Chris Ingersoll

Odama

May 3, 2006

One of the swiftest ways to kill your enjoyment of a game is to get your hopes up too high before playing it, especially when there isn’t a lot of company hype getting in the way. When I pre-ordered [i]Odama[/i] — solely to ensure that my local EB would even have a copy, since I knew that this was going to be a niche title at best — I was eagerly anticipating some “demolition derby” pinball set on the backdrop of feudal Japan. Being able to give my troops commands to enable various areas of the board seemed like just the kind of odd twist that would make the game unique.

The first hour of actual play, therefore, turned out to be a prolonged series of swift kicks to the junk as my expectations were shattered time and again. [i]Odama[/i] is more a strategy title with a pinball interface than it is a pinball table with strategy elements, and that’s a rough paradigm shift for devotees of the silver ball like myself (ever since I was a young boy); sadly, we’re also the group of gamers most likely to give [i]Odama[/i] a shot in the first place. What we encounter, instead of our beloved physics, is something wearing a familiar skin and yet clearly alien underneath: targets that you should try to not hit; obstacles that are destroyed upon impact instead of redirecting your shot; power-ups like some sort of “shmup”; slightly-stupid AI that needs your nearly-constant verbal attention while you’re trying to keep the ball in play; a victory condition that has absolutely nothing to do with your flipper accuracy; and perhaps the most egregious crime (nay, sin) against pinballers everywhere, [b]a time limit[/b].

Nothing else is really a factor here. The graphics are small and at times undetailed, but they serve their purpose of mixing a battlefield and pinball table well, with “ramps” and other targets somewhat innocuously masquerading as natural formations or structures. The physical controls are also simple and intuitive, with the L and R buttons operating their respective flippers and the control stick both “tilting” the table and aiming your cannon for firing replacement Odamas — or tasty rice balls — on to the field; the Z button summons forth reserve recruits if you have any and do not already have too many on the field. On a couple of stages, the C-stick moves the camera to a different segment of the field, as these sieges feature multiple “fronts” for your assault. Finally, the D-pad is used to select targets for your troops, like keys, catapults, additional flippers, and enemy generals; once you’ve selected the target, hitting X and issuing the “Rally” command will send some of your men over to complete the task.

Ah yes, the infamous voice commands. [i]Odama[/i] comes with the GCN Microphone, which you might already own if you’ve played Mario Party 7 or Karaoke Revolution. It also comes with a convenient clip that affixes to the top of the GCN pad (or Wavebird) to provide convenient hands-free access, since you’ll want both hands on the pad for flipper duty. On the first few stages, you’ll need to fire the [i]Odama[/i] at glowing scrolls in order to learn new commands for your troops; until you learn “Press Forward” (which should be the second scroll you hit), you will not be able to convince your forces to make the final push through the gate on each map, so keep an eye out for them. Other commands include “March Left/Right”, “Company Halt”, and “Charge!”, plus the aforementioned “Rally” and other, lesser-used directions. The voice recognition is solid, and you don’t need to shout your orders (although you might be screaming for other reasons).

Sadly, the gameplay itself is the biggest obstacle to enjoying [i]Odama[/i]. For many, the first hour of play is also the only hour. The game is just too difficult, too unwieldy, too bizarre, and/or too “not what I wanted it to be”. And these are all fair assessments. There is also the matter of extensive damage to personal property and/or physical health due to fist-smashing and blood-boiling frustration to consider. But those who stick it out, who learn the ways of the [i]Odama[/i] and the Path of Heavenly Duty (also called the “Way of Ninten”… or “Ninten-do”), and who take up the cause of reclaiming the lands and honor of the Kurasawa clan by delivering the Ninten Bell through ten enemy-filled battlefields… they will not be completely unrewarded. Especially not once they find the spoiler-worthy “bonus stage” on the final level and have their “Godzilla meets pinball” dreams finally fulfilled without any of those other distractions, even if only briefly.

I’m not going to lie to you, though: for a majority of players, it won’t be worth the effort. [i]Odama[/i] is a game that demands near-military levels of concentration, and at times Budda-like levels of patience and tolerance. Little by little I had my initial doubts and frustrations fall by the wayside as I progressed — and in some cases, regressed, as I occasionally felt the need to retrace my steps in order to advance to the next board with a better army — through the intricacies of the interface, until finally, via hard work and determination, victory was mine. And it was indeed a sweet sensation. But “hard work and determination” isn’t everyone’s idea of a fun gaming experience, and I wouldn’t fault you for abandoning the game after your first few tries. Give it a rent first and see if you can find the motivation to see this game through to its conclusion.

The ending of the game suggests a sequel, as “The End” is crossed out in favor of “To be Continued”. I hope that, if nothing else, Vivarium abandons the time limit for any [i]Odama 2[/i] that might come down the line. As I learned tricks to overcome obstacles (like the proper use of rice balls), I was able to forgive just about every other transgression that [i]Odama[/i] hurled at me, from seemingly poor AI to questionable pinball physics, but no pinball-based game should ever have a time limit placed on what is an inherently wildly-inaccurate interface: you’re supposed to lose when the ball goes between the flippers (or in the additional case of [i]Odama[/i], when the Ninten Bell is forced between them by opposing forces) and not for any other reason. I lost far too many boards by not being able to hit a crucial ramp or target in a timely manner, and that’s simply unfair. The only use I could see that [i]Odama[/i] even has for the time limit — other than as an arbitrary inflation of difficulty — is as an impromptu scoring device (every 100 seconds you have left over after each board results in an “extra ball”) that could easily be replaced by an actual score tally.

Tetris DS

April 9, 2006

When I set out to write this review, several questions about how one would even attempt to write a review of the latest [i]Tetris[/i] game occurred to me: 1) Are there people who some how have never heard of the now-20-year-old game, the father of so many imitators and permutations, both in and out of the actual [i]Tetris[/i] family? 2) Have there been any significant changes to the dirt-simple “clear lines by rotating falling tetrominoes that continually drop faster and faster” gameplay worth mentioning? 3) And if so, have these changes transformed the game into some sort of mutant that only bears a faint resemblance to Alexey Pajitnov’s genius?

As far as [i]Tetris[/i] DS is concerned, the answer to the second question is, amazingly, “yes: nearly half a dozen”; the answer to the third question is, oddly, “yes and no”. And if Nintendo has anything to say about it, the answer to the first question will soon be “not for much longer”.

Fortunately, what one does [b]not[/b] need to do when writing a [i]Tetris[/i] review is mention graphics, sound, play control, camera issues, or any of that other usual review content: [i]Tetris[/i] is [i]Tetris[/i] — the core of the game hasn’t changed in 20 years, because it’s pretty much gaming perfection. So all that’s left is to discuss the various modes presented.

Nintendo has taken the classic [i]Tetris[/i] that we all know and love (along with previous improvements like the ability to put a piece in reserve) and given it to us untouched, save for a fresh 8-bit nostalgia paint job that has nothing to do with gameplay. They call it, obviously, “Standard Mode”, which comes in “marathon” (can you clear 200 lines?) and “line clear” (how fast can you clear 25 lines?), and “vs. CPU” versions; I’m told completing “marathon” unlocks “endless”, but my best attempt so far is a heart-wrenching 197 lines. And for many, that would have been more than enough, although probably not to justify a purchase of yet another [i]Tetris[/i] edition.

So they added the ability to link with up to ten DS-owning friends and play head-to-head(-to-head-to-etc.) [b]off one [i]Tetris[/i] DS card[/b]. And then, just for kicks, they added the option for some Mario Kart-style madness, giving you some weapons to use against your rivals (or in a couple of cases, to help yourself out of a tough jam). In case you can’t round up some friends, they also opened up their wi-fi service for one-on-one battles (without weapons) or four-player melees (with weapons). Like [i]Mario Kart DS[/i], you can either connect to a similarly-skilled opponent randomly via the “worldwide” connection or exchange friend codes with your buddies for more private engagements. They also threw in an ELO-like rating system, and added a clause that gave people who disconnect credit for a loss just to cut down on jerks. For many, these editions might have been enough to justify a new purchase.

But Nintendo wasn’t finished. Those modes weren’t anything new, and online play isn’t so much an innovation as it is slowly becoming an obligatory requirement. Time to mix things up a bit…

Witness “Push Mode”: a one-on-one test of wits and skill that pits you and your opponent on opposite ends of the same double-length well of blocks; your bricks drop from the top of the top screen, and your rival’s from the bottom of the bottom screen. They even provide two single blocks as footholds for your bricklaying, as any piece dropped without a place to land simply “falls off” the other side without stopping. As usual, whoever lets their bricks reach their “top” of the well loses, but here’s the twist: for every multiple-line clear that you make, you shove the entire pile of bricks a few lines closer to your opponent’s danger zone. The strategy for this mode is intense, especially since the only way you can score a four-line tetris clear is usually for your opponent to provide the “floor” for your final drop; it’s not uncommon to see a one-block column of empty space being meticulously avoided by both players for as long as possible.

Oh, and you can play Push Mode online as well.

And Nintendo [i]still[/i] wasn’t done. They had [b]four more[/b] modes for your single-player experience: “Mission Mode”, which throws various timed challenges at you (“clear two lines with a z-block”, or “clear the line indicated”, for example) in either marathon or time trial versions; “Puzzle Mode”, which presents you with one of 200 situations and from three to five blocks with which to clear each one — you choose which block to drop in which orientation, but the location of the drop will be automatically chosen and must clear at least one line; “Touch Mode”, in which you either employ the stylus to slide (and on easier levels, rotate) pieces in a tower in an attempt to drop a cage of balloons to the ground or try to clear one of fifty puzzle objectives; and finally (and most bizarrely), “Catch Mode”, also dubbed “Metroid Mode” or “Katamari Mode” depending on whom you ask, which features you rotating your core of blocks to collect falling pieces in a 4×4 square — which then detonates either when you hit X or after ten seconds — while avoiding enemy Metroids, which will drain your health if they touch your core. “Catch Mode” is perhaps the biggest diversion from “true” [i]Tetris[/i], but it still retains more of a connection with its forefather than something like the N64’s [i]Tetrisphere[/i].

Finally, all six modes also feature a “how to play” tutorial if you need it, and each mode keeps track of your high scores (for each level of difficulty, when appropriate); Puzzle Mode (and the puzzle variant of Touch Mode) keeps track of which ones you’ve cleared in the mode itself. Your online records are also kept handy, naturally.

A tremendous application of old-school awesomeness with some new twists, perhaps the most amazing aspect of [i]Tetris[/i] DS is that all six modes are fun to play, and they all “feel” like [i]Tetris[/i] despite their wildly different approaches. If [b]that’s[/b] not enough to warrant a purchase of [i]Tetris[/i] DS, then odds are that you just don’t like puzzle games.

F-Zero GX

February 5, 2006

This has been another speed-crazy episode of F-Zero TV…

…to put it mildly.

In reality, it would probably be more accurate to say “this has been another mind-meltingly fast series of some thirty hovercraft blurring over tracks clearly designed by people thrown out of the Roller Coaster Builders Association for being too reckless”.

[i]F-Zero GX[/i] is the latest in Nintendo’s “hovercraft from hell” racing series, this time on the GameCube — and more significantly, programmed by Sega’s Amusment Vision division (responsible for racing games like Daytona USA). They also had an arcade companion machine ([i]F-Zero AX[/i]), but I’ve never seen one, so let’s just stick to the console. [i]FGX[/i] is, at its most basic level, nearly identical to the N64 F-Zero X; it’s prettier, it’s faster, and above all insanely harder, but the basic forumla is the same: thirty hovercraft-style vehicles scream over incresingly twisted courses (in both senses of the word) in an attempt to become Grand Prix Champion.

In addition to the usual Grand Prix, Time Trial, Practice and Vs. modes, there are several new additions and one significant subtraction in [i]FGX[/i] when compared to [i]F-X[/i], not counting the “connectivity” with FAX. Cars beyond the original four (Blue Falcon, Golden Fox, Wild Goose, and Fire Stingray; unlike [i]F-X[/i], the White Cat and Red Gazelle aren’t available to you at the outset) can be purchsed wiht tickets that you win while completing other modes. In addition, those tickets can also buy you generic car parts (body, cockpit, and booster) that you can use to Frankenstein your own ride; you can even affix up to four custom emblems/logos that you can peck out on an editor similar to that found in Animal Crossing. What is missing from [i]FGX[/i] that I really liked in [i]F-X[/i] was Death Race (in which you tried to eliminate the other 29 contestants as quickly as possible); not a huge loss, but a fun way to kill fifteen minutes nonetheless.

In its place we find Story Mode. Maybe it’s just me, but I don’t think F-Zero needed a Story Mode, especially one this horrifically difficult. The first chapter (of nine) is simple enough — all you have to do is collect 25 capsules on a very basic track in less than 90 seconds — but the challenges quickly ramp up as soon as Chapter Two, which sees you racing against Samurai Goroh’s Fire Stingray through Red Canyon while huge freaking boulders fall onto the track. The challenges aren’t “outrace your opponent(s)” as often as you would expect, although Chapters Three, Seven, Eight, and Nine feature that as the primary objective. Chapter Four echoes back to the Death Race of old, Chapter Five has you escaping from a burning space station while blast doors inconveniently close in your path, and Chapter Six rips off Speed with a bomb that will detonate if you drop below 700 kph. Before and after each mission you get a nicely rendered (and less-nicely voice acted) cut scene explaining the situation/aftermath. Oh, and once you beat Chapter Nine you have the option of playing the entire thing in “HARD” mode (and I know there’s a “VERY HARD” mode too), but my masochism has very definite limits and the line is drawn well short of attempting that nightmare.

While a nice change of pace, the challenges presented to me in Story Mode are not really the kind of challenge I expect from my racing games; it’s a lot like having to beat up security guards and construction workers in Wrestlemania XIX, except not as completely horrendous. At least I finished [i]FGX[/i], which is more than I can say for WMXIX, but one or two times I’m sure I squeezed out a victory solely on luck and that just seems wrong. However, I did beat Chapter Nine’s ghost car with a good four seconds to spare, which anyone who’s ever played any F-Zero game can tell you is roughly equivalent to “an eternity”, so it’s not all random, but overall I could do without this mode in the next version of the series. I can’t help but think that the space taken up by Story Mode could have been better used by anything else, such as better endings in Grand Prix mode (even if I never see 29 of them).

The final significant mode is Grand Prix Mode, or “classic” F-Zero. Three cups of five courses in three difficulty classes eventually become four cups in four difficulty classes (I’m not sure if there’s an equivalent to the randomly-generated “X-Cup” we had in [i]F-X[/i]) as you triumph, and the courses don’t disappoint in their increasing insanity. All of the non-standard courses introduced in [i]F-X[/i] return: there are cylinders, tubes, and at least one half-pipe (which I hate with the heat of a thousand suns). If you finish in first place, a man in a hideous suit will “interview” your driver, allowing you to chose one of three (or four if you’ve unlocked Diamond Cup) questions each time; it keeps track of which question you’ve already been asked so you can hear them all, but Jody Summer’s (the pilot of the White Cat, my favorite vehicle) delivery was extremely wooden and generic, so don’t expect much from the rest of the pack. I’m curious to see how Gomar and Shioh (dual pilots of the Twin norita) answer their questions, but not enough to actually use that car. If you use a custom behicle in GP mode, you don’t get interviewed, sorry.

This game pushes the GameCube in ways no other game has before (or probably will). With speeds that typically flirt with 1200 kph (745.6 mph; I think my record is over 3000 kph while airborne), you’re hauling some serious ass more often than not, and adding twenty nine other cars on the track can’t help matters, but the game moves along at its supersonic speeds with nary a slowdown. If you’re dumb enough to take your eyes off the track, you’ll be treated to some nicely detailed backgrounds — probably as you fly off towards them on your way to fiery oblivion, you dumbass. In fact, the speed is so great that you may have trouble finding time to blink, and if you let yourself be distracted by any of the various heads-up displays on the screen you could find yourself a lump of twisted metal. If you’re a huge fan of stomach-wrenching vertigo, I recommend trying the first-person camera, but for the rest of us one of the three pull-back camera positions should be fine; it can be a problem occasionally on some of the more extreme tracks (especially on stupidly tight turns or impossibly steep hills), however, but these incidents are rare. More frequent were problems I had where my car would seemingly fall through a section of track and into the abyss (especially on that damned half-pipe track), but things move so fast it’s hard to tell if these were actual glitches or just gravity getting revenge for my outright defiance and grabbing me if so much as the nose of my car breached the rail.

As you might expect from a game that is about such unbridled speed, the controls are tight and responsive. As an added bonus, they’re also fully customizeable. One of the first things I did was to move the brake button from B to Z where it wouldn’t be in the way (who uses BRAKES in [i]F-Zero[/i]?!); I also moved the spin attack (originally on Z) to Y (formely boost, which went to its mnemonic home on B) although I didn’t use it often. The attack I did use more often was the slide attack (X, typically in conjunction with L or R as you lean into it) which was disturbingly efficient in sideswiping opponents off narrow tracks; unfortunately, it was equally efficient in creating reciol that sent ME off the track, so be careful with your aggression. Leaning into turns (“slide turns”) is still a vital skill, but I didn’t find much use for the new “drift turns”. Maybe if I used a heavier vehicle I would have, but I can’t say for certain.

Unlike most Nintendo games, [i]FGX[/i] has the potential to eat up a lot of memory on your card. At its most basic level (game data), it consumes a mere 4 blocks; however, adding garage data uses 18 blocks (which is good for four vehicles), ghost data another 3 per ghost, race replays anywhere from 3-13 per replay, and custom emblems 3 blocks per emblem. So if you want the full [i]FGX[/i] experience you’re looking at a big chunk of memory, but fortunately nothing but the Game Data is necessary.

In addition to the miscellaneous problems already mentioned, I think the overall difficulty deserves another mention here. You should expect Master Class Diamond Cup to be something of a teeth-grinding challenge, but the difficulty of some Story Mode missions are inexcuseable. I have a suspicion that the CPU cheats every now and then with unrealistic acceleration of certain rivals (the Fire Stingray and Black Bull especially), but my disgusting margin of victory in the final chapter has given me doubts. I also have mixed feelings about having to unlock each vehicle individually, but that may just be [i]F-X[/i] having spoiled me by unlocking six at a time. By the way, if (like me) you don’t like the original four cars, completing the first chapter of Story Mode should win you 15 tickets, which are more than enough to buy the car of your choice right off the bat; you won’t have to touch Story Mode again if you don’t want to.

As much as I like this game, it has three significant points against it. The first, as mentioned, is the insane difficulty. The second is the still-weak Vs. mode, which is the usual Nintendo two/four-way split screen nonsense; this game moves way too fast to be condensed into a quarter of the screen. I’d rather have no vs. mode than this, but with any luck the next version will be online (although I understand why this version wasn’t; lag would be UNTHINKABLE, and sadly [i]FGX[/i] came out before Nintendo thought that LAN play was a good idea). Finally, this game clearly isn’t for everyone. You need to be pretty hardcore to stick with this beyond Novice Class, and quite frankly the only reason I bothered to complete Story Mode was for this review. If this sounds like you, you’re going to love this game. If not, rent it first and see if your finges, eyes, and brain can keep up.

“I know that every game has to end. I’m just not ready for it yet.”

That may not be a direct quote from [i]FFT:A[/i], but a very similar one in both words and sentiment does exist in there. After over sixty hours of playing, it was finally time for my quest in Ivalice to end… for the first time, at least.

But I get ahead of myself. Before I dive into this review, however, I would like to add this disclaimer: outside of both [i]Advance Wars[/i] and a brief flirtation with [i]Warcraft 2[/i], this was my first foray into any sort of tactics-based game; it was definitely my first tactical RPG. If previous games in this genre (such as the original [i]FFT[/i] or something in the [i]Ogre Battle[/i] series) are better in your opinion, I don’t want to hear it. I’m reviewing this game, on its own merits. There’s your grain of salt — take it or leave it.

Since this is an RPG, or at least a form of one, I might as well address what should be the most important aspect of the game: the plot. Many people have complained about the story in [i]FFT:A[/i], with specific issues ranging from “it’s nonsense” all the way to “it insulted me every time I forced myself to play this”. Where do I fall in that range? Definitely closer to the former end than the latter. The plot is nonsense — but that’s what makes it a fantasy.

Without spoiling too much, here we go: Some kids at school, each with his or her own quirks/problems that make them outcasts amongst their peers, stumble across an ancient grimoire that somehow turns their town of St. Ivalice into the Kingdom of Ivalice, where humans live alongside four other animal-like races, including the FF mainstay/clichA

Some games you love to hate. Others you hate to love. For me, [i]Fire Emblem[/i] is the first and only game in my many years of gaming I’ve actually hated to hate.

This is a good game. I know it is. But something about it turns my mind away from it, to the point of requiring extreme willpower for me to turn on my GBA. But I’ll get to that later. First the good stuff.

If you’ve played either of the [i]Advance Wars[/i] games, then you’re already halfway home to knowing [i]Fire Emblem[/i]. The same team made both series, but where [i]Advance Wars[/i] put you in charge of a bunch of faceless, nameless, and essentially disposable (as long as you weren’t worried about your ranking) units, [i]Fire Emblem[/i] throws in some RPG qualities into the mix that make the battle much more personal, both literally and figuratively. By literally, I mean that you units have names; they’re not just units, they’re characters. The figurative part comes through your units’ growth and the progression of the story, with you (as the “tactical advisor” who is never actually on the battlefield) along for the ride. Another twist is the old rock-paper-scissors deal with both melee weapons and magical attacks; none of this is anything earth-shattering, obviously, but it does make the game fairly unique.

Like most tactical games, everything you do revolves around battles (I mean… duh). But [i]Fire Emblem[/i] takes that to an extreme: unlike just about every other tactical RPG I’ve played (which, admittedly, is only two: [i]FFTA[/i] and [i]Gladius[/i]; the [i]Advance Wars[/i] games aren’t technically RPGs), you at least have some down time in-between conflicts for shopping, chatting with the locals, and what-have-you. Not so in [i]Fire Emblem[/i]. Other than being able to outfit your troops with whatever items you might have handy, everything productive is done during battle. I thought this would be obnoxious — and it was — but only for the first few chapters; once you find Merlinus (the merchant) it becomes much less of an issue.

Everything that isn’t a battle or the pre-battle phase is a series of cut-scenes, the majority using large, blinking (meaning the eyes open and close, not as in “flickering”) cartoons of the characters and scrolling text boxes; the occasional sketch-like frame is thrown in for certain dramatic moments. There aren’t a lot of expressions, but it’s a nice change of pace from the usual thumbnail sprites we usually get from console RPG conversations. As an added bonus, the writing is well above average and the story is an interesting ride as it unfolds over the 30+ chapters you first have access to. The first 10 are the tutorial starring Lyn, and the next 21 are the meat of the story, starring Eliwood; beating Eliwood’s chapters unlocks Hector’s chapters, many of which run concurrent with Eliwood’s, as well as “hard” versions of all three. Several chapters also feature optional side-quests if you accomplish certain goals, so there’s a lot of content packed in this cartridge.

Graphically, the game has three main divisions: the aforementioned “cut scenes”, the spritely field map, and the actual battle graphics. The map graphics aren’t anything much, but they get the job done. The battle graphics, however, are spectacular (especially the criticals!); you have the option of turning some or all of them off, but unless you’re restarting the entire game to correct some haunting mistakes (it could happen…), I have no idea why anyone would want to do so.

The sounds are nothing special. The background music is nice, but as with most GBA games I tend to play with the sound off (or very low) so I can’t remember much of it. I do, however, remember the effects. The hits are solid, the magic effects grand, and the critcals have a little extra “oomph” that makes you feel it (when playing on the Game Boy Player, I could have sworn the rumble feture kicked in, but that may have just been my imagination).

Gameplay is every bit as simple as [i]Advance Wars[/i]: move your unit, select “attack”, and watch the result. Repeat until dead or objective reached. There are a few variations, like trading items and upgrading classes, but by and large nothing complicated. The other side to that coin is that the actual tactics are basically limited to the weapon/magic triangle and some defensive terrain effects; no facing, no elevation, no ganging up, and really no special abilities to speak of. Considering that these battles are literally the whole show, they probably could have been a little deeper. In later chapters it’s actually a better tactical move to not attack bosses on your own turns and instead rely on counterattacks following your opponent’s strikes to do your damage, on the basis that they get to counter attack each and every one of your swings, but they can only move once on their turn, freeing your turn up to heal the damage they inflicted to your one character. It may seem cheap, but there’s simply no other way to deal with them if you haven’t leveled up to near-godlike ability along the way and delayed your class changes as long as possible. However, while the tactics aren’t as tactical as I’d like them to be, they’re still a nice change of pace from the static turn-based combat of more traditional RPGs (which have other elements, like puzzle-filled dungeons, that [i]Fire Emblem[/i] does not); the gameplay itself, in theory, isn’t my main problem with the game.

Here’s my problem: once you pass Lyn’s tutorial chapters, any characters who fall in battle are dead. Gone. Indefinitely put on the sidelines. Unavailable. All that work you put into leveling them up? Pfft! Out the window. (Of course, this isn’t all that different from the series’s [i]Advance Wars[/i] bretheren, but then again… it is, since there’s no leveling in [i]AW[/i] at all.) And if Eliwood, Lyn, or Hector die, your game is over. In a world filled with pegasi, wyverns, and three or four different kinds of magic, apparently no one was able to discover any sort of revive spell. When you consider the fact that the story spans the clichA