Because of their limited resources, indie games often have to rely on a specific ‘hook’ to compensate for their smaller scale. Minit is one such indie game, and one whose charm stems from its particular gameplay hook which, in a weird way, seems to be a parody of indie games with said hooks. Though it’s mostly modeled after 2D Zelda adventures, Minit also feels equally inspired by WarioWare. That’s because the aforementioned ‘hook’ of Minit is that the player character dies and returns to a checkpoint every sixty seconds, keeping whatever items you claim in a given life, meaning that you’ll make incremental progress at a time.
It’s a fun and charming little gimmick, as you rush to get even a single objective done within the allotted minute. Your house is your initial checkpoint where you’ll respawn after every minute, though there are other houses (as well as a hotel and a trailer) that become your new checkpoint when entering, thus serving as shortcuts to different objectives.
As stated, Minit works like a bite-sized Zelda. The player character (who resembles a Tamagotchi creature) travels the land, completes puzzles, and helps others to gain items. The ultimate goal of the game is to stop a factory from producing cursed swords, which are the cause of the “one minute of life” curse. With your own such cursed sword, you fight off enemies, but the character can only equip one primary item at a time, so for certain lives you may have to replace your sword with another item (found right outside your current checkpoint once collected) in order to solve a particular puzzle. It makes for some fun puzzle-solving as you try to use every last second effectively.
Perhaps the game’s greatest strength is how the setup allows for players to tackle it in different ways. Only a handful of items need to be acquired in order to stop the factory, but others still exist out in the game’s world to be collected, along with additional hearts and gold coins. Basically, even though the game is already served up in bits and pieces, it works in such a way that should really appeal to speed runners. On the downside, while Minit may be fun while it lasts, it doesn’t last very long, with most players probably able to complete the whole thing in about two hours. And unless you are really into speed running or are a completionist, I can’t imagine Minit would have too much replay value.
While it may seem like unfair to criticize the graphics of an indie game of limited resources and budget, the fact that Minit’s graphics lead to me dying more than any enemies seems to be a bit of a problem. Although the character designs are charmingly simplistic, the black and white graphics can often lead to objects blurring together, and I found my clock hit ‘0’ quite often simply because I couldn’t tell where I could and couldn’t go. Even the puzzles themselves can, at times, be pretty vague with what you’re supposed to be doing.
Minit may be something of “Zelda meets WarioWare” in concept then, but it lacks the depth of the former, and the latter’s instant communication. Minit could be better polished then, and it may not have enough substance to it to make up for its short playtime. But all things considered, Minit is a fun little experiment that strips the Zelda template to its barebones minimum, and should leave those with the interest finding scurrying to find ways to save every precious second.
The world of entertainment lost one of its greatest minds today, and the world lost one of its most profound imaginations. Stan Lee, the mastermind behind Marvel comics, has passed away at age 95.
Stan Lee is well-known the world over as the creator of timeless characters such as Spider-Man, the Fantastic Four, the Incredible Hulk, and the X-Men, among many, many others. His characters and worlds brought joy to countless lives over the years, due in no small part to the depth and human understanding Stan Lee weaved into his stories.
Although his creations ranged from superhuman to cosmic beings, Stan Lee didn’t rely solely on epic feats of strength for his characters, but grounded them with human reliability that many people in the comic book industry seem blind to, even today (the less said about what more contemporary comic writers have done with his characters in works such as Marvel Zombies, the better). While many comic artists strive to be “cool” and “edgy,” Stan Lee knew it was most important to make his characters human, no matter how outlandish their powers or outward appearance might be.
A forward-thinking storyteller, Stan Lee was often described as having “a heart of gold and balls of steel.” He made characters who were flawed, and who taught readers it was okay to be different. The fact that famous creation, Spider-Man, is depicted as a nerd who was regularly bullied in school is a testament to how ahead of the game Stan Lee was, seeing as movies and other mediums have only started catching up in making such characters in more recent years. Stan Lee wrote stories that appealed to people of all backgrounds, that captured the imagination, and made even the biggest outcasts feel at home.
Despite being a comic book writer, Stan Lee’s influence has reached out to seemingly all forms of media. The world of cinema is now dominated by Stan Lee’s creations, with the Marvel Cinematic Universe in particular being the highest-grossing film franchise in history. And let’s not forget that, over the years, Stan Lee became the “King of the Cameos,” appearing in virtually every movie based on his characters in Hitchcock fashion. He even ended up having cameos in films unrelated to his works in more recent years.
Stan Lee has left a nearly unparalleled legacy in the world of entertainment. One that will continue to delight and inspire countless people forever more.
Control is something we too often take for granted in video games. Even exceptional games usually require the player to get into the meat of things before they get truly engaging. But every so often, a game comes along where it’s thrilling as soon as you pick up the controller. It’s rare that you find a video game where the simple act of moving the character is a joy unto itself. Super Mario has continuously won us over by setting the standard for platforming controls in both his 2D and 3D iterations. Sonic the Hedgehog dared us to see just how fast he could go, bouncing around stages like a pinball. Alucard traversed the haunted halls of Dracula’s castle with a sense of grace worthy of Ayami Kojima’s beautiful illustrations. And Link paved the way for 3D combat with the likes of Ocarina of Time and The Wind Waker.
Thanks to Insomniac Games, Marvel’s Spider-Man now enters these hallowed halls. Although there’s plenty to enjoy about Insomniac’s take on the iconic web-slinger, its single greatest joy is found simply in moving Spider-Man around New York City. From swinging on skyscrapers to running up walls, Marvel’s Spider-Man succeeds in making players feel like they’re the one behind Spider-Man’s mask. It’s that rare kind of game that just feels right. This is how Spider-Man should play.
Insomniac puts their own spin on the Spider-Man mythology. Mercifully ignoring the origin story we all know, this version of Peter Parker has donned the Spider-Man name for eight years, frequently butting heads with the forces of William Fisk (AKA “The Kingpin”), and putting away super villains like the Vulture, Rhino, Shocker, Electro, and Scorpion some time ago. When he’s not fighting crime, Peter works as the assistant to an down-on-his-luck Dr. Otto Octavius (who has yet to become the villainous Doctor Octopus), giving up his job as photographer at the Dailey Bugle (though his lady-friend Mary Jane Watson is now a reporter for that very newspaper). Meanwhile, Norman Osborne has not become the evil Green Goblin, instead having been voted as the (corrupt) mayor of New York City some time ago.
This unique take on the Spider-Man universe gives the game a fresh slate to build on. With Spider-Man being a veteran at his spider-duties, and his two most iconic villains yet to take up their mantles, the story and setting of the game definitely stand out in the franchise.
The game begins with Spider-Man taking the fight to Fisk himself. But after the Kingpin gets put behind bars, a new, more vicious mob begins to overrun New York City, the Demons. That’s a brief summation of the setup, though without spoiling anything, it does get a lot heftier than the simplicity of its setup would suggest. The story is split into three acts, with the final act almost feeling like a full-on sequel to the rest of the game. Overall, it’s probably my favorite Spider-Man story since Spider-Man 2.
Though the story is progressed one mission at a time, various side quests can be found around New York City, which not only give players plenty to do at their own leisure, but also provide numerous means to build up Spider-Man’s abilities. By completing side quests and meeting certain objectives, the player can unlock new gadgets – which give Spidey different web-based moves – and even new spider suits (many of which pay homage to Spidey’s past), with each suit providing its own bonuses and abilities. Spider-Man can also gain experience points and level up (it seems like every game requires RPG elements these days), which allows you to unlock new moves and upgrade the gadgets and abilities you already possess. Thankfully, not only does Spider-Man gain experience by traditional means (combat, completing missions), but doing things as simple as performing stunts during your web-slinging travels will inch you ever closer to the next level.
It’s actually surprising, how deep Spider-Man’s abilities go. With so many different play styles between Spidey’s moves, suits, gadgets and abilities, there’s no shortage of options for those who want to tackle the game their own way. I personally preferred trip mines that lassoed enemies together in webs, and throwing baddies to stick them to walls. But others may prefer explosive webs and the suits’ special weaponry. Or they may just love throwing environmental objects at enemies. There’s all kinds of ways to enjoy the combat of Marvel’s Spider-Man.
Speaking of combat, you will be doing much of it throughout the game. Mechanically, it works a lot like the combat system of the Batman Arkham series, though it flows more fluidly and feels more polished. And as stated, you have a lot more options to work with here, so no matter how many times you get in a scuffle, you can always try out different abilities and combinations to see what you like best. Unfortunately, there is one drawback to a number of combat sections that lives on from the Arkham games, and that’s that many combat sections just drag on and on. Again, the combat is never bad, but there will be numerous occasions when you’ll feel like the waves and waves of enemies feel unnecessary and redundant. It’s not a major issue, but while the sheer joy of swinging across New York City may never lose its luster, you may feel that many of the combat sections overstay their welcome.
The game’s other downside is that many of the side quests will become repetitious after a while. Almost every optional objective is part of a series of similar objectives (conducting research for Harry Osborne while he’s away in Europe, performing quick challenges for the Taskmaster, etc.). In small doses these side endeavors can be entertaining detours in their own right, but for those aiming for either one-hundred percent completion or maximizing Spider-Man’s stats, you may grow weary of doing the same objectives over and over again.
These elements ultimately prove to be minor complaints, however, as the main story is filled with fun twists and turns both in terms of its narrative and in its gameplay. There are even sections where you can play as Mary Jane Watson or Miles Morales which emphasize stealth (given their lack of super powers). Admittedly, the Miles Morales sections lack variety, but the MJ segments find ways to keep building upon themselves in fun ways.
Of course, the biggest appeal of the game is Spider-Man himself. The Arkham titles were previously considered the benchmark for super hero games for the way they made players feel like Batman. But I don’t think even the best entry in that series quite captured the essence of its titular hero the way Marvel’s Spider-Man puts players in the role of Spidey. The combat is fun and always evolving, but it’s the simple act of motion – the speed, the momentum, the physics – that provides the game’s greatest triumph. The game even features one of the most robust photo modes you will find in a game, a totally unnecessary but greatly appreciated feature that really hits the point home of all the crazy scenarios and actions Spidey can find himself in.
The side quests and other character sections aren’t always winners, and sometimes the game may not know when enough waves of mobsters are enough, but they’re small prices to pay for how well Marvel’s Spider-Man realizes its story and characters, and for how exhilarating it is just to travel around New York City as everyone’s friendly neighborhood Spider-Man.
Well, looks like November isn’t much busier here at the Dojo than October was. I’m really hoping that changes soon, and I can get back in my stride. Ain’t nothin’ gonna break my stride. Ain’t nothin’ gonna hold me down. Oh no, I’ve got to keep on moving’!
Anyway…Since things have been quiet, I figured I’d at least let my readers know what I’m working on for the near future.
First of all, video game reviews! I plan on finally playing/finishing some of this year’s biggest titles, and will review the following games as soon as I can.
God of War
Ni no Kuni 2: Revenant Kingdom
Red Dead Redemption 2
And of course, I plan on reviewing Pokemon: Let’s Go Pikachu/Eevee and Super Smash Bros. Ultimate when the time comes. Red Dead Redemption 2 will be a special case in which I will write separate reviews for its single player campaign and its upcoming multiplayer mode (if both are going to be released as their own entities, why not review them as such?). Also, I might finally get around to Detective Pikachu and Octopath Traveler at some point, but don’t be surprised if those two reviews don’t happen until 2019. Finally, I plan on playing through/reviewing the surprise kind of/sort of/somewhat (but not really) sequel to Undertale, Deltarune.
All those reviews should keep me busy for a while, but I hope to also have a few movie reviews written here and there. And as stated in the past, next year I suspect I’ll be reviewing more movies and older games, and maybe the occasional TV show. But I only plan on buying a small amount of 2019 video games. As much as I love gaming, I’m becoming less and less able to invest the ludicrous amount of hours modern gaming often requires. Sure, I’ll be getting Sekiro: Shadows Die Twice, Animal Crossing Switch, and a few others that I’m really excited for. But with the possible exception of Kingdom Hearts 3, I don’t see myself getting prominent games for the sake of reviewing prominent games anymore (and if I make an exception for KH3, it’s because I’m a sucker for Disney). Gotta choose wisely if a game’s going to take me forever to beat.
Yeah, I know. I complain about the length of modern games a lot these days. But it’s because of a valid reason… Modern games are too damn long!
As for what TV shows I plan on reviewing, well, it may seem cheap to start with some personal favorites, but the way I see it, it may make it easier to get into the groove of writing about something I haven’t before (in this case, TV shows). So I suspect Twin Peaks and Stranger Things might show up, among others. Maybe I’ll also give Castlevania on Netflix a looksy, and review it if I have enough to say.
To add a cherry on top, I’m hoping to finally write some top 5 and top 10 lists I’ve been meaning to get around to. While I don’t want to spoil what all of them will be, I may start with something like “Top 10 Nintendo Systems,” “Top 10 Nintendo Franchises” and “Top 10 Games from my Childhood” (as in, what games enthralled me the most during my adolescence, as opposed to which ones have held up the best since then).
Oh, and I’m hoping to finally get back into making sprites and studying game design, so depending on how quickly I start making progress on that, I will also try to update how that’s going every now and again. As I’ve stated ad nauseam, I’d like to make my own game, damn it!
Well, that’s about all I have to say for now. Sorry again for the slow updates. I hope to get the ball rolling once again as soon as possible. Hopefully now that I’ve mentioned some of these things it will help me get around to writing them faster (I’m in the process of writing my Spider-Man PS4 review, so I suspect that will come first).
Well, the final Super Smash Bros. Ultimate-focused Nintendo Direct before the game’s launch has come and gone. And, well…that was it? I mean, really? That’s it? To use an old (and pretty disgusting) phrase, Super Smash Bros. Ultimate was about to win the race, and then crapped its pants right at the finish line.
Look, I have no doubts that – mechanically speaking – Super Smash Bros. Ultimate will still be a very fun game. It has a solid foundation to work from, and it really can’t be too bad in terms of gameplay if it sticks to what the series does best (Brawl was also a very fun game, even with the tripping). But the forty or so minutes it took for the Direct to begin and end made Ultimate go from my most anticipated game of the year, to one I’m simply going to play and review. And that’s kind of sad when I think about it.
Let’s get the big bad out of the way first: Geno is not in the game. Despite being arguably the single most requested character to join the series for well over a decade, he’s still MIA. And I know people will say I’m just being sour over the character I wanted not making it, but here’s two things: 1) This is a series built on fan-service, so being bummed out about your favorite character not making it is actually a reasonable disappointment (provided that the character in question was a likely possibility, which Geno very much was at this point). And more importantly 2) It’s not like I’m the only one who wanted Geno. Like I said, he’s been possibly the most requested character for years, rivaled only by Ridley and King K. Rool, who collectively became known as the “Big Three.”
Look, I think it would be awesome if Muddy Mole were added to Super Smash Bros., but I also know I’m just about the only person who thinks that. So no harm no foul with that omission. But Geno? Pretty much everyone and their grandmother wanted him at this point, and after giving fans what they wanted with Ridley and King K. Rool, people actually expected Geno to make it in. So now it all feels like a cruel tease, especially after that Mii Fighter costume debacle last time around…
“But Geno’s too obscure! He was in one game! He hasn’t been seen in years!” is what the detractors (AKA people who apologize for everything Sakurai does) would say. But none of those arguments hold a bit of weight by this point, considering K. Rool and several other characters hadn’t been seen in years, obscure characters have been part of the series since day one (EarthBound, Ice Climbers), and the fact that a character like Dark Pit is in the game at all means relevance clearly isn’t an issue. Hell, if anything, the demand for Geno over the years has actually made him more relevant than ever. Besides, Ultimate is the fifth (technically sixth) installment in the Super Smash Bros. series. We got all the most recognizable characters out of the way long ago, now was the time to get crazy with the fan-service. Instead Ultimate only went halfway.
Again, if we were talking about a character I wanted, but I know I was alone in wanting, I would give it a pass. But when a character has actually grown more iconic because people want him in Smash Bros., wouldn’t you think they’d prioritize such a character? As stated, if we weren’t teased with a Mii Fighter costume in the last game in might not sting as much, but after that mess, it feels like the fans were practically owed the character.
It’s not just Geno’s exclusion, but other characters that people have wanted for years also got left in the cold. Isaac from Golden Sun is still an Assist Trophy. Again, people would say I just regret the omissions of my favorite characters, but I’ve never actually played Golden Sun (it’s on my to do list), so I’m not talking about personal history or want here. But I sure as hell know he’s been one of the more requested characters over the years, certainly more so than many characters who are already there (did anyone really want three different Marth clones?), so the fact that the Direct just casually showed Isaac still stuck in his Assist Trophy position and just expected people to be cool with it is kind of insulting. I mean, could they have at least made a bigger deal about him somehow? It basically just screamed “you want this character? Yeah, we don’t care.”
Yet even more notable omissions include Skull Kid and Dixie Kong (the latter of which having no excuse for not having been in the series for some time already). Two prominent, highly requested characters from two of Nintendo’s biggest series. But, y’know, screw them. And yes, I know, from the beginning, Sakurai said there wouldn’t be too many newcomers this time around. But you would think, with fewer newcomers, they’d actually put the most requested characters front and center. At the very least, had Geno made it, I’m guessing the other exclusions would have been a little easier to swallow, considering it would mean we’d finally be getting the “Big Three.”
What makes the omissions sting all the more is the final lineup of newcomers in the Direct. Ken from Street Fighter makes sense, but it’s kind of hard to get too excited over a clone of an existing character. What makes less sense, however, is that the final ‘new’ character was revealed as Incineroar from Pokemon Sun/Moon.
Look, I get that Pokemon is Nintendo’s big money maker, and I’ve said in the past that Pokemon (along with Mario and Zelda) is one of the few series that could have as many characters as it wants and it would be hard to argue against it. But THAT’S the final character you decide to reveal? Incineroar isn’t even as popular as fellow Sun/Moon starter Dicidueye, who would have been a more unique character anyway. I mean, I’m not totally opposed to Incineroar, but to be the final character in the starting roster? Talk about a popcorn fart of a reveal… Would have been better off revealing Incineroar months ago and ending with the Belmonts and K. Rool.
Since I mentioned the starting roster, it is important to note that Sakurai has promised that, through the first year or so after Ultimate’s release, a quintet of DLC characters will be released, each coming with their own stage and selections of music. So there is hope yet for Geno, Skull Kid, and Dixie (not sure on Isaac though, given that they kept him as an Assist Trophy). But still, wouldn’t revealing someone like Geno (after already having Ridley and K. Rool) been the perfect final character? Incineroar just seems so…unceremonious.
There is a downside to the DLC, however, in that the five characters are still a mystery. So while we can all be hopeful that those aforementioned fan favorites will make the cut, after having the rug pulled from under us time and again from the Smash Bros. series’ character choices, it’s kind of hard to get too excited. I mean, if Geno couldn’t make it even after teasing everyone with the Mii costume, it’s more than a little bit of a kick to the crotch of the fans.
Speaking of the DLC, however, there is one inclusion that might be even more questionable than Incineroar’s baffling presence as the final reveal… Piranha Plant is going to be a DLC fighter shortly after the game’s launch. Thankfully, it’s separate from the other five mentioned mystery DLC characters, but yes, a standard enemy from the Mario series gets in before the handfuls of characters fans have been requesting for years. That’s… that’s just insulting. I mean, I think Waluigi is a pretty lame character, and I think his requests for inclusion is little more than a joke taken too far. But at least Waluigi is a character! I think he’s earned a spot before a basic enemy like a Piranha Plant, no matter how much of a staple they are to their series. And if we’re throwing in standard enemies now, why not add the Waddle Dee with the bandana, since people at least wanted him? It is the most baffling inclusion, and not in a good “I wasn’t expecting that!” kind of way, but in a “wow, no one asked for that…” kind of way.
Sure, the Direct also revealed things like the new Story Mode, titled ‘Spirits.’ And I know some people are excited for a story mode. But in a game like Super Smash Bros., a story mode isn’t exactly the selling point. I’m sure more people would have preferred to see more of their requested characters make it into a series all about providing fan-service than they would like a story mode out of a fighting game. I mean, Brawl’s story mode – Subspace Emmisary – became pretty infamous for being a means to unlock the characters, and then completely forgotten about afterwards. And while the Spirits mechanic has some appeal, I again state that people would have probably preferred more newcomers over it.
Yeah yeah, Sakurai apologists would just write me off as being salty about the exclusions, but again, I’m talking about characters fans have wanted for years (some for over a decade). And they get bumped (yet again) for uneventful inclusions like Ken and Incineroar, and a Piranha Plant, something no one wanted. How exactly were they expecting people to react to these final announcements?
Sure, I’ll repeat myself and say I’m sure the game will be good fun in terms of gameplay and mechanics. But whatever steam Super Smash Bros. Ultimate picked up in the past few months through the likes of the Inklings, Ridley, Simon Belmont and King K. Rool came to a screeching halt in the span of forty minutes. Sure, Ultimate has already added some good new characters, but if you’re playing the lottery it doesn’t matter how many numbers you have, if you’re missing out on the last number, you still lose the jackpot.
Well, here’s hoping those five mystery DLC characters end up being worth the hype. In the meantime… Meh.
Happy Halloween everybody! Hope you all had some good, spooky fun and lots of candy.
Sorry again for the lack of a proper Halloween post – like the top 5s I did of yesteryear – I just didn’t get around to it. Hopefully next year I can do something special for one of my favorite holidays (along with Christmas).
Here’s something classy.
Again, I’m hoping to have more reviews and such done soon. And here’s hoping I can write more for Halloween come next October.
Probably the most hyped video game of the year, Red Dead Redemption 2, was released last week. And after growing old waiting for my PS4 to install the game, I’ve managed to put a good number of hours into it. So here are my thoughts so far.
The good news is, it’s easy to see why people were so excited for the game, given its sheer scope not just in size, but content. It really does feel like you can interact with pretty much everything in one way or another. You can completely ignore the story and just spend time playing poker or robbing passersby on the road. You can make small talk with citizens, take baths, go hunting, and play Dominos (though even in a video game, I still don’t get it). It’s simply fun just goofing off and doing your own thing.
Red Dead Redemption 2 is a very meticulous game, with all of the above activities (and so many others) having their own rules and mechanics. It feels like everything about the game’s world is given an extreme attention to detail. This level of intricacy is felt in the game’s sense of realism. Arthur Morgan – the player character – really feels like he has human limitations that other video game characters don’t have.
Similar to Breath of the Wild, Morgan needs to eat, dress appropriately for the weather, and craft materials in order to survive. Unlike Breath of the Wild, Morgan can’t climb every surface, and struggles against the environment as much as he does fellow outlaws. Your horses also need to be taken care of, and yes, you can even let Morgan grow a beard, and then decide how to shave his facial hair.
On the downside of things, I think this emphasis on realism can sometimes be frustrating. Having to stop and set up camp in the middle of a quest, and then needing to use item after item to keep all your stats in order can grow a little tedious after a while. Breath of the Wild’s similar survival elements were much quicker paced and always enhanced the experience. By comparison, Red Dead Redemption 2’s survival aspects can be involving, but just as often can feel cumbersome, and drag what is already a very long game out even longer.
Another problem I have is shuffling through items. Now, RDR2 is wise enough to have a Secret of Mana-esque item wheel for most of the essentials by holding the L1 button (though going to a menu is still required for many other items). But I kind of wish you had to hit a button to select an item, instead of simply letting go of L1 on a highlighted item, because this often causes me numerous problems when I’m in a firefight.
Although I’m less than twenty percent through the story, I’ve already encountered some notable technical issues. One especially egregious moment saw two bounty hunters randomly spawn in front of me as I was going through a tutorial on crafting while camping, the bounty hunters bumped into me with their horse, which canceled my crafting (and the dialogue that went with it). The bounty hunters then instantly despawned (and later respawned), and I couldn’t get back to my tutorial, so I had to kill myself to get back to the previous checkpoint. I’ve also witnessed a few instances of NPCs’ character models suddenly changing (a man working a hotel lobby inexplicably transformed into a bandaged version of himself and back again in the span of time it took to rent a bath). Granted, with just how massive and detailed the game is, you could say that such technical issues are almost expected. But does that really change the fact that they’re issues?
With all that said, I have had a mostly stellar time with Red Dead Redemption so far despite the flaws. It is a very easy game to get lost in and just have fun acting out the old west. I still have a long way to go before I reach the end of the story, so I guess I’ll have to wait and see how long the game remains engrossing. As it stands, Read Dead Redemption 2 has so far been an addicting, if flawed time.