Chris Ingersoll

Game of the Year awards are almost never consensus picks. Different gamers like different types of games. Here at Snackbar Games, we have a diverse staff of writers and editors, and between now and the end of the year, they’ll each be telling you, however they choose, about their top ten of ’08. Today, Chris Ingersoll (Vyolynce) talks about the games that got him hooked, as well as the ones that got away.

Before I list my top games of 2008, I feel the need to add an important disclaimer: I did not play a lot of (new) games this year. I never do, really, since I don’t subscribe to GameFly or any other rental service, so most of what I play is purchased outright (this has changed recently as we started receiving review copies here at Snackbar, but not much). That leads to delays as I wait for the price to drop or have to prioritize things like being able to pay my bills — and this past summer especially, fill up my gas tank; every time it cost me $50 to fill up, a part of my brain said “well, there goes another Wii game…”.

So here is a quick list of games that I did not play this year and would have liked to had circumstances been different:

    Advance Wars: Days of Ruin — I’ve played all three other entries in this series and enjoyed them

    Castlevania: Judgement — the concept intrigued me

    deBlob — I’m sure I’ll pick this one up soon, but it was a victim of our economic situation

    Final Fantasy Crystal Chronicles: Ring of Fates — loved the original FF:CC, but I would have had to buy this one twice, so my wife and I could play together; that simply wasn’t happening
    READ MORE

Tales of Symphonia: Dawn of the New World (DotNW) is a rarity among RPGs in that it is a true follow-up to a previous title, in this case the GameCube’s best-selling Tales of Symphonia (ToS). Like Square-Enix’s better-known Final Fantasy series, Namco-Bandai’s Tales series is usually comprised of stand-alone games that share several features, themes and maybe even the same world, but are otherwise unrelated to each other and can be enjoyed on their own merits. DotNW does not feature that luxury; your enjoyment of this new Wii offering will largely depend on whether or not you played, finished, and enjoyed its GameCube predecessor.

DotNW picks up roughly two years after the conclusion of ToS. After a thousand years of separation, the two worlds of Sylvarant and Tethe’alla have been reunited and a new World Tree has sprouted to keep things under control. While that might have sounded good on paper, in reality that sort of massive ecological shift is going to have both environmental and political ramifications, which is basically where DotNW picks up. Following a horrific event referred to as “the Blood Purge”, timid and apologetic Emil Castagnier is raised by his aunt and uncle in the rebuilt city of Luin. Thanks to several factors that are frankly out of his control, Emil is the source of much scorn in the town, having no friends; even his family doesn’t want much to do with him. One day he encounters a mysterious man known as Richter who gives him some gruff advise and the mantra “Courage is the magic that turns dreams into reality,” inspiring Emil to investigate a strange howling in the dried-up lake bed. It is there that he runs into a young woman named Marta Lualdi (DotNW’s other main character; very much the Colette to Emil’s Lloyd) along with Tenebrae, a Centurian of a mysterious force known as Ratatosk. 

A lot of DotNW plays similary to ToS; for instance, most locations (and their BGMs) are seemingly taken directly from the original title, with only a few changes here and there, mostly cutting off once-accessible areas. Many of the dungeons — and a few of their puzzles — are also lifted straight from the previous chapter. This is somewhat excusable given the shared world and storyline, but at times it can feel lazy. Combat is also largely identical, although DotNW has added the ability for free-roaming movement where previous iterations restricted you to mostly two dimensions; the drawback here is that any hit you receive while doing to is registered as a critical, so mind your environment. You can also assign up to eight shortcuts for Artes using the D-Pad and some light waggle, which is an impressive gain over ToS’s mere two; what is lost in exchange is the ability to pre-set multiple tactical AI strategies and swap them on the fly, although I found that it was rarely productive to take any character off “Attack Freely” in DotNW.

DotNW’s most distinguishing feature is the ability to form pacts with the monsters you defeat, almost Pokémon-style. You accomplish this by using elemental Artes to manipulate the Field Gauge, although that’s easier said than done in most cases. You can have up to four monsters in your active party, with the rest kept in reserve via the Katz Guild. Monsters can be great aids in combat, as they gain levels quickly and can have their stats powered up by feeding and evolving them along the way, but they are a double-edged sword. Unless you’re actually expected to lose a combat for storyline purposes, you get the Game Over screen when all of your non-monster characters are KO’d or turned to stone; the more monsters you have in your party, the easier it is for you to lose this way — especially at those times when you only have Emil in your party.

Everything else is standard Tales-issue. Synthesizing new items, earning Grade for any New Game+ you might attempt, the eight elements of mana, borrowing elements of Norse mythology (you have probably never heard so many grown adults use the word “Ginnungagap” in serious conversation as you will in the later stages of DotNW), prejudice against half-elves (although this takes something of a back seat to bigger problems this time around), the Sorcerer’s Ring (now with Wii Remote pointing capabilities for easier aiming), cooking (this time to raise your befriended monsters rather than for healing purposes), character-developing “skits”… you name it, it’s probably here.

For good or ill, DotNW is simply another Tales game. As one of the briefest RPGs around — mostly due to the elimination of tedious overworld travel — it will only ask about 30 to 40 hours of your time to finish, with the usual RPG array of optional side-quests, hidden goodies, and other completionist fodder; ToS, by comparison, took upwards of 60 over its two discs. As If you enjoyed Tales of Symphonia and want a follow-up adventure in the same world with the same characters plus a couple of new ones, then Dawn of the New World should provide you with a much-needed dose of solid RPG action on the Wii. If you didn’t enjoy ToS or the Tales series in general, then steer clear of this one, too.

ESRB: T for Alcohol Reference, Fantasy Violence, Mild Language, and Suggestive Themes; despite both protagonists being only 16, a lot of complex issues are dealt with throughout the game. It stops just short of any sort of graphic, M-rated content, but this is definitely high school territory at the very least.

Pros: A successful, if streamlined, follow-up to an established storyline; solid writing and acting, with the unique combat interface of the Tales series 

Cons: As a sequel, a lot of recycled content; forming monster pacts is fidgety at best due to the limited influence you have over what your AI-controlled partners do during combat

Plays like: Other Namco Bandai “Tales” games

It is actually somewhat surprising that it has taken this long for Nintendo’s Animal Crossing franchise to appear on the Wii, given the console’s focus on “non-gamers” and family interaction, but Animal Crossing: City Folk has finally arrived. Additions to the largely-unchanged gameplay aren’t as blatant as they were when the series moved from the GameCube to the DS, but what is perhaps more important is that almost nothing was removed. Just about everything you liked about Animal Crossing: Wild World is still here, minus the obvious touch-based and two-screen innovations, and even more has been added on top of that winning formula, including the return of familiar holidays like Halloween and “Toy Day,” which are now regional-specific. Aside from the additional fish, bugs, and other collectibles, there are four major innovations that will serve as this edition’s hallmarks:

1) “The City”. As the game’s subtitle suggests, there is a city element added to the familiar town experience. The unnamed City gives a permanent home to many of the series’s long-time guest visitors, such as Redd, Katrina, Gracie (her outrageously-expensive store is actually run by the third Able sister, Labelle, with the owner making only occasional appearances), and Dr. Shrunk, as well as Harriet’s Shampoodle hair salon (now no longer attached to Nook’s store), an auction house, a shoeshine b– er… skunk, and an actual physical location for the Happy Room Academy — with AC:WW insurance weasel Lyle as its rep in a career change highly reminiscent of Gil from The Simpsons. You can visit the city any time your town’s gate isn’t open for wi-fi play, but many of the locations close shop at around 9pm; unlike its real-world analogues, this City clearly sleeps, and is actually rather static.

2) Wii Speak. AC:CF is the first Wii title to allow voice chat with friends, via the Wii Speak peripheral (either purchased separately or bundled with the game). The general Wii Speak Channel will go live on December 5th (and you need to have Wii Speak in order to even download it), but voice chatting works just fine in the game. If you and (at least) one of your friends has Mic Chat turned on while visiting each other’s towns, the blue light on the speaker will light up and you can chat away without needing to type, freeing up your hands for catching fish or whatever else you might be doing — even typing, if you like. Since it’s a room mic and not a personal headset it’s not a perfect system by any means; echo and some other artifacts are common, especially since the “outgoing” chat is broadcast through your TV/surround system’s speakers. Still, it is an interesting move on Nintendo’s part, and the continued Friend Code restriction of online play should help to keep anonymous idiots from ruining the experience. Just be aware that it will pick up everyone in and broadcast to the entire room, so little kids still might be exposed to language their parents might not approve of; there’s also a bit of a sensitivity threshold that can result in louder-than-normal “inside voices”. I’m curious to see how the Wii Speak gets integrated into other online-capable games, and in particular if it will be backwards-compatible with Super Smash Brothers Brawl or Mario Kart Wii (which could bring a whole new meaning to my pet name for the Wii Wheel as “the swearing wheel”).

3) “Pro” custom designs. You can now edit your basic patterns for free whenever you wish. Paying some bells to the Able Sisters instead allows you to create “Pro” designs, which include different patterns for the front, back, and sleeves in one slot. You’re still limited to the usual 16-color palette 32×32 pixel grid for each section, but the possibilities for personalization have definitely increased. My wife is currently rocking a custom Harley Quinn outfit that would not have been possible on previous versions.

4) USB Keyboard support. Tapping keys on the DS’s touch pad was the height of efficiency; using the Wii Remote’s pointer is noticeably less precise, and several of the “shortcuts” implemented for the GCN version (like B for Backspace or a shoulder button for Shift) did not survive the transition. While not strictly necessary, the option of being able to use an actual keyboard was long-awaited. Too bad the letter-writing system is still prone to inconvenient line breaks and other outdated quirks…

There are a few minor improvements as well, such as importing a character and (most of) its catalog from AC:WW, widescreen support, being able to send letters to friends in other towns, or posting pictures to your Wii Message Board, but those are the big four. On the surface, nothing much has changed from the 2002 GameCube release, and some people will undoubtedly complain about this. While there indeed is still room for improvement (I would have liked to have seen more interaction between City Folk and Wild World, for example), the rest of us will quickly find ourselves once again caught in the strangely-compelling grip of “virtual yard work” and the Zen-like bliss of a game with no actual goal. Animal Crossing was a title that appealed to all ages and almost every type of gamer, and City Folk continues that tradition on the console that is widening those categories every month.

ESRB: E for comic mischief. Of course, the usual “Online content may change gameplay experience” disclaimer is in full effect here
Pros: More of the same pointless Animal Crossing gameplay if you were into it the first two times, plus the usual array of new additions; Wii Speak works well
Cons: Not quite the MMO-ish game some of us were expecting; more of the same pointless Animal Crossing gameplay if you weren’t into it the first two times
Plays like: Anything else with “Animal Crossing” in the title.

Mega Man 9

October 13, 2008

While a large portion of today’s gamers are too young to remember the NES, many of us grew up with the classic 8-bit system and its now-legendary roster of games. Being able to download these pieces of our youth via the Wii’s Virtual Console has been as enjoyable for us as it has been lucrative for the games’ publishers. While the games may be timeless, they are also familiar; we did all the heavy lifting and trial-and-error as kids, decades ago, and today we can coast through them on little more than muscle memory (after shaking off a little rust, perhaps). Nostalgia carries a certain amount of weight, but rediscovery is not as enjoyable as a new discovery.

Enter Mega Man 9. Capcom and developer Inti Creates have bestowed upon the gaming populace an 8-bit style Mega Man title that looks and feels like the games from our childhood, but offers totally new challenges while doing so. All of the classic Mega Man gameplay hallmarks are there: jumps requiring pinpoint accuracy, disappearing block puzzles, deadly spike obstacles, surprise enemies meant to knock you into bottomless pits, shielded Sniper Joe, Hard Hats, and of course eight new robot masters and their special weapons. Players with 8-bit Mega Man experience (either via their youth or thanks to recent Virtual Console tie-in offerings of the original title and its first sequel) will know what else that means: punishing difficulty. You will die. You will die cheaply. And no matter how much you may curse and scream, you will love it and keep coming back for more until you stop dying.

Thankfully, Mega Man 9 is not all new twists on old tricks and hair-pulling frustration. The old password system has been abandoned for a more modern (and much welcome) multiple-slot save file. The ability to charge up the Mega Buster, first introduced in Mega Man 4, has been removed as well; this returns the player’s focus on the special weapons, which had been lacking ever since the charge shot became commonplace. Finally, the developers have put forth 50 challenges to test your Mega Mettle, ranging from simple time attacks to hardcore demonstrations of skill; online leaderboards even offer bragging rights to the fastest of the fast. As if that was not enough, some downloadable content is also available to provide further challenges.

In an age where it seems unusual for a year to go by without a half-dozen new games bearing some sort of Mega Man title being released, the sprawling franchise has finally returned to its roots with Mega Man 9. Two-button 8-bit action gameplay may not be everyone’s favorite genre, but Mega Man 9 is an experience every gamer should have. It is a labor of love from its creators (including the father of Mega Man, Keiji Inafune), and a testament to how basic gameplay elements can still produce an exceptional gameplay experience.

Fans of punk programmer Suda51’s beam-katana assassination opus No More Heroes were both shocked and thrilled when a trailer for No More Heroes: Deadly Struggle showed up last night. Although the subtitle would be continuing in the fine tradition of far too many DS games, NMH:DS has been confirmed to be making its way to Wii owners in January of 2010.Considering that the first game literally ended with a character telling them “too bad there won’t be a sequel,” I don’t think Travis Touchdown’s fans will mind the wait.