It’s time for another video game reflection! I’ve been enjoying my 3DS lately, and I’m making my way through a number of games. Zelda is always on recommendation lists, and usually for good reason. This one’s no different… well… except that it’s very different. In great ways. You’ll see. The Zelda franchise has enough praise already, and I can hardly make a contribution to the conversation. Let it be known anyway: The Legend of Zelda: A Link Between Worlds is a good reason to buy a 3DS. The basic idea hasn’t changed: you take the role of a green-clad hero (usually named Link). Some kind of crap happens in a kingdom (usually called Hyrule). You’re tasked to find a sword, get other magical or mythical tools, destroy a bunch of low-level baddies, then work your way up to vanquish the head evil. The appeal in most modern Zeldas isn’t the combat or the story, but the journey and the puzzle-solving in dungeons along the way. You’ll need to figure out how to open doors (by switches, or through finding keys), and you’ll have to discover the best ways to defeat enemy characters. What makes Link Between Worlds so special? The game knows that you already know the formula. In that way, it’s rewarding to the Zelda veteran (which is almost anyone owning a Nintendo system, after all). And accordingly, Nintendo decides to turn things a bit sideways. Continue reading
Look, it’s a second game review/reflection! Yes, I know this game came out in 2011. No, I don’t care. I only just played it and I loved the heck out of it. Here’s what I thought about this platformer.
2D Mario games, at their best, are tight platformers. These games are built on careful level design, striking a balance between fun and frustration. Control and mechanics are essential: the response and weight of Mario’s leaps must be precise to keep the immersion (unnatural though it may be). 3D Mario games translate these concepts by adding freedom and exploration to the mix. Though 64, Sunshine, and Galaxy may have central hubs, individual levels leave room to wander and reach goals by a player-selected path. Both styles are among my favorite in all of videogames. In Super Mario 3D Land, Nintendo decided to blend two directions into one delightful whole.
This seems an odd task, as we’ve just defined 3D Mario as an evolution of the 2D. By playing 3D Land we see just how far apart things have been, and how pleasantly everything meshes together.
If you’re already versed in 3D Mario, consider the “secret” levels in Sunshine, the pure platform challenges without the waterpack. That’s the central idea here: you’re in a 3D space, you have freedom of depth. You are restricted to move “forward” in the way the game wants, albeit with all three dimensions available for your problem-solving pleasure.
I’ve never really done video game reviews before. Recently I got a 3DS and now I have a huge back-catalog of (supposedly) fantastic games to catch up on. I figured I might drop a review or reflection from time to time, switch it up from the music and hockey things for fun. Here’s my first one on the latest Animal Crossing, originally released in the US in 2013.
If you’re familiar with Animal Crossing, here’s the big takeaway: New Leaf is the same premise, only you’ve been given more control over the town’s direction and the pacing is perfect for a handheld system. If you’re new to the series, that sentence made no sense at all. Let’s try to explain what’s going on.
In essence, Nintendo was right to call the first Animal Crossing a “communication game,” and it’s a label that sticks in the latest version. You’re an adorable human character placed in a vibrant village inhabited by friendly anthropomorphic animals. You’ll wander past a river, around a beach, and between plenty of trees.
The goals of this game are similar to those in The Sims. That is to say, there really aren’t set benchmarks. You can earn in-game currency by participating in various subgames (using a simple fishing and bug-catching mechanic and then selling those at the in-game store). You can use that money to buy decorations for your house, to upgrade said house, or to improve the town in some way.
But all that “earning” isn’t the soul of Animal Crossing. Instead, it’s the interactions with the inhabitants where you’ll find the core of it all. You get a chance to “befriend” the residents by chatting with them, sending them gifts, helping them with errands, playing games. That’s the communication aspect. The rewards? Witty text in conversations, return gifts, even the knowledge that you’ve convinced someone to stay in (or move to) your town. Continue reading