Archive for the 'Reviews' Category

Justice League Heroes: The Flash (Game Boy Advance, 2006)

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A beat ‘em up with a speedy superhero twist. As Flash you can zip up to an enemy, give him a hearty punch, and zoom off to another target before he has time to retaliate. This is all done by tapping the “A” button. With good timing you can pinball off a crowd of bad guys and defeat them before they’re any the wiser. Of course some enemies in later levels can counterattack more quickly so it’s not all a cakewalk. When things get too hectic though pressing the left trigger will call on one of the other Justice League members to fly in and clear the screen with a heaping helping of whupass.

The Good
This is a really short game but I’m going to count that as a positive. Sometimes you need short bursts of simple fun to balance out the epic games you may also be playing. With an interesting array of progressively harder enemies, somewhat challenging bosses, and a couple of nifty attacks earned at the end of certain levels, The Flash is engaging and well paced.

There are several unlockable features that make it worth the investment too. Beating it on the default easy mode unlocks two more difficult settings. There’s also a Boss Rush, a “Making Of” mini-documentary, a race against Superman, and a way to read through the comic book style cut scenes from the story mode all at once.

The Bad
Continuous hordes of enemies can feel a bit tedious as you blaze through Keystone City, Metropolis, Gotham City, and Themyscira. These foes occasionally hang out on either edge of the screen, completely out of view. This can be frustrating because Flash will lock on to an invisible target and take off in that direction. A couple of times this led to him becoming “stuck.” The screen action won’t scroll until all enemies in the vicinity are defeated so I actually had to turn off the game and restart levels when this happened.

The extra attacks, such as ground pound and whirlwind, are cool but completely unnecessary. I pretty much just tried them out before going back to the targeting system. It seems like the special attacks could have been put to better use by making them the only way to defeat certain enemies for example.

Bottom Line
Justice League Heroes: The Flash is a short, fun game worth playing if you’re a fan of beat ‘em ups and superheroes. It does have replay value, but it’s more likely a younger audience that would find long lasting appeal.

Rating: 7 / 10

Star Wars: The Paradise Snare by A.C. Crispin (1997)

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Volume one of the Han Solo Trilogy chronicles the young scoundrel’s rise from an Oliver Twist-like background to his first job as a pilot running illegal spice loads for the priests of a religious cult.

The Good
It was interesting to read Solo’s back story. Fun facts and trivia:

  • As a boy Han befriends a female Wookie named Dewlanna, who later helps him escape from his cruel master’s ship so that he may pursue his dream to become an Imperial Navy pilot.
  • His first love is a young cult member named Bria Tharen. After discovering that disciples are eventually sold into slavery to work the spice mines or Imperial pleasure houses, he tries to help her escape. What a softie!
  • Han has an affinity for hulking, hairy humanoids. In addition to his pre-Chewbacca Wookie relationship with Dewlanna, he becomes friendly with a giant cat-like Togorian named Muuurgh.

The Bad
I stalled out on this one after the Big Escape. There was still a quarter of the book left and it felt like that segment should have been the end. It does pick up and Crispin ties it all together nicely, but I had to make myself finish after a nearly two week layoff.

Bottom Line
Despite being populated by familiar species (Hutts, Wookies, Sullustans, etc.) and locales (Corellia, Alderaan, Coruscant) as well as the usual space ship travel and laser gun play, it somehow didn’t feel especially Star Wars-y. The missing ingredients of politics and Jedi are probably the reason for this. It came across as a straight forward adventure, and not a particularly compelling one, without those elements.

Star Wars nerd rating: 6 / 10

Paper Mario: The Thousand-Year Door (Gamecube, 2004)

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Overview
While visiting the coastal town of Rogueport, Princess Peach happens upon a mysterious map. She sends it to Mario and requests that he meet her there. When he arrives, she’s nowhere to be found. Princess Peach has been kidnapped… again! Mario learns from a local scholar that the map will reveal the location of seven Crystal Stars when looked at in front of the Thousand-Year Door, which can be found in the ancient ruins beneath the city of Rogueport. Somehow Peach’s disappearance must be connected to finding the Crystal Stars needed to open the Thousand-Year Door so Mario sets out to find them.

PMTTYD is a role-playing adventure with turn-based battles. It’s very much story driven and dialog heavy, but with a light tone and a fantastic sense of humor. The game is divided into “chapters,” each featuring a different setting and culminating in the location of one of the Crystal Stars. Along the way Mario meets several key allies who have unique sets of abilities that prove necessary for solving the game’s many puzzles. He also gains his own special powers. Since he is for some reason like a piece of paper, these include being able to fold up into an airplane or boat and rolling into a cylinder. Mario game veterans will recognize a host of Mushroom Kingdom regulars, such as koopas, goombas, boos, bob-ombs, and of course, Bowser.

The Good
Each chapter has a unique feel and can almost seem like a game within a game. Mario explores ruins, castles, and a tropical island. He solves mysteries on a train and leads a horde of snail-like creatures around the inside of a cavernous ancient tree. My favorite part had him fighting his way to the top of the arena wrestling rankings in a floating city called Glitzville.

There’s a lot of depth to the battle system, involving both strategy and twitch reflex. Attacks are either jump or hammer based and require pressing buttons or releasing the control stick with precise timing to cause damage. There also item attacks, special attacks gained through levels and badges, and attacks linked to the Crystal Stars collected. One partner always fights alongside Mario and can be switched out if a different one’s skills are more advantageous. The battles take place on a stage and audience members will throw helpful/hurtful items or cheer to replenish certain points. It’s as crazy as it sounds.

When Mario levels up, you can choose to add points to either his Heart Points (how much “life” he has), Flower Points (depleted for each special attack used), or Badge Points (equipped badges add more special attacks or boost attack/defense). Since you can only choose one category to add to each time, you have to choose carefully to maintain a balance that allows for strong attacks but providing enough life to survive each battle.

As fun as it is to battle and explore, perhaps the best part about PMTTYD is that it’s truly funny. Laugh out loud funny even. The writing is sharp, with inspired wackiness ranging from crows talking about network connections to Bowser complaining to his underlings. Ongoing gags like different characters constantly referring to Mario by the wrong name never grow old. It wonderfully satirizes Mario’s world within the confines of a Mario game.

One last bit of awesomeness- the music. Themes match the moods of the various locales and there are excellent variations on traditional Mario compositions. The ultra catchy battle music was so thoroughly lodged in my brain that for a while there it served as the soundtrack to my dreams.

The Bad
It’s a really long game that took me nearly 40 hours to finish. That’s not a bad thing, especially since the levels are varied and the story is so well done. What was slightly irritating were a couple of mundane fetch quests near the end. One of these required revisiting all of the game’s previous settings in order to find a particular character. It just felt like unnecessary padding to make a lengthy game even longer.

I also had trouble with the final boss. That’s not a big deal because bosses are supposed to be tough. This particular battle was preceded by over five minutes of cut scenes though. That meant having to sit through the same lengthy part each time before getting another chance fight. And it wasn’t like you could start it and then go have a cup of coffee or something. There was a lot of dialog that depended on the player to press A before moving on to the next part. I understand it was all part of a dramatic build-up but that didn’t make it any less annoying.

Bottom Line
One thing to keep in mind is that the dialog is text-based. If you are considering buying this for a child, he or she probably needs to be reading independently at the the fourth grade level or above. You could of course do the reading and let your child play, but again it’s a very long. My kids actually watched me play while I read everything out loud. They were actively engaged in the story and came through several times with ideas that helped me solve puzzles.

Overall, Paper Mario: The Thousand-Year Door is an excellent game and highly recommended to Gamecube / Wii owners.

Rating: 9 / 10

Star Wars: X-Wing Rogue Squadron by Michael A. Stackpole (1996)

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Overview
Book one in the adventures of the Rebel Alliance’s elite starfighter force. Led by Wedge Antilles, a minor character in Episodes IV-VI, the intrepid daredevils of Rogue Squadron embark on seemingly impossible missions against the evil Empire two-and-a-half years after Return of the Jedi.

The Good
This is a interesting look at the non-Jedi side of the struggle in the Star Wars universe. The Emperor’s defeat didn’t mean that the Imperials suddenly lost their grip on the galaxy. Even without their feared Sith leader they are still very much in control. And while it’s not always exciting to read about the political infighting behind the scenes of the Rebel movement, it’s kind of fun to find out “what happens next.”

Most of the action sequences take place in X-Wing dogfights with Tie Fighters. The odds are of course always stacked against them but at least some of the expendable good guys are killed off before the Rogues’ inevitable successes.

Future Jedi Corran Horn is introduced, with vague hints about his Force wielding destiny. As a former Corellian security officer, he is conflicted about his role as a member of the Rebel Alliance. I was never really sure what the big deal was. Something about how the Alliance was too easy on the smugglers he used to zealously pursue. Despite this dubious motivation, his character was pretty well-developed and I wanted to find out more about him when the book ended.

The Bad
As mentioned above, the politicking behind the scenes could be dull. It was also hard to figure out what exactly was going on in some of the battles. Stackpole uses a lot of military jargon that made all of the surely awesome maneuvers difficult to imagine. Finally, there were strong female characters but unfortunately they were subject to romantic fantasies of adolescent proportions. Here’s my version:

Space Chick #1: My father and Corran’s were bitter enemies. If I would have known it was him I was rescuing, I would have killed him instead.

Space Chick #2: I think he’s hot.

Space Chick #1: Back off, bitch! I saw him first.

Bottom Line
I can’t pretend for one second that this book would be of any interest to anyone but a Star Wars fan. As one myself I thought it was a good read. I have the second book in the series and will definitely check it out some day.

Star Wars nerd rating: 7 / 10

Reviews

I’ve been scoring Star Wars books by the armful at Goodwill over the past couple of months and blown through several of them. I have also finished a few games recently. Instead of simply moving on to the next escapist title, I want to reflect a bit on what I’ve devoted my precious hours of free time toward. So be sure to check out my thoughts about stuff that probably only interests… me!