Is It About My Cube?

Posted on May 1st 2011 at 02:12:04 AM by (lisalover1)
Posted under Gamecube, Global Star, Platformer, Licensed, Cartoon

[img width=420 height=588]http://www.coverbrowser.com/image/bestselling-games-2006/3434-1.jpg[/img]

The history of licensed games has not been good. That is a generous way of saying it. Very few games based off movies or TV shows have a chance of being acceptable. I must admit that this game I will be reviewing is not a great licensed game like Goldeneye or Scott Pilgrim Versus the World, but I will say that it is certainly a good game, and it is worth your time. Also, it is a game you would never expect to be good, and exploring the nooks and crannies of the Gamecube library to find the diamonds in the rough is what this blog is all about. Well, it isn't so much of a diamond as... let's say a jade, shall we? Okay, enough with the metaphors; let's examine why KND is worth your time.

Gameplay

I have always maintained that for a game to be good, first and foremost, it MUST have solid gameplay. Very few remembered and respected games ever released have had universally-recognized poor gameplay. In fact, if done right, a game can be carried almost entirely by solid gameplay. Indie games have proven this time and time again. While this is not entirely the case for KND (it has a few other redeeming features worth noting), its solid play mechanics and tight controls are certainly the best part of the game. Throughout the game, you play as 5 characters, each with different abilities specific to them, and while none of them are particularly unexpected or new, they add a good level of depth to the game through skill-specific puzzles. The game as a whole is just very well-constructed and has a inexplicable addictive element to it, and is a case study in excellent execution of game mechanics over everything else. Most of the game switches between four genres through the aforementioned 5 characters: Third-Person Shooter, 3D Beat-Em'-Up, 3D Platformer, and the most interesting of the four, 2D SHMUP. The 3rd-Person Shooter is rather generic, but the levels are generally fun and challenging to even things out. The Beat-Em'-Up stages contain the most puzzles, and have enough variety in them to keep things fresh. The 3D Platformer stages are probably the least interesting, but put a large emphasis on exploration. This changes things up and makes you re-think your strategy about how you approach a level, but for some reason, these levels feel half-baked. The final level type is perhaps the best of them all. The 2D SHMUP stages are well-designed and present a good challenge and utilize a bullet-absorbation system similar to games like Ikaruga in which you use a shield to absorb enemy fire and release it later for a super attack. These levels are always the most rewarding and fun to play, and actually measure up quite favorably to other SHMUPs on its own. Finally, the final boss battle comes out of nowhere, and is a 3D giant robot battle on the surface of the moon. It's as fun as it sounds. The game actually plays more like an N64 platformer, if that makes sense. It has that "early 3D experimental" vibe to it that makes it feel rather charming.

I do have some criticisms about the game, though. As I said, the game certainly doesn't do anything new, but instead just does what has already been done very well. Also, many of the levels tend to drag on, and generally last about half an hour. In some levels, this means unnecessary waves of extra enemies that serve only to fill out the level. Also, two of the characters you play as have essentially the same type of genre, and could have stood for one more type of level to make things even more interesting. Other than that, I have little complaints with the gameplay.

Gameplay: 8.5/10

[img width=640 height=461]http://ps2media.ign.com/ps2/image/article/662/662056/codename-kids-next-door-operation-videogame-20051031044150160_640w.jpg[/img]

Story

In the game, you play as 5 operatives in the worldwide military organization known as the Kids Next Door, who fight against various villains who symbolize the tribulations of childhood. For example, one villain, Stickybeard, is a pirate who "sails the seven suburbs" stealing candy from kid's houses. Another is Knightbrace, an evil dentist who controls an army of hypnotized retainer-wearing kids to do his bidding. You certainly can't fault the game for a lack of imagination in story, despite just being based on the TV show. When the game starts, you learn that all the villains have escaped from the KND's high-security moon prison, and you have to go recapture them all. Sure, it's a rather simplistic and silly story, but it suits the gameplay and the show it is based on quite well. As for the dialogue, most of the lines feel rehearsed and cheesy. There are a few good lines, and even two Star Wars references at the end of the game [I swear that I heard someone repeat "It's a trap!" in context during one of the last SHMUP levels set in space!], but for the most part, don't expect much out of the character's lines. Many of the villains are actually somewhat clever in their portrayal of things that kids hate. I named a few before, and even though they are from the show, and not made specifically for the game, they prove to be amusing and comical.

Story: 6.5/10

[img width=640 height=480]http://ps2media.ign.com/ps2/image/article/662/662056/codename-kids-next-door-operation-videogame-20051031044157909_640w.jpg[/img]

Sound

The soundtrack in KND is nothing special at all. It sounds like stock tunes slightly remixed and repurposed for the game, and are few ear-catching tracks; the ones that you do notice are ones done in an intentionally gaudy, 60's spy movie style that actually feel pretty appropriate. Other than those odd few tracks, the soundtrack is uninspired and bland. Th sound effects are only a little better. Just like those few good songs, the sound effects are silly and overdone, but given the nature of the game, they fit very well. Try to think of it like the sound effects in an old Batman of Hanna-Barbera cartoon. I like to think that the developers did this on purpose, but I don't think I would go that far. Overall, don't expect any ear candy from Codename: Kids Next Door. One last thing; I wasn't able to find any of the music for this game uploaded anywhere, and I'm too lazy to rip the audio myself, so I was unable to put in a sample for you in this review. I hope that's alright; here's just another screenshot. Sorry.

Sound: 5/10

[img width=640 height=480]http://cdn3.spong.com/screen-shot/c/o/codenameki184468l/_-Codename-Kids-Next-Door-Operation-V-I-D-E-O-G-A-M-E-GameCube-_.jpg[/img]

Graphics

Another bland part of the game. The whole presentation is about what you would expect from a licensed game. The game runs in 480i in 4:3, the standard for Gamecube resolution. The character models are simple, but fluidly-animated. Everything looks smooth and cartoony, but that still is not excuse for a lack of detail. The framerate seems to dip when there is a lot of action on screen, which is pretty disappointing, considering the capabilities of the system. However, the game was also released for the PlayStation 2 and Xbox, so I'll give it the benefit of the doubt, and assume that it was mainly programed for the lower-end PS2, and the GC and Xbox versions are ports. A little platform optimization never hurt anyone. Nothing really stands out about KND's graphics. There were only a few real "wow" moments, and they were all on the last few levels of the game. While they were really neat, it was because it was in contrast to the rest of the game. The graphics are certainly not bad, but they're not good. They're passable, which, as I said, is about what you would expect from a licensed game. No more, no less.

Graphics: 5/10

[img width=640 height=480]http://ps2media.ign.com/ps2/image/article/662/662056/codename-kids-next-door-operation-videogame-20051031044152300_640w.jpg[/img]

Extras/Value

Hey, some good news! Codename: Kids Next Door has a ton of secrets and extras available in the game. In each level, you can collect things called Rainbow Monkeys (the game's equivalent of Mario's coins or Sonic's rings) which unlock various things once you collect enough of them. You can unlock concept art, training arenas, weapon upgrades, character costumes, and even the ability to play through certain stages as the villains and their minions! A game like this reminds me of early 3D platformers that had no end of secrets and extras; another reason why I believe this game plays a lot like an N64 platformer. There is a mountain of unlockables, and some do not come from collecting Rainbow Monkeys, and instead force you to scour each level to find them. Unlocking these can unlock entirely different modes, like boss rush, etc. While I don't think the unlockables are incentive enough to replay the entire game, they do entail some level of replay value, and certainly gives you a rewarding feeling to unlock them. As for the value, I found my copy of the game for $3. I don't believe any game is bad enough that it is not worth $3. Gamestop is currently selling it for $6, but I would wait it out for a better deal, if I were you. Six dollars is still a pretty good deal, but I did better, and you can, too.

Extras/Value: 9/10

[img width=550 height=686]http://images.wikia.com/knd/images/d/d9/B51a17.jpg[/img]



Overall

If you go into this game expecting greatness, you will be sorely disappointed. There is no reason to think that this game is a tragically-underrated beacon of quality. What you will find, though, is a perfectly good game that will entertain you for several hours, and keep you hooked until the end through steady pacing and fun level design. There are just times when a game is just supposed to be fun, and this really is one of those times. If you can spare some pocket change and a few hours of your life, then I doubt you will be disappointed with Codename: Kids Next Door. It has a charming personality and plays on and with the tropes of platformers in a very good way. KND is a game that you would probably have never have even considered picking up, which is why I reviewed it in the first place. What I am trying to say is, if you play KND, you will easily get your time and money's worth, and it will probably put a smile on your face, too. Smiley





Overall: 7/10

This is Lisalover1, making high-level artillery out of soup cans and 2x4's.



Posted on Apr 24th 2011 at 05:09:42 PM by (lisalover1)
Posted under Gamecube, Sega, Multiplayer, GBA, Link Cable, Platformer, Review

[img width=420 height=584]http://www.coverbrowser.com/image/gamecube-games/27-1.jpg[/img]

Sega's history after the Dreamcast is mostly regarded to be a sad one. Many fans felt abandoned by the company, who once was known for making very creative and fresh games that stood out in quality and had a lot of heart. Unfortunately, games such as these rarely sold well, and eventually forced Sega out of the console market altogether. Sega started to produce more cookie-cutter games to appease the masses, and lost a little bit of its soul in the process. But, every once in a while, even today, the company will release a game that has the brilliant and radically different appeal of what they used to be. In a word, it has the Sega spirit. Billy Hatcher and the Giant Egg is one of those games.


Gameplay

The gameplay in Billy Hatcher, at its core, is similar to games like Super Mario 64, Banjo-Kazooie, or Jak and Daxter, all of which fall under the sub-genre of 3D platformers nicknamed "Collect-A-Thons", due to the fact that the way to advance in these games is to collect certain trinkets for achieving goals in the game, eventually giving you access to new levels. In Billy Hatcher, you must collect Emblems of Courage in each world to advance. While that is the main premise of the game, the genius comes in how you play the levels. In the game, Billy Hatcher is given a Rooster Suit by the chicken god, which gives him the power... [pause for dramatic effect] of eggs. Throughout the adventure, Billy and his 3 friends can roll around eggs they find in the world, and use them as weapons, or roll over fruit, to make them grow, and eventually hatch them to use whatever item or power-up is inside. For example, hatching one type of egg summons a creature that you can use to attack large groups of enemies. Another egg type gives you a new rooster comb for the rooster suit, which augments an egg's attack power. There are over a hundred different eggs you can hatch, which gives the game a lot of variety.

The game uses the same game engine as in Sonic Adventure 2, and it shows. You are timed in each level, and scored based on your time, the number of eggs hatched, number of enemies defeated, and how many combos you preformed [by taking out multiple enemies in a single attack], and gives you a grade, accordingly. This kind of system creates an "I can do better" mentality that made the Sonic games fun long after you beat them. Each level gives you a new objective, and you must obviously complete that objective as quickly and efficiently as possible. I should mention that if you are the type that likes to speedrun through games, this is a good one to consider. There are plenty of tricks and secrets in each level that you can exploit to finish faster, and are a joy when you find them. The only major flaw I can say about the game is it has an uncooperative camera, which, especially when your egg is at full size, makes it hard to see around your and where you're going. Overall, Billy Hatcher will give you your fix for a good 3D platformer, if that is what you're after.

Gameplay: 7.5/10

[img width=480 height=360]http://www.nintendospin.com/wp-content/uploads/2008/11/billy-hatcher-and-the-giant-egg-image1.jpg[/img]

Story

Not much to say here, but what do you expect; it's a platformer. Basically, Billy Hatcher is a normal kid who goes to see his friends one day, when they see a wounded chicken, about to be attacked by a crow. Billy saves the chicken, which turns out to be one of the guardians of Morning Land, the game's setting. The chicken god then gives Billy and his friends rooster suits, and gives them the task of saving Morning Land from the Crow Army. Soon after, Billy's friends are kidnapped, and Billy must free them, with one held in each of the first 3 worlds. By freeing his friends, new missions are unlocked in each world, where you play as them instead of Billy. As I said, it isn't much of a story, but a game like this doesn't need a very elaborate plot. It is what it is, and it's good for that purpose.

Story: 7.5/10

[img width=480 height=360]http://img.youtube.com/vi/U8kugY_EQGc/0.jpg[/img]

Sound

The soundtrack in Billy Hatcher is lighthearted and upbeat; it suits the game very well. It is very reminiscent of the music in games like Yoshi's Island or the Kirby series. It's just good music that makes you feel good. Even in boss fights, the tunes are distinctively juvenile [in a good way, though], with a clearly exaggerated tone that feels comical, yet dangerous, as if it was ripped right out of an old Batman cartoon. It's hard to explain, but you will understand when you hear it. If I had to describe the game's soundtrack in one word, it would be "Catchy". You'll probably find yourself humming the tunes later, and enjoying it. I must also say that the main theme of the game, while somewhat irritating, still got stuck in my head, and is fun to listen to.

The characters in Billy Hatcher have almost no voiced dialogue, with the only exceptions being for a few words and some exclamations. My only problem is that there are actually a bit too few of said sounds and exclamations, leading to some of them being noticeably recycled at points. But, for the most part, the characters open their mouths about as often as Mario, so don't worry about annoying Sonic-esque voices.

Sound: 8.5/10



Graphics

Billy Hatcher is yet another fine-looking Gamecube game, running in 480p progressive scan, and boasting an exceptionally detailed opening FMV. The visuals in the game are colorful and cartoony, with very few sharp edges, making for some very virbant and lively scenery. The character and enemy models are creative and interesting, as are the bosses of each world, which are spectacular to see in motion. The graphics could have been a bit smoother, but that's just me looking for a flaw; there's always room for improvement in any game. While not among the ranks of some of the best graphics on the 'Cube, Billy Hatcher and the Giant Egg has an endearing art style that Sega has spent years trying to perfect through previous games.

Graphics: 8/10

[img width=640 height=512]http://image.jeuxvideo.com/images/pc/b/h/bhgepc012.jpg[/img]

Extras/Value

There are certainly a lot of neat extras in Billy Hatcher, enough to warrant the purchase alone! The first is the multiplayer battle mode, in which up to 4 players fight in an arena with eggs, in a standard last-man-standing fight. There are actually some pretty clever strategies you can come up with in this mode. For example, there is one egg exclusive to the multiplayer mode that lets you plant a fake egg that explodes when another player touches it. I like to place it in an empty egg nest [where new eggs spawn from in the game], so opponents can't tell the difference between the fake egg and the real egg. You can imagine how funny it is to watch. The multiplayer mode could have used a couple more arenas and features, but as it stands, it is solid, and well worth a play with your friends. It really reminded me of Donkey Kong 64's multiplayer battles, now that I think about it.

Another cool feature of the game is that it utilizes the Gamecube-to-Game Boy Advance link cable. If you had a GBA and link cable, you could upload minigames onto your GBA that stay there as long as you leave your GBA turned on. Some of the minigames are actually really good, in that except for length, they look and feel like actual GBA releases! The NiGHTS game alone is almost makes up for the lack of a real portable NiGHTS game. In fact, they're so good, I feel bad referring to them as minigames. Most of the games are scaled-down versions of classic Sega games, such as NiGHTS into Dreams, Puyo Puyo, Chu Chu Rocket, and even Billy Hatcher itself. Remember what I said about the Sega Spirit? This is what I mean. This is the Sega that we all know and love; the Sega that never forgets who they are, and who will always look after its fans. Unfortunately, it is also the Sega that rarely shows its face. But this is exactly what happens when it does. Once again, I cannot emphasize enough how well-made these minigames are! Actually, if I remember correctly, a while back, some hackers found a way to extract these games from the disc, and make them into actual GBA roms! Now that's saying something. Speaking of classic Sega, you can also hatch hidden Sega characters in certain stages, by getting all the hidden coins on that stage. You can use these characters to help you fight. Some of the characters you can unlock are NiGHTS, Amigo, Rappy [A common enemy in Phantasy Star Online], and of course, Sonic, Tails, and Knuckles. There are a few more you can find, but I can't remember them right off-hand. Still, it shows that Sega really gave it their all with this game, down to the very last detail.

I would definitely say that Billy Hatcher and the Giant Egg is worth a purchase. It's currently only $5 at Gamestop, so you can buy it with just spare change. Most gamecube games can be had for very cheap prices right now, so if you're looking to beef up your GC library, you might want to start soon, before Gamestop stops carrying Gamecube games. So, get Billy Hatcher while you can, because you might not have the chance later, for the same price.

Extras/Value: 10/10

[img width=533 height=400]http://i.testfreaks.se/images/products/600x400/63/billy-hatcher-and-the-giant-egg-gamecube.831039.jpg[/img]

Overall

Billy Hatcher and the Giant Egg is, for all purposes, the kind of game that defines who Sega is, was, and will always truly be. The Sega we normally see is not the real Sega; it is just its new parent company, Sammy. They took over, and things haven't been the same since. But, the real Sega is buried deep beneath that huge mass of shovelware and awful sequels. People are always talking about "the last great Sega game", but I have to disagree. There is no end to Sega, they will always be there, but they won't always be the ones in charge. But, Sega will try their hardest to give us the games that its' fans love, as often as they can. This game, along with a few others, are reminders to always let us know that they care. They really still care.




Overall: 8.5/10[/b]


This is Lisalover1, off to go give my Sega Saturn the playtime it deserves.


                                                                                                                                                                                                                                               
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