DS

A Witch’s Tale

October 26, 2009

A Witch’s Tale is for kids. Oh yes, it is for kids. Why is it for kids? Because it is the easiest RPG ever made. And how is it the easiest RPG ever made? You are invincible. The control scheme is completely 100% stylus, nothing else. Your party members are buff, you basically can’t die, and you simply plow through. If challenge or the puzzle of how to beat an annoying boss is your thing, look elsewhere. And you can run from random encounters. All of them. Every time.

So what else is there? There is that unique setting, theme, and art style, and A Witch’s Tale doesn’t pull punches with its flair. The lands are Halloween, Gothic, spooky and fairy-tale all in one, and the characters, combat, and story never stray in theme. Unlike other RPGs, there isn’t a multiplicity of worlds or a change of the cosmos or planet–just a romp through the woods, like a kid’s story should be.

But even as a kid’s story, A Witch’s Tale falls flat, and it’s a disappointment because the story is its best hope at being a quality original game. The main character, Liddell, skips school to snoop around a castle, hearing tales of untold power lying within. She wants to become the world’s most powerful witch and is willing to open a sealed tome that has held an evil witch for 1,000 years. A vampire, Loue, stood guard, but was asleep the whole time. So when Liddell opens this Pandora’s box, it’s like, the end of the freaking world right? Well, it should be, but Liddell also gains powers and becomes tutored by Loue, who tells her that she needs to fix her mistake in the tone a parent would tell a child to clean up spilled Kool-Aid.

The crazy thing is that a girl makes the mistake of releasing an evil entity that could destroy the world, but no one gets that upset, even though the kingdoms’ princesses will stay captured and the world will be conquered by a dark force, standard-RPG-doom-and- gloom stuff. But Liddell is a brat, the exact kind of child that makes you hate children, the kind that makes you wonder how loveable you yourself were as a child, the kind that makes you thankful you no longer attend the last school you attended. And she could be taught a lesson, many lessons in fact, and it could have been done with style and in a unique setting and in a video game instead of a movie or book. What attempts there are at lessons are shallow, and the twists are easily predictable to the adult mind.

The art’s fine, the world is unique, the characters are shallow and predictable (by RPG standards, if you can imagine that), the maps are extremely simple and squarish, and the combat is so simple (and protracted; why would your first random creature take 8 hits to kill?) that there is no fun in the grind. Kids who don’t know better will be enchanted by the world of A Witch’s Tale, but this is not one of those family-oriented title that will suck in adults.

ESRB: E. Only thing that might upset you is Liddell’s skanky getup, which you can see on the cover and in a screenshot.

Pros: Unique setting and theme, manages to not be too JRPGish

Cons: So easy it makes the grind even more grindy, shallow characters and writing, cheap lessons

The Mario & Luigi series has had three installments, but the first two didn’t come near the level of notoriety and hype that this newest game has. Well Bowser’s Inside Story is here, and it’s good. But is it that good?

Fawful, the villain from the previous story, is back, and this time he has played games with Bowser. He tricks the Koopa king into eating a mushroom that makes him suck in Mario, Luigi and Peach, trapping them inside his body, and while Bowser ventures in the outer world, Mario and Luigi must help him by exploring the organs and pathways of Bowser’s body. Essentially, this gimmick works better than Partners in Time’s time-travel one, as each half of the action has its own screen and the two interact.

The gameplay is fairly similar to the last two. The battles involve button timing and combos in a way similar to Paper Mario, and this is taken to a new level with the combos where Bowser sucks in enemies to give the plumbers a chance to take them on. The other half of the game is a sort of puzzle platformer, with lots of interactions and places to explore.

The localization is brilliant, as is normal with Nintendo’s Treehouse team. The game’s very funny in a Pixar kind of way: hilarious for all ages. The art style is nice and bright, and you can’t help but smile when you play this game.

Mario & Luigi is satisfyingly long for a DS game, and though there’s no advantage to a second play, shaping characters’ stats can make for different strategies. RPGs suffer from monotony, but M&L packs in what variety it can, with each special move being a minigame in itself and special game events offering interactive challenges.

The Mario & Luigi series has not yet broken the threshold to be equal to the Paper Mario games. Bowser’s Inside Story comes incredibly close, though.

ESRB: E– It’s Mario. It’s safe.
Pros: Compelling RPG
Cons: Not quite Paper Mario

In early 2008, Nintendo unleashed the English translation of Professor Layton and the Curious Village (Snackbar rating: Niche) on the western gaming world. Thanks to a rabid fan following and some surprising sales (mostly in Europe, where it was actually advertised) sixteen months later we finally received the sequel that had been out in Japan for ages (they’re almost on their fourth installment, actually). If you were one of those fans, you already have this game and can stop reading this review; by a similar nature, if you didn’t like the first one then there’s no reason to try this one.

If you haven’t played Curious Village, the Professor Layton series is a series of over 100 logic puzzles, riddles, and other brain teasers strung together with a whimsical narrative featuring the titular professor (of archaeology, if you were wondering) and his assistant Luke. The difference between Curious Village and Diabolical Box is subtle at best; the games are essentially identical save for the actual puzzles themselves.

One key innovation, however, is the “memo” feature. What this does is gives you a transparent overlay that lets you scribble, draw, and otherwise make notes as you solve; some of the puzzles in the first game had this, but this time around it’s available on all of them, and you can toggle between it and the original image at will to check your work. This makes certain puzzles much easier than they would have been the first time around and is a welcome addition.

Other than different mini games (one of which makes finding hidden puzzles much easier than the first installment’s pixel-hunting), however, it’s more of the same. While that “same” is awesome if you’re a fan of these kinds of puzzles, it’s not going to win over any new fans. I would recommend that new players start with Curious Village to avoid the mild spoilers and what would be otherwise confusing references to that title’s events, but if you just want the puzzles then go for it.

ESRB: E10 for Alcohol Reference and Mild Violence. The Professor and Luke tend to get involved in murder mysteries.

Plays like: Professor Layton and the Curious Village, almost exactly.

Pros: New puzzles! More charming animation and voice acting! NEW PUZZLES!

Cons: Some of those puzzles are “Tower of Hanoi”, “Knight’s Tour”, and “Disappearing Act” (peg solitaire), plus the ever-annoying sliding box puzzles return with infuriating new twists (blocks that aren’t all squares and rectangles). Prepare to be frustrated.

Scribblenauts

September 30, 2009

Scribblenauts is a shining example of reach exceeding grasp. The team at 5th Cell (Drawn to Life) have an amazing concept on their hands: “write anything, solve everything” is the game’s tagline, and for the most part that’s exactly what they gave us. However, they also gave us an absolutely mind-boggling arsenal with little to no instructions as to how anything actually works, and then tacked on some floaty controls to makes things extra frustrating. 

Once you get past the sandbox title screen (a brilliant inclusion), the game has two main modes: Puzzle stages and Action stages. The object of both types is to acquire the level’s starite; in Puzzle stages it only appears after you satisfy a certain condition, and in Action stages it’s in plain sight and the challenge is to get your character to it without destroying it or yourself. You get a hint of varying usefulness when the stage begins and then you’re on your own.

This is when the game’s concept kicks in. You have a notebook at your disposal, in which you can write/type just about any noun that isn’t vulgar, copyrighted, or otherwise restricted (the game is rated E10; use common sense here); a few adjectives like “large” are also recognized in certain cases. If what you’ve written is included in the game’s incredible dictionary, the object you’ve suggested will appear! If there’s a question as to which homonym you meant it will ask for clarification (“bass” the instrument or “bass” the animal?), and if what you typed was misspelled or otherwise not recognized the game will offer you a choice of the three closest examples it could find or give you the option to back out and try something else. There are some absolutely crazy items, creatures, and other assorted objects contained in this game, even if a few synonyms ultimately give you identical results.

If the object is a vehicle (or several types of animal), you can ride it. If the object is a weapon, you can wield it. If the object is a rope, vine, chain, or whatever you can tie each end to other objects. You get the idea. Some objects interact with each other in somewhat logical ways (almost anything that’s alive will be attracted to food, water extinguishes fires, ninjas fight pirates on sight, dropping a toaster in water will do bad things to anything swimming in that water, and so on), but a lot of the time you might have no idea how you can put your item to any actual use.

And herein lies the first problem with the game: just because you have (almost) everything at your disposal, that doesn’t mean that everything is equally useful. It’s incredibly easy to keep using the same handful of proven items over and over again to solve your problems, and that will suck some of the fun out of this game for you. Alternately, you can try to be creative and experiment, but that will lead to frustration more often than memorable moments of brilliance (which will still happen and are awesome when they do). Either way you’re probably going to get tired of it quickly, and there’s over 200 stages in the game. For completionists, each stage must be completed four times, using unique items on each subsequent run (within reason; you can use adjectives to cheat that requirement if you really want to, but then why did you even bother to replay the level?).

At least that problem can be mitigated by how much effort and patience you’re willing to put into the game. The one that’s harder to overcome, however, is the irritating control interface. Tapping an empty space will move Maxwell to that location (assuming he can reach it) — whether you wanted to move him there or not. It’s incredibly easy to accidentally cause him to move too close to danger while trying to manipulate an item in the right way, which is itself a challenge in some cases. The d-pad moves the camera, not Maxwell, and after a short idle time it re-centers on Maxwell automatically. When you repeatedly fail a level thanks to this — and you will — your tolerance for this game will quickly be tested.

Scribblenauts is a hard game to recommend, and equally hard to dismiss. The nearly bottomless well of creativity is something that needs to be experienced, for all of its faults. Those who don’t want to plumb its cavernous depths will probably find its charm wear off quickly, but this is the biggest virtual sandbox ever offered; there’s even a level editor that allows you to swap your creations over WiFi (using friend codes, obviously) for those who can’t get enough. In the end, what you get out of Scribblenauts is what you put into it.

ESRB: E10 for Cartoon Violence and Comic Mischief; how the ESRB rated this in any sane manner is beyond me.

Plays like: Everything…. nothing… I dunno. Let’s just say it’s unique.

Pros: Amazing, nearly incomprehensible depth of available items.

Cons: User interface for said items needs some serious work.

The Legendary Starfy

September 15, 2009

Platformers have become a tired genre. Gamers have been playing them for twenty-five years, and there really isn’t much that can surprise us. It’s all about iteration, personality and polish, and that’s boring. The Legendary Starfy, though, supplies the genre some much-needed lighthearted fun.

Tose is no stranger to making games, though you may not have heard of them. They’ve been doing work for major companies as a “ghost-developer” of sorts for years, and did the entire development of recent DS sleeper hits like Super Princess Peach and Dragon Quest Heroes: Rocket Slime. In recent years, Tose decided to put their name on just one series, and it was this one. The Legendary Starfy is actually the fifth game in the series, but the first to be released outside Japan.

In the game you play as Starfy, a “legendary creature” that looks a heck of a lot like a starfish. In the water, he’s a force to be reckoned with, performing spin dashes and moving like a flash. These areas are about speed and puzzle-solving, and feel like a cross between the underwater Mario levels and your standard Kirby stage. On land, though, Starfy is a limited creature with a modest jump, trying simply to navigate the area without falling. The dichotomy brings with it a much-needed variety. On top of that, there are Yoshi’s Island-style sequences where Starfy uses a “helper” to transform, moving in different ways and attacking differently as well.

The story is akin to a children’s show, with friendly characters saying simple things. It has charm, to be sure, but it’s not really a compelling reason to play. The graphics match the story: very bright and saccharine. The music? Yep, peppy and childlike. Of course, it’s a platformer, so the gameplay’s paramount. Here’s where the game shines. It’s inexplicably fun. It’s not particularly tough or challenging, but I challenge anyone to play it without smiling. Not only that, but there’s real replay value in finding secret areas. These places are simple, but usually interesting, and finding 100% of the areas is a true accomplishment.

There are extras, but you should probably ignore them. You can dress Starfy up in costumes, but it only shows up in the menu. There are stretches of levels you can play with a partner, but they’re short and disjointed, and it takes too much effort to make it worth it.

Is it a bit childish? Sure. Make sure to buy it for your kid, your cousin or your little brother. Then see if you can borrow it.

ESRB: E–Kid-friendly. Heck, just friendly.
Pros: Fun platforming action, variety.
Cons: Anyone will remember Mario and Yoshi and that they trump this