I knew EA was out to secure areas of the sports world, but [url=http://www.gamespot.com/news/2005/01/17/news_6116473.html]teaming up with ESPN[/url] in a 15 year deal is the last thing I expected to see. With Sega using the ESPN name in their sports lineup but being unable to use player or stadium liknesses and John Madden having an expiring contract with EA, things sure are getting strange. Does this kick Sega Sports completely to the curb and will EA’s next football title carry the legendary “Madden” name? Stay tuned as I am sure things are just getting started.
January 2005
[floatleft]http://www.snackbar-games.com/images/reviews/mercenariespod/cover.jpg[/floatleft]In my life, I have not been an incredibly violent person. While harboring terrible, burning hatred towards certain things, I have not been known to take up arms against any one individual or individuals. However, I have been known to enjoy doing so in games. [i]Mercenaries[/i] is the equivalent of a large hot tub. You can do a lot while in it, but the occasional brief dip will be both fun and relaxing.
You take the role of one of three psychological train wrecks, an Anglo-Chinese stealth expert, a loner gunman from America, or a grenade-crazed Swede who constantly quips about his love of destruction. Your character is launched into the war zone when the Australians find a nuclear cache aboard a plane headed for a generic terrorist nation in the Middle East; the Allied Nations (and apparently everyone else) haul behind into North Korea. Part of ExOps, a predictably elite mercenary unit, your job is to collect the bounties on the deck of 52-one card for each member of General Song (The Ace of Spades) for money that you can spend upon ordinance of varying degrees.
[floatright]http://www.snackbar-games.com/images/reviews/mercenariespod/ss10_thumb.jpg[/floatright]NK has been split apart by the warring factions of the North Koreans, the Chinese, the Allied Nations, the Russian Mafia, and the South Koreans. You work for them all, and the formula is reasonably linear-you do two missions for them, and a third leads you to one of the main cards of the suit, meaning the King, Queen, or Jack. These missions are reasonably varied, some requiring a stealthy, sniping approach (though no Solid Snake impressions, and for that I thank you, LucasArts.), others requiring an approach not dissimilar to a Steven Segal film. In the process, you will open up the opportunity to use various insanely powerful and awe-inspiring weapons. Nothing beats calling a fuel bomb upon the buildings of a North Korean base as they attempt to mobilize, seeing your bleached-blonde Mohawk just a little bit too late.
The freedom to cause destruction is something that adds considerably to the game’s atmosphere. Being able to take a situation as you see fit allows for a considerable amount of replay value. You’ve got to break into a base and destroy Song’s missiles and then capture the King of Clubs. Seconds after you enter, the radar is jammed. You’ve got one C4 and three missiles to destroy. You see a Frog-7 missile launcher. You attach it to the truck and drive it by the missiles. A jeep drives up by the missiles and a soldier begins to shoot at you. You pull the trigger. The resulting explosion removes three missiles, two cars, and two soldiers, and nets you a big bonus.
Every single vehicle you see is useable. Although this can be pointless when said vehicle is a radar-jamming device, when it is a heavily-armored Korean chopper filled to the brim with missiles and you’ve got a spade to fish out from deep within the mountains, sometimes those moments when you get lost summon from within the spirit of happenstance. Although many compare its freedom to GTA’s, it seems to me to be far more individual and more like a bizarre mixture of [i]24[/i], [i]Mad Max[/i], and [i]The A Team[/i]. Although the charismatic Australian Fiona lacks the punch of Murdock, the sometimes ridiculous action-packed nature of the game brings back memories of the cavalier soldiers of fortune.
Weaponry does not take a leap of faith from any other games, going for those that will be useful against the many, many different enemies you will have. You’ve got most of what you’d expect-the sniper rifle, the RPG, the AA missile launcher, and a veritable army of different kinds of machine guns. Coupled with these are your grenades ranging from concussive bombs to trusty M67 grenades, useful for toppling buggies and setting alight the fuel canisters near the various Korean bases.
The tone of the game is somewhat dark, with the mercenaries painted at times as taking advantage of the situation, and all of their efforts considered the victories of the Allied Forces. Sadly, the storyline is somewhat sparse, though not as sparse as many have made out-each mission has fully voiced objectives and some excellent set pieces. Although the abridged linearity of the mission system does detract from the realism of the game, in general [i]Mercenaries[/i] feels solid enough to immerse you in its world of sedition and destruction.
[floatleft]http://www.snackbar-games.com/images/reviews/mercenariespod/ss02_thumb.jpg[/floatleft][i]Mercenaries[/i] is a fun, solid, and varied game. The game is as open-ended as you like-you can treat it as if there are only missions, or you can create your own elaborate set pieces by flying a helicopter straight at the Black Gate of the Southern Province, or just calling an airstrike on a landmark that you don’t take a fancy to. You can also take on the various extra optional quests, such as destroying statues of General Song or collecting national treasures-twenty of which unlock the Han Solo costume just to remind you that LucasArts is still in control. The music is that of an epic action film, with rousing choral movements and orchestral flourishes; but sadly, there is no option of custom soundtracks.
It isn’t without its flaws. The beginning sequence is promising, but the game lacks cut scenes and story-building. Not only this, but every so often the controls on tanks will lead you to become ridiculously stuck between two trees or will just plainly block your vision as the camera swings into a forest. By randomly switching the controls between the left analog stick and the normal buttons for tanks and jeeps, the game can become a little frustrating as you fail a mission because your tank is so slow to move and gets stuck between a mountain and a wall. Some airstrikes cost a little too much for the payload-especially if you miss-and finding yourself out of ammo and C4 at the wrong time can be somewhat annoying. But at the same time, working your way out of desperate situations is an excellent feeling and reminds you of the stupid amounts of fun one can have with this game. Just try stealing a helicopter and taking on a North Korean tank battalion with the few missiles you have before hurtling towards them and jumping out at the last moment, exploding that last pesky general.
If you’re a fan of action, you’ve got to have [i]Mercenaries[/i]. It has come out of nowhere and made other games before it seem boring and uneventful. Graphically, it wows you with its lush explosions and doesn’t seem to have any slowdown. The freedom involved lets you have your own little adventures to bridge the missions or even in the middle of missions as you get sidetracked by an errant AA missile. Just like I wish you could in reality, it allows you to solve most problems through wildly setting things alight and quipping. I pity the fool who doesn’t own this game.
Well, here we are. Once again, a new year has rolled around. Once again, I find myself wondering, “Where did the past year go?” Here is a look at a few of the highlights from the past year.
[b]January 2004[/b]
[list]
[*]Snackbar Games starts off a new year with big plans in mind. Cone announces his big plans for the Gamertag directory.
[*]The big mystery with the Phantom begins…hey, wait. We still know nothing.
[*]Cone and I buy our first house. We kiss lots of $$$ down to the drain to closing costs.
[/list]
[b]February 2004[/b]
[list]
[*]Pickle goes MIA for a while due to [i]Final Fantasy: Crystal Chronicles.[/i]
[*]Nintendo GBA sales hit the 20-million mark in the United States.
[*]We move into our new house, get a new puppy, and I get put on bed rest for high blood pressure (remember I was pregnant at this time last year).
[/list]
[b]March 2004[/b]
[list]
[*]Cone moves us to our new style of forum. So pretty…
[*]Infinium Labs decides to sue [H]ardOCP for lying about things they said in an article. ([H]ardOCP has just won that suit.)
[*]I give birth to our baby boy, Ethan, on the last day of March. Yay!
[/list]
[center][img]http://www.snackbar-games.com/images/features/lookback2004/ethan_thumb.jpg[/img][/center]
[b]April 2004[/b]
[list]
[*]Cone and our good friend The Wraith slave many hours getting Xbox Live information to add to the [url=http://www.snackbar-games.com/gamertag/]Gamertag directory[/url].
[*]Sony announces that [i][url=http://www.snackbar-games.com/reviews/152]Jak 3[/url][/i] and [i]Ratchet and Clank 3[/i] will be the last in both of their series. I think I cried.
[*]We adjust to the life of being parents. Why does getting no sleep due to partying and staying up late playing video games feel so different than getting no sleep due to taking care of a baby?
[/list]
[b]May 2004[/b]
[list]
[*]Pretzel moves from the armpit of Texas (Houston) back home to the great city of San Antonio.
[*]The guys at Penny Arcade announce “The Omega Collection”-over $15,000 worth of video game things to be given away at the first ever [url=http://www.pennyarcadeexpo.com/]Penny Arcade Expo[/url] (PAX).
[*]We lose our first child, our cat Riku, who gets hit by a car. It was very sad.
[/list]
[b]June 2004[/b]
[list]
[*]Cone adds banner ads to the site so that we can start giving cool stuff away to our readers. We also start Project Snack to help out a family in our community who was robbed. This was a big month for us; we also have our Snackbar meet-up which was a huge success.
[*]PS3 is starting to be rumored to sell somewhere around $500. [i]Doom 3[/i]’s release date is announced.
[*]We go on vacation to Disneyland. Fun times.
[/list]
[b]July 2004[/b]
[list]
[*]We start having a contest craze. Why? Beause we love you guys!
[*][i]Doom 3[/i] goes gold, and Nintendo announces the launch date and cost of the Nintendo DS.
[center][img]http://www.snackbar-games.com/images/features/lookback2004/ds_thumb.jpg[/img][/center]
[*]I vow to never fly again after our retched adventure trying to get to San Diego.
[/list]
[b]August 2004[/b]
[list]
[*]Cone “enhances” the site. That just means it works more smoothly for those running it and really has nothing to do with you.
[*][i][url=http://www.snackbar-games.com/reviews/127]Rainbow Six 3: Black Arrow[/url][/i] comes out, and we all spend massive amounts of time shooting people.
[*]Pickle and Cone both turn 24.
[/list]
[b]September 2004[/b]
[list]
[*]Pickle and Pretzel head out to [url=http://www.goxgaming.com/]Xtreme Gaming CafA
[floatleft]http://www.snackbar-games.com/images/reviews/monsterhunter/cover.jpg[/floatleft]There are way too many formulated games that come out nowadays, to the point where a game will come out that does not follow the “traditional” standards set by previous games before it and gets bashed by the critics for being different. This is what [i]Monster Hunter[/i] was upon its release. This game does not play how a typical gamer would expect it to, and if you lack patience, you won’t make it past the opening minutes in The Village. I always implore people to look past the initial moments and actually play any new game they get for at least a half hour (or more) just to get a good feel for the game. Admittedly, I was frustrated at first when I tried to maneuver my character. However, after about an hour into this game, I was hooked.
[i]Monster Hunter[/i] is, without a doubt, the most underrated game I have ever played. From the very start, it captured my attention with its “Create Your Character” screen, which has always been my favorite addition to any game. After exiting from this screen with your customized character, you’re placed in The Village for the very first time, which is your single-player hangout between quests. Here, you can shop, create weapons or armor, modify your current equipment, or rest at home to replenish your health. For online play, you’re placed in The Town, which can only hold eight players at a time-four of which can join together to complete quests. There isn’t much of a story that goes beyond “saving the peaceful village from the monsters.” You’re simply told that you are a new hunter and you wish to become better. You are then given quests to begin that journey to progress in your Hunter Rank (you start out at rank 1 and are aiming for rank 20).
[floatright]http://www.snackbar-games.com/images/reviews/monsterhunter/ss02_thumb.jpg[/floatright]Playability-wise, this game takes a lot of getting used to, especially in the area of character and camera movement. Capcom should have left camera control completely out of the game; it’s very cumbersome to have to worry about controlling the camera when you’re hunting. Getting past that, this game is simply fun. If hacking and slashing satisfies your gaming hunger, then [i]Monster Hunter[/i] offers you an all-you-can-eat buffet. In order to make the game a little easier on first-time players, the first few quests are lessons, where you are given step-by-step instructions on how to complete them in the given time frame (which is usually around 40 to 50 minutes), and they are so simple that you really have to try to fail them. Once you pick up the game basics, you will receive harder quests that require you to be well-equipped. Your character can’t leave town until he or she is given a quest, so you can’t really explore the lands unless you accept a task. However, the beginning quests open up quite a few areas, so you can easily complete the mission objectives in a few minutes then explore for at least a half hour.
There are two types of quests: Hunting and Gathering quests, with each offering its own distinct challenges. Gathering quests involve going out into the land and acquiring items, either by mining, picking plants, catching bugs, or carving items from your killed monsters. They can be easy, but be forewarned: stealing Wyvern Eggs can get very aggravating. The more fun quests involve slaying monsters, and you can use a myriad of melee or shooting weapons, as well as time bomb traps and large barrel bombs that really pack a punch. If a monster has a tendency to retreat to a new area during battle, you can mark it with a paintball to track its movement on the map. Usually, you are given these items at the start of the quest, but more are available at the shops in town as well. Quests are necessary to make money, as you are given a financial reward after each quest you complete, driving you to complete quests more than once to build up for that weapon or armor upgrade.
Selecting your weapon can be a tough decision if you make it one. Each weapon type varies in style, damage, and swiftness, and each has its own advantages and disadvantages. My personal favorite is the Great Sword, not only because of the massive damage it can do early on, but because I’ve always liked fighters who wield swords that dwarf them in size. Consequently, the Great Sword is very heavy and slow, and recovery time is long between swings. Dual Swords, Hammers, and Lances also offer a nice change in weaponry, but if melee fighting doesn’t suit you then bow guns and arbalests will fulfill your needs to toss projectiles.
In addition to hunting, [i]Monster Hunter[/i] offers more ways to pass your time, such as crafting (this game encourages you to craft your weapons and armor from monster parts instead of buying your equipment), cooking, and fishing. Cooking can be really flustering because while you are cooking, a short cartoonish tune plays, at the end of which you must press a button at the right time to get a well-done meat. Missing could yield a rare or burnt steak. If you manage to acquire a well-done steak, you can either sell it for a nice sum or hold on to it for use in replenishing your stamina. You can also combine items to make different items. For example, an Herb and a Blue Mushroom will yield a Potion that will restore lost health.
[floatleft]http://www.snackbar-games.com/images/reviews/monsterhunter/ss01_thumb.jpg[/floatleft]Graphically, this game is beautiful, showing off its realistic design as early as the game’s intro movie. The prehistoric feel was a welcomed change from the normal fantasy setting to which I’m accustomed. Most of the monsters you will hunt are dinosaur spin-offs, and they are presented with near-realistic design. The landscapes are crisp, making you feel as if you’re in the game yourself, slashing away and carving dead corpses for your prizes. Character models are also extremely realistic, and your hunter’s appearance changes as you dress or undress equipment. This has always been another favorite characteristic of mine, because it gives the game a little more flare, and watching your character grow from wearing practically nothing to wearing a full suit of armor is always fun.
Sometimes my favorite games are ones that focus on character progression/item-hunting than on immersing you in a heavily involved story. [i]Monster Hunter[/i] is one of those games that you can always play because the addiction level is really high. The real meat comes from going online and questing with others-that level of interaction always makes games more fun. If you’re looking for the traditional action/RPG, then don’t waste your time on this game. If you want to play a game that is both different and creative, then pick up a copy of [i]Monster Hunter[/i]. Just don’t forget that USB keyboard, or you won’t be very talkative to your online comrades.
[floatleft]http://www.snackbar-games.com/images/reviews/zeldaminishcap/cover.jpg[/floatleft]In a way, I’m pretty happy to be done with [i]The Minish Cap[/i] because now I can go to sleep before 2:30 a.m. The past two nights have seen me utterly caught up in the game as “a few minutes more” became hours and hours of [i]Zelda[/i] questing. I love [i]Zelda[/i] games, and this one has easily maintained the tradition of being hard to put down.
Like the two [i]Oracle[/i] games on the GBC and the GBA [i]Four Swords[/i] mode in [i]Link to the Past[/i], this game was actually made for Nintendo by Capcom and is actually a direct prequel to the [i]Four Swords[/i] games. It tells the story of the sorcerer Vaati and Link’s first quest to defeat him. In order to do this, he must enlist the aid of the Picori, cute little forest fairies who look like little squirrels. The problem is that nobody has seen the Picori for a hundred years, and most people seem to think they are a legend. Once again, Link has to go out and save the kingdom single-handledly, while the rest of the world stands around befuddled and completely clueless to the fact that there is a huge battle ensuing between good and evil going. Go about your business, Townsfolk! There’s no need for you to offer the sole hope of humanity’s salvation a discount at your little shop! Oh well, at least we can take joy in the traditional outlet of pilfering people’s possessions from their homes, unhindered by law or conscience. And lucky for our friend, he meets a talking magic hat named Ezlo early in the game.
[floatright]http://www.snackbar-games.com/images/reviews/zeldaminishcap/ss13_thumb.jpg[/floatright]Every [i]Zelda[/i] game has to have a twist on how you interact with your environment, and here the twist is a system that lets you shrink to a tiny size and get into areas that the larger Link cannot, which is vital in his search for the Picori. Whenever you spot a portal, which is usually a hollow log or overturned vase, you can stand on top of it and Ezlo will shrink you down to a tiny size. Although you can’t use your items or interact with the larger world much, you can now take advantage of tiny portals and access ways that normal Link is too big for. Some of these even lead you to micro-Link-only areas, where you regain normal control of our hero, but now surrounded by giant barrels, shoes, and other everyday elements. This inversion of normal proportions is used to great effect in a few boss fights, where Link faces off against humongous versions of some of his traditional foes (OK, I realize that the monsters are the right size and it’s actually Link that is really small, but you get the idea). While the effect is not overall as dramatic as having a complete duplicate dark or future version of the whole world, it is used to very good effect throughout the game.
As usual, Link must collect various items to help him in his battle against Vaati and Hyrule’s general (and very large) monster population. Like the previous Game Boy [i]Zelda[/i] games, the game manages to come up with some pretty creative new ideas while keeping the old favorites. Aside from his sword, shield, and boomerang, Link sees the return of things like the arrows, bombs, and Pegasus boots. He’s also got the traditional Ocarina to take him from place to place on the map. The new inclusions are a Gust Jar that acts as a sort of magic vacuum, and Mole Mitts that allow Link to dig through certain types of rock. There’s even a magical “staff of flipping things over.” The new items are different enough that the game doesn’t feel like it’s just recycled material.
The graphics for this game are bright and well-done. The game manages to equal a [i]Link to the Past[/i] in look and feel without borrowing sprites from the older game-although Link himself is basically the same one we saw in the GBA [i]Four Swords[/i]. The sprite effects are nice and fairly well-done. I’d say that there’s nothing we haven’t seen before here, but it more than meets the challenge. The art direction definitely takes the game into a brighter world than we’ve seen in a 2D [i]Zelda[/i] game.
Like all [i]Zelda[/i] games, the game is mostly kept linear by limiting your exploration area until you find the right item to overcome a certain type of obstacle. The same pseudo-freeform system is still in place, and it holds up very well. The game is also packed with exploration and side quests, with plenty of hidden areas, or areas that can only be accessed by backtracking with a new item. The game adds a new side-quest element in the form of “kinstones.” These items look like an oddly cut half of a medallion, and you find them constantly throughout the game. If you find a matching half with another character and pair the halves up in a process known as “kinfusion,” secret areas will open up, chests will appear, and new characters may even pop up. Unlike the chains of trading missions that are so constant throughout the game, most kinfusions are not dependant on each other, so if you miss one fusion, you can always come back to it later. I prefer this as I’m not really a fan of searching the whole game for the one guy I forgot to talk to who wants a bunny mask. The kinfusions range from required tasks to continue in the game to mundane optional quests that help you get a few rupees or mysterious seashells.
The mysterious seashells are used to buy figurines of everything in the game from the figurine shop. “Buy” is not really the best word in this case, I suppose. What you are doing is buying a chance to get a figurine that you don’t have already, although you can spend more shells to increase your odds. I would have played with this more if each purchase didn’t take so long. They should have cut down the screens of text involved in the exchange. Still, it’s a neat addition to keep the game interesting for you 100% completionists out there.
[floatleft]http://www.snackbar-games.com/images/reviews/zeldaminishcap/ss04_thumb.jpg[/floatleft]Now, I do have a few problems with the game, but obviously they don’t come close to the positives or I would have done something yesterday and the day before-gone outside, even. My first complaint is the use of buttons. Even though the GBA has four buttons, the L button is used only for kinfusion. This makes it a dead key in all but total non-combat situations, and it makes no sense from a gameplay point of view. The R button is used for rolling, lifting/grabbing, and talking to people, but the A button can also be used for all of those except rolling. The result is that you primarily use the face buttons. Like all previous Game Boy [i]Zelda[/i] incarnations, you can assign any item to either button, but you can only use two items at a time, including sword and shield.
After the excellently playable way a Link to the Past was handled, you would think they would have copied that same design. At the very least, they could move roll to the L button and allow you to assign another item to R. I was annoyed that I had to constantly pause and switch items in the old Game Boy games, but they had the excuse of only having two face buttons. This control issue shouldn’t exist on the GBA. The game is also short like its older Game Boy cousins. I was really hoping for something more drawn out after playing [i]Link to the Past[/i] about a year ago. Perhaps I’m lucky that it didn’t, since during the three days that I played through it, I have pretty much done nothing else outside of work except eat and check my e-mail. I’d say the game should last about 10+ hours-a little longer if you want to get all the side items.
I love the 2D [i]Zelda[/i] formula, so maybe I’m a bit biased towards this game, but I just couldn’t stop playing. I don’t see a lot of replay value in the near future, but the completionists in the audience might, and I do tend to pick my old [i]Zelda[/i] games up at a later date to brush up on them. If you are a [i]Zelda[/i] nut, you probably already have this game. If you aren’t, be warned that it’s a little easy and a little short, but there’s a great game in here. If you want a nice adventure game that will totally suck you in, pick this up.