Twilight Princess VS. Skyward Sword: Comparison Review

Since I haven’t really written any reviews in over a year, I’ve decided to write these special kinds of reviews to help me practice. These comparison reviews are something I wanted to do years ago but felt that it was stupid and gimmicky…until now. Lots of the games I will compare to are games I’ve reviewed before, games I’ve considered but didn’t review, and games I will review in the future. Now, to make these reviews as short as possible – as I am reviewing two games simultaneously – I will avoid including any major spoilers like I did with all of my normal reviews.

Today we’re going to compare two iconic Zelda games that came out for the Nintendo Wii within its 6 year life span. While the former did have subsequent releases on the Nintendo Game-Cube and WiiU, I will only be analyzing the Wii version as that’s the one I’ve played. It would also be pretty unfair to compare the superior WiiU HD port to Skyward Sword so there’s that too. As you may or may not know, I bought both of these game at Wal-Mart back in 2011 and 2013 respectively during sales. These two games made me use my brain instead of reflexes to overcome challenges.


Motion-Controls (TP 1 – 0 SS)

Twilight Princess – One of the first games on the Wii to take advantage of the motion controls was in fact this Zelda installment. Instead of using the analog sticks to aim and the face buttons to use the sword and shield, aiming was assigned to the Wii Remote sensor and attacking was to both the Nunchuk and Wiimote’s accelerometers respectively. These two innovations allowed aiming to be much faster, sensitive, and accurate than traditional gamepad; along with adding realism to the combat system and reducing the symptoms of carpel tunnel syndrome.

So this definitley made Twilight Princess more fun and realistic than previous games in the franchise. Sadly, the aiming still pales in comparison to keyboard and mouse for PC gaming and simply shaking the Wiimote & Nunchuk were sufficient. It wasn’t realistic to the point where you actually had to swing the controllers as if you were holding actual medieval weapons. As mentioned before, the controllers only have accelerometers built in, which their motion capabilities are inferior to gyroscopes later used in Wii Motion Plus and the Wiii Remote Plus several years after.

Skyward Sword – Originally this game wasn’t supposed to use motion controls at all until Miyamoto was convinced to take advantage of the Wii Motion Plus. Unlike with Twilight Princess, you actually have to move your controllers the way you would with real weapons. This made it much more fun and realistic, although unfortunately it turned a lot of gamers off from playing Skyward Sword. In fact, it feels like I’m playing Prime 3 with all the puzzles that force you to perform motion commands. The community is mixed with this one as some hate it while others love it.

What ruined the motion controls for me and so many others was the fact that the sensitivity and calibration was so fucking horrible. After probably a few dozen minutes or so, the motion controls and sensor won’t respond which then you are forced to pause and then recalibrate the Wii Motion Plus. When you’re aiming, you literally have to point the Wiimote at the center of the screen, otherwise it won’t work properly even with recalibration! To be fair, you can just swing your Wiimote vertically a few times to instantly recalibrate it based on the advice of a NPC early on.

Ah yes, forgot to elaborate on solving the puzzles with the motion controls. In Twilight Princess, it was just like previous Zelda games where you use the control sticks and buttons to solve them. But this time around, most of them require motion controls which make it feel as gimmicky as Prime 3 but with unresponsive controls. It’s not just the puzzles, but the enemies and even bosses force you to use the motion controls whether you like it or not. If you suck at using motion controls or hate the concept, then just avoid this game and skip to Wind Waker HD or Breath of the Wild.

Verdict – Although the latter was more creative with the motion based controls by fully utilizing the Wii Motion Plus, I still have to conclude that Twilight Princess is overall superior. These controls are nothing more than a gimmick and a cool concept that Nintendo experimented with but didn’t keep as proven with BOTW. I don’t have to constantly recalibrate nor do am I constantly forced to use them to beat puzzles and bosses in Twilight Princess. In theory shaking is stupid, but in practice I never found it be lame nor gimmicky…oh, and the aiming was much better too.

Graphics (TP 2 – SS 0)

Twilight Princess – When this game was still green (pun intended), the graphics were considered to be very realistic and detailed for its generation. However, like with most older games, it sadly isn’t as aesthetically appealing as it was over a decade ago. Of course, the Wii version is what we’re reviewing and looks better than the Game-Cube port as it supports 16:9 widescreen support along with slightly better lighting and textures. I have to agree that the models, even to this day, are very accurate and look very good even after all these years…for the most part.

What sucks about Twilight Princess is that it suffers from very low resolution textures, something that past 3D Zelda games suffered except Wind Waker. They are realistic and detailed, but take a closer look, and some of them are pre-rendered images flattened on to a 2D surface rather than actual 3D polygons of in-game textures. I would also complain of it only running at 30 fps but consoles have different standards than PC gaming does. It’s consistent for the most part except when Link performs a spin attack to simultaneously defeat many enemies surrounding him.

The style of the graphics were made to resemble Ocarina of Time while also having its own twilight feeling to it. It does make the world of Hyrule look beautiful, and having different weather and times of day is an added bonus too. Unfortunately, majority of the colors are browns, greens, and grays; that is, by trying to resemble real life, the atmosphere mostly looks ugly, dull, and boring. After over a decade – yes time passes so fast – the graphics haven’t aged too well but it’s still tolerable. If you get the Wii U port or upscale to progressive scan, then it looks much much better.

Skyward Sword – Nintendo’s approach to this game’s art style was to make it look like a hybrid between the realism of Twilight Princess and cartoonish feel of Wind Waker. But had they only made it just cel-shaded, instead of trying to incorporate multiple art styles, I wouldn’t criticize the aesthetics as I do now. Sure, the polygon count, models, and lighting have improved, but the textures and resolution haven’t changed a lot. Skyward Sword still suffers from low resolution textures and for a game that came out in 2011 you’d expect it be at least 720p or as good as Brawl or Colors did.

In terms of aging, I’d have to say Skyward Sword aged a little better but only because of its cel shaded art style. In fact, I believe one of the main reasons that Nintendo made it that way was because they knew the Wii was limited with its weak hardware. The different art styles, such as background objects and landmarks looking like paintings come to life and character/weapon models that resemble the look of Twilight Princess, do look good but sadly aren’t combined well enough. Also the fact that the characters look nothing like they did in the artwork and the trailers.

Verdict – Although cel-shaded graphics do look better and were chosen in Wind Waker HD and Breath of the Wild, I still have to go with Twilight Princess. Nintendo did their best for TP to fully utilize the hardware to make the graphics look their best. TP was ahead of its time as it looked like a game from 2007, while Skyward Sword only looks slightly better with minor improvements. Since it failed to make many different styles work; only the polygon count, atmosphere, and colors improved; models, resolution, and textures look horrible, TP wins again but in terms of graphics.

Atmosphere (TP 2 – SS 1)

Twilight Princess – I kind of already covered this before, but just to recap, Nintendo made TP have a realistic atmosphere similar to Ocarina of Time. They also made it have a dark and horror based atmosphere akin to Majora’s Mask with the whole Twilight realm and introduction of Midna and Zant. It looks so cool to enter those areas as they make them lack very little color and life which the realm is supposed to do, and little effects like the black particles and NPC’s becoming spirits also makes it memorable too. And during evening time in-game, it’s when it looks the most stunning and beautiful.

People may differ and claim that the Twilight realms look ugly and lifeless, but that’s the purpose it serves and the same can be said for Skyward Sword in one aspect too. When you enter the Twilight Realm (like actually different dimension) it does turn you off with so much ugly colors and sad music. But Twilight Princess also got its cheerful and colorful moments like when travelling through Faron Woods  or Hyrule Field. Although to generalize, Twilight Princess does suffer from trying to be too realistic when Zelda games are meant to be seen as medieval fantasy genre.

Skyward Sword – Now you may think I hate the game’s art style, but actually overall I like its cartoony look and being the alter “ego” of its predecessor. There’s just so much life and colors and happiness that it can lift your mood and truly let you escape reality after a long day at work and/or school. Compared to Wind Waker (not HD remake), the cel-shaded art style is even better than it was before and makes the graphics look appealing. The lighting and effects also add to the atmosphere along with the different styles even though its highly questionable at times.

What sucks this time are no longer different times of day and weather conditions with a few exceptions. Those few being that you can only experience day and night in the sky and manually through sleeping instead of it being automatic, along with it raining/thunderstorm during a few boss fights. Characters are also more helpful and alive this time with each different species being unique with their own personalities, rather than only a few characters standing out from the rest like in TP. While the cross between WW and TP wasn’t perfect, it helped make BOTW a masterpiece.

Verdict – It’s very obvious at this point that Skyward Sword has done much better in the atmosphere department than Twilight Princess. The predecessor tried too hard to seem very realistic, and although it was praised back then, looking back it aged badly as Zelda doesn’t take place in the real world. Had they added other elements to soften the atmosphere to balance out the darkness and sadness then it would be amazing. Yes, Skyward Sword isn’t completely perfect as it lacks different weather and times of day unless in some events, but still, it pulled it off better by taking risks.

Exploration (TP 3 – SS 1)

Twilight Princess – Known for having the largest overworld of any Zelda game (until Breath of the Wild surpassed TP), there was just so much to do and so many places to explore! Unlike in OOT and MM where every area was interconnected by Hyrule Field, Twilight Princess tends to have a more non-linear and open world approach. Emulating the exploration of Wind Waker, you were able to enter new towns and regions through multiple routes with Hyrule Field itself covering the entire kingdom instead of one grassy area. This makes it memorable and innovative even to this day.

The different areas themselves tend to be bigger with more space and small tight places to explore and find hidden treasures. What is the main benefit is also its main drawback, a double edged sword, as many of these open areas are too large and empty like barren wastelands. Still, its just breathtaking to see how gorgeous, detailed, and huge the world of Hyrule is in TP. Even places that aren’t open ended try to be non-linear as possible by resembling mazes and labyrinths so it doesn’t suffer like older Zelda games. If Nintendo had added more interactions and details then it would’ve been better.

Without spoiling too much, Twilight Princess also has the largest diversity of different geographic regions in any Zelda game…again except for BOTW. In addition to the woods, field, volcano, lake, and desert, there’s also snowy arctic mountain, underground caves, abandoned ruins, and even able to visit the past, sky, and another dimension! Usually, it’s only the dungeons that are this diverse but I’m glad that Nintendo made Hyrule excel in bot quality and quantity. Despite this though, you still have to backtrack to older areas later in the game while the newer areas are only explored once which sucks.

Skyward Sword – Although Skyloft and the entire sky may seem open-ended and non-linear, it is even worse than the emptiness and size of TP’s Hyrule Field. Literally you’re just flying with your bird creature through endless clouds and maybe a few…asteroids here and there that let you increase speed momentarily. There are some other islands but mostly for playing mini-games or only visiting them once or twice for the story. You might as well just hang out in the town, which sadly, is the only place that is worth exploring besides the dungeons in this installment.

Down below the sky are three main regions that have other sub regions unlocked later on in the game. But they’re so basic and generic it’s laughable and seems like an insult to Twilight Princess and other predecessors. The three areas are (without spoilers): forest, volcano, and desert, along with river/lake, interior of volcano, dried up sea now quicksand, and some gorge/valley area. You can also visit an alternate dimension similar to the Twilight Realm except even more lame and repetitive. So no tundra mountain, no haunted settlement, no underground caves, none of those.

Now that isn’t even the worse part of Skyward Sword – it’s actually the exploration and progression parts that are. The linearity (if that’s even a word) is so high that it feels like the game assumes we’ve never played any Zelda game before. Majority of the routes you takes are small long pathways with no alternate places to explore and very few open ended areas. When they’re are open areas, it’s just like the sky, or the game doesn’t allow you to freely explore because it thinks you’re a baby. Oh, and for some reason so many dungeon-like puzzles are added outside of the dungeons themselves.

Verdict – It’s very obvious even before I compared this category between these games which one was superior to the other. I understand that with Skyward Sword, they were trying to appeal to as much people as possible since this was an exclusive Wii title and motion controls were trendy back then. However, only Zelda fans and those into adventure games were the majority of consumers that bought it, so I don’t understand what went inside Nintendo’s minds when they thought going one step backwards with the exploration was good when that’s what made Zelda iconic.

Dungeon Design (TP 3 – SS 2)

Twilight Princess – Many of the dungeons in TP take inspirations from OOT and MM by combining old concepts with slightly new ones. This gives a sense of nostalgia for older Zelda fans but doesn’t seem too repetitive as it has its own unique puzzles, enemies, items, and bosses. The first three dungeons are the easiest and probably the most lame (no offense, they’re still fun) compared to the later ones you encounter. Later on is when the dungeons become much more innovative with design and creative with puzzles and enemies. Overall they’re not very gimmicky nor are they same old boring shit.

Sadly, TP still suffers from only having items being used in their respective dungeons and never again until the last dungeon. Some puzzles and mini-bosses tend to be ripped off or inspired heavily by older Zelda entries which can turn some off. Unfortunately, I’m going to hold my promise of keeping the review as spoiler free as possible so I won’t mention specific dungeons and concepts that I enjoyed or disliked. Twilight Princess does have some of the best dungeons in any Zelda game, although it would’ve been better if the puzzles took more advantage of the Wii’s motion controls.

Skyward Sword – Unlike its predecessors, almost all the dungeons are very new and unique in its own way without ripping off from past games. Puzzles and enemies (sometimes even mini-bosses) do get repeated in future dungeons but they are slightly changed so to give extra challenge and prevent repetition. Skyward Sword makes good use of the Wii Motion Plus, so while enemies, puzzles, and bosses do seem gimmicky, it’s actually really cool once you adapt to the game’s dungeon design. Sadly, the first three dungeons range from mediocre to decent while later ones being awesome.

Taking risks paid off as the later dungeons take place in settings you’d never imagine would work, such as an abandoned pirate ship or Buddhist-style temple. Such designs make use of the new environments by making the rooms and routes different from traditional dungeons. This can make navigation more confusing and unpredictable but much more fun and interesting. There also exist what I call “mini-dungeons” or areas that resemble dungeons but don’t technically qualify as them. Those are pretty cool and better than doing stupid fetch quests as mandatory for progression.

This time around, they added lots of hidden paths and rooms that aren’t obvious even when looking at the maps. These can either lead to essential items and puzzles or can reward you with hidden goodies. Oh right, and getting to the boss requires you insert some kind of jigsaw thingie making use of the motion controls and not as boring as simply putting in a giant key to open the final door. Some dungeons lack mini-bosses or may have several of them to mix up the formula a bit which is cool too. Each dungeon also has its own “gimmick” that doesn’t always require items to use.

Verdict – At first I thought that both Twilight Princess and Skyward Sword would tie for this category but then after refreshing my memory I decided otherwise. Yes, both games have poor early dungeons with later superior dungeons, but the former simply rips off of older games (except for a few) whereas the latter is completely innovative in its own right. Also the fact that the design and progression was very predictable and linear so Skyward Sword has the much better dungeon design. I’m still not going to deny that some of Twilight Princess’ dungeons are superior to SS though.

Combat (TP 3.5 – SS 2.5)

Twilight Princess – Much like its predecessors OOT and WW, TP allows players to utilize the sword and shield as their main arsenal of weapons. Accompanied with those are bombs, arrows, hook-shots, and the like as well as newer items obtained from the dungeons. Defeating enemies is as simple as slashing your sword by repeatedly shaking the Wii Remote while using the shield as a defense. Stronger enemies and bosses require you to dodge and/or counter their attacks before being able to attack them for brief moments when there are openings (and use dungeon items too).

Later on in the game, you’ll be able to use special skills which are essentially advanced sword techniques used to easily take down hordes and bosses later on. Most of them are completely optional but you need to learn two of them to beat the entire game. You can also fight when you’re a wolf but it’s limited to just biting and clawing, although you’re able to have Midna insta-kill enemies within a short range after charging up her attack. Oh, and you can also fight on your horse which is a series first and definitely makes this feel more cinematic as there are some missions requiring Epona.

Skyward Sword – With the Wii Motion Plus as the main feature, players now have to actually swing the sword in different directions equivalent to real life sword-fighting. Enemies can no longer be easily killed by swinging your controller like a baby’s toy as that will just get you killed. Also, the shield itself can break after taking enough hits so be sure to take advantage of the shield bash, which allows you to push back enemies and their attacks to give you an opportunity to strike back. Many stronger enemies and bosses force you to strategically fight with the sword and shield.

Unfortunately, there are no advanced sword techniques and most of the dungeon items aside from bombs and arrows are used for puzzles and travelling. The stupid red bird also doesn’t allow you to fight enemies other than some weird diving attack, and it’s really hard to hit enemies unless you’re up close in the sky. Still, I’d say the combat overall is better since it’s not slash a few times or wait for opening and then attack like in past Zelda games. You can also charge up a special attack with your sword that shoots a beam of light to damage and later on kill common enemies.

Verdict – Honestly, I would have to say it’s a tie for this category since both Zelda games make up for what it lacks in the other. I do find the sword fighting in Skyward Sword vastly superior but Twilight Princess is better in every other way. However, since Twilight Princess is too easy (more on that later) I wouldn’t really declare the combat being completely superior to Skyward Sword either. I’ll decide whether to give both these games half a point each or not give them any at all later in this comparison review, but for now, both of these games tie when it comes to combat.

Story Progression (TP 4.5 – SS 2.5)

Twilight Princess – Depending on your preferences, you’ll either love the long introduction or prologue of this game or hate it completely. You have to spend at least an hour before making it to your first dungeon, and the first three dungeons are delayed by Twilight Realm, missions that feel like errands and mini-boss fights, and long cinematic cutscenes. Right about halfway, players find out who the true main villain is – Ganandorf – along with what to do for the next few dungeons. And the story takes a backseat until near the end but is replaced with sidequests locked in the beginning.

In terms of the plot itself without spoiling, I’d have to say Nintendo tried very hard to make it a story driven game and was mostly successful. I say mostly because they sort of rushed it near the end, which although was epic, had worse pacing than the prologue which was dragged on for too long. I dislike how the story virtually dies out in the later half of the game but just like Majora’s Mask, the side quests do reveal a lot about the NPC’s and makes you care about the people of Hyrule that you’re protecting. If the pacing and distribution of the story was balanced out then TP would be golden.

Skyward Sword – What the hell is wrong with Nintendo trying to emulate TP’s progression into this installment but make it worse? I have to spend at least an hour in the town before even attempting to gain access to the land below the sky. Even then, expect to spend 1-2 hours just reaching the first dungeon. Aside from the beginning, halfway point, and end, all other parts of the plot aren’t very cinematic and feel like an video game plot. Instead of going on errands, you have to do stupid missions like fetch quests or “helping” NPC’s by backtracking or travelling a lot.

Yeah, they really dragged on the story with this one as it feels like just when it’s almost about to finish, plot twist or stupidity happens and the story continues. You have to fight a certain boss multiple times which annoys lots of people, although I find it as a guilty pleasure since it doesn’t piss me off. After completing each dungeon, it’s literally the same thing where you almost meet up with Zelda only for her to leave you, or you’re able to complete your objectives with Fi dancing and singing. I would tell you about the plot but then that breaks my rule of avoiding in-game spoilers.

Verdict – Ok I don’t even have to tell you which game has better plot progression as it’s so obvious by now. Neither of them have good progression (they both have amazing plots but that’s another debate) so it’s all about which one has the lesser flaws. I hope to the three goddesses of Hyrule that when I play Breath of the Wild on the Wii U in the far future, that it better not repeat the mistakes of Twilight Princess and Skyward Sword. I understand with Twilight Princess trying so hard to be Ocarina of Time 2.0, but seriously, why is Skyward Sword copying so much off of TP if it didn’t go so well?

Music & Sound (TP 4.5 – SS 3.5)

Twilight Princess – As always, Zelda never fails to deliver with its memorable and awesome soundtrack, which unsurprisingly, has many remixes of old tracks to please older Zelda fans. Despite having orchestrated music in a few trailers, the actual game itself failed to have any (but it did have some that sounded like it). This isn’t to undermine the already fantastic music, in which even newer Zelda games can’t fully surpass…unless they’re orchestrated. TP uses as much instruments and genres as possible to make the soundtrack very catchy and diverse.

Unlike with most of Nintendo’s games, the music presented in Twilight Princess tends to “atmospheric” as to not distract the player. It fits well into the background and blends in with the white noise of the environment that Link explores. Only boss fights, side quests, and specific missions have music in the traditional sense which intensifies the gameplay to make it more epic. Besides lacking orchestrated music, Twilight Princess tends to reuse a lot of sound pieces and those from older Zelda games. Sometimes it’s better to come up with new music instead of reusing it over and over again.

Skyward Sword – For the first time since the Mario Galaxy games, SS features a full on orchestrated soundtrack! Early pre-orders and editions of this game came with an album with nostalgic pieces remastered into orchestrated soundtrack to celebrate the 25th anniversary of Zelda. Not only has the music significantly improved with orchestrated music but also with innovative and “lively” music that isn’t atmospheric. On top of it, the sound quality has upgraded since it was built for the Wii instead of being a Game-Cube title ported over to the Wii with little graphical optimization.

Quality over quantity is strong with this installment because while most entries are forgotten, the few that stand out surpass Zelda games that came before it. The epic music isn’t limited just to boss fights this time – even dungeons and geographic regions also have beautiful music that is a bit distracting but well composed nonetheless. I thought the ending credits theme for Twilight Princess was awesome, but the credits for Skyward Sword blew me away and my expectations. I hope that when I come to play Breath of the Wild, the soundtrack is good in both quality and quantity.

Verdict – This is also another obvious match between these two Zelda games, as it’s clearly known that Skyward Sword is superior to Twilight Princess with music. I was going to originally also analyze and critique the voice acting, but both games don’t have any acting except for Link’s side chick (Midna and Fi) who both speak gibberish. Also the fact that TP’s sound quality was mediocre since it was a Game-Cube port. I really don’t have much else to say other than the fact that this comparison review may result in a tie so I’m gonna have to make a tiebreaker real soon if that happens.

Challenge (TP 5 – SS 4)

Twilight Princess – I don’t understand why Nintendo decided to make this Zelda game so freaking easy! Of course, being my first Zelda game that I beat (my first was Wind Waker), I did struggle a lot and often resorted to walkthrough guides but those were only limited to one or two complex puzzles per dungeon. I had no problem defeating the bosses…except that mini-boss in the mansion and Ganondorf…despite having next to no experience and skill. Never did I ever have to resort to using the stronger potions and after acquiring enough Heart Pieces, I didn’t worry about damage.

I did struggle and die a lot while playing in the Twilight Realm, but that’s to be expected for anybody since this was a first in the Zelda franchise. However, actually doing quests were pretty easy and was usually the mini-“bosses” that killed me. The side quests were also all very easy except for a few challenging ones later on in the story. Overall, I didn’t really struggle and find it to be a walk in the park, which is probably why I constantly go back to this and even attempted a few speed runs. Maybe being a title for the Wii, Nintendo decided to dumb it down for the casual audience sadly.

Skyward Sword – Much better than its predecessor, we finally get some decent and even brutal challenge not only from the puzzles but also missions and bosses. Implementing the Wii Motion Plus forces players to move the controllers as if they were actual weapons. Many of these challenges require you to use motion controls, which isn’t simply performing a few easy actions like in Prime: Corruption. Expect later bosses to be almost as hard as what you’d expect in Dark Souls (no joke). Also, instead of losing a quarter of health per average hit, you lose one whole heart!

Oh but wait, being a Wii game Nintendo decided to make this playable by idiots as well. If you’re struggling, you can visit a certain statue in Skyloft and watch very short walkthrough videos. That is probably almost like the game playing itself and defeats the purpose of solving the puzzles with your own brain. You can obviously ignore it but it’s just an insult that Nintendo would ever think of adding this to Zelda. You can also craft or buy specific items to also help you “cheat” at the game if you suck so much. Way to go Nintendo, literally playing the game for people who can’t play themselves.

Verdict – I would’ve chosen Skyward Sword as the victor in this review category, but that feature just made it even worse than Twilight Princess. Yes, you can ignore it although the fact that it’s there in the first place makes the game a joke. At least with TP I had to go online and find a walkthrough guide and read it before attempting to play again. Also, if I did allow Skyward Sword to win this round, both games would tie and I would have to make a tiebreaker anyways. The winner of this category, and this review overall, is none other than The Legend of Zelda: Twilight Princess for the Nintendo Wii.


After quickly analyzing all the different categories of criticism for both Zelda games without major spoilers, Twilight Princess takes the spot of being superior. It just barely beats Skyward Sword as both games have major benefits and flaws with one another that make them so similar. Ok, this review I began writing in mid August but didn’t finish it until today because I’m lazy and was preparing for university. I’m writing these comparison reviews not only as filler for the PC reviews, but also to help me regain the writing skill and passion that was lost for over a year.

My next few comparison reviews will be Super Mario Galaxy 1 & 2, and also Super Smash Bros. Brawl & Super Smash Bros. for Wii U. I intended on reviewing the most recent console Metroid games (Prime 4 is being developed so sssshhhhh…) however they’re way too different and Prime 3 is clearly better.  I’m also going to edit my first three reviews by changing the formatting and pictures as they’re outdated and some images are missing. Once I begin my PC reviews, I’ll start with Portal 1, Left 4 Dead, and Counter Strike: Source and we’ll go from there.

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No More Heroes Review

Foreword

Well, I just finished my last review over a month ago (sorry for the delay), so let’s complete this review to end all reviews for the Nintendo Wii once and for all! No More Heroes was published by Ubisoft but is developed by two companies Grass Hopper Manufacture and Marvelous Entertainment –  both led by the infamous Suda 51. He is the CEO of the former developer and was the brainchild behind Killer 7 for the Nintendo Game-Cube, which of course, makes it an inspiration of N.H.M. You know, both being a beat-’em-up game where you get to kill people for sport.

I honestly have no idea why G.H.M and Suda 51 decided to develop No More Heroes; not many copies were sold were sold yet a sequel and HD remake was released in 2010 and 2011 respectively. This is a game that I got and played very recently – like back in January and July – so my impressions are just fresh off the boat that is rare. N.M.H. was purchased alongside Monster Hunter Tri and the legendary Xenoblade-Chronicles in September 2015! I urged to get more third-party games and nothing to play at the time, though due to time constraints, I never started Xenoblade.

At first I blindly assumed that N.M.H was a mindless sword slasher with tons of blood and violence based on gameplay footage. But after I realized that there was much more to do with more fun than I imagined it to be, although I don’t recommend this to younger audiences due to the excessive mature content found here. To sum things up, N.M.H is a bloody action game which you hunt down assassins to be #1 with a light-saber, filled with humorous plot and catchy music, but low content and poor graphics. Of course, there’s more to it than that but spoilers are for later on.

Gameplay

No More Heroes is a game that consists of multiple genres and borrows its gameplay elements from various franchises, such as Zelda and GTA to name a few. Aside from being a beat-’em-up action game with the main objective of hunting down 10 assassins, it’s also an adventure game offering exploration, arcade offering mini-games and power-ups, and so on. Before each fight though, you must pay a huge entrance fee to the association, with the money earned via side-jobs and assassination missions.

It gets repetitive like right after the first 2 bosses; however, the different missions and jobs are diverse and fun to try out. Also, each assassin is unique with both the fighting style and personality so you’ll be entertained by the plot and gameplay. You get to kill an army of minions each time before a boss fight which is great practice and fun. Honestly, if there was much more to do and way more boss fights, N.M.H would be the perfect “hack-‘n-slash” for hardcore gamers.

Image result for no more heroes gameplay

There aren’t that many game mechanics but I will discuss the sword-fighting and also the motorcycle mechanics. You’re equipped with a light-saber called a beam-katana here that serves as the only weapon; while slashing is done with button mashing, blocking and finishing moves are performed with motion controls. It is possible to upgrade with stronger and/or faster blades though training in the gym makes a difference. Motorcycle is you main method of transportation in the hubworld.

Commands that you can execute include boosting, drifting, and jumping besides just steering and accelerating. Boosting allows you to go faster but there’s a meter; drifting is very awkward though it helps so much if done correctly since the steering in this game is atrocious; and jumping is needed to reach the second and first assassins. Other game mechanics include the power-up system which is simple but complex. Whenever you kill an enemy with finishing moves you get a power-up randomly, as three casino slots must align with the same symbol to activate.

You either shoot powerful energy balls, enemies being in slow-motion, instantly killing nearby enemies, having super speed, and releasing an energy explosion killing everybody within your radius (ineffective towards bosses). They only seem to appear more often when you suck at the game, while the last power-up almost never appears as I only used it once out of the hundreds of times I activated the slots. You can also collect balls found in the hubworld and trade them to an old drunk to learn new techniques that I’ll cover later on as it’s more relevant then.

N.M.H is played only with the Wii Remote & Nunchuk strictly, which are very simple and intuitive to use. The control stick is to move Travis, C button is for 1st person view, and the Z button is for camera reset and enemy lock-on targetting. The d-pad is to change the camera angle or dodging when locked on to an enemy. A button is to swing the sword to attack enemies, perform combos, and unleash a charged slash when charged. B trigger button is for melee attacks that can also stun and activating wrestling moves.

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The – button is for using that explosion power-up and + button is for the map. Finally pressing the 1 button is to recharge the battery and the 2 button to toggle the mini-map on or off. In addition, the dodge move is needed for charged and unblockable attacks from enemies and bosses, whereas the charged slash goes through blocks and counter-attacks. If you repeatedly press A after charging, you will perform a beheading move the instantly kills multiple enemies. Swing the Wii Remote and Nunchuk according to the on-screen prompts for wrestling and finishing moves.

You can tilt the Wii Remote to perfom either a low or high block that can defend against said incoming attacks. Many enemies and bosses will attack and defend in these two stances, so it’s important to master it or you will easily die. There actually exists a special counter-attack called the quick or circle dodge, which is tilting the control stick right after a boss or enemy attacks you. Do it right and then you can attack them repeatedly for extra hits while they’re stuck in slow motion. However, some bosses and enemies are either immune or are fast enough to dodge this.

N.M.H has three difficulties to choose from, with the latter only available after beating the game once. They are SWEET which is the easiest, MILD as normal, and BITTER as the hardest, with differences in damage, health, moveset, and AI. I honestly recommend SWEET for casuals and beginners while MILD for all else. BITTER should only be for the extremely hardcore or skilled as it is very, very difficult. I actually found the game to be super easy on both SWEET and MILD as long as you’re not arrogant.

To be frank, only the boss fights and certain assassination missions as well as some side jobs are challenging, while the rest are pathetically annoying or easy. The majority of the game is spent on mundane and repetitive tasks, ranging from fighting swarms of enemies to picking up garbage on the streets. Players will always have to mash the A button then swing the Wii Remote to kill, and have to follow on-screen button and/or motion prompts for jobs which gets boring after awhile. It’s the bosses requiring skill and strategy with some even having instant death moves.

Presentation

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Being released in 2007, N.M.H has terrible looking graphics despite what critics and the developers have said otherwise. It’s sadly rendered in 480i SD running at a shitty frame-rate ranging from 20 to 30 FPS (sometimes even to 10-20) in the hubworld, but it goes from 30-60 FPS usually between 50-60 in the actual fights. Grasshopper decided to use a cel-shaded art style for characters and objects but normal aesthetics for all other in-game models and textures. Far away it looks good, average distance it’s okay…but then up close is when it looks like diarrhea vomit.

Textures are comparable to that of DreamCast games whereas coloring is dull and dark with browns, blacks, and greys. Seriously, the lighting is just done poorly looking like a person with to artistic skill or talent attempted to do water-coloring on regular thin paper. It unfortunately demotes the game to looking with GameCube graphics although the cel-shaded models actually benefit from its own unique lighting resembling a mix between comic book and realism. If it weren’t highly detailed models looking realistic and accurate proportions, N.M.H would not qualify as a Wii game.

The soundtrack is very repetitive with the boss themes and a few miscellaneous pieces that are diverse worth listening to. You’ll hear the main theme and remixes of it repeatedly but it’s very catchy and composed brilliantly – it will get stuck in your head which is great! Boss themes are memorable for their diverse genres, catchy tunes, and sophisticated compositions; I like the themes of the ninth, seventh, second, first, and the bonus-ranked assassins. The names given to the song are bizarre yet creative, such as Oxygen Graffiti and Pleather For Breakfast.

Sound quality is surprisingly good since the voice acting and BGM can be heard clearly without background noise or interference. It doesn’t sound too quiet or too loud, nor is there an imbalance with the different sounds. Consequently, it is loud and clear with almost all details heard resembling close to HD sound quality. With the Wii Remote speaker turned on, players can listen in on Sylvia speaking to Travis before each boss fight for hilarious and corny conversations.

Plot Analysis

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Before the story begins, you can choose one of three difficulties and then an interactive scene ensues prompting players to control Travis to ride his motorcycle. After leaving the motel like a crazy person, an introduction serving as the prologue follows suit. So basically Travis is a man-child who is obsessed with anime, wrestling, and video games that is near bankruptcy. He then decides to get a job during one night in a bar after meeting Sylvia Christel, becomes sexually attracted and flirts with her, and is hired as an assassin.

To become permanently accepted into the association, Sylvia requests that he take down two assassins: Helter Skelter and Death Metal. The former is killed in the intro while the latter is killed after Travis trespasses his mansion and kills all his guards. He qualifies to become a hit-man but realizes Sylvia set him up as his life is now at risk. Travis requests she engage in sexual intercourse with him if he becomes #1, which motivates him to take down the remaining 10 assassins – did I say 10…I meant 9!

9th ranked assassin begins with Dr. Peace, who is a Native American police detective specializing in illegal goods and investigations, as well as working for criminal organizations and the black market. Travis is forced to pay an entrance fee for the remaining assassins to participate in these fights; however, he is offered to work in side jobs and assassination mission to compensate for the expenses. After storming through Destroy Stadium, he hears him sing an amazing song before complaining about his estranged daughter.

Travis successfully murders him, also discovering the entrance fees are bit of a scam as they’re used for covering the expenses of the association and its members. He is called by Sylvia to meet with the next assassin in Santa Destroy High School – her name is Shinobu and is the daughter of a famous pro-wrestler who was murdered, hoping to avenge his father. She assumes he was the killer as her father was “sliced in two” from a beam katana. He of course spares her life for being too young and hopes she finds the truth.

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He confronts the seventh ranked assassin in Bear Hug Studio right after taking the subway and slaughtering dozens of people. He appears as an ordinary mail-man but then dawns a superhero costume, attempting and does trick Travis into being electrocuted by a tazer in his hand. Destroy-Man (his alter ego) proceeds to kill him with a shock-wave attack and laser blasts and beams. Miraculously surviving from the attacks, they fight which Destroy-Man yells out all his attacks making him very predictable.

Near death, Destroy Man tries to kill Travis one last time through bullets launched from slots on his nipples. He is sliced in two and Travis then moves on the next assassin at Body Slam Beach but not before killing dozens of military soldiers. She is foreign lingerie model from Sweden, having a prosthetic leg capable of shooting missiles and storing grenades, which makes Travis uncomfortable for fighting a woman. He eventually wins though is hesitant to kill her; Holly then sets a grenade to commit suicide to declare defeat, and her body is buried in the beach.

The fifth ranked assassin is a Russian magician by the name of Harvey which Travis confronts only because Sylvia bought tickets to his show for reserved seating. He boards the subway and dreams of a retro arcade shooting mini-game instead of killing people. After waking up, he arrives at his subway station and enters the theater with Sylvia in a beautiful dress. Harvey appears and performs a few tricks before inviting Travis on stage and apologizes for revealing that his parents passed away.

They fight after a failed attempt at killing Travis with the magician obviously using magic tricks as fighting tactics. Travis slices his eyes with his sword, blinding him and the assistants pin him down to the giant saw-blade, with Travis and Sylvia making out right after. The next hit-man isn’t fought at all since Letz Shake and his military robotic weapon are sliced in two by another lightsaber wielder by the name of Henry Cooldown. Travis is interrupted by Sylvia, allowing Henry to get away, angering him and asks if she knows him.

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Third-ranked assassin is an old lady with a laser shooting machine that can disguise as a shopping cart. Jeane (the cat, not his lover) goes missing and coincidentally finds her in a nearby city where the fight begins after arriving by bus. Thunder Ryu who is Travis’ mentor in wrestling, is seen struggling against a giant laser beam with a samurai sword, warning his apprentice to back off and has nothing left to teach him. He is blown up into smithereens, bringing both anger and sadness to Travis who swears vengeance.

Speed Buster is defeated once Travis reaches a pole that knocks down on her machine destroying it. He beheads her in anger and avenges his master, claiming his sword to use it and honor him. Sylvia seemingly disappears as her assistant reveals through phone and a note from a pigeon crashes through his bedroom window telling him to revisit Destroy Stadium. He takes his motorcycle inside and enters the hidden basement through a shaft in the baseball diamond. An attractive young blonde wearing a Victorian style dress is seen wielding a baseball bat.

She kills every man in bondage attire coming out from the conveyor belt, drinking soda to replenish energy and offers Travis some. He rejects it and is disgusted with her mentality with her job. Bad Girl cares not about him and fights in an extremely long and difficult battle though she is finally killed too. He faints on the ground with Sylvia’s assistants probably carrying him back to his motel while unconscious. Preparing to fight the final assassin, Travis has his motorcycle stolen upon exiting his hotel room and giving chase.

He finds it at the highway ramp, entering the highway to finish the assassin business once and for all. Travis soon finds out by Sylvia’s mother before that she is a con artist and the whole association was one big set-up. Upon reaching the forest, Travis’ motorcycle breaks down so he must travel by foot. He then confronts the ghost of Ryu and reads his letter complimenting him. Finally at the castle entrance, Dark Star appears as the last assassin, claiming to be his father and asking him to remember why he started his journey.

He reveals that he only became an assassin to avenge his parents who were tragically killed by his past girlfriend Jeane. Lo and behold, Dark Star is killed by Jeane herself appearing before Travis. He is mocked by being stupid and naive, to which he is surprised and angry at her, wanting to know why she killed his parents and destroyed his home. He reveals that while he discovered the association was fake, it was Sylvia who (along with Thunder Ryu and others) helped him exact retribution by killing the assassins.

It was sort of like training where he gained the skill and speed to defeat Jeane in battle. She tells Travis in a fast-forwarded cutscene that the two ex-lovers are actually half-siblings, since they have the same father but different mothers. Jeane’s mother committed suicide after their father married and fell in love with Travis’ mother. While to Travis he was a caring family man, in reality he sexually abused Jeane for her entire childhood, forcing her to run away and vowing to kill him.

She resorted to prostitution as a means to fund her martial arts training, eventually murdering Travis’ parents, prompting Travis to seek vengeance through training from Thunder Ryu and the UAA by Sylvia. He berates Jeane that two wrongs don’t make a right, and that “vengeance begets vengeance” to which she replies with a rude remark and begins the battle. After seemingly defeating Jeane in a long and tough battle, she ambushes Travis by fisting his stomach, only to have Shinobu come out of nowhere and slice her hand off.

This allows Travis to finally get revenge and kills Jeane, accepting her fate after wanting to no longer live her tragic life. Travis Touchdown proclaims that his career as an assassin is over with Sylvia and Shinobu watching close by. With the main story over, Travis shits in the bathroom when suddenly the door is sliced in two and a black man asks if he’s the first-ranked assassin. He wields a purple beam katana and attempts to kill him, but is sliced in half by Henry asking to fight in the parking lot.

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They fight a long battle with both evenly matched in both skill and power; Henry then reveals he is his older twin brother and Sylvia is in fact his wife. He is in shock, confused on how to end the game until they decided to both honorably kill each other. Credits roll with an art portriat of Travis and Henry about to kill one another, with Slyvia’s young daughter appreciating it, following her mother leave afterwards. Actually, both assassins live as Sylvia intervenes allowing Desperate Struggle to occur.

You can already tell that the atmosphere is dark and mature, yet funny and corny to balance out the violent and sadistic elements. I forgot to tell you readers the game occurs in a fictional poverty-stricken town called Santa Destroy in California, USA in 2007. Aside from the main characters, there’s Professor Naomi, an expert in beam katanas and wears sexy clothing; Bison, who is Travis’ best friend and owns the Beef Head store; and Randall Lovikov, a Russian alcoholic offering special techniques in exchange for Lovikov balls.

While the plot is written well, it suffers from not filling in the gaps between each boss fight making the transition awkward. But at least the plot is consistent and doesn’t die down throughout the middle only to be picked up during the end. It is sort of repetitive as with gameplay progression, though the confrontation with the assassins are always different from one another; interesting and funny to watch with times where it’s serious and realistic. Other supporting or secondary characters get involved which improves it.

Cutscenes are few and far in between, both in quality and quantity as most are that of Travis simply listening to his voice messages on his phone/fax machines. The best are obviously involving him meeting and killing (or defeating) the assassins and the interactions with Slyvia; as well as the introduction, prologue, conclusion, epilogue, and ending cutscenes. What sucks is they are all in-game so you can see how bad the graphics are with the low-rez textures, dull and ugly colors, terrible lighting/shadow, jaggy models, and inconsistent frame-rate.

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Since it’s presented in a cinematic and timely manner, they make N.M.H. feel like a plot-heavy game with plot progression beneficial to players who clear through the ranks in order to watch cutscenes as a reward. Animation is developed greatly with many special effects, techniques, camera angles, and choreography making it feel like a superhero and comedy movie. There aren’t any CGI cutscenes while QTE are limited to the ending cutscene to the fights of Dr.Peace and also Jeane (the assassin, not the cat).

Probably the script is the best feature of N.M.H plot of course. The humor is just over the top with offensive insults, slapstick comedy, breaking the fourth wall, mature themes, perverted and violent scenes, and excessive swearing. Despite it there are often times when it gets very emotional and serious, adding realism and enabling players to sympathize with characters and making their personalities very serious. Voice acting is performed amazingly well as it’s believable unlike that of Hollywood shows and movies.

Content

After beating the game, you will unlock Bitter difficulty and the New Game Plus. Bitter is of course the hardest difficulty; bosses and enemies have the most health, deal maximum damage, and are the most intelligent. This is only recommended for extremely hardcore gamers unless being fucking angry as an alcoholic is kind of a thing. New Game Plus allows you to have all of your weapons, money, techniques, strength, health, cards, and clothing in a new save file with only story progression and ranking erased.

Honestly, it’s the replay value where N.M.H. excels at as everything from missions and collectibles to the boss fights are repetitive yet addicting. It may lack quantitative content but the appeal to repeatedly play over and over provides both quality and quantity. Perhaps it’s the brilliant mix of button-mashing and motion controls, or it might just be the extreme violence, high profanity, as well as the blood and gore. In the HD remake on PS3 and Xbox 360, there’s Very Sweet Mode with the female assassins wearing revealing outfits.

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Santa Destroy serves as this game’s hubworld, and unfortunately for the most part, is one of the worst hubworlds for a sandbox game. Majority of the buildings are useless and just there for aesthetic purposes – nah, actually most of the town. Only roughly a dozen buildings are actually used by Travis and are all conveniently located closeby. What sucks is that walking is not even enabled inside buildings and interaction with people and objects are done via menus. Many buildings are also generic, vacant, and visually unappealing.

There are very few but unique buildings and areas that serve as landmarks with visual appeal…but you can’t go inside them unfortunately. Only the Destroy Stadium, Santa Destroy High School, Slam Body Beach, and the abandoned subway station are accessible as they serve as levels leading up to the boss fights. The roads are many in number yet the quantity is completely unecessary, as well as open pavement/concrete and fields littered across town. Alley-ways and parking lots have dumpsters with money and clothing serving as poor exploration.

For the levels, there’s the mansion of Death Metal, Destroy Stadium, Santa Destroy High School, the abandoned subway network, Bear Hug Studio, Body Slam Beach, that performance theatre, some underground tunnel, Speed City, and finally the highway. These are barebones as levels can get with little to no exploration, boring room layout, virtually no interactive elements, and being very linear as progress is made by defeating all enemies to be granted entry into the next room. But at least it looks nice and realistic to make up for the poor design.

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Since the town is near poverty, you won’t see much or do much though this is just a piss poor excuse by the developers for not trying hard enough. Santa Destroy as a whole is non-linear but the few accessible buildings are very linear. By the way, these rare gems consist of: No More Heroes Motel, Beef Head Video Store, Thunder Ryu’s Building, Naomi’s Laboratory, Area 51 (Clothing Store), Gold Town, Job Center, and finally K-Entertainment. With the exception of the motel and the training gym, all buildings are meant to serve one purpose.

In order to access the levels, you have to pay an entrance fee to the UAA’s bank account which breaks the flow and progression of the gameplay and plot. Once you clear them, they can never be accessed again albeit a few rooms and fields within assassination missions. Such pathetic stages only take 10 to 15 minutes to clear with the bosses also around the same duration. Before each battle, you can enter a room or open area with a bathroom to save progress, and also pick-up items to replenish health and battery.

N.M.H. offers a variety of different weapons, clothing, pick-up items, and hidden goodies to collect and/or to use. Clothing can be found within dumpsters and bought at the Area 51 store, including sunglasses and belts but are for purely aesthetic value. Hidden items are just trading cards or wrestling masks alongside with concept art of assassins and main characters hidden inside treasure chests scattered across the levels. It also considers Lovikov balls which can be found throughout the town and traded for techniques.

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Yup, these balls also force players to explore the barren hubworld; however, exchanging 7 of them to Randall grants you a skill each time. These give Travis new abilities expanding upon his arsenal of moves. They consist of dashing in the hubworld, performing a jump-attack, seeing enemies on the mini-map, extending the range of your grab, extending Dark Side mode, and the like. Pick-up is just pizza to replenish health and stereotypical looking batteries to replenish battery for your katana.

Weapons are all of course beam katanas, which can be bundled with upgrades that increase power output and reduce battery usage. Travis starts off with the weakest and slowest with no upgrades, the Blood Berry; then the Tsubaki MK-I, a longer blade offering upgrades and improved strength, maneuverability, and range. Soon later in the game, you unlock Tsubaki MK-II, having multiple blades with the best power but the slowest and heaviest. Finally there’s the Tsubaki MK-III, a samurai sword with the best speed, weight, agility, and range.

It is slightly weaker than the Tsubaki MK-II but stronger than the others, and it has a battery that never runs out so no recharging is required! Defeating each boss earns you extra health that is permanent; in fact, training at the gym in Thunder Ryu’s building increases even more health, extends beam katana combo, and also “strength” apparently making boss fights easier. Speaking of the assassins, they’re essentially the main focus of the game as you clear the rankings to kill Jeane and avenge your fallen parents.

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Each of them has their own fighting style, moveset, and weapons, with many fighting strategies and high damaging or instant death moves. They are from descending order. Helter Skelter, #10: Death Metal, #9: Dr. Peace, #8: Shinobu, #7: Destroy-Man, #6: Holly Summers, #5: Letz Shake, #4: Harvey, #3: Speed Buster, #2: Bad Girl, #1: Jeane, and Henry Cooldown. These bosses can take dozens of hits or even hundreds on harder difficulties, but quick dodge and wrestling moves enable extra damage.

While strategy and skill are needed, they all follow the same fighting process: wait for them to attack, dodge or block it, and then approach and attack, using quick dodge and wrestling when possible. Later bosses undoubtedly get much harder as it takes longer to attack them, many of their attacks must be dodged or blocked correctly, and the battle is dragged on forever. Enemies are freaking easy and nothing more for humor and to warm up before fighting the bosses.

Button mashing takes care of most minions, while others need to be blocked and then slashed repeatedly. Later on, you should use jump attacks, combos, and finisher moves to deal with multiple enemies. If I never mentioned it before, shaking the Wii Remote in addition to swinging in the specific direction on screen charges up the finisher move to deal massive damage and larger range. You can use an instant beheading move which I don’t really know how to execute though it’s very similar to charged combo attack.

Verdict

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Now while I did mention about replay value in the past, I never really discussed how long the content takes to beat nor its specifications. It take approximately 20 hours for the first playthrough, 30+ hours for the new game plus, and 5-12 hours for a speed run and/or consecutive attempts. Side jobs and killing missions have a ranking system which you’re given a medal and monetary record that shows your performance. Boss fights have this too but have time, damage taken, attack combos, and enemy kills as factors.

So not only for bragging rights and ego inflation but also for more and money as well as to unlock extra content. Side jobs are few (only 9) though completely different that offer creative tasks to complete such as hunting scorpions, finding coconuts, or destroying land-mines. Most of the assassination quests are just murdering all the enemies though some must be done in bizarre ways. They consist of using wrestling moves only, deflecting baseballs to athletes, killing a specific target, with controls and mature content adding fuel to the fire.

What sucks is that the awesome boss fights are a few star clusters in a large galaxy; however, the new game plus more than makes up for it. You’re able to relive not just the boss fights but also other great moments as well, without having to get back all your weapons, upgrades, skills, strength, collectibles, and money. So you can skip side quests if you despise them and forget about having to start all the way from scratch – plus, it’s easier and better to embark on harder difficulties this way.

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No More Heroes was a fun and addicting game that I thoroughly enjoyed all the way and my first time playing a mature-rated and beat-’em-up game. Okay, to be honest I got pissed off with many of the killing missions and struggled with the boss fights, but with enough practice, this no longer was an issue. This was the first time that the boss’ AI would outsmart me when I became too arrogant and careless which helped me in the long-run. I love the humor of Suda 51 and look forward to playing Desperate Struggle.

Even though I criticize the game’s flaws, I’m just trying to be realistic by analyzing it from a critical point of view. Graphics don’t look as bad except in the cutscenes while we all have to agree that even just a little more content would’ve helped. The plot and music are phenomenal with only minor flaws; whereas the controls are questionable with the awkward dodging, knockback effect, and bizarre lock-on targetting which create confusion and frustration in gamers.

To end this review off, No More Heroes is a funny yet serious game filled with adult content that compliments the action-packed gameplay putting off the 1980’s vibe. Despite it having atrocious graphics, frustrating combat mechanics, barebones content, the misadventure of Travis Touchdown is something recommended for the hardcore crowd. With memorable music, fluid controls, brilliant plot, and epic boss fights, this is a high-quality game that is not to be missed including Desperate Struggle and Heroes Paradise.

Sonic & Sega All-Stars Racing Review

Foreword

Okay, I know I haven’t been reviewing video games for quite some time, but I’ve been focusing on high school exams to get accepted into university for a brighter future. With that out of the way, let’s get straight into reviewing Sonic & Sega All-Stars Racing, developed by Sumo Digital and published by Sega for the Windows PC, Mac OSx, Xbox 360, Play-Station 3, Nintendo Wii, and Nintendo DS in 2010. It was also released for iOS and Android systems, being developed by Gameloft and released from 2011 and 2013 respectively. It was meant to serve as a reboot with Sonic racing games, and the indirect sequel to Sega SuperStars Tennis.

I got this game originally for iOS back in 2010, but after watching gameplay footage and video reviews of the more superior titles, I urged to get the console port. I originally wanted the HD port, but since I don’t have such a console, I opted for the Wii port instead. Seeing how the Wii version was similar to the HD ports, besides the graphics and online gameplay, I decided to purchase it (the Wii port usually gets the worst treatment when it comes to multi-platform games.) This was bought along with 4 other games in downtown Toronto during August of 2014, after I was satisfied with what I bought before.

Being a kart racing game, one can correctly assume that Sumo Digital ripped off of Mario Kart with the gameplay (and replacing Nintendo with Sega’s content). Despite this though, the game is still unique in its own way as innovating from traditional racers; taking what worked, leaving behind what doesn’t, and adding new concepts that are well-liked and “safe.” That’s not to say that this game has few flaws, as the aesthetic quality is obviously inferior to the HD ports, and there are many glitches due to Sumo Digital’s inexperience with racing games though nothing major.

Gameplay: 9/10

The goal of playing this game is like any other –  you try to beat others in a race with as much speed and skill as possible. In addition, there’s the drifting/boosting mechanic that lets you take sharp turns without losing speed and to go faster after turning or performing tricks. You can also use items and power-ups to get ahead of other players by attacking them or gaining incredible speed momentarily. The race tracks are unique being different and extremely creative compared to that of conventional racing games, with obstacles, enemies, and hazards to avoid.

New game mechanics include performing tricks in the air and the different types of vehicles, and the All-Star moves. While you can perform a trick only once in Mario Kart, you can actually perform many here with good timing. The distance and air time determines the amount, usually between one to three and rarely four to five, with smaller characters performing more. All-Star moves are essentially like the Smash Ball from Brawl and Smash 4; you undergo a transformation or acquire a powerful item unique to each character enabling high speed, invincibility, and strong attacks for a short period of time.

Just like in Mario Kart Wii, you can choose either racing with a kart or bike, but now you can even choose a hovercraft (and a plane and living spaceship LOL). As the name suggests, they do not have wheels , having the best acceleration and handling, being unable to be slowed down by terrain. However, they have mediocre drifting and boosting capabilities. Bikes aren’t that different, except performing a wheelie allows boosting if done successfully; along with being lighter, smaller, and maneuverable than karts, clearly making them superior over other vehicle types.

Sonic & Sega Racing enables compatibility with the Wii Remote (preferably with Wii Wheel), Wiimote + Nunchuk, and the Classic Controller/Pro (sorry Game-Cube fans). The last option (Pro version) is recommended since there are no gimmicky motion-controls, the handles and shoulder/trigger buttons, and the two control sticks offer complete control over the steering. Being good at drifting and boosting results in winning or losing a race; motion controls are inaccurate while using buttons are imprecise – analog sticks provide both accuracy and precision.

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Steering is done via turning the Wii Remote, pressing the d-pad, or tilting the left control stick; pressing the A or 2 button activates acceleration while the B, 1, or R buttons enable drifting/tricks/brakes/reversing. Pressing the Z, L, or the d-pad activates the item you currently have, while pressing the C, ZL, or ZR buttons gives rear camera view. Tilting the right control stick allows steering the vehicle even when drifting! So while drifting, steering the right analog stick turns the vehicle to go through 180 and 360 degree turns without slowing down (instead of just 90 to 135 degree turns).

I have to conclude that it is vastly superior to Mario Kart, since the more precise controls allow for sharper, faster, and accurate steering and drifting as well as pulling off expert techniques (snaking and fire-hopping). Such controls is why there are courses with tight turns at high speed without issues (*cough* Mario Kart 8 200 CC). Sonic & Sega Racing is more difficult due to the controls, race track design, and overall speed, so newcoming players need to adapt. Unlike Mario Kart, there is virtually no luck-based system and rubber-band AI, but the AI is more intelligent using expert techniques, taking shortcuts, and strategizing with items.

What adds unfair challenge are the collision detection issues due to the inexperience of Sumo Digital. I can’t even begin to recall the thousands (literally) of times I got assaulted by other racers and/or fell through the track because of the poor collision detection – often resulting in losing races with high frustration. It makes racing very difficult and on occasion unplayable for certain track segments; other issues like being stuck in the wall, items not working properly, and the in-game achievements malfunctioning are expected for players too.

Content: 8.8/10

Now the content is strikingly similar to Mario Kart yet still somewhat different, which the game modes serve as a good start. There consists of Grand-Prix, Time-Trials, Single Race, and also Missions for single player; Racing and Battle for multi-player; and all of the above except for Grand Prix and Missions for online. Players can also check game statistics and achievements, adjust in-game settings, view unlocked content, purchase more content, and the like. All these game modes are very self-explanatory included with gimmicks and improvements.

Time-Trials not only lets you race for the best time on a track, but also against your own and a staff ghost simultaneously  – you can also unlock a “Sumo” ghost which is more skilled, enabling three instead of two racers in Time Trials together. It lets you record best lap time instead of track time making it more generous. Mission Mode lets you complete challenges with set conditions not just limited to racing, which includes battling, collecting, drifting…and going through rings. There’s a rank given at the end but not after Grand Prix which is weird. All other game modes are sadly just direct knock-offs of Mario Kart with small modifications.

Being the forgetful person that I am, let me explain some things I missed earlier: the Sega Miles and the Sega Shop. Whenever you complete anything, it nets you points called Sega Miles which calculates your performance. The better you are, the more miles you win, representing in-game currency and experience points. You can then use these points in the shop to but locked content – ranging from characters, music, and race-tracks – instead of having to fulfill set conditions the traditional way, allowing players to progress through the game at their own pace.

Most characters in the game are, you guessed it, from the Sonic franchise though the remaining represent other IP’s (but it’s only one per franchise). We have the following from Sonic IP: Sonic, Tails, Knuckles, Amy, Shadow, Dr. Eggman, and Big. Exclusive to the Wii are the Miis, the Xbox 360 has Avatars and Banjo+Kazooie, while DLC for all HD ports offer Metal Sonic. Then there’s Billy Hatcher, Amigo, AiAi , ChuChus, Ulala from Space Channel 5, Jacky & Akira from Virtua Fighter, Opa Opa, Ryo Hazuki from Shenmue, Beat from Jet Set Studio, B.D. Joe from Crazy Taxi, Bonzana Brothers, and finally Alex Kidd for the rest.

Despite the vehicle stats putting characters to similar categories – those excelling in speed and boost against those in acceleration and handling – each racer is still different in vehicle, appearance, weight, and controls. There are no clone characters or vehicles as each racer is tied to their own vehicle, which a blessing and a curse. It’s recommended to have more acceleration and handling than speed and boost, whereas the weight has little effect as Sonic & Sega Racing is skill based and not luck based like Mario Kart.

Honestly, the items is where Sonic & Sega Racing resembles Mario Kart the most, as they’re all direct rip-offs replaced with Sega content. There’s the Red Homing Missiles, Green Boxing Gloves, Rainbow Goo, Confusing Star, Pine Cone Mines, Bubble Shield, Giant Rocket, Speed Shoes, and also the Mega Horn. Of course, there is a variation which you have three times the original, each racer has their own special All-Star move. Those items mirror the Red Shell, Green Shell, Blooper Squid, Bananas, Blue Shell, and Mushrooms. Only the Mega Horn, Confusing Star, and Bubble Shield are original ideas not copied from Mario Kart.

The items are fun to use, add more variety to the race, and best of all are skill-based that is balanced. None of them have the issues associated with Mario Kart; no items are overpowered, all racers are entitled to most items regardless of position, and many stronger power-ups can be countered with the weaker items. Skill is now on your side as it is possible to dodge the effects of any item (excluding the All-Star moves and the Giant Rocket) with enough practice! This bundled with the Ai makes Sonic & Sega Racing more and fair than compared to that of Mario Kart.

Where Sonic & Sega Racing truly shines is the race tracks because of the superior level design, which is creative and innovative, filled with gimmicks that compliment and improve the courses. These stages aren’t just filled straight paths, curves, bumps, hills, and ramps; they include new features that are shuttle loops, half-pipes, twisted and circular turns, open ended sections, multiple pathways, and anti-gravity segments. The non-linearity is something rarely seen but provides exploration, shortcuts, and natural transition blending in with the racing and tracks.

Just the way these courses are designed are not only superb, but also corresponds with that of the theme and franchise it represents creating relevancy. So you’ll see a ramp cleverly disguised as a ramp in an urban city track, or a glass tunnel built underwater to allow racers to travel to another island instead of random set of bridges. It shows that Sumo Digital is being more creative and realistic, rather than just copying Mario Kart with illogical race tracks. Shortcuts and alternate pathways not only allow faster race times, but also gives another perspective and appreciation of the aesthetic appeal of the tracks.

Obstacles, hazards, and enemies are common throughout the game, while “bosses” are rare although these track features should be avoided at all costs to win the race. They obviously relate to the track and franchise they represent, with no newer enemies and hazards originating here but do seem out of place of their location. Proportions and design have changed from past games to accommodate to the racers and tracks in general. Overall, these gimmicks are sadly nothing but lame rip-offs of what’s available in Matio Kart, so don’t expect to be amazed by anything.

Several missions throughout the game take advantage of them and used within the conditions and objectives. You may be required to attack certain enemies, dodge all obstacles, or computer players may slow you down intentionally with items. It’s quite fascinating how something so simple is implemented to serve a complex purpose. Skill is something not needed to dodge and defend as they at most slow you down, but Sumo allowed players to defeat or destroy them by boosting into them. There are a few like that stupid stereo box only avoidable with good timing.

Presentation: 7/10

Because I’m strictly reviewing the Wii port and not all versions, I will refrain from complimenting the graphics of the HD port and instead be much more honest and critical with this port. Sonic & Sega Racing runs at native 480 i SD with an inconsistent and pathetic frame-rate of 30 FPS maximum. You’d think that they would render a racing game at 60 FPS or consistent at solid 30, but all the console ports suffer from this issue. This combined with the glitches sometimes make Sonic & Sega Racing sometimes even more unplayable than Sonic ’06!

Polygon count, lighting, and modelling range from average to good, but I’d have to conclude the graphics engine and low-res textures are atrocious. While the former makes it look close to being HD, the latter mentioned downgrade it to that of the Nintendo Game-Cube, thus demoting it to standard definition graphics. Color is done well with the vibrant colors to give a child-friendly environment and cartoony look, resembling somewhat the CGI models. Many of these complaints excluding the frame rate are only present in the Wii version, with the HD ports looking very very sexy (trust me on this one).

Resolution is also poor with both the textures and screen, with many things looking blurry and ugly to look at. Animation hasn’t changed that much but still awkward; particle and shadow-effects are dull and not realistic enough to be appealing. Many special effects and lighting in the HD ports have been removed to adjust with the limitations of the Wii. These shortcomings are what causes the Wii port to look inferior to the HD ports. This is such wasted potential because it would have looked much better if Sumo Digital tried like Sonic Team did with Sonic Colors.

What’s recycled isn’t just the characters, but also the audio, as literally every single voice clip, sound effect, and music is taken directly from older games. The only exceptions are the CGI intro scene (which is just an extended cut of the E3 trailer), the menu theme, post-racing theme, and the corny yet hilarious racing spectator. He actually comments as the race goes on, making jokes and references to older games to entertain both young and old gamers, making it feel like you’re part of the racing event. Unfortunately, he says the same lines after awhile and he never got credited, thus remaining anonymous to the public (but not to Sega and Sumo Digital).

Of course retro music isn’t necessarily bad, but Sega could’ve at least made remixes to make already good compositions sound even better. Genres range from rock ‘n roll to hip hop to jazz to even techno and much much more. There’s a several dozen songs available, and there are just too many good tracks to list that I find very memorable. Sound quality isn’t what I would say is great but not terrible either for sound effects, but the music and voice is top-notch. Consequently, the aesthetics don’t seem to impress me as it’s downgraded from the HD ports.

Verdict: 8.7/10

Like any Sonic game, Sonic & Sega Racing has an abundant amount of replay value, thanks to several fighters such as the point system, rank performance, racing rules, locked content, and specific game modes. These are all self explanatory and increase the gameplay time manifold; playing it with friends and strangers both locally and online take it to unimaginable scales. Since everything is for fun and no main game objective exists, Sonic & Sega Racing varies with each person, but it usually takes 30 hours offline and at least double of that time online.

I pretty much enjoyed playing this game from start to finish, being amazed in awe with how good racing games can be, if it were more creative and the mistakes were fixed. There was virtually no complaints or frustrations besides the inconsistent frame rate (which I adjusted to) and the collision detection issues. Sonic & Sega Racing was more difficult to play than Mario Kart Wii at first, but it was easy to master and only skill was needed along with speed to win the races. Sumo Digital has definitely earned a new follower and I will look forward to playing the sequel of Sonic & All-Stars Racing Transformed on the Nintendo Wii U.

All in all, I’d have to say that Sonic & Sega All-Stars Racing is a fair and fun game that improves and innovates upon Mario Kart DS and Wii.While a lot of ideas and content are unoriginal, it at least builds upon them to prevent it from becoming a game based on luck instead of skill; bad design and rubberband AI; and mediocre controls and aesthetics. Its friendly and simplistic environment immerses players to enjoy it alone or with others having just so much to do. Sometimes the copy is indeed superior to the original unlike what most people would have you believe.

There aren’t exactly any pros and cons that I still have that wasn’t included in the review, but I do say they should innovate more as well as fixing the issues. I would also love to point out how realistic the in-game physics are especially with the momentum. Despite being released in 2010, I still highly recommend gamers interested in vintage games to buy it through online shopping or at an antique shop second-hand. As I keep repeating myself, get Sonic & Sega All-Stars Racing for a more superior experience and game compared to the likes of Mario Kart DS and Wii.

Final Review Score: 8.4/10

The Legend of Zelda: Skyward Sword Review

Foreword

I think we can finally agree that I’ve managed to live up to my promises of being consistent with the reviews, so now let’s move on with life. This particular review is special since it’s dedicated to gaining retribution on the mediocre reviews, back when I first started my career. I heard about Skyward Sword through IGN, by reading news articles and watching video trailers. I was somewhat of a casual fan back then, so I didn’t really give much thought on the quality – also, I was too hyped for the Nintendo Wii U back in 2010.

After two long years, I finally bought it along with Super Paper Mario at Wal-Mart during Boxing Day…funny how I still remember all of this. I assumed correctly that it was going to be quite similar to Twilight Princess in terms of gameplay and experience, though quite different with all else. I was very skeptical of how the game was going to be after doing some research on the validity of the perfect score it received (especially after remembering how Super Mario Galaxy 2 turned out). I also wrongly inferred that it would give me a relatively smooth experience.

According to Wikipedia, development began as early in 2008, when Nintendo wanted a more cinematic and gameplay-oriented Zelda game to succeed Twilight Princess after realizing its shortcomings. In fact, they didn’t even consider using motion controls (via the Wii Motion Plus), the cartoonish graphics, and basic plot, until the executives were convinced otherwise. This, along with the involvement of Monolith Soft (the creators of Xenoblade Chronicles) decided to co-develop it, thus resulting what was seen in 2010 during E3 and the final product in 2011.

The sad reality is that it received negative reception and little publicity when it was first revealed. We can all remember how humiliating it was for Nintendo at E3 when Miyamoto struggled with the motion controls. Along with it having cel-shaded graphics similar to Wind Waker – and Nintendo focusing more on the Wii U and Zelda HD – it became loathed by fans and widely forgotten after its quiet release in November 2011. When it came out, people suddenly became very bi-polar and soon regarded it as the best Zelda game since Ocarina of Time.

Skyward Sword’s plot combined with the aesthetics make it feel very much like Wind Waker, but the gameplay and controls molds it into Twilight Princess. This is a great strategy as Nintendo got what worked for each game, took out what didn’t; add in new innovative concepts and fuse it together to get the best of both worlds. You’ll find out later that despite its good points, there still exists many flaws that hinder the game from being considered “perfect”, as many critics would have you believe.

Gameplay: 7.0/10

Just like with the Wii port of its predecessor, you use both the Wii Remote and Nunchuk to play; not just for pressing buttons, but also to use the motion controls and pointer to utilize the sword and shield, basic commands (i.e., rolling, swinging, balancing, and flying), and projectile-based weapons. New to this installment is the use of the Wii Motion Plus , which increases the accuracy and precision of the motion controls; thus, giving the illusion of more realistic controls. In fact, they put more of an emphasis on puzzle-solving than combat…sort of.

The control stick is used for moving; the Z button to reset the camera and lock-on to target enemies, people, and objects; the C button is to view in first-person mode and dowsing. This new ability is to track down certain people or objects to progress through the story or to find collectibles to replenish supplies and complete side quests. Pressing the A button allows primary actions (i.e., talking, pushing, opening); pressing the B button is for selecting and using items; the + and – buttons are for the pouch and map menus respectively; and the d-pad is for calling Fi for help and playing the harp later on.

Since the Wii Motion Plus changes everything, I’ll go out of my way and explain this new concept. You must move the Wii Remote in the desired direction to move it exactly the way you want it within the game, so it’s no longer rattling the controller like a baby’s toy. The spin attack can be achieved by shaking the Nunchuk horizontally, while the shield bash be performed vertically and with perfect timing (as the shield can break and you can now counter-attack). Many items take advantage of the new technology, so you’re going to have to twist, pull, shake, and rotate the remote.

While the controls are a big step-up over Twilight Princess, the problems come from its accuracy and usage (making it a controversial feature of the game). Games on the Wii have a bad reputation for abusing motion controls, and Skyward Sword is no exception as anything from rolling to flying and even balancing requires it and becomes gimmicky and repetitive as a result. Controls will easily not synchronize, have delayed or early responses, or do something you never expected – like why the hell does Link do a shield bash every fucking time I want to stab?!

There are of course ways to overcome these problems; you could re-calibrate the Wii Motion Plus by placing the Wii Remote upside down on a flat surface, pressing down on the d-pad, and (believe it or not) by swinging the Wii Remote vertically thrice. The last two options are the best as they instantly re-calibrate any wonky controls within mere seconds, being very helpful in the heat of battle. If you played Twilight Princess and other sword-fighting games on the Wii such as No More Heroes, it will be much easier to adapt to.

If you don’t know who Fi is, she is Link’s personal hint system who tells you things to overcome difficult situations. The sad reality is that she won’t shut up about the obvious (like low battery or health), she sounds and acts like an emotionless robot, and provide you with useless and/or irrelevant information when you need it the most (like in a dungeon). But hey, at least she tells you things like the main objective, enemy and character analysis, total play time, and environmental adaption…kind of like Navi from Ocarina of Time or Tael from Majora’s Mask.

You will use a bird called a Loftwing as a main method of travel through the sky (which serves as this game’s hubworld). It’s a much better alternative to walking and horse-riding in terms of speed and convenience, but it becomes tedious to always use motion controls, and it adds superficial value to the empty hubworld. Another mechanic is the Wii Motion Plus, in which everything from weapons, puzzles, and enemies exploiting it; while it may seem like Skyward Sword has become gimmicky, it really isn’t and works pretty well.

Nintendo heavily implemented it so you’re going to be strategic and forced to adapt. Playing Twilight Princess again makes it a breeze, except when it comes to combat and item-use. They just love to fuck with you with the rubber-band AI of the enemies by having them use mind games on you. The confusion of which direction or area to strike, topped with the imprecise controls, hinders to the experience but adds to the challenge. But, the enemies are pretty dumb and most of their attacks can easily be countered with the shield-bash.

Usually people will have their own strong opinions when it comes to the game’s overall difficulty as Skyward Sword is radically different. Many puzzles and dungeons this time require multiple strategies, items, weapons, and attempts – along with motion controls – in order to successfully solve. Bosses are a major improvement over Twilight Princess because they’re much harder with more health, strength, and intelligence. You will adapt to it but expect a few Game-Over’s occasionally (especially with Ghirahim and Demise).

Presentation: 8.0/10

Skyward Sword is a cross between Wind Waker and Twilight Princess in terms of the graphics – the art style being cartoonish, bright, and vibrant inspired by the former; the models, textures, and atmosphere based off the latter. What’s a big shame is that Nintendo still never learned its mistakes as the textures are still low-resolution and lack detail, models being jaggy, frame-rate inconsistent and low (onlt at 30 FPS), and backgrounds being blurry. Hey, at least the NPC’s are more realistic now with improved animations and facial expressions.

Models have been significantly upgraded to become more accurate to finally make Skyward Sword look like a Wii game (and not a Game-Cube game). The cel-shaded graphics along with diverse set of colors and excellent lighting makes it more appealing than its darker predecessor. For some reason though, some models have cartoonish textures while others have realistic textures (I guess to stand out in this blurry engine). Why is it that backgrounds and far away objects look like they’re in a painting – it’s just weird to have all these different art styles!

Another huge “renovation” to increase the aesthetics is the music, with orchestral and instrumental finally being implemented into Zelda as a series first. Nintendo has shown that they indeed learned from (most) of their mistakes by listening to what their fans wanted. Many compositions are memorable, diverse, catchy, and very “intense” so to speak, adding to the graphics and making dungeons and bosses all the more epic. I personally love Ghirahim’s Theme, Skyloft, Ballad of the Goddess, and the credits.

Thank the goddesses (I’m an atheist) that they’ve fixed the sound balance as music no longer drowns out the sound effects, nor does the Wiimote speaker emit loud noises like in Twilight Princess. Speaking of which – pun fully intended – Skyward Sword doesn’t use it as often as Twilight Princess as it’s now only used for when Fi has to tell you something (okay, never mind…I take this statement back). Here, they’ve tried using cartoon and comical sound effects that works perfectly for the style and setting, as opposed to its darker predecessor that tried too hard with being realistic.

Plot Analysis: 8.0/10

The plot’s structure of Skyward Sword is very much like…Twilight Princess; you start off with a long and cinematic prologue, then slowly decreasing and stopping before your first dungeon, and going back up during the middle only to be cut off with an epic climax at in the end. This strategy works somewhat as the gaps allow the player to immerse them in the gameplay, and to complete side-quests that have small stories of their own to let you relax from the plot. However, the plot heavily suffers from fillers by making the characters forgetful, picky, or just outright stupid.

I personally have little comment for the story; I mean, sure there are both good and bad things to mention, but the story overall is just…good. They did a good job explaining the origins of many characters, weapons, and events, yet there seems to be a lot of contradictions with future events. For example, how is Demise the past incarnation of Ganondorf if he was completely sealed in the Master Sword? They still did a great job with adding personality to the characters; making the once living world into now post-apocalyptic; and even had a romance between Link and Zelda.

Living up to their expectations, Nintendo did manage to present the story in a cinematic and climatic manner in the beginning, middle, and the end. The different camera angles, expressive body language, atmospheric and orchestral music, and special visual effects captivate players into the plot. Unfortunately, everything that is in between lacks most (or all) of these elements, and resort to the typical in-game dialogue cutscenes with the lame text boxes and grunting noises that characters often make (but at least they have emotions now unlike with Twilight Princess).

Again, Nintendo is still in their own little world by refusing to have voice-acting for the script. It’s quite sad how they assume the video game industry is just like it was back in the ’80s and ’90s. Why don’t they copy EA with The Sims and have all characters speak a gibberish language instead of just Fi and Midna? The way it’s written is okay without being too corny or too poetic, but come on, the lack of voice-acting just screams xenophobia! At least the simple vocabulary and use of daily language makes us relate to the characters more.

Content: 9.0/10

NPC’s are another major improvement over what was established in Twilight Princess and Wind Waker (not just the changes in emotion and personality). Many of the residents actually now give you helpful advice, react to recent events almost instantly, and/or say things that are relevant to who they are – these factors only applied to the main characters in the past (they even make funny jokes which is a guilty pleasure of sorts). Each NPC has their own unique face, name, appearance, personality, occupation, status, and role which adds more realism.

Besides playing the regular story mode, there’s also the somewhat new Hero’s Mode. This is much like the Master Quest from Ocarina of Time in which it’s playing the entire game over again but at a harder difficulty. The differences are that the game isn’t mirrored and there are no changes to the dungeons. Instead, it’s just that you take double the amount of damage as the enemies are stronger, there are no hearts laying around to replenish your health, and many items from the first file are brought over to make it a little easier.

A step down would be the overworld, but the dungeon design evens it out pretty well. Nintendo scaled down the map to roughly the total surface area of Ocarina of Time’s map. They also limited the diversity of the geographic regions to five:  sky, forest, volcano, desert, and water, as well as toning down the exploration by making the plot progression and travelling extremely linear. Skyward Sword does have great dungeons with memorable features, creative puzzles, intelligent layout, unique environments, hidden secrets, and challenging mini-bosses/bosses.

They made the overworld more dungeon-based by implementing platforming, rooms, puzzles, and even throwing in a few bosses and mini-bosses just to keep things fresh. Silent Realms, while similar to both the Twilight Realms from Twilight Princess and Dark World from A Link To The Past, have improved exponentially. They take much less time to complete; the tears of light are extremely easy to find and collect; enemy presence and threat is minimal (and manipulated to non-existant); and you can gain access to hidden or new routes impossible to access in the light world.

Some of the best and favorite dungeons among the IP and fans are from this title. I originally was going to include the story, but due to the length (and the fact that we all know the story), I decided to omit so I will state the names of the dungeons. The following dungeons are self-explanatory on what they are: Skyview Temple, Earth Temple, Lanayru Mining Facility, Ancient Cistern, Sand-Ship, Fire Sanctuary, and Sky Keep. They’re all extremely diverse unlike the overworld and show that Nintendo’s creativity still lives even after 25 years.

I didn’t really go over the items, though I’m entitled to since it’s a major component of Zelda games. It’s very innovative in the way newer items are designed, being able to do what the other could not as they’re not clones nor variations of older ones. This allows for newer puzzles, enemies, bosses, and side-quests to fully take advantage of it and increase the overall quality of the game. Plus, it exploits the usefulness of the Wii Motion Plus to add extra gimmicks and fun; even the older items got upgraded with new looks and also new control schemes.

For the old, there is the following: Sword, Wooden Shield, Tunic, Empty Bottle, Sling-Shot, Bomb, Gust-Bellows, Double Claw-Shots, Hero’s Bow, Arrow Quiver, Wallet, Hylian Shield, and the Master Sword. Then there are the newer items: Beetle, Item Pouch, Goddess Sword, Bug Net, Seed Pouch, Iron Shield, Digging Mitts, Mogma Mitts, Sacred Shield, Water Dragon’s Scale, Whip, Fireshield Earrings, Goddess Harp, Zelda’s Sail-Cloth, Time Shift Stones, Carry-On Medals, and the Triforce. This is a review and not an encyclopedia, so do your own research on what each does.

Enemies and bosses are a major improvement over what was seen in Twilight Princess as well. Not only are they much more difficult to fight, they also have more biodiversity (aren’t merely clones or palette swaps), have interesting lore that deeply explains their origins, and allows multiple strategies to defeat them. The enemies are scattered throughout and can appear in areas where you’d least expect them, and while it does suffer from different variations, it fits well with the theme or environment that they belong to.

Bosses require multiple methods and items to defeat, so you have to be strategic and be able to go past their strong defenses. Like with the enemies, you can resort to many different ways to dealing damage to the bosses, which adds even more creativity. Seriously, they’re so complex that some of them take nearly 10 minutes to beat or even a few deaths to get things right! They can range from giant monsters to humanoid beings and even a whole army of enemies; Ghirahim, Scaldera, Moldarach, The Imprisoned, Koloktos, Tentalus, Levias/Bilocyte, Bokoblin Army, and Demise.

Verdict: 7.0/10

As expected, Skyward Sword has a high level of replay value, nearly doubling the total gameplay time if one attempts to aim for 100% completion. First attempt lasts 60 hours, consecutive attempts at 30 hours, and speed runs take at most 15 hours. Old side-quests consist of heart-pieces, mini-games, and bug hunting which are the same, though it’s the newer ones that count. These make all your stress and worries of the main quest (for the most part), are fun and easy (with some exceptions), and is a great fan service since Nintendo listened to our demands.

Goddess Cubes are purple cubes scattered throughout pre-historic Hyrule that unlock collectibles in the sky when activated (to add superficial exploration of the barren hubworld). Then there’s this new and improved upgrade system, in which you have a blacksmith and a cook upgrade your weapons, pouches, and potions by giving them the natural resources or bugs they need to mix or craft to give you the finished product. About the gratitude crystals…you can find them by doing errands for the citizens of Skyloft so they show you their gratitude in the form of crystals.

The experience overall greatly depends on your gaming preferences; specifically, whether or not you’re into motion controls and a Zelda game that is a mix between Wind Waker and Twilight Princess. For me though, it was like a stock-market: there are ups and downs with no guarantee on the future outcomes. I can say though I disliked it at first for the terrible motion controls, difficult bosses, frustrating side-quests, and the constant story and gameplay fillers. But then as I gained more experience and skill later on, I began to enjoy it and realized how much I sucked in the past.

Skyward Sword has the graphics of Wind Waker, music of Ocarina of Time, controls and gameplay of Twilight Princess, and all else being a melting pot of the entire franchise. While the graphics and controls are step-down; the music, plot, content, and gameplay is a step-up for the Zelda IP. I personally love the special game mode which allows you to re-try boss battles and silents realms; I hate how Nintendo spoon-feeds the casuals by offering too much help. Though not quite from being perfect, Skyward Sword is recommended for all Wii owners and Zelda fans alike.

Final Review Score: 7.8/10

Sonic Colors Review

Foreword

Well my fellow readers, it’s been several months since I’ve published reviews, and I think it’s time to go out of that hibernation state. Sonic Colors is a game that I was ignorant of (despite being a Sonic fan), that I eventually learned of its existence through reviews – whether it be written or videos – and gaming sites in 2011. What influenced me to buy it was the similarities to Sonic Unleashed; the lack of third party games (and in general); and the positive reception, finally getting it in March of 2012.

Almost all of you already know about the history, but I’ll give you a brief synopsis on it anyways. After the atrocity known as Sonic ’06 made the franchise go rock bottom, Sega decided to return its IP to its former glory. First, they developed Sonic Unleashed, though only somewhat of a success. Then came along Sonic & Sega All-Stars Racing and Sonic The Hedgehog 4: Episode I, which both received critical acclaim. With fans and critics beginning to re-trust Sega with the series again, would Sonic Colors finally be the game?

Then in 2010 it was finally released, living up to most of its hype. It received positive acclaim again, and some even considered it to be the best since Sonic Adventure 2. Sega brought back the daytime levels from Unleashed, and replaced the godawful werehog levels with more 2D sidescrolling segments, alternate routes, and platforming. Aesthetics are of high quality as usual, the plot was “retconned” to the early days…before Shadow The Hedgehog, and the only gimmicks this time around were the power-ups.

Plot Analysis: 8.0/10

So the story starts off with Sonic and Tails in an amusement park within outer space built by none other than Dr. Eggman “to make up for his past transgressions.” Of course, Sonic doesn’t buy into this scheme, and decides to investigate even further to uncover any evil plots just the day before it opens. Lo and behold, his suspicions are confirmed when he saves an alien from Orbot and Cubot (Eggman’s personal robots) who reveals his plans to Sonic. In reality, the park is really just a set-up to fool people into being ignorant of his true intentions.

The alien (whose name is Yacker) reveals that he comes from a race called Wisps, and his race along with their home planets (disguised as attractions) were dragged “halfway across the universe, ” bound by chains through several different generators. Since Eggman discovered discovered they produce a type of energy in their bodies called “Hyper-Go-On-Power,” he decided to harness it via the energy reactor disguised as the park, in order to hypnotize the citizens of Mobius to do his bidding to aspire for universal domination.

All of this is received by Tail’s alien translator after many humorous attempts at troubleshooting. Sonic goes on his way to destroy all five generators and free the kidnapped Wisps, while exploring and sightseeing the beautiful attractions (okay, the player does that). Once this is done, they all celebrate for their hard work – when suddenly Dr. Eggman claims that Sonic’s efforts were in vain as he already harnessed enough energy to put his plan into effect. However, just as the satellite can activate, Orbot’s missing arm is revealed to be jamming it, causing the entire plan to completely backfire.

Sonic and Tails runs for the exit as the park is being destroyed, only to be stopped by Dr. Eggman in a giant killer robot (that also uses the Hyper-Go-On-Power). Sonic sacrifices himself by letting Tails take the ride back home while he stays to fight (and obviously) defeat the doctor for the 9000th time. Although the reactor collapses upon itself to create a mini-black hole (or purple wormhole), the Wisps save him from his doom by taking him back to Mobius. They all depart back to their regular lives after Tails whines about the Wisps leaving when his translator finally works.

Sonic Team this time decided to go with a simple plot equivalent to that of a children’s cartoon. And it works well, as we all know how tired we are of the long and mediocre plots that plagued the series. It’s aimed towards children, so despite the lame jokes and corny lines, they did their job well with presenting kid-friendly material to their targeted audience. What I find to be a major disappointment is there lacks returning and new characters that could’ve made the plot more developed.

Colors may just be a Wii exclusive (the DS port is both non-canon and a spin-off), the cutscenes rendered in this game are of high quality, almost being a rival of Unleashed (well, not the CGI of course – though Colors also has CGI of its own). Animation and lip syncing are accurate, though the use of certain sound effects is questionable – even if used for comical purposes. Another good thing is that it doesn’t abuse cinematic time by going straight to the point without any plot holes or paradoxes.

Just like the story, the script revolves around comedy, corny jokes, and a simple layout in order to appeal to children. But don’t be fooled, as long time fans can also be entertained with the jokes poking fun to nostalgic references and humor that only adults and youth understand (though not to children…hopefully). This is a good change, since we all know how bad previous Sonic games were, focusing on realism and mature content when the characters are just talking anthropomorphic animals!

Gameplay: 8.0/10

Like in most Sonic games, the goal is to complete the level (called acts) as fast as possible from point A to B. You do this by utilizing traditional mechanics such as the homing attack, spin dash, and light speed dash seen in the Adventure titles; while also taking advantage of newer techniques like the speed boost, drifting, quick-step, and sliding/stomping introduced in Unleashed. At the end, you’ll be given a rank based on your overall performance, which is influenced by factors consisting of time, rings, bonus points, skills, and enemy count.

New to this title are the aerial tricks, double jump, and the jump dash, which are pretty self-explanatory. Power-ups make a return, in the form of Wisps inside capsules, each representing a different color and ability; thus, the game’s name, plot, and gameplay is focused around this one gimmick but it works pretty well. Other than conventional sections like shuttle loops, grind rails, and linear paths, Colors brings back the 2D sidescrolling sections and the quick-step chase sequences from Unleashed, which add more to the gameplay.

The controls is somewhat of a blend of Adventure, Unleashed, and Rush put together. You can play Sonic Colors with either the Wii Remote, Wiimote + Nunchuk, Classic Controller, or also the Game-Cube controller. Many recommend the retro controller for its lack of motion and ergonomic design, although I find the Classic Controller Pro to be great too (since it has handles and improved shoulder buttons). Overall, the controls are very precise and responsive, but at the cost of slippery controls that is a nuisance to inexperienced players.

If you practice often, develop quick thinking/reflexes, and have played Unleashed, the controls should be a breeze. The controls for Sonic is similar to that of a spaceship – control stick to steer, face buttons to use the ship’s main functions, and shoulder buttons to activate special features. Colors puts more of an emphasis on platforming and 2D sidescrolling, so it’s not like you can simply just “boost to win” as Unleashed was heavily criticized for.

Although there are many control styles, I’ll still do my best to explain it. You use the d-pad or control stick to move; A or the 2 button to jump, double jump, spin attack, and perform the homing attack; B or the 1 button speed boost and jump dash; X, Z, or B button to stomp/crouch/slide; and the R or Z button to activate power-ups. Of course, you have to shake the Wii Remote to use the Wisps if using the first two controller variations. What sucks is that you can’t customize it to suit your preferences like in Brawl.

Quite surprisingly, this installment is actually pretty easy; if you only care about beating the game by clearing each level, watching every cutscene, and defeating all bosses, then you can beat it within a few hours. But if you achieve high ranks, find all collectibles, explore every nook and cranny, and complete side quests, then that’s when it’s difficult. However, in general (and to balance it out) though, it’s still easy as there are a surplus of check-points, warning signs over most death traps, on-screen button prompts, hint system, and hazards easy enough for kids to avoid.

Content: 7.4/10

There really isn’t anything to play besides story mode and replaying old levels, except for Sonic Simulator and the Egg Shuttle. In Sonic Simulator, up to two players can participate (simultaneously or alternating)  in 21 different levels inspired by past Sonic games; you can unlock more levels by collecting red star rings and beating three acts for all seven zones unlock the Chaos Emeralds (which brings back Super Sonic). And the Egg Shuttle is sort of like a speed run, in which you attempt to beat all the levels in one run with no extra help as fast as possible.

It’s nice to have multi-player for a change, although the drawbacks outnumber the benefits of Sonic Simulator. Similar to New! Super Mario Bros. Wii, all players share the same screen, so the second player can often die if left behind (though warping is available). Just like in Donkey Kong Country Returns, both players share the same life count, so you better make sure that you work well as a team or you’ll both suffer. Though in my opinion, it’s quite fun and easy with most levels being 2D and the Wisps being used in ways not seen in campaign.

One of the major downsides to Colors is the level design. Sonic Team finally listened to the criticism and their fans by removing all bad gimmicks and different gameplay styles, but as a result had boiled everything down to its basic foundation. More than 80% of the levels are in 2D, which slows down the fast-paced actions we got from Unleashed. The 3D sections are few and just consist of straight linear paths, quick-step sequences, drifting curves and grind rails with little to no hazards, and automated sections such as shuttle loops.

I’m not saying it’s mediocre as said before, they removed what the fans hated. The levels make use of the park and space themes without being a rip-off of Super Mario Galaxy; each act being different from the last and each world feeling alive. Who can forget memorable levels like the hamburger tower, outer space rollercoaster, or even the galactic parade? It also puts a larger emphasis on platforming, bringing Colors somewhat back to its Genesis roots. Each level also has multiple paths and goals which rewards you with hidden goodies and racks up the total score.

Eggman’s Interstellar Amusement Park (as the doctor likes to call it) has 7 different attractions that can be accessed as you progress. The hubworld in Colors is just for visual purposes as you can’t explore it; the park itself is a map which you use the cursor to choose the attractions similar to Unleashed (PS2/Wii ports) and Adventure 2. Each attractions represents a different theme, and resembles the map system of the NSMB games. All the levels are represented by dots connected by lines with landmarks indicating what to expect just like in Donkey Kong Country Returns.

Now let’s talk about the game’s power-ups, or the Wisps, as they are the main focus of the plot and the main gimmicks. It may seem like Sega is just ripping us off and appeal to kids at first. However, the Wisps aren’t forced on you to beat levels (for the most part and are temporary if forced), only mandatory to access hidden routes and collect red star rings. Each of them has a unique ability and can be used strategically in different situations. When you do use them, they’re simple to use, have a time limit, and rack up extra bonus points.

There’s the Cyan Laser Wisp to bounce off walls and use diamonds and optical cables; and the Yellow Drill Wisp to travel underground and underwater at high speeds. The Orange Rocket Wisp to reach high places; Blue Cube Wisp to change blue blocks to blue rings and vice versa; and the Green Hover Wisp to travel over long gaps and perform the light speed dash. Finally we have the Magenta Spike Wisp to maneuver around walls and ceilings and do the spin dash; and the Purple Frenzy Wisp, becoming a Nega-Wisp to eat everything in sight and getting bigger over time.

As you can tell, the Wisps aren’t just situational limited in one use *cough* Mario items. You also have the White Wisps that fills up your boost gauge, thus you can’t just boost whenever you please (whereas you could in Unleashed with rings). Red Star Rings are pretty self explanatory are pretty straightforward, hidden throughout the levels that test your curiosity and skill, since they’re hidden well or difficult to get to. Actually beating the Sonic Simulator grants you the Chaos Emeralds to become Super Sonic in normal levels but disables the Wisps.

For some reason, Sonic Team decided to make this game extremely easy including the enemies and bosses. The homing attack, stomp, and speed boost make it easy enough to make the enemies seem like flies, but they nerfed the bosses by reducing their health, having a repetitive fighting pattern, slow obstacles and attacks, and giving you a power-up (if you’re fast enough). On top of that, the hint system even directly tells you how to defeat each boss; and the second set of bosses is just clones of the first three bosses, but at least the enemies are very diverse.

Presentation: 8.5/10

Before anybody assumes that Colors has bad graphics being a Wii game, then let me prove you wrong. It’s considered by many critics and fans to be one of the best looking Wii games, praising it to have near HD graphics. Upscaling the resolution from 480i to progressive scan makes it look close to Unleashed (and I’m not exaggerating). The models are accurate and detailed, seeing how they based the characters from their appearances in Unleashed – I hear that even the game engine and its physics is taken directly from it too.

Although at 30 FPS and not 60, it’s still consistent and usually never drops unlike in Unleashed; textures are a bit odd looking with the art style being a split between Sonic ’06 and Unleashed. Still, the lighting is done very well, combined with the bright and vibrant colors (pun somewhat intended), giving it the look of a cartoony feel from the Genesis titles. Being in a park, there are many breath-taking environments that take advantage of the graphics and it make feel lively, from Sweet Mountain to Planet Wisp to even Starlight Carnival.

Music is phenomenal with the soundtrack being catchy and memorable, different genres to suit everybody’s tastes, and tunes being relevant. It doesn’t sound as sophisticated as say Sonic Unleashed, since Sega finally stopped trying to make Sonic serious and cool for once which really works. They even made multiple re-mixes for each attraction (and I love all of them, even the 8-bit variations). Who can forget about the orchestral remix of the main theme used in the final boss battle, and is it me or does the generic boss music sound like Silver’s Boss Battle Theme from Sonic ’06?

Nothing much to complain about the sound effects, but the in-game sound is realistic to balance out the goofiness. Sometimes the music drowns out all other sound…especially when you want to listen to the hilarious announcements made by Eggman. I know this happens whenever you speed boost, but they should’ve just sped everything up instead of muffling the noise (on top of adding a rocket sound effect). I forgot to mention voice acting, though it’s not much besides new voice actors (except for Eggman) to rid the series of corny sounding adults that never hit puberty.

Verdict: 8.7/10

Completing the game takes 4 hours; trying to go above and beyond takes 10 ; and doing everything takes over 20. Getting all the red rings is a pain, so make sure you use a walkthrough guide. It’s worth it because Super Sonic is this game’s super easy mode, but they nerfed it by taking out flight (though you can fly a little with the jump dash), and the top speed is only a little faster but you have unlimited speed boost. You have to go back to get the full experience; not just to extend time, but to discover secrets and get rewarded, as opposed to just bragging rights.

Overall, Sonic Colors is a game that truly shows that Sega doesn’t need to implement different gameplay styles, loads of content, and a serious plot to make a decent Sonic game. As being my first 3D Sonic game, I have to say that it left a great impression, and I’ll definitely buy more Sonic titles in the future. Colors is short and sweet by favoring quality over quantity; the fast-paced action mixed with power-ups and exploration makes it addicting; rewarded with extra content for finding secrets; and great aesthetics and plot to compliment all else.

To make up for the cheesy plot, low difficulty, barebones level design, and lack of content, Sonic Team balanced it with amazing aesthetics, humorous script and voice acting, precise controls, superb gameplay, and high replay value. I personally enjoy the little things that add extra charm such as the radio announcements, enemy animations, and backgrounds; however, I dislike the fact that you must adapt to the controls and platforming to truly enjoy Colors. Sonic can definitely talk the talk and walk the walk, deserving to be played by any Wii owner and Sonic fan.

Final Review Score: 8.1/10