The Best Games I Played in 2014

Instead of trying to rank the games I played that were only released in 2014, I decided to take a different approach and include non-2014 games as well. Since I’m not the type of person who is always playing the latest and greatest (in fact, that’s rarely the case with me), I would have been doing a disservice to all of the amazing games I played this year had I not included them.

What I’ve done below is break down everything into A-, A, and A+ categories, and listed the games in the order in which I played them. That way the overall quality of the game speaks louder than the ranking, which seems to always be the main point of contention with internet lists.

Anyway, with that being said and out of the way, let’s get started!

 

Games Scoring an A-

Drill Dozer (Game Boy Advance, 2006) — This is a really fun puzzle/platformer from Game Freak, the company behind Pokemon. I wish they would experiment with non-Pokemon games more often, since I believe this and HarmoKnight (3DS) are the only ones they’ve done, and they’re both good! This game has nice, layered level design and terrific production value, but it has some awkward control issues in some stages that made them more tedious than they should have been. It has expressive animation and upbeat music, and is definitely the type of game that is just aching for a sequel.

Crashmo (3DS, 2012) — Speaking of sequels, this is the direct follow-up to the fantastic Pushmo, which is one of my favorite puzzle games on the 3DS. This one adds several new game mechanics that really switches things up, but Intelligent Systems didn’t do a whole lot with the game’s presentation, choosing to focus more on the puzzles and camera controls. It’s really challenging nd super-polished, but I didn’t stick with it through to the end like I did with Pushmo.

Uncharted: Drake’s Fortune (PS3, 2007) — This was the second time I played through the first Uncharted, doing so this time to experience the story again and to collect all of the artifacts that I missed my first time through. Although its visuals suffer from some rough animation and lack of V-sync, it reminded me of why I fell in love with the series in the first place: it has lots of energy, the characters burst with fun conversational banter, and the story — although a bit ridiculous at times — is entertaining and keeps you going to the very end.

10,000,000 (Android, 2013) — This “match three” puzzle game really surprised me with its RPG-like leveling up system and combat, which made it feel unique in a sea of Bejeweled clones. Its simplistic 8-bit graphics are effective, but sadly, the whole experience is over within a few hours. Although a grind-fest would have made this wear out its welcome, I do wish that there would have been more content to keep me coming back for more. It’s still worth playing, though, and the fact that I completed it really says something, since I rarely finish mobile games.

The Room (Android, 2013) — Did I say I rarely finish mobile games? OK, well, I finished a few last year, including this one, which was very short, but of incredibly high quality. It has a dark, mysterious atmosphere, and while the puzzles aren’t that difficult, everything in the game world has a very satisfying, tactile feel, so I found myself really getting into it, and I didn’t stop playing until I had solved them all. A great paid app that has very nice graphics and sound design.

Broken Age: Act 1 (PC, 2014) — This is Double Fine Productions’ legendary Kickstarter success story. The original scope of what they wanted to do and what they actually ended up with were two very different things, but it’s a good example of how a modest start, huge support, and aiming for the stars can result in a very organic and open game development cycle. While they might be criticized for not delivering on their original vision, I think most people will agree that the end result was worth the wait, and supporters will be getting Act 2 for free when it eventually comes out. It’s a pretty simple, old-school point-and-click adventure game, but it’s made with love, and has some great voice acting, writing, art, and a cliffhanger ending that makes the wait for Act 2 that much more painful.

Batman: Arkham Origins (PC, 2013) — I played all three of the Arkham games last year, and out of those, I thought Origins was the “weakest”. I put that in quotations because it’s still a really darn fine game. It makes solid improvements to boss encounters, and I thought the story was pretty good too. I think it catches a lot of flak for not being developed by Rocksteady themselves, but I thought WB Montreal did a worthy job filling Rocksteady’s big shoes, and the vocal performances by Roger Craig Smith (Batman) and Troy Baker (Joker) do an equally good job replacing series veterans Kevin Conroy and Mark Hamill. It’s more of the same, but that sameness is still very fun to explore and play. REVIEW LINK

Monument Valley (Android, 2014) — Criticized by many for being too easy and too short (and I can’t disagree with that, because it is easy and short), I instead chose to look at it as an example of good visual and audio design. In many ways, it reminded me of Thatgamecompany’s excellent PS3 title Journey, since it has a very solitary — but ultimately positive — feeling and outcome. Out-of-this-world colors, nice animation, and pathfinding that is almost too good, to the point where the game seems to auto-play at times. It might be over in about an hour, but it’s an hour well spent. REVIEW LINK

The Room Two (Android, 2014) — The sequel to The Room, this game took the ideas from the first game and made them bigger and scarier. I liked the more complex puzzle design, but the game felt less intimate and focused than the first game because of its expanded scope. Still, it’s a great example of a high-quality, premium mobile game experience. I can’t wait to see what Fireproof Studios does next. REVIEW LINK

Electronic Super Joy (PC, 2013) — I love difficult platformers, and this is certainly a tough one, without falling into masochistic territory. I love the retro visuals that pulse in time to the absolutely terrific soundtrack. It’s worth playing just for the music, if you like techno and its various sub-genres. It’s a little on the short side with only 40-some-odd stages, but getting all of the collectible stars will give even the most seasoned veterans a nice challenge. It’s really funny at times too. REVIEW LINK

Aban Hawkins & the 1001 Spikes (Wii U, 2014) — After Electronic Super Joy, I continued my platforming kick with this, which was a fun and super-challenging game to get through. It seemed almost unfair at first, but once I got the hang of the controls and the level design, I started to progress through it a lot faster. Some of the later stages almost broke me, but I made it through all the way. Unfortunately, there were lots of audio bugs, and at the time I played it, there was no second screen support, so it felt a little unfinished compared to what I’m used to. REVIEW LINK

LEGO City Undercover (Wii U, 2013) — Earlier in 2014, I finished my first pair of open-world games: Tomb Raider and Grand Theft Auto V. I had heard good things about this one, so with my interest in the genre high, I picked this up and jumped right in. What a game! Although it does suffer from some slow UI and performance issues, it’s still a great game with tons to do, lots of fun humor, superb level design, and some truly standout pieces of music. There are opportunities for improvement, though, so I hope that this becomes a series, because it deserves it. REVIEW LINK

Nier (PS3, 2010) — A strong recommendation from one of my friends finally prompted me to play this. So glad I did, because although the gameplay and graphics are pretty mediocre, Nier delivers characters, story, and music that I can only classify as best in class. It also contains what I believe to be one of the greatest implementations of a New Game+ system that I’ve ever experienced. Truly, the rough parts of the game are worth persevering through in order to experience the rest of it. REVIEW LINK

Monument Valley: Forgotten Shores (Android, 2014) — An in-app purchase for the aforementioned Monument Valley, this expansion takes the simple ideas of that original game and adds a nice layer of complexity based around perspective and order of operations. It’s still a rather short experience at about an hour or so, but its excellent art, sound design, and vibrant colors make a lasting impression on the player.

 

Games Scoring an A

Forza Motorsport 4 (360, 2011) — Over three years old now, and I’m still playing it. Maybe not as often as I did when it was new, but I love Forza‘s approach to career mode, with its fast progression and abundant rewards. Also, despite what the internet would have me believe about its lack of realism compared to Gran Turismo, I just prefer the feel of the Forza series. Plus, the car sounds absolutely kick its competition’s butt six ways from Sunday. No contest there at all. On the flipside, it lacks a truly robust photo mode, and I hate that it requires Xbox Live Gold just to share pictures, but it’s a great package with lots to do and great cars to drive. The Top Gear UK content is a lot of fun as well. As for the Rewind function and braking lines? I love them. Sue me!

The Beatles Rock Band (360, 2009) — It’s crazy to think that it wasn’t that long ago when plastic musical instruments were all the rage. Although I’ve been playing music games since the late-’90s when Konami’s Bemani series was starting to peak, I also got into the newer entries from EA and Activision. I think this Beatles installment is the best one in terms of production value, and its career mode is of surprisingly high quality. I played this quite a bit when it was new, but only played through the campaign mode last year. It’s a journey worth taking for any music or Beatles fan.

Bravely Default Demo (3DS, 2014) — I can’t remember the last time I put dozens of hours into a demo, but I certainly did with this one. In terms of giving the player a nice taste of what’s being offered in the full version, Bravely Default‘s downloadable demo delivered, with several job classes to master, a good chunk of quests to complete, and lots of addictive combat. Plus, you can transfer data to the full game, which is something that more demos need to do. Great art and music, too. I have yet to start the full version, but plan on doing so in 2015.

The Last of Us: Left Behind (PS3, 2014) — It’s a brief and relatively easy experience compared to the main game, but it’s one of the best examples of story-based downloadable content. It delivers fully on the promise of fleshing out an important piece of Ellie’s backstory, to the point where the events that occur in the DLC fundamentally change key sequences throughout the main campaign. It’s done with a level of care and realism that is rarely seen in games. It’s a wonderful achievement that I look forward to experiencing again in the Remastered PS4 version.

Tomb Raider (PC, 2013) — A fantastic action game that marries an open-world structure with some of the best aspects of the Uncharted series. It’s a lot of fun to play with tons of things to discover and collect. Great graphics and good voice acting for Lara herself. The rest of the cast is just so-so, and is diminished even further by the amateurish and completely over-the-top story. This was the first open-world game that truly drew me in, though, and kept me going until I achieved 100%. Lots of nice touches throughout, and I can’t wait for Rise of the Tomb Raider, although I’ll need an Xbox One first.

Thomas Was Alone (Vita, 2013) — This was a freebie with my PlayStation Plus subscription, and while I didn’t think much of it at first, it quickly grew on me, and by the time I was at its final stages, the game had totally won me over with its touching story and characters. Those characters themselves are (at least visually) nothing more than squares and rectangles, but the narrator injects so much life and personality into them that you can’t help but care for them deeply. The commentary track from creator Mike Bithell is the perfect icing on the cake, and provides a ton of insight into the development of the game and its inhabitants.

Tearaway (Vita, 2013) — From Media Molecule, creators of the LittleBigPlanet series, this was the first retail game that I played on Sony’s struggling handheld. It’s absolutely wonderful, with characters and a world created almost entirely out of pieces of construction paper, and uses the Vita’s various functions (most notably the rear touchpad) in fun and unique ways. It loses its way slightly with some of the Trophy-based tasks, which brings to the surface some of the game’s control quirks, but the package as a whole is undoubtedly one of the best games on the system, and it will be interesting to see what the PS4 update (Tearaway Unfolded) is like. REVIEW LINK

NES Remix 2 (Wii U, 2014) — Audiences are split on the NES Remix series, but I love them. They speak to the arcade high score chaser that was apparently dormant inside me until I started playing these games. They are fun, bite-sized challenges that make you think about old games in new ways. Getting the highest rainbow star ratings on each one is a decent challenge, but matching or beating the lowest times on the Miiverse is something else. It’s highly addictive, and the online component is quite nicely integrated. It’s a very good improvement over the original NES RemixREVIEW LINK

Mario Kart 8 (Wii U, 2014) — This is the first in the series since the original Super Mario Kart on the SNES that I have truly had a blast with. Great track design, catchy music, and fun local/online multiplayer. Its DLC is also a very good example of how Nintendo produces some of the best and most consistently high-quality content in the business. I only wish that Nintendo would add a proper campaign or story mode to this series. I know that the majority of players just want to race online, but adding in something more for the single-player crowd would push this series over the top for me.

New Super Luigi U (Wii U, 2013) — Designed as DLC for New Super Mario Bros. U, this is yet another example of how DLC should be done. NSLU takes the stages from NSMBU, cuts the timer down to just 100 and throws in a bunch of new hidden Luigis, stars, exits, and challenges. If it weren’t for the recycled world map and assets, you would swear you were playing a completely new entry. It’s definitely worth playing, as is its parent game, which in my opinion is the best of the New series of Mario titles. REVIEW LINK

Portal (PC, 2007) — This year marked probably the fifth time I’ve played through Portal, and it remains as good as it was the first time I went through it. Sure, the puzzles are easier just because I’ve solved them before, but the dialogue from GLaDOS is still as hilariously terrifying as ever, and the atmosphere remains solitary and unnervingly claustrophobic. I decided to play through it again since I was trying to train myself to play with mouse/keyboard right-handed, but I gave up. I finished the game anyway, just because.

Pokemon X (3DS, 2013) — The first Pokemon game I’ve ever completed! I had actually tried to play through the game earlier in 2014, and made it pretty far in, but it just didn’t hold my attention. With a friend’s son getting Pokemon Y for Christmas, I decided to start over in order to catch some fun Pokemon he might want. Well, something clicked and I got totally hooked. The rest is history as I’ve blasted through two more games and am a trading card fanatic. This game has a cute story, fun world to explore, terrific music, and the metagame aspects for secrets, breeding, training, and other strategies are insanely vast. There are some annoyances with breeding and how grindy some things are, but this still represents one of the best values in handheld gaming. 100 hours in… and counting. REVIEW LINK

 

Games Scoring an A+

Super Mario 3D World (Wii U, 2013) — This is Mario’s first 3D outing on console since 2010’s spectacular Super Mario Galaxy 2, and it’s a memorable one. Although purists have derided both it and the Galaxy games as not being another Super Mario 64 or Super Mario Sunshine, I think it holds its own just fine, and is totally fun from beginning to end. Speaking of the end, the last level will test even the best players with one of the most challenging final stages of the series. Graphics are beautiful, music is a cut above the New series (but a cut below the Galaxy games), and the controls are buttery-smooth and responsive. This game also contains the first batch of Captain Toad levels that eventually would inspire a full retail game.

The Last of Us (PS3, 2013) — Sublime. This, more than any other of the PS3/360/Wii generation, successfully combined a touching story, consistent characters, fun gameplay, awe-inspiring visuals, and a beautifully melancholy soundtrack to deliver one of the — if not the — best overall experiences in recent memory. Are there flaws? Sure. Performance can take a hit, I had a couple soft crashes here and there, and some of the collectibles are incredibly obscure, but they don’t hold the game back. Easily one of the best ever made, and absolutely essential for anyone who appreciates the craft of games as a vehicle for refined and engaging storytelling. It’s a game that stays with you long after you’ve turned your console off.

Uncharted 2: Among Thieves (PS3, 2009) — I don’t know what happened at Naughty Dog between the first Uncharted and this one, but they definitely went Super Saiyan with Uncharted 2! It’s a monumental improvement across the board, from its technology and jaw-dropping set pieces to its storyline and atmosphere. Visually, the game is a stunner, with major improvements to animation, scenic depth, and texture quality. Combat and gunplay have never been Uncharted‘s strongest areas, but they get the job done and can be highly rewarding for those who play online. This is my second time through Uncharted 2, this time playing it to get all of the collectibles. A superb experience, five years later.

Grand Theft Auto V (PS3, 2013) — I’m rather ashamed to admit that I’ve never finished any of the GTA games. That is, until this one. I’ve never cared for the series, mainly because the controls never felt good to me, but Rockstar got things pretty right with GTA5. I fell in love with the game pretty early on, and it wasn’t even because of one of the three main characters. It was Franklin’s friend Lamar, voiced with hilarious verve by Slink Johnson. The scene is clear as day in my mind as they’re at the car dealership with Simeon… and the rest is history. The game was entertaining from beginning to end, with the multi-day heists being one of the game’s highlights. Beautiful graphics, terrific banter between the characters while driving, funny gags all over the place, and like most open-worlders, so much to do that it could take months of solid play to 100%.

Batman: Arkham Asylum (PC, 2009) — I had tried to start this twice in the years prior to 2014, but never did get too far either time. Not sure why, but this year, it stuck, and stuck hard. This is an instant classic, with a very smooth and intuitive combat/combo system that quickly becomes addictive. Chain hits together and finishing thugs with the big hits are satisfying in the best bone-crunching way. The voice acting is top-notch across the board, employing two series greats, Kevin Conroy and Mark Hamill as Batman and Joker, respectively. One of my favorite aspects of the game was the various recordings you find throughout, which fleshes out character backgrounds and lore of the Batman world. As a relative newbie to the franchise, these were very helpful and got me into it. This is a must-play for action and comic book fans.

Batman: Arkham City (PC, 2011) — Immediately after finishing Arkham Asylum, I jumped into this. Taking the ideas of Asylum and expanding them into a larger, more traditional open-world structure made for one of the best experiences with so much to do. Some may argue that it’s more of the same or isn’t focused enough, and that’s fine, but it doesn’t stop it from being one of the best games out there. One of my favorite passages from the game involves Mr. Freeze, whose name unfortunately conjures up images of Arnold Schwarzenegger from the 1997 fiasco Batman & Robin. Mr. Freeze’s story here is touchingly told, and cements him as one of my favorite Batman characters. The ending gets crazy over-the-top (and not in a good way), but the game is still ace. Arkham Knight this year!

Shovel Knight (PC, 2014) — Speaking of knights, Yacht Club Games’ Kickstarter success story was easily one of the best side-scrolling platformers I played in 2014. Its visuals and music exist somewhere between 8-bit and 16-bit, with fluid animation and a soundtrack to die for. The game — at least during its first playthrough — skews a little on the easier side, but there is so much to discover that it’s good that the developer took this approach. The entire package just oozes high quality, with a unique risk/reward continue system and a story that is surprisingly heartfelt. I loved every minute of this game, and all I can say is that I hope we get a sequel.

Volgarr the Viking (PC, 2013) — Perhaps the biggest surprise of the year for me was this game. The result of another successful Kickstarter, Volgarr is a hardcore side-scrolling action game that can seem overly punishing, but if you stick with it, you’ll discover — like so many others have — how amazing it really is. The controls seem stiff initially, but that’s only because they are 100% predictable, so once you accept that, it makes learning and traversing each stage much easier. I died so many times, but when I finally beat the game, it felt like the greatest thing ever. The animation is really good, as is the soundtrack. The backgrounds? They’re just OK, but they don’t detract from what is otherwise a definitive arcade-style experience.

Bayonetta 2 (Wii U, 2014) — If I was forced to pick, this would be my overall Game of the Year. Developed by Platinum Games, it’s a small miracle that we even got this sequel in the first place, so props to Nintendo for helping make it a reality. The first Bayonetta was a good game that I enjoyed quite a bit, but the sequel just trounces it in every way. Its vibrant visuals sparkle, and lack of screen tearing gives the game a nice visual polish it lacked on the 360 and PS3. Combat feels faster, smoother, and more impactful than ever, and the worlds are full of secrets, challenges, sweet music, and gorgeous vistas. The story is your typical action game nonsense, which is unfortunate, but Bayonetta 2 doesn’t suffer because of it, and triumphs on all of its other strengths. This is the action game of this generation so far. You need a Wii U to play it, but to be perfectly honest, I have to say it’s worth it.

 

And there you have it.  All of the best games that I played last year. Agree? Disagree? Have favorites of yours that you want to recommend? Please leave them in the comments — I’d love to hear from you!  Thanks for reading, and here’s a toast to the games of 2015!

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Review: POKEMON X & Y (Nintendo 3DS, 2013)

pxbox[Note: This review refers to Pokemon X since that’s the version I purchased, but the content applies to both.]

When Pokemon Red & Blue came out for the Game Boy in late 1998 here in the US, I paid very little attention. I was in full-blown “It better be like Final Fantasy VII or I don’t care!” mode, which in hindsight is pretty sad to think about, but that’s the honest truth about my mentality back then. Shiny objects and everything. OK, maybe “shiny” isn’t the best way to put it in the context of Pokemon, but you know what I’m saying.

poke_blueAnyway, the Pokemon craze was absolutely insane in the years to follow, with not just the games, but the anime and trading card game acting as the other two major franchise tiers. South Park, which was extremely popular at the time as well, did the hilarious and all-too-true episode Chinpokomon as their own commentary on Pokemon and fads in general. Only this fad never went away. Years later, Pokemon‘s popularity remains high, and you can even “catch ’em all” in Ubisoft and Obsidian’s South Park: The Stick of Truth (2014), underscoring Pokemon‘s continued demand and pervasiveness.

Pokemon Yellow — a significant overhaul of Red/Blue, featuring Pikachu and a visual makeover to reflect the look of the wildly popular anime — came out in 1999, and even though my younger sister was the furthest thing from an RPG player, she purchased it. She didn’t play it much, preferring Pokemon Pinball instead, so I inherited it shortly thereafter. I loaded it up, played it for about 30 minutes, and shelved it. I remember thinking, “You gotta be kidding me with this garbage.”

The years passed… history became legend, legend became myth… being older and more open-minded, I decided to give the series another shot in 2009 with the release of the HeartGold/SoulSilver (HGSS) remakes. I had just earlier that year fallen in love with the Dragon Quest series, after having finished the fifth installment’s remake on the DS. I figured the same thing might happen to me with Pokemon.

It didn’t. Much like Yellow, I played it a little bit, but I didn’t like the slow pace, the battles seemed so simplistic, and yeah, I guess I just didn’t “get it”. Onto the shelf it went, and I ended up selling it a few years later in 2013, complete with its Ho-Oh figurine. I made quite a profit, but I would soon realize what a mistake that was.

There was always something about Pokemon that compelled me, though. I would occasionally wonder what the franchise’s “secret sauce” was, and why it was lost on me. I would go on to buy both Black and White in 2011, since I thought it would be fun to play, battle, and trade with my wife, but that didn’t happen either. I actually don’t think we even opened them, and I once again sold them to the highest bidder.

But then along came Pokemon X/Y in 2013. It was touted as being the first mainline Pokemon game to have fully 3D graphics, which in the context of games in general, sounded rather silly to me. I was like, “So what?” Being the ever-curious person that I am, though, I ended up buying X rather early on in its release cycle, but it too sat around for nearly a year before I started playing it this past December.

95 hours and counting later, all I can say is, “Why in the world did I wait so long?!”

kalos

Pokemon X is a wonderful game, and it’s one of the best games I played in 2014 and continue to play in 2015. Although it took me some time to get used to the French-inspired region of Kalos’ inhabitants being super-friendly and helpful all the time (honestly, how often does this happen in games?), it won me over with its charm and beauty shortly thereafter.

The world itself is vibrantly rendered, with the human characters modeled in a slightly super-deformed style with big, expressive eyes and colorful outfits. They are outlined in a distinct, cartoon style, making the game feel like a living, breathing anime. Subtle, but effective touches like seeing the wind gently blow through blades of grass, the shadows of clouds slowly crawling by overhead, or reflections in crystal-clear bodies of water, all give the game an almost Hayao Miyazaki-like sense of observation and being one with nature. Game Freak did a fantastic job in making Kalos feel like a part of the world you not only want to spend time in, but also go out of your way to treat well.

Character animation is also very nice. The player will kneel down to talk with small children, which I thought was the coolest touch that is rarely seen in other games. An animation of you picking up items and putting them in your bag also plays, which is a good detail, but it could be argued that animations like this tend to slow things down, which I have noticed in other games like Dragon Quest VIII.

It didn’t bother me here, though. Pokemon is at its best — at least while playing through the main story — when you take your time in each area, exploring and learning them thoroughly, and just losing yourself in the world and its culture. Because the scenarios tend to be very positive, I rarely felt stressed out or angry playing it. The more I dug in and explored, the more I was rewarded by helpful people giving me new items, finding hidden ones, and learning about how the various game mechanics function.

You aren’t hit over the head with lengthy tutorials, either. Gameplay and control hints come in the form of entertaining “shows” on TV, NPCs, signs that are peppered around each area, and the player’s own exploration and experimentation. It’s a great way to educate the player without forcing them through a boring opening tutorial.

pxfriends

The story in Pokemon X is understandably light compared to many other RPGs, but I really enjoyed that aspect of it. There are scenes that will bring a big smile to your face (if you play as the male protagonist, how can you not love Shauna?), interspersed with interesting and thought-provoking passages about war and humankind’s relationship with and the destruction of nature. Again, the Miyazaki influence here feels quite strong.

The numerous Pokemon themselves are at the heart of the franchise, and as each encounter with a wild Pokemon occurred, the more I was drawn to certain ones over time. I didn’t think I would care all that much for them, since the over-exposed Pikachu is the poster “mon” for the entire series and seems to get all of the attention, but boy have I become opinionated about my favorites!

fennekin

The Pokemon designs themselves are seemingly simplistic, but upon closer inspection are so aesthetically pleasing that they can’t help but be instantly likable. I chose Fennekin as my starter, but as she evolved into her other forms, I found myself feeling disappointed with her, so I switched her out with some of the others, taking a liking to Froakie and later Amaura. I think it’s great that the series allows for so many different styles and favorites. For every person who thinks Bulbasaur is worthless, there is someone who simply adores it. I’m sure my opinions on each Pokemon will develop further as I start watching the anime. I love their designs, so I think it will be terrific to know more about their individual stories.

I realized several hours in that Pokemon X‘s monster designs are really what I enjoyed the most. Again, I’m reminded of the aforementioned Dragon Quest series, with its fantastically original monster designs, fast-paced battles, whimsical storylines, and deep job systems. Although I will be reviewing Pokemon Yellow in a future update, what I will say now is that much like Dragon Quest, it’s interesting seeing how little has changed about the series’ core gameplay, giving players an immediate feeling of comfort and familiarity. I like that.

pxmegablastoiseBut that’s not to say that there aren’t significant changes, and a major addition to the formula are Mega Evolutions, which allows certain fully evolved Pokemon like Blastoise to become Mega Blastoise, with boosted stats, different abilities, and a bold new look. They’re pretty impressive to look at, and they can be part of a good Trainer’s strategy since certain Mega Evolutions can change that Pokemon’s type as well. They’re an interesting addition that I’m sure helps freshen up traditional matches, since you can only have one of them in your party at a time, and their use comes at the expense of not being able to hold what could arguably be a more useful item.

General combat in Pokemon X is easy to learn, but difficult to master, and is especially satisfying when levels between combatants are equally matched. Unfortunately, if you take your time playing through Pokemon X, that will rarely be the case, and you’ll likely find yourself extremely overpowered rather quickly, meaning you can simply use brute force to one or two-hit KO most Pokemon, without having to rely on super-effective moves or complex planning. I think this does a slight disservice to the player, since strategy often takes a backseat to pure power.

It’s still a robust rock-scissors-paper system, though, where certain types are effective/weak against others, special moves can boost/drop stats, items can create major advantages, and status effects have real consequence. When’s the last time you played an RPG where status effects like being poisoned or paralyzed linger after battle? It’s not too common anymore in modern games.

The combat graphics are done extremely well, with colorful environments and smooth animation. Each Pokemon has unique fighting animations and sounds, and now I understand why the shift to 3D was such a big deal for fans. They really do look fantastic, and faithfully bring the classic 2D sprites to life. I was tempted to turn off the battle animations, but they look so good that I left them on throughout the whole campaign to see them all in motion. Pokemon have cries that are almost as instantly recognizable as the way they look, which I think is pretty unique. I don’t know why, but that floppy Magikarp’s cry gives me the heebie-jeebies.

froakieWhile combat is one thing, catching Pokemon is another. I like the battles in Pokemon X, but the real thrill for me was running into a new, rare Pokemon that I hadn’t seen before, and figuring out how best to catch it without knocking it out. There are moves that make this a lot easier, but it’s also fun and interesting to swap in different Pokemon that will do just enough damage to allow the player to catch them successfully. There are also a myriad of different Poke Balls that can further increase your odds of capture, and combining different techniques can create scenarios where catching them is as easy as 1… 2… 3… click!

Music is another area of Pokemon X that surprised me. I was expecting something light that would fade into the background, but I was pleasantly surprised that it was so memorable and varied. Tracks like the inspired Gate Theme, which most players will only hear for a few seconds going from route to route, is one of the better songs I’ve heard in some time, certainly in recent memory on the 3DS. The theme for Route 19 is also terrific, exuding a real sense of adventure and discovery. There’s something about it that has a little bit of that Disney magic.

The touchscreen interface works great, with the bottom screen used for things such as menus, inventory/Pokemon management, training, battle commands, online interactions, and minigames. It’s nice to be able to directly access features with the touchscreen instead of having to press a button to open up a menu every time. It’s something I’ve come to really appreciate on the 3DS and Wii U.

Speaking of online functionality, it’s absolutely great for trading. Wonder Trade, which allows you to deposit any Pokemon into the online space and get a random one back from another player, is both frustrating and amazing at once. Frustrating because you’ll shake your head after receiving your umpteenth Bunnelby and Zigzagoon, but amazing when you get a rare Pokemon, a starter with great stats, or even an incredibly rare shiny for no other reason than to make your day awesome.

chespinThere is also the Global Trade Station (GTS), where you can seek out specific Pokemon with some custom conditions if you wish (like gender, level range, etc.) by putting up your own offers and vice versa. This is a great way to help fill up your collection, especially if you are trying to complete your entire Pokedex (an index of all the Pokemon you have seen and captured/held), or if you are more ambitious, a Living Pokedex. I have yet to 100% my Kalos Pokedex, so I’m nowhere near those levels of commitment. Yet.

You will run into lots of people if you decide to go online. You’ll see your friends, make acquaintances through trading, or see a steady stream of passer-bys. Interactions are not intrusive, and you can decline offers to battle or trade if you prefer. If you get a particularly nice Pokemon during a trade or have a fun battle, you can give them a “Nice!”, which is like a Reddit Upvote or Facebook Like, or you can bestow upon them various O-Powers, which will do things like increase their odds of capturing Pokemon, make items in stores cheaper, gain more experience in battle, and other nice boosts. The O-Powers consume less if you use them on other people, and they also level up the more you use them, so the game does a really good job of encouraging the player to share them with other Trainers.

Pokemon X‘s metagame — or using resources outside of the game itself for greater benefits within — is an area that is so vast and detailed that you could teach a course just in Pokemon mechanics and strategies. There is just so much you can do. Not even including the battle strategies and tactics themselves, Pokemon Trainers can choose to breed for hidden abilities, passing on special moves, getting specific natures, maximum individual values (IVs), baby Pokemon, or using what is known as the Masuda method to obtain shiny versions of specific Pokemon. The time, effort, and attention that effective breeding requires is surprisingly rewarding, although simply breeding for shiny Pokemon is a surefire cure for insomnia. It just isn’t fun, but yet I still keep trying.

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I do wish that the entire breeding process was more streamlined. As it stands, Trainers start off by riding their bike back in forth in front of the Pokemon Day Care (where you drop off 1-2 Pokemon to level up and/or breed), collect the eggs, fly to and ride around in a circle in the game’s large hub city, wait for the eggs to hatch, check their moves/abilities/natures/items, fly to another city to have their IVs checked, mark those with the in-game PC, fly back to the Day Care, replace breeding Pokemon if necessary, swap items around, and repeat. Since you can only carry 6 eggs at a time, this process becomes very time-consuming. It would have been great to have a round area to ride right in front of the Day Care, as well as having an IV assessor there as well. I haven’t gotten that far into Alpha Sapphire, so I’m curious to see if any of this has been addressed.

Other annoyances include the somewhat lengthy battle intros, and if you’re power-leveling a party of low-level Pokemon, be prepared to sit through a slow, seemingly endless stream of individual “level up” notification jingles, while managing newly learned moves, which after a short while always have to either be dropped or replace an existing move. It’s the Pokemon way, though, and it’s fascinating that Game Freak has, for the most part, stuck to their guns: You get 4 moves per Pokemon, and that’s it.

The 4 moves thing seems terribly limiting at first, but it’s also what makes Pokemon incredibly deep and strategic, despite its surface simplicity. You have to consider the move types, how they play to that Pokemon’s strengths/weaknesses/stats, their accuracy, possible status effects, recovery rounds, and other factors. Not carefully taking these into account can put you at a huge disadvantage, especially when battling experienced human Trainers. You don’t have to worry too much about the in-game ones, though. They’re not very smart.

tyruntWhile not without a few flaws, I had — and continue to have — a fantastic time playing Pokemon X. The main storyline is full of simple charms and some memorable characters, battles are fun, discovering and catching new Pokemon is exciting, and there is a lot to do after the credits, some of which are outlined here.

If you’re into breeding and training a top-tier team, the game hasn’t truly begun until its postgame starts anyway. Pokemon X is not just an incredibly well-made game, but it represents a deep and pure RPG experience that can be played as casually or as hardcore as you want, making it one of the most accessible and rewarding experiences for players of all ages. Highly recommended.

Overall: A

 

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Review: Luigi’s Mansion: Dark Moon (3DS, 2013)

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2013 was the Year of Luigi, and with it came several games that put Mario’s oft-forgotten twin brother front and center. Much like the Left Behind DLC for The Last of UsNew Super Luigi U on the Wii U was an amazing example of what companies are capable of when they dedicate some real time and effort into their DLC projects, and it was one of the best titles that I played this year. I gave it an A in my review, and it’s a game that will challenge and delight any side-scrolling platformer fan.

While there have been other less prominent outings for Luigi, including Super Luigi Bros., which can be found within NES Remix 2, and the eShop exclusive Dr. Luigi, the game that most people will remember from Luigi’s year in the spotlight is this game: Luigi’s Mansion: Dark Moon (from here on out simply referred to as Dark Moon).

Developed by Next Level Games, who was also in charge of the excellent Punch-Out!! on the Wii back in 2009, Dark Moon quickly became one of the most anticipated games on the Nintendo 3DS. Being a fan of the GameCube original, I was very excited to see what kind of a difference twelve years would make.

20141119_luigis_titleThose years have been kind, because for the most part, Dark Moon is a success. Luigi carries around an upgraded vacuum known as the Poltergust 5000 (formerly the Poltergust 3000) — invented by Professor E. Gadd, developer of F.L.U.D.D. from Super Mario Sunshine — which among other things is used to collect ghosts, treasures, and pull drapes off of curtain rods. It can also function in reverse to roll up carpets, turn fans, and launch projectiles through the air. He’s also outfitted with a flashlight that can momentarily stun ghosts and open locked doors. One of the neatest additions to Dark Moon is the Dark-Light Device, a black light of sorts that can reveal invisible objects, hidden ghosts, and other clues.

Your Poltergust 5000 can be upgraded throughout the course of the game, but you’ll have it maxxed-out long before you reach its end. At first it feels like it all happens too soon, but you’ll quickly learn to appreciate this as it makes the act of catching ghosts and beating missions much easier and a lot of fun. Another new feature is the Surge mechanic, which rewards you with better treasure based on what Surge level you’re in when you capture a ghost. It’s very strategic and is an important timing skill to learn in order to get the best rankings.

Players are ranked from 1 to 3 stars on their performance in each mission, which takes into account how much damage you sustain, how much treasure you find (getting good at Surge timing really helps out here), and how quickly you complete them. I found the final component — the time one — to run counter to the spirit of the game, which encourages exploration of every nook and cranny of each mansion. I felt like I needed to memorize where all of the best treasures and ghosts were found in order to get each mission’s best 3-star ranking. For some of the longer missions, this became more trouble than it was worth, and while I found every Boo, I stopped short of 3-starring every stage.

20141123_dark_moon_amethystSpeaking of stages, yes, the singular mansion of the first game has been ditched in favor of several different ones, each possessing their own unique look, inhabitants, obstacles, puzzles, and other challenges. Each mansion is broken up into several distinct missions which have individual objectives to complete, including puzzles, collecting ghosts, finding rare gems, and capturing hidden Boos, which unlock extra levels in each mansion if you find them all. This gives the game a lot of replayability, and it will have completionists reentering missions multiple times to find everything they missed.

It works, but I would have preferred a more integrated structure, since the back-and-forth one in Dark Moon leads to a lot of loading screens, lengthy dialogue scenes between you and the Professor, and it slows the pace of the game down quite a bit. The stages themselves, however, are beautiful to look at. While the 3DS struggles to maintain a solid framerate, which can be anywhere from sub-20fps to 60fps, they are well-constructed, atmospherically lit, and contain all sorts of interactive objects. The 3D works particularly well, since so much of Dark Moon relies on the player being able to detect and locate ghosts in 3D space, so being able to see if a ghost is in front or behind you is critical.

Luigi himself is wonderfully animated, and you get a believable sense that he really doesn’t want to be there! He’s the reluctant hero, and that comes across in his nervous vocalizations, terrified facial expressions, and hesitant body language. The ghosts that you encounter throughout each mansion are distinct, fun to defeat, and really stand out against the mansion backdrops. While most of them are pretty easy to figure out, they can become downright diabolical when they start working in groups against poor Luigi.

In terms of controls, they’re pretty good, but because there is no standard dual-analog control for the 3DS, you have to physically be facing a ghost in order to shine your flashlight at them or use your vacuum. In more heated encounters where you are against several different enemies at once, the control scheme can become a hindrance and a noticeable limitation. There are also buttons you have to press and hold to run, look up, and look down, so there is definitely a steeper learning curve with Dark Moon‘s controls than most Nintendo games. It makes me think that it would be amazing to see a Luigi’s Mansion game on the Wii U.

The music in Dark Moon is understated, but quite brilliant at the same time. It’s more ambient than the typically melodic fare of Nintendo titles, but it suits the game’s mood perfectly, and the first time you hear Luigi humming along to the music while you’re exploring is one of those moments that elevates the soundtrack from just “being there” to selling it as a truly integrated and necessary component to the experience.

Speech is limited to short phrases and in the case of Professor E. Gadd, unintelligible gibberish that sounds oddly similar to the Ewoks from Return of the Jedi. In-game sounds are nicely done and provide each environment with creaking floorboards, clanging chandeliers, and other spooky noises that bring each mansion to supernatural life.

Each mansion culminates in a boss fight, and while some of them intelligently blend the action with inspired puzzle design, others are simplistic or overly long and tedious. One in particular, which happens about halfway through the game, can be a test of one’s patience, and ultimately feels out of place. Plus, if you lose a life, you have to do it all over again from the beginning, and most of the boss stages have an introductory area that you need to get through first before the fight begins, which adds a little insult to injury.

The game also contains several escort missions, where you have to rescue various Toad Assistants and get them through different obstacles to the exit. While I generally don’t like escort missions, I found these to be a lot of fun and had me thinking about each stage in different ways. I think Dark Moon is at its best when it challenges you with its puzzle design, rewarding the player with satisfying “Aha!” moments. If another Luigi’s Mansion is made, I would love to see more cooperative traversal missions like these.

dark_moon_3_starDark Moon‘s campaign mode will take most players around 10-15 hours to complete, and likely at least double that to 100% it. Not only that, but a new multiplayer mode known as the ScareScraper is almost an entirely different game in itself, with different modes and challenges that encourage teamwork with other players. It’s a fresh new way to experience the Luigi’s Mansion formula, which when you consider that the series is known so much for its single-player qualities, this really stands out as a highlight.

All in all, Luigi’s Mansion: Dark Moon is a worthy follow-up to the 2001 GameCube original, with a wealth of content, variety, and replay value. While there are some things about it that I didn’t particularly enjoy, such as the overly heavy focus on collecting, level structure, certain boss encounters, and an inconsistent framerate, it is one of the more unique titles to be found on the 3DS, and definitely worth a look if you’re in search of a more challenging and cerebral experience.

  • Visuals: B
    Nicely modeled environments, colors, and excellent character animation. However, an inconsistent framerate and dull menus tarnish its overall visual presentation.
  • Sound: A
    A wonderfully atmospheric soundtrack with solid voice samples, crisp sound effects, and a wealth of convincing environmental audio bring each mansion to life. Headphones are definitely recommended!
  • Story: B-
    Nothing groundbreaking, but the simple story about recovering the Dark Moon pieces and returning the ghosts to their former state keeps things interesting enough through to its end. The dialogue sequences are numerous and overly lengthy at times, though.
  • Gameplay: B
    There is a lot to do in Dark Moon, and the game gets a lot of good mileage out of a few well-defined systems. Exploration, discovery, puzzle-solving, and escorting NPCs are all very satisfying. Mission structure makes things a little slow, however, as it breaks up the overall flow of the game. 3-star requirements tend to be vague, and some boss encounters feel like they could have used another design pass as well.
  • Controls: B+
    Controls are responsive and are surprisingly robust and natural in most situations once you get used to them. Capturing ghosts feels great, but without dual-analog on the 3DS, certain encounters and situations can be more frustrating than they need to be.
  • Value: A
    Completionists will have their hands full finding everything and obtaining all 3-star rankings, and the ScareScraper multiplayer mode is nicely integrated and will keep players coming back for more.

Overall: B

 

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