Saturday, August 25, 2018

A few thoughts on WarioWare Gold now that I've beaten its story mode

Those of you who've played this entry in Nintendo's long-running WarioWare series--or any of its installments, really--must be thinking something like, I hope you don't consider beating this game's story mode to be an accomplishment!

You're right, of course. After all, you can finish WarioWare Gold's story mode in just a couple of hours if you don't drag your feet.

I'm patting myself on the back anyway, though--mostly because I managed to do the above plus a bit more over the last couple of weeks despite the fact that Octopath Traveler has been monopolizing my free time since it came out in mid-July.


In fact, I've now put about four hours into WarioWare Gold. Even that's nothing to brag about, admittedly, but it's been more than enough to time to get a good feel for the game, and that's what matters here. Speaking of which, keep reading for my initial thoughts on this zany 3DS title.

The cutscenes are awesome--In fact, I'd go so far as to say they're the highlight of the entire package. The main reason for that is they're funny. Surprisingly funny, even. My favorite is the one starring 5-Volt (9-Volt's mom). In it, she becomes obsessed with a buff dude named Mr. Sparkles, who sells special frying pans--they're so heavy you basically have to become a bodybuilder to use them--via cheesy infomercials.

I actually love the voice acting--And that's not something you'll hear me say all that often. No joke, I usually either don't care about voice acting or actively dislike it (to the point that I turn it off, assuming that's an option). I adore the voice acting in WarioWare Gold, though--which is a good thing, as the game's crammed full of it. I'm especially smitten with Wario and the new addition to the franchise, the spunky and heavily browed Lulu.


I wish the game didn't force you to unlock so much of its content--I know this is typical of the series. Or at least that's what I've heard. (I've only played a handful of WarioWare titles to date: Smooth Moves and D.I.Y.) Whatever the case may be, I'd prefer it if this entry didn't make unlocking its "souvenir" mini-games, like Mewtroid 2 and Super Pyoro, such a chore. To do that, you have to rack up points playing the title's story and challenge modes--usually over and over again. Then you plop those points into a capsule machine and pray something interesting pops out. In other words, depending on your luck, you may get Micro Golf or Pro Bowl early on or you may have to wait quite some time to gain access to them.

I'm not sure how many more hours I'll put into it--Don't get me wrong, I've thoroughly enjoyed what I've experienced so far. That said, I'm not entirely convinced the rest of what's on offer here is going to be enough to keep me coming back for more than a few additional hours. If I could freely play all of its bonus mini-games, that'd probably extend things at least a little while longer. As things stand, though, I have a feeling my time with WarioWare Gold is about to come to a close.


Even if I quit right now, I won't regret my purchase--Probably. I think. Maybe? Why the hesitation? I don't often spend $30-plus on a game and then stop playing it after just a few days. Given that, I won't be surprised if I slightly regret buying WarioWare Gold down the road. Still, I had an absolute blast during the four or so hours I've spent with this game, so I'll do what I can to keep those feelings of remorse to an absolute minimum.

Have any of you played WarioWare Gold? If so, what did you think of it?

See also: 'five reasons I've fallen head over heels in love with Sushi Striker' and '10 things I adore about Octopath Traveler'

Sunday, August 19, 2018

Manual Stimulation: Lode Runner for WonderSwan

Of course a company made a Lode Runner game for the Bandai WonderSwan.

Why do I say that? Because almost every computer and console under the sun has welcomed some version of this classic puzzler-platformer during its lifetime.



Following the original Lode Runner's 1983 release for the Apple II, the Commodore 64, and a few other machines, it also found its way onto the Famicom, the PC Engine, the Super Famicom, the PlayStation, and even the GameBoy.

Given that, this 2000 offering from Banpresto (though Aisystem Tokyo developed it) isn't too surprising.



But is it any good? And even more importantly, especially given the focus of this post, is its instruction manual any good?

I've barely spent any time with Lode Runner for WonderSwan to date, so I can't say too much about its gameplay other than it's definitely Lode Runner. (This review, from someone who's clearly played a lot more of the game than I have, suggests it offers up at least a few unique components in this area.)



That's a very good thing as far as I'm concerned, by the way. I've had a blast playing different versions of this game ever since I first tackled Battle Lode Runner for the PC Engine way back when, so I'm always up for more.

As for the Lode Runner for WonderSwan manual, it's right in line with the title's gameplay and graphics. Which is to say it gets the job done but isn't exactly spectacular.



Its opening handful of pages probably have you thinking otherwise thanks to the colorful illustrations splashed across them.



The Lode Runner for WonderSwan manual is decidedly less vibrant after that, unfortunately. Its remaining pages sport some nice borders, headers, and screenshots, but no more drawings.



At least they provide some helpful information--assuming you know Japanese, of course. The spread above explains Lode Runner for WonderSwan's trio of gameplay modes (story, select, and edit, basically).



The next couple of pages explain how you can upload your level creations and download those made by others, I believe--but don't quote me on that. (If any of you have a better understanding of this text, please let me know in the comments section below.)



Lode Runner for WonderSwan's instruction booklet wraps up with a page full of tips for in-need players. Once again, though, I can't share the details. Sorry about that.

At any rate, what do you think of this particular manual? Is it a new favorite, or is it so boring you've already forgotten you ever laid eyes on it?

See also: previous posts about WonderSwan game manuals

Friday, August 17, 2018

Manual Stimulation: Double Dungeons (PC Engine)

I pretty much ignored first-person dungeon-crawlers until I tackled the original Etrian Odyssey back in 2007 or so.



Given my love of RPGs, that probably seems a bit odd. So what's the deal? I'm not sure, to tell you the truth. I've never really thought about why I tend to avoid (even today) first-person dungeon-crawlers. The only reason I can come up with at the moment is I like seeing my party members.



Did all of that change after I played and loved Etrian Odyssey? Not exactly--which is to say I still vastly prefer more traditional (Japanese) RPGs to these labyrinth-obsessed offshoots.



What prompted me to pick up Double Dungeons, a 1989 release that's about as "labyrinth obsessed" as you can get?

The main reason is I was on a real PC Engine kick when I picked up the copy that gave me access to the manual you see here. Also, it was dirt cheap, which always helps.



It's a good thing this HuCard can be picked up on the cheap, too, as it's not exactly the most stunning dungeon-crawler around.



Sure, Double Dungeons offers up an intriguing gimmick--two people can explore a level simultaneously (although not side by side, sadly)--but most who try it won't find it thrilling enough to overcome the title's otherwise-dull gameplay and graphics.



Still, you've got to give developer Masaya credit for attempting something unique with this typically staid genre.



You've also got to give credit to the artists and designers who worked on Double Dungeons' instruction manual.



It makes buying a complete copy of this game well worth the price of admission, as you're likely now aware.



I'm especially fond of the backdrop that frames Double Dungeons' story on the manual's second page.  I also like the strangely sweet illustrations that sit in the corners of pages four and seven.



Line drawings of the title's enemies would've made the package even more appealing than it already is, in my opinion, but that ship sailed long ago.



Plus, the folks who pieced together the Double Dungeons how-to booklet included the requisite--for me, at least--depictions of the game's items and accessories (see pages 14 and 15, above), so you won't hear me complaining too loudly about it being a stinker.



What do you think of this edition of "Manual Stimulation"? Is it the most delicious thing you've ever seen, or is it a total dud?

See also: 'the best PC Engine game manuals (I've seen)'

Thursday, August 09, 2018

Ten things I'd change about Octopath Traveler if given the chance

My last two posts hopefully make it pretty clear I'm enjoying the hell out of Octopath Traveler at the moment.

As much as I love it, though, I don't think it's perfect. In fact, I'd make the following changes to the game if someone gave me the green light to do so.

1. I'd add a Bravely Default-like slider to the "settings" menu that lets you adjust the frequency of random battles. Being able to turn off random battles--or even increase how often they're triggered--was a real lifesaver, not to mention sanity-saver, while playing Bravely Default. Why Octopath Traveler's developers decided against including something similar here, I'll never understand.

2. I'd allow players to alter the game's difficulty on the fly, too. Again, like Bravely Default--or even the recently released Shin Megami Tensei: Strange Journey Redux. Both of those 3DS titles let you switch between easy, normal, and hard (or casual, standard, and expert, in the case of Strange Journey Redux) modes as you wish. Not only isn't that possible while playing Octopath Traveler, but it's not even possible to choose a difficulty level at the game's start. As such, if you run up against an area or boss that's too hard for you, you've got no choice but to grind your party into better shape or improve your battle strategy.

Illustration by carrotchipper
3. I'd make weapons visibly distinct during battle. I've loved being able to see my party member's weapons in battle since I first played through the original Final Fantasy shortly after it was released in my neck of the woods. In fact, I stuck with that game's "coral sword" long past its sell-by date because I thought it was cool to wield a pink blade. So imagine my disappointment when I realized I'd never get to see Octopath Traveler's "bear cleaver" or "war hammer."

4. I'd include a few more unique secondary jobs. In a way, I appreciate that the folks who called the shots during Octopath Traveler's development decided to cap the game's secondary jobs at 12. It's easy for RPGs to go overboard in this area and become bloated, confusing messes. Still, I wouldn't have minded even a couple of additional career options for my hard-working crew--especially since I consider a few of the included ones to be borderline pointless.

5. I'd shorten its battles. How much shorter would I make them? I'm not sure. Slightly shorter, at the very least. And I'd focus on Octopath Traveler's boss battles in particular. Yes, I feel accomplished and relieved and all sorts of other emotions after finally toppling one of this game's end-of-chapter baddies, but I'd sacrifice a bit of that elation for tussles that occasionally last less than 30 minutes.

6. I'd let people save anywhere. This is one of Octopath Traveler's more confounding omissions, if you ask me. I know the game's supposed to be a throwback, but this is going a bit too far considering nearly all modern RPGs allow players to save where they want and when they want. Plus, you encounter the little pedestals that serve as Octopath Traveler's "save spots" every few steps, so why not just remove that visual clutter from the landscape and replace it with something that's a lot more user-friendly?

7. I'd toss in a few vehicles. I know what some of you are thinking: vehicles aren't needed in this game because it lets you "fast travel." It only lets you do so between cities, though, which often means you still have to hoof it a bit if you want to explore a cave or hunt for a shrine. Even if Octopath Traveler allowed you to plop your party anywhere on the map with a nudge of the analog stick and the press of a button, I'd still want access to a handful of "vehicles"--like maybe a boat or carriage or horse--so I could buzz around the landscape when the mood strikes.

Illustration by punkratkid
8. I'd give players more money for winning battles. Or I'd make weapons and armor cheaper. As things stand, it's easy to feel "poor" while playing Octopath Traveler--especially as you toil through its first half or so. In fact, I mostly resorted to stealing armor and weapons and items from unsuspecting townsfolk during my first 30 or 40 hours with the game because of this. Maybe that's the point? Or maybe this is Octopath Traveler's way of telling me to spend more time grinding? Either way, I'd prefer it if the gear sold by this title's many shopkeepers were a little more "wallet friendly."

9. I'd make it so the lantern used in caves and grottoes is upgradable. Hell, I'd even force players to find or buy this accessory before they could comfortably probe Octopath Traveler's many dark and dank caverns. This starter lamp would be pretty dim, too, and the only way to make it brighter and more useful would be to replace it or upgrade it in some form or fashion.

10. I'd increase the game's wackiness quotient. Although Octopath Traveler occasionally shows it's got a nutty side (Olberic's ability to challenge nearly any NPC to a one-on-one duel is a prime example), it's usually a pretty staid experience. How would I make it a little zanier? By tossing in a couple of kooky, out-of-left-field bosses, for starters. I'd also add in some silly weapon classes--like the bells and harps that pop up in a number of Final Fantasy titles.

Would you alter Octopath Traveler in any particular ways if given the chance? If so, what changes would you make?

See also: 'ten things I adore about Octopath Traveler' and 'five more (kind of silly) things I adore about Octopath Traveler'

Sunday, August 05, 2018

BONUS ROUND: five more (kind of silly) things I adore about Octopath Traveler

If you follow me on Facebook or Twitter, you should be well aware of the fact that the bulk of my gaming time over the last month or so has been spent working my way through Octopath Traveler.

In fact, I've now devoted 55 or so hours to this much-ballyhooed Switch RPG, and I have a feeling I'll need to put at least 25 more into it before I wrap up all of its storylines.

It probably could go without saying that I'm thoroughly enjoying the experience, but I'm going to say it anyway. Actually, I already suggested it in my last post--about the "10 things I adore about Octopath Traveler."


So why am I belaboring the point today? To be honest, I thought I was done extolling Octopath Traveler's virtues when I published the write-up linked to above. A few additional virtues popped into my head this past week, though, and although my initial plan was to just stick them at the end of my earlier post, I figured they'd be overlooked.

Plus, I like that the components highlighted below are sort of silly.

The lantern you carry while in caves and grottoes--No joke, this was one of the details that most stood out for me when I watched Octopath Traveler’s first trailer more than a year and a half ago. It's the type of thing that would've thrilled me as a youngster (yes, I've always been a little weird), and it still brings a smile to my face today--even if it doesn't impact the gameplay as much as I'd like.


The mansions that double as dungeons--Is Octopath Traveler the first turn-based RPG to stick dungeons within manors and other such dwellings? Even if it isn’t, I love how it’s handled here. I especially enjoy ducking into rooms to see what may be hiding inside. I wish they featured a few secret nooks and crannies here and there (like the caves and grottoes do), but maybe producers Masashi Takahashi and Tomoya Asano are saving such treasures for the inevitable sequel?

The return of the “Final Fantasy V laugh”--Something I've always loved about the fifth Final Fantasy game is how adorable its characters look when they laugh. Well, Octopath Traveler’s protagonists and NPCs use a shockingly similar animation while guffawing or chortling. I don't know if this is an intentional reference to one of my all-time favorite games or if it's just a coincidence, but I'm going to assume it's the former until proven otherwise.


The shimmer--No, I'm not talking about the "Shimmer" that serves as a major plot point in the Annihilation film. I'm talking about the way some of Octopath Traveler's elements shimmer and sparkle in the most captivating way as you walk on or by them. You'll mostly observe this while traipsing around the game's sandy and snowy environments, or while exploring some of the aforementioned caverns, but you'll also notice it (in and on homes and shops) while strolling through its villages and towns.

The sound of your party’s footsteps--They sound like horses clopping, especially when your crew's walking across dirt or stone, and for whatever reason I find it comforting.

Now that I've had my say (again), what are your favorite aspects of Octopath Traveler?