Nintendo Consoles

Nintendo Consoles
Showing posts with label fusion. Show all posts
Showing posts with label fusion. Show all posts

Saturday, January 9, 2016

Yu-Gi-Oh! The Eternal Duelist Soul

The early 2000's was no stranger to trends that would be known to spellbind the hearts and hands of young gamers. The new millennium introduced us nerds to popular and memorable franchises such as Guitar Hero, World of Warcraft, and Call of Duty, but among the games competing to shine the brightest was a more traditional game, a trading-card game, that ruled supreme for half a decade; that card game was Yu-Gi-Oh!

Yu-Gi-Oh! The Eternal Duelist Soul - GBA

The popular Japanese manga-turned-game-turned-international sensation saw many different video game interpretations, some re-imagining Yu-Gi-Oh! as a turn-based RPG, to an open-world Pokemon-ish game, while other publications stuck to the rules and characters that made the franchise popular in the first place, and few accomplished the later more successfully than Yu-Gi-Oh! The Eternal Duelist Soul. 

Unlike many other entries to its video game career, Yu-Gi-Oh! The Eternal Duelist Soul sticks to the original rules of the traditional card-based game; it's these same rules with which EDS expects players to be preemptively familiar in order to play, as there exist no tutorials in EDS, making it somewhat impenetrable to gamers unfamiliar with Yu-Gi-Oh! That being said, the game initially offers opponents that are fairly easy to defeat, and as a result it may not be too difficult for determined newbies to quickly get the hang of what winds up becoming a fairly challenging game. The experience of Yu-Gi-Oh! video games will always inevitably be different for those who are long-time fans and those who have never played before, but since EDS doesn't allow you to make moves or play cards that don't abide by the rules of the game, it doesn't really take too long for novices to become familiar with what does and doesn't work.

Players begin the only single-player game mode by selecting from 1 of 3 decks to get you started. There is no way of knowing which decks contain which cards, but all 3 are sufficient for getting you through your first few duels once you become familiar with the rules of the game. Initially, you have the option of dueling against 5 faces familiar to even the most casual Yu-Gi-Oh! fan, and additional opponents are unlocked after having defeated each character in each tier a specific number of times. Each collection of characters unlocked serves not only as fun guides through the first 2 seasons of the Yu-Gi-Oh! anime, but becomes increasingly difficult and fun to duel against. After you win any duel against any opponent, you are brought to a screen where you get to choose 1 booster-pack to open. Each booster pack holds cards that are unlocked and available to you after selecting to claim them, though once again the contents of each pack is random until it is opened. Constant acquisition of additional cards that you are encouraged to add to your deck helps to keep things from becoming stale. Abstaining from making changes to your deck may result in frequent loses as the skill of your newest opponents becomes more considerable, so having a consistent influx of new cards is an efficient way to make progress and pacing fluid. 

The goal of the game is to advance to and then win the Yu-Gi-Oh! World Championship. Each duel either won or lost advances the calendar by a single day, and there are a great number of days to get through before the Yu-Gi-Oh! World Championship arrives. Players will spend most of these calendar days dueling against new opponents to unlock more cards and characters. Unfortunately, there is an extremely large number of days between unlocking the final opponent and unlocking the World Championship, and the game slows to a grinding hault during this second half, which abruptly withholds new content. 

Though there are now countless Yu-Gi-Oh! video games out there, I find myself drawn to replay Eternal Duelist Soul every couple of years. The best part about Eternal Duelist Soul is that despite it featuring out-dated cards and strategies, the cards it does feature are the original cards, and your opponents are the original characters from the original cast. Eternal Duelist Soul is to Yu-Gi-Oh! as Red and Blue are to Pokemon. The value in EDS lays in its ability to encourage casual fans to sharpen their knowledge of the basics of the real-life game. Attempting to dive head-first into the world of Yu-Gi-Oh! nowadays can be a tall order, and introducing a new duelist to the latest strategies and combinations can be daunting, but playing these old video games that are more-or-less Yu-Gi-Oh! simulators can be extremely helpful for one trying to begin to play the real-life game. Moreover, EDS and other old Yu-Gi-Oh! games are fun for veteran fans who may have missed out on the opportunity to use old cards and strategies that may have seemed fun at the time but are now out-dated. My Exodia deck is unmatched in this period of Yu-Gi-Oh's history. 

Retrospectively, Yu-Gi-Oh! The Eternal Duelist Soul doesn't offer anything that can't be found in any other Yu-Gi-Oh! game. There are fewer cards, fewer opponents, and fewer strategies to be seen in this classic title, but Eternal Duelist Soul may be valuable to players who wish to get a grasp of what Yu-Gi-Oh! is without throwing themselves into the deep end of a pool filled with unfamiliar monsters and demons (literally). EDS is also still fun for old-time Yu-Gi-Oh! fans who yearn for simpler times of a simpler game. With the exception of some outdated banned-lists and rulings, EDS offers a genuine Yu-Gi-Oh! experience all wrapped up into a handheld video game with an impressive amount of content and replay value limited only by your ability to conceive of new and fun decks and strategies. 

Monday, December 21, 2015

Metroid Zero Mission

Metroid Zero Mission -
Gameboy Advance 

In the year 2004, two years after the series' debut on the Gameboy Advance with Metroid Fusion, we received a game that would not only be the second Metroid title on the Gameboy Advance, but many gamer's second chance to experience the Metroid series in its original capacity. While Metroid Zero Mission is technically a remake of the original Metroid released on the NES in 1986, it certainly has no problem justifying its own existence. Updated graphics along with the original Metroid in-full now being literally in the palms of your hands are nice touches, but careful consideration must be made when reviewing this retouched game; does the original Metroid still hold up even with meticulous updating, or is this one classic better left back in the 80's?

The story, as is the case with many Metroid games, is easy to understand. Our protagonist, Samus, is sent to Planet Zebes in order to annihilate the mechanism being used by opposing space pirates to build super weapons. With the exception of a few cutscenes added in order to update the feel of the original (at that point) 18 year old game, Metroid Zero Mission pretty much leaves you to explore on your own. Those who have never played a Metroid game before should have no problem entering the series via Zero Mission, as multiple difficulty levels are available to select right from the start, and even on Normal difficulty, the game isn't too challenging.

The difficulty usually associated with the Metroid series stems from the player lacking the intuition necessary in order to figure out where in each of the game's 7 (later, 8) worlds they must explore next. Navigating each room in each environment is simple enough, and the map, upgrades, and new abilities come with the exploration, along with the opportunity to uncover secret passages that more often than not will lead the way to the next area or even to supplementary power-ups such as an increase in missile-storage capacity, or health buffs. Updated graphics borrowing assets and art design from Metroid Fusion are extremely successful in bringing life to the once aging world of Planet Zebes. Hardware limitations of the Gameboy Advance seemed to be no hindrance at all while designing Metroid Zero Mission; from start to finish, Planet Zebes is an absolute pleasure to explore.

Often if a game is too easy, it can become boring. Then again, if a game is too challenging, it can become discouraging. Despite Metroid Zero Mission being a little bit on the easy, and while I'm at it, short side, it does not lack any bit of the magic that gamers have come to expect from other Metroid games. Initially, the map sizes of many of Zero Mission's environments, such as Norfair or Ridley, can feel intimidatingly ambitious. While "intimidating" can often mean "discouraging", as it does in many other games, Zero Mission finds a way around this through building up the confidence of the player by building up the strength of Samus. Small power-ups, such as the Charge Shot, Missiles, Super Missiles, and Morph Ball just to name a few, are awarded frequently, and the types of power-ups obtained are never too similar to the power-up most recently acquired. Missiles and Super Missiles are acquired at opposite ends of the game, as are Morph Ball and Power Bomb, as well as many other similar upgrades. This rapid change in arsenal often supports rapid changes in scenery; if you've just acquired a new weapon, you can expect a new type of area, thus a new type of gameplay.

Unlike most modern Metroid games, Metroid Zero Mission only features 3 boss fights, which is 1 more than the original featured. While Zero Mission does involve a great deal of combat, from blasting small nuisances of enemies to bringing down both Kraid and Ridley, the environments prove themselves to be much more threatening than any monster, especially in the later 20% of the game. Often, the way forward will be shown on the map, but left purposely unclear in the world. Using every weapon to try to blast through every wall in the hopes of revealing a hidden path is a habit that all players of Zero Mission will get into, and even still, will often finish the game far from 100% completion.

Though an average playtime of Zero Mission will probably only last around 3-4 hours, there is plenty of content to be enjoyed after the initial play-through is completed. Finishing the game once will not only unlock Hard mode, but will unlock the original Metroid game which can be played by selecting it in the Options menu. Inputting a certain sequence of buttons on the Options menu of a game file after having completed Normal mode will also unlock Time Attack mode, which will time how quickly you can complete 1 play-through on Normal difficulty.

Metroid Zero Mission is short, being only a little bit longer than the original because of an extra chapter exclusive to this version, and it can be easy if played on Normal or Easy difficulty, especially if this isn't your first Metroid game. Despite this, Metroid Zero Mission is excellent. Everything from the graphics to the tone to the pacing is absolutely wonderful, and the life exuding from Planet Zebes' environments serves as a praise-worthy example of how hardware limitations can be over-come through clever art and carefully considered level-design. Whether you originally played Metroid back in 1986, or have never considered playing Metroid before, Metroid Zero Mission is not only a perfect example of what this series has to offer, but a perfect example of how fun timeless game design can be.