Is It About My Cube?

Posted on May 20th 2011 at 02:58:51 AM by (lisalover1)
Posted under Gamecube, Nintendo, Multiplayer, Racing, Kirby, HAL



The Gamecube has always been a controversial console amongst gamers, mainly because it was a very experimental console for Nintendo. They were trying a lot of new concepts during this period, and came out much wiser from the experience. In the process, many fans felt like their favorite series strayed too far from their paths, and became too different than what they are used to. This happened to Mario, Zelda, Metroid, and yes, also Kirby. All these series received Gamecube games that were radically different than previous games in their respective series. While all of these were arguably great games, the latter franchise's Gamecube entry always gets the most flak among this crowd. The game of which I speak is Kirby Air Ride. Many fans have dismissed it for being too simplistic, even for a kart racer. Also, of course, for not being a traditional platformer. But, does it really deserve all the hate? Is Kirby's Gamecube debut something that should be overlooked by gamers? Well, to put it bluntly...
[img width=243 height=150]http://s3.amazonaws.com/kym-assets/photos/images/original/000/070/111/halolz-dot-com-nope.avi.gif?1283697184[/img]

Gameplay

The main point of contention for Kirby Air Ride was that it is essentially a one-button game. Yes, all of the game's racing functions can be performed with the Analog Stick and "A" button. Mario Kart used multiple buttons, so gamers were wondering why Nintendo decided to take an even more simplistic route. Well, just let me say that it is always better to build a game around the functions it was designed for, rather than try and shoehorn in a bunch of different ones. There is a reason why Kirby Air Ride technically only uses one button; it only needs one. Your character automatically accelerates to the fastest speed over time, and the A button is either used for breaking and boosting, or is context-sensitive based on different parts of the track. Sound confusing? Well, I will admit that it did take some getting used to, but the end result actually ends up being one of the more intuitive control schemes I have seen in a Kart Racer. The game employs a "Boost" system, which, when you press the A button, slows you down, and a meter builds up at the bottom of the screen. When the meter reaches the maximum point, you can perform a speed boost. This allows the button to function as a brake, as well. The game's tracks allow for some rather clever exploitations of this mechanic, as well. Braking and boosting around sharp turns, or boosting when you are on moving portions of the track are ways that you can use boosting creatively. As I said, the A button can also be context-sensitive. If you press the button while over a flashing green arrow on the track, you will automatically boost, even at full speed. Pressing the button over curious-looking patches of track can open up secret passageways, shortcuts, or generate different power-ups. The implementation of all these functions into one button would almost certainly spell disaster in most games, but Nintendo's masterful game design shines through as clear as day in Kirby Air Ride. All the tracks are designed in such a way that the times in which the button does not do what you intend are few and far between, creating a brilliantly simple yet adaptable racing experience.

Kirby Air Ride has three gameplay modes, all of which support 4-player multiplayer. The main mode, Air Ride, is the racing game that most people were expecting to get. There are nine tracks to choose from, and over a dozen vehicles to ride. Other than the notably well-designed and intricate tracks, there is not much else to say about Air Ride mode. If you have played a kart racing game before, then you know what to expect: Fast, fun, and cartoony racing action. Although, I have to say that the tracks in Kirby Air Ride do have a very different feel to them than ones in Mario Kart. In Mario Kart, your racer is, for the most part, not going to leave the ground throughout the whole race. Kirby Air Ride, however, has vehicles that allow you to fly for a short period after jumping, and even one that allows you to fly from anywhere. This means that you will not only be able to explore the lateral areas of a track, but the vertical ones, too. It makes the tracks feel very 3-dimensional by allowing this degree of freedom. The second game mode available is called Top Ride, a single-screen, top-down racing game reminiscent of games like RC Pro Am or Speed Sprint. The tracks in this mode are short but nicely-detailed, and should be more than sufficient for fans of this subgenre of racing games. I personally am not a fan of this kind of game, but I know that people who are say that this game mode is very good, and has a lot of personality. The last mode is possibly the best on of them all, called City Trial. This mode puts you and 3 other racers in an open city area to explore and collect power-ups for a brief period of time. After time is up, you race your upgraded vehicles in a randomly-chosen arena, track, or mini-game. I cannot stress how much fun this mode is in multiplayer. You and three other friends battling over power-ups, stealing items from one another, or even another person's upgraded vehicle makes for some hilarious and competitive gameplay. Random stage events also occur throughout the course of a City Trial match: A giant monster comes out of nowhere and wreaks havoc on the city, the nearby volcano erupts, etc. If this mode ends up being total chaos in multiplayer, then you're doing it right.

Gameplay: 9/10



Story

There is no story in Kirby Air Ride. Absolutely none. Not in the main game, not in the end credits, not even in the instruction manual. There is absolutely no explanation for why Kirby is racing with clones of himself on Warp Stars. I was kind of expecting to find something in the game, but now that I think about it, there are actually very few racing games, especially kart games, with stories to them. In fact, the only major kart racer that I remember to have a real story to it was ModNation Racers, so maybe racing games don't need a story. I am not going to be able to say much more here, as I can only stall for so long before you realize that I just wrote a whole paragraph specifically about nothing, so I will just end here.

Story: 5/10

[img width=700 height=437]http://images2.fanpop.com/images/photos/5500000/Kirby-Air-Ride-Wallpaper-kirby-5558741-1280-800.jpg[/img]

Sound

I was pleasantly surprised by the music in Kirby Air Ride. Like Star Fox Assault, most of the music is orchestral, and very well-done. Kirby's music however, has a much more lively and perky tone to it than Star Fox. Every track is well-written, and is perfectly suited to each track. I greatly enjoyed listening to the music, and it stands out as one of the best parts of the game. I don't think I will ever forget Kirby Air Ride's soundtrack. I am hesitant to say this, but it may be worth getting the game just to hear the music. The audio quality is astounding, and uses the Gamecube Disc's enhanced storage capacity to the fullest. If you have a good speaker setup in your gaming den, then prepare for some serious ear candy. HAL put their heart and soul into creating this game's music, and it shows by passing with flying colors. It is just a shame that there was never an official soundtrack released, because I would buy it in a heartbeat. As for the sound effects, they are all crisp and clear, but my only complaint is that some variety in the effects would have helped. Different crashing sounds, etc. But, that is a minor complaint.

Sound: 9.5/10



Graphics

Kirby Air Ride features some awfully respectable visuals for a Gamecube game. The environments are detailed with features that often go deep into the fantastical and give each track its own distinct personality. The lava dragons in the Magma Flows level, the futuristic lighting in the Machine Passage stage, and plenty of other things make the game feel alive. The character models are quite good; Kirby certainly looks as puffy and round as ever, with none of the jagged edges that were in the beta version of Kirby Air Ride when it was still a Nintendo 64 game. Yes, the graphics were completely revamped for the Gamecube final version, and I am certainly glad they did. The game's textures could have used some work though; you can still see the boundary lines on the edges of some tracks, which looks awfully bizarre when compared to the good character models. If you have a component cable for your 'Cube (and you really should by now), the game can run in 480p, which helps smooth things out even more, and makes for a much cleaner picture. I will say it again; the Gamecube has probably the best-quality 480p of the past generation. Kirby Air Ride isn't the best demonstration of this higher resolution, at least, it doesn't use it as well as The Legend of Zelda: The Wind Waker, but it is a nice touch that I like to have in Gamecube games. As this is a racing game, the game has to be able to handle a lot of action on-screen at once. Thankfully, I never saw Kirby Air Ride drop in framerate even once while playing it, even in multiplayer! Behold the processing power of the mighty Gamecube!

Graphics: 8/10

[img width=377 height=300]http://img.neoseeker.com/screenshots/R2FtZXMvR2FtZUN1YmUvUmFjaW5nL0dlbmVyYWw=/kirbys_air_ride_image4.jpg[/img]

Extras/Value

There is something interesting in this game that often gets overlooked, but I always regard as an important inclusion. It has somewhat of a precursor to achievements, in that by completing certain hidden tasks, you can open up squares on a grid. Some squares give you unlockables upon clearing them, such as new vehicles, characters, tracks, modes, etc. There are a ton of things to unlock, so you can be sure that there will always be something to do in Kirby Air Ride. Nintendo later re-used this unlockables grid in Super Smash Bros. Brawl for the Wii. I don't think many people will ever legitimately complete this game, but that level of replay value certainly means you will get your money's worth. It should also be mentioned that this game was one of the few Gamecube games to support multiplayer LAN play, allowing you to hook up 1-3 other Gamecubes, and play over the wired network. I have not been able to try this, as I do not have two Gamecubes with Broadband adapters, but I can assume that it is quite fun to play. Don't forget that with the help of a program like Xlink Kai, you can actually play Kirby Air Ride online by tricking the Gamecube into thinking it is connected to a local network, when it is really online. The Gamecube's online scene is still alive and kicking, so get a friend or two to join for an online match together. If you all have Gamecubes with Broadband adapters, that is. Kirby Air Ride is currently selling at Gamestop for $20. That is certainly a bit more expensive than I expected, even for a first-party Gamecube game. This is an excellent game, but I am not sure if a used copy is worth that much. I recommend buying it, just find somewhere where it is cheaper.

Extras/Value: 7.5/10

[img width=605 height=388]http://firsthour.net/screenshots/kirby-air-ride/kirby-air-ride-checklist-filled.png[/img]



Overall

Nintendo is arguably the king of kart racing games with Mario Kart, which all but invented the genre, but Kirby Air Ride is a good enough and unique enough game to stand on its own. It is still a kart racer at heart, but it does things different enough that it is a worthy contender for Mario Kart and other games of the genre. It is absolutely worth your time, and should be in every well-rounded Gamecube library. Nintendo may have lost the console war in the last generation, but that doesn't mean that it didn't show the Gamecube all the love that they could while it was around. Games like Kirby Air Ride show that trademark Nintendo gusto and heart that reminds us why we became gamers in the first place.





Overall: 8/10

This is Lisalover1, wishing on a shooting warp star for a maxim tomato.



Posted on Apr 27th 2011 at 02:08:30 AM by (lisalover1)
Posted under Gamecube, Paper, Mario, Nintendo, RPG

[img width=400 height=538]http://diablobasher.files.wordpress.com/2008/05/ttydbox.jpg[/img]

Nintendo is well known for taking Mario and putting him into games of unexpected genres, and usually adding their own unique twist to that genre. One of the best examples is the Paper Mario series, a simplified take on RPGs that has secured a distinct following in the gaming community. Starting out on the Nintendo 64, it became one of the few RPGs for the system, which continued with a sequel on the Gamecube. Unfortunately, the latest entry in the series has abandoned the RPG elements in lieu of standard 2D platforming. So today, I'm going to review the last RPG in the series, and one of the most fun games for the Gamecube.

Gameplay

Paper Mario 2 [or Paper Mario: The Thousand Year Door, if you're not into the whole brevity thing] is a very different kind of RPG. It is still turn-based, like most games in the genre, but it includes much more user input than most. During battle, you can press buttons at certain times in order to make an attack more powerful. Most attacks actually depend on precisely-timed button presses for maximum damage. This works very well for keeping you interested and engaged in the battles, as you have to pay close attention as to how you execute your moves. You're not just going through menus; it really feels like you are doing the actual fighting. Another abnormal aspect of the battle system is the low scoring, in that even late in the game, you probably won't reach a maximum of 100 HP. In fact, the toughest boss in the game, which is a hidden one, at that, only has 200 HP. If you're used to playing RPGs with comically-high status numbers like Disgaea, get ready for a bit of a shock. But, after getting used to the system, I came to the conclusion that it works just fine for this type of game. Paper Mario 2 is meant to be a simple, entry-level RPG, and it succeeds greatly on this level. A nice touch to the battles is that you can see enemies on the screen, and launching a preemptive attack on them gives you an edge in the coming battle, much like in the Persona series, only much more lenient. You can tell that a heavy emphasis was put on interactivity in the battles, and that Nintendo wanted to stay as far away from the stereotypically dull battles of most turn-based RPGs. The world map is also atypical, in that it is not an actual map; just an overall collection of normal screens. It is an odd, but effective way to make the world seem big. Instead of conveying it artificially by a world map, it really makes you move across the world by yourself, if you can see what I mean. There are warp pipes that let you go long distances, but that is about it. The gameplay in Paper Mario 2 is best described as unique, and is much better for it. It always keeps you interested, and coming back for more.

Gameplay: 10/10

[img width=480 height=360]http://i.ytimg.com/vi/1tUL57jp8zs/0.jpg[/img]

Story

Since Paper Mario 2 is an RPG, I can't use the standard cop-out here. Luckily, there is actually a very good story, but, in true Mario fashion, in anything but an ordinary way. Instead of telling a dramatic, epic tale like in most games of the genre, it goes for a much more lighthearted and humorous approach that is quite refreshing. The characters are witty, colorful, and interesting; the villains in particular are a total riot, and it is almost a shame you have to fight them! Another nice part about the game is the fantastic locations you visit. A floating vegas-esque city, a monochromatic giant tree, and even the moon! There is an unbridled sense of creativity in the game, making it always a joy to play. As I said, the dialogue is entertaining, the locations are unique and interesting, and everything is just plain fun. Kudos to Nintendo for doing something different, and making it work.

Story: 9/10

[img width=640 height=480]http://cubemedia.ign.com/cube/image/article/555/555128/paper-mario-the-thousand-year-door-20041007013518730_640w.jpg[/img]

Sound

As you might expect, the audio in Paper Mario 2 has a perky, whimsical quality. It's anything but serious, and suits the game nicely. Nintendo gave it a whole lot of personality, even in the [relatively] dramatic moments, it still sounds funny, in a good way. The sound effects are also humorous, making the entire audio experience in Paper Mario 2 to be something humorous and quite fun. Few of the tracks feel truly out of place, so for most of the areas you will encounter will be accompanied by a suitable tune. The only bad thing I can say about the audio seems awfully low-fidelity for a Gamecube game; sounding more like its Nintendo 64 predecessor than other disc-based games. Other than that, you are in for some nice tunes in Paper Mario 2.

Sound: 8.5/10



Graphics

The Paper Mario series employs a unique art style that can best be described as faux-3D: 3D models that look like 2D sprites. It gives the game a certain charm that few other games can match, and allows for some incredibly expressive animations, mostly from Mario himself. Everything looks full of life and is vibrant and colorful, and even the one level that is intentionally monochromatic is still infinitely more interesting than most games that are unintentionally so. I cannot overstate how great the animations are in Paper Mario 2; they give a great amount of characterization, and can describe a character just as well as dialogue. Since the game supports progressive scan 480p, the faux-2D visuals look especially nice at a higher resolution. Yet another reason too seek out a Gamecube Component Cable. Wink Another excellent aspect of the graphics is the amount of models that can be on the screen at once; the game obviously borrowed some ideas from the famous 'Mario 128" Gamecube tech demo, as some scenes can have around 100 models on screen at once! I was very proud that the 'Cube could handle such a feat.

Graphics: 9/10

[img width=480 height=360]http://wiimedia.ign.com/wii/image/article/789/789733/super-paper-mario--20070518013555694.jpg[/img]

Extras/Value

Sidequests are the name of the game in Paper Mario 2, with over half a game still left after you finish the game. Among other things, you can participate in a cooking minigame with dozens of recipes to find, take personal requests at the hub city's "Trouble Center", searching for all the hidden star pieces and shine sprites in the game, or undergo the "Pit of 100 Trials", a hidden dungeon in the game that is exactly what it sounds like. Standard RPG fare, but it is appreciated to have so much of it in the game. Also, most of the sidequests are actually enjoyable, as opposed to endless and boring rare monster hunts seen in other games. Finally, and possibly the most fun, are the missions that take place at the end of each chapter, in which you play a short stage with Bowser, who mostly retraces Mario's steps about 1 chapter behind the plumber. The stages are quite varied, and the dialogue is some of the best anywhere in the game. In other words, you will be looking forward to them, in particular. The game is currently going for $15 at Gamestop; not bad at all for a Role-Playing Game AND a First-Party Gamecube title. I would highly recommend picking it up if you enjoy RPGs, or are just Nintendo fans.

Extras/Value: 9/10

[img width=640 height=480]http://cubemedia.ign.com/cube/image/article/555/555128/paper-mario-the-thousand-year-door-20041007013508934.jpg[/img]

Overall

The Gamecube was pretty starved for RPGs, but in all honesty, it got some of the best ones of the generation, and Paper Mario 2 is a great example. It had buckets of personality, dashing visuals, and simple-yet-fun gameplay that is unconventional for the genre. It is an awesome game that deserves to be played by every Gamecube fan, and at least tried out by every Gamecube owner. If you care about RPGs and have some spare cash, put this near the top of your purchase list. You won't regret it.





Overall: 9/10

This is Lisalover1, folding some origami to simulate a boss fight.



Posted on Apr 24th 2011 at 09:57:47 PM by (lisalover1)
Posted under Gamecube, Nintendo, Simulation, GBA, Multiplayer

[img width=420 height=588]http://4.bp.blogspot.com/_NfJ8kj6otFs/TInU0GWQ1CI/AAAAAAAAADA/FE4EO6LiMXk/s1600/AnimalCrossingCover.jpg[/img]

[Note: This post was originally written in late November, hence the mentions to Thanksgiving.]

Happy Thanksgiving to everyone in America [and a belated Happy Thanksgiving to Canada]! You're probably going to be with family a lot over the holidays, so I'm going to review a classic Gamecube game that you can show everyone. Every now and then, we need a break from all the action that most games give us. We need a break from the high-octane power fantasies that are most prevalent in gaming today, and simply try something more soothing. We just need something to calm our nerves. I heard someone say once [although I don't quite remember who] that Animal Crossing is not just relaxing; it's practically healing, which is why it is good that games like it exist. Animal Crossing fills a much-needed gap in the gaming world, and it is appreciated for that. So, what exactly makes Animal Crossing not just a good game, but a necessary game?

Gameplay

Animal Crossing is a Life Simulator, in the same vein as titles like Harvest Moon or The Sims. You go about the game day-to-day, talking with neighbors, collecting items/furniture, making money, decorating your house, etc. There's always something to do, so you're sure not to get bored for some time. The game was first advertised as "the game that keeps playing, even when you're not", and it really lives up to that idea. Everything in the game happens in real-time, so when the sun rises/sets in real life, it will probably also do so in the game. Certain activities are only available at certain times on certain days, while many very rare events happen randomly, in which case, you just have to keep looking for them every day. Holidays in Animal Crossing generally involve some sort of festival in which every member of the community participates. It's actually quite fun to play on these days; some of the outcomes of festivals may even get you a really rare item. And therein lies the core of the gameplay; item collection. Your ultimate "goal" in Animal Crossing is to pay off your debts, expand your house, and decorate it. There are other goals to accomplish, such as completing every entry in the town museum, but as I said, the main goal is to make your house awesome. There are hundreds of different items and pieces of furniture to collect, and you can make your house look like whatever your imagination and pocketbook will allow. You can even collect miniature NES systems that include certain games, which is a really nice touch. Some items can only be obtained through extensively complicated and difficult means [more than one has you participate in an event on the Animal Crossing website!], but usually these items are really interesting and fun. As with all Life Sim games, Animal Crossing is extremely addictive, meaning you can easily log months of game time in, seeing everything the game has to offer. Also, when you're done in your town, you can visit a friend's town, too. All you need is their memory card, and you can visit, meet your friend's neighbors, check what is available in their shop, etc. These things add infinite replay value to the game [if you could call it replay value; the game never really ends]. Animal Crossing also features a certain level of multiplayer; up to 4 players can live in the same town, so if you'll forgive the horrendously-overused cliche, it really is a game for the whole family. I do wish Nintendo would have incorporated direct online features into the game. The Gamecube needed to prove its worth in this area very badly during its life, and it was never utilized very well. A feature where you could download new holidays, events, items, or neighbors would have been a great feature, and would have given the game even more play time, and always give you something new to do. The sequel, Animal Crossing: Wild World for the DS had online functionality, but only to visit other player's towns in multiplayer. This was still a great idea, but I just wish it, along with the DLC, would have been with the series from the start. It would be the final piece in the puzzle of a truly living, breathing world in your 'Cube.

Gameplay: 9/10

[img width=640 height=489]http://i1-news.softpedia-static.com/images/extra/large/animalcrossgc_004-large.jpg[/img]

Story

In Animal Crossing, you play as [insert name here], a new citizen in the quiet town of [insert name here]. As you progress though the game, you meet new neighbors, such as [various] or the ever-cheerful [to be determined]. Okay, enough with that joke. As you can see, a lot of the game's story is either nonexistent, random, or player-determined. The only things that remain predetermined are certain NPCs that stay in town regardless of what events happen, like the extortionist asshole shopkeeper, Tom Nook [to whom you must pay back your SUBSTANTIAL house debt], the incredibly lazy museum curator, Blathers, and the absolute bane of my existence, Resetti, an unbelievably long-winded mole that shows up every single time you neglect to save your game, and whose lectures get exponentially longer and more irritating each time you do so. Your normal neighbors are much more manageable, and are actually nice to you. There's really not much else to say about the story in the game; there is none. This doesn't mean that the Life Sim genre is universally devoid of story, though. Certain games in the Harvest Moon series have completely demolished this barrier. Once again, a game like this doesn't need a story, because the gameplay is more than enough. I'm starting to sound like a broken record, aren't I?

Story: 8/10

[img width=700 height=560]http://franchisemedia.ign.com/images/02/75/27580_RESETTI.jpg[/img]

Sound

I'm going to be honest; I din't like the music in Animal Crossing. It came across as bland, repetitive, and even irritating at times. The sequel's music was actually much better, and conveyed a more soothing, pleasant tone. I don't know what happened with the Gamecube version, though. The whole thing just feels wrong. It feels like Nintendo wanted to create an almost comical effect with the audio, but it really falls flat for such a slow-paced game. The one good thing I will say is that each tune seems to fit the situation well; they are just for the most part not very good songs. There a few nice ones in there, like the rainy day song, which I posted here, but overall, it's just not very good. As I said, the music in Wild World is leaps and bounds better, so don't get too discouraged. Nintendo should have gone back and taken another look on what this series is really about to make good music for it. As it stands, the music is mostly tolerable, but certainly not great.

Audio: 5/10



Graphics

Animal Crossing actually originally debuted on the Nintendo 64 in Japan, where it was called Doubutsu no Mori, translated into Animal Forest. There were several differences between Forest and Crossing, but the core game remained the same. The good news was that Animal Forest was a really great-looking N64 game, which translated into a good-looking Gamecube game. Also, the updated Gamecube version supports 480p, a higher resolution than the N64 version offered. But realism isn't everything. Far from it; the best thing about the game's graphics is its charming art style. Everything in the game is presented in a cartoony fashion, with basic, pastel textures and definite angles, which are all very easy on the eyes. While the game failed in finding suitable audio, it greatly succeeds in a suitable art style. Some of the objects in the game, particularly background objects, are in 2D, which help even more with the game's aesthetic. While the game's graphics won't blow you away, they certainly fit the gameplay like a glove.

Graphics: 7.5/10

[img width=566 height=462]http://fotos.trucoteca.com/fotos/4521/animal-crossing-50.jpg[/img]

Extras/Value

I mentioned before that there are a bunch of neat easter eggs in Animal Crossing, like the collectible NES games, for example. There is a bunch of hidden furniture to collect, which gives you a real sense of accomplishment when you collect a whole set. There is also an island that you can visit off the coast of your town, which can only be accessed on a Game Boy Advance via a Gamecube-to-GBA Link Cable. It's a nice little bonus feature, and there are some special items that can only be obtained on the island, so if you want to get something really rare, you might have to hook up your GBA. There's another function that the GBA has in the game, though. You can use the E-Reader device for the system, and scan cards on it to unlock even more things in the game. While the E-Reader may have been a commercial flop, it is still a cool idea, and demonstrates Nintendo's resourcefulness. There is so much to unlock in this game that I don't think anyone has ever legitimately unlocked everything. Even if it has been done, it might take a couple years of play. You're really going to get your money's worth with Animal Crossing. Speaking of which, the game is currently $10 at Gamestop; not too shabby.

Extras/Value: 9/10

[img width=600 height=441]http://a881.ac-images.myspacecdn.com/images01/34/l_0b4579a1988feb4b7f595c100e9434d8.jpg[/img]



Overall

Animal Crossing is not meant to be a game that is played constantly [although many people do so]; it is meant to be played in short bursts, and is designed around that style. It is a game that you can put countless cumulative hours into, perfecting and completing everything over time. Nintendo really made a good move in localizing this oddball title, because it is really something unique and fun. Of course, it has now become a lucrative series, but it was a bit of a risk back when it was first released. I can now honestly say that this is one of the 'Cube's best time-wasters, and is a joy to play. If you haven't tried Animal Crossing before, you should probably try Wild World first, but the Gamecube version holds up well, too.





Overall: 7.5/10

[img width=484 height=364]http://img839.imageshack.us/img839/3254/animalcrossingloveyourp.gif[/img]

This is Lisalover1, and I know you cried a little at that last image. Smiley



Posted on Apr 24th 2011 at 09:43:05 PM by (lisalover1)
Posted under Gamecube, Nintendo, Star Fox, Action, Multiplayer

[img width=465 height=646]http://www.file-extensions.org/imgs/app-picture/3952/star-fox-assault.jpg[/img]

Star Fox has caught a lot of flak from gamers over the recent years, for very little good reason, besides the derivative Star Fox Adventures, also on the Gamecube, which was negatively received. But Assault is different; it has the same rail-based 3D shooting that the series is famous for, along with several other modes. So, why did nobody give Assault a chance? Why is it never included in people's lists of best 1st-party Gamecube games? To be honest, I'm not sure. Keep reading to find out why Star Fox Assault is worth your time.

Gameplay

Star Fox Assault starts out with an intense rail-shooter space battle, much like the previous games in the series, and certainly shows that it is out to prove that the franchise is still alive and kicking in what it does best. The control is smooth and responsive, and all the standard attacks [Shot, Charge Shot, Bomb], so anyone who has played a Rail Shooter before will know what to do. The only issue I had with the controls while piloting were that the Y-Axis control was inverted, and not the X-Axis, but you can change that in the options menu. The piloting sections are cool, and if any of you Gamecube owners out there were ever jealous that Panzer Dragoon Orta was an Xbox exclusive, then these stages will ease your pain. There are also missions that take place on-foot, that allow you to use multiple weapons or a tank to shoot your way through enemies. These levels are very fast-paced and have a fair bit of diversity among equipping weapons; Pistols, Rocket launchers, Sniper Rifles, Grenades, etc. You wouldn't expect to find more than one or two extra weapons in a game like this, and to be honest, you don't really need them, unless required by mission parameters, but they are a ton of fun to use. As I said, you can also drive a tank, if you like. The tank cannot use the extra weapons, but has better defense, can hover for a brief period, and can kill weaker enemies by running over them. These missions reminded me a lot of Capcom's PN-03, another Gamecube exclusive, which is a very good thing. The third type of mission is an aerial dogfight mission, which is like the pilot missions, but gives you total freedom of movement. This mode is nice, too, and is on par with many other aerial combat games, but doesn't bring anything really new to the table; it just does the essentials notably well. There are also a couple of different sub-missions that occasionally take place after a main one, and sometimes ground and dogfight missions are combined, having you hop in and out of your Arwing to manage enemies in the air and ground. The worst part about the game, though, is its length. There are only 10 missions, so you can finish it in a day, which is a real shame, because this game has a lot of great ideas, and the gameplay is just fun in its purest form, but you only get a few short hours of it. I would have loved to see at least another 10 levels; more if possible, but I guess beggars can't be choosers.

Gameplay: 8/10

[img width=700 height=466]http://img.gamespot.com/gamespot/images/2005/033/reviews/561297_20050203_screen004.jpg[/img]

Story

I was seriously surprised by Star Fox Assault's story; it was much deeper than I expected from an action game. I have never gotten very far in a Star Fox game before, but I always assumed it had little story, and didn't really need one, but this game's story totally came out of left field. I'm not saying it's anywhere near what you might find in an RPG or an Adventure game, but it stands heads and shoulders above other action and shooter games, making it feel more like an action movie. Now, don't get me wrong; I don't want to make this out to be any more than it is, but I still think Nintendo should be commended for writing up something quite different. I had some issues with awkward dialogue in the game; mostly from the fact that it was written with kids as the primary audience, so it is jarring [and kind of funny] to hear frequent profanity substitute words. It just feels really out of place. Other than that, I think Star Fox Assault has a relatively good story when compared to the rest of the genre, but once again, it is crippled by the disappointingly short length of the game.

Story: 8.5/10

[img width=480 height=360]http://i.ytimg.com/vi/lGJPDMvOMZw/hqdefault.jpg[/img]

Sound

What do you know? I was surprised yet again by Star Fox Assault. Since this is a science fiction game, I expected a soundtrack heavy with rock and techno tunes, but all the music in the game is actually orchestral! It sounds very good, too; I can tell that a fair bit of work was put into the music. I thought the orchestra music would sound out of place in a game like this, but with all the huge battles going on in each mission, it fits like a glove. The sound effects, on the other hand, sound pretty generic and basic, but in retrospect, it's probably better that they didn't interfere with the background music. The voice actors for the characters seem different than the ones I remember in Star Fox 64, but then again, I remember them being much more annoying in that game. All the actors are well-suited for the characters they represent, so no complaints there. Overall, I seriously enjoyed Star Fox Assault's soundtrack; maybe not enough so that I would put it on my MP3 player, but enough to make me come back to the game.

Sound: 8/10



Graphics

The graphics in Star Fox Assault are all right when doing ground missions, and are great when doing pilot missions. All the chaos going on in the background of the latter mission type really gives you the sense of an epic battle in space. That, and the detail on each ship looks nice, making it all the more shocking to see all of this happening at a quick, steady framerate, especially on missions where two both aerial dogfights and ground combat are going on at once. Thus, it isn't the game's graphical detail that is impressive; it is the amount of action going on at any given time that makes you wonder how it is possible. It just all comes together to a game that has much more technical than visual prowess. The graphics are still above average, though, especially during cutscenes, where everything is bumped up to a much higher level of detail. I would still say that the in-game graphics are a step down from its predecessor, Star Fox Adventures, but it is likely just to allow for faster action and a better framerate; because of this, I think it is a fair trade-off.

Graphics: 7/10

[img width=600 height=420]http://www.gametour.com/screenshots/gcn/sta828img2.jpg[/img]

Extras/Value

In order to offset the disappointing length, a 4-player battle mode was included that, honestly, is one of the best multiplayer experiences I have had the chance to play on the 'Cube. The mode is fun and addictive, and move along at a speedy pace, like the rest of the game. Unfortunately, there is no option for CPU-based multiplayer, so you're going to actually need some friends with you to play. But, it isn't that big of a deal; it is worth getting everyone over for some good shooting action. Just like the main game, Dogfight mode, Ground mode, and a mode that combines the two are available for multiplayer, which can lead to some really interesting and clever strategies that add a lot of depth to the game. I'm going to go so far as to say it may be worth it to buy this game just for the multiplayer, as it is just that much fun. I haven't had such a good time with a local 4-player game since Super Smash Bros. Melee. A lot of people don't know this, but it was actually Namco that did most of the development work on Star Fox Assault; Nintendo only did a bit of the development work, and all the publishing work. Thus, completing the game on Normal mode unlocks Namco's classic SHMUP, Xevious, for you to play. It's just a nice little extra cherry on top that isn't necessary, but is appreciated nonetheless. Star Fox Assault is currently selling for $15 at Gamestop. Despite how much fun this game is, I'm still going to have to recommend that you try and find it cheaper; maybe around $10 or so, due to the game's length. I have seen many copies sell for about $5, so you should have no trouble finding one. But when you do see the game, by all means, buy it, especially if you are planning a game night with some of your friends, and need to stock up on good 4-player games.

Extras/Value: 7.5/10

[img width=640 height=480]http://images.fragland.net/screenshots/2273/26.jpg[/img]



Overall

Star Fox Assault, at its core, is a great game with a ton of neat and creative ideas, but all of that is cut short by its terribly brief length. The multiplayer mode offsets this, but there is no excuse for a short single-player mode. If Namco and Nintendo had put a bit more time into this game to add at least 10 more levels, this would be less of a problem, but as it stands, this game was too much crammed into too little of time. It is still an extremely fun game, and is definitely worth a purchase, but unless you frequently play games with your friends, you will just beat the game and move on, which is just a tragedy for such an otherwise good game. But, as I said, I am pretty sure you will still love Star Fox Assault, with its fast, furious, and exciting gameplay, so give the game a shot when you happen to see it for sale.





Overall: 7.5/10

This is Lisalover1, repeatedly shooting the obvious glowing weak spot.



Posted on Apr 24th 2011 at 08:00:38 PM by (lisalover1)
Posted under Gamecube, Survival Horror, Nintendo, Review, Mario

[img width=320 height=444]http://www.examiner.com/images/blog/EXID28759/images/luigis-mansion.jpg[/img]

The Gamecube is an odd console when measured against the other consoles in Nintendo's history. For one, it was the first of their systems to launch without a Mario platformer, a move which some claim was ill-advised, given the competitive state of the market at the time, when the 'Cube seriously needed early adopters. But the Gamecube launch was not completely absent of Big N's star franchise; we got another thing that was very odd and certainly different. A survival horror game featuring Mario's little brother. It was ultimately overshadowed by other launch titles such as Wave Race: Blue Storm and Star Wars: Rogue Squadron 2, and was criticized for not being a "true" Mario franchise title. So, were the ignorant hordes right on that claim, or, like Luigi himself, can Luigi's mansion stand on its own? If you couldn't already tell from the previous sentence, the answer is the latter.

Gameplay

In Luigi's Mansion, you obviously play as Luigi, who has to work his way through said mansion, sucking up ghosts in his Poltergust 3000 vacuum. You go through 23 different boss ghosts in the house, along with 50 mini-boss Boos. The combat system is really something unique and fun; to capture a ghost, you must quickly shine it with a flashlight, then suck it up with the Poltergust, holding the control stick in the opposite direction, until the ghost's HP reaches 0. Boss ghosts, however, take a little more cunning; they will usually disappear when you look in their direction, so you must figure out their unique weakness before you have a chance at fighting them. It is a very interesting gameplay mechanic that integrates puzzle gameplay into action gameplay. It never gets old, especially when Luigi acquires fire, ice, and water power-ups later in the game, adding other layers of strategy to the process. It is always satisfying when you defeat a boss, especially some of the later ones. As I said before, there also mini-bosses in the form of Boos, that, while not as difficult to catch as boss ghosts, escape if not caught on the first try. The gameplay is overall just very fun; I would say that this is the closest we will ever get to a good Ghostbusters game, but since a new one was released a while back, I can't say that anymore.

Gameplay: 9.5/10

[img width=400 height=300]http://www.toy-tma.com/wp-content/uploads/2010/04/Luigis-Mansion-Ghost-Hunt.jpg[/img]

Story

In Luigi's Mansion, Luigi is sent a letter saying he has won his own mansion, despite never entering any contest in the first place. Mario gets the letter before Luigi, and finds it suspicious, so he goes to investigate. Luigi is worried when Mario does not return for a while, and finds the letter himself, and also goes to look. Upon arrival, he finds that the mansion is haunted. Inside, he is attacked by some ghosts, and is saved by Professor E. Gadd, who fights off the ghosts using a special vacuum he invented called the Poltergust 3000. They both run back to Gadd's house afterward, where he tells Luigi not only that the mansion only appeared a few days ago, but that Mario is trapped inside. Thus, Luigi volunteers to use the Polturgust to rid the mansion of ghosts, and save his brother. See? The game has a story! But, that's about it; not that it matters in an action game. It does have that distinctive Nintendo charm, which is evident throughout the entire game. The story in Luigi's Mansion is not anything special, but like I have said for all action games, it doesn't need to be. Simplicity is key.

Story: 8/10

[img width=640 height=480]http://www.tothegame.com/res/game/1282/feature/2006-03-17/screen1_large.jpg[/img]

Sound

I have good news and bad news here. The bad news is that there really isn't much music in Luigi's Mansion. It is mostly just silence and sound effects. The good news is that when there IS music, it is very well-done, and sets the eerie, yet comical mood quite well. It is certainly creepy, but not in a Resident Evil sort of way; it is certainly a more lighthearted horror game, so the music must reflect that. If only there were a bit more music, though. Maybe I'm missing something, and horror games don't need a lot of music, but I think I'm on the mark. The sound effects, however, are very well-done, and take advantage of the Gamecube's audio capabilities. The fidelity is great, and it really helps immerse you in the game. I know I've said this before, but since the 'Cube was the first Nintendo game console to use discs, audio quality took a huge leap from cartridge audio quality. That's not to say that cartridge audio is bad; quite the opposite, because we all know that it is isn't the quality of the audio file, but the artistic quality of it that matters. Luigi's Mansion succeeds on this front, but like I said, I just wish that there were more songs.

Sound: 7/10



Graphics

As one of the launch titles for the Gamecube, Luigi's Mansions had a lot of expectations to meet to show off the potential of the new system, and justify a purchase to potential buyers. Fortunately, Luigi's Mansion looks great. It is an effective tech demo for the 'Cube, showcasing multiple physics, lighting, and smoothing features that makes this game one impressive piece of software. Obviously, one of the most prominent graphical effects in the game is lighting, and the game comes up with some creative methods of using lights in dark places that makes environments feel more natural. Luigi's flashlight is another demonstration of the effect, and it can be used anywhere. Another obvious effect is transparency, for the ghosts. It isn't anything special; the Playstation made a big deal about 3D transparency effects when up against the Saturn, but the effect is greatly improved in this game. Physics also come into play a little bit. You can vacuum up things like sheets from different angles, which is so cool-looking that it seems almost out of place in a Gamecube game. Yes, Luigi's Mansion indeed turned a few heads at launch, if for no other reason than for its graphical prowess.

Graphics: 9/10

[img width=400 height=337]http://i7.photobucket.com/albums/y298/Nintendofreak1030/luigioct19.jpg[/img]

Extras/Value:

If you beat Luigi's Mansion once, you can unlock the "Another Mansion" mode, where some minor changes are made to the mansion and boss battles, so it is not a true second quest mode, a la Zelda, but it is still some incentive to play through again. Also, upon completion, you are given a grade, determined by the amount of money you collected while playing. If you get the highest grade, then Luigi gets the real mansion that he was promised! No more living with Mario! One more thing is that you get different award levels depending on how efficiently you capture ghosts; so if you're a completionist, you will want to get the gold award with every boss. Other than that scoring system, there isn't much else to do after completing the game. The game currently goes for $15 at Gamestop; not bad for a 1st-party Gamecube game. I would try and find it cheaper if you're only slightly interested, but otherwise, go for it.

Extras/Value: 7/10

[img width=405 height=303]http://sickr.files.wordpress.com/2010/01/luigis_mansion.jpg[/img]




Overall

Luigi's Mansion was a good example of taking one of their existing franchises, and doing something very different with it. Nintendo has always had that sort of bravery with their series. It doesn't always show, but when it does, the result is usually surprisingly good. Metroid: Other M is a fine example. People always accuse The Big N for resting on its laurels, but I think that they are quite open to new ideas. In short, leave them be; they know what they are doing. If you are looking for something different to add to your Halloween survival horror game lineup, give Luigi's Mansion a shot. I think you will be pleasantly surprised.





Overall: 8/10

This is Lisalover1, knowing who to call when there's something strange in the neighborhood.



Posted on Apr 24th 2011 at 05:58:29 PM by (lisalover1)
Posted under Gamecube, Zelda, Nintendo, Action, Review, GBA

[img width=320 height=449]http://www.gametab.com/images/ss/gcn/1010/box-l.jpg[/img]

It has recently come to my attention that many of you, despite owning a Gamecube or Wii, and being fans of the Zelda series, have still not played The Legend of Zelda: The Wind Waker. If I may ask, what the hell have you been doing with your life?! This discrepancy in the gaming community is shocking, and I will not stand for it. So, let's fix that. I am going to show you today that this is not the black sheep of the main Zelda franchise, and why you need to play this game. Aside from Majora's Mask, The Wind Waker is likely the most controversial title in the series, which is likely the reason people stray away from it. But, I'm not only going to tell you that this is a legitamite title in the series, but how it may be one of it's best.

Gameplay

The Wind Waker plays similarly to its Nintendo 64 predecessors, The Ocarina of Time and Majora's Mask, which is a very good thing. You can still assign weapons to 3 different controller buttons [X, Z, and Y, in this case], and the controls remain similar, except for a few improvements. There is now a much easier-to-control difference between tiptoeing, walking, and running, because of the Gamecube's more accurate analog stick. There have been some rather nice changes to combat, as well. Link can now perform actions such as parry attacks, which let him dodge an enemy's attack, and strike back. For some enemies, this is a necessary tactic to defeat them, but for the most part, hacking and slashing will do just fine. So, yes, the combat remains mostly unchanged from the standard Zelda formula. But that's not what I want to talk about. The thing that really sets Wind Waker apart from the crowd; sailing. As you probably know, the game allows you to sail around a huge world map to 49 different islands. I always thought that this was the game's strongest point. Zelda games have always tried to give the player a vast world to explore, and this is the epitome of that idea. You could spend hours traversing the Great Sea, searching in every nook and cranny. I spent a good few days just completing the map! While some may find it boring, I think it gives you a real sense of adventure that is uncommon to find in most games. I should probably move on before I start to ramble about this, though. You will find equipment similar to what you have used in previous games, so it should feel familiar. One of the bigger additions to the game is the Wind Waker itself; a baton that you use to control the direction of the wind to sail more effectively, or solve puzzles. The method of doing so is similar to Ocarina of Time, where you must memorize musical patterns, and play them back. Nothing new there, but it is still just as good.

Gameplay: 9.5/10

[img width=596 height=477]http://cubemedia.ign.com/cube/image/zeldawindgc_111502_35_640w.jpg[/img]

Story

Little has changed about the central plot of Wind Waker in comparison to the other games in the Legend of Zelda series. You still play as a young, nameless boy [although most people just prefer to call him Link] who wears a green tunic, and must kill the evil Ganondorf/Ganon and save Princess Zelda. Now that that's out of the way, let's look at what is unique to The Wind Waker. Link is a boy living on Outset Island with his sister and grandmother. But one day, a giant bird flies over the island, carrying the captain of a pirate ship. Link goes off to rescue her, which eventually leads to the bird capturing Link's sister. The pirate crew allows Link aboard so he can rescue his sister in the bird's lair. That's about as much as I can say without giving any spoilers, but as you progress, it eventually leads to Link having to save the entire world from Ganon's plans. Standard fare for the series; it's what we have come to expect from a quality Zelda title. It doesn't have the deep, emotional narratives of an RPG, but it is what it is, and it is still a great one.

Story: 8/10

[img width=480 height=360]http://i.ytimg.com/vi/hpcQwqgxE24/0.jpg[/img]

Sound

I'll cut right to the chase; The Legend of Zelda: The Wind Waker has arguably the best soundtrack of any Zelda game. That's a controversial statement, I know, but I can back it up. Since the Gamecube was Nintendo's first disc-based console, they were free to use that extra space to make disc-quality audio. This makes for a truly sublime soundtrack that captures the moment of every single situation in the game. Sometimes, I just leave the game sit at the title screen so I can hear the main theme! Now, don't get me wrong; there have been some breathtaking soundtracks in the Zelda series, but it is my opinion that The Wind Waker takes the cake. There are just so many songs that give an adventurous, bold, yet fun feeling, which is the embodiment of the Zelda series as a whole. Never have the songs in a Zelda game felt more powerful and suitable. You have to hear it to believe it, and when you do, my arguement will start to make sense. The music in The Legend of Zelda: The Wind Waker is on an entirely different level than most games. It's just not something you find everyday, and you appreciate it when you do.

Sound: 10/10



Graphics

One of the most controversial aspects of The Wind Waker was its drastically different art style. The Zelda games on the Nintendo 64 seemed to strive as much as they could for realism, but The Wind Waker adapts a more cartoon-like style. This decision has divided the Zelda fan base since the game's unveiling. I'm here to tell you that the only people who don't like The Wind Waker's graphics are people who haven't played the game. It is obvious that Nintendo put a lot of time and effort into creating some of the most artistically pleasing graphics on the system. The Wind Waker's visuals are clean, well-defined, and polished to no end. The draw distance while sailing is phenomenal; the Great Sea really seems to on forever, and you can see islands from several miles away, not counting what you can see with the telescope. It's incredible to actually be able to see your destination well before you're near it. In this way, the art style was a good decision not just in appearance, but was actually some elegant programming and system resource management. There aren't many complicated textures in many of the graphics, especially in the ocean, so the draw distance and framerate would benefit greatly. Well done, Nintendo. Oh, and the game runs in 480p if you're lucky enough to have a component cable, and it's a fairly big improvement, especially in 2D sections like the menus, where it is a night and day difference. If you got a component cable just for this game, it would already be worth it. So, The Wind Waker's graphics are both an artistic and technical triumph.

Graphics: 10/10

[img width=425 height=321]http://media.giantbomb.com/uploads/0/4127/282809-zelda_wind_screenshots_024_super.jpg[/img]

Extras/Value

There are plenty of side quests in The Wind Waker, so you'll always have something to work towards. After completing the game once, you unlock the second playthrough mode, which gives you special bonuses such as Link wearing his pajamas throughout the whole game, letting you use the Color Pictobox [Camera] from the start, and translating all Hylian text into English. There is also a figurine-collecting quest that requires you to obtain photographs of different things in the game to have them made into figurines. In case you were wondering, yes, it is very difficult to collect all of them. Also, there is the Zelda tradition of the item trading game. The Wind Waker is currently being sold for $20 at Gamestop, but it doesn't matter what the price is. Buy it. You will not regret it; I assure you.

Extras: 9/10

[img width=326 height=618]http://img.listal.com/image/1268630/600full-the-legend-of-zelda%3A-the-wind-waker-screenshot.jpg[/img]



Overall

The Legend of Zelda: The Wind Waker is one of the definitive titles for the Nintendo Gamecube, and it certainly deserves that accolade. The game is a masterpiece, with polish and craftsmanship apparent in every single one of its aspects. I have completed it three times already, and I loved every minute of it. The game is completely undeserving of all the hate it has received. If you have yet to play The Wind Waker, now is the time. Stop ignoring the game because of its art style, or whatever preconceptions you may have, get yourself down to a game store, buy the game, and play it. It's about time you did.





Overall: 9.5/10

This is Lisalover1, trying to pretend the CD-i Zelda games don't exist.



Posted on Apr 24th 2011 at 05:41:40 PM by (lisalover1)
Posted under Gamecube, Cancelled, Nintendo, Capcom, Action, Retro Studios

The launch of a new console is always an exciting event; a whole new era of promise and opportunity awaits for each new competitor in the console wars, with countless titles and accessory hardware announced. It's often easy for some things to get caught up and lost in this chaos. Unfortunately, sometimes this does happen. Certain titles that catch the eye of gamers never see the light of day, and fade into obscurity. For some, it is best that they stay lost, because they never showed much potential in the first place, but for some games, it is a real shame they are never released. These are the games that would have likely been very good additions to the system's library, and that should really be remembered. These are the best cancelled Gamecube games.


Thunder Rally

[img width=432 height=324]http://www.unseen64.net/wp-content/gallery/thunder-rally-car-battle/thunder.jpg[/img]

What Was It?:
Thunder Rally is a car combat game created by Iguana Entertainment [Later bought by Nintendo and renamed Retro Studios], and was one of the earliest planned titles for the Gamecube, all the way back in 1998, when the system was barely a prototype, and was codenamed "Dolphin". On a side note, this game was the initial reason Retro Studios was formed. The gameplay in Thunder Rally consists of a mash-up between Twisted Metal and Battlebots, in which the player can build a car, and drive it through a city, destroying other cars. Sounds simple right? Well, that's correct, but it's not the main draw of the game. TR was designed to include 4-player split screen mode, and have 4-player online play as well, making it possibly the first Gamecube game planned to have online multiplayer! The game also features very sharp graphics, from what is shown in early screenshots.

Why Was It Cancelled?:
Shortly after Retro Studios was established, and began working on games for the Gamecube, Nintendo ordered a massive reorganization of the company, which changed most of the company's staff, resources, and projects. Unfortunately, Thunder Rally, along with about 3 other titles, and Metroid Prime being the only one of these that was ever released. I would have loved to have played this game; as I have said in previous articles, the Gamecube was hurting for online games throughout its entire lifespan, and anything would have helped.


Kirby Adventure



What Was It?:
Kirby fans had to wait until 2005 for Nintendo to finally announce a Kirby platformer for the Gamecube. At E3 of that year, a trailer for "Kirby Adventure" was shown, and it seemed to be everything people expected from the series, but the exception being it taking advantage of the Gamecube's 4 controller ports. Kirby Adventure was supposed to allow 4-player simultaneous Co-Op, building upon the 2-player Co-Op introduced in the SNES Kirby games. The other 3 players controlled enemies Kirby has swallowed and discarded, making them allies. The game was meant to take the best aspects of the SNES and N64 Kirby titles, and update it for the more powerful Gamecube hardware. The graphics would be in full 3D, but gameplay would take place on a 2D plane, like in Kirby 64, and said gameplay seems to leave the formula mostly unchanged, with all the series' common conventions remaining.

Why Was It Cancelled?:
Kirby Adventure was an exciting title for Gamecube owners, and they were anxious to get their hands on it. Then... nothing. Other than delay announcements, Nintendo barely said anything after the game's initial showing at E3 '05, and fans were left in the dark. In the end, with the exception of the Game Boy Color, the Gamecube became the first [and only] major Nintendo console without a Kirby Platformer. No one is really sure why Nintendo cancelled Kirby Adventure, but most speculate that it was because they were focusing their efforts on the upcoming Revolution/Wii, and new games for it. In short, the game came too late in the GC's life to have a chance at being released. Oh, well. At least Kirby: Epic Yarn is coming to the Wii soon, so fans have that to look forward to.


Raven Blade

[img width=640 height=426]http://cubemedia.ign.com/media/previews/image/ravenblade/ravenblade13_640w.jpg[/img]

What Was It?:
After the N64 era, Nintendo was really starting to feel the hurt caused by the lack of RPGs on their consoles after the departure of Squaresoft to side with Sony's Playstation. Thus, they aimed to remedy this with the Gamecube, although they ultimately failed at achieving this goal. The best example of this was a game called Raven Blade. It was meant to be a Western Action RPG exclusive to the Gamecube, meant to be the first in a series of GC-exclusive games to fill out the console's RPG library. The game looked quite good, even in its beta phase, with impressive graphics and animation. The gameplay was meant to play like the acrobatics of Prince of Persia, combined with the framework of an Action RPG, to make something that made Gamecube owners proud. Too bad it got cancelled.

Why Was It Cancelled?:
Remember how I mentioned how Retro Studios had a huge restructuring and reorganization, and several games were cancelled? This was one of them. So, the same story applies as with Thunder Rally. It's Nintendo's loss, and Gamecube gamers' losses, too. The only good thing that came out this is that Metroid Prime probably became a much better game through Retro Studios focusing on it.


Kameo: Elements of Power

[img width=400 height=298]http://www.unseen64.net/wp-content/gallery/kameo24/kameo07.jpg[/img]

What Was It?:
Kameo was a title announced around the Gamecube's launch, and was predicted to be an early hit title for the 'Cube. Rare actually had many ambitious projects planned for the Gamecube, until they were bought out by Microsoft, and almost of them were scrapped. If you want my opinion, Rare becoming a Microsoft subsidiary company really killed their creativity and their spirit. But enough of that. Kameo was an action game in which you control a girl who can turn into different monsters to solve different puzzles, and defeat enemies. The monster changing system was actually quite interesting, as you could also summon some of these monsters to fight with you in battle. The game continues with Rare's distinctive cartoony art style, and it seemed to fit quite well with the game.

Why Was It Cancelled?:
As I said before, Kameo for the GC was cancelled because Microsoft acquired Rare in 2002, ending or heavily delaying most of their next-generation projects. The only game that Rare was allowed to finish for the Gamecube was Star Fox Adventures, which marked the very last Rareware game made for a Nintendo home console. They were permitted to continue making games for Nintendo's portable systems, but even that may change soon, with Microsoft launching Windows Phone 7. It's hard to believe that a once great developer like Rareware can go from making classics like Banjo-Kazooie and Donkey Kong Country to making crap like Kinect Sports. *Sigh*... Anyway, Kameo was eventually released as an Xbox 360 launch title.


Dead Phoenix

[img width=576 height=448]http://cubemedia.ign.com/cube/image/dead01_640w.jpg[/img]

What Was It?:
Dead Phoenix was an unreleased game by Capcom planned as a Gamecube exclusive, along with 4 other exclusive games, collectively known as the Capcom Five. Four of these 5 were eventually released, although 3 of them were eventually ported to the PS2. Dead Phoenix was supposed to be a hack-and-slash action game in which the character can fly around. Think "Dynasty Warriors" with wings. There were also Panzer Dragoon-esque shooting segments to the game, as well, as you can see above. While very little, if any, information was released about the game, it seems to have been shaping up to be a very fun and impressive game, with Gamecube graphics that we can only expect from Capcom.

Why Was It Cancelled?:
I honestly have no idea why Dead Phoenix was cancelled. Capcom never released any reasons for its cancellation, so there's nothing to speculate on. It's not like Capcom lacked the resources to make the game, so that's not a possibility. We'll never really know why Dead Phoenix was cancelled, at least until Capcom says something, which isn't likely to happen. Sorry, but I just don't have anything more to say.

Unity

[img width=466 height=339]http://www.unseen64.net/wp-content/gallery/unity/tg8.jpg[/img]

What Was It?:
I saved the best for last. Which, in this context, makes it the most tragic that it was never released. Unity was a psychadelic and wild game, combining aspects from Rez, Defender, and Tempest. Suitably enough, it was created in part by Jeff Minter, who created the latter. However, it was also created by Peter Molyneux, which pretty much doomed the game to a lack of a release since day one. The game had two different gameplay segments; the first of which resembled the classic shooter, Defender, in which the player can move his ship forward and backward across the screen, shooting down enemy ships. That part is pretty basic, and we've all seen it before, but the second part puts the player's ship on a circular tunnel, and they must move around it and shoot enemies as they approach. Switching between these two styles was to keep players constantly on their toes. The presentation is phenomenal, with hundreds of glowing lights and sounds surrounding you at all times, which is highly reminiscent of Sega's classic shooter, Rez. I was seriously having trouble believing this was actually a Gamecube game.

Why Was It Cancelled?:
Two words: Peter Molyneux.


Well, that's it for now. Looking back at all of these games, it is easy to see that the Gamecube was a well of untapped potential. At least we can see that some developers tried at pushing the limits of the little purple lunchbox. Let these games forever live on in our memory as what could have and what should have been. And who knows? Maybe someday a few beta versions of these games may pop up on the internet, and we may be able to experience at least a little bit of them. It's entirely possible, and in these cases shown above, I certainly hope so.


This is Lisalover1, desperately seeking a Radio Allergy beta disc.



Posted on Apr 24th 2011 at 06:09:14 AM by (lisalover1)
Posted under Gamecube, Nintendo, Online, Broadband, Homebrew, Adapter, LAN

[img width=200 height=203]http://www.home.no/kaepora/gamecube/tilbehor/gamecubebroadband.jpg[/img]

Last generation was the time when online console gaming saw a tremendous growth, and is when most people say where it started to mature. The Sega Dreamcast came shipped with a modem adapter, and could be upgraded to a Broadband adapter. It also came with a web browser, which built on and expanded the one released with the Saturn's Netlink modem. Sega knew that online gaming was the future for consoles, but sadly lost the console wars early on. The Playstation 2 eventually got its own network adapter, and the Xbox of course had built-in ethernet. Everyone was prepared for the relatively new concept on online console gaming. Except Nintendo. Having very briefly experimented with online technology with the Nintendo 64DD's Randnet service, people were expecting the Gamecube to fully embrace the concept to compete against Microsoft, Sega, and Sony. Unfortunately, this did not happen quite so smoothly. When asked about the possibility of online services for the Gamecube, Nintendo said quite bluntly that "Our users don't want online games."; a statement that would come back to haunt them.

But that is not to say that the Gamecube remained an offline console. After Sega expressed interest in porting their online smash hit Phantasy Star Online to the Gamecube as an initial exclusive, Nintendo was very interested, despite knowing that the Gamecube was not made for online functions. Thus, two network adapters were released for the system: A Dial-Up Modem, and a Broadband Adapter. Both of which allowed for the release of Sega's Dreamcast classic. Other than that, Nintendo did little to utilize the network adapters, besides incorporating LAN functions into a few games [Which I will get to later]. Eventually, the Gamecube faded away with a mountain of untapped potential.

Even though Nintendo didn't have much faith in the Gamecube BBA, it is still alive and kicking in the eyes of homebrew developers. Yes, there is still some very good reasons to own a BBA, and there are still some things that the Gamecube can do that the Wii cannot. Let's discuss them, shall we?


1. Online Play

Nintendo shut down all the Gamecube online servers quite a while back, but that doesn't mean your 'Cube is forever confined to local multiplayer. Programmers have figured out how to keep last-gen systems online through some creative methods. There have been a couple programs made to do this over the years such as Warp Pipe, but the most popular one is currently Xlink Kai, which has hundreds of players a day across multiple consoles. Although Gamecube online activity is hard to find now, you can still arrange online matches and play online. Here's how it works. For any Gamecube/Xbox/360/PS3/PS2/PSP game that supports LAN play, Xlink fakes the console's connection to the local network, and redirects it to Xlink servers, thus making it playable online. Now, the catch is that this will not work with online games unless they support LAN play. However, this catch also works conversely, in that games that were not previously online, but did support LAN play are now playable online. The following games are supported by Xlink:

Mario Kart: Double Dash
Kirby: Air Ride
1080 Snowboarding
Super Smash Bros Melee*
Sonic Adventure 2 Battle*
Super Monkey Ball 2*
Starfox Assault*

Now, I know what you are thinking: "Hey, those games with an asterisk at the end didn't have LAN play!" Well, hold on, because I have more good news. A certain brilliant homebrew developer created a program called "GCARS-CS" which theoretically allows you to play any multiplayer Gamecube game online. Although only those games are currently supported, the program could work for any game. It is a great idea, and the people who use it say that it works well. So, if you're willing to go through a bit of setup and planning, you could be playing your Gamecube games online, right now. Pretty cool, huh?

I have one more thing to mention. You might have been disappointed when I said that online games that did not support LAN could not be played with Xlink. Well, they can still be played online, just not through Xlink. Phantasy Star Online Episode I & II [and just recently, Episode III] are playable via fan-made private servers. All you need to do is change some settings in the game, and you can play PSO on your Gamecube again! It is obviously not quite as active, but there are still people playing, so you are sure to find somebody. There is also one other MMO available for the Gamecube besides Phantasy Star Online. The game Homeland, only released in Japan, is still being played online today via the same method of private servers. So, you have many options for playing your Gamecube online. The online community for the 'Cube is clearly not going down without a fight, and it shows through the support still being shown for it.


2. LAN Play

This is obvious because I mentioned it before, but you can play your Gamecube via a LAN connection; a method that will never die, no matter what the circumstances. You can hook 2-4 Gamecubes up to the same network, and have some good ol' multiplayer fun. You must have more than one Gamecube, and a BBA, separate television, controller, and Ethernet cable for each one, but there's nothing that can match the sheer fun of LAN console gaming. If you can afford it, it is a total blast.


3. Homebrew

Homebrew developers have come up with some crafty ways to use the Gamecube's BBA. If you have a method to load homebrew on your Gamecube, you can do some pretty nifty things. For example, you can load Gamecube ISO backups over the network, without having to burn any discs, or install any modchips! It is somewhat slow on many games, and some games are incompatible, but still, the fact that this is even possible is amazing. You can also load homebrew over the network, without having to copy it to an SD card or a Gamecube memory card. Both these things are good solutions if you want to keep the files on your computer.


The Gamecube is still alive in its own right, with devoted developers taking advantage of even the most neglected add-ons for the system, and making programs that help people experience the Gamecube's online functions for long after they were supposed to be canceled. If you were ever curious about what the Gamecube's online play was like, you haven't missed your chance. You can still experience all of it, and more. Long live the Gamecube on the World Wide Web!

Here are some links to the services and programs I mentioned in this article:

Xlink Kai: http://www.teamxlink.co.uk/
Phantasy Star Online Private Servers: http://schtserv.com/
Gamecube Homebrew: http://gcemu.dcemu.co.uk/


This is Lisalover1, looking for someone to play Gamecube Xlink with!



Posted on Apr 24th 2011 at 05:45:49 AM by (lisalover1)
Posted under Gamecube, Tales, Symphonia, Namco, Nintendo, Bandai, RPG, Review

[img width=250 height=364]http://www.rankopedia.com/CandidatePix/59738.gif[/img]

Note: I will often make and post reviews on this blog, most of which are of Gamecube games. Most reviews will be for GC exclusives, but some will be just for games that either ran better on the Gamecube, or were important to its history. I am still unsure of expanding to non-GC content, but I am considering it.


Tales of Symphonia is the first 3D entry in Namco Bandai's "Tales" series of Action RPGs, and was an exclusive for the Nintendo Gamecube in all regions except Japan, where it received a shoddy Playstation2 port. The game takes advantage of the Cube's power to make a beautiful game for the player to explore. Is the game a triumph of the highest caliber, or does it fail because Namco Bandai never localizes anything and hates their fans, not even giving them the Tales of Vesperia PS3 port, or Tales of Destiny 2, or well over half the games in the series? Sure, they're localizing Graces F, but that hardly puts a dent in the huge backlog of untranslated Tales games! ...Sorry about that.


Gameplay

Tales of Symphonia is an Action RPG, so instead of just sitting around, navigating through menus, and selecting attacks in turn-based format, you are actively participating in the battle in real time. Also, unlike most RPGs, there are no random encounters. All enemies can be easily seen, avoided, or confronted visibly. The battle system feels much like a 3D fighter [a genre in which Namco has quite a bit of experience in], in that you can string together combos by timing your moves correctly and teaming up with other characters. You also use special attacks that can be mapped to the B button + different analog stick directions, and the C-Stick. It makes battles very fast-paced and fun, with an infinite number of ways to fight. A nice little feature exclusive to Symphonia [surprisingly never brought back in later installments] was the Unison attack, which was a gauge that filled up as you fought, and when it filled up completely, you could hit the Z button, and unleash hell. By which I mean, you can assign different attacks to party members for use in unison attacks, and as soon as you hit the Z button, you must start as many of these attacks as possible before the gauge empties, and all the attacks would be performed at once, creating a flurry of attacks. Sometimes, doing certain unison attacks in a row will trigger an even bigger combo between two or more characters, causing massive damage, and most likely stunning the enemy for a brief period. It also just looks awesome. The battles never get boring; I found myself intentionally running into enemies just for the fun of the fight. Yes, the battle system is certainly one of Tales of Symphonia's most standout features.

As is a common feature in the Tales series, multiplayer is available in battles, allowing 4 players to fight at once. I can attest to this being very fun, having beaten the game both alone and with a friend. When playing alone, you can go through battles like you would in a normal ARPG, but when a friend comes along, you add a whole new level of strategy to the game, allowing you to work together to do some really neat tricks and combos. As I stated before, up to 4 people can play at once, effectively make the game a "party" RPG.

Outside of battles if pretty standard fare for RPGs; you go around, exploring towns and the overworld, talking to people and gathering info. Not much to say here, except that I should mention that there is a nice system in the game for cooking meals. The meals require ingredients which can be bought cheaply or found free. The meals heal the whole party, and their effectiveness depends on the recipe and the person cooking. You learn new recipes as you explore each town, and cooking can become a very useful tool if you use it right.

Gameplay: 9/10

[img width=632 height=448]http://ps2media.ign.com/ps2/image/article/514/514311/tales-of-symphonia-20040512051212321_640w.jpg[/img]

Story

For the most part, I was impressed with Tales of Symphonia's story. It starts off in the land of Sylvarant, in a small village called Iselia. Here is where the primary characters live. Lloyd Irving, the main character, is friends with a girl named Colette Brunel, who is destined to become the "Chosen", the Half-Human, Half-Angel being that will go on a journey to save Sylvarant. I don't want to spoil too much, but let me just say that the first third of the game is devoted to this portion of the story. The game starts off with this standard, run-of-the-mill story; what everyone expects from your average JRPG. However, it soon grows into something far more complex and enthralling. I honestly didn't think the story was anything special until I got past the first couple dungeons. But, trust me, Tales of Symphonia's story is something to behold when it is in full steam. I spent many sleepless nights playing the game, just to see more of the plot. There are times when the game does something somewhat cheesy and melodramatic, but I really had to think about when they were, and even then, they were few and far between. What I am saying is, if you want a good RPG story that will really suck you in and keep you clinging to your Gamecube controller, look no further than Tales of Symphonia.

Story: 8/10

[img width=640 height=432]http://images.fragland.net/screenshots/1114/4.jpg[/img]

Sound

I didn't fully appreciate tales of Symphonia's musical score until I saw the soundtrack as a whole. I was absolutely shocked to find that there is a total of 83 songs in the game! It is truly amazing how they fit such an extensive soundtrack into 2 Gamecube discs. Thus, it is rare to find the same song in two different locations [unless they are the same type of building, of course]. The music has a lighthearted yet majestic tone; reminding me a lot of the music in the Dragon Quest games. Most tracks are mellow and fun, so as to not distract from the rest of the game. But, the music mirrors the events quite well, and each track provides a spot-on musical interpretation of the events at hand, which is very effective in immersing you in the game. It won't blow your mind, but tales of Symphonia's soundtrack is still one of the better overall soundtracks I have heard in a game. There's not really much else I can say about it, so I'll let the music do the talking. Here's one of the songs from the game:

Sound: 8/10



Graphics

The art style for Tales of Symphonia was largely up in the air during development, due to it being the first game in the series in 3D. So, Namco decided to employ a semi-cel-shaded look for the game, an art style that has since become a common trait in Gamecube games. The character models look beautiful, and are very expressive, with each character having multiple animations for their emotions. It really feels like the expressive sprites of games like Final Fantasy VI or Suikoden II, but in 3D form. The backgrounds and locations are also very detailed. I always found new things that I hadn't noticed before when I re-entered buildings. That level of craftsmanship and care taken into each area is spectacular. I suppose that Namco really wanted to show what the Gamecube's next-gen graphics could do when designed by the right people. It is a beautiful game to see, with the only graphical downfall being that the game does not support Progressive Scan mode; something I think would have really helped the game. The environments are so detailed that the standard 480i resolution causes them to sometimes be blurry, and I am unable to see some very small things clearly. Other than that, Tales of Symphonia will make your 'Cube feel good about itself.

Graphics: 8.5/10

[img width=637 height=445]http://www.ntsc-uk.com/reviews/ngc/TalesOfSymphonia/02.jpg[/img]

Value

Tales of Symphonia is currently selling at Gamestop for $20. Not the best deal you will get on a used game, but in my opinion, it is worth every penny, because the game's length will more than justify the cost. Tales of Symphonia markets itself as a 40-hour game, but it is really selling itself short. You will easily get around 60-80 hours from the story alone, as long as you're not doing a speed run. I personally spent around 150+ hours on my first playthrough, going through everything I could, and I still wasn't able to complete every side-quest! Think about it. For $20, you could buy a bunch of okay games that will last you a total of maybe a week, or you can buy one incredible game that will last you several weeks. Which one would you rather have?

Value: 10/10

[img width=535 height=344]http://img.neoseeker.com/screenshots/R2FtZXMvR2FtZUN1YmUvUm9sZS1QbGF5aW5nL0ZhbnRhc3k=/tales_of_symphonia_image29.jpg[/img]

Miscellaneous

As I said before, there are a huge number of side quests in Tales of Symphonia; all of which give you cool extras throughout your game. A good number of side-quests' rewards involve things called Titles, which, when equipped, give your characters bonus points and abilities when leveling up. It is a nice little system that gradually pays off depending on your play style. Speaking of which, the special attack progression system is really something else in Tales of Symphonia; it is a bit more of a realistic system than you would expect. Instead of just learning set new moves when you level up, the game instead determines your character's new moves based on what types of moves you use most often. For example, if you use magic more often than physical special attacks, you will learn more magic, and vice-versa. It makes you think more about how you want your characters to level up, and what to make them fight with. All these things add unprecedented levels of depth to the game, and make it all that more enjoyable of an experience. I could go on about each subsystem and all the side quests of the game, but I think my keyboard would wear out if I tried. Also, I should say that this game was so popular in Japan that a special edition Gamecube was released for the game!

[img width=604 height=453]http://photos-a.ak.facebook.com/photos-ak-sf2p/v234/177/3/197000224/n197000224_30285008_82.jpg[/img]

Miscellaneous: 9.5/10


Overall

Tales of Symphonia is a game for the ages, and is definitely one of the best adventures you will find running on Nintendo's lil' powerhouse. It has everything you could want in an ARPG, and is in the top of its genre because of that. You will not get easily bored of Tales of Symphonia, and I have a feeling you will like it as much as I did. If you have never played an RPG before, this might even be a good place to start, due to the simple-to-learn, hard-to-master combat system. I would definitely recommend this game to anyone who plays games, as it is one of the classics of the Gamecube's era. Buy Tales of Symphonia. Right now. You will not regret it.

[img width=600 height=560]http://3.bp.blogspot.com/_yt6rZiXQUtw/S-AU-H1AVHI/AAAAAAAASgc/VCGcHz8LGX0/S740/tosbanner.jpg[/img]




Overall Score: 9.5/10

This is Lisalover1, going off to play some Tales of Vesperia after all this talk about the Tales series.



Posted on Apr 24th 2011 at 05:00:55 AM by (lisalover1)
Posted under Gamecube, Purple, Awesomeness, Nintendo, Lunchbox

[img width=581 height=600]http://media.giantbomb.com/uploads/0/9565/393160-gamecube_1_1_super.jpg[/img]
Welcome to my new blog, devoted entirely to Nintendo's little box that could. It was originally published on Blogger, but I decided to move it over to RFGen to increase its visibility. Also, it seems like awfully nice community! Smiley I will be periodically posting articles that make you feel really bad about selling your Gamecube a few years back, by showing you some of the system's greatest games, coolest accessories, and features you probably have never heard of before. You will soon see that the Gamecube is a much better console than most people give it credit for. So, I would like to start by taking some of your questions.


Q: Why are you talking about the Gamecube? Isn't it that awful kiddie console Nintendo used to make?

A: First of all, f*%$ you. Second, you just don't know the system well enough. The Nintendo Gamecube was a console that ultimately lost the console wars to the Playstation 2 and Xbox, but that doesn't mean it is a bad system. It had some of the most original and creative titles of the generation as exclusives, and often had superior versions of games that were also released on the Playstation 2. It also had an efficient and comfortable controller, made it a formidable contender, at the very least. I will elaborate on all of these topics in later blog posts, but I just want to summarize them now. Anyway, all these things and more make the Gamecube one of my favorite consoles.

Q: Well, if you admit that the PS2 and Xbox won the console wars, then why don't you write about them?

A: You're missing the point. I am trying to argue that the Gamecube can be just as good, if not better than those consoles, depending on how you look at it. Every console has its advantages and disadvantages, and the Gamecube is no exception. For example, look at a game like the Legend of Zelda: Twilight Princess. Here, the Gamecube was able to keep up with graphics meant for the Wii, a next-gen console. The game looked better than most Xbox games, and is a clear example of the largely-unused power that the 'Cube had under its hood.

Q: When will you write about [insert game name here]?

A: That depends. Is it a good game? If so, I will probably write about it eventually.


So, that just about wraps up the introduction. I will be posting some real articles here soon, so keep on the lookout for them. I will also probably fix up the appearance of the blog, too. It is looking kind of bland right now, so I think I will add some stuff to make it more relevant to the topic at hand. Until next time...

This is Lisalover1, signing off!


                                                                                                                                                                                                                                               
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A look at the past, present, and even future of Nintendo's most overlooked home console. This blog will feature reviews, retrospectives, and investigations regarding the Nintendo Gamecube, or anything else that falls within this spectrum.
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