Showing posts with label virtual console. Show all posts
Showing posts with label virtual console. Show all posts

Tuesday, September 6, 2011

Play Nintendo Retro: Metroid (NES/VC/3DS) Review


Metroid is a sidescrolling action-adventure featuring one of the most famous female leads in gaming. Featuring a heroine in Metroid was unusual during an almost all male dominated scene back in the mid-80's. However, it wasn't painstakingly obvious from the beginning. Gamers had to play through the entire game before learning the true identity of Samus Aran.

Our story starts from the absolute beginning of the Metroid timeline. Space Pirates have captured Metroids with the intentions of utilizing their energy draining qualities to create powerful bio-weapons. Space Pirates are soon discovered to be basing their operations on the Planet Zebes and after a failed Galactic Federation invasion, bounty hunter Samus Aran is tasked with the infiltrating the planet alone to find and confront the Space Pirates’ leader, Mother Brain.

Throughout your adventure you will journey all over the Planet Zebes. Samus can shoot enemies with her Arm Cannon and utilize a variety of other items to navigate the planet and defeat her foes. You will absolutely need items to access different parts of Zebes, and in fact it will force you to backtrack through familiar sections to move the game forward. Navigating Zebes can be difficult as there is no in-game map (familiar surroundings making matters worse). 


Other than those complaints, Metroid is extremely fun to play. Besides shooting down every enemy you come across and discovering new items, you will also encounter a variety of secret areas. Finding these secrets is rewarding as you will ultimately increase your health and missile capacities. Secrets and well hidden upgrades have become a staple for the series.

Controlling Samus is a mixed barrel. While the controls themselves are easy to pick up and learn, it's actually the lack of maneuvering from Samus that makes things difficult. She is unable to shoot in all directions which makes taking out enemies a little harder. Her jumps take a little practice to get the hang of things and at times can feel awkward. Luckily, these are things that are improved upon in future entries. If you don't mind the limited and stiff movement of Samus then you will have no issues beating the game.


Metroid is a decent looking NES game, but lacks variety in a few areas. Its sprites and animations are pretty good for the NES considering its power (or lack thereof). Enemy design stands out amongst everything else in the game, especially the devastating Metroid. With that being said, I do think that Metroid is lacking a little in area design. Most areas in the game look the same, save for a different color scheme. This not only makes it confusing and difficult to travel around Zebes, but it can be tad boring. Newcomers will likely opt to follow a map online to beat the game.


One thing that works to Metroid’s advantage is the lack of a background. A completely black setting really helps create the level of anxiety one would feel if they were the only living human on the planet. Helping create this anxiety and isolation feeling is credited mostly to the game’s brilliant soundtrack. Not only does it hold classic Metroid themes and sounds, but it also contains some of the most horrifying themes that will without a shadow of doubt send shivers down your spine. Just the fact that composers could create such an atmospheric quality with so little is simply amazing.

3/5 D-Pads: Overall, Metroid is a very unique and original experience. While there have been attempts to recreate its magic, there really aren't any games match its quality. It can be hard at times due to a frustrating map and even in the gameplay itself; however, Metroid is the prime example of creating a believable atmosphere. Its soundtrack and persistent Metroid enemy will haunt you at every turn. Fans of the series will definitely want to check out its roots (if they haven’t already); other gamers may be put off a little by its sheer difficulty. I do encourage you all to try the game, because once you get used to the gameplay it can be a very rewarding experience.

Wednesday, July 20, 2011

Coming up on Play Nintendo

It's been a few weeks since I've written a feature, but after Capcom's recent cancellation of Mega Man Legends 3 I feel inspired to write something. So keep an eye out for an article either tomorrow or Friday regarding Mega Man Legends 3 drama.

Tomorrow, I will be working to get my review on Mystery Case Files: The Malgrave Incident published. I said that it would come tomorrow, so that's the end goal. As far as other reviews go, I have been playing a lot of Final Fantasy III/VI, so expect that to drop sometime soon. No expected date has been decided as of yet.

Other retro reviews will also be on the way, however, it makes sense to coincide them with upcoming Virtual Console/eShop releases, so expect to see some of that. For example, Mario's Picross is a game that I've played thoroughly, and it was released recently in Europe on the eShop, so a review for the game would make sense. If it is released in North America, expect me to get on it a lot sooner.

That's about all I have to say for now. If you're interested in doing Retro/Wii/Nintendo DS/3DS reviews drop me an e-mail with a full sample review (could be something I've already done, could be something new). If you do retro reviews, rate the game out of 5, and follow this rating scale for Wii/DS/3DS titles. Retro ratings are also explained in there as well. Oh, you probably need somewhere to send your e-mails, right? Send over your review samples to employment @ playnintendo.ca. These positions are only voluntary, as the site makes zero revenue at the moment. I can't make any promises, so I won't even dare.

Have a good one peeps!

Thursday, July 14, 2011

Nintendo secretly adds SNES game, Super E.D.F. to Virtual Console Today

@NintenDaan has discovered that Nintendo secretly added a SNES game to the North American Wii Virtual Console today, that game is Super E.D.F.

Tuesday, July 12, 2011

Play Nintendo Retro: Zelda II: The Adventure of Link (NES/VC) Review


The Adventure of Link is the second game in the Zelda series, and sequel to the NES classic, The Legend of Zelda. However, Zelda II isn’t exactly a carbon copy of the original like most sequels tend to be; in fact, it changes up the formula quite a bit. Zelda II is widely known to be the black sheep of the Legend of Zelda series. Its gameplay style differs the most from other Zelda games, but that doesn’t necessarily mean Zelda II: The Adventure of Link is a bad game.

As a direct sequel, Zelda II takes place a few years after the defeat of Ganon. Even though the king of evil was defeated, his presence is still felt throughout Hyrule. Seeking to revive their master, Ganon’s minions cast a spell on Zelda, one that puts her in an eternal slumber. With Zelda out of the way, the minions seek the three pieces of the Triforce to resurrect Ganon. It becomes necessary to annihilate Link and steal two pieces of the Triforce, Power & Wisdom, which he bears. Link learns of Zelda’s misfortune and sets out to break the spell and wake her from her slumber.

Already possessing two pieces of the Triforce, Link has to find and complete the Triforce to help the princess. The last piece, Courage, resides inside the Great Palace, but it is blocked by a mysterious energy. Gaining entrance won’t be an easy task though, as Link will have to set six crystals in statues being overlooked by one of Ganon’s guardians, located in the depths of palaces across Hyrule. After defeating the guardians and setting the crystals, Link can now venture inside the Great Palace. Once Link defeats the last guardian he can secure the Triforce of Courage. Now he can awaken Princess Zelda and foil Ganon’s attempt to return to the land of Hyrule.

Zelda II's overworld is only a small part of the game.
Upon first starting the game you will notice right away that Zelda II will play differently than its predecessor. Zelda II begins without pulling any punches by throwing you directly into the sidescrolling perspective. This is something that you will have to get used to quickly, because this is how the majority of the game is played. Link does navigate an overworld with an overhead perspective, but this only occurs when traveling between towns, palaces, etc. Link can not battle enemies or collect items in the overworld as it’s mainly used to connect the world. This makes the game very unlike The Legend of Zelda, and I would also say that the overworld is really boring. Some elements on the overworld such as rocks which can be smashed give a little life, but again the overworld is pretty plain and simple.

Link trotting along to the next town.
Majority of our adventure will take place as a set of sidescrolling levels. When Link touches locations and enemies on the overworld map, we are immediately presented with a sidescrolling stage. When touching enemies, caves or palaces, Link will now gain the opportunity to battle in a sidescrolling action stage, but more on that in a little bit. Towns play their first big role in a Zelda game. They are explored in the sidescrolling perspective, much like the action stages, but they contain a lot of depth that you wouldn’t expect in a sidescroller. Link can talk to the villagers, heal, learn new magic; things you would expect to experience in a town. Link may also get hints to help him throughout his journey, which makes it worthwhile to chat with everyone.

Here's where the real action begins!
So, let’s get back to the main gameplay mechanic, the action stages. Link will fight much differently in this game because of the new perspective. He can stab high with his sword, or low while ducking, and even jump, which is helpful during platforming sections and using new sword techniques. Adding to his high and low attacks, Link can learn two other useful sword techniques. They are an upwards stab and a downwards stab, both can only be done after pressing the jump button. Combat is extremely varied as there are a number of different enemies and bosses each with their own pattern. Without mastering these techniques you will no doubt have trouble defeating some of the enemies. Aside from sword combat, Link can also utilize magic for the first time in the series. There are a total of eight spells including: Life to refill your health, Shield to halve damage, and Thunder to destroy all on-screen enemies. There is a magic meter which will limit the amount of spells you can cast, an element seen in many Zelda games since. It’s also noteworthy to mention that Magic pretty much replaces the item mechanic of the first, and it is missed quite a bit. Regardless, all of the above elements make for a deep, different and enjoyable combat experience.

I hope you're ready to see this a whole bunch.
Zelda II can be a hard game, but that’s not due to the controls. It boils down to certain design elements chosen for the game. I think Link controls well in both combat and jumping, so I wouldn’t blame the difficulty on the controls. However, the game can become frustrating when learning enemy patterns, or when there are multiple enemies of many kinds on screen. In these situations, it’s best to be patient and advance wisely to achieve success. Link can also utilize 1UPs for the first time, which can give you a second crack at the palace you are trying to overcome. However, another design choice will have you throwing your controller around quite a bit. If you lose all of your lives and get a Game Over, you will have to start again from Zelda’s chamber, forcing you to navigate the dangers you had to overcome to get to that palace, if you’re good you will get back easily, if not, prepare to do it all over again. Luckily, Zelda II also introduced an experience system which you can use to level up your life, magic, and attack. You will endure grinding similar to RPG’s just to gain experience. Using this experience to level up your stats will lend a helping hand, and I think that this is something future Zelda games could expand further.

Overall, the gameplay is pretty well designed in my opinion, save for a few complaints above. Palaces play out similar to the dungeons in The Legend of Zelda in that they are mazes that are gradually uncovered by exploring each room, finding keys for locked doors, and culminating in a boss battle. Each of these being elements included in every Zelda game to date. Other familiar elements are fairies and sword beams. Some elements introduced in Zelda II even carry forward in the series such as: the magic meter, towns, as well as some well placed side quests. So, if you were told this isn’t like Zelda, someone lied. Yes the sidescrolling stages are quite different, but as a total package this is a Zelda game at heart.

Maze like dungeons? Check! This game holds a lot of Zelda Spirit
Visually, I feel that The Adventures of Link does lack a little bit. Sprites look nice and are well animated, but other aspects lack some originality. Most of the game will look almost entirely the same, save for some palette swapping. Maybe I’m picking on this aspect a little too much, but I feel that more could have been accomplished. However you want to look at the visuals, there is no doubt a very unique atmosphere created in Zelda II, one that is very consistent. Musically, Zelda II is just as good as, or maybe better than The Legend of Zelda. There are some very catchy tunes such as the Town Theme and Palace Themes, as well as a beautifully crafted opening and overworld theme. The Palace Theme in this game happens to be one of my personal favourite Zelda tracks.

3/5 D-Pads: Zelda II isn’t the game you’d expect to play upon insertion of the cartridge, or booting up your Wii’s Virtual Console, but it’s a very satisfying experience. Sword combat is quite varied and perhaps influential behind Nintendo’s decision to make combat a more complete experience in Skyward Sword. Also, Zelda II carries elements that have become staples in the Zelda franchise, such as magic, towns, and even the mysterious Dark Link. Add in a touch of some great music and you have a very complete Zelda experience, despite its tough reputation. If you’re one of those Zelda fans that has completely ignored this game, please give it another chance, as you may be surprised.

Sunday, July 10, 2011

Play Nintendo Retro: Sonic the Hedgehog (VC/Genesis)


Our favourite blue hedgehog is celebrating his 20th Anniversary this year! Play Nintendo has already looked at the Top 20 Sonic the Hedgehog Zones (#20-11, #10-1), now I will begin to review the classic Sonic series. First up is Sonic the Hedgehog for the Sega Genesis which released in June 1991. As you know, Sonic has the ability to reach incredible speeds, but he also brought an attitude that a certain plumber couldn’t match. Sega was quick to market both of these things to the gaming consumer. In doing so, Sega was able to create a franchise that is still beloved by fans 20 years later.

Sonic the Hedgehog’s story is a very simple concept. Series nemesis Dr. Robotnik captures animals from Sonic’s homeland and creates his own robot versions called badniks. Of course, it’s up to Sonic to save the day. There is a little more to the story as creating badniks isn’t the only thing on Robotnik’s agenda. He is also after the Chaos Emeralds. Whoever holds the Chaos Emeralds can use their great energy; if they fall in Robotnik’s hands it can mean mass destruction. Sonic has to save the animals of his homeland and prevent Dr. Robotnik from obtaining the Chaos Emeralds.



Sonic was much faster than other video game characters and it really made the first game stand out amongst the competition. While Sonic the Hedgehog is a sidescrolling platformer, the element of speed was a change of pace. Levels are designed to encourage gamers to bring Sonic up to his max speed. After reaching great speeds, Sonic could master loop-de-loops and even attacking enemies by rolling along the ground. These were new elements that only a character like Sonic could pull off easily. Sonic didn’t just bring speed to the table either, as he also carried around a huge attitude, the cool cat so to speak. His attitude was a way to market directly against the competition. Sonic was edgy, and well Sega Genesis does what Nintendon’t. 


However, Sonic the Hedgehog gave us more than just speed and attitude; there are some great platforming elements in the game. Even though these elements may slow down the gameplay, they made Sonic challenging. You couldn’t just press right to cruise through the level, sometimes you had to stop and think about your next move. Going forward without a sense of direction would most likely end with Sonic falling into a spike pit. Sonic has to jump over pits, destroy badniks, and fight Robotnik multiple times. Sonic can even make use of springs that will help him discover multiple paths in each level. All of this comes together to make a really good platformer. 

Sonic can collect rings, and as long as he had some in hand, he is invulnerable. Rings are sacrificed when hit by an enemy, because it wouldn’t be fun if there is no risk involved. However, as long as you could keep collecting rings, you could keep speeding forward. Sonic didn’t just have rings at his disposal as shields, 1-Ups, and running shoes are also thrown in to the mix. Running shoes can make Sonic run even faster, sometimes almost too fast! Also on the power-up forefront are the always important Chaos Emeralds. Sonic can obtain Chaos Emeralds only after finding one if the game’s bonus stage. Collect all six and Sonic can use their power to unleash Super Sonic, and you get a better ending for preventing Dr. Robotnik from obtaining them.


Much like its competitors of the time, Sonic was an easy game to learn. In fact, it may be easier than most games, as only one button is really required to play the game. Sonic could only jump, which also happened to be his main form of attack. Controlling Sonic himself was a little tricky at first as he constantly accelerates to his max speed, but with patience one can easily master Sonic’s movement.


Sonic the Hedgehog is also a great looking game. Sprites are huge and detailed, and the overall art style is extremely unique. Each Zone looks different due to the varying themes, but the unique art style really gives each one its own identity. Graphics would be improved upon in further entries of the series, but for Sega’s first Sonic the Hedgehog effort these graphics are great. Sega’s musical efforts are also a highlight for the game. Amazing compositions can be heard all throughout the game. One thing that I feel Sega gets extremely right with each game of the series is their ability to compose songs that fit the theme of each stage while retaining the overall feel of the Sonic universe. Again, much like the graphics, other entries in the series have better music, but one can’t deny that Sega created some 16-bit gold with Sonic the Hedgehog’s amazing soundtrack.
3/5 D-Pads: Sonic the Hedgehog is overall a pretty solid platforming experience. It doesn’t match up to later entries in the series, but it stands well on its own two feet. Amazing levels and gameplay mixed with awesome graphics and a spectacular soundtrack make this game a definite winner. Fans of the series will love this game, casual fans may prefer Sonic 2 or 3 over the original effort.