took on an idea based on a movie, which nearly always leads to trouble, and transformed it into a masterpiece, with a charm clearly deriving from the brilliant execution.

What also made this little installment tower above the rest was the diverse and ever-changing environments. Unlike most renditions today, which feature overused rooms and repetitive looking hallways, everything in this classic installment seems fresh; due in part to the excellent level design and incredibly balanced stage structure. For example, the missions which took place outside seemed to last far longer than their indoor counterparts. Thus allowing for more freedom and the ability to take in all of your surroundings – while you are busy sniping away at those unsuspecting guards. And even after all of this time and playing it alongside far more technologically advanced shooters, the visuals still continue to impress. The great fog effects and view distance all help build, not only upon the scenery, but on the depth that coincides with the engaging campaign.

Nothing more enjoyable than walking into a room full of guards and showing off all the impressive toys you brought along. Now while Bond is usually known for stealth and interrogation, it seems that was knocked aside to bring the full spirit of the first person shooter into account. That is not to say you still cannot creep lightly behind the clueless schmuck and knock him senseless with the end of your rifle. Cheap, yet strangely satisfying. What exactly would a first-person shooter be without the weaponry? Goldeneye certainly doesn’t falter in this department, and you have easily over fifty options to use at your disposal. From the spurt firing power of the RCP-90 to the startling DD44 Dostovei, each gun you find along the ground is cooler than the next, with the cream of the crop waiting for those who prove their worth.

The combat is certainly exciting, but will not be the only task you undergo. As you prepare to take on a certain stage, the game will prompt you with three difficulty settings: Agent, Secret Agent, and 00 Agent. As you continue to hone your skills, you will be able to glide past the easy objectives and more into dangerous territories. Thus, the more you move up in rank, the harder the enemies, the less damage you can take, and the more objectives you have to tackle. For example, you may only have to remove the security device on a computer terminal in Agent. All in a simple day’s work right Mr. Spy? However, while on 00 Agent, you may have to grab a top-secret video tape, make a copy of a key, and escape within a time limit, as well as completing the previously mentioned task. The challenge is executed flawlessly, and by the time you finish the easier difficulty settings, you will be ready to meet the next surreal obstacle in your path.

What will stand in your way the most in your road to completion will not be in the form of an opposing antagonist or stumping puzzle, but that of a woman. Reminiscing back to earlier titles from the past, computer oriented buddies are a little more trouble than their worth. Constantly getting into tough spots and biting off more than they can chew, thus resulting in you failing your mission. The same can be said here and the woman being referred to is Natalya. There is nothing more frustrating than trying to save someone who thinks they are invincible. Moving from point to point, you will open your mission folder to suddenly find a “Mission Failed.” How did this happen? Well, almost every time, you will find it to be her fault; with her inability to confront enemies being the most frustrating aspect of all. Though the enemy AI is usually a bit clueless in most cases, it seems that it all comes back to them when you bring an ally along for the ride.

This derives from the fact that the opposing force is always shooting your friends instead of you. And it would seem that they prefer watching you blow your objectives than actually eliminating you. The best example for this scenario occurs in the later “Control” mission, which is far and away the most annoying level in the history of gaming. You play the bodyguard for the ditsy girl who is trying to stop a diabolic threat from happening, and you must fend off an endless stream of guards for five minutes. Words can’t describe how many times you will replay that level, only to see Natalya die again and again. What a pain in the ass. Thankfully, the most stressing levels are late in the game and only appear for a short time. This means it’s back to your lonesome again for some more espionage orient missions devoid of annoying sidekicks. For you are well aware you can easily handle those numerous hardships on your own.

Give me a minute to reflect back . . .

Ah, I can faintly recall staying up past the midnight hour one Saturday night. The room is constantly flashing due in part to the sparks emanating from within the television. Mountain Dew and other caffeine induced drinks being consumed to heighten the already robust adrenaline circulating throughout the room. The sounds of the rocket launcher and dual wield weaponry resplendently shatter the moments of lurking around dark corners. And finally with one false move that trademark red screen of blood folds over our screens. This is truly what multi-player was all about, a competitive madhouse of carnage, all racing toward that winning score. While it may seem like it is lacking in certain aspects because of its age, Goldeneye really is still at the top of its class because of the freshness felt when it first arrived. The classic nostalgia apparent in virtually every nook and cranny reaches even deeper than Bond’s predictable charm towards the ladies.

There is certainly no dullness noticeable in the battle mode and the customization you can set up for each event is seemingly limitless. Options such as: the type of weapon selection, allowance of body armor (shields), and the never-ending list of character choices, all surely satisfy if you are a seeker for large quantities of content. Up to four players can throw down at one time thanks to the split-screen display and the level selection is not too shabby either. Though each environment feels and looks different than the next, one thing generally stays the same, the desire of learning the locations of the best weapons and armor. From small corridors to hidden doors which coincide next to familiar wall patterns, each stage has something that makes it unique. Even team battles can be set up if you and your buds want to break from the FFA action for a little bit. There is plenty to do, and grabbing a large party of friends to compete and explore all the possibilities offered, really is the best way to play Goldeneye. And in comparison, nothing even comes close.

Even after all of these years I can still pick up this gem and fall prey to the excellent single player mode or the remarkable multi-player. Despite running through today’s FPS giants such as: Halo, Half-Life, and Call of Duty, there is something about Goldeneye that puts it a step above the rest. Maybe its legacy derives from the fact it literally defined first person shooters on the console or it could be that I am poor and have no other games to play. Regardless, if you still have not wrapped your fingers around this little number, you really are missing out on something captivating. Though it may seem a little dated by today’s standards, as all Nintendo 64 games do, there is still so much charm to be found it easily bypasses the minor quirks. It truly is a shame that no other Bond installment that has emerged can hold a candle to this one and I can safely say that none ever will.



Reviewed by Calidreth
July 24, 2008
As far as snowboarding games go, little can catch this one.


When it comes to snow-boarding, this particular reviewer definitely isn’t one to call on for tips and tricks. Vaguely can I recall the event that took place atop a snowy peak a few hours from my hometown. I can also remember some overconfidence, a concealed tree root, and a sprained wrist. What one can sum up from this assembly of mishaps is a sense of unwanted realism. An attribute that we try to avoid when playing anything belonging to the extreme sports genre. Being able to defy gravity, exceed speeds of 60 MPH, and pull off a 1080 all while playing your board like a guitar, is definitely something we’d enjoy dreaming about. SSX 3 continues EA Sports’ excellent arcade oriented series, adding plenty of new features, all the while keeping the premise surprisingly simple.

Those familiar with the Tony Hawk series, have seen just why it isn’t a good idea to delve into trivial gimmicks. One could even say that forming a partnership between a game and a television show is an immediate cause for dismissal. If it can be done correctly then it would definitely be something worth checking out, however that is almost never the case. What the SSX series has done and done well is that it has stayed true to the sports’ roots, all the while maintaining the near flawless execution. With a couple pushes of the shoulder buttons you can pull off flips and turns, all in the aspiration of attaining that first place score. Doing so will net you quite a profit and open the door to better attributes, gear, and trails. The role-playing perspective is what sets this one apart and gives you an incentive to progress. Isn’t that the reason we even play games?

Pick a character from the skillful, but lazy Mac to the disturbingly bad-ass Psymon, and take off to the first peak. There you can take on a variety of events including point runs, races, or just a free ride down the mountain. As you take the high place seats in primary events, you can unlock additional challenges and the far more difficult stages, plump full of hazardous terrain and clearing requirements. Each rider has a preassigned rival which will challenge him or her to a variety of contests and boy can they can get on your nerves. Shove the trash talk back in their face by dominating the ten minute point trial or leaving them behind in a one on one speed run. Ah, nothing like finishing up a race by leaping from a ten story high cliff edge, and pulling off so many moves the game can’t even give it a proper name.

“???” for the win.

A plethora of items and power-ups are strewn throughout each zone and help encompass the title’s arcade side. Lightning bolts that dramatically increase your acceleration; trickster emblems that improve your performance speed ten fold; or the traditional multiplier insignias that can help you chain your bonus total exponentially. Each are scattered conveniently throughout the area, accessible from ramp jumps to rail grinds alike. As you stay on your feet and keep up the pace, you continue to add letters to the side of your screen, until they affectionately spell out:

"SUPER UBER!"

Suddenly the music picks up the pace and your score steadily climbs with each flip, turn, spin, and landing. With the numerous displays of manliness, the money begins to come in, and with the additional character customization, you can perform tricks with unbelievable precision and awesomeness.

That is why I play SSX 3. The infectious addiction that surfaces is from that ever-present nature for improvement. The fusion of realistic environments with the mind-set of going beyond the norm help provide the reason to play these types of games over and over again. The addition of a multi-player mode continues the time sink, with plenty of half-pipes and eye-catching drops to go around. Coinciding with the fluid game-play is an impressive soundtrack that plays upbeat tracks across several genres, even a few from some known bands. The DJ can get a little obnoxious after a while, but you can always silence him with the push of a button. All in all, these features are what helped make the Tony Hawk series so much fun to play and it is what provides the foundation for the tried and true formula of success.

I could go on and on about every relevant detail, but I’ll try not to sound like too much of a nerd here. Corny voice samples and some irritating button placements aside, this is by far the best board-based series out today. There is plenty to take in and the title provides enough replay value to keep you coming back, time and again. And while there is an astute lack of rocket launchers, guest stars, or gas-powered unicycles, those of you itching for a dash of zaniness will still have something to find here. It is the attention to what makes the titles of this genre so great, that will hopefully keep the quality around for quite some time. I mean we have all come to expect consistent quality from EA haven’t we?

“...”



Reviewed by Calidreth
July 24, 2008
The good? Still the same. The bad? Still the same.


For those who have toiled along the sun-parched fields of Harvest Moon over the years, one thing has been made evidently clear: repetition is fun. Combining the occupation of farming with the genre of simulation, Natsume has kept their hardworking fan-base busy for over a decade. Though obscure in the glory days of the SNES, the series has definitely busted onto the scene in recent years. Whether by word-of-mouth or a lack of first-party Nintendo games (which we should all be used to), Harvest Moon has sort of become the ultimate reality simulator. Whether you’re tilling that last spot of barren land or milking your cow for the hundredth time, there is an irreplaceable charm underneath all that manual labor, rarely found in games today.

Yet, there is a problem.

It is the one thing that has always been a consistent problem in this series and that is its lack of game-play diversity between releases. Yes, it is safe to say that each individual game in the series is solid. However, for those who have followed the farming simulator since the earlier days, there have been times where we have felt a disappointing sensation of deja-vu. Example being the nearly identical versions of Harvest Moon 64 and Harvest Moon: Back to Nature. Though different in name, each title shared the same characters, animals, and practically the same town. And unfortunately, the same can be said for the Game Boy Advance version of Friends of Mineral Town and Natsume’s latest offering for the dual-screen handheld, Harvest Moon DS.

That’s not to say that the title is poor, it’s just that, well, nothing has really changed. Despite all the system changes the series has gone through over the years, the core game-play hasn’t changed in the slightest. If the last Harvest Moon you played was on the SNES back in the nineties, then you could jump into any of the others with little effort. Tilling land, managing crops, upgrading buildings, and making friends are still your primary objectives and it is safe to say that Natsume caters more to gathering new fans than keeping old ones. Yet, fans keep coming back, hoping for that one change that will rekindle the passion for their delightful, little reality sim. Nevertheless, if you are new to this particular collaboration of farming-oriented games, then you are in for a good time. And where else could those good times be held, but the place where it always starts.

Ah the farm, always the location where your blue-collar adventures begin. You start as a young boy in Forget-Me-Not Valley, living a simple life in the quaint little town. However, things are not always what they seem. Through some magical mischief, brought about by the Witch Princess, the Harvest Goddess is petrified and sent to another dimension, along with most of the helpful little sprites. Realizing her wrong doing, the princess enlists your help to try and bring her back. How you may ask? Well, by farming of course, what else? Despite the unique back-story, not much has changed as far as introductions go. Within minutes you will begin clearing out your crappy, weed-filled backyard as you have done in every other Harvest Moon game, all the while trying to get used to the new control scheme brought about by the DS.

The touch screen acts as your access window in Harvest Moon DS, allowing you to reach in and pull items out of that big, orange rucksack. Within that backpack you will notice three distinct placeholders, them being: tool, item, and accessory. Though the first two should be familiar to any regular, the newly added equip option brings about an RPG approach to the series. As you continue to gain prestige and wealth, or what little you can in such a small setting, you will find it easier to unlock these unique items. Items that will let you recover lost stamina, transport from place to place, and even improve the happiness of your animals. The animal glove, for example, brings about the other use of the touch screen, allowing you to brush, wash, and pet your animals through a compilation of quick mini-games. It is undoubtedly intriguing, however, this feature remains as one of the few new game-play elements. Beyond this point you should instantly recognize practically everything, assuming you’ve been playing these games for some time.

The game is certainly more challenging this time around though. Rather than having the bird and material sheds handed to you at the beginning of the game, you will have to earn them through a little bit of ingenuity and elbow grease. Planting crops is definitely a priority in the early seasons, with the casino being a useful way to make a bit of money on the side. Speaking of crops, there are plenty to pick from, with over twenty vegetables available for harvesting. Trees also give you a break from tending to your large gardens, providing extra income without you even having to lift a finger. In due time, you will have acquired the necessary buildings, allowing you to raise livestock, poultry, and of course, a trusty steed.

Life as a farmer can definitely be lonely at times, so heading down to the village for some social activities is essential. Those who played through A Wonderful Life will have no problem remembering most of its “unique” inhabitants. Who could forget the shy giant Cody, the introverted scientist Daryll, or the lovable hobo Murrey? Well, too be honest, most tried to after the disappointing mess that was A Wonderful Life, but it’s hard not to remember when the game came out just two years ago. Agenda’s run rampant for the townsfolk of Forget-Me-Not Village and learning their schedules is key for accessing secret events, unlocking particular tools, or raising their friendship levels. Nevertheless, as always, there resides the most important individuals in each farming adventure you’ve ever undergone – the women.

Wish getting married in reality was as easy as it is to in this game? You should. In fact, everyone should . . . unless you like being single. As always, there resides five primary bachelorettes, with several unlockable ones along the way. Each has their own unique personality, likes, dislikes, and locations they enjoy visiting. After some trial and error, you will memorize your lady of choice’s favorite things and proceed to raise her friendship and heart levels. This can be done by giving some gifts, unlocking their heart scenes, and attending the festivals regularly. The core element of marriage as a whole hasn’t really changed and those familiar with the system will probably be married by the end of the first year. Just another thing Natsume could’ve expanded upon, but didn’t.

Okay, maybe there is one new addition in Harvest Moon DS that hasn’t been in its’ predecessors . . . but it isn’t very good. In fact, it is just as monotonous as the primary farming game-play can eventually become. What is being talked about here is the implementation of a dungeon-crawling mechanic. Wait, what? Dungeon elements in a farming simulator? Yeah, it befuddles me too.

It all takes place within the mine and at first, it will seem just like the traditional cave from the earlier titles. Hoeing here and there, collecting ore and random stuff along the way, nothing out of the ordinary right? Well, you will soon discover floors and below the first floor you will unearth the most bizarre of items and creatures, that you would never think would come out of a Harvest Moon title. Evil chickens, cursed tools, and even a mysterious maiden await for you within the bowels of the earth, with the floor levels ranging from fifty to over sixty-five thousand! The repetition isn’t too noticeable at first glance, but within an hour you will realize the lack of diversity between floors, with the problem compounded even more due to the HP system. Here you are, on floor "1,243" and you haven’t saved in a while. Then all of a sudden, thump! You just fell over two hundred floors through a random hole and lost all of your health.

Fantastic.

Despite the lack of uniqueness and the negativity brought upon by the few new approaches to the series, there is one positive to Harvest Moon DS, and it has to do with the presentation. The visuals have certainly improved since the farming simulator’s outing on the Game Boy Advance, with vibrant landscapes and better drawn character models enveloping the top and bottom screens. The game features plenty of catchy new soundtracks, that would be even better if the same song didn’t play throughout all thirty days of a season. The addition of purchasable songs from previous Harvest Moon titles makes up for this, with over twenty of them available for purchase as you progress throughout. You always have the option to turn down the volume though.

At the end of the day, what else can be said but – this is Harvest Moon. If you have been a faithful fan since day one and don’t care whether or not anything ever changes in this series, then have fun. If you are a newcomer, there is no better place to start. There is plenty of work to be done and those worrying about time restriction can relax a bit in knowing that the game continues forever. Year three, six, or even forty-four are all possible, just in case you want to continue your progress from home, work, or on the road. However, if you are one of those that likes change, look elsewhere. To be honest, the game is really just a combination of A Wonderful Life and Friends of Mineral Town. So if you own one or both of these games, just save your money.



Reviewed by Calidreth
July 24, 2008
An average brawler that's primarily for fans of the show.


As I sit here late into the night, my brain formulates an interesting thought. Who hasn’t heard of Dragonball Z by now? Whether you are at home channel surfing or walking by a group of hyperactive children on the streets, the topic is bound to have come up. What is it about this phenomenon that has made it so popular? Could it be the engaging characters, deep storyline, or emotionally driven concept? Nope. Primarily because all three of these subjects are virtually nonexistent within it. No, it is the incredibly drawn out but fun action sequences between stupidly powerful beings. Punches that can crush boulders, speed that surpasses sound, and powers that can send an adversary to hell and back. On paper it all sounds so good and it had the potential to be a combat series anyone could affectionately care for.

It's a shame that Atari doesn't care nearly as much.

Time after time, these poor fanatics are always left more and more disappointed by each released title. From numerous glitches to sloppy execution, each game that has ever carried this name has been a letdown in some manner. That is until last year when something miraculous happened; that miracle came in the form of Dragonball Z Budokai 3. A faster paced combat style, deeper move-set system, and impressive visuals brought the whole experience together. As somewhat of a fan to the series, I couldn't help but crack a smile.

After such promise, who couldn’t look forward to the next outing? Dragonball Z: Budokai Tenkaichi promised to be as close to the show as it gets, with a variety of fresh options and a long list of character choices. The perception became quite the understatement when I finally got a hold of the game. Flying around multiple environments in a real time setting, utilizing a multitude of combo chains, and getting my rear handed to me in succession; all brought back an indifferent feeling of nostalgia. From the sleek introductory movie all the way through the first couple of hours, I could not get enough. Even the returning World Tournament battles were welcomed, as it had always been my favorite mode in these games. I suppose it is easy to turn a blind eye to some problems, when it just so happens to be a fan-favorite.

Taking on a different approach from before, the mechanics play out in expansive land-based arenas, granting a great deal of freedom. Priority has been placed on adding a dimension to the series that had yet to be implemented. Rather than side by side, the camera is positioned behind your character, with plenty of movement options now accessible. Flying to that nearby rock for cover, forcing your opponent underwater, and even being able to destroy everything around you, are ways to enhance the presentation brought forth by the show. Mastering these new abilities isn’t easy and the learning curve will definitely force you to make use of the tutorial mode. Once the control scheme becomes second nature, bouts become a lot more interesting, and the pace of the fighting is the quickest its ever been.

However, it wasn’t until that new car feeling wore off that I began to see a multitude of blunders. Eschewing constant problems became a frustration and it was apparent that Atari was up to their old tricks. The source of these detriments are found in the Z Battle Gate and the promising ideas are all strewn sloppily about, compliments to the poor execution. Each mission objective this story mode takes you through will have you completing a primary objective. Whether it be defeating the enemy using a certain technique or fighting on a time limit, the game will try to get you to win without resorting to just beating the crap out of your opponent. Speaking of which, combat is balanced well enough that you will have plenty of opportune moments in which to launch a round winning assault. No, where it all falls apart is when the odds are stacked against you and a duel becomes a struggle to survive.

Picture the following scenario if you will. The scene is set in a perpetually barren wasteland. It is an expansive region filled with stone pillars, dramatic lightning, and storms of sand. The two warriors dramatically stare at each other with intensity. The stage is set. The narrator says FIGHT and the participants engage in a manly struggle to survive. Seconds later though you find your life bar empty and your hero with his face in the dirt. What happened? Well, it’s simple -- you were up against a 50 foot tall ape wearing a full suit of armor. These are the type of confrontations you will encounter throughout the story mode and they are a living hell. To survive 60 seconds sounds easier than it actually is, and the only way to win these fights half the time, is to abuse the system.

*PUNCH* *PUNCH* *PUNCH* *WHACK*

Listen as your stunned adversary lets out a series of grunts and moans.

*PUNCH* *PUNCH* *PUNCH* *WHACK*

Rinse, repeat, ad nauseam.

Using these combo sequences over and over again to get past the aggravating time objectives is monotonous, with nearly half the throw-downs in Z Battle Gate mode consisting of them. The game does a good job in masking the repetitive and incredibly cheap situations with clever dialogue and memorable show moments, but players unfamiliar with the anime will remain unimpressed. What also took a hit was the number of available abilities. Those looking for a wide array of special moves to pull out during every fight will definitely feel shortchanged, as the number has been decreased to about five per person. The camera has its share of annoying moments as well, especially with the inconsistent lock on feature. The bothersome fact of it all is that the computer knows exactly where you are as soon as the round begins. I can’t count the times I was continually blasted in the back, utterly clueless as to where it was coming from. Don’t be surprised if you end up with a chunk of your HP missing before you even notice where the sneaky little creep has been hiding.

Yet despite all the shortcomings the title possesses, it’s okay to sometimes just sit back and leisurely enjoy the fast-paced action. Especially if you can grab a friend and/or hostage for a throw-down or two. Twirling control sticks to heighten the intensity of your beam over his, playing hide and seek behind a variety of obstructions, or just seeing who can get off the best combo percentage, are all among some of Tenkaichi’s most engaging moments. The lack of original techniques among combatants was kind of a disappointment though, with several characters sharing identical attack sets. On a related note, the capsule system has made its return in a sense, taking on the form of fusion earrings. Combining them in the correct way can yield new items and upgrades, including higher Super Saiyan forms. All here to help bring out that fan inside you. It’s okay, I hear they don’t bite.

In the end, Dragonball Z: Budokai Tenkaichi comes out as an average brawler with the shift still in neutral. There are plenty of exciting moments, but for every positive there is a negative right beside it. Whether it be the rushed game-play mechanics or the occasional lock-up during dialogue scenes, there are just too many distractions that keep it from besting last year's surprise hit. Even so, with numerous features to unlock and the list of character choices available, several fans are sure to immediately rush out and get it, ignoring any and all reviews. It certainly is entertaining to see Brolly beating up on poor Krillin or finally seeing the sword wielding Janemba in action. Nevertheless, despite the charm that encompasses it, the game is honestly nothing more than a rental. And though it is recommendable to fans of the series, as a fighting game it can be summed up in one word.

Mediocre.



Reviewed by Calidreth
July 24, 2008
NSMB is a superb trip down memory lane.


There is one particular thought that you should dismiss from your mind before reading a review or perhaps even going out to purchase this game. And that is, do not expect this to be along the same monumental line as Super Mario 64, Super Mario World, or even the first game Mario appeared on for that matter. Think of Mario’s latest venture as more of an anthology of sorts; an assemblage of positive features from his best games, spanning over the last twenty years. A nostalgic trip down memory lane has definitely been one of the main incentives to purchase a DS and the same applies for the latest in the long line of Mario’s platform-based adventures. With new and old elements alike, some good and bad, New Super Mario Bros. is yet another reason to purchase the dual screen handheld -- that is of course if you haven’t already.

Now the first thing noticeably different about New Super Mario Bros. is the graphical presentation. Mario is now sporting a three-dimensional image, first seen on the Nintendo 64. What of course hasn’t really changed is the reason why he is frantically running across the world as if something is terribly wrong. Once again, the Princess has been abducted, this time however by Bowser Jr, who has apparently become his father’s errand boy within the last few games. Over the course of eight worlds, two of which secret, you will travel over a relatively large map, knocking out stage after stage in the hope of retrieving the Princess yet again. And sorry Super Mario World fans, none of Bowser’s other kids are in this one unfortunately.

If you are familiar with the traditional controls then the learning curve of this game will not be a problem. Using certain buttons in conjunction with the D-Pad will allow you to pull off dashes and hops, as well as acrobatic feats, such as: triple jumps, ground pounds, and wall kicks. The latter being quite useful in later areas when you have to make quick escapes, especially in the screen scrolling stages. Another thing to note is that the touch screen is somewhat limited in use, providing just an overview of the world and a mini-map of your present location.

Nevertheless, what has always made these types of games fun is the atmospheric diversity apparent in said worlds. As you hop from land to land (by way of a Super Mario Bros. 3 style map system), you’ll cross valleys and deserts, climb up piranha vines to the clouds, and swim through underground caverns, all the while avoiding carnivorous eels and fish. Nearly every stage shows off something new but at the same time brings back some nostalgic moments, especially if you have followed the series for quite some time.

You probably wouldn’t even think of buying this game if you haven’t right? I mean who could forget putting on the tanooki suit for the first time in the third or finally beating the difficulty scaling masterpiece that was Star Road. New Super Mario Bros. brings to the table some interesting additions of its own, one of which being the power-ups. Ranging from absolutely mandatory to merely conventional, the mega mushroom, mini mushroom, and blue shell encompass the title’s primary tools; helping you thrash koopas and solve the trickiest puzzles with less effort than normal. For example, the mega mushroom puts you in an invincible state, letting you run through the area with no cause for concern. While this is happening, enemies are getting trounced, pipes are unearthed, and blocks are crumbled, all in the wake of your massive size.

Regular mushrooms, 1-up mushrooms, super stars, and the ever prevalent fire flower also make their return, giving platform perfectionists quite the arsenal. And while some of these additions make the game more exciting, there are others that bring along a detrimental tedium. A tedium that presents itself in the form of collectible star coins.

Perhaps too many collectibles have always been a problem in most adventure games, especially when they add so little to the game. Just thinking of the blue coin system from Super Mario Sunshine makes me cringe. Though not quite as horrendous, the three coin system prevalent throughout each stage is really more of a distraction, if anything. Here’s how it breaks down: in each stage you will find three coins which act as your main currency. Hidden in less than obvious locations throughout your progression, you will have to take the time out to find these tokens or even risk certain doom to grab them. And the reward for your hard work? Nothing more than being able to access mushroom houses, which allow you to purchase a random power-up.

Strangely enough, the coins also tie into the frustrating saving system. Meaning that opening these mostly pointless areas act as one of the few ways to save your progress. This becomes aggravating in later levels, especially if you have to quit early, but find that you have either opened too many houses or don’t have enough coins. And let’s not forget the dreaded scenario of the battery running out at the wrong time.

Ouch.

Then again, maybe you are the type that likes to collect every trinket and trophy, all in the hope of earning that perfect score. That natural urge to grab something within reach is just sometimes too strong to withstand, I know. If that is the case then there is little cause for concern, but just remember if you ever find yourself pulling out your hair that most of it is avoidable. Most of it.

What was also disappointing was the absence of a familiar face or two that some of us have come to expect to see. Yoshi, for example, fails to show up and would’ve been an interesting addition (not the vomiting Yoshi, of course, but the normal one.) A flying mission or two with him for old times sake would’ve been interesting, as would have been being able to brawl with Wario in a traditional man to man showdown. Then again, maybe I am being a bit too picky. I am glad that Luigi was able to make an appearance and with it, he brings along the introduction to the fun co-operative feature. With this addition, you and a friend (or enemy) can simultaneously play through stages at the same time, tag teaming enemies, challenges, and bosses alike.

Speaking of which, the game scales at a relatively balanced state, providing an adequate challenge as you travel from place to place. Boss fights are continually engaging and later confrontations even require some thought and several lives to beat. However, if you’ve heard some complaints of how the game is too easy, then I'd have to say the early-bird critics are somewhat correct. Lives are easy to come by, especially if you collect most of the star coins. I’ve even heard that the 99-life trick exists in the game, so if you discover its location, use it at your own risk. Nevertheless, what helps sustain the replay value throughout is the fact that all worlds are replay-able, even after they have been completely beaten. This surprisingly including: regular stages, mini-battles, and fights with the final bosses themselves.

Also heightening the reason to keep playing is the addition of mini-games that were first seen on Super Mario 64 DS. Knowing that this is a hand-held game, Nintendo would have been crazy to not throw some time passing challenges on here for the road. Some you will notice, some you won’t. Whether it is whacking moles on the head, blowing into the microphone to keep Yoshi afloat, or playing “Where’s Waldo” Nintendo style, there is plenty to keep you and your friends occupied for hours upon hours.

None of that would be possible though if you didn’t have some catchy music to play to right? Well, New Super Mario Bros. delivers on that front as well, providing several enjoyable tunes, both traditional and new. A few familiar themes are remixed, but most of the game features a fresh soundtrack. A soundtrack that is mostly upbeat with the exception of the mellow pace featured in the various water locations. Mario and Luigi also churn out some new voice samples as you pull the flag down to the bottom, following the completion of each stage.

What helps New Super Mario Bros. succeed is the sense of balance that it finds. Though it doesn’t do anything groundbreaking, it manages to create an adventure that brings back some old memories and helps create new ones. With fantastic game-play mechanics, satisfying length, and plenty of extra features, the latest work from Nintendo succeeds on several important levels. The inability to save wherever you want is frustrating though, as is the lackluster use of the touch screen. But at the end of the day, the positives clearly exceed the negatives, and the result is what we can normally expect from a Mario game.

Quality.



Reviewed by Calidreth
July 24, 2008
Trudging down memory lane.


Simple platformers have not withstood the test of time in today’s rampant world of cinema crammed role-playing games, competitive shooters, and batty innovative puzzlers. Once in a while the need to revisit a past series and style of play is vital to set a sense of equilibrium and to not forget what came first. Series such as the classic Donkey Kong for example, and his long time but inconsistent rival, Mario. Based on a remake of the 1994 version of Donkey Kong for the Game Boy, Mario vs. Donkey Kong is an attempt to recreate the traditional part platform, part puzzle classic, but fails doing just that. Adding too many new elements that have appeared in each icon’s own titles leave it a bit more unbalanced than it probably had originally planned. I guess you can have too much of a good thing.

Yet, I could not help but enjoy the quaint charm and memorable sounds that popped up now and then. Who doesn't love that crazy hammer music from the original? Even the bizarre storyline managed to make me laugh on some occasions.

Pity this isn't a comic flick.

Now picture if you will Donkey Kong sitting in his house minding his own business. Eating bananas and channel surfing like the couch potato that he is. When he manages to catch a gander on the Home Shopping Network about the new thing in town –- Mario dolls. When did Mario become such a publicist? Blotting out the fact that he and Mario are enemies, old Donkey Kong begins frenzying around his house in excitement over this new fad. He bursts out of the jungle and into the city where he steals every one of them from the factory. Mario finds out about this and is generally pissed because he knows this cannot be good for business. Thus commences your journey of cat and mouse through six worlds with eight stages in each one; overcoming traps, picking up items, and praying the stupid ape doesn’t break your damn toys.

The game-play is relatively simple to say the least. Make your way across traps and hazards while strutting those jumping skills to pick up items and solve puzzles along the way. The majority of which will have you flipping switches in the right order, picking up keys, and dodging the occasional enemy or threat. Rinse and repeat for the first six stages of each world and you will end up at stage seven, which involves leading the Mario dolls you secured into a box. This is where the game picks up a bit as the dolls break very easily, so multi-tasking staying alive, keeping each one safe, and solving every dubiety will become essential. Once you have that task quickly taken care of, Donkey Kong will come out of the shadows for a little revenge. Unfortunately the fights usually last no more than 5 minutes as it usually plays out like this: pick up item, throw item in his general direction, dodge his attacks, ad nauseam.

Props though for the notable implementation of a pseudo-3D graphical style and control setup -- because of this addition Mario has a lot of moves beyond the normal walk and jump from his early titles. Back-flips, multiple jump combos, tight rope walking, and handstands are all added to his arsenal and each technique serves a different purpose whether it be for offensive or defensive purposes. So, flip up to the peak of that high structure to flip the switch, then handstand to avoid the falling barrels threatening to bust your head open.

Though the capital reason Mario vs. Donkey Kong fails to rise above its genre counterparts lies within its execution. The innovative approach brought on to complicate for the better is overshadowed by the general premise. To put it bluntly, the game is over too fast and the difficulty does not pick up in time to save it. Though the first few worlds will fly by and feel fresh and unique, this all starts to tumble by around World 4. Attempting to mask the repetition is shifting background visuals and music from stage to stage, but it still cannot hide the fact it is merely recycling content. After a couple hours pulling on that twenty-fourth lever and swiping that thirty-second key will just become pointless. Despite the numerous shortcomings, the game will reward you on how well your collective efforts payed off, if you manage to sustain the interest.

Alongside the basic collection items mentioned so far is the oh so original addition of stars. Nintendo just cannot seem to put out a Mario game without these things can they? They are sort of like the holy grail in each stage as stuffing enough of them in your pocket will help you unlock an expert mode which adds a slightly noticeable difference in difficulty. However, the game is honestly not worth another run through after the first completion and even then everything rounds out at about 10 hours tops. If you are a score freak like I used to be back in the arcades then the addition of that system may keep you on your feet a bit longer. Though one has to wonder the reason to hold a record if no one is there to challenge you.

Ah, solitude.

You never seem to realize how much you dislike a series till its best is thrown at you and still manages to disappoint. A plethora of ideas were all obviously strewn about, but the inability to realize the potential was the leading handicap going into this one. I personally never cared for the original Donkey Kong and twenty some odd years later it isn’t faring any better. Even the inclusion of Luigi and a co-operative feature might have given this mediocre title some life. Figures every time the green plumber is really needed he is nowhere to be found.

Conclusion? Mario vs. Donkey Kong is a short, flawed package with infrequent redeemable factors. Perhaps resurrected classics really have no place in the ever changing realm of gaming anymore.

Only time will tell.



Reviewed by Calidreth
July 24, 2008
Diamond in the Rough.


What does one think of when you picture the deep blue sky and endless oceans? How about the starry night skies and towering mountains? There has always been a sensitive side for me in the exciting realm of exploration, and the sense of adventure you get from it. Alright maybe I am getting too ahead of myself here, but when you think of such, you wonder how you are going to get around seeing it all. Since I am unfortunately no pilot, and know none myself, the closest to the real thing I could grab was right there in my old Nintendo 64. Many recall the plumber being the real deal when the system made its debut, but one game slipped under some noses and it goes by the clever name of Pilotwings 64. A game full of exploration, challenge, and uniqueness, the game encompasses something a lot of games are missing in today’s day in age…mellowness.

Strap on a jet-pack or grab a spare hang-glider, as you prepare to sit down and take on the intriguing simulation-based missions. Each scenario will give you a certain task to do, be it moving a gigantic one hundred foot wide balloon across the ocean, or landing on all twenty moving air targets without fail. Carefulness and time management are all essential as you progress, because after each mission you are graded on your performance. Time completed, accuracy in landing on certain targets, tasks completed, landing precision and landing impact, will all add up to total your score. Based on your score you will be able to take home a gold, silver, or bronze medal, and advance to the next class. Being as flight inefficient as I am, it definitely takes a lot of skill to get perfect in some of the later missions. That said, there is plenty of challenge here and it is as smooth as the sailing itself.

Vehicles are the name of the game and you have quite a selection to choose from. The Gyrocopter will be your vehicle of choice for targeting missions, as it is equipped with a missile launcher and a landing tracker system. Though it is essential to take out all the targets and land as quickly as possible, it is a lot of fun to just go around blowing stuff up. I also like how some of the environments were alterable, Mount Rushmore is something that comes to mind here -- don’t worry you will see why later on. The Rocket Pack is the smoothest to control and has missions that revolve around going through rings or landing on air targets. Though it is the easiest to control, learning to correlate your technique with the camera for that 100% landing score will be difficult. Lastly, you have the hang-glider which is definitely a pain in the ass to control, because of the sluggish turns and a width that makes it incredibly easy to wreck. Though it is frustrating at first, the vehicles are very fun to play around with, and the learning curve is steady throughout.

Another thing that pulled me into the game was just the light-hearted nature and silliness of the game. It truly is something you do not see in a lot of simulation based games out there, which usually are devoid of any emotion. The characters are all goofy from the young Lark to the scrawny Goose, and each has their own tones and personalities. I found it hilarious when I accidentally (or purposely) drove my character into a lake or mountainside, only to hear a high-pitched squeal, followed by a crash or splat. However, each character does more than just give you some Sunday evening laughs; they also provide a weight class that goes hand in hand with the vehicles. Some missions may require a thin person to get through tight crevices to reach the end, or perhaps a large and accelerative one to get through all those rings in time. The diversity of the characters and learning to know when to use each one, is essential, and is half the fun.

There are some rough edges beneath that glossy finish, and that is the repetition of mission styles in later levels. For instance, the ring and target destruction missions show up several times in the game, and with little variety thrown into them. Elements such as wind current and building-orient obstacles will be in the way to slow you down, but with timing they are not really an outstanding obstruction. There also seems to be some problems now and then with the grading system towards landing precision and accuracy. At times I half-assed a landing and scored a 100/100, while other times I nearly broke the controller in concentration and landed a 90/100. As your skill increases that understanding of the system will improve, but a little more control over certain mechanics, such as the camera, would have been nice. Now, speaking of cameras, that thought brings me back to that all too familiar element I talked about earlier…

Mellow.

It is more than something you would only hear and feel on a drunken night out to a bar lounge with friends. Surprisingly it can be found right at home, and Pilotwings 64 does a great job with surrounding you in that environment; that being the extremely entertaining “Birdman” mode, which is accessible only a little ways into the game. Being an explorative sight-seer myself, I found this portion of the game to be as satisfying as the missions themselves. Taking on an easy to control set of wings, you can glide your character through levels similar to grade based ones. However, you are armed with just a camera and your simple objective is to just glide around, exploring hidden sections of the area, and just have a good time. Bringing it all together is the dated but colorful visuals, the day and night feature, and the relaxing soundtrack. After a twelve hour day at work, I could not think of a game I would want to play more, which only makes it sound more intriguing doesn’t it?

A great atmosphere is always vital to a game that encompasses the elements of nature and exploration. Though standard by today’s views, I still find the game as amazing looking as it was back in 1996. The look of the ever changing skies going from night, to day, to sunsets looks amazing, as does the detail of the cities and landmarks. The perception of levels from a distance is very clear and the wind effects are done well, in a sense of letting you know it is there but not obstructing your view. Character models are a little out of texture and blocky, but it is forgivable thanks to the hilarious expressions each of them give. Only thing that could have really been perfected was the explosions. Watching what looks like paper shredding after landing a missile atop a mountainside is kind of unimpressive. I can only think what a nuclear blast would look like under these circumstances.

However, above and beyond the veil lies a portion of the game that proceeds to give me the most satisfaction, the sound. Pilotwings 64 sports one of the most calm and jazzy soundtracks I have ever heard. It was, in fact, hearing a remix of one of the songs in this game that made me excited to give this game a go. Dan Hess did a fantastic job, giving the game that unique relaxing setting, so few simulations have. From the upbeat techno like sound of the day time levels, to the jazz-trance flavor of the starry night, it by all means pulls you in. So, much so that it will help to let you ignore some minor game-play quibbles talked about earlier. Heck, just turn down the lights and turn up the sound, and chill into that calming fade.

Though there is no multi-player to speak of, there is plenty to keep you coming back. Secret modes, a stable difficulty, fun missions, and a tremendously addictive musical score all bring the world of Pilotwings 64 together. It is a shame that many passed this one over from the hype of other early Nintendo titles. Another thing some people may miss is that this is, in fact, a sequel of the one from the Super Nintendo. Giving this one a shot will, no doubt, make sure you do not miss this one again. Even if you are not a fan of Simulation games, Nintendo has done something with this genre that makes it unlike anything I have played before.



Reviewed by Calidreth
July 24, 2008
You really can't go wrong with a Pokemon game.


Looking back ten years, one can see why the Pokemon series was to be such a big success. Cute monsters and traditional role-playing mechanics all wrapped up in one portable package for children on the go. It was played outside of homes, schools, malls, and everywhere kids seemed to wander back then. The fact that there were loads of merchandise, trading cards, and a television show about the growing phenomenon did nothing but nurture the growth of the entertainment giant. The idea behind it was simple; churn out a new game every two years or so, while introducing new monsters and keeping the core game-play the same. While this may have worked for the first two or three games, after a few years the whole thing had become stale, example being the Game Boy Advance versions of LeafGreen and FireRed. Fans of the series needed something fresh, and as time went on they began wondering, “where is the title that will allow the Pokemon series to become as fun as it was nearly ten years ago?”

Well, they need not suffer any longer.

How though? What could be so special about this particular version of Pokemon that sets it apart from all the other rehashes? The answer can be summed up in two words: online play. One can only wonder why Nintendo took so long to get this series online, given the amount of replay-ability they could have added onto the already monstrous time needed to build up your intimidating team of monsters. It could probably be attributed to the fact that Nintendo has never been much for Internet connectivity, as it was their president a few years back that said that Internet gaming wasn’t going anywhere. It can be forgiven, as it wasn’t until XBox Live emerged onto the scene that online console gaming took off. Though late to catch onto the craze, Nintendo has finally brought the series online, allowing for nearly infinite replay value, providing that you have access to a wireless router or USB cable. While this is all well and good, the majority of the time you spend with this feature is toward the end of the game, and as everyone knows, adventures start from the beginning.

As with all Pokemon titles since the early days of Red and Blue, you take control of an aspiring young ten year old ready to begin his/her adventure in the world of Sinnoh. After choosing a boy or girl (each with an odd sense for fashion), you will run into your first dose of trouble, giving you the opportunity to pick one of three unique Pokemon: the water penguin Piplup, the fire chimp Chimchar, or the grass turtle Turtwig. Once obtained, your mission will be to visit city after city in the hope of collecting eight gym badges; signs of victory that show proof of your battling prowess against some of the leaders of the Pokemon League. If you have played any of the Pokemon games in the past, you will have no problem getting into the swing of things. And even if this is your first time, there are plenty of menus and help screens to guide you along through your confrontations.

Battles are played in a one versus one format, with the occasional double battle thrown into the mix. One of your six Pokemon will take the stage, with up to four moves being available to use against your opponent. Damage is dealt in a rock-paper-scissors format, meaning that if you use a ground attack on a rock Pokemon it will have a greater effect than if used on a flying type. Though some knowledge will have to be acquired through the use of game guides, everything becomes pretty straightforward thanks to some interesting gadgets you gain throughout your progression of the game. Again, while all these elements may sound familiar to most players, there is one big change present that alters the layout quite a bit: the touch screen.

It has been seen before from probably everybody who owns a DS; a game comes along that is moderately good, but could’ve taken advantage of the touch screen a bit more. There are also times when there is no use of the bottom screen at all, with the exception of maybe a map or fancy pause menu. Frustrating isn’t it? It’s like buying a Wii game only to find out that it isn’t compatible with the motion-sensing feature. And while Pokemon Diamond and Pearl don’t add anything relatively new to the game-play through the touch screen; it does make the title a lot easier to play. Though the player can still use the control pad and basic buttons to select attacks and equipment, the simple layout and item shortcut feature are so convenient you’d have to be a masochist to pass it up (not the kind you’re probably thinking of). Along with these helpful options, the game’s bottom screen also functions as a watch, with as many tricks in its programming as one worn by James Bond. It is known simply as the “Pokétch,” and with it, you will have a clock, calculator, treasure detector, type chart, and dozens of other features at your disposal, some useful and some . . . not quite as useful. The way Diamond and Pearl uses most of the hardware capabilities of the DS is commendable, as is the way Game Freak and Nintendo stuff enough content in each version to hold the player over for hundreds of hours.

Yet, if there is one thing one could take from the game as being aggravating, it would be the mind-numbing repetition of leveling. “Sure, if it ain’t broke, don’t fix it,” but it would help if there were more places to gain experience points toward the end of the game. Players that have followed the series for years know that the Elite 4, most of the time, is the final confrontation in the single player mode. But what if you want to continue to the coveted level of 100 to battle your friends? Well, prepare to battle these same trainers over and over again. With the amount of memory that the DS cartridge can hold being quite large, it is disappointing that there couldn’t have been an additional continent or island to traverse to. Even Gold and Silver on the Game Boy Color had one for goodness sake. Nevertheless, the online battle modes that Diamond and Pearl provide, help us time deficient players out exponentially by allowing for open level, level 50, and level 100 battles. Only level 60 and want to take part in a max level fight? Then just select the level 100 option and your Pokemon will be leveled to 100 as if it was trained manually. The individual stats of that Pokemon may not be as solid, but it doesn’t make enough of a difference to be a detriment.

Speaking of online again, probably the greatest game-play addition to the latest in the Pokemon franchise is the Global Trade System (GTS for short). Provided you have seen the Pokemon somewhere in your travels, you can trade for that creature by putting up another of your choosing. You can even decide the gender and level range if you so desire. It usually takes a few hours for a trade to happen, but with thousands of people on the wi-fi system daily, you can be assured that you will get the one with the preferences you want. A small bit of advice though; don’t go trading a level 5 Bidoof for a level 100 Dialga or else you might be waiting a little longer than usual (forever). Providing you don’t abuse the system, the GTS is a fantastic way to acquire Pokemon that you can’t get in your particular version of the game.

One thing you’ll notice through your travels is just how different this particular world of Pokemon looks and feels. That is because the environments have evolved to full 3-D. This allows the world of Sinnoh to look far more spectacular than it would have with the limitations of previous handheld systems. Water flows, flowers sway, and buildings stretch, even the character models are more detailed than in the past. With enhanced lighting and color, attacks actually appear intimidating. There’s nothing quite like watching your solarbeam or flamethrower fill the screen with a bright spark of light, then witnessing the opponent fall to the ground in a daze. To add to the already great atmospheric visuals is the reappearance of weather effects. Heavy downpours in swamps, blizzards on mountaintops, and blinding sandstorms in deserts, each are impressive in their own right and add their own unique strategic element in the heat of battle. From top to bottom the graphical presentation of Pokemon Diamond and Pearl is flawless, and is among the upper echelon of DS games thus far.

The audio department is another story though. Why, oh why couldn’t they have updated the sound effects for some of the earlier Pokemon? How many times do we have to hear the same ear piercing screeches of Geodude, Zubat, and Gastly? Returning back to memory size, wasn’t there a possibility that the Pokemon calls from the television show could’ve been implemented? With voice acting being a dominant role in gaming today, there was easily enough space on the cartridge for some stand-able dialogue. Come on, even the Nintendo 64 had voice acting; example being the flight sequences in the classic Star Fox 64. The music fares slightly better, but most of the themes are far too short, which in turn, causes them to recycle too often. Sure keeping things simple allows for some nostalgia, but that feeling wears thin after the first few hours. Some words of advice, keep the volume on low.

At the end of the day, you can’t really go wrong with Pokemon Diamond or Pearl. With improved visuals, 100 new Pokemon, online play, and a new continent to explore, the latest generation in the series is something to get your RPG-loving hands on. Whether you have been catching them for nearly ten years or are just now getting into the craze, there is more than enough here for everyone. The game is simple enough for beginners, but has deep enough of a meta-game for pros to go crazy with. If there is any advice to give, it would be this: get a wireless router or USB cable. There are too many players out there that thought the previous versions were over too soon. Seeing their finely trained teams go to waste by having no one to play but the computer. That time is over. As a long fan of the series, it is good to see the franchise head in the right direction, and hopefully, it can only get better from here on out.



Reviewed by Calidreth
July 24, 2008
Star Fox Command is a worthy entry in the Star Fox series.


Fox McCloud is just your typical mammal looking to have a great time flying through the skies and stars of the Lylat system. Accompanied by his buddies: Falco, Peppy, and the always obnoxious Slippy, Fox has guided bored kids with fast-paced game-play for years, with visuals that were always among the best on the series’ respective consoles. Yet, over the years, Fox decided to take a break from what he did best -- a change that would haunt the lives of his fans for years to come. Why Nintendo? Why break from a successful formula that wasn’t broken in the first place? With Adventures and Assault a distant memory, Star Fox Command arrives to bring the series back to its roots. And while it doesn’t fully succeed, it is the closest to the real deal since Star Fox 64.

Probably the most significant addition to Star Fox Command, which sets it apart from its predecessors, is the inclusion of a real story mode. Though each member of the team had their own objectives and opponents to contend with in the past, the plot was never much of a thought during game-play. What could be so interesting about a rail-shooting title with some farm animals as the main characters anyway? Well ultimately, the reason for this change is the game’s placement in the series. Being the fifth game to come along in the past fifteen years, Star Fox has accumulated quite the collaboration of events. What makes the single player worthwhile is the inclusion of several enemies, allies, and locations from the past; providing a trip down memory lane to those who have been with the series since the beginning.

  • Star Wolf? Check.
  • The original team in all their glory? Check.
  • A handful of enemies you thought you saw in Star Fox 64? Check.
  • Mumbling speech effects seen in the SNES version? Check.

Well, perhaps the last one on the list there isn’t so awesome, but at least it sort of acts as a tribute to the original . . . or they were just busy and didn’t have time to hire voice actors.

As said earlier, one of the biggest complaints against the last couple of Fox branded titles was the lack of flight missions. With little to no air combat, one had to wonder why they still called these installments of games “Star” Fox. Nevertheless, there are plenty of fire fights to look forward to in their latest venture, along with the inclusion of a new game-play formula. Yes, the folks over at Nintendo have finally decided to inject a strategic element into the equation, cleverly providing a use for the touch screen in ways not seen before.

Star Fox Command will have you flying through nearly a dozen different worlds, each with their own objective and format. Each stage is broken into turns, in which you will usually be allotted two or three. Using the stylus, you can move each of your units to different areas on the map, providing it abides within your Arwing’s fuel limit. Once you and an enemy vessel meet, the combat session will commence, with the premise being eerily similar to turn-based RPG battles. Quite strange how some role-playing games share a connection with titles of a differing genre.

And it is this connection that opens up the most exciting portion of the game: the air battles. Within each confrontation resides the rail-shooting combat sessions, which will have you battling numerous enemy ships, ground turrets, and alien hybrids. Each opponent differs in strength from the other, and how well you do in each stage, depends solely on who you choose to fight them with. Not only are your team’s personalities different, but their ship designs are as well. From Slippy’s fast-firing turbo shooter to Falco’s multi-lock function, the outcome of later missions will depend on picking the right candidate for the job (and yes, Slippy is actually useful in this game).

However, it is the way you actually control the movements of your squadron that make up the most interesting portion of Star Fox Command. Instead of simply using the control pad for direction, you will primarily be falling upon the touch screen for guidance. Though this may seem awkward at first, the controls really do get better as time goes on. Moving left and right amongst shifting skies and lava-filled wastelands will seem a breeze with practice and you will wonder why Nintendo didn’t use this approach earlier on. Somersaults and U-turns are practically automatic, with their actions being triggered by a pre-set button on the bottom screen. The bomb makes the easiest transition to the new control scheme though, requiring a simple point-and-click action to release its devastating effects.

STAR. FOX. IS. BACK.

Though that’s not to say there aren’t some reoccurring detriments along the way. For starters, one can be sure the developers were smoking something when they thought up the missile deterring missions. Within each of these sequences, you will be forced to fly through a series of rings in order to stay on track with the missile. There are several of these instances throughout each planet you visit, with the primary problem being the lack of game-play variety within these encounters. Every missile is the same as the previous one. Fly through some rings, speed up, keep flying through said rings, and lastly, attempt to destroy the missile. The problem is that every time you go through a ring, you speed up, a lot. And those who suffer with the touch screen controls early on, will definitely go insane after losing track of the explosive for the tenth time.

To make matters worse, most of the missions that you will fail will not even come from the rail-shooter portions. The frustration lies within the strategic setup before the battles, where one wrong decision will force you to replay the whole thing over again. For example, say you move your units up the map toward the final enemy base. Fog-of-War is scattered throughout the environment, making it easy to miss certain units during the heat of battle. Then finally, just as you make it to the heavily guarded stronghold, you notice a single ship pop out from under your main base. You see, the Great Fox serves as your group’s center of command and losing it results in a game over. Yet, the problem is, ANYTHING can destroy it. So that one tiny enemy unit just took out your main base, resulting in a failure that wasted nearly an hour of your time. No mid-level saves. No warning messages. No mercy.

It is easy to point out that Star Fox Command is far and away the hardest adventure ever undertaken by the group. The radical change in both the presentation and mechanics of the title will certainly have people moaning in frustration at times, even to veterans of the Star Fox line.

Yet, we can all breathe easier knowing the best part of Nintendo’s unique flight series has returned.

Flying throughout the snow-filled mountains of Fichina is certainly among the finest moments of the title. For Star Wolf is truly a fiend who knows how to bring about a great dogfight. When he comes flying toward with you with lasers flaring