1UP.com searches for Missing Mascots

Todd Ciolek over at 1UP.com has written a good article on some of gaming’s forgotten mascot characters from the 80s and 90s. Some may still be somewhat recognizable, like Alex Kidd and Bonk, while others have fallen farther into the trench of obscurity, such as Boomer and Yuko Ahso. He even gives a nice nod to a smart aleck kid named Nester (whom you may notice I’m a fan of)!

Though he was an egotistical screw-up in the comics, Nester was nonetheless a common sight throughout any issue of Nintendo Power, which named its annual awards after the spiky-haired youth. After the departure of Phillips and the arrival of a new artist, Nester’s comic became less of a staple for the magazine, and he was nowhere to be seen by the time Nintendo Power reached the end of the Super NES era.

Check out the full article at 1UP.com: Missing Mascots: Gaming Personalities that Slipped Off the Radar

Gaming TV From Yesteryear – Nick Arcade, Welcome Freshmen Edition

Gaming TV From Yesteryear

This is another special episode of Nick Arcade from 1992, featuring cast members of the comedy series Welcome Freshmen: Nick Barnes, Mike Speller, Jill Setter, and Rick Galloway. Welcome Freshmen lasted for three seasons, starting in 1991 as a sketch-oriented show, and later changing into a more traditional sitcom.

The games featured in this episode include Actraiser, Green Dog, Super Adventure Island, Chuck Rock and Ghost Pilots. I always used to wonder why contestants seemed to gravitate towards certain games. For example, if Ghost Pilots was available (as it is in this episode), they would almost invariably choose it. Maybe it simply seemed like an easier game, and yet few people ever actually managed to beat the Ghost Pilots challenge.

Part 1:

Hit the link for the rest!
(more…)

Artistic Discussion: The Good and Bad of Gaming Box Art – 9/30/2011

Good – Shadow of the Ninja (NES, Natusme)

This one could be considered gnarly by some, but in the gamut of horrific NES boxes, I think this one does a really good job at catching attention.  The ninjas are front and center, and both look pretty good (although our lady ninja could just be wearing some PJ’s after a long day at work and grabbed a sword over her bottle of vino by mistake XD – the Japanese and Euro boxes make her look far more like a ninja than this one does).  The sky is dynamic, and the background looks enticing.  And that turret creature is cool is pretty well drawn, too.  Nice logo, too.  All and all, a nice job.

Bad – Bad Cat (Amiga, Rainbow Arts, European)

Oooookay.

I’m not even sure where to start with this one.  The brick wall is kind of nice…but that’s about it.  The cat bad ass himself has a strange texture to him that I’m a bit baffled by, and I’m really curious as to what he’s got in that left hand of his.  Butter?  That’s BAD.  The bubbles bouncing out of his nasty noggin seem to suggest some of his capers, like digging out of trash, hanging onto beach balls, staring at pie/bread and …jumping?  That’s some terrible behavior!  He did spray paint the wall, I guess. Other little nitpicks – that flattened soda can looks really awkward. What’s up with the random mouse?  And why does the grass have incredibly weird shadows?  One part above the spray can is really bold, but the rest seems more like an afterthought.  And I’m still laughing at our biker cat with his restaurant butter stick.

Wildcat’s Art Fridays – So…this Webcomic: 9/30/2011

One arc ends…in this case, the ones with April and Shi…

Click for full view.

And another begins…

Also click for full view.

I’ll say more about the mysterious woman (who is called Starshard) next time. ;)

Nester’s Favorite Games – Castlevania: Portrait of Ruin (2006)

Castlevania: Portrait of Ruin

Developer: Konami
Platform: Nintendo DS

The Game: Another action-adventure “metroidvania” in the Castlevania series.

Why it’s a Favorite: There’s an addictive quality in all of the Castlevania games that follow Symphony of the Night‘s RPG-tinged design. The constant feed of experience points, gold, items, weapons, armor, abilities, and uncovering more of the map always provides a feeling of satisfaction. Although most people don’t think the Game Boy Advance and DS games ever lived up to the high standards of Symphony, they are all generally very well done, and are worth at least one playthrough.

Castlevania: Portrait of Ruin

Jonathan and Charlotte team up.

As for my preference for Portrait of Ruin, I admit I’m a little biased. My favorite “traditional” Castlevania game is Bloodlines on the Genesis, and Portrait is something of a semi-follow-up to it. I got a kick out of the various little references, such as Jonathon using his backhand to whip, just like his father in Bloodlines. It was also cool to see the reappearance and re-imagining of a particular character. If anything, I would’ve liked to see even more connections between the two games.

On its own, however, Portrait still manages to stand out in its own right. After the dual appearances of Soma Cruz, it was great to be able to play as the whip-wielding Jonathan Morris. The double character mechanic was also a cool addition, even if it wasn’t exploited to its fullest potential. The game also makes the effort to break out of its cliched castle stage designs be sending the player outside the walls to various other locales (the most outrageous being an Egyptian pyramid).

Memorable Moments: (Spoiler?) Getting double-teamed by Dracula and Death.

Music Wednesdays – Some thoughts on R.E.M.

R.E.M. I could very well argue was one of the biggest bands to impact my adolescence.  I discovered them via Automatic for the People, which remains my favorite overall CD of theirs, and dabbled a bit with their music both forward and backward.  Despite Michael Stipe’s tendency to make his lyrics quite random, I felt myself attaching them to my psyche, particularly in eighth grade, when I was making crappy ancient-PC wallpapers celebrating their songs (to the point my friend Chad suggested I stop).  With the band breaking up last week, I felt I’d share a few of the songs that continue to stick with me over the years.

To start off, Everybody Hurts is a poignant, powerful song that perhaps shouldn’t have been a single – I think its purpose got muddled in its commercialism.  Despite that, I do love the song and how positive the whole thing ends up reassuring that your pain is not unique.

I’d be remiss if I didn’t include Document’s It’s the End of the World (notice I didn’t rely on that pun to announce their breakup?  It was so bad The Daily Show made fun of it), one of the more manic songs in the REM backlist and still a catchy, wonderfully done song.  I love the lyrics…what I can make out, anyway.

Up was the first album without Bill Berry as REM’s drummer, and I feel that the band lost its way until Accelerate following his departure, but Up had some quality tunes on it, including this lovely song.  It was part of our wedding playlist. :)

More to follow after the jump – it’s not all singles, I assure you! (more…)

Dead Space (PS3)

Dead Space (PS3)
Pub: EA/Dev: EA Redwood (Visceral)
ESRB: M

Dead Space is a very significant experience for me, as it marries two things I’ve adored about two of the leading survival horror genres.  It unites the gameplay bliss of Resident Evil 4 with the WTF terrors of Silent Hill, and it’s able to bring in several of its own unique qualities to the table.  It’s an astounding game that comes close to dethroning its influence, but it’s not infallible.  But, before we nitpick, let’s praise.

Dead Space is not quite as story-heavy or chatty as its prequel Extraction, (due to the player handling the majority of the game’s tasks on their own with occasional guidance or hindrance from teammates or poor souls trapped on the Ishimura) but the overall plot remains intriguing and well-spun.  It leaves doubts in the player’s mind about our hero Isaac – is he crazy, or is all of this chaos truly happening?  The developers did a brilliant job leaving that fairly ambiguous and up to the player to unravel up to the end (not spoiling it for you), and even then you’re not quite sure.  Well done.

Isaac is very similar to Leon S. Kennedy from RE4 in terms of controls – Isaac lacks a quick turn, but spins faster than Leon and can move as he aims, mostly negating that issue.  Isaac also has all of his vital HUD info cleverly built into his suit, making the screen clear from distracting meters.  His RIG inventory/database is neatly tied into his suit as well, with a holographic image displayed in front of him when you access it.  I also like how holding the right stick in enabled his objective beacon, minimizing confusion on where to go next (and making side rooms more tempting). The store allows you to buy, sell and store items in a easy-to-understand manner, and the game features a “bench” that grants Isaac the ability to upgrade his suit, weapons and special systems with power nodes, which can be found or purchased at the store.  All of this is very well done.

Isaac utilizes futuristic mining equipment that he’s modified for the majority of his arsenal – a military-grade pulse rifle is the only true gun in the game.  That’s not to say Isaac is in dire straits and the player is screwed – quite the opposite.  These mining tools are quite effective at taking on the Necromorph hordes lurking in the ship.  The default weapon, a plasma cutter, is ideal for severing off the limbs of your antagonists due to it deploying a small stream of plasma that can be shot at a vertical or horizontal angle (which is the device’s secondary firing option – all of the weapons feature some special alternate mode).  If the creatures get a bit close, Isaac can try to punish them with a melee clothesline or stomp, or in desperate times when Isaac has gotten caught by one of the beasts, jam on the X button to free himself (and occasionally kill the damn thing).

Beyond his firearms, Isaac has two other nifty gameplay mechanics to his repertoire – the kinesis and stasis modules.  Kinesis is awesome – it lets you grab items, ammo and dead bodies from far away – a big plus given how necromorphs like to jump out at you as you move around.  With this, you can get all the ammo strung about with little fear of reprisal.  Also, you can catch large projectiles and throw them back at your foes, which is really fun.  Some of the random junk on the Ishimura can be flung as deterrents or explosives, as well, making kinesis a valuable tool in surviving.  Stasis slows down enemies and parts of the Ishimura machinery, both of which having their obvious uses.  It has a special meter that you’ll have to keep an eye on unlike kinesis, but it can save your life if you remember you have it.

That’s Isaac boiled down – now let’s focus on what makes the game so thrilling.  The reanimated corpses that you have to outwit are brilliant foes.  They are able to track Isaac down through the vents of the ship, making retreat a less viable option than you may expect.  They are vicious, fast and tend to use surprise to catch players off guard, and they don’t operate under the usual gaming standards of body/head shots equaling success in an action game.  Their limbs need to be severed to properly defeat them quickly, and these can be tricky to aim at as they sprint or burst out of the hull of the ship at you.  There’s also a steady stream of additions to the enemy roster as you plunge deeper into the game, which expands the tricks of the standard foes or throw curveballs into what you expect to happen upon defeating them (a couple unleash smaller necromorph threats if you hit the right area, so you need to react accordingly to minimize burning health and ammo on a poorly aimed shot).  The game’s boss encounters are also wonderful, with the two Regenerators matching RE4′s Verdugo in terms of awesomeness (and similarity - you have to slow down the Regenerators by crippling them for a moment and then setting off a specific trigger to truly win the fight, sort of how using the liquid nitrogen tanks in RE4 made Verdugo easier to take down).  Tense moments, those.

This all sounds great so far – what knocked the game into second place for me?  Well, with RE4 I can’t point at any one part of it and say, “god, if that wasn’t there this would be perfect”.  Even Ashley’s jaunts with the Armaduras and some Zealots is great (although I do wish that tile sliding puzzle wasn’t there…but anyway).  There’s a couple of parts in Dead Space that I truly wish were exorcised from the whole, because it dragged the game down.  The main offender is the first turret minigame.  Trying to blast all of those asteroids to protect the integrity of the Ishimura’s hull is a frustrating task that can go awry all too quickly.  On my third attempt I passed it, but even finishing a third of the sequence with no hull damage I barely pulled it off.  Secondly, the game’s plot, while solid, relied far too much on “if you don’t do this (random task we present to you suddenly) Isaac we’ll never be able to escape” shenanigans.  I understand why the developers took it that way (what better way to drive the plot than to constantly be in danger if something isn’t fixed?), but that doesn’t mean that it wasn’t noticeable.  Grace pointed that out more than once that the game seemed to be one big fetch quest of fixes, which Extraction curiously did not follow.  And, since we’re comparing this to RE4 so much, while Leon had to rescue Ashley a few times beyond his initial heroics, it wasn’t EVERY single chapter of the game (and it was nice having a reprieve from protecting her for a bit) like Dead Space’s “OMG WE’RE GONNA DIE IF YOU DON’T DO SOMETHING ISAAC” narrative.

Still, being so close to toppling RE4 is a massive compliment, one that Dead Space wholeheartedly deserves.  It’s a brilliant first game in what I hope will be one of my favorite series (it’s on its way!), and definitely worth some playtime if you like RE4-style action.

Music Wednesdays – The Bangles’ “Walk Like an Egyptian”

Here’s another nostalgic song that I have memories of from roller skating rinks in the 80s, although perhaps it’s a little less obscure than “Who’s Johnny.”

By today’s standards, the song may seem a little stupid, but it’s really just meant to be an innocent throwback to the “dance craze” songs of the 50s and 60s. Of course, that made it excellent to skate to!

The Illusions of Castlevania

The Illusions of Castlevania

Note: This article is also available at my blog Lark’s Island.

Players have traversed through Dracula’s castle countless times over the past quarter-century, but despite that, not all of its secrets have been revealed. There have been many rumored and canceled games in the series that have fed many an active imagination. But are these mysterious tales true, or simply the tricks of unseen forces? Find out as we look into the illusions of Castlevania.

The Bloodletting

Originally announced for the Genesis 32X add-on, not much is known about the mysterious Bloodletting. The game was announced in gaming magazines of the time, and allegedly, two screen shots were also shown, but such images have yet to turn up on the Internet. After its initial unveiling, the game was never heard from again, and it’s speculated that at least part of it was integrated into Symphony of the Night.

Shin Dracula X

Shin Dracula X Shin Dracula X
Castlevania fandom soared after the success of Symphony, and in the earlier days of the Internet, it wasn’t long before rumors of a sequel began to spread like a plague. One such rumor spoke of a game called Shin Dracula X, which was also accompanied by two tiny screen shots. Unfortunately, no further information was ever discovered, and the entire thing turned out to be a hoax.

Resurrection

Castlevania: Resurrection Castlevania: Resurrection
Originally announced for the Sega Dreamcast, Resurrection was being worked on by an American team. However, disagreements between them and the management in Japan, as well as the release of Sony’s PlayStation 2, factored into an eventual cancellation. All that remains are a few screen shots, some concept art, and some demo videos. Although more is known about this canceled Castlevania that any other, it’s unlikely to ever actually be resurrected.

For some fascinating insight into the development of the project, check out the Castlevania Dungeon’s interview with art director Greg Orduyan.

Dual Moons

Castlevania: Dual Moons
This game existed only as a headline on a Photoshopped cover of GamePro magazine. It made the rounds on the Internet before its creator admitted it was a hoax, even showing the step-by-step process of how he created it. However, it preceded the official announcement of Portrait of Ruin by only a few weeks.

Unnamed Symphony of the Night sequel/remake

This mysterious teaser trailer was shown at Tokyo Game Show in 2008. It seems to indicate that it’s a 3D sequel to or remake of Symphony of the Night, but nothing else has even been revealed about it. It was likely canceled, taking the truth to its grave.

Wildcat’s Ten Favorite Nintendo 64 Games (Updated 8/22/2012)

I adore my humble N64. It was my second gaming console, and I think I’ve put as much time into it as I did into the old NES. I’ve got three N64 games floating in my Alternate list of my favorite games, with plenty of others not too far behind, so I have plenty of solid memories of the system. If I had to pick ten essentials for the platform, these would be them (note! If the title is on the VC, I’ll have an asterisk [*] next to its name, or if it’s on Xbox Live, it’ll have a pound sign [#]):

Super Mario 64* (Nintendo)

I once held Ocarina of Time as the greatest N64 game, but I don’t think time has been as kind to it as it has to Mario’s triumphant debut. This also remains my favorite Mario title by a long shot. Why do I love it so? Perhaps a quick look at my 1996 Looking Back piece will explain!

Legend of Zelda: Ocarina of Time* (Nintendo)

Yes, perhaps age has been a tad harsh of Ocarina. Twilight Princess and Wind Waker both made significant strides in improving Link’s mobility and smoothness, and going back to Ocarina is a step back. Honestly though, that’s the only factor of its age. The dungeons, the music and the overall quality still shine through. I’ve got plenty more to say about the game elsewhere, with my best comments here in my 1998 Looking Back article.

Ogre Battle 64: Person of Lordly Caliber* (Atlus/Quest)

Before being gobbled up by Square-Enix, Quest was an independent developer best known for the Ogre Battle/Tactics Ogre series of games, with this entry being a highlight of the N64 lineup as its best RPG. It takes a hands-off approach in terms of battling: the player is in the commander’s seat, issuing commands to squad leaders marching on an overworld map, equipping those armies with gear, changing classes of your troops, and keeping an eye on the coffers in the midst of all this. Despite battles being CPU-controlled (you can issue commands to retreat, alter formation or, if you have them, unleash powerful Elem Pedra spells in the hope to take advantage in a tight battle), it’s gripping stuff. It remains my favorite strategy RPG (side by side with Fire Emblem), and I can highly recommend it for fans of the genre.

Body Harvest (Midway/DMA Design)

I like this game a lot. I’ve written an article for HG101 on it, which may indicate that I enjoy the open alien-filled worlds of Body Harvest more than most people. Despite me taking a more or less impartial stance in that article, I think it’ll explain my passion for it better than a paragraph here would.

Goldeneye 007 (Nintendo/Rare)

Ah, Mr. Bond. You went and shocked the world with your amazing game back in 1997. Incorporating a first person shooter with objectives that change depending on the difficulty, a wide cache of weapons to carry out your mission, and surprisingly not sucking like so many other movie-based licenses do. While time has not been entirely kind to you, with so many refinements and advancements in the genre in the years following your arrival, I still consider you a 00 agent worthy of deployment. More to be said in my ‘97 Favorite Games.

Perfect Dark # (Rare)

Joanna Dark is not as quite an effective agent as 007 was, alas. Her single player campaign starts off very well but fizzles out when aliens enter the picture, culminating in a terrible final boss encounter (see here). However, PD truly shines in multiplayer, despite some frame rate problems. I’ve spent over seven days in multiplayer mode with friends and/or AI bots, and it takes a significant amount of time for it to get old. It was perhaps too ambitious a project for the humble N64, but I’m glad I had a chance to experience it nevertheless.

International Superstar Soccer ’98 (Konami)

Konami did support the N64 pretty well in its third-party drought, with the ISS series standing out as their gem. This is, without question, the best sports game I have ever played. It’s incredibly smooth, the AI is sharp, the ambiance is great, and the frame rate holds firm in gameplay (chugging only for the celebrations). Bar none the greatest game of pitch you could find. I’d like to try the Pro Evolution games, since they spun off from this, but I’m afraid I will be disappointed. :(

Resident Evil 2 (Capcom)

Capcom ditched Nintendo for most of the N64 lifespan, finally showing up to the party well after most of the other guests went home. Luckily, they did bring along two of their more acclaimed PS1 games (this and Mega Man Legends), as well as a goofy Disney Tetris game. Resident Evil 2 happens to be one of the technical masterpieces of the hardware. It managed to compress two CD’s worth of data onto a large cartridge, kept in the voice work and FMV, and magically doesn’t look atrocious at all. The models look better than the PS1 original, but the textures (the bane of any N64 developer) aren’t as sharp. This game kicked off my RE fandom, so that ought to be a decent indicator of how good this port was. It’s the best of the old-school RE’s, in my opinion.

Legend of Zelda: Majora’s Mask* (Nintendo)

The boldest Zelda title since Zelda II on the NES, Majora’s Mask took many creative risks, and most of them worked out in the game’s favor. The three-day cycle was a neat gimmick that Nintendo built a proper town life around, making it seem one of the more true-to-life locales in any game up to that point. Link’s transformations added some variety to the Ocarina template, and the dungeons, while fewer in number, stand as some of Zelda’s most intriguing. Add in some ominous mood (in part thanks to the creepy Moon hovering over you all the time) and some truly bizarre characters (Tingle?) and you’re in for an interesting ride.

Banjo-Kazooie # (Rare)

Rare’s attempt to mimic Mario 64 wasn’t quite as stellar as Nintendo’s effort, but it certainly packed in more variety. Banjo and Kazooie’s ever-growing moveset made the experience a little Metroid-like, and it played up the platforming level tropes with much success. Rare’s finest platformer on the console, without question.

Contenders:

Blast Corps (Nintendo/Rare)

Starfox 64* (Nintendo)

Waverace 64* (Nintendo)

Mario Kart 64* (Nintendo)

1080 Snowboarding* (Nintendo)

Follow

Get every new post delivered to your Inbox.

Join 137 other followers