Tag: nintendo

  • Kirby’s Epic Yarn (Good-Feel, 2010)

    Kirby’s Epic Yarn (Good-Feel, 2010)

    Developed/Published by: Good-Feel / Nintendo
    Released: October 17th, 2010
    Completed: 28th November, 2014
    Completion: Finished all the levels. Didn’t 100% collect everything or anything, but close (cannae be arsed to boot it up to find out exactly how close.)
    Trophies / Achievements: n/a

    Do you like Starbucks? I really don’t. In fact, I go absolutely out of my way to not use Starbucks. I hate it when I’m at, say, an airport, and the only way I can get a hot tea is from a Starbucks. I mean, look at that, I’ve written “hot tea” there because I’ve gotten so used to being beaten down by Americanisations from places like Starbucks that I don’t just say tea. Thing is, it’s not like Starbucks is that bad. It’s bland, and competent. It’s really, when you get down to it, not offensive.

    You might want to guess here where I’m going with this, but Kirby’s Epic Yarn isn’t Starbucks. No. What Kirby’s Epic Yarn is like is… well, imagine a person who loves Starbucks, right? They love it. And so they decides to start their own coffee place, very much based on Starbucks. Their coffee shop attempts to have Starbucks-style coffee, Starbucks-style music, Starbucks-style decor. But, by virtue of being made from the sweat of an individual, it doesn’t come out quite that way. The coffee is a little more interesting. The music is some interesting jazz. And the decor has a really cute, handmade feel. This person hasn’t got anything wrong, they’ve just made something much more personal, more “real” despite basing their design on something bland, corporate and forgettable.

    It’s the kind of place that you’d go—hell, I’d go—and I wouldn’t hate it, you know? I’d appreciate the cute touches that they put in. The cushions, or the art. I’d find myself having a perfectly pleasant time there. None of that edge of irritation that Starbucks engenders—where it’s so bland, you feel annoyed that it’s been calculated to not annoy you.

    But I’d, without really thinking about it, not bother to go back.

    That’s Kirby’s Epic Yarn. It’s cute, full of lovely touches. Genuinely sweet, really. But the core… well it’s just another forgettable 2D platformer, isn’t it? If you’re going to put all this effort into making something lovely, please don’t base it on a Starbucks.

    Will I ever play it again? Nope. And this goes on the sad pile of “Nintendo games I won’t keep” which is rare indeed.

    Final Thought: I honestly thought Jeff and Casey Time had taken music from this game. I was pretty sure they’d lifted one of the tracks… maybe Lava Landing? (which is amazing, give it a listen!) but it turns out that it’s an original piece of music, The Infinite Tea Time. Also amazing but really nothing like Lava Landing. This is therefore proof I, and you, should watch Jeff and Casey Time again because it was really good and it’s clearly been too long.

  • Steel Diver (Nintendo, 2011)

    Steel Diver (Nintendo, 2011)

    Developed/Published by: Nintendo EAD Group No. 5, Vitei / Nintendo
    Released: March 27th, 2011
    Completed: 2nd November, 2014
    Completion: I finished all the missions. Didn’t bother my arse with the time trials or anything like that.
    Trophies / Achievements: n/a

    I’ve taken a while to write this one because I felt that if I sat down and wrote my little… well, whatever it is these are, reviews, or journal entries or summat, right away, I’d just be going fucking mental here. Because this is one of those stupid games where it’s a total breeze right until the end, where the final boss is just totally stupidly hard for no particularly good reason, and you just end up wanting to snap your god damn 3DS in half, hold it tightly in one hand, fly to Japan and then shove it right up the arse of the director of the game (in this case, Takaya Imamura.) Now, I don’t know where Takaya Imamura lives exactly and he apparently produced F-Zero GX, so that would, probably, be a bit of an overreaction. However, I’ve noticed that Nintendo really, really love stupid difficulty spikes in their second/third tier releases (Super Princess Peach, for some reason, really sticks out in my mind… it was years ago I played it and I still want to fly to Japan and shove a broken DS up at least one arse) so I suppose I should be used to this by now.

    Anyway. Steel Diver was a weird launch game for the 3DS that no one liked, in fact, no one liked it so much that I bought it for three dollars. Three dollars sealed. Seemed like a bargain, I thought. After all, on the back of the box it looks like a cute little sub sim thing! I think I bought Pilotwings Resort for about a fiver at the same time and that was delightful, just delightful, so how bad could Steel Diver be? (Let’s forget about the boss, for a minute.)

    It’s bad. It’s bad because it, in classic “we have this input form, we have to use it” style that you’d have thought Nintendo would have been over by the time of the 3DS, you control it totally through the touch screen. Which turns a submarine sim into a game that’s entirely about choosing to either move the slider that’s “depth” or the one that’s “speed.”

    Sometimes you have to fire torpedoes! But mostly you’re trying to make sure you don’t bump into things by going “erk, going to fast, have to slow down” or “crap, the sea floor is going up, have to raise depth.”

    It’s stupefying. Brilliantly, the game is designed so you never actually have to fight enemy subs (just go past them, there’s no reason to fight them, no score or points or anything) which I guess is “realistic” but sure does make them seem pointless. And when you do have to get into a fight, using the stylus to push some sliders slowly and fire torpedoes… it’s like using the 3DS stylus to get good bits of jam out of a mouldy jam jar. A tedious and lamentable thing to find yourself doing.

    Honestly. Steel Diver isn’t a game super worthy of rage. Because you shouldn’t be getting to the point where you’re fighting the last boss. Just about as far as you should go is opening it to get the Club Nintendo code and then closing the box again forever.

    Will I ever play it again? ha ha ha ha [begins to choke on own mirth]

    Final Thought: Y’all ever play that Radar Mission? Steel Diver is someone at Nintendo going “hey remember we released a sub game for the Game Boy when it came out? That was a good idea, lets do it again.” Steel Diver even comes with a weird, off-brand Battleships-a-like that you can play with another 3DS owner, but you don’t want to do that because it’s the equivalent of asking a friend if they want to sit in a ditch and eat bogies with you.

  • Fire Emblem: Shadow Dragon (Intelligent Systems, 2008)

    Fire Emblem: Shadow Dragon (Intelligent Systems, 2008)

    Developed/Published by: Intelligent Systems, Nintendo SPD Group No.2 / Nintendo
    Released: February 16, 2009
    Completed: 10th March, 2014
    Completion: Got all the way to the final level, gave up and watched the ending on YouTube.
    Trophies / Achievements: n/a

    It happened! Yes, this is a rare occurrence—admittedly one that’s more usual with Japanese games of an RPG or strategy persuasion, of which this is all of the above—but here’s a game where I got to the end boss, clunked against it without any acceptable way to progress, said “fuck that” to reloading an earlier save and grinding or some other tiresome solution, and just watched the ending on YouTube.

    And I was so proud of that time I toughed it out and beat the end boss of the original Persona, too.

    It’s sort of a shame! Because there was this… well, I’ll be honest and admit it was brief, but there was this brief period where I was sort of into Fire Emblem: Shadow Dragon. In fact I was thinking “heck, everyone likes Fire Emblem: Awakening so much, and this is actually ok, so I’ll probably play it some time.”

    Now? I doubt that. Because nothing dredges up all the mistakes a game has made than a bad ending. So let’s discussing!

    Fire Emblem: Shadow Dragon is the DS remake of the very first game in the Fire Emblem series, which made it feel like a pretty good place to start (especially as it’s the introduction of Marth, the first Fire Emblem character that was seen outside of Japan, albeit in a Smash Bros. title.) Unfortunately, it’s obvious that as a Famicom game originally, the first Fire Emblem was pretty basic. All the things it seems people mention about this series, like characters talking to each other in missions, are missing here. That of course shouldn’t be a problem, because the strategy core—very similar to Advance Wars—should be what you care about, right?

    Hmm. There’s a quirk! And if you’re familiar with the series, you know it already: if a character dies, they die forever. This is clearly intended to give weight to the strategy, but sadly, it doesn’t really work. You aren’t going to care about the characters, you care about how much you’ve levelled them up, and while the game does feed you new characters quite consistently—obviously to shore up your forces—you are never going to want to use them because they are never going to be better than a character that’s been with you for a while.

    So what this means is that you’re going to grind up your characters to get them to the point where it’s going to be hard for them to die (to the point, likely, where the Advance Wars-style “lances beat swords, etc.” rock paper scissors aspect become totally pointless.) Which means doing what I did, which is carefully sending your favourite characters into the arenas that are found on certain levels, and repeatedly fighting until they’re over-levelled.

    It’s boring! But, and here’s the but: once I’d over-levelled them just enough, the game became pleasantly strategic. It wasn’t an Advance Wars, no (I thought the graphics were ok, too, then I saw how beautiful the GBA Fire Emblem animations were recently and that took the shine off a bit) but it was fine. I can’t begin to imagine how unpleasantly hard the game would be if you were letting units die noble deaths or not abusing the arena, however.

    Or maybe I can! If Marth dies it’s game over, so I hadn’t been using him on the front lines, and he was woefully under-levelled by the end. The final boss? Well… The only person who can use the ultimate boss-killing weapon is Marth. Who would die after one hit, while my other once over-levelled heroes were barely able to keep on top of the constant reinforcements. So I should actually have never stopped grinding at some point earlier, removing all the strategy/challenge from the majority of the game just so I could finish the final, ludicrously unbalanced level. Great.

    Will I ever play it again? No.

    Final Thought: Pretty sure I could get lots of responses here about how I could have used a particular other character to kill the boss, or do some particular combo, or whatever. Or maybe to promise me that Awakening, with the ability to turn off permadeath, is worth playing. It’s too late, folks!