22nd
November
2007
After the rather disappointing Super Mario Sunshine, word of a new true Mario title for the Wii got a lot of people excited about it, particularly once the theme of Mario-in-space was established. Now that that game is here as Super Mario Galaxy, its amazing how much this game has exceeded expectations – not only making up for what felt lacking in Sunshine, but perhaps even going beyond some of the best Mario titles already out there like Super Mario 64 or Super Mario Bros. 3. It is amazing how well all the elements of the game, not only in gameplay but in presentation and difficulty, are pulled together to make one of the best video game titles to date.
Review Helpfulness: 



(1 votes, average: 5 out of 5)
Loading ...
Read the rest of this entry »
posted in action, nintendo-wii, platformer, review, super-mario-galaxy |
12th
November
2007
Oh man, this is already so much better than Super Mario Sunshine. As probably most have seen the previews, much of the game takes place on small planetoids, and an excellent camera system is used as to avoid many of the problems from Sunshine while not being disorienting. There’s parts that feel like a standard 2D Mario platformer, and the new additions for the Wii side (that I’ve gotten to), primarily the spin attack which through the first couple “galaxies” has been used rather nicely for defeating foes. The controls feel nice and slick (using both Nunchuck and Remote) and really intuitive once you learn everything. Plus this looks really really good - again, the Wii may not be pushing the envelope for graphics, but this is very pleasent to look at.
posted in action, initial-impressions, mario-series, nintendo-wii, platformer, super-mario-galaxy |
15th
June
2007
The concept behind crush is very very similar to that from the recent Super Paper Mario, but I have a feeling the market of people that own a Wii and own a PSP is rather slim. But still…
The story’s a little weird to start, basically an insomniac using a virtual reality device to try to cure him. Each 3D level is a small platforming around with colored marbles about. To open the exit of the level, the player needs to collect a certain number of marbles, and then make it to the exit. There are also special bonus items one can collect. In this fashion, the game’s similar to other puzzle-action PSP titles like Gripshift.
The feature of this game is that you can have the player “stomp” to flatten whatever view you are looking in from 3D into 2D. The views are fixed to top down and the four directions parallel to the ground. When you do this, you end up either as a simple top-down maze (if starting from the top view) or a 2D platformer from any of the sides. This causes platforms that may be separated by a great distance in 3D to be a step away in 2D. Some blocks are impassible, and your stomp will be canceled if it leaves you in a precarious position. There’s monsters that roam some of the levels that a proper stomp will crush them. Unstomping can result in you being on a platform you could have never been on in 3D mode, so this allows you to get the necessary marbles to get the exit opened. Unlike SPM, you can spend an indefinite amount of time in either mode without damage, which is good for collecting all the extra goodies that are available.
So far, through the tutorial and first handful of levels, there’s nothing impossible, though I think I’m still learning the “rules” of the game and most of the steps I take are by trial and error. But compared to some of the other puzzle games, this one seems to offer the first unique variation on the theme, and with Super Paper Mario still fresh, it’s easy to think on how the puzzles work here.
posted in crush, initial-impressions, platformer, playstation-portable, puzzle |