Ohayo gosaimasu! I have never played a Wario Land game before and since I want to practice my writing skills, here is a review of my own, about the latest game I played: Wario Land 4!
The title screen from Wario Land 4
Wario Land 4 is a platformer, the type of game a person like me, with no knowledge of videos games, would consider to be “yet another Super Mario Bros.” type game. Far surprised I was, when I gave it my first try! The game is quite different from what you’d expect from a traditional platformer. Not only can Wario defeat his enemies by ramming into them with a shoulder dash, or squish them to pulp with a butt smash (or ground pound), but the stages are open spaces, forcing you to go in different directions and explore them for treasures! Overall, the gameplay feel very different, as you go along, than you’d expect from a traditional platformer, making the whole experience quite pleasing and new!
*please keep in mind this review is entirely from my perspective and differs from people to people.*
Let’s talk about crossovers. Crossovers are when two or more characters from different media come together and interact with one-another. In most crossovers, the creators like bringing out the best of each character. For example, their famous quotes, special moves, and more. In this case, I’m talking about Super Smash Bros. for the Nintendo 3DS. In this game, you have the option to play as one or more of your favorite Nintendo characters in a handful of game modes. “Settle it in SMASH!”
“Battle it out as your favorite Nintendo characters!” -Nintendo
This ain’t a joke. Who wouldn’t want to play as everyone’s favorite plumber Mario? How about some of the newcomers: Mega-Man, Villager, or Zero Suit Samus? Oh yeah, and Lady Palutena, too. Don’t forget who some of us have been mumbling about- Mewtwo. Personally, I was disappointed when I heard Mewtwo couldn’t make it to the new installments of the games. Rumors around the internet explain it was due to a lack of space left during the development of the games. It would’ve been nice to use Mewtwo’s Mega Evolution (introduced in Pokémon X and Pokémon Y) as it’s Final Smash. Thankfully, Nintendo fans were praised by Masahiro Sakurai (Creator of Super Smash Bros. among other games) and the rest of the game’s developers, which made it possible to add Mewtwo into the games as a DLC only if you’ve bought both 3DS and Wii U versions. Anyways, you get to play with over 40 Nintendo characters. One negative thing I’ll have to add is: how come some of the characters feel like clones? Correct me if I’m wrong, but wouldn’t you agree that the Koopalings are basically the same? Look at their Final Smashes for instance. I don’t blame them for being siblings, but couldn’t they have had their own special Smashes?
The music in the new installments of Super Smash Bros. consists mostly of remixes from songs in their respective games. These remixes are awesome though. Most returning and new stages have a bit of a ‘rock and roll’ feeling to it. The music is clear and crisp and the quality of the music makes you believe as if you’re right in the stage. In my opinion, the best one I’ve heard so far was the Kalos Pokémon Trainer Battle, which is used in Pokémon-themed stages (Prism Tower and Kalos Pokémon League). most of the time.When you’re in a standard smash match, don’t you just love deciding which stage you’ll want to fight in? Whenever I’m playing on a stage in the game, I can’t help but hum to the beat of the various tracks this one game has. Am I wrong? Be serious. I know you do that too… Right?
Different Ways to Play
Besides your regular Smash Matches, they’ve added a heap of new content. According to the Official Super Smash Bros. Website, “There are three sub-modes in the Stadium: Multi-Man Smash, Home-Run Contest, and the all-new Target Blast.” In Smash Run on the Nintendo 3DS, players choose different paths as they proceed along a map and fight against waiting computer opponents.There are tons of other ways to play and enjoy this game.
Pit from the Kid Icarus series is shown playing Smash Run, exclusively on the 3DS version.
The Super Smash Bros. series are games I always enjoyed playing, but finally having the ability to play it on the go is something else. This really changed the way Nintendo earns its money. There ARE some downsides though. First of all, I believe the game takes a little bit too long to start up. Not to worry though. The New Nintendo 3DS (or should I say: the Smash Bros. Machine) is going to fix that. Another negative thing about the game is the clones (Hence the Koopalings). There are other clones, but I should probably not talk about them as they’d probably enrage some fans. Another thing I noticed was the Assist Trophies and summoned Pokémon running on 30 frames per second, but I don’t really find that as a bother. Oh yeah, there are also a handful of glitches. Here’s a funny Yoshi Glitch found in the game:
This glitch turns other players into colossal combatants — so huge they fill the entire screen.To perform the glitch, player 1 must select Yoshi and the game must be set to Multi-Man mode against CPU fighters. Once the battle starts, Yoshi uses his Standard Special move, Egg Lay, to capture opponents inside shells. When the encapsulated fighters pop out of Yoshi’s egg shells, they will be transformed — overgrown, clumsy, and careless. Upon successfully performing about 8-9 Egg Lays, the behemoth-sized battlers finally meet their demise once they become too big to fit on the screen.-NintendoNews.com
In conclusion, I give this game a 9.2/10. It’s a fantastic game that rejuvenates the hype we had during our childhoods as we played through the original Smash Bros. for the N64. Not to mention the built-in rage when you play for Glory. The glitches found during gameplay can be a bit frustrating, but that shouldn’t be the cause for not buying this game. With a price of $40 on the market, who wouldn’t want to buy a game this great?
Note: This review may or may not have obsolete claims. This review was made 3 years ago, when I was a sophomore. Please disregard any typos. If you feel a claim is fake, comment about it.
Last Friday, the first DLC pack was released for the Legend of Zelda Breath of the Wild. Titled the Master Trials, this pack included some new armour, a special Trial of the Sword enemy gauntlet and a harder difficulty named Master Mode to name but a few additions.
And like every dedicated Zelda fan, I played the hell out of it. Indeed, in the two days between Friday and today, I literally completed the entire game all over again in Master Mode. All four divine beasts, the final fight against Ganon, most of the shrines… you name it, I did it.
So after all that playing (and a bit of time to analyse things), how does it stack up?
Does the first DLC pack for The Legend of Zelda Breath of the Wild stand up to my expectations? Is it worth the money?
Well, yes and no.
On the one hand, there are a lot of things to like in this DLC pack.
You’ve got incredible looking armour, with stuff like Majora’s Mask and the Phantom Armour being obvious highlights. The new enemy placements in Master Mode (like the Lynel on the Great Plateau) work well and the convenience features are all really well implemented.
In that sense, it’s a solid product.
Yet at the same time, something still feels rather disappointing about it.
For instance, go back to Master Mode for a minute. Does anything here feel like something you should be paying money for?
In my opinion, the answer is no. It’s neat yes, and it is fun to play through again if you’re a big fan of the game.
But it’s also quite low effort in its setup. It feels like every feature and addition could have been included in a built in Hero Mode with minimal extra work.
Like say, the enemy rafts thing. Yeah, it’s a unique idea. And sure, it makes bridges that tiny bit scarier now:
But at the same time… it’s also a completely trivial addition to the mode. For example, thanks to them (obviously) requiring water nearby, you will never encounter a single raft anywhere near the Eldin region, nor will you see any in the Gerudo regions. Heck, even places with water in (like Akkala) feel like they have maybe four floating rafts in the entire map sector.
So the minute you go further afield than the Great Plateau and Central Hyrule (where it feels like 90% of the new enemy placements and rafts are concentrated in), the game basically turns into Normal Mode again. The rafts completely stop showing up.
Before its big release, everyone was talking of how Lego Worlds could be a better and upgraded version of Minecraft. Would Minecraft be relevant anymore? Personally, I don’t think Mojang should be scared at all, instead they can sit nicely in their office knowing Lego Worlds is not really a competitor to Minecraft at all.
Lego Worlds does try to bring something different and tries not to be a clone of Minecraft. The quest system adds a storyline to the game. The game begins with you as an astronaut, your spaceship crashing onto a Pirate Island after being hit by several meteorites. There are three gold bricks on this island which you need to repair and power your spaceship so that you can travel to the next planet. The next few planets will introduce you to various tools include a Paint Tool – which allows you to paint anything and everything with whatever colour you want. Unfortunately, it’s not exactly a precise tool, more of a paintball sort gun that will throw paint over a large area. The biggest disappointment for me was the lack of a real multiplayer mode. You can only play co-op with someone next to you or another player in your friends list. I was looking forward to racing some Lego elephants with random players.
The lack of a proper free mode is a real disappointment. The fact that I need to unlock several bricks to be able to use them properly is a put off. What if I don’t want to waste my time on boring repetitive quests to unlock different items? The game also has quite a few bugs and flaws on the console version. The draw distance is appalling and there are inconsistent frame rates. But this is to be expected from a game that costs about £20 to be honest. If you really do want this game then wait a few months, I’m sure the price will hit rock bottom sooner or later. The whole game feels a bit rushed to be honest. I feel like Traveller’s Tales got bored halfway through developing the game and just decided to put it on the market because they knew how powerful the Lego marketing was going to be.
There are some good things about the game. It’s a great educational game for the younger generation. The quests will require some thinking for younger brains and solutions aren’t always easy to find. If you have a young child who is addicted to Lego then give them this game. The unlimited bricks will keep them entertained for a while and is probably cheaper than buying real Lego sets for them.
It’s a decent game for it’s price tag but don’t expect anything amazing. It’s a game that you will play a few times and then chuck it somewhere in your house and never use it again. Unlike Minecraft it won’t have a large adult player community. Maybe Traveller’s Tales knew that and that’s why they didn’t try as hard. If done correctly, Lego Worlds could have been an amazing game but for the moment it’s just not there.
Earlier today, Nintendo finally released their second in-house mobile app, namely Super Mario Run. It’s been worked on for months, advertised like the second coming on the iTunes app store and had legions of analysts act like it’ll be the best selling, most successful mobile app of all time. Basically, expectations have been through the roof.
But does it really live up to the hype? Is Super Mario Run really as good as it’s made out to be? Well, let’s find out, in Gaming Reinvented’s exclusive review of Super Mario Run!
Let’s start with the graphics!
Which for the most part, are traditional New Super Mario Bros styled. Indeed, most of the graphics are straight from New Super Mario Bros U, albeit toned down a bit to work on smartphones.
So yeah, not much to say there really.
And the same applies with the music too. Why? Because again, it’s mostly New Super Mario Bros U songs. Yeah, you have a few new ones (mostly in Toad Rally and Kingdom Builder), but for the most part it’s all the tunes you’ll recognise from New Super Mario Bros U or Super Mario Maker in pretty much the same level of quality as they were then.
So nothing much to say there either. But how about the gameplay? Is that good?
Well to put it simply:
Super Mario Run is a fun game.
And what’s more, it’s quite a varied one too. Because unlike New Super Mario Bros, it comes with three modes:
And Kingdom Builder
The first of these… is basically the story mode from a typical 2D Mario platformer. You control Mario as he races through 6 worlds of levels to defeat Bowser and save Princess Peach.
It’s the same old stuff you’re used to (complete with traditional Mario themes), except with one major difference: Mario runs automatically to the right.
This means all you need to bother with is jumping. Which is done by tapping anywhere on the screen.
It’s a simple setup for sure.
However, here’s the key: It works
There are no delays when Mario jumps. There are no fidgety virtual D-Pads to mess around with to change your directions. Basically, Mario does what you tell him to without fail.
And that makes it a massive improvement over 99% of platformers on smartphones. Because Nintendo actually bothered to think about what the system was capable of rather than trying to fit a round peg in a square hole.
It’s a key example of the old adage ‘Keep It Simple Stupid’ working perfectly.
But Kingdom Tour isn’t the only good part of the game.
Oh no, Toad Rally is quite good too. This mode (which is like NSMB 2’s Coin Rush) has two players compete to gather as many Toad followers and coins as possible, with the winner keeping everything collected by both participants.
And these collectables then get sent to our last mode. Kingdom Builder.
Which in a nutshell, is basically Sim City, Mario edition.
Well okay, maybe not Sim City. FarmVille Mario edition?
Eh, probably not. It’s pretty simple and limited. You have the ability to set up bonus games, pipes to extra levels and houses that unlock secret characters for Kingdom Tour (like Luigi, Peach, Yoshi and Toadette) and maybe a few decorations on the side. That’s it.
But it’s still quite fun to mess around with and unlock items for. Much better than a boring achievement screen either way.
However, not all of Super Mario Run is all that good.
For example, it’s ridiculously slow to start.
What do I mean by this?
Well, before the game begins proper, there are a TON of pointless confirmation and notification screens to go through. I mean seriously, here’s the whole process for starting Super Mario Run:
Choose your control
Click through the terms and conditions
Decide whether you want to tie in a My Nintendo account
Set up your name and avatar
(the above might be in a different order, but the point is the same)
Watch the game’s first intro
Complete a pretty long tutorial level with lots of pop up hints and no ‘learn through playing the game’ type level design
Download the rest of the game (which might take about 5 minutes)
Watch a second intro
Click through into Kingdom Tour
Select a level from the map
Actually begin the bloody level.
That’s ridiculous. What’s more, it actually hurts the chances of this game making Nintendo a lot of money. Why?
Because the first chance anyone has to give them money is after level 1-3. So for a player to pay Nintendo for Super Mario Run, they have to go through a 12 step intro/tutorial sequence, beat three fairly long levels and then decide to buy the ‘upgrade’ at level 1-4.
Yeah, I don’t see that happening anywhere near as often as Nintendo is hoping, at least not with this tutorial/confirmation/infodump shoved in the player’s face seconds after starting the app.
Other than that, I don’t have any real complaints about this title as far as gameplay goes. It’s not as good as say, New Super Mario Bros on console, but it’s competently done and plays fine.
So onto something else now. Like say, the game’s length and replay value
Game Length/Replay Value
Because this is both the best and worst part of Super Mario Run.
What do I mean by this, you might ask?
Well, depending on how you play it, Super Mario Run will either last you about 30 minutes or around 2 weeks.
So the negative side first. If you’re playing this for a single player Mario platformer experience… then this will be over in a flash.
Because Super Mario Run’s ‘main’ single player story is ridiculously short and easy. Like, seriously so. The 24 levels you have to play last about 60 seconds apiece and are going to be blasted through by anyone with even the slightest level of skill when it comes to playing Mario games.
Indeed, from starting til beating Bowser, I had been playing… about 30 minutes, with a total of about 3 level retries being needed along the way.
And there are numerous reasons for this. Like say, the fact the enemy variety is fairly small, with only basic enemies to dodge in most of the levels. Yeah, you’ve got Ninjis, Rocky Wrenches, Grinders and rings of fire, but all these things are only in one or two levels each. The rest of the time? Mostly just Goombas, Koopas and their flying counterparts. In wide open, easy to run through stages where getting hit is more of a matter of being careless than something you’ll do on a regular basis.
What’s more, even when you DO get hit, you merely get put in a bubble and taken back a short distance. This is useful for collecting coins (since it can be used to rewind the level and try again), but absolutely trivialises the main game due to how pointless it makes dying. Heck, even falling in a pit only puts you in a bubble!
Admittedly, this is mitigated somewhat by the limited number of bubbles you get per level. Die three times in a level? Then you’ll have to try again from the beginning. So there’s somewhat of a penalty for death if you keep messing up, though the fact you only go back as far as the beginning of the level does mean consequences are still mostly non existent.
Either way, if you’re looking for a New Super Mario Bros style experience, then Super Mario Run isn’t it.
But wait! There is more to the game than just that!
Such as the whole coin system in the levels. Basically, each level will give you the task of collecting six coins as well as finishing the level. These coins come in three colours (pink, purple and black), with each set then increasing in difficulty along the way.
Oh, and they unlock a super secret course if you get all of each type in all 24 levels of the game.
So yeah, there’s that to deal with, which could add another 8 hours or so of playtime if you’re not great at the game.
As well as the other modes.
Because as I mentioned before, Toad Rally and Kingdom Builder do have a significant amount of content in them. Like say, special buildings to unlock for bonus games, extra characters that can be used for Kingdom Tour (Luigi, Peach, Yoshi and Toadette).
Okay, it’s still not perfect (Kingdom Builder only gives you a very limited amount of space for objects in your kingdom), but for completionists, there’s definitely a fair bit of value in Super Mario Run. Perhaps even enough to kill a few weeks of on/off play too.
Just… don’t expect a full Mario platformer from it, or you’ll be disappointed.
Super Mario Run is a fun attempt at making a 2D Mario platformer for smartphones. It’s not perfect (and it’s very slow start really hurts the game’s fun factor), but it’s well suited for the system and provides a decent bit of value for people willing to put the time in.
It’s a good game for Mario fans or Nintendo die hards, but not one which will become the next Pokemon GO.
But what do you think? Do you agree with my review of Super Mario Run? Or do you think I was a bit harsh on Nintendo’s new mobile game?