GameCube

The concept of an adult male over the age of 21 that has a child attempting to play [i]Dance Dance Revolution[/i] anywhere other than the comfort of his own living room is a terrifying thought for me. This is probably the reason that I have never played a [i]DDR[/i] game prior to this weekend. On Friday, [i]DDR: Mario Mix[/i] arrived at my doorstep, and a little part of me was excited. [i]DDR[/i] has been a craze in the gaming world since it first debuted in the arcades. Very high-priced pads soon made their way into homes around the globe. My home was noticeably devoid of any such device and still is since I wouldn’t consider the Nintendo pad ‘high priced’ but rather durable and rugged.

The day after Thanksgiving is normally a day for leftovers and football, but this year that all changed when we spent far too much time bouncing around the living room on a [i]DDR[/i] pad. [i]DDR: Mario Mix[/i] is the latest game to get the [i]Mario[/i] treatment, but how does it hold up? Having never played a [i]DDR[/i] game puts me at a slight disadvantage here because I can’t draw a comparison between prior versions of the game or even the quality of the pad. On the other hand, it may give a fresh perspective from a [i]DDR[/i] rookie.

The first thing I thought when I unpacked the box was ‘Power Pad.’ The Power Pad is the NES accessory made popular by the [i]Track and Field[/i] games from way back when. The Nintendo [i]DDR[/i] Pad has a non-slip surface on the underside to keep it from moving during intense sessions. Its layout is identical to a standard [i]DDR[/i] pad with A and B buttons in the upper corners. Start and Z find their places near the top of the mat. The surface of the mat is a thick plastic with diagonal ridges. It gets slightly damp if your feet sweat during gameplay or if your son happens to toss some scrambled eggs under your feet. Either way, it is easily cleaned with a wet cloth. Just make sure you dry it off before proceeding. It is advisable to only play barefoot as the use of socks will surely cause slippage. With this being the case, you may want to score some antibacterial wipes to clean the pad between gamers.

The actual game features a storyline and also the ability to free-play any of the tracks. In the story mode, Waluigi has stolen the magical Music Keys. These keys maintain rhythm in the Kingdom and must be reclaimed. You will dance your way through five short worlds with many familiar Nintendo-based songs, as well as remixed versions of classical pieces. In addition to dancing, you will find yourself enduring extensive obstacles such as ice spikes and koopa troopas. Penalties are assessed to your momentum meter if you step on the ice spikes, and koopa troopas require two hits to dispose of them. The Boss fights in [i]Mario Mix[/i] were cleverly designed and typically directly engage you with the boss by stomping items back and forth.

[i]DDR: MM[/i] has a few difficulty levels available to play ranging from normal to super-hard. I have been told that super-hard is the equivalent to a standard [i]DDR[/i] game, so [i]DDR[/i] vets will probably find themselves bored with the difficulty options. Each higher level is playable after unlocking the previous difficulty.

Like many [i]Mario[/i] games, [i]MM[/i] sports a series of minigames. You will encounter these minigames during the story mode and will be able to play them at your leisure upon completion.

[i]DDR: MM[/i] is, without a doubt, a beginner’s [i]DDR[/i] game. It sports some features that may attract veteran [i]DDR[/i] players, but I doubt it will ultimately appeal to that crowd. [i]DDR: Mario Mix[/i] is for the casual ‘dancer’ looking to have some fun here and there, alone or with a few friends. Since I happen to fit that description, I have really enjoyed [i]MM[/i]. Since I doubt anyone will be renting out [i]DDR:MM[/i], you should find a friend with a copy, or you could always take a chance on this one if you think you might be into [i]DDR[/i]. Just don’t blame me if this is your gateway into a plethora of [i]DDR[/i] games.

[floatleft]http://www.snackbar-games.com/images/reviews/fireemblempor/cover.jpg[/floatleft]The [i]Fire Emblem[/i] series has emerged as one of the most popular strategy role-playing games on market, with eight iterations released in Japan. [i]Fire Emblem: Path of Radiance[/i] represents the latest of the series to arrive in the U.S. and features a host of improvements and innovations that clearly separate it from its Game Boy Advance brethren. At the same time, this is still a [i]Fire Emblem[/i] game, so if you were not a fan of the ones available on the GBA, there’s little incentive for you to purchase this particular game.

For those of you unfamiliar with the [i]Fire Emblem[/i] series, what you have been missing out on is a vastly entertaining SRPG that focuses on a simple, rock-scissors-paper combat triangle for melee and indirect combat. This basic system is cast against the background of the looming threat of permanent character death-any units that fall in battle will be unavailable to you for the rest of the game. The series features an in-battle recruitment process that can be challenging, as well as a ‘support’ function, where you can have compatible characters speak to each other and build their relationships, and thus receive combat bonuses when fighting alongside each other.

In order to appreciate how [i]Path of Radiance[/i] stacks up to its predecessors, it is important to remember why [i]Fire Emblem[/i] drove people (including yours truly) to slam their GBAs in frustration time after time.

[floatright]http://www.snackbar-games.com/images/reviews/fireemblempor/ss04_thumb.jpg[/floatright]Firstly, [i]Path of Radiance[/i] maintains the concept of perma-death, which means that you can play an entire battle out to near conclusion, only to lose a vital character to a stroke of bad luck and be faced with the prospect of soldiering on without said character, or restart the map. In the earlier games, this problem was compounded by the fact that the AI was hard-coded to kill off your weakest party members, often sacrificing weakened units to do so. Few things were more annoying than an enemy with a single hit point running around your defenses to pick off a weakened character, even though he himself would die in the process. [i]Path of Radiance[/i] fixes this problem, as the AI is as much concerned with its own survival than finishing you off-your enemies will prefer soft targets, but will often jump out of battle to heal rather than sacrifice themselves to down your mage. You have no idea how much of an improvement this represents.

Secondly, the first GBA [i]Fire Emblem[/i] featured no way to manage your army outside of battle-you had to shop while fighting, handle support and promotion while fighting, and manage any other mundane tasks while the enemy is breathing down your neck. The second [i]Fire Emblem[/i] offering on GBA took the other end of the extreme, giving you an overland map with random encounters to give your squad more opportunity to level up and such. [i]Path of Radiance[/i] finds a happy medium, giving you a full management option between battles, where you will handle equipment and item management (including buying and forging custom weapons), have support conversations, and, perhaps most importantly, distribute experience and skills.

Which leads us to a third and perhaps most impressive feature that [i]Path of Radiance[/i] boasts: the ability to obtain pooled experience points that can be distributed to any character between battles. Suddenly, you do not need to run around with your priest classes, healing anything that stubs its toe, since you can simply award experience to the class afterwards. This allows you to maintain your battle plan to feature your heavier hitters, while giving you an opportunity to invest in characters that would normally collect dust. The skill system adds a new wrinkle to the game as well-each character has an equal amount of skill points that can be used to support collectable skills, such as counterattacks, critical-strike mitigation, and so on. The skills can be transferred across characters, giving you a level of customization that has not been previously featured in the GBA offerings.

[floatleft]http://www.snackbar-games.com/images/reviews/fireemblempor/ss08_thumb.jpg[/floatleft]These innovations would be irrelevant, however, if [i]Path of Radiance[/i] did not boast an exceptional storyline. [i]Fire Emblem[/i], to its credit, has featured deep and involving storylines (sometimes marred by awkward dialogue), and [i]Path of Radiance[/i] is no exception. This latest [i]Fire Emblem[/i] game does not place you in the traditional role of a prince or princess trying to save the world, but rather Ike, the son of a mercenary captain, who will eventually take command of the corps and lead them on a grand adventure. [i]Path of Radiance[/i] boasts a complex plot that is buttressed by solid story-dialogue and difficult issues, such as race relations between the humans (beorc) and beastmen (laguz) in the early party of the game, along with the traditional ‘Save the World from a Darker Evil than the Current Warring Kingdoms Represent’ plot that seems to be required for a game to be called [i]Fire Emblem[/i]. Overall, though, it is very difficult to poke holes in the plot-character development and interaction is fantastic, and I found it more enjoyable than either of the GBA games.

Of course, no review is complete with criticism, and I’ve still got a few bones to pick with [i]Fire Emblem[/i]. For the one part, recruitment remains a hit or miss implementation. Sometimes, you are given ample hints of how to recruit certain characters, by having the right squad mate speak to them. Other times, recruitable characters are shoved down your throat. Other times, you have no idea that there is even a recruitable character out amongst your enemies unless you inspect every single unit out there (see Ilyana in Chapter 8, if you’re curious). I’m not saying that I want recruitment to be simply a matter of walking Ike up to a unit and talking to them, but I do not want to have to resort to an FAQ any time I see a recruitable character.

The support system remains banal and uninteresting. For one, you have only five attempts to talk to a character to build support. [i]Path of Radiance[/i] at least allows you to see who you can talk to and makes this process as easy as possible between battles, but the fact of the matter is that you’ll see a few characters that you currently have and a large number of ???? indicating characters that you can speak to, but do not currently have on your team. Which means that on your first run through you have to guess whether you want to waste these few attempts on existing characters or save up for characters you may never wind up getting. And the actual support discussions are about as exciting as a wet blanket-especially when the remake of [i]Shining Force[/i] went to extended lengths to build out a backstory for characters that could be accessed between battles. This is disappointing, but by no means is a showstopper.

[floatright]http://www.snackbar-games.com/images/reviews/fireemblempor/ss12_thumb.jpg[/floatright]From a graphics and sound perspective, the game is a complete mixed bag. The characters are drawn beautifully for conversational screens, but are blocky, chunky avatars on the actual battle screen. This inconsistency flows straight through to the combat animations, which are also disappointing, and are only a slight improvement over the GBA animations-you’ll soon find yourself turning them off (luckily you can keep them on by character if you like) to save time. The music is also flat compared to the rich offering from the GBA games.

All in all, I found [i]Fire Emblem[/i] to be a largely enjoyable game that stands head and shoulders above its forefathers. That said, this is still your father’s [i]Fire Emblem[/i]-the core of the game that makes it so appealing, difficult, enjoyable, and frustrating at the same time remains completely intact. So if you loved the GBA games, you will love this even more-the additions of new units like the laguz and new innovations like distributable experience points, coupled with an epic storyline, will keep you hooked for hours upon hours. If, however, you were not a fan of the earlier games, this one is not going to scratch your itch. Personally, I love the [i]Fire Emblem[/i] series, despite its eccentricities, and I would wholeheartedly recommend it to anyone who happens to be a fan of SRPGs. Just make sure you rent before you buy if your last copy of [i]Fire Emblem[/i] wound up thrown out your window, along with your old GBA.

Battalion Wars

October 31, 2005

[floatleft]http://www.snackbar-games.com/images/reviews/battalionwars/cover.jpg[/floatleft]Real-time strategy games would have to fall into my top three favorite gaming genres of all time. In fact, playing [i]Dune[/i] on the Genesis for hours on end is still one of my fondest memories. Since their console departure, RTS games have been a mainstay in PC gaming. The [i]C&C[/i] series was fantastic, and [i]Blizzard[/i] of course has done some great things for the genre. Nintendo and [i]Battalion Wars[/i] bring the RTS genre back to the console.

The setting in [i]BW[/i] is one rife with tension and conflict. Two nations with a tense and heated past are separated by a thin demilitarized done. On one side of the conflict is the Western Frontier whose General Herman is itching to get his troops back into combat. On the other side is the Tsar of the Tundran Empire and his son Marshal Nova. As you may have already guessed, [i]BW[/i] isn’t exactly sporting an Oscar-winning plot, and it’s no surprise that fighting is about to break out.

[floatright]http://www.snackbar-games.com/images/reviews/battalionwars/ss03_thumb.jpg[/floatright]One of the innovative features and approaches taken with [i]BW[/i] is the role you play in the game. Instead of a 3D overhead view, you actually play a character in the game in addition to controlling other units on your side. This is something that I always thought would make RTS games much more immersive, and sadly I think I was wrong. I’m really unsure as to whether or not the implementation of this concept was just off or if it becomes far too complicated to micromanage units and focus on a single character. I frequently found myself dying at the expense of unit management, or vice versa. Despite your role, you do have the ability to change your overhead view to provide a better view of the action. After experiencing a concept I swore would improve the genre, I think the tried-and-true method of removed overhead management is the way to go.

The in-game tutorial does a nice job of prepping you for battle, and like I described above, there is a slight learning curve associated with unit management. While the action gets very hectic and almost frustrating, I found that the variety of units in [i]BW[/i], as well as the almost overwhelming ability to manage individual or groups of units, kept the action fresh and just difficult enough to keep you playing.

[floatleft]http://www.snackbar-games.com/images/reviews/battalionwars/ss13_thumb.jpg[/floatleft]Despite my almost instant dislike for what I would consider a pretty key part of the game, I am pretty happy with the way [i]BW[/i] turned out. I don’t know that I would proclaim it a ‘must-buy’ for RTS fans, but it’s nice to at least see how the role of soldier and commander works out, and I definitely can’t foresee it being a common addition to future RTS games. All in all, [i]BW[/i] is a decent gaming experience that tries some new things, and for that I can’t fault it. We always get upset that certain studios do nothing but churn out sequels with the same bland gameplay. Well, [i]BW[/i] is a departure from the norm. While I don’t think it quite worked out, I’m at least pleased that an effort was made to distinguish this title from everything else out there.

[floatleft]http://www.snackbar-games.com/images/reviews/mariosuperstarbaseball/cover.jpg[/floatleft][i]Mario Superstar Baseball[/i] is the newest Mario-themed sports game to hit the GameCube. Historically, the [i]Mario Sports[/i] games have been a huge success with gamers due to their quirky and fun approach to the sport, and [i]Superstar Baseball[/i] is no exception.

[i]MSB[/i] sports a bevy of fun yet challenging modes of gameplay. Jump into a quick Exhibition game and pick your favorite characters and the park you want to play in. Challenge mode has you taking on different teams around the Kingdom. As you beat the other teams, you will recruit new members to your own team. The ultimate goal is to put together an All-Star team and defeat Bowser’s team. Toy Field is a strange multiplayer game where offensive and defensive players battle it out to see who can collect the most coins. Last and certainly not least are the mini-games. Every [i]Mario Sports[/i] title is chalked full of highly enjoyable mini-games. [i]MSB[/i] has: Bob-omb Derby, a tweaked-out homerun derby, if you will; Wall Ball, a pitching game where you collect coins based on your pitching accuracy; Chain Chomp Sprint, a mini-game that tests your base-running skills; Piranha Panic, where you earn points by hitting the Piranha Plant with an egg of a matching color; Barrel Batter, which tests your batting accuracy; and a few other unlockable games to keep you playing.

[floatright]http://www.snackbar-games.com/images/reviews/mariosuperstarbaseball/ss04_thumb.jpg[/floatright]One thing to keep in mind is that the actual baseball gameplay mechanics are pretty dumbed down and will not compare with your true baseball sims from EA. Your pitching is limited to fast ball, change up, slider, and any star-powered pitch your player may possess. Batting is pretty standard with your player having full freedom in the batter’s box and sporting the bunt, swing, and power swing. Players also have star-powered swings as well. Star swings and pitches are special moves and deduct a star from the team star meter or two in the case of a non-Team Captain. Use these moves when you are behind or when you want to secure a big lead.

Fielding in [i]MSB[/i] left a little to be desired. I really never became all that comfortable with controlling any of the fielders, and more often than not it resulted in an extra base for my opponent. The Cube’s controller is also not very conducive to games of this type. I found myself fumbling over buttons trying to remember what they did. This may be more of a rookie mistake on my part, but I felt it was important enough to mention.

[floatleft]http://www.snackbar-games.com/images/reviews/mariosuperstarbaseball/ss07_thumb.jpg[/floatleft]The bottom line is that [i]MSB[/i] delivers a well-engineered baseball experience that can be highly shallow for the casual player or very immersive for the veteran baseball fan. The game sports an interesting team-chemistry aspect that allows you to hand-engineer the most deadly baseball team in the land if that happens to be your thing. Not being a big fan of sports games, I found it enjoyable and didn’t find myself getting bored before the game was over.

In the end, Nintendo has themselves a decent game, and I would recommend giving this one a rent or a borrow if you are considering it. There just wasn’t enough in this one for me to give it a glowing score and suggest that you run out and buy it.

Donkey Konga 2

October 18, 2005

[floatleft]http://www.snackbar-games.com/images/reviews/donkeykonga2/cover.jpg[/floatleft]When [i]Donkey Konga[/i] first hit the shelves, I will admit that I was more than a bit uncertain as to how that game would be accepted in my household. The idea of a music-based [i]DK[/i] game just seemed wrong on all levels. In the end, it turned out to be a fresh idea that became an unhealthy addiction. Enter [i]Donkey Konga 2[/i], the much-welcomed sequel.

[i]DK2[/i] looks and plays almost identically to the original game. It is accompanied by a brand new set of 32 tracks. The songs themselves don’t cover as much of the musical spectrum as the original songs, but they provide a nice variety and even throw in a few harder songs like ‘Headstrong’ that make a surprisingly nice transition to the game. The songs are not performed by the original artists, so the game itself isn’t quite as good as it could have been, but you do get used to the cover bands after awhile.

[floatright]http://www.snackbar-games.com/images/reviews/donkeykonga2/ss08_thumb.jpg[/floatright]Much like the original, [i]DK2[/i] is a relatively simple game to pick up and have some fun with. The early songs are quite easy and allow beginners to get into the grove, with later songs proving to be a challenge for even a [i]DK[/i] veteran like myself.

[i]DK2[/i] comes with a nice variety of gameplay options. Street Performance is where you spend your time collecting coins to unlock additional songs as well as mini-games. Challenge mode is a slight variation of Street Performance that tests your endurance with a nice run of varied songs. Concert mode challenges three players to either play cooperatively on a single controller or on your own controller if there are four players. Battle mode is a head-to-head competition for points that throws in a few random elements to mix it up. The addition of the random elements such as a slot machine, a rock-paper-scissors game, and a POW icon from the original [i]Mario Bros.[/i] can highly sway an otherwise close match and cause a lot of frustration.

[floatleft]http://www.snackbar-games.com/images/reviews/donkeykonga2/ss04_thumb.jpg[/floatleft]The mini-games that come with [i]DK2[/i] aren’t nearly as fun as the first game, and I didn’t find myself spending too much time with them.

All in all, the sequel brings new songs to the table, and that is really all that we needed. The slight changes in the interface were unnecessary considering you spend most of your time ignoring everything but the beats you have to hit. For you fans of the original, I’m going to recommend to pick this one up, but wait until it drops in price. I honestly wish Nintendo would release expansion song packs and not muck with the interface too much. Japan already has a third [i]DK[/i] game, and I can’t wait for yet another set of songs to master.