Monday 30 May 2016

The history of the N64-Part 2-1998-2002



Released in late 1998, The Legend of Zelda (Zelda no Densetsu): The Ocarina of Time was met with universal acclaim. Regarded by many as the greatest video game of all time, the legacy of the game has persevered, even today. An international smash success, the game solidified the legacy of the N64 in addition to the already stellar Mario 64, Mario Kart 64, Goldeneye 007, and many others. Although the N64 lagged behind the PS1 at home and abroad, Nintendo die-hards found plenty to love on the platform. The game was originally planned for the soon-to-be released N64DD add-on. However, delays in the 64DD saw the game be released on a normal cartridge. Ocarina is an amazing game. The game has since been remade for the Nintendo 3DS.






Originally intended for release with the 64DD, Nintendo would release the "Expansion Pak" in 1998 in Japan. While many games made use of the added 4MB of ram, it would be Donkey Kong 64 that would be the first game that would require the memory expansion.








Like their Banjo-Kazooie series, Rare developed a solid 3D platformer in Donkey Kong 64. Visuals were vivid and detailed and even gave the new Sega Dreamcast a run for its money. The N64 became the default home to 3D platformers at the time. A slew of similar games would see release on the system. Rare certainly made their mark on the platform. The N64 also became associated with children, a reputation that has followed Nintendo to this day.





While Nintendo had largely spent most of the N64 era releasing new entries in old IPs, Nintendo would shake things up with Super Smash Brothers in 1999. A four-player fighter, it took the fighting genre and added platforming elements. The Smash series has gone on the be one of Nintendo's most successful properties with each new Nintendo console bringing a new entry selling millions. Today, the game is quite valuable.





Like the Famicom and Super Famicom, Nintendo would finally release disk-based add-on in 1999. Teased since 1996, the 64DD is largely considered to be a massive flop. Selling only 15,000 units (Japan-only), few actually own the system. With a fairly limited offering of original titles, the add-on was largely positioned as a hybrid games machine/internet device with its Randnet internet service. Featuring a 28.8k modem, it brought internet access to the N64.





Despite having few complete games (mostly creative games/expansion packs), the 64DD would see Doshin the Giant and its sequel. A god game a la Black and White, Doshin is a highly sought-after game for its scarcity, originality, and weirdness. Although the game would see release on the GameCube in Europe and Japan, the original version is in high-demand among those lucky enough to have a 64DD. Today, a used 64DD can run upwards of $1000 on the second-hand market.




As the N64 entered its twilight years, some major titles would see release in 2000. The Legend of Zelda: Majora's Mask (Mujua no Kamen in Japan) was the sequel to Ocarina. Much darker and shorter than Ocarina of Time, it was met with less universal acclaim than Ocarina. Making use of the Expansion Pak, the game was gorgeous and highly detailed. Despite its graphics, the N64 would start to show its age against Sega's Dreamcast and the soon-to-come PS2.




The year 2000 also brought such N64 classics as Perfect Dark, Pokemon Stadium, and a great port of Resident Evil (Biohazard) 2. In 2001, a small stream of AAA titles would grace the aging system. Paper Mario, Conker's Bad Fur Day, and a port of Megaman Legends (Rockman Dash) would see release. In 2002, only a single game would see release in North America. With the release of the GameCube in 2001, the N64 was effectively dead.






While the GameCube had some great games, it was considered a commercial disappointment. While the Wii was a commercial hit, its never-ending shovel-ware brought the platform a dubious reputation for many. With the commercial failure of the Wii U, the legacy of the N64 as the last truly great home Nintendo console is all but guaranteed.









Thursday 26 May 2016

Dracula/Castlevania-Series Overview-Part 2 of 4-1991-1999



1991 would see the release of Akumajo Dorakyura/Super Castlevania IV for the newly released Super Famicom/SNES. A reworking of the original NES/Famicom game, you once again took up your whip as Simon Belmondo/Belmont in an effort to rid the land of the evil Dracula.The game is widely regarded as the strongest entry in the pre-"Metroidvania"(this will be discussed shortly) titles.




Besides the fantastic visuals and symphonic soundtrack, the game introduced some great game-play elements. Specifically, Simon could move his whip in eight different directions for the first time. This allowed for great flexibility and control over your weapon in comparison to past entries in the series. This innovation would largely be abandoned in later entries in the series, much to the disappointment of fans of the game.




While CIV/AD is a challenging game, it is not even close to being as difficult as the 8-bit games. I found the game to be quite a pleasure to play, as it does not test the upper limits of the players' patience and sanity. While I would not agree that this game is the strongest entry in the series, I would argue that it is the most accessible and mainstream for many. Perhaps this explains the games enduring legacy. 





1993 would see the release of "Akumajou Dracula X: Chi no Rondo", better known as "Rondo of Blood". Released for the PC Engine CD in Japan only, the game is also regarded by many to best the best classic entry in the series. Featuring CD music, anime-style cut-scenes, and solid game-play, it remains my personal favorite. See my review for more on the game itself. Sadly, Rondo would not see official English released outside of Japan until the Wii Virtual Console. 







Along with Contra, Konami sought to give Sega some love in 1994. Released on the Megadrive/Genesis, "Vampire Killer"/Castlevania: Bloodlines is widely regarded as one of the best Sega Megadrive/Genesis games of all time. Taking control of either Eric Lecarde or John Morris. Taking a vacation away from the Belmonts/Belmondo's, the game was somewhat experimental. Eric Lecarde uses a staff rather than a whip. Joh Morris plays more like a traditional Belmont character. Famous for its difficulty, I did find the game to be quite a challenge compared to the SNES/SFC SCIV/AD. 








The game is quite visually impressive for the aging Sega hardware. Fans of the series will find a lot to like here, although I would argue that the game is certainly weaker than both Rondo and SCIV. Today, the game will cost you quite a lot of money. Like Contra: Hard Corps, it was a late Megadrive/Genesis release and is therefore harder to find and in demand.  






After a few years of relative inactivity, 1997 would see the release of one of the most monumental video games of all time. Dracula X: Nocturne in the Moonlight (Symphony of the Night in the West) was a sleeper hit that has kept growing and growing in fame and regard over the last 19 years. A 2D game in a era of 3D transitions, it was certainly a bold move. Widely regarded as the best entry in the series, few can say anything negative about this absolute masterpiece. 




"Metroidvania" refers to the dramatic shift that SOTN brought to the series. No longer were games linear. Hunting for items and unlocking door and passages to complete the game became standard with SOTN. For many, this was a needed change. However, it split the series into two distinct periods and styles. With the GBA and DS, most games would be "Metroidvania" games. 




Despite low expectations from Konami for sales, the game soon became a major hit for the PS1.A revised Sega Saturn version would be released the following year (in Japan only) in 1998. SOTN proved that 2D was not dead. Most agree that SOTN was the pinnacle of Dracula/Castlevania and that its heights have not been reached ever since. To love video games is to love SOTN, a must-play for anyone who remotely enjoys the series. 




Despite the massive success of the 2D SOTN, Konami would finally take the series into 3D with Akamajou Dracula Mokusjiroku(Apocalypse). Better known as Castlevania (64), the game has largely been received in a negative light since its release in 1999. Commonly criticized for its poor camera and chunky visuals, the game is rarely discussed when referring to the glories of the series. In the game, you take control of either Carrie or Reinhardt on their mission to take down Dracula once again. Game-play primarily consists of smashing endless arrays of skeletons with a mix of platforming and puzzle solving. Many sections of the game feature only background noise and lack the epic background music of so many other entries in the beloved series. 



 

Despite its obvious shortcomings, the game is not quite as awful as many have said. It is a fairly generic early 3D game with frustrating controls and a fair amount of difficulty in later levels. The game is definitely an acquired taste, and longtime fans of the series could be easily put off by the radical changes to the series at this point. 





Released later in 1999, Akamajou Dracula Mokusjiroku: Gaiden-Legend of Cornell(Castlevania: Legacy of Darkness in the West) was an expanded version of the first N64 game. The game adds the story of Cornell in addition to the original stories of Carrie and Reinhardt. In addition, it features a knight named Henry in a short campaign. Graphics were improved, new monsters were added, and some alternative levels were also added. Seeing as it contains all of the content from the first N64 game, many felt ripped off for having to buy the game twice.Today, the game is one of the more expensive N64 games and can cost over $60 just as a loose cart. The game did little to cement the validity of Dracula/Castlevania going 3D and was fairly poorly received.  
















The History of the N64-Part 1-1995-1997


Released on June 23rd, 1996, the Nintendo 64 (N64) is considered by many to be the last truly great Nintendo home console. Coming off the heels of the immensely successful Super Famicom/Super Nintendo, hype and expectations were high. With the Sega Saturn and Playstation already in home arounds the world, Nintendo had a lot of catching up to do.




The story of the N64 begins with Nintendo's partnership with American company Silicon Graphics (SGI). In 1993, SGI successful marketed the hardware to Nintendo for what would soon become the N64. SGI also helped Nintendo and Rare develop the hardware needed for the arcade game "Killer Instinct" in 1994. Killer Instinct's arcade internals would later share quite a lot with the N64 itself. SGI would later go bankrupt, but certainly they had a fruitful relationship with Nintendo for many years.


The launch of a new Nintendo console usually brings excitement for a new Mario title. The N64 was no exception. With much fanfare, the N64 launched with Super Mario 64. Mario 64 refined 3D platforming in a way that had never been done before. Every button on the N64 controller had some use for controlling Mario. Graphics were easily the best seen on any console to date, and the music and level design were incredible. The game moved units and was an early smash for the N64. Now twenty years old, the game is still regarded and one of Nintendo's finest moments. The best-selling title on the N64, it would be hard to find a better 3D platforming game.




Throughout 1996, a fairly decent amount of titles would see release. Pilotwings 64 and Waverace 64 both sold quite well and proved that Nintendo games were still the best reason to own a Nintendo console. However, it would be Mario Kart 64 that would be the second true home-run on the N64. Released in December 1996 in Japan, Mario Kart 64 took the beloved SNES/SFC original and added polygons. Keep the same core gameplay as the original, the game was an instant hit and solidified the popularity of the series. 4-player action was legendary. Even today, it remains an N64 favorite.



With sales at a steady pace at home and abroad (not even close to PS1, however) through 1996 and 1997, the long wait for the next Zelda game began. Fans of sports games would have plenty to whet their appetites at this time. Countless sports games saw release through 1997-1998 on the N64. For the growing FPS genre, Goldeneye and Doom 64 would both see release in 1997. The latter is regarded as one of the finest games ever released, although reception to the game was not as strong in Japan as it was in the West. For the Japanese public, excitement was high for Starfox 64. Released in summer 1997, the game was an international hit. Regarded by many as the best entry in the series to date, it made extensive use of the rumble pak accessory in game-play. Despite its success, the N64's greatest triumph was to come in 1998......

-To be continued in Part 2


Wednesday 25 May 2016

Gitaroo/Gitaru Man-PS2 Review






Released in 2001 (2002 in North America) by Koei, Gitaroo Man is now regarded as a bona-fide classic. Like many Japanese rhythm games before it, it initially confused American audiences with its wacky story, music, and characters. The game is now a valuable collector's item, and will cost you a fair price to purchase for your PS2. Let's take a look back at this PS2 classic.








In Gitaroo Man, the player takes control of U-1. An awkward and shy teenager, it is revealed to U-1 that he is in fact the hero of the planet Gitaroo. U-1 picks up his guitar (Gitaroo) and faces off the invading enemies. Enemies are bright, colourful, and are very quirky. Enemies include a maniac UFO, a funky man in  a bee suit, and a crazed conductor.



In the game, you face off against your enemies in three different sections for each stage. In the "charge" section, U-1 charges his energy bar by hitting the correct notes on a trace-line. In the "guard" mode, the player presses buttons on the Playstation gamepad to avoid attack, much like a "QTE" event. In the attack mode, you use the same trace-line to attack enemies. The game is challenging on normal mode, especially in later stages.




Fans of J-POP will find much to like about the music for each level. The songs are by Japanese band COIL and are very catchy and often upbeat and fast. The game consists of ten stages, with each song very different from the next. Funk, Metal, and Pop are represented, in addition to many other cool songs. A two player mode exists, but does not contain all of the stages. A PSP port was released in 2006, and is very faithful to the original. Fans of music games should definitely pick this one up.

















Sunday 8 May 2016

Contra-Series Retrospective -1987-1998





Contra was released to arcades in 1987. The original arcade version is a solid game. As fine as that game may be, it was the NES/Famicom port released in 1987 that would reach the homes of millions. Contra is famous for being one of the hardest 8-bit games of all time. Core gameplay consists of 1 or 2 players shooting your way through various levels picking up various weapons along the way.










The first game was one of the most well-known and played 8-bit games on Nintendo's 8-bit console. Graphics were bright and vibrant for the time, despite being much less detailed than the arcade original. With one hit deaths, the game is relentless in terms of its difficulty. Memorization is the key to mastering any Contra game. Even if you use the famous Konami code, expect to die over and over. 2-D side-scrolling action is occasionally replaced by a front-facing shooting style. Despite its challenge, the game is a true classic among the 8-bit era.







Released in 1988, Super Contra kept the same basic gameplay as the original. Graphics were brighter and more detailed, but the core game was the same. The military theme of the first game was given a more sci-fi look that would continue to dominate the series with many instalments. Facing a never-ending horde of aliens, many people feel that Super Contra was even more challenging than the original. An arcade version of the game was also produced, marking the last time a Contra game would see an arcade release. A respectable sequel, it nonetheless garnered less attention compared to the first game.





Contra would make the jump to 16-bit in 1992. Contra Spirits (Contra III in North America) would take the series to a new level. With some of the toughest boss battles of any game period, III tested the upper limits of one's patience and resolve. With wonderful sound and graphics as well as gameplay, the third entry is the series is regarded by many as the pinnacle of the Contra series. Any fan of the "run and gun" genre should absolutely take this game for a spin.





With all the home releases until 1994 on Nintendo hardware, Contra would make the jump to Sega hardware in 1994 with Contra: Hard Corps for the Sega Genesis/Megadrive. The game's story is quite different from past games and focuses on an elite task force known as the "hard corps" far in the future. Graphics are some of the best on the Genesis/Megadrive. The game features some great scaling and rotation effects, similar to the SNES mode-7.





Hard Corps is an incredibly difficult game. Many would say that the game is even harder than any past entry in the series. Incredibly fast and intense, the game lives up to its name. A very valuable game today, many considered it to be the best Contra game ever released.






After the stellar Hard Corps, the Contra series would enter a dark period for many fans of the series. Developed by Appaloosa Interactive, Contra: Legacy of War would see release on the original Playstation in 1996. Widely regarded as the worst entry in the series, the game shifted into 3-D with a semi-top-down perspective. While the game is not as bad as people say, the game was panned by critics and failed to capture the success of past 2d games. A second game would be made by Appaloosa for the original Playstation. C: The Contra Adventure was released in 1998, only in North America. Featuring a mix of 2D polygonal/pre-rendered backgrounds, the game slightly received. However, it failed to bring the series back on top and was released only in North America.