83chrisaaronextraVisit chrislovesjapan.com for more content. The first outing of the comically disaster prone, endearingly loyal family man Olimar isn't the lighthearted adventure it appears, but something amongst Nintendo's darker titles. Your only chance to make it back home is by stewarding the native Pikmin in a relationship that's arguably more exploitative than symbiotic. Happily minding their own business in subterranean safety below their 'onion' motherships until uprooted, now the Pikmin shall work across five stages, swarming fantastical creatures and gathering your lost rocket parts within 30, 13-minute days. Reds quickly unravel bridges and knock down calcified gates with their harder hitting headbutts. High flying yellows implode stone walls with hazardous explosives. Gilled blues are adapted to the waters. In exchange for the almost inevitable sacrifices, you'll at least assist in their propagation as they haul back creepily bobbing enemy corpses and pellets resembling jujyfruits to regenerate.
The controversial time limit causes more apprehension than stress in actual practice, as you're encouraged to restart the day upon sudden catastrophe or revelation of a more efficient plan. Even after obtaining the best ending, there's an immediate urge to tackle the campaign all over again with your budding skills and flowering familiarity with the planet's item and enemy layouts. An additional challenge mode has you seeking the highest possible Pikmin count in remixed stages. Until one figures out the absolute optimal order amongst thousands of variables like a Chess Grandmaster, Pikmin scratches a persistent itch that's immensely satisfying, yet never completely relieved.
Largely unchanged 2001 graphics are still pleasant thanks to the immersive moods of forests ripe for exploration, hostile yet cozy caverns and alien springs that are simultaneously serene and panic inducing. The expressive bulborbs, grumpy blowhogs, ridiculous breadbugs and other ingenious enemies make such an impression that they've become permanent fixtures of the series. As a mere HD release with relatively minor graphical upgrades, the warmer, more cohesive image found on an old tube display is lost. But, playing it widescreen and portable amongst the plants and creatures in your backyard or park is a worthy tradeoff. The 90 minute adaptive soundtrack by the highly prolific Hajime Wakai is playful, mischievous, and guaranteed to take deep root within your auditory cortex.
Even if slightly clunky and barebones, Pikmin is still an engaging race against time with a particular solitude missing in the sequels...as it's only you, Olimar and three Pikmin types mastering an uncharted world. Without the wealth of additional ideas introduced in the sequels, 1 is the purest distillation of what the whole series is about; both in core gameplay mechanics and as an exercise in wielding power over others. Accidently losing some Pikmin and wrestling between doing the 'right thing' by restarting the day, or plowing ahead for the sake of your personal convenience presents a poignant quandary that's relevant far beyond games. Experience both the beauty and indifferent cruelty of nature, layered in an onion of Nintendo charm and enough replayability to excuse its brevity. The original Pikmin remains a sturdy launch pad.
Pikmin (Nintendo Switch) Review83chrisaaronextra2023-12-18 | Visit chrislovesjapan.com for more content. The first outing of the comically disaster prone, endearingly loyal family man Olimar isn't the lighthearted adventure it appears, but something amongst Nintendo's darker titles. Your only chance to make it back home is by stewarding the native Pikmin in a relationship that's arguably more exploitative than symbiotic. Happily minding their own business in subterranean safety below their 'onion' motherships until uprooted, now the Pikmin shall work across five stages, swarming fantastical creatures and gathering your lost rocket parts within 30, 13-minute days. Reds quickly unravel bridges and knock down calcified gates with their harder hitting headbutts. High flying yellows implode stone walls with hazardous explosives. Gilled blues are adapted to the waters. In exchange for the almost inevitable sacrifices, you'll at least assist in their propagation as they haul back creepily bobbing enemy corpses and pellets resembling jujyfruits to regenerate.
The controversial time limit causes more apprehension than stress in actual practice, as you're encouraged to restart the day upon sudden catastrophe or revelation of a more efficient plan. Even after obtaining the best ending, there's an immediate urge to tackle the campaign all over again with your budding skills and flowering familiarity with the planet's item and enemy layouts. An additional challenge mode has you seeking the highest possible Pikmin count in remixed stages. Until one figures out the absolute optimal order amongst thousands of variables like a Chess Grandmaster, Pikmin scratches a persistent itch that's immensely satisfying, yet never completely relieved.
Largely unchanged 2001 graphics are still pleasant thanks to the immersive moods of forests ripe for exploration, hostile yet cozy caverns and alien springs that are simultaneously serene and panic inducing. The expressive bulborbs, grumpy blowhogs, ridiculous breadbugs and other ingenious enemies make such an impression that they've become permanent fixtures of the series. As a mere HD release with relatively minor graphical upgrades, the warmer, more cohesive image found on an old tube display is lost. But, playing it widescreen and portable amongst the plants and creatures in your backyard or park is a worthy tradeoff. The 90 minute adaptive soundtrack by the highly prolific Hajime Wakai is playful, mischievous, and guaranteed to take deep root within your auditory cortex.
Even if slightly clunky and barebones, Pikmin is still an engaging race against time with a particular solitude missing in the sequels...as it's only you, Olimar and three Pikmin types mastering an uncharted world. Without the wealth of additional ideas introduced in the sequels, 1 is the purest distillation of what the whole series is about; both in core gameplay mechanics and as an exercise in wielding power over others. Accidently losing some Pikmin and wrestling between doing the 'right thing' by restarting the day, or plowing ahead for the sake of your personal convenience presents a poignant quandary that's relevant far beyond games. Experience both the beauty and indifferent cruelty of nature, layered in an onion of Nintendo charm and enough replayability to excuse its brevity. The original Pikmin remains a sturdy launch pad.In the Service of the Shogun: The Real Story of William Adams Book Review and Notes83chrisaaronextra2024-10-17 | My thoughts and some notes taken from the book. Visit youtube.com @83Chrisaaron and www.chrislovesjapan.com for more content. Support my work by sharing with others, or tossing a tip to my Ko-Fi page ko-fi.com/chrisaaron83176 or Amazon wishlist amazon.com/hz/wishlist/ls/1S7UA10KD87AB/ref=nav_wishlist_lists_1Final Fantasy IV (Pixel Remaster) (Nintendo Switch) Review83chrisaaronextra2024-09-25 | Visit youtube.com/@UCMN2R--SBQg3NhcUfBeCfOA and www.chrislovesjapan.com for more content. Support my work by sharing with others, or tossing a tip to my Ko-Fi page ko-fi.com/chrisaaron83176 or Amazon wishlist amazon.com/hz/wishlist/ls/1S7UA10KD87AB/ref=nav_wishlist_lists_1 Arriving briefly after the SNES launch, Final Fantasy IV is the culmination of Square's hard-won lessons on the Famicom. Shedding the antiquated feel of I, half-hazard experimentation of II, and occasional excesses of III, FFIV delivers a fast-paced adventure that remains a blast decades later. Some may find it shallow and linear, however the experience can alternately be viewed as streamlined and well-directed. High compliments for an RPG from the early 90s.
Subsequently continued throughout the series, IV introduces moral conundrums of greater nuance than a simple good vs. evil quest. In this matured narrative, you're no mere inconspicuous weakling, suddenly swept away by fate, but an established, elite captain of the Baron empire. Unaware that the king was possessed by a malevolent outside force, the protagonist Cecil begins questioning his increasingly heinous missions and braves the consequences of breaking off his allegiance. Besides an empire manipulated from another world, you'll be dealing with numerous losses, betrayals and identity shattering revelations. The journey speeds along through swiftly changing locations and frequent additions and departures to your five member roster. Presented with immense gravitas and impressive character development, the cutscenes now overflow with the series' trademark grandiosity.
FFIV's biggest gameplay innovation is the active time battle system. While fights remain menu based, everyone runs on their own clock rather than taking turns. You must be quick to decide your moves, as the monsters across the screen are on the attack. The ATB system is of such consequence that adjusting the settings can make the difference between the final boss being near impossible or fairly easy. Dungeon layouts are even more convincingly designed and novel, such as a magnetized cave that renders metallic equipment useless. Adopting sci-fi and modern horror elements, enemies generally exhibit more style and creativity than the wildlife and monsters of past games. Many bosses are even likeable despite their malintent.
Redoing the gaudy color palate and primitive environmental tiling of the original 1991 version, the graphics are far more pleasant, resembling a late generation 16-bit title. Widely encompassing and unforgettable, the original soundtrack is still so integral to the experience that I had little desire to sample the arranged version. First heard as Cecil and Kain reluctantly embark on an extermination mission, the world theme impressively maintains a tension between overbearing loneliness and the slightest glimmer of optimism.
FFIV is where the series really started to build momentum, though today it seldom tops the short list of the very best of the genre, at times even receiving pushback for its simplicity and somewhat exhausted high-fantasy setting. It's biggest flaw is the lack of significant sub-mechanics and zero job customization. While that makes IV a good starting point for beginners, experienced RPG fans will have to rely on its timeless music and emotional pull, or choose the 3D Remake which introduced the highly malleable augment system. Whether you consider FFIV an enduring classic or rather outdated, the series would continue to shine even brighter throughout the 90s and beyond.Super Mario Land (Game Boy / Nintendo Switch) Review83chrisaaronextra2024-08-28 | Visit chrislovesjapan.com for more content. Support my work by sharing with others, or tossing a tip to my Ko-Fi page ko-fi.com/chrisaaron83176 or Amazon wishlist amazon.com/hz/wishlist/ls/1S7UA10KD87AB/ref=nav_wishlist_lists_1 Back in the late 80s, Mario was just as ubiquitous as today; his fledgling library overshadowed by cartoons and ridiculous merchandise. The only Super Mario games accessible to Americans were the aging, yet eternally engaging original and its odd, sometimes frightening, but nearly as enjoyable sequel. In 1989, today's overlooked Super Mario Land was once a tremendous spectacle, launching with Nintendo's new Game Boy portable and arriving half a year before Mario 3 sky-rocketed the bar for quality. After liberating the Mushroom Kingdom and Sub-Con, Mario made his sole trip to Sarasaland. This mysterious realm contained worlds resembling the most fascinating spots on Earth: Egypt, Bermuda, Easter Island and China; overflowing with interesting baddies never to be seen again. Uniquely perplexing...koopas explode, fireballs ricochet and you must even contend with the awkwardness of rescuing a different Princess.
Between the intriguing destinations, submarine and plane shoot-em-up stages and a greater variety of enemies and bosses, Super Mario Land appears like it would at least be a step above the original Super Mario Brothers. Upon playing it, you'll soon realize why this game's status hovers between obscurity and embarrassment. The controls and physics, while fair, are by far the least engaging of all Mario games. Not only lacking the precision and versatility of later titles, even the satisfying momentum and weightiness of the NES original is missing. Controlling Mario is merely a means to an end, not fun in itself. With a jankiness uncharacteristic of Nintendo, boulders and mini Moai heads choppily tumble out of sync with everything else. The allure of bizarre lands with hopping jiangshi Chinese vampires, giant tarantulas and fire breathing Sphinxes won't easily distract the player from noticing this Mario isn't quite up to standard.
The solid, large Switch display better showcases the highly distinct graphical style, which prioritized replicating the console experience over later titles more appropriately zoomed in for the Game Boy's low-tech screen. The tiny button mushrooms, cereal-like brick blocks, squat pipes and ghostly, white-eyed goombos give off a unique charm that helps craft Sarasaland into its own remarkably distinct universe.
The one part of the game that holds it's own is the music. Birabuto Kingdom, perhaps the best known track of early Nintendo composer Hirokazu "Hip" Tanaka, is as catchy and cheerful as any other main Mario melody. The peppy Muda Land is similarly excellent. Easton and Chai Kingdom convincingly deliver ancient-Egyptian and Chinese style 8-bit music. Showing a greater emotional range, the slightly melancholy ending theme starts somber before exploding with triumph.
Lacking the critical supervision of Shigeru Miyamoto during Nintendo's early days, the inexcusable dullness of Super Mario Land's controls ironically became its greatest distinction as the years advanced. Nonetheless, the exotic presentation and top notch soundtrack carry the passable gameplay enough that it's easily worth an hour of any Mario fan's time. There's still an untapped reservoir of potential in a revisit to Sarasaland. Will Nintendo give us another entanglement with Tatanga? Perhaps, whenever the aliens finally come down to earth.Final Fantasy III (Pixel Remaster) (Nintendo Switch) Review83chrisaaronextra2024-08-01 | Visit chrislovesjapan.com for more content. Support my work by sharing with others, or tossing a tip to my Ko-Fi page ko-fi.com/chrisaaron83176 or Amazon wishlist amazon.com/hz/wishlist/ls/1S7UA10KD87AB/ref=nav_wishlist_lists_1 When recalling an emergent gaming series from the 80s, Mario, Zelda and Castlevania often come to mind. Each laid a groundbreaking, if retrospectively bare foundation. Excessive experimentation in the sequels was commendable, yet deemed an overreach. Then the third attempt miraculously delivered on the original's intentions, becoming a timeless classic. While the similarly evolving Final Fantasy trilogy on the Famicom may not be of quite the same quality, III successfully bridged the gap between its archaic beginnings and the masterpieces that followed. Thanks to the improvements in the Pixel Remaster release, it remains enjoyable even today.
Omitting II's most redeemable aspect, its sweeping and involving plot, III instead expands upon the first game. After a brief introductory dungeon, you're given access to nearly all the jobs featured in the original, now interchangeable at whim. From there, your rather insipid party wanders from town to town, lifting curses sent by the attractive female equivalent of Ghostbuster's Slimer.
III's biggest distinction is the debut of switchable jobs. Mastering the myriad of choices is often more engrossing than the main quest. While friendlier than previous FFIII releases, the job system is still far from perfect. Of the 22 assignable trades, some immediately feel too weak, obtuse, or simply grow obsolete. Calling upon powerful creatures, Summoners are introduced here. However, they compete for the same limited spell space of more essential White and Black Mage classes. Although spells can be switched out, their management feels needlessly cumbersome, discouraging me from undertaking the side quests to recruit the likes of Odin, Leviathan and Bahamut.
The dungeon design is vastly improved, offering more convincing caverns and fortresses than the grid and maze layouts of earlier games. All the better, since grinding is often a necessity to raise money, job proficiency and character levels. Reviled in previous versions, the last dungeon is ridiculously high stakes, lengthy and doesn't even allow exiting or saving once entered. Mercifully, the Pixel Remaster edition performs an auto save before each of the 5 boss fights.
Lengthy as the first two games combined and packed with vehicles, towns and multiple world maps, the rich gameplay definitely takes priority over story. Fleshed out in the 2006 3D remake, your party is again glaringly nondescript in this more straightforward upgrade to the Famicom original. The guest characters who tag along for a few hours offer more personality and motive. While not the most interesting crew, III certainly has a most interesting soundtrack. The overworld theme, 'Eternal Wind' is extremely engaging. The rousing flow of 'Eureka' and prettiness of 'Dorga' surpass the usual range of 8-bit sound, a preview of Nobuo Uematsu's approaching ascent to legendary status.
Though lacking the emotional saliency the series became famous for, this is the first Final Fantasy to find solid footing and remain worth playing beyond historical curiosity. While Square took longer to strike magic than the likes of Nintendo or Konami, Final Fantasy would go on to become one of gaming's most incredible franchises on its fourth try.Teenage Mutant Ninja Turtles: Fall of the Foot Clan (Game Boy / Nintendo Switch) Review83chrisaaronextra2024-06-26 | Visit chrislovesjapan.com for more content. Support my work by sharing with others, or tossing a tip to my Ko-Fi page ko-fi.com/chrisaaron83176 or Amazon wishlist amazon.com/hz/wishlist/ls/1S7UA10KD87AB/ref=nav_wishlist_lists_1 Fall of the Foot Clan is one of those instances where you 'had to be there' in order to fully grasp its appeal. It's brief and simplistic enough to resemble an upgraded Tiger handheld game, yet still manages to present like one of the hotter titles of 1990. Released during the peak of the TMNT phenomenon, it was one of the first games based on the license and easily stood out amongst the Game Boy's paltry 37-title library. And while far from amazing, Konami's first portable Turtles title is astonishingly...not bad. A rarity for 8-bit licensed software.
In this straightforward action-platformer, the turtles trek across streets and highways along the New York City skyline, creepy sewers, piranha-infested rivers and the chaotic Technodrome. Combat depth and stage interaction is minimal, yet sprinkled with touches of TMNT style. While crouching, the turtles are able to toss unlimited shurikens. For airborne enemies, they can take to the air with a stylish somersault and jump kick. Besides light object interaction such as grabbing pizza power-ups or whacking poles and cargo at enemies, each level has random hazards to dodge, including truckloads of rampaging Foot Soldiers. The option to start the game from any stage helps curb frustration. An alternative ending rewards completion under more stringent conditions.
The game's greatest fault is how the enemies, always slightly faster than your hero of choice, are constantly pursuing from behind, slowing down momentum to not just a turtle, but a snail's pace. The core gameplay loop seems to emphasize managing enemy assaults from all directions over particularly enjoyable platforming and combat.
What puts the shine on the shell is the authenticity of the sprite work, excellent utilization of the Game Boy's limited hardware, and vintage early 90s Konami music. Faithfully drawn bosses and well illustrated cut scenes recreate the cartoon's feel. Impressive use of parallax bring the backgrounds to life. In the obligatory sewer stage, the waste flows across multiple layers. The turtle sprites are huge and expressive, however, their iconically varied weapons are bizarrely constrained to identical attack ranges. Leonardo's katana is particularly ridiculous, appearing to bend backwards like a fishing lure when swung. Perhaps this was done to simplify coding and deliver the game as fast as a pizza. Most well known for composing Castlevania: Symphony of the Night, Michiru Yamane's exciting stage themes sound perfectly suitable for the Gradius series, which she also produced music for.
With such a fun presentation and highly competent soundtrack easily overshadowing the shallow, slightly irritating gameplay, TMNT fans can't help but leave satisfied. A great game this is not. But, it successfully fulfilled the ravenous demand for 30 minutes of passable, portable TMNT action when not watching the show or playing the legendary arcade games. If nothing else, Fall of the Foot Clan's authentic and approachable mediocrity certainly beats the aggravation of the bizarre, excessively difficult original NES game. The collective rage experienced from that could send Shredder and Krang fleeing in terror even before the turtles arrive.Final Fantasy II (Pixel Remaster) (Nintendo Switch) Review83chrisaaronextra2024-05-29 | Visit chrislovesjapan.com for more content. Support my work by sharing with others, or tossing a tip to my Ko-Fi page ko-fi.com/chrisaaron83176 or Amazon wishlist amazon.com/hz/wishlist/ls/1S7UA10KD87AB/ref=nav_wishlist_lists_1 While a fan of Final Fantasy since the mid-90s, I've long been wary of trying the second, which received a nearly unanimous hostile reception. The rejection of the leveling system in particular was so severe that Square would eventually give in and substantially alter it. Thanks to subsequent improvements, today's FFII is an inoffensive, mediocre experience more notable for the boldness of its ideas than their execution. Not only did it introduce a more involved, fast paced story to the series, FFII practically foreshadowed a beloved sequel with its frequent tragic moments, evil empire antagonist, rotating cast and theme of betrayal and redemption. Your party is a trio of young war refugees battling the existential threat that is the Palamecian Empire. You'll journey not just the world, but even through dimensions to get to the root of the problem. An array of interesting characters fill the 4th spot, helping advance the story.
Firion, Maria, Guy and company strengthen not through accumulating experience points and leveling up. Instead, they become more proficient at their assigned actions and weapons, also toughening up via sustaining damage. The original game's chief complaint: antagonist stats being weakened as the opposite strengthens, such as increased physical strength lowering magic damage, has been eliminated since the 2004 GBA release. The leveling system's freedom is engaging at the beginning, but doesn't take much ingenuity to exploit. With vigorously trained bare-fisted attacks and basic spells easily disposing of most enemies and bosses, combat was largely mindless except for the final battle, which is tricky if you skip the chance to obtain a special sword or don't utilize a particular buffing spell. The implementation of novel sub-systems found in many later RPGs struck a better balance between linear progress and customization.
One thing not overhauled were the dungeons. Often dull, plodding, and filled with doors leading to dead end 'trap rooms,'' the option to turn off battles altogether is especially welcome here. The keyword system, used during dialogue with pivotal characters, was a well intentioned idea to encourage the player to pay attention and feel more involved in the story's flow, but soon amounts to little more than busywork.
The soundtrack is highly engaging, yet lacking in any undeniable classics expected of the series. Some highlights include the strikingly somber Overworld music and the tightly composed Rebel Army theme. Looking very similar to the first game, small touches such as airships flying over the world map and your party exiting battle scenes help distinguish it. Larger spectacles include flying into cyclones, being swallowed by sea monsters and the debut of Chocobos.
FFII's daring narrative and mechanics took an admirable leap at inviting the player into the world, and the features of the Pixel Remaster version help to speed through the drudgery. Unfortunately, even after numerous refinements, the game still isn't enjoyable enough to recommended. Square's efforts didn't completely go to waste, as the lofty ideas introduced here were beautifully realized in a later title, itself formerly called Final Fantasy II...Super Mario 64 (Nintendo 64) Review83chrisaaronextra2024-05-08 | Visit chrislovesjapan.com for more content. Since the dawn of sluggishly rendered wire-frame polygons, the promise of immersive 3D gaming was constantly romanticized across pop-culture, but often exceedingly awkward when attempted. In the summer of 1996, I was stunned when the longing experienced while viewing CG rendered stills or watching ReBoot was magically fulfilled by Super Mario 64. The actual graphics weren't quite as detailed, but the tangible feeling of being inside another world with Mario, exploring 3D space according to the nuanced manipulation of the N64's analog stick, was even more mind blowing than first experiencing Super Mario Bros. in the 80s.
The occasional awkwardness of such bold design, chiefly the camera management, is easily overridden by the pleasure and engagement from Mario's physics and rich moveset. Evolving beyond the clumsy 'tank controls' of earlier 3D platformers, he snappily changes direction within full 360 degree movement. Successfully connecting a weighty punch to an irritable goomba, timing wall kicks to reach a hidden ledge, or courageously long jumping across the abyss are all small wins on the journey to 120 Power Stars. There's a constant tension in predicting how Mario's momentum will clash with a far more dynamic 3D world. Richly varying slopes and surfaces affect your footing. Nailing the right angle to leap between moving platforms demands greater calculation. Combating the array of loveable, zig-zagging enemies is more delicate than a quick hop.
Slightly unnerving in its ransacked state, the iconic hubworld of Peach's Castle contains 15 sizeable main worlds, plus additional Bowser gauntlets and mini-stages. Bomb-omb Battlefield is the perfect introduction; a huge environment with numerous fields and a sizable mountain to scale. Whomp's Fortress demands more methodical control as you master increased vulnerability up in the heavens. Cool Cool Mountain and Jolly Roger Bay venture into the brisk elements. No matter your favorite, each location offers something magical. Survive the quicksand of the dunes and you can sneak into a pyramid! An astonishingly tranquil lava hell contains a habitable volcano. Exploring the foreboding grounds of Boo's Mansion, one can sense it was an early test for Zelda's equally important transition to 3D. The only less than stellar experience was the overly ambitious Mini Giant Island. Comparable to Goldilocks and the Three Bears; Mario was either too small, too large, or just the proper size to navigate that treacherous world.
Mind blowing upon release, the graphics are still pleasing with vivid colors and memorable, solidly rendered stages. The dynamic views, camera angles and details like Mario's footsteps changing according to the surface brought a heightened sense of craftsmanship to the series. Impressively utilizing percussion and the sitar in particular, Koji Kondo's soundtrack is almost entirely original; more varied and emotionally stirring than previous princess rescues.
Revisiting the castle yet again, I was nearly brought to tears by how much magic can still be experienced decades later. One could always turn off Super Mario 64 and go visit an art gallery, but what better way to truly appreciate a masterpiece...than leaping directly into the paintings?Final Fantasy (Pixel Remaster) (Nintendo Switch) Review83chrisaaronextra2024-03-27 | Visit chrislovesjapan.com for more content. An enigma of my earliest years, the incredible scope and mature tone of Final Fantasy was always an alluring presence within magazines and at friends houses, however its brutal difficulty and obtuse mechanics quickly sent me fleeing towards more familiar genres. By the time I developed a taste for RPGs in the mid-90s, the original played like a comparative relic, even less accessible than before. Of the numerous post-2000 ports attempting to modernize this piece of gaming history, the Pixel Remaster might be the best yet, with highly pleasant audio-visuals and new battle options which respect the players' time. There's certainly a deserved sense of triumph from slogging through a dungeon while overcoming interruptions by hundreds of monsters, but all the better that this edition accommodates those whom can't tolerate such daunting quests amongst the rest of life's random encounters.
While somewhat barebones, the original is unmistakably Final Fantasy, establishing most of the series' tropes and filled with its trademark grandiosity: a massive world, sea and airships, and even some token absurdity being tacked to the end of a fairly minimal plot. Assembling your chosen quartet amongst 6 job classes whom later undergo a major transformation felt ahead of its time. The turn based battles and upgrade paths are basic, yet satisfying systems to strengthen your party. The dozens of attempts and careful preparation to finally topple the final boss was worth the effort to complete the 15 hour journey.
The same tiered, point based spell system featured in the 8-bit version feels unusual, but not unwieldy. For the sake of all but the most patient and calculating players, thank the Crystals that the original's peculiar rule where vanquished enemies would still be attacked if targeted within that turn stayed on the NES. At times, the lack of direction and certain dungeon puzzles were baffling, but such games were produced in an era where players routinely obtained secrets from magazines to share amongst each other, so I felt no shame in occasionally consulting a walkthrough.
Both the original and gorgeous new Nobuo Uematsu supervised soundtrack are worthy listens. Songs with more of a punch still sound best in 8-bit, such as the battle themes and engaging Matoya's Cave. Chaos Shrine and similarly mellow songs are more evocative in the arranged mode. With new backgrounds accommodating widescreen displays, neat environmental effects, and more conservative sprite upgrades than the polarizing new graphics of the GBA and PSP versions, the visuals are charming but not particularly interesting unless viewing the highly detailed enemy sprites. Later on, Final Fantasy would really find it's style.
This latest revamp of 1987's Final Fantasy is still an enjoyable experience with a guide handy and by toggling auto-encounters and battle speed as desired. That being said, time is precious and there are now many more worthwhile RPGs, though they all owe a debt to both this game and Dragon Quest. Only those curious of the genres' origins should peek into this repainted, but still somewhat light treasure chest.Pikmin 3 Deluxe (Nintendo Switch) Review83chrisaaronextra2024-03-06 | Visit chrislovesjapan.com for more content. Destined for a crash landing on the doomed Wii U, Pikmin 3 futilely attempted to make the series more approachable with a cinematic, family friendly presentation during the main campaign. Sent on a return mission to the Switch, drastic changes within the fruit-filled quest may leave many seasoned fans feeling famished as the citizens of Planet Koppai. Fortunately, a bountiful crop of challenging side content will keep those same ripened Pikmin players engaged in a rabid fructose frenzy.
No longer a Hocotatian merely trying to save your company or your own hide, now three members of the Koppaite race come crashing down to harvest the planet's fruits and seed for the starving populace back home. Pikmin 2's controversial multi-floor cave system has been removed, though each world still tucks away a couple creepy caverns. Vital during the dozens of side missions, the ability to assign 3 different captains destination points with Pikmin in tow is a tremendously powerful delegation ability. With two additional Pikmin types, you'll experience the satisfaction of smashing glass with the Rock Pikmin and witnessing Winged Pikmin leisurely transport cargo like tiny helicopters. Habitually devouring vital equipment or personnel, dramatic boss fights propel the story beats forward. Simply hauling their giant, grotesque corpses to your base feels like a tangible conclusion to the chapter.
Other changes aren't so well received. Appetizing as the dozens of fruits appear, plucking produce doesn't compare to the novelty of more varied treasure. Tasked with hunting and gathering across hostile, beautiful ecosystems under dire circumstances, the overbearing dialogue often interrupts immersion and imagination. The worlds are gorgeous and larger than previous games, but many sections feel more cloistered off; the game's ultimate drawback.
Drawing on 7 years of hindsight, a host of improvements were made. A higher difficulty level with a limited juice supply, tougher enemies and 60 Pikmin limit brings needed tension to the story mode. Some of Louie and Olimar's Deluxe exclusive stages feature the most sophisticated puzzles of the entire series. Besides the requested return of the Piklopedia bestiary and DLC added to the base game, there's dozens of minor changes from increased texture variety to control tweaks. I miss utilizing the Wii U tablet in conjunction with the TV, but Deluxe is far superior overall.
Even with mere minor graphical upgrades over the Wii U, the glistening creatures and rich environments aren't far behind Pikmin 4. Several additional composers join Wakai and Kondo, though little besides the haunting and inquisitive 'Tropical Wilds' and 'Phosbat Cave' sound memorable as earlier titles. Additional, livelier music for the new Louie and Olimar missions is appreciated.
Long time fans may prefer the more disturbing atmosphere, omnipresent moral conundrums and autonomy found in earlier entries. Still, the basketful of highly replayable bonus stages is peak Pikmin; presenting the most nuanced decision making yet. With both 3 Deluxe and 4 being the best selling games in this drought stricken series, just like the formerly destitute Koppaites, us emaciated Pikmin fans shall soon be eating better.Goemons Great Adventure (Nintendo 64) Review83chrisaaronextra2024-02-07 | Visit chrislovesjapan.com for more content. Barely a year after Mystical Ninja Starring Goemon became an N64 cult classic with its ambitious foray into 3D, Goemon's Great Adventure returned to the series' 2D roots while retaining the polygons. Packing as much personality and soul as the console's most legendary titles, the game cycles between fast paced platforming, relaxing 360° town exploration, and even day and night itself, as the Goemon gang journeys delightful locations ranging from the dank, dark underworld to the misty heavens.
Of the four interchangeable characters, Goemon provides the easiest playthrough with his double jump. Yae and Sasuke wield flashy weapons but require more methodical handling. Ebisumaru functions much like Mario USA's Luigi with an unwieldy, high-flying butt bounce and pronounced goofiness. Long, action-packed platforming stages turn slightly spooky and more treacherous at night, though fiercer enemies pay out more Ryo to throw, or spend on gear and gyoza in town. Besides a couple low points such as an awkward race against Ebisumaru's doppelganger and the tendency for lurking enemies to ambush you during vertical segments, the game's escalating challenge is sweat-inducing, yet remarkably fair. Within the ultimate objective of collecting 44 passes to unlock extra costumes and a hidden town, there's a meditative quality to exploring the branching stage paths while bashing enemies for their spoils like pinatas. Unlike other entries, rarely does a time limit spoil the fun.
Each world's castle stage is an even lengthier 15-25 minutes; effectively crescendoing the tension as life restoring dango dumplings appear frequently enough to stave off frustration. Upon defeating an initial absurd, comical boss making splendid use of the background and foreground, you'll board Goemon Impact for a first person perspective boxing match. Since these segments are as offbeat as the game's jokes, you're given unlimited retries to topple your towering opponent. Cozy towns offer upgrades, hints and requests to visit remixed stages, including helping another Konami character recover his DJ equipment and shooing away a murder of troublesome Crow Tengu. These retreads are filler, but manage to be forgivable due to GGA's pervasive charm and level replayability.
The steady framerate, entrancing fog and lighting, and an emphasis on colorful, cartoony characters allowed the highly competent graphics to age like barreled sake. You'll long to personally walk the pleasing diorama world maps, scale a blazing Japanese castle or dive underwater within a gorgeous Chinese aquatic palace. The nearly two hour soundtrack is effortlessly playful and funky with a distinctly Japanese flair, plus a splash of other genres.
Released just a week after the Dreamcast, the arguably regressive approach of Goemon's Great Adventure was easy to overlook in 1999, but is now one of the most timeless titles from the awkward early-3D era. Possessing a rare charm, after turning it off, you'll still imagine the world and its inhabitants going about their business, one even seeking to be reunited with his distant relative James Dean. With how crazy some characters get, it's best they remain locked inside the cart, especially during the Game Over screen...Mystic Warriors (Nintendo Switch) Review83chrisaaronextra2024-01-16 | Visit chrislovesjapan.com for more content. Inspecting countless arcades like a guard on the prowl for ninjas, not once did I encounter 1993's Mystic Warriors, the obscure spiritual sequel to the well-received and far more widely distributed Sunset Riders. Even if you never heard of this Konami run & gun until the thirty years delayed console release, the sturdy as a wooden dummy gameplay, swiftly paced stages, and unusual, hard-hitting soundtrack in particular makes this an ancient scroll well worth dusting off.
Narrated like a cheesy martial arts movie, a random member of your diverse Party of Five is abducted by an evil organization. The remaining warriors possess different attributes, but control largely the same. Besides the standard Samurai, Ninja and Monk, you can also play as the more conspicuous wild haired Kabuki or half naked Kunoichi. Flailing like straight to VHS warriors, they sprint as if practicing agility ladder drills and enthusiastically grab power-ups and steaming Japanese cuisine found laying about. At first, the relatively large characters feel slightly awkward amongst the overwhelming action and occasionally cramped stages. Through repeatedly tossing shurikens and more powerful melee attacks towards thousands of soldiers and frequent, ridiculously equipped bosses, you'll discover previously unnoticed graphical details and enemy pattern insight. Rather than growing dull, this 50 minute whirlwind becomes increasingly engaging through replays.
While the graphics are highly pleasant; there's occasional awkwardness in how particular sprites clash. Characters are highly stylized, favoring pastel colors or deeper saturations of blue, yellow, violet and pink. They blend in perfectly with more scenic backgrounds, such as a blinding pink sunset where you battle skiing down a mountain, or a brilliantly lit underground minecart level. Almost wasting artistry, an impressively drawn pagoda is viewable for just mere seconds after toppling the final boss. However, modern buildings, infrastructure and vehicles borrow from the same harsh military aesthetic as an 80s Data East or Taito action game. Pea greens and weathered greys unwelcomely impose on the game's enchanting easter-egg palette.
The unique soundtrack is what really elevates the experience and differentiates it from other run & guns. Roughly half is comprised of the usual frenetic Konami arcade score, featuring the signature 'orchestra hit' sample. The rest is a spectacle in itself: electronic dance beats overlayed with Japanese folk and court instruments. The New Jack Swing sound and vocal shouts of "Great Airforce" would fit in perfectly with Sonic The Hedgehog 3's soundtrack, coincidentally released the same year.
Mystical Warriors' biggest disappointment is how Konami managed to drop the rice ball with it. A shame the game wasn't ported to a reasonably capable 16-bit system or sent to bolster the Saturn and PlayStation launches. Already worthy on its own merits, Konami could have easily marketed their own brand of far-eastern violence to ride the coattails of the pop culture dominating Mortal Kombat franchise. The standard Arcade Archives price of $8 is a bit steep, but if this elusive classic somehow manifested at your local 90s arcade, you would swear a ninja nabbed your entire token stash.Pikmin 2 (Nintendo Switch) Review83chrisaaronextra2023-12-18 | Visit chrislovesjapan.com for more content. Pikmin 2 is a sequel that goes a long way in fleshing out the ideas of its predecessor, often criticized as a promising yet short proof-of-concept; its brief intrigue hampered by a stressful deadline to escape an uninhabitable planet. The expansive return adventure is easily thrice as long and provides unlimited days to explore. In the same instance, all new issues revolve around the original's problem: time. Before, there wasn't enough. Now, far too much is wasted.
On the game's literal surface, improvements are noticed everywhere though more detailed textures, vivid colors and water, and the immersive effect of snow, pedals, leaves and particulate matter dancing in the wind. With two captains directing the action, you can more intricately strategize over the four new areas' puzzles and generous variety of fascinating, often grotesque new enemies. Other welcome changes include snappier controls, new Pikmin types harnessing potent poison and earthshaking sumo, hundreds of collectable treasures, and a rudimentary yet appreciable inventory and upgrade system.
Often lampooning unfettered capitalism, Olimar is tasked with once again risking death merely to bail out his indebted employer. Then, more outrageously, continue pillaging for the sake of pure profit. When your troublesome partner, Louie, goes missing, the CEO steps up to help lead from the front. That's a sight more unrealistic than a mechanized and weaponized giant arachnid boss. Along with the 12+ hour main quest, there's a 2-player mode, brilliant, humorous writing packed within the treasure and enemy tomes and a Challenge Mode offering dozens of shorter, score focused missions.
Not all is sunshine and rainbows, as the game's bulk consists of trudging through exasperatingly dangerous multi-floored subterranean caves. While experiencing a different variant of each floor upon loading makes for an engaging challenge, such variety results in dull, low geometry environments and some layouts being disproportionally easy or difficult. You're often presented with deadly surprises and scenarios requiring lengthy backtracking or a cumbersome reboot in order to advance with little or no Pikmin deaths. Defying the game's central delegation mechanic by having your captains slowly punch out the less predictable enemies is a wise, yet unsatisfying move. With a fearsome boss waiting at the bottom, you'll want to arrive packing a complete centuria of Pikmin. Enhancing the unsettling and mysterious caves, the sub-world music skews towards minimalism and ambience that's no less engaging than that above ground.
Despite repeatedly enjoying a 100% completion in the 2000s, the game's faults became increasingly apparent after the improvements offered in the sequels. Best to play the toughest Pikmin using an 'underground' method that bypasses long restarts with the press of a keyboard and features more interesting treasures which were replaced on the Switch, due to licensing difficulties and cannabis confused controversies. As the series flourishes and Pikmin 2 morphs into somewhat the black sheep, enduring all the annoyances and occasional terror of the underworld will remain a badge of honor amongst dedicated fans. To quote Biggie: "A foolish pleasure, whatever. I had to find the buried treasure."Bloodstained: Curse of the Moon (Nintendo Switch) Review83chrisaaronextra2023-12-18 | Visit chrislovesjapan.com for more content.
Beginning as an unassuming side project to Bloodstained: Ritual of the Night by Koji Igarashi and other former Konami staff, Curse of the Moon exceeds expectations to the degree that many consider it classic 8-bit actioned oriented Castlevania in all but name. The series' distinct overtone of methodical combat and platforming is replicated right down to timing just when to jump over a pit while striking your whip towards an oscillating Medusa head. Before you're halfway towards the final battle atop a Transylvanian style castle, you'll be rotating through a quartet of monster hunters within each level. Some are strong and nimble, others frail but possessing powerful magic or the ability to morph into a bat and fly through narrow passages or above danger. Equipping interchangeable sub-weapons, often extremely effective against certain enemies and bosses, plotting and strategy is often as important as outmaneuvering an airborne femur.
The game temporarily disregards it's 8-bit restraints during the nine boss fights; some massive, with blinding lighting effects. The first level features an ominous train seemingly taunting the player from the background. After boarding and exploring the rotting cabins decorated by human skulls, up at the front engine...a towering furnace contraption drags in coal while belching waves of fire your way. Particular satisfying is the final boss: an ancient demon that seems almost impossible at first, but paying careful attention to attack patterns and the unique attributes of your team will allow you to topple her with minimum drain to your life meters.
Each stage's music track is energetic and memorable, meant to sustain the player through many replays. The wailing synthesizers of Stage 1 sound almost self-aware of the game's campy mood. With a subtle ancient Egyptian sound, Stage 3's treasure tomb has an appropriate, unrelenting pressure to match the level's intended claustrophobia. The standout is the hidden level 9, full of energetic finality and a soulful chiptune guitar solo.
Graphics are faithful enough to a NES game to invoke nostalgia, without the flicker or slowdown. The dozens of enemies appear entirely authentic to late 80s console gaming. The sparse but contrasting color palette smartly facilitates distinction from one stage to the next and invokes a hostile, yet stylish atmosphere. The one drawback is that by being designed for HDTV displays, tile repetition is more apparent, and there's always a sense of the screen being overly zoomed out and slightly empty, even though action always awaits.
While the game takes only an hour or two to beat, the frequent branching paths within each stage, significantly varied quests, life and physics settings will lure one through plenty of playthroughs. You may enjoy dozens of hours of escalating challenge before slamming the lid on this coffin. Curse of the Moon isn't a shameless ripoff, but a worthy entry among many fantastic retro revivals. Not only will this please decades long Castlevania fans, the generous difficulty scaling makes it the perfect starting point for those still intimated to lace up the boots of a Belmont.Legend of the Mystical Ninja, The (Super Nintendo, Super Famicom) Review83chrisaaronextra2023-12-18 | Visit chrislovesjapan.com for more content. Combining platforming and adventure within a comical, intoxicatingly exotic setting, 1992's Legend of the Mystical Ninja delivers culture shock at its finest, though some portions are clunky as a neglected 1600's karakuri. Konami's odd couple Goemon and Ebisumaru cross the bridge over Shikoku's whirlpool laden Naruto Straight, flee the fearsome sumo dogs of Tosa, sample the distinctive climate and language of the Ryukyuu Kingdom and brave unforgettable bosses in order to rescue Princess Yuki.
Beginning the adventure, Goemon's cheerful home village quickly turns apocalyptic as a purple fog descends and the local graveyard's o-bake take over the town. The adjoining Horohoro Temple, set to a groovy bass and lively plucking of a shamisen, is guarded by an unnerving tanuki and features push-able gravestones hiding underground passages, swaying willow trees, decaying walls and an unearthly fog covering distant forests and mountains. Before deflecting the Ghost Priestess, you're besieged by various monstrosities well-known in Nippon, but entirely alien to the average westerner.
Based on real life Edo-Japan locales, the nine towns feel alive with bustling economies. Under the albatross of a semi-replenishable hourglass, they beg to be investigated slowly as you seek information from residents, learn powerful jutsu or even frustrate restaurateurs with your indecisiveness. Among a staggering amount of mini-games, the entire first level of Gradius may be challenged! An onslaught of local ruffians with tricky attacks and random item drops bring addictive frenetic action to the hurried exploration. Connected to each town, the wilderness and enemy strongholds making up the action stages feel slightly unrefined and a bit too stressful, as you're constantly negotiating delicate landings onto moving platforms and projectiles threatening to knock you into a pit. While the added depth of the armor upgrade and item system is well-intentioned, their lack of permanency across the many inevitable cheap deaths makes the investment as fleeting as cherry blossom season.
The graphics are incredibly rich for an early 16-bit title. In particular, the cohesive effect of highly scenic backgrounds make the worlds feel far vaster than their actual size. While the music veers towards a playful, stereotypical Japanese sound, many tracks utilize synthesizers in remarkably haunting fashion, giving this title a unique melancholy missing in other entries. The English localization is so awkward and arguably insulting that it's enjoyable for its absurdity. The Japanese edition features additional cutscenes deemed too earthy by western censors.
While so many moments are immensely endearing, the overall execution prevents this from being a top-tier SNES game. If only it was neatly tied together by a world map, employed a more effective inventory system and omitted certain archaic design features and outrageous difficulty spikes. As is, the first half is still largely excellent before real problems begin to manifest; culminating with saving up for an expensive dictionary, a palm-sweating rollercoaster segment and a reoccurring daruma boss that would enrage even a Buddhist Roshi, all in one stage. At that point, don't consider cheating entirely dishonorable. A Mystical Ninja completes their mission by any means necessary.