Wow hi hello!
After the Oglemi post, I was meaning to post some of the games I've beaten this year. Unfortunately, this post has taken a very long time because I actually have played a LOT of games already this year, and unlike last year I actually have a lot to say about many of them (there is one in particular that will probably get its own dedicated post lol). I don't know if I'll have time to cover all of the other games I've played so far this year so I just want to post reviews for whatever games I have the energy to write about up till now, everything else will get discussed in my year-end post.
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Super Mario Bros 3 (All-Stars Version) (1988/1994)
System: SNES, Wii, Nintendo Switch (I’m playing on Wii)
Developer / Publisher: Nintendo
Completion Notes: Beat the game warpless
I am not really a Mario fan, I find a lot of levels in these games to be pretty forgettable even if they are good in the moment. In particular, I am just not a find of hop-and-stomp platformers with very small margins for error; even if stuff like Mega Man and Castlevania may seem harder, the combat is far more interesting and varied and you actually get
a health bar. As you might surmise, I much prefer 3D Mario to 2D Mario. My favorite 2D Mario game is Super Mario Land since its jankness and lo-fi actually makes it stand out as a unique and nostalgic experience.
So with all that said, Super Mario Bros 3 is hailed as the best Mario game and the best game on the NES, and boy howdy I vehemently disagree. Mario 3’s biggest problems is its levels, which come in three flavors: Fun but totally unsatisfying, a boring slog, or ridiculously frustrating (sometimes multiple of these!).
While Mario 3 on the surface seems to be a huge game with all sorts of levels to check out, in practice, these levels are REALLY short. You can blast through a lot of the levels in the first half of the game in like 45 seconds, so you don’t really feel all that satisfied when you beat a level even if it takes you multiple times. Like, there was a level in World 3 where I thought, “This is a cool idea for a level! Big Bertha is chasing you and you have run real fast to av
oid—oh, wtf, the level is over after 30 seconds.” You can make the argument that it’s meant to be a potpourri of brief platforming challenges (i-it's the Madvillainy of Mario!!!!!!), but to me, this game just feels like a conga line of undercooked ideas.
Then we have the boring levels; every world has an airship autoscroller which is very long and not fun to go through since it’s mostly dodging enemy projectiles with minimal platforming. If that wasn’t bad enough, half of the levels in World 8 are these sorts of autoscrollers! In most games, this would be tolerable, but Mario 3’s levels lack checkpoints and again, you’re playing a Mario game, so combat sucks!
Finally, we have the levels which I do remember for being ungodly frustrating. World 7, the pipe world, is when the game finally realizes “hey guys, we should maybe make our levels longer than 1 minute long!” Unfortunately, it does this by piling on some unbelievably frustrating levels, like the one pictured above where you have to constantly grab an invincibility star or die (I really love how you can’t predict the way items will move in this game! I really appreciate this added level of BS! ), and then for some reason the level after that is a desert level that is stupid easy????????? Great job Miyamoto.
Since this is an older game, you have very sparse lives, and Game Overs will kick you back several levels. For some unholy reason, the NES version of Mario 3 has NO save feature (I guess you can use warp whistles? But cmon lol), and quite frankly I didn’t want to subject myself to keeping the game on all night so I elected to play the SNES version (which has pretty much the same checkpoint and Continue system). This just serves to make the hard levels even more of a frustrating grind as you keep having to redo significant amounts of progress. I know what I’m saying doesn’t really make sense to normal people who enjoy Mario, but to me, the end of this game was just a frustrating chore to get through. Thank god World 8 is way easier than World 7.
5.5/10 (Ehhhhhhhhhhhhhhhhhhh)
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Dark Void Zero (2010)
System: Nintendo DSiWare, PC, iOS (I’m playing on DSi)
Developer: Other Ocean Interactive
Publisher: Capcom
(copying my Backloggd review for this because I like it)
It feels so strange to call a game like this a "poorly-aged product of its time", because I don't mean in terms of what lessons it learned from NES games. Dark Void Zero is an at-best serviceable 2D action 8-bit throwback at a time when they were still a tad underrepresented but absolutely in demand, released for $5 on a platform that DESPERATELY needed any sort of noteworthy games (you know something's wrong when a Shantae game is your "killer app").
The game is aesthetically unremarkable (the soundtrack is...fine...i guess?), has some cute ideas like 8-way shots, multiple weapons, and the rocket, and has a boring boss that is repeated for every level. Enemy bullets phase through walls, but of course yours don't (besides that rare and awful teleport laser); also for some reason aiming is rather finicky and I often had difficulty landing shots on enemies due to small hitboxes. The game has a lot of vibes of what made a game "good" in 2010, with a ton of meaningless collectables and levels that are big and long, but honestly pretty dull and unmemorable, especially when there are only three levels for the whole game. Also for some reason the game does not replenish your lives when you save or beat a stage? This is actually pretty annoying since this made me decide to grind Stage 2 until i could beat it deathless, only to realize that the devs FILLED Stage 3 with health items and 1-ups, perhaps to make up for this oopsie.
Downloadable 8-bit styled games are a dime-a-dozen in this day and age, with games like
Prison City having disturbingly low player counts despite being legitimately good. Dark Void Zero was very much a game in the right place at the right time that did its job and has long since left our collective memories. No one remembers it anymore, and honestly, who cares lol.
4.5/10 (Did not enjoy)
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Mega Man 8 (1996)
System: PS1, Sega Saturn; PS1 version has many many ports, but I’m playing the Saturn version
Developer / Publisher: Capcom
While I am a huge Mega Man fan, the Classic series is definitely my least favorite out of all of the many subseries the franchise offers. By no means is it bad, in fact Mega Man 9 is a great game, but I just find its moment-to-moment gameplay a lot less interesting than Mega Man X1 and especially the Zero and ZX games, even if the Classic games have much tighter level design.
Enter stage left: Mega Man 8.
Mega Man 8 is not the most well-liked Classic game, but it really appeals to my gaming tastes lol. The warm 32-bit spritework is a joy to look at, and the electronic soundtrack is excellent, blending Mega Man’s knack for melodies with a sound that keeps up with the 90s electronic boom while also being a strangely comforting listen. Regarding my favorite tracks,
Aqua Man and
Search Man are great takes on (ambient) house, and
Wily Stage 2 is nothing short of a banger. A shame that Mega Man X4’s synth-heavy soundtrack is not nearly as interesting. The voice acting is iconic, albeit not because it's great, but damn is it entertaining. It's not wooden and it's not like the actors didn't try, but like...
w-Mega Man is just legendary LOL. And Aqua Man is indeed a handsome guy.
Mega Man 8 is also a much easier game than most of the classic games I’ve played. It’s very setpiece focused and while it doesn’t push its level gimmicks quite as far as other Classic games, the gimmicks themselves are so inventive and well-themed that I don’t really care lol. The bosses also employ the approach of non-Classic Mega Man games where they don’t move around a ton and instead have several fixed attacks that are individually tricky to dodge. Much better than the other Classic games’ bosses, which are either way too repetitive or “erratic but not particularly interesting”. This is just a game that is a joy to play through. It’s like how most people view Mario games, except Mario games don’t feature a life bar, fun bosses, or a gun, so this is much better for me personally lol. Some of the gimmicks don't really pan out, namely those snowboarding sections (those got me questioning whether or not I had controller issues), but other than those sections, this would probably be a go-to choice for what I would recommend someone who is trying to get into Mega Man.
Oh, and the Sega Saturn version’s extra content is very inconsequential, Cut Man and Wood Man are just short minibosses that don’t really amount to much. Don't bother getting the Saturn version for....uh....$600????? What the fuck!?
8/10 (Great game!!)
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Abobo’s Big Adventure (2012)
System: PC Flash Game
Developer / Publisher: Team Bobo
A Newgrounds flash fangame that’s basically a big ol’ parody of the entire NES library. You play as the boss Abobo from Double Dragon, and you’ve got levels based on that, Mario, Contra, Zelda, even some less celebrated stuff like Pro Wrestling. It plays pretty well, or at least as well as any flash game could be. For as stupid as this game is (being an early 2010s retro game parody), it’s obvious a lot of love and care went into making this game. You’ve got tons of level variety, although the sheer variety of levels does make the game rather inconsistent, as some levels like the Balloon Fight level and the final boss are a bit lame on a gameplay standpoint even if they’re great aesthetically. The bigger turnoff for most people is that well…this is VERY much a Newgrounds game from early 2012. Lots of juvenile/shock humor, gore, over-the-top violence, you name it. I grew up with this era though, so I didn’t mind it much lol and in fact kinda enjoyed it, but I know not everyone can really deal with it. But again, this game is free. It should only take you an hour or two to clear it, so go play it!
7.5/10 (“This is a good video game”)
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Depression Quest (2013):
System: Browser / PC
Developer / Publisher: The Quinnspiracy
Played this one as research material for a game I’m working on, perhaps best known for being the game at the center of the Gamergate debacle, which…god that shit is just a blur to me now. Look, I’m sure Zoe Quinn is a cool person, and as someone who is currently taking a stab at a narrative-heavy indie game centered around mental health (hopefully I'll bring it up in my year end post :p), I can confirm that making this stuff is NOT easy to write or develop. I honestly do think this game is a valid portrayal of depression, and I suppose for 2013, it does a solid enough job communicating the alien issue of mental health to those unfamiliar. I will also note that Zoe Quinn wrote this game alongside one Patrick Lindsey and composer Issac Schankler. So this is all to say, no ill-will towards Zoe, this game was made 10 years ago after all.
I need to preface my review with this because, unfortunately, I am not going to be kind from here on out.
To be blunt, in this year of 2024, I think the writing in this game sucks; there are two major issues with it. Firstly, this game feels like it has its head up its own ass. Sorry, I’m not going to take your game seriously if you preface it with a motherfucking David Foster Wallace quote. The actual game is just filled with these walls of text that are a pain to read through, there’s no smooth scrolling like a visual novel, it just expects you to read it all like a normal book. But games are an interactive and visual medium, you don’t need to limit yourself like that!! Also, the games final message of “[Thank] you for being willing to play games that are meant to be something other than 'fun'”… I get what you’re saying, but it’s still unbelievably patronizing, like video games weren’t already capable of providing engaging experiences above being fun even in 2013 (see: every horror game on the PS2).
Secondly, this game is WAYYYYY too vague. I understand that it’s meant to place the player in these scenarios and create a sense of immersion, but it just doesn’t work at all. Not specifying your job, your friends, your relation to your girlfriend, your family life…I understand that it’s meant to make the game more “relatable” to everyone, but the exact opposite is what ends up happening. I have no investment in any of the events of this game because it’s all just so boring. The music and visuals feel pretty stock (I think I muted the game at some point), and again, there is so much text and yet it just doesn’t say anything of value. My eyes started to glaze over it and I tried to skip ahead to the actual decision-making, which is absolutely NOT something you can have happen in a story-focused game.
I really don't
want to criticize its portrayal of depression since, again, I do feel like it’s a valid exploration of the authors’ experience (I too am making my game to help me process these last 5 years of my life). But I will say that as someone who (without even realizing it) has had major depression and anxiety for years, I did not connect with this game at all or feel anything special. There is some attempt at highlighting the experience of having depression by preventing the player from making certain actions (since those with depression likely won't be willing to take such actions), but I don't think we get a proper understanding of how it all manifests, and one goal I really want with my game is for the player to see why we would pick these bad options. I suspect there was some restraint in being more specific on the mental health experiences, since doing so is very uncomfortable (and even unhealthy) to the person playing the game, but that's what content warnings are for. I think we should be making our games as honest as we possibly can and not have to worry about audiences being able to stomach the game or not, it will also result in a more effective experience.
This game got some buzz in 2013 for trying to experiment with game design and inform people about depression. I do commend that, but 2024 is a very different world, and I don’t it’s one this game has aged well for.
3.5/10 (“This is a bad video game.”)
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Punch-Out!! (2009)
System: Wii
Developer: Next Level Games
Publisher: Nintendo
Completion Notes: Finished Mac's Last Stand. I unlocked the DK fight but haven't beaten it. Played with Wiimote on its side because I have sanity.
(copying stuff from my Backloggd review because I really like it :) )
This game is everything I want a boss-focused game to be. It's a brilliant balance of memorization, reaction, and, most critically, strategy (something that games like Furi really lack). You can mitigate the influence of each of these three aspects by focusing on one of the others.
Take Mr Sandman for example. He's got three key moves, a downwards punch that is REALLY fast, a STAND STILL punch that adds a massive delay such that an instinctive dodge will lead you to get hit by the move, and a hook that has just enough of a wind-up that you can dodge it on reaction. It feels unsurmountable at first. Then, you notice that his STAND STILL punch and his hook always comes from the left while his fastest punches are from the right. So, you can keep your eyes focused on the right side of the screen so you can focus on his fastest attacks, you won't be worried about the paused punch, and you should still be able to react to the hook.
Once you knock him down once, he throws the NIGHT NIGHT punch into the mix to throw you off, which also comes from the right but has a massive delay. So now, you have to differentiate it from the fast punch by paying attention for the distinctive sound effect the fast punch has. Or if you can't react on the fly well enough, you can try to memorize Mr Sandman's attack pattern, as it's not really random. Or if you can't do either, fuck it, just tank the hit and focus on dodging everything else. You don't need a perfect fight, you just need to win.
This is just ONE fight (and not even the entirety of the fight mind you!). Punch-Out Wii is filled to the brim with these small nuances.
Maybe you should leave a little health at the end of Round 1 against Don Flamenco and go for a Round 2 TKO. Maybe you can't figure out Aran Ryan, that's okay, just go for a Decision Win. Against Title Defense Soda Popinski, my strat ended up being to rush him down and win the fight with a Round 1 TKO rather than let it drag out. If you've watched speedruns of this game, you'd know that there are windows in which you can sneak in extra punches even beyond the ones you get from stunning the opponent; you obviously don't need to know what those windows are, but knowing they exist at all is extremely helpful. Go look for them, there's a rhythm I found on Super Macho Man that let me sneak in one or two extra hits after each stun.
When you lose a fight in this game, there's no big YOU DIED message, or a taunting message from the boss, there's Doc Louis, supporting the fuck out of you, reminding you that every little improvement you make counts, even finding that opening for an additional punch, or even just figuring out a strategy that doesn't work. Every fight in the Title Defense segment of the game feels so insurmountable at first, but every time, you eventually find that breakthrough, you get better, and you eventually get that satisfying as fuck W.
The sound design in this game is excellent. Not just the slight sound cue differences to let you know what attack is coming, but also each punch feels satisfying as hell to land. You and your opponents take visible damage as the fight rages on. This might sound minor, but looking back, I think one of my big problems with Cuphead was the shitty sound design and total lack of feedback when you attack a boss. You don't feel that intrinsic satisfaction in Cuphead from just landing a hit at all (partly because your gun can just toss out a hit whenever lol), but you absolutely do in Punch Out. I wish the soundtrack had some more variety or there was at least an option to mute the music (so I can listen to something else while still getting the sound effects), but the
credits theme is amazing, especially that rock organ, and fits so warmly with the ending of the game.
By the way, that ending is probably some of the most brilliant gameplay-story integration ever. Eat your heart out Yoko Taro, this game predates Nier by a year.
My heritage is unfortunately not one of the ones featured as a fighter in this game (I'm somewhere in between Great Tiger and Bald Bull), so take my opinion with a huge grain of salt, but I think the fighters were portrayed with a level of sincerity. They're all SO over the top, they have voice actors that, from what I've read, are pretty accurate to their backgrounds, and they don't devolve into the low-hanging racism like the NES and SNES games do at times; no red lips Doc Louis, no Piston Hondo throwing out random Japanese words in-between rounds (Banzai!!!!!!!!), no Dragon Chan with very eyebrow-raising teeth.
Absolutely one of the best games Nintendo ever published, although honestly, I don't think it really
needs a follow-up. It's just an individually excellent game.
9/10 (One of my all-time favs)
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Tom and Jerry: The Magic Ring (2002)
System: GBA
Developer: Cave Barn Studios
Publisher: NewKidCo
Completion Notes: Beat Jerry mode (which is really Jerry for Stages 1-4 and Tom for Stages 5-7)
Inspired by CryoGyro's recent journey in GP through the GBA Bionicle games, I got inspired to pull out a game I've had since I was a kid, have memories of, and yet have never beaten. Funny story, I put in a random password that came to me in a dream (6718, I think I mixed it up with the password 6878) and the game put me in this fucked up level where Jerry was floating in space and had to run from the all-consuming green void, and I kept repeatedly dying despite my efforts, the level just seemed to go on endlessly. Scared the shit out of 5 year old me and nearly made me tell my mom to give away all my games.
Anyways, this game is a bit of a janky piece of shit LOL.
It's an "isometric" "beat-em up" with one attack + items (not one attack button, one attack TOTAL), your default attack is more of a last resort since it does no damage and the hit detection is god awful. You also have one of the largest jumps I've ever seen (and no, there are no air proper attacks) But, I don't know, I didn't hate playing it lol.
I think it really helps that this game is very short and easy and not actively annoying or frustrating; I eventually was able to adjust to the janky hit detection in this game, the game gives you plenty of healing items, and the annoying parts of the game are at least mercifully short. The only part of the game that gets into truly frustrating territory is Stage 6, the Construction Zone. That level requires you to PLATFORM in this isometric space, and you'll realize the collision detection in this game is, um, total fucking nonsense. This level is actually very short, like I'm sure a speedrunner could do it in like 30 seconds, but you will fall through the platforms so many god damn times before you make it to the end.
It's also nice that this game is weirdly faithful to Tom and Jerry. Not the movie, no, this has absolutely nothing to do with the direct-to-video movie (at least from what I can vaguely remember of it as a kid), but there's lots of enemies that are pulled from older Tom and Jerry cartoons like the robot cat, the housemaid (who is thankfully white!!!), and Jerry's Cousin. While the sound design doesn't make sense, I would also like to note the main reason this game has any lasting memory on me and my generation,
THE SOUNDTRACK. It is an AWESOME take on chiptune rock reminiscent of classic European Home Computer music, but its heavy use of percussion and complex rhythms results in these manic songs. Honestly, just about every song on the soundtrack is a bop, but for highlights, I'd go with the
Sewers and the
Magic Shop, and I'll shoutout the
Basement as the one the experimental music nerds will fuck with. Honestly, I'm thankful I grew up with so many games with great soundtracks.
So yeah, this game is shit and barely functional and probably deserves a 2 but...it's easy and simple enough that you're not going to be frustrated by how janky it is and I weirdly got some fun out of it, which is more than I can say for other 3/10s I've beaten like Knuckles Chaotix and the soon-to-be-reviewed Final Fantasy Mystic Quest.
3/10 ("This is a bad video game")
(as i said at the top, there are plenty more games I played recently that I will get around to writing about eventually, but this is all for now!)