Goldeneye for the N64 was a great title in its time, and one of the pioneers in promoting Nintendo's 4-port system toward friendly game-night gatherings. But in all honesty, it's been quite some time since I've played the game to really make any comparisons to today's remake. In the end, however, the memories that remain are the game's strong multiplayer presence, its fine gameplay, and different modes to play as. And, in that light, Goldeneye 007 for the Wii certainly lives up to it.
I got to start a two-player game with another person on the floor. I was playing as Oddjob on the Classic Controller, while my opponent was Jaws. The first thing I noticed was how the controls were a bit flighty, making me feel like I wasn't really walking on the floor. I'm sure after some personal tweaking that this is an easy issue to resolve. Also, my Oddjob character had his special trademark hat-throwing attack as his special, which I went nuts over before I got killed. As for the weapons, they were still satisfying to aim and fire at your opponent. The graphics are a nice upgrade from the much-more-blockier designs the N64 version were filled with, and adequate enough for a Wii remake; there wasn't any over-the-top glossy textures or extravagant backgrounds necessary to make the game stand out any more than it should.
Overall, the time spent in the game just whisked me away to a magical memory when gamers were still virgin FPS players, and tea-bagging was still an afternoon activity with real tea. Sure, Goldeneye 007 is a remake and not the original port of its N64 counterpart, and there will be people completely opposed to that simple fact - but the sensation of the game is still alive in spirit, and I'm sure people will gladly overlook that just to relive their childhood once more.
*Reborns as 90% board games, 10% everything else, 5% lard, 15% not familiar with percentages.*
Tuesday, June 29, 2010
Monday, June 21, 2010
Super Mario Galaxy 2...finished!
It was a lukewarm reception, but Super Mario Galaxy 2 is now finished. As to it being complete, well, that's another matter entirely. If any Mario player is dedicated, the game is quite short going off the bare minimum. Even with the often double-backing I did to get some out-of-the-way stars that were just for completion's sake, the game still felt shorter than I thought. However, I've only secured only about 80+ stars, still far from collecting them all
Still, the level structures were well-thought of, and the game keeps itself quite fresh at times, so you never feel like anything's really the same. A gaming classic amongst Mario titles, for sure.
Still, the level structures were well-thought of, and the game keeps itself quite fresh at times, so you never feel like anything's really the same. A gaming classic amongst Mario titles, for sure.
Thursday, June 17, 2010
E3 2010: I finally got my hands on the Nintendo 3DS, but I'm tired
But I'll say this: The 3D works well, it's very awesome, and I want it NOW! More details and impressions/suggestions later!
Wednesday, June 16, 2010
E3 2010: Hands-on with...
E3 2010: Day 2 coverage begins today
E3 2010: Nintendo 3DS up real close
And behind glass. The lines were WAY too long to check it out, so all you get for now are pictures.
The system looks pretty slick there with its nicely-formed analog stick.
Notice how the Select, Home, and Start keys are right below the touch screen? And you can see the SD-card slot and volume control from this angle, too.
The back of the system also shows the two cameras used to make your own 3D images!
And the back of the system shows the power adaptor port, 3DS/DS slot, stylus holder, and infra-red port.
Hopefully the lines aren't so bad tomorrow for me to get a better hands-on of the actual device, as well as the highly-touted 3D experience.
The system looks pretty slick there with its nicely-formed analog stick.
Notice how the Select, Home, and Start keys are right below the touch screen? And you can see the SD-card slot and volume control from this angle, too.
The back of the system also shows the two cameras used to make your own 3D images!
And the back of the system shows the power adaptor port, 3DS/DS slot, stylus holder, and infra-red port.
Hopefully the lines aren't so bad tomorrow for me to get a better hands-on of the actual device, as well as the highly-touted 3D experience.
Tuesday, June 15, 2010
E3 2010: Some random things on the E3 floor...
Just fresh from his last kill, Issac starts to eye my limbs...
Wouldn't it have been great if one of them was actually a real person in costume and waved to the crowd?
A rather timid Sonic, not sure if his presence was known on the E3 showroom floor.
Wouldn't it have been great if one of them was actually a real person in costume and waved to the crowd?
A rather timid Sonic, not sure if his presence was known on the E3 showroom floor.
The calm before the E3 storm
Portable devices...check. Laptop...check. Pen and paper...check. Camera...check. E3 pass...check and double-check. Looks like I'm good and ready to report! Remember that if you want me to ask any particular questions, send them (one question at a time) to GameritisGuy@gmail.com, and I'll do my best to get some answers!
Gameritis also has a facebook page, so please "like" it if you want to receive updates through there.
I'll also be coverage over on Akiba-Station as GameOrDie, so please check for updates there as well!
Less than 6 hours til go-time...
Gameritis also has a facebook page, so please "like" it if you want to receive updates through there.
I'll also be coverage over on Akiba-Station as GameOrDie, so please check for updates there as well!
Less than 6 hours til go-time...
Monday, June 14, 2010
Bit Trip Runner...finished!
The last few levels near the end of Bit Trip Runner were nail-bitingly difficult. I mean, so-close-to-the-end-but-then-running-into-an-obstacle-and-having-to-restart-to-the-beginning-all-over-again-50-times difficult. But finally completing each level was still so worth it.
Did I mentioned that this game is a recommended purchase?
Did I mentioned that this game is a recommended purchase?
Friday, June 11, 2010
Cave Story: What I was missing...
Let me set this up for you.
Until now.
After I downloaded the game, I told myself I'll play just about 5 minutes since it was late, and then call it a night. An hour later, I was forcing myself to turn off the system.
The gameplay mechanics are so simple and addicting. You collect life capsules to increase your total health, and you have weapons in your inventory that level up depending on the triangles that you collect from defeated enemies. Collect enough of those triangles, and you can level up your weapon to a stronger level, up to level 3 max (when I first played the game, will probably increase later, I'm sure). The devilishly evil aspect is, when your character takes damage, so does his weapons level. Not only does this force you to desperately try to level up your weapon to maximum status, but it reminds you that you can't blaze through a corridor of enemies in a split second unless you're not taking damage at all. Suddenly, this has become a horizontal SHMUP!
The story is as eclectic as its character design, both done by Daisuke Amaya (aka Pixel). It starts up with a character that has no knowledge of himself or why he's there, but that's where the game shuts up. It's not constantly in-your-face that he has amnesia, nor do you get any reaction from him of any concern for that fact. Unlike most games using the "lost memory"approach, Cave Story just lets you explore the world and worry about it later. The nicely-decorated levels and assortment of random art explains itself as you traverse the world. It's a nice no-nonsense approach to giving the gamer what they want, while letting the environment and ambiance tell the story instead.
While I've heard there are some audio issues, the game is still a much-needed departure from all the "next-gen" content that comes out on a weekly basis. If you feel adventurous, download Cave Story on WiiWare and go spelunking. Hopefully, you'll encounter a gaming nirvana you've never realized you were missing.
- I have never played Cave Story before on my own.
- Most of my information came from the updated sprites for the WiiWare version of the game.
- I played a version of the game briefly last year at E3, with little or no knowledge of what I was actually doing.
Until now.
After I downloaded the game, I told myself I'll play just about 5 minutes since it was late, and then call it a night. An hour later, I was forcing myself to turn off the system.
The gameplay mechanics are so simple and addicting. You collect life capsules to increase your total health, and you have weapons in your inventory that level up depending on the triangles that you collect from defeated enemies. Collect enough of those triangles, and you can level up your weapon to a stronger level, up to level 3 max (when I first played the game, will probably increase later, I'm sure). The devilishly evil aspect is, when your character takes damage, so does his weapons level. Not only does this force you to desperately try to level up your weapon to maximum status, but it reminds you that you can't blaze through a corridor of enemies in a split second unless you're not taking damage at all. Suddenly, this has become a horizontal SHMUP!
The story is as eclectic as its character design, both done by Daisuke Amaya (aka Pixel). It starts up with a character that has no knowledge of himself or why he's there, but that's where the game shuts up. It's not constantly in-your-face that he has amnesia, nor do you get any reaction from him of any concern for that fact. Unlike most games using the "lost memory"approach, Cave Story just lets you explore the world and worry about it later. The nicely-decorated levels and assortment of random art explains itself as you traverse the world. It's a nice no-nonsense approach to giving the gamer what they want, while letting the environment and ambiance tell the story instead.
While I've heard there are some audio issues, the game is still a much-needed departure from all the "next-gen" content that comes out on a weekly basis. If you feel adventurous, download Cave Story on WiiWare and go spelunking. Hopefully, you'll encounter a gaming nirvana you've never realized you were missing.
Thursday, June 10, 2010
Recap: Mega Man Zero Collection event at Capcom
The Capcom-Unity event had about 30-40 guests gather for its pre-Mega Man Zero Collection event this past Friday, giving fans the chance to sample the DS game days before its release.
The event, which was held at the Capcom offices in San Mateo, was equipped with a room of about 11-12 TVs all running Mega Man games from their anniversary collection in celebration for all things Mega Man.
The center table, which was decorated with Mega Man Zero fan art, was devoted entirely for Mega Man Zero Collection playable on 4-5 Nintendo DSes.
There was even a small theater setup to play a staffer’s Netflix queue of Mega Man: Upon a Star anime, which, despite the dubbing and dated animation quality, was a pretty decent portrayal of the blue bomber.
Food and drinks were provided for fans, including the Mega Man E-Tank drink, a red-bull-tasting energy drink that was a very dedicated shade of Mega Man blue. While it wasn’t exactly like the E-tank drinks sold in Japan, the cans were still theme-appropriate and well accepted.
There were plenty of opportunities to win raffle prizes throughout the event, and the host was playfully reminding everyone that most of them were donated from Seth Killian’s Mega Man personal collection. These included many toys and figures that, frankly, I wasn’t even aware were out in the market at all; the Battle Network electronic toys were something I thought were never going to make it from Japan. There were even some Mega Man vinyl figures (like decorated Munny figures), and even some Japan-exclusive Mega-Man-themed Kubrick figures.
But the most coveted prize went to the winners of the Endless Mode competitions for both Mega Man 9 and 10. Players survive through a random gauntlet of enemy-filled screens with all weapons unlocked and available to them, with only one life to use. Top scores are measured in how many screens you can survive through. The player with the most screens won a Mega Man 9 press kit (the faux NES box and cartridge) and T-shirt. And boy did they compete. The winner from the Mega Man 9 Endless Mode competition was doing so well not dying that the host had to tell him to manually stop due to time constraints, forcing his hand at after 41 screens and still strong.
All attending fans also got a free Mega Man Zero T-shirt of the winning design from their recent contest, which will be mailed to them at a later date.
Overall, the Mega Man event was a living embodiment of the franchise’s strength and lasting power. For a company to be able to “reboot” their series at its 9th installment AND create not one but FOUR successful branching titles using a side character AND still remain strong says a lot about their game, their quality, and their fans.
Mega Man Zero Collection is out for the Nintendo DS now for $29.99.
The event, which was held at the Capcom offices in San Mateo, was equipped with a room of about 11-12 TVs all running Mega Man games from their anniversary collection in celebration for all things Mega Man.
The center table, which was decorated with Mega Man Zero fan art, was devoted entirely for Mega Man Zero Collection playable on 4-5 Nintendo DSes.
There was even a small theater setup to play a staffer’s Netflix queue of Mega Man: Upon a Star anime, which, despite the dubbing and dated animation quality, was a pretty decent portrayal of the blue bomber.
Food and drinks were provided for fans, including the Mega Man E-Tank drink, a red-bull-tasting energy drink that was a very dedicated shade of Mega Man blue. While it wasn’t exactly like the E-tank drinks sold in Japan, the cans were still theme-appropriate and well accepted.
There were plenty of opportunities to win raffle prizes throughout the event, and the host was playfully reminding everyone that most of them were donated from Seth Killian’s Mega Man personal collection. These included many toys and figures that, frankly, I wasn’t even aware were out in the market at all; the Battle Network electronic toys were something I thought were never going to make it from Japan. There were even some Mega Man vinyl figures (like decorated Munny figures), and even some Japan-exclusive Mega-Man-themed Kubrick figures.
But the most coveted prize went to the winners of the Endless Mode competitions for both Mega Man 9 and 10. Players survive through a random gauntlet of enemy-filled screens with all weapons unlocked and available to them, with only one life to use. Top scores are measured in how many screens you can survive through. The player with the most screens won a Mega Man 9 press kit (the faux NES box and cartridge) and T-shirt. And boy did they compete. The winner from the Mega Man 9 Endless Mode competition was doing so well not dying that the host had to tell him to manually stop due to time constraints, forcing his hand at after 41 screens and still strong.
All attending fans also got a free Mega Man Zero T-shirt of the winning design from their recent contest, which will be mailed to them at a later date.
Overall, the Mega Man event was a living embodiment of the franchise’s strength and lasting power. For a company to be able to “reboot” their series at its 9th installment AND create not one but FOUR successful branching titles using a side character AND still remain strong says a lot about their game, their quality, and their fans.
Mega Man Zero Collection is out for the Nintendo DS now for $29.99.
Tuesday, June 8, 2010
3D Dot Game Heroes: Sending Link
Sorry for re-using a good joke, but I've finally put my 3D Dot Game Heroes Link character up on a hosting site. And I've fully fooled myself into thinking this is a new Zelda game with this custom hero in my game now.
Thanks to everyone's positive comments on my first creation! I'll have to see what to make next...any suggestions? Post them below!
Click the link below to download your own copy of Link to play in 3D Dot Game Heroes! Directions to upload the character are located here.
Download link for Link in 3D Dot Game Heroes
Thanks to everyone's positive comments on my first creation! I'll have to see what to make next...any suggestions? Post them below!
Click the link below to download your own copy of Link to play in 3D Dot Game Heroes! Directions to upload the character are located here.
Download link for Link in 3D Dot Game Heroes
Monday, June 7, 2010
Gameritis attending E3 2010
It's nearing the magical time of the year where the game industry's best come out to reveal what they have in store for the new year - E3 2010! And again, I'll be covering the floor as much as possible this year. Only this time, I'll have more than a silly Blackberry and Twitter account to report my findings. Well, there may be still be Blackberry posts here and there (for when I can't whip out a laptop), but no Twitter this time. I'll try to remain ever vigilant in keeping posts coming both here and Akiba-Station, so please think of me as your inside E3 man.
Like last year, I'll be accepting questions you want me to ask on the showroom floor to whatever company reps I can find, so please post them on the Akiba-Station post that will be up shortly. Let me know which vendor I should ask, and what question you want me to ask. Please limit questions to one per post...I don't want to see full surveys of questions from each person. And real questions, not childish stuff like "Why do your games suck" and "When will you make a game I'll actually buy", k?
Still don't know what Akiba-Station is? Check it out in the Links section today!
As for any Gameritis faithfuls, you can send me your questions at GameritisGuy@gmail.com, with the subject "E3 2010 question."
Like last year, I'll be accepting questions you want me to ask on the showroom floor to whatever company reps I can find, so please post them on the Akiba-Station post that will be up shortly. Let me know which vendor I should ask, and what question you want me to ask. Please limit questions to one per post...I don't want to see full surveys of questions from each person. And real questions, not childish stuff like "Why do your games suck" and "When will you make a game I'll actually buy", k?
Still don't know what Akiba-Station is? Check it out in the Links section today!
As for any Gameritis faithfuls, you can send me your questions at GameritisGuy@gmail.com, with the subject "E3 2010 question."
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