{"id":1973,"date":"2010-01-07T12:42:16","date_gmt":"2010-01-07T12:42:16","guid":{"rendered":"http:\/\/danielprimed.com\/?p=1973"},"modified":"2012-03-16T06:06:44","modified_gmt":"2012-03-16T06:06:44","slug":"dps-games-crunch-2009-part-2","status":"publish","type":"post","link":"https:\/\/danielprimed.com\/2010\/01\/dps-games-crunch-2009-part-2\/","title":{"rendered":"DP’s Games Crunch 2009 Part #2"},"content":{"rendered":"
<\/p>\n
<\/p>\n
<\/p>\n
Welcome to Part #2 of my 2009 overview of completed games, Part #1 can be found here<\/a>. I seem to have written lengthier entries in this one. Enjoy!<\/p>\n <\/p>\n <\/p>\n Original Articles<\/em> A vintage formula not only retrofitted with modern mechanics and sensibilities, but creatively adapted to the unique DS hardware. The stylised visual-take on Liberty City blends the old, new and creative together in an engineering of modern nostalgia. Chinatown Wars<\/em> stands as a representation of the collective strengths of the DS software line up: neo-retro adaptations and retro ports, player-conscious UI, cel-shaded visuals and slick ingenuity..<\/p>\n <\/p>\n <\/p>\n Original Article<\/em> Flower<\/em> is great, and you should buy it. However, Flower<\/em> is equally as great as the many other independent games caught behind its critical lustre and loving anecdotes. Maybe buy Trash Panic<\/em> instead, for the irony.<\/p>\n <\/p>\n <\/p>\n Original Article Kirby 64<\/em>‘s figuratively vanilla gameplay is akin to the puff ball’s original design, circa 1990. That doesn’t make it a bad game\u2014the cutscenes are awesomely cute!\u2014rather it’s just in the league of Kirby’s Dreamland<\/em> and not Kirby’s Adventure<\/em>. The hidden secrets require a mystical, arcane knowledge.<\/p>\n <\/p>\n <\/p>\n Original Articles<\/em> Here’s a slice of unintended irony: the flamboyant reviews of Eternal Darkness<\/em> back in 2001 set an expectation for readers which only services the game’s very intents. By writers labouring the point of insanity effects, players entered Eternal Darkness<\/em> actively pursuing them (purposely lowering their sanity meter and waiting for the fish to bite). In turn players were perfectly prepared to misinterpret the game world and thereby come to question everything within its existence; exactly the type of atmosphere Silicon Knights were endeavouring to create.<\/p>\n <\/p>\n <\/p>\n Original Article<\/em> Gabe Logan’s second PSP adventure attempts to up the ante, but ends up a little contrived. Kinda like\u2014a marginally improved\u2014Quantum of Solace<\/em> compared to Casino Royale<\/em> (Dark Mirror<\/a>), yet one cannot avoid the likeness to Under Siege<\/a><\/em>. Plot leaves you hanging.<\/p>\n <\/p>\n <\/p>\n A classic through and through. Am I allowed to say that the jumping in the early iterations are a little chalky?<\/p>\n <\/p>\n <\/p>\n Original Article<\/em> Super Castlevania<\/em> absolutely nails the \u201cpleasantly frustrating\u201d concept. Initially, the first handful of levels sucker you in, setting the expectation for an easy play though. The challenge rises, slowly rubbing up against your skill level at each stage, until progression is just outside you’re grasp and the hours go by. New Game+ masterfully keeps the magic going.<\/p>\n <\/p>\n <\/p>\n Original Article<\/em> Much more primitive than I ever remembered it. If you have kids and want to start them off with a Metroidvania game, Wonder Boy: In Monster World<\/em> is the best option around.<\/p>\n <\/p>\n <\/p>\n Original Article: None<\/em><\/p>\n Technically wonderful, particularly the camera tracking and boss battles. On the other hand, Star Wing<\/em> feels severely cramped and slightly unresponsive which eventually borders on frustrating.<\/p>\n <\/p>\n <\/p>\n Original Article<\/em> On a presentation level, Lylat Wars <\/em>is Nintendo’s most progressive game to date. Contrary to its SNES progenitor, Lylat Wars<\/em> feels incredibly modern and sophisticated for its time, making it a real delight to play in 2009. The cinematic ideals in Lylat Wars<\/em> wouldn’t become popularised until a few years later. The last great Starfox game.<\/p>\n <\/p>\n Original Article: None<\/em><\/p>\n Everything on here is bad or obscure, but interesting nonetheless. Buy this for Sonic CD<\/em> which is the most interesting of them all (enjoyable too, however not as much as you’d be lead to believe). Sonic CD<\/em> exhibits an provocative sense of dated 90’s style with its tribal colour palette, crazy disparity between CD-quality music and 16-bit visuals, not to mention the \u201cconfuddled\u201d level orientation and time shifting mechanic which seemed to fall off half-way through. Bizarre, but fascinating.<\/p>\n <\/p>\n <\/p>\n Original Article<\/em> A drab and blurry pretender that’s interesting in parts.<\/p>\n <\/p>\n <\/p>\n Original Article<\/em> I tried to care, but it’s really difficult to sympathise with first person shooters nowadays. It’s better to think of this as a re-skinned, single player Quake III<\/em>, of which it is.<\/p>\n <\/p>\n <\/p>\n Original Article<\/em> The next-gen gloss is unimportant, Prince of Persia<\/em> is timeless, albeit a little stiff. If you’ve never played Prince of Persia<\/em> then Classic<\/em> is the best point of entry.<\/p>\n <\/p>\n <\/p>\n Original Articles<\/em> Sands of Time<\/em> transcends the low-culture guff that constitutes the sad majority of this medium. The narrative is tightly interwoven within the very fabric of the game on both a micro and macro level. In-game dialogue traces the Prince’s path to adulthood, while the overarching story, a narrative told by the Prince himself, closes before booting back into the present to conclude the tale. Incredibly clever.<\/p>\n <\/p>\n <\/p>\n Original Articles<\/em> The Prince grows a faux bad-ass attitude, gets some tats and duels crazy dominatrix bitches with twin blades. Low culture at its finest. The platforming gameplay\u2014arguably the series’ defining feature\u2014is fleshed out and offers a great deal of challenge to players with a thirst.<\/p>\n <\/p>\n <\/p>\n Original Articles<\/em> Two Thrones <\/em>tries to back peddle, proving that Ubisoft never had it to begin with. I use to think it was Mechner’s magic which made Sands of Time<\/em> so fantastic, then I realised that he’s the screen writer for the new movie. Epic fail Mech, epic fail.<\/p>\n <\/p>\n <\/p>\n Original Articles<\/em> As ingenious as PopCap’s other core franchises, but fleshed out in the vein of an adventure game.<\/p>\n <\/p>\n <\/p>\n Original Articles<\/em> A hybridisation of the best video games have to offer. Supporting character are surprisingly atypical for the traditionalist Paper Mario<\/em> series. Superfluous dialogue works wonders here, Treehouse is incredible\u2014I blame the original writers for the surplus chatter.<\/p>\n <\/p>\n <\/p>\n Original Article<\/em> Compared to Everyday Shooter<\/em>, Geometry Wars<\/em> is severely<\/span> overrated, however a very competent and successful arena shooter nonetheless. On-screen busyness mars Geometry Wars<\/em>‘ skill testing prowess.<\/p>\n <\/p>\n <\/p>\n Original Article<\/em> Super Stardust HD<\/em>‘s level-by-level structure somewhat diminishes play time, whereas Geometry Wars<\/em> is an everlasting gobstopper of gameplay, yet contains very little content. Chunking the game out over several planets also isolates the high score boards into a series of smaller boards which to a regular player like myself feels too complicated and therefore redundant\u2014not so with Geometry Wars<\/em>. With this said, I prefer Super Stardust HD<\/em> as weapons feel effective and it’s a much more fleshed out and sophisticated experience.<\/p>\n <\/p>\n <\/p>\n Original Article: None<\/em><\/p>\n Once I’ve fully beaten Super Punch Out!!<\/em> I’ll write an article comparing the two. Otherwise, there’s nothing interesting for me to say about Punchout!! that can’t be found here<\/a>, here<\/a> or here<\/a>.<\/p>\n <\/p>\n <\/p>\n Original Article<\/em> The sillies have taken over Super Monkey Ball<\/em> for good, or so it seems with the inclusion of a skill-cutting jump button and level design which under cuts the series’ roots.<\/p>\n <\/p>\n <\/p>\n Original Articles Clever and adept. Halo<\/em> genuinely changed the face of FPS gaming, still loads of fun now. The second half however leaves much to be desired.<\/p>\n <\/p>\n <\/p>\n Original Article<\/em> Refined with loads of cool additions, but not as important as Halo<\/em>. The Arbiter represents an awareness that succeeds its audience.<\/p>\n <\/p>\n <\/p>\n Original Articles Relies on a dichotomy of decently-integrated-but-stolen platforming and gunplay mechanics and then grinds these mechanics almost down to the bone. It’s good and the context is engaging, but also unimaginative and designed only to par.<\/p>\n <\/p>\n <\/p>\n In 2010 I resolve to improve my editing, if not hire someone to editor<\/span>. The more I gloss over old articles, the more I worry over this. Even bolded text is occasionally full of spelling and grammar issues!<\/p>\nGTA: Chinatown Wars<\/h3>\n
\nCross Blog Dialogue: GTA: Chinatown Wars #1
\n<\/a>Cross Blog Dialogue: GTA: Chinatown Wars #2
\n<\/a>Cross Blog Dialogue: GTA: Chinatown Wars #3
\n<\/a>Cross Blog Dialogue: GTA: Chinatown Wars #4 (Conclusion)<\/a><\/p>\nFlower<\/h3>\n
\nPlay Impressions (And the Rest #1)<\/a><\/p>\nKirby 64<\/h3>\n
\nPlay Impressions (And the Rest #1)<\/a><\/p>\nEternal Darkness<\/h3>\n
\nEvaluating Eternal Darkness
\n<\/a>Eternal Darkness: Breaking the Equilibrium<\/a><\/p>\nSyphon Filter: Logan’s Shadow<\/h3>\n
\nLevel by Level: Logan\u2019s Shadow Episode #1
\n<\/a>Australian Larrikinism in Syphon Filter: Logan’s Shadow<\/a><\/p>\nCastlevania<\/h3>\n
Super Castlevania IV<\/h3>\n
\nPlay Impressions (And the Rest #2)<\/a><\/p>\nWonder Boy: In Monster World<\/h3>\n
\nPlay Impressions (And the Rest #4)<\/a><\/p>\nStar Wing<\/h3>\n
Lylat Wars<\/h3>\n
\nPlay Impressions (And the Rest #3)<\/a><\/p>\nSonic Gems Collection<\/h3>\n
Resistance: Fall of Man<\/h3>\n
\nResistance: Fall of Man Commentaries<\/a><\/p>\nReturn to Castle Wolfenstein<\/h3>\n
\nWhat Has Become Less Relevant (Return to Castle Wolfenstein)<\/a><\/p>\nPrince of Persia Classic<\/h3>\n
\nPrince of Persia Classic Criticism<\/a><\/p>\nPrince of Persia: The Sands of Time<\/h3>\n
\nPrince of Persia Mega Compendium<\/a><\/p>\nPrince of Persia: Warrior Within<\/h3>\n
\nPrince of Persia Mega Compendium<\/a><\/p>\nPrince of Persia: The Two Thrones<\/h3>\n
\nPrince of Persia Mega Compendium<\/a><\/p>\nBookworm Adventures<\/h3>\n
\nThe Fun of Language Development with Bookworm Adventures
\n<\/a>Bookworm Adventures Deluxe \u2013 Linguistic Observations<\/a><\/p>\nSuper Paper Mario<\/h3>\n
\nHow Super Paper Mario Doesn\u2019t Feel Like Work
\n<\/a>How Super Paper Mario Feels Gamey
\n<\/a>How Super Mario is a Great Crash Course for Games<\/a><\/p>\nGeometry Wars<\/h3>\n
\nThe Torturous Taste of a Magnificent Neo-Retro Light Show (Geometry Wars: Retro Evolved)<\/a><\/p>\nSuper Stardust HD<\/h3>\n
\nSuper Stardust HD \u2013 Fresh, Spanky and All About The Space Junk<\/a><\/p>\nPunch Out!! (NES)<\/h3>\n
Super Monkey Ball Banana Blitz<\/h3>\n
\nSuper Monkey Ball \u2013 Leading into a Banana Blitz<\/a><\/p>\nHalo<\/h3>\n
\n<\/em>Halo \u2013 Building the New Standard
\n<\/a>Halo \u2013 The Issues
\n<\/a>Visual Connection: The Best Part about Halo (Vistas)<\/a><\/p>\nHalo 2<\/h3>\n
\nHalo 2 \u2013 Additional Commentaries<\/a><\/p>\nUncharted<\/h3>\n
\nUncharted and the Sense of Being De-equipped
\n<\/a>Uncharted \u2013 Follow-Up Notes<\/a><\/p>\nAnd a New Year’s Resolution<\/h3>\n