Forget Shaking, Bring Back the Button: A Proposal to Nintendo

Hey Nintendo. How are ya.

Look, I’ve become pretty anti motion-controls. I bought into it in 2006, because let’s be honest: the Wii had remarkable potential. However, nearly my entire Wii library consists of games released in that year between November 2006 and November 2007. In 2008 I bought an Xbox 360 and never looked back.

I thought motion controls pretty much ran their course. But then the next year (2009) you upped the ante with Motion Plus. True 1:1 motion. Neat. Now such a thing still wasn’t enough to convince me motion controls were all that important or superior to the good old fashioned, reliable, tried and true, traditional controller. But then now I’ve played Skyward Sword for 7 hours and I’ve started to come around again.

Don’t celebrate just yet: I still think it’s shit. I would pay obscene amounts of money just to play a Zelda game without having to move. When I play a video game, I want to sit in my chair so long, and so still, that I start to fuse with it. But I would be a lot more on board if you weren’t going in completely the wrong direction with implementation.

You, Nintendo, on the other side of the coin, have become pretty anti traditional-controls. So much so that you write off anything a simple button press could do, with shaking. Shake the Wii remote to make Donkey Kong pound the ground! Shake the Wii remote to make Mario spin! Shake the Wii remote to make Link roll! Shake the Wii remote to do this, to do that!

Shaking isn’t a miracle of motion controls. Shaking does NOT add any value to gameplay. You know what adds value to gameplay? The fact that I can swing my sword around and Link does the same, and the direction in which I attack a Deku Baba actually makes a difference. That I can control the new Beetle item piloting it through the air by tilting the Wii remote, or get air with my Loftwing by flapping it. Hell, the fact that I don’t even need the sensor bar is pretty cool, despite the fact that now I need to constantly babysit the Wii Remote Plus’s calibration. (This. Sucks.)

Combining these admittedly awesome moves with a button press for everything else would be the perfect marriage between traditional and motion controls. But you don’t seem to want any of that. Screw cohesion.

My faith isn’t exactly reassured when I read this article last night where Zelda producer Eiji Aonuma basically says they could never go back to button control. That makes me sad not only as a Zelda fan, and former Nintendo fan (yes, former), but as a traditional gamer.

With you it’s motion controls all the way, or nothing. That’s a pretty dangerous position to take, Nintendo. The keyboard didn’t go away because of the mouse. We need all these technologies to come together, because together the whole is greater than the sum of its parts.

You, Nintendo, should be the one company showing the rest how to achieve synergy.

Jay’s Best Games 2006-2011

In light of my Duke Nukem Forever review, I thought I would share what I consider to be the best games I’ve ever played in the last 5 years.

  • The Elder Scrolls IV: Oblivion
  • Half-Life 2: Episode One
  • The Legend of Zelda: Twilight Princess
  • Assassin’s Creed
  • BioShock
  • Half-Life 2: Episode Two
  • Portal
  • Mass Effect
  • Metroid Prime 3
  • Grand Theft Auto IV
  • Mirror’s Edge
  • Fallout 3
  • Assassin’s Creed 2
  • Borderlands
  • Batman: Arkham Asylum
  • Mass Effect 2
  • Minecraft
  • Red Dead Redemption
  • Portal 2
  • L.A. Noire

This is by no means a comprehensive list, but if there is any game you see here that you haven’t played yet and you’re considering Duke Nukem Forever, I would suggest one of these first. Even then, there’s a whole lot of upcoming games I’m excited about that I would also recommend first, such as: The Legend of Zelda: Skyward Sword, The Elder Scrolls V: Skyrim, Batman: Arkham City, Assassin’s Creed: Revelations, and Rage in 2011; Mass Effect 3, Kingdoms of Amalur: Reckoning, the new Tomb Raider, and BioShock Infinite in 2012. Also possibly coming out in 2012 is Doom 4, which we should hopefully hear about in a couple months this Quakecon.

Duke Nukem Forever Review

I love video games. I have loved them all my life. In all my 20+ years playing them, there are only two games I would never touch again with my bare hands. One of them is now Duke Nukem Forever.

If you don’t want to read any more, the short of this review is I’m basically playing Red Dead Redemption now. This was a game I got last year and never really played much of it. I’ve only put in 7 hours so far, but those 7 hours have been uninterrupted fun. Which is more than I can say for Duke Nukem Forever.

Let me make a few things clear. I never bought the criticisms everybody had before the game came out, and despite my utter hatred for the game now, I still don’t buy those criticisms. Graphics, regenerative health, and a 2-weapon limit are pretty poor excuses to dislike a game. It’s funny, really, because many people after having played Duke Nukem Forever blame these exact things. I haven’t read one complaint yet about what finally pushed me over the edge.

Bullshit difficulty.

I played the game on the easiest setting. Now, I don’t suck at video games; on my first play through them I like to be comfortable. There’s no shame in playing on easy if you just want to have fun, but Duke Nukem Forever doesn’t even give you that option.

Even on easy, the weakest enemies in the game can take your health down to 0 in one shot. So imagine what a boss fight is like! And that’s exactly what ended this game for me. Minor boss spoilers ahead. Skip the next two paragraphs if you like.

I probably made it about three quarters into the game. I don’t know exactly. I made it to the Octabrain King, whenever that happens in the game. Moments before you encounter it, you’re on this lift which has a few panels to duck behind, and a little control booth. This lift starts moving, and suddenly the Octabrain King emerges in front of it and starts attacking. This in itself wouldn’t be so hard, except Octabrains also spawn and start attacking.

Even if you’ve played Duke Nukem 3D, you’ll know these enemies were pretty tough then, and they’re no different now. So not only do you have to deal with their attacks, you have to deal with their King. With only a certain amount of health, and a weapon that deals splash damage (because bosses can only be defeated with explosive weapons).

Fuck me.

So if you can imagine this scenario in your head, you can see how someone might not last long. As I said, even on easy, the weakest of enemies can knock you down pretty good. I should add that this wasn’t the first time I encountered this kind of difficulty spike, only that it was the last straw in a game that seemed to constantly do this from the beginning.

I don’t even want to waste more time on this game by reviewing it. I’m done.

Three Days Later…

I admit there were a few knee-jerk reactions in my reaction post to the Wii U, but every one of those raw thoughts are still going through my head.

I’ve mostly forgotten about the Wii U already, though. Instead, I continue to be pumped about the games that are coming out in the next two years. In a few days, Duke Nukem Forever is out in North America. It was already out on store shelves two days ago internationally, and unfortunately it’s receiving pretty unanimous negative reviews. I decided today to no longer let that get to me. I want to enjoy it, but a lot of opinions have me questioning my pre-order. Oh well, I never expected it to be awesome, but I’m still excited to play it. I don’t know; I’ll post back here later this week with my thoughts on it.

I’m a pretty forgiving person (usually; see: Wii U, haha), so my review will likely be positive.

Rage has been pushed back a month. I really want this game, but I never considered pre-ordering it. I still don’t. I’m short on money as it is, and it was already too close to Skyrim. Now it’s even closer. The wackiest part is they’re both Bethesda products. I don’t blame any company not wanting to go against Skyrim (I have no evidence, but I suspect Mass Effect 3 and Kingdoms of Amalur: Reckoning, among others, were delayed for that reason), but despite Bethesda owning both Skyrim and Rage, most gamers can still only buy one of those first. They must be confident.

Of course, Skyrim: the only thing I’m probably the most excited about this year (and that’s even counting Zelda, of which I’m most a fan of). The footage from E3 was incredible. Probably the most interesting thing I saw was how they’re incorporating Fallout 3-style perk trees, which are in the form of constellations. Wild!

(“Wild” is a word I’ve been saying a lot this week).

I haven’t kept up with any information on Skyward Sword. I almost don’t want to. I know it’s coming out this holiday, and I think I’ll let my knowledge remain with that fact only. To be blunt, at this point Zelda is about the only tether left that’s connecting me to Nintendo. I think I’ll keep that tether in as best condition as I can ;)

Three days later” is a pretty vague Simpsons reference.

My Reaction to Wii U

I have had a few days to think about this and I think I’m ready to organize my thoughts into some state of coherence!

I’ve been reading a lot of reaction to the Wii U on the internets and I’ve actually been quite surprised. Back in 2006, when I think the Wii was properly unveiled that E3, it seemed like an amazing time to be a gamer. The possibilities of the Wii remote seemed unimaginable, yet endless. Nintendo made motion feel like the next logical step.

However, as the years went on, the way I ultimately ended up feeling about the Wii seemed to be the opinion of a large number of people: Nintendo forgot us. In this craze of trying to get Mom and Grandma into video games, with “casual” games that didn’t require a lot of investment on the part of the player, it felt like Nintendo had abandoned those of us who thrive on “hardcore” 70-100+ hour experiences. And third parties were providing no better content.

I said I was “quite surprised” about the reaction of the Wii U. It seemed pretty conclusive that most people felt motion controls were a terrible idea and that the Wii “had no games.” I feel the same way about Kinect as I do about the Wii.

With Nintendo’s conference this year, it’s like we’ve gone back to 2006 and we were just shown the Wii remote again. And rather than a collective “huh?” there seems to be a collective “NINTENDO WINS E3!” My problem is that Nintendo hasn’t addressed anything. They said they had listened to us, and admittedly there were games shown that highlighted Nintendo’s new commitment to third parties (game footage that was from Xbox and PS3 versions, by the way). But I didn’t see any games. I saw a controller. I saw a conference dedicated entirely to a controller. Nintendo didn’t talk hardware, and they didn’t talk games.

That’s where they lost me.

I feel like a lot of our problems with Nintendo lately is that they just aren’t offering the kind of content on their system that we want. And that’s why I’m entirely unimpressed with the Wii U right now, and its controller. I don’t give a shit about this controller. I want to see games.

Why should I care about Arkham City on Wii U when I’ve already decided to buy it for Xbox 360? Any of the big-name third party titles that come out on it, I’m going to want for the 360. They’re going to be a year old by the time they’re on Wii U anyway. So what reason do I have to want a Wii U? As far as I’m concerned, Nintendo didn’t show me any. As far as third parties go, I feel it’s “too little too late.”

Can you see how I’m feeling this is just a repeat of the Wii?

Here’s where I stand as a gamer. Right now my largest collection of games span two systems. The largest and still undefeated is the GameCube at a total of 37. The other is my Xbox 360 collection standing at a total of 27, with an additional 13 already released games and games still yet to come out that I have my eyes on. My Wii collection stands at 9, which is clearly less than the 13 Xbox titles I’ve still yet to buy.

You can see where I started having a problem with Nintendo, and the Wii U hasn’t addressed any of my concerns.

So why do I care so much? I grew up Nintendo. The first video game I ever laid my young eyes on was Super Mario Bros. There might as well have been an NES in the womb with me. NES, SNES, N64, GameCube, GameBoy, GameBoy Pocket, GameBoy Color, GBA, GBA SP, GBA Micro, DS Phat, DS Lite… I owned them all.

Ultimately the Wii became the first Nintendo system I stopped giving a shit about, and the Wii U will be the first Nintendo system in a long time that I likely won’t be getting on launch day.

Mind you, in Nintendo’s defense, I believe there’s one more E3 left to go until this system is released by the end of 2012. But I think they got it backwards. E3 2005 was all about Revolution, E3 2006 was all about the Wii remote. The controller was the last thing they hyped. I don’t feel they have the right priorities. On any system, I don’t care about the controller. Why is the controller such a big deal? I feel like they might have this really awesome sports car, and they spent the entirety of their time circle jerking over the steering wheel.

That doesn’t exactly inspire me. I see the potential the Wii U controller has, but the Wii didn’t exactly reach its potential either.

All they’re going to do is drive this sports car at 20 MPH.

Nintendo’s Portal 2

Ninety percent of the year my Wii has one task: collect dust, and damn well do it good. One hundred percent of the time, it does this flawlessly. But every so often I look down at my Wii and wonder about what more it could be doing.

If you were Frued you might be right, incidentally.

Moving on, there’s one missed opportunity that always comes to my mind. A game I always, without doubt, believe the Wii was invented for. Luigi’s Mansion 2.

You might look at the title of this post and make the connection. You might not. But luckily for you, Mr. Unobservant, connecting these dots is why we’re here. In 2007 Valve released Portal as an experiment bundled with the hotly anticipated Team Fortress 2, and the equally as anticipated Half-Life 2: Episode Two. Portal ultimately stole the show and walked away with being one of 2007′s Games of the Year. The quiet word from Valve’s mouth before Portal was released that, basically, if the game did okay they would consider a sequel.

Sequel it is! with Portal 2 on the way in a matter of months as of this writing.

Admittedly, Luigi’s Mansion is no Portal. It had the distinction of being a launch title for the GameCube, an honored thing for sure, but it never came close to Portal’s runaway success and explosive fandom and oft repeated quoting (to the eventual annoyance of all of Internetland). Regardless, I believe there’s no doubting how important Luigi’s Mansion 2 would be. Luigi’s Mansion could be described, perhaps unfairly, as a tech demo. A showpiece of the GameCube’s graphical prowess. A demo with limited gameplay, and short length, but undoubtedly FUN.

Does that sound like another game? Maybe? A game that begins with P and ends with ortal?

If you were thinking Paraplégiques Kombat des Mortal, you’re incorrect.

Animal Crossing City Folk

When the Wii came out in 2006 I was right up there in line at 6:00 in the morning, waiting for the doors to open on what seemed like the first day of the rest of my life. The Wii was supposed to be Revolutionary, right? Gaming was supposed to get a whole lot better, and it didn’t matter what kind of graphics capability the Wii had or even how much power. The games were supposed to be great and the Wii remote and nunchuck were supposed to throw you into the experience all the more.

Yeah, right.

I’m not going to say a bunch of stuff and claim I’m the first to feel this way. By now it’s a pretty common feeling among those who bought the Wii. The system itself is still great, there’s no doubt there. The problem is with Nintendo. Their output as of late is uninspired, and to get to my point quickly, it’s games like Animal Crossing City Folk that don’t help the situation.

Now I will admit that after boycotting the game, packing up my Wii, cursing Nintendo, and falling madly in love with my year-and-a-half old Xbox 360… I’ve picked up a copy of City Folk after reengaging myself with Animal Crossing Wild World for the DS these last few weeks. Despite the lazy effort with City Folk, Animal Crossing as a franchise is mad fun and it is nice to have an amalgam of the original N64/GameCube version and the DS version into a tightly knit Wii package. City Folk isn’t that bad, and I enjoy it.

So, should you rush out and buy it? I don’t know. I still chastise Nintendo over it. But for anyone who had never played an Animal Crossing game before, it’s going to be an absolutely brilliant purchase. Otherwise, you have to be, well, someone like me who eventually just loves things anyway and doesn’t mind playing the same game for the third time. In other words, sickeningly forgiving.

Majora’s DICK

Apparently continuing in my quest to play frustrating black-sheep Zelda games, I bought the Zelda collector’s edition for GameCube a couple of weeks ago — y’know, the one that has A Legend of Zelda, The Adventure of Link, Ocarina of Time, Majora’s Mask, and a demo of Wind Waker on it. I bought it mostly because it’s an extremely rare disc — so, I got it for the “hey, check me out, I’ve got this” factor — but also because I hadn’t played Majora’s Mask since it came out, and thus, I’d forgotten most of it, plus I have an HDTV now, and component cables for my Wii, which means — via the Wii’s backwards compatibility — I’m able to play it in progressive scan. What I did retain about Majora’s Mask, though, was the overall impression of not being too fond of it.

I should really listen to my memory when it tells me something like that. Because there tends to be a reason.

I knew there was a 3-day time limit that felt rather limiting, that there were a ton of masks to collect, that there was a highly-detailed and (actually, rather deeply) scripted town of people, and that there were variations of the same dull annoying song for every area outside of the main town.

What I’ve re-discovered goes something like this.

The biggest problem that strikes to the very core of the game is the fear that nothing you do will “stick” — that is, that when you do something, it’ll stay done after you restart the 3-day period. It’s in this way that you’re never quite sure whether you’re accomplishing anything. And, obviously, since there’s a time limit at all, odds are high that eventually time will run out when you’re in the middle of doing something — say, part of the way into beating a rather difficult dungeon — and you’ll be forced to start all over. And start all over, you will — many, many times — since a full day in the game is only like 20 minutes or an hour or something. (Fortunately, there’s an ocarina song you can play — one which doesn’t show up in your list of ocarina songs in the pause menu, I might add — that can slow down time to something manageable for beating dungeons.)

Fortunately, the one thing guaranteed to stick is the items you collect, which tends to make it that much easier to get back up to speed if you’re resuming a dungeon. But it’s a small consolation, since all of the doors re-lock themselves, keys go back into their chests, everything switched on switches back off, and all enemies you’ve defeated — including mini-bosses – come back to life. Don’t know if the bosses come back to life or not, because I’ve never bothered to completely trek back through a dungeon I’ve already completed. Presumably they don’t, because you collect their “remains” after beating them.

The second biggest problem is the framerate, and — to be more specific — the mushy effect that that has on control. It uses the Ocarina of Time engine, which was developed smartly to lock the framerate low (~20fps), because Nintendo realized how much an inconsistent framerate can rip you right out of the game, and that even a bad framerate is good if it’s consistently bad. But there’s areas where they’re just pushing this engine too hard, particularly in the main town, where structures and people can bring the game down to a slideshow. It’s mostly just aesthetic, except for instances where character movements between frames can kill you like BOSS FIGHTS where control can get so mushy that you might as well try playing with your nose.

The game comes up with some rather annoying things for you to do, too. One that comes to mind is transporting a large explosive (called a powder keg) from the Goron village back a couple of areas to blow open the caved-in entrance to the Goron race track. (Admittedly, this might not be something that you have to do to beat the game, but I did it anyway.) You transport it not by putting it in Link’s cavernous behind-the-shield area, but by carrying it over your head. The annoying part is that, on the way, there are many many sharply-inclined slopes that you can only get up by doing the rolling Goron move… and of course, you can’t be carrying the keg and rolling at the same time, which means you have to first throw the keg up onto the ledge in front of you, roll up the slope, pick the keg back up, and keep going.

The main annoyance comes in the form of touching your pinkie toe against the bottom millimeter of one of these slopes, which causes you to drop the keg and slide downwards a bit… and yet, you can’t throw the keg very far, which means you have to get as close to the slope as possible just to ensure that the keg will land on the ledge above you. Invariably what ends up happening is that you repeatedly get too close to the slope, drop the keg, and slide. Oh, and by the way, the keg is ticking down to explosion this whole time, and the timer on the keg doesn’t give you a whole lot of leeway for these sort of screwups. If the keg blows early, you have to go back and get another one, and do it all over. At least you don’t have to pay for them.

Another irritation is when the game has you collect seven Zora eggs: three of them are guarded in a self-contained area by humongous sea serpents, and the other four are guarded in another self-contained area by hot pirate chicks. You collect an egg by putting it in a bottle, and at the time, I had two. So I got into the sea serpent area, by swapping a-pic-I’d-taken-of-a-pirate-chick for a sea horse, which was able to lead me through the murky waters on the way there. I killed the sea serpents, after figuring out that the only way to kill them is to stand on the edge of their holes (close enough to stay on the ledge, but not so close that they can grab you and chew on you for a bit) and do a move that the game didn’t tell me you could do (which means I figured out how to do something required by accident, which is always a gameplay red flag).

I only had two bottles, so I collected two eggs, went and deposited them, and went back towards the sea serpents (which I knew I’d have to kill again, since they — like all enemies — respawn when you leave the area). This was annoying enough, because I think that the game should have either A) found a way to keep me out of that area altogether until I had the required 3 bottles, or B) dropped in a character that would have warned me that I’d need 3 bottles in there. But no, this wasn’t the least annoying thing… turns out, that sea horse that helped you get into the area stays inside after you leave, which means once you leave, you can’t get back in. This meant that there was one egg trapped inside that I had no way of getting. The only way to fix it was to restart the 3-day period.

More irritation ensued when I realized that someone had told me of a place I could get another bottle — “from the beavers on top of the waterfall” — but I could tell that, in order to get up there, I’d need the hookshot. Nevermind that the only way I could tell that was from playing other Zelda games and recognizing hookshot-able terrain (otherwise, I would’ve just stayed stuck, having no other hints from the game to go on). But where was the hookshot? Game didn’t tell me that either. So I went wandering in the place with the hot chick pirates, and it turned out that the hookshot was in there. Remember how I said that the pirates’ place had four Zora eggs? I still only had two bottles, which meant that I would’ve had to make two trips to get all of the stupid eggs.

As I predicted, though, the hookshot got me up to the beavers, and they had an irritating swimming game for me to complete… and then after I did, they made me do it AGAIN before they’d give me the fricking bottle! Ok, time out here people, there’s fully two things wrong with that situation: 1) I don’t think a game should make you complete mini-games in order to progress in the main quest, whether it would just make things more convenient or if it’s required, and 2) the prize shouldn’t come after being forced to do the same annoying thing TWICE! Ocarina of Time would’ve given me the bottle the first time, and then told me that there’d be a better prize if I wanted to do it again (likely a piece of heart).

Third bottle in hand, though, I went back to the sea serpents, got those three eggs, went back to the pirates, got three more eggs, and of course went back again for the final egg. This whole process gets you a new ocarina song, which then allows you to get into the third dungeon. THANK FRICKING GOD that ocarina songs stick, or I would’ve hung up the controller (or maybe thrown, through a wall) right then and there. And don’t even get me started about the third dungeon boss… even 8 1/2 years later, not even really remembering what the boss was or how you fought it, I remembered it pissing me off… and, again, there’s a reason.

So why do I keep playing it? I haven’t a bloody clue. Maybe it’s the lack of fresh games on my plate. Maybe it’s because I’m an angry, angry person that enjoys torturing myself with bullshit gameplay. Will I finish it? You bet your shiny pink posterior I will… I’m not about to let this game win after all I’ve put up with so far.

E3 Makes Me Happy

It’s that time of year, and I highly recommend keeping an eye on Kotaku this week if you’re at all interested in E3 and video games and awesomeness.

I don’t feel like it’s the duty of my (this) blog to report on news. Actually, I don’t feel it’s the duty of my (this) blog to report on games at all, but since being a geek covers such a wide range of things (just look below for some recent awesomeness by Jeremy) it’s only natural gaming should make its way into the mix.

I realize I’ve said nothing so far, and I apologize for wasting your time… so I’ll get to my point. Look at this bigger-than-God’s-balls sized poster. For Assassin’s Creed 2.

The point I want to make is that I’ve never cared much for Ubisoft. Now, I don’t mean that in a “I HATE THEM” way… far from it. I just mean they’ve never quite been on my radar. Lately, however, they seem to have found a way, and I doubt I’m the only one who feels this way.

Assassin’s Creed was awesome. Too long and a bit fatiguing by the end, but still very awesome. And the little bits of info we’ve known about the sequel so far have suggested Ubisoft are taking what was so awesome about the first game and making it better. So… I find this poster fitting. We’ll see.

I’ve very excited to learn more about the game. I hope we get some great stuff out of Ubisoft this week.

Oracle of Sweetness

I previously ranted about Legend of Zelda: Oracle of Ages, and now I return (after getting so thoroughly frustrated with Ages that I decided to forget about it for a while) to extol the virtues of its hotter and sexier sister, Oracle of Seasons.

I’m not exactly sure what was going on between the two of them, but the differences are striking on a very fundamental level. I don’t know that I’ve played another pair of games where it was so painfully obvious that completely different teams worked on each game.

For starters, the difficulty curve is MUCH gentler in Seasons, i.e. it doesn’t have you pulling your hair out halfway through the second bloody level. I’m not sure what it is, really; Seasons is just a joy to play. It could be that the game is so much more lush with color than Ages, with Ages seeming to be little more than a Super-Game-Boy-enhanced Game Boy game… Ages just feels dull and lifeless by comparison.

And as far as music goes, I’m thinking that either A) there were different musicians working on each game, or B) the same musician did both games, and did Seasons first, and then ran out of gas for Ages. Where in the case of Ages, there’s only a handful of songs I care to listen to outside of the game (with some of the tunes being downright grating), in Seasons there’s only a handful of songs that I don’t like. Some Seasons tunes I’d even describe as “beautiful” — it’s amazing what they were able to get out of what’s essentially decade-old sound hardware.

But most importantly, Seasons doesn’t seem to be chock full of brain-bustingly frustrating gameplay mechanics. I just finished off the sixth level, and not ONCE have I become exhausted trying to figure out a puzzle. Compare that with Ages, where that seemed to happen every five feet.

I’ll admit that I feel like I’m cheating, though. See, one particular item has made the journey through Seasons easier. Not significantly easier, not in the the-game-is-playing-itself sense, but I probably would’ve given up by now had I not gotten it so early in the game. That item is a ring that, when worn, gradually refills your life meter. It only refills a single heart every minute or so, but that single-heart refill has made a heck of a difference, particularly in boss battles, where — if I’m particularly close to biting it — I just walk around in the corner for a bit, and then I come back full-steam. Comes in handy when you’re fighting a Gohma look-alike whose trademark is grabbing you and beating you against the floor as if there’s candy inside.

I found it tedious to try to explore essentially two world maps in Ages – the past, and the present — so you’d think that having five maps to explore in Seasons (four seasons plus Subrosia) would be that much more tedious, but surprisingly it’s not. If you’re not familiar with the game, its hook is that you get this rod that, when swung from atop a stump, changes the season: spring becomes summer becomes fall becomes winter.

You’d think this would be overwhelming, since the main world map is pretty huge, and effectively that would mean that you’d have to explore it four times. But the map is sectioned off, and each section has its own default season going on; you can adjust the season within each section, via the aforementioned stump-rod-swinging, but crossing the boundaries between sections resets the season to that section’s default season. Effectively, it localizes the amount of per-season exploring to smaller sections of the map, which makes it much more manageable. And some sections don’t even have stumps, meaning you only have to look around in those sections once.

I’ll also admit to possibly being charmed by the nods to The Legend of Zelda (the first game) that Seasons makes; in particular, you come across guys that, after opening the door to their caves, either A) bribe you to keep their location secret, or B) charge you for busting open their door. And some levels (particularly the first one) have rooms that are structured similarly to rooms from Zelda – heck, the room that you get level 1′s item in is practically ripped right out of Zelda, and it makes me positively gleeful.

Not sure what else to say about it, really. Before I started re-playing it, I remembered liking it, in much the same way I remembered not liking Ages. And sure enough, nearly 10 years later, I once again don’t like Ages, and I once again do like Seasons.

In other news, Jay told me that Rare is porting Perfect Dark to XBLA, which made me all kinds of happy. You?

Follow

Get every new post delivered to your Inbox.