Justin Archive

Mighty Milky Way Review

Poor Mighty Milky Way couldn’t have crappier timing. DSiWare is in a weird state of limbo right now; the type of gamer was who was downloading DSiWare in the first place has likely graduated to the Nintendo 3DS, and that system’s eShop doesn’t launch for a few more weeks. It’s a damn shame, too, because MMW continues WayForward’s hot streak of games for the service.

A better dinos-in-space romp than Dino Crisis 3

Mighty Milky Way is a colorful puzzle-platformer with a heavy emphasis on managing various gravitational pulls as you navigate your green spacelady to the finish hole. Luna can jump on most planetoids twice; one tap results in a tiny hop, while a second blows up the planet and sends her flying in the direction she’s facing. Players can destroy, but they can also create; so long as Luna has a “planet candy” available, she can conjure a spherical surface anywhere in space. Early levels offers some puzzle-solving leeway, but later levels force players to take their time aiming jumps and figuring out the proper order of steps for careening through space.

WayForward has certainly earned its reputation of 2D mastery, and while this game isn’t the studio’s most technically accomplished, Luna and her nameless T-Rex still have plenty of personality. I’m not sure what inspired the decidedly French flavor — Luna’s a chatty Francophile and the levels are book-ended by scenes at Parisian cafes — but it helps the game stand out amidst all the DSiWare garbage. Also of note is Jake “virt” Kaufman’s terrific pop soundtrack.

It’s admittedly been a while since I’ve reviewed something for the site, but then it’s been quite some time since I’ve played a game this likely to slip under the radar. It’s easy to forget the DSi shop given Nintendo’s long history of neglect, but whether you grab this now or when the 3DS eShop launches, it’ll be 800 points well spent.

More Fun Than a Sack Full of Elekids

 

If you want to play Pokémon with the big boys, sign up for our official Facebook group!

Let’s get down to business. Pokémon Black and White launch on Sunday (or Saturday if you’re in New York), and we as a Rumble Nation need to coordinate our attack strategies. There are over 163 new monsters to catch — one of which is almost literally a pile of garbage with googly eyes — and we’re going to need each other. I’m not just talking about the standard version-exclusive Pokémon. Obviously, we can hunt those down pretty quickly with a little help from the online trading station and one reliable buddy. But there’s so much more to this than that.

I’m talking about feeding each other legendaries that we wouldn’t be able to access otherwise. I’m talking about putting our poor Dittos to work to mass produce a herd of valuable starters. I’m eventually even talking about Rumble Pack tournaments that may or may not have an attached prize. (I need to look through my drawers of crap to find something Poké-flavored.) This series was originally envisioned as a very social experience, and we intend to get the most out of it.

And yes, I’m well aware that I take my Pokémon a little too seriously. I’m indeed the guy who forced himself to write a 60 page senior thesis over a weekend because I had been too busy rounding up Ludicolos in the weeks prior. But I’m confident that we’re in this together. Oh, and you’ve got about one week until PAX, so do have your critters in order as soon as possible.

P.S. I swear that I’m not crazy! I’m taking this the game only about 40% as seriously as this post would suggest.

My closest ally or my worst enemy?

 

A New Year’s Resolution I Can Keep

I dropped a massive amount of money on games in 2010. Maybe it’s because I signed on to my first real job in my life, or maybe it’s because it was just a damn good year for gaming. (The pricey launch for the Kinect didn’t help, either.) However, while I easily could have expanded my top five of the year to a top 20, around Thanksgiving, I began to have a personal epiphany. Maybe, instead of buying games the moment they came out, perhaps I could wait just a few months more and buy them for considerably cheaper prices. Maybe I could miss out on blockbusters like Call of Duty: Black Ops and Fallout: New Vegas without feeling a huge sense of remorse. Of course, you’re probably thinking that I sound a little obsessive already, but ask yourself if you’ve fallen for the “cult of the new” in the past. Haven’t you jumped the gun at least once or twice this year on games that are still sitting in their shrink-wrap?

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Happy Arbirtrary (Belated) 9th Birthday, GameCube

Thursday marked the 9th birthday of what is arguably Nintendo’s least successful console*, the GameCube. Not exactly the most noteworthy milestone, but it’s still amazing to me how quickly that purple lunchbox has been forgotten, even with the four Cube ports built into every Wii. After rediscovering my GameCube library earlier this year, I’ve found a much deeper appreciation for Nintendo’s uniformly excellent software and thoughtful game design. Hell, even without a motion controller, the GameCube period should probably be remembered as the company’s most unconventional and innovative, and last week’s non-event seems as good a time as any to explain why.

*Not counting the Virtual Boy as a console, folks.

Familiar Franchises?

Looking back on the Cube’s launch day, Nintendo’s “big” flagship release, Luigi’s Mansion, was pretty indicative of what owners could expect down the road. Instead of offering running and jumping typical of the Mario franchise, we were offered a cartoony survival horror game with more emphasis on puzzle solving than twitch platforming. Luigi had to clear out his new mansion by sucking up ghosts with a vacuum cleaner, which obviously bears more of a resemblance to “Ghostbusters” than Mario. Suddenly, Bowser was out and Professor E. Gadd was in, much to the chagrin of my fellow Packmates and others.

You don’t need to like the game, but I feel sorry for anyone who isn’t delighted by the Game Boy Horror.

It’s not hard to see why Luigi’s Mansion was maligned by so many, and even this huge fanboy will admit that the game has aged a bit, but it’s still unlike anything that had come before or has come since. The horror sub-genre is crowded with games that take themselves way too seriously — see all of Resident Evil‘s Umbrella storyline — and I still find Luigi’s Mansion to be a lighthearted response to that. For a brief time, Nintendo wasn’t about just giving fans what they wanted; they tried to offer something new, and “new” doesn’t always translate in NPD figures.

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Interface Shredding: How Rock Band 3′s Menus Reinvent the Game

Now that the Kinect has been released and is presumably sitting in at least a few of your living rooms, I’m glad to hear gamers are starting to take notice of user interfaces and menus for once. Whether we’re talking control-free or not, a well-implemented front end can make all of the difference between a good game and a great one. Rock Band 3 definitely has a great one. We talked a bit about the amazing career goals on the podcast, but I’ve since come to further appreciate the refinements that the third game makes over its immediate predecessor. The leap between RB2 and RB3 should serve as a textbook example of menu design done right, and I only wish that Harmonix had read its own manual while making Dance Central.


Now that rockband.com’s account linking is ready, you can create new playlists wherever you go. You can set up your post-work jams and share with like-minded bandmates.

From the very moment I booted up the game, Rock Band 3 told me that it’s all about the band. While RB2‘s tentacles and familiar tiger had a certain charm, none of those trappings ever screamed rock to me. RB3‘s start-up screen, on the other hand, features my custom band — The Earnest Hemenways* — strutting down the street, itching to play at their next gig. I was able to create decent stand-ins for my girlfriend and I, which instantly creates a sense of ownership missing from RB2. I could do without the repetitive loading screens, but it’s great to see my virtual Angry J flipping through his record collection or visiting the drive-thru. The pre-made, too-hip performers in Dance Central couldn’t hope to match my character’s charm.

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“Down”

By now, you’ve probably heard enough about this stupid Youtube video I posted earlier in the week. Even so, we’re going to plug it one more time on our own site for posterity’s sake. Enjoy the awkwardness below.

Grotto Catch ‘Em All!: A Dragon Quest IX Summer

As the (hopefully) last heatwave dies down and the ice pop supply in my freezer begins to dwindle, I look back at the past few months of funemployment as a time of discovery. Because it was my first full summer in New York, I was able to check out the Bronx Zoo, Rockaway Beach, the Cloisters and so many other opportunities that make me overjoyed to live in the city. But it was also a time of discovery on the gaming front, thanks to the addictive magic of Dragon Quest IX. I spent a lot of time out-and-about, sure, but whenever I boarded a subway, my eyes would immediately become glued to the DSi. We’ve talked about this gem at length on the show, but it wasn’t until the waning days of summer that I began to fully explore its grottoes and dungeons.

“AngryJ,” fully decked out after 90+ hours of play

And when I say explore, I don’t mean consulting GameFAQs or a serebii.net equivalent to learn how to get the best armor or where to find a high level map. I certainly could have, but I gradually learned that the beauty of DQIX is that it’s so much more fun when you let it take you in a million different directions at once. This may not be apparent in the 40 to 50 hours it takes to beat the main quest, and may even seem counter-intuitive to completionists. Though the story is nonlinear at points and tons of side stuff is available – alchemy, classes, quests – the teleport spell and little ship still don’t offer complete freedom. However, once you get the DQIX‘s airship-train, the entire world is at your fingertips. Suddenly, the game goes from a familiar-but-solid Japanese grinder to a Bethesda RPG in your pocket. Just incredible.

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The Rumble Reader Episode 9: Scottaholics Anonymous

nick-justin-scott-pilgrim.jpg

“Scott Pilgrim vs. the World” releases nationally in theaters today, potentially turning the underground graphic novel series into a money-making franchise. But while the flashy fights and spirited cast may put butts in seats, it’s the heart at the center of Bryan Lee O’Malley’s work that will keep people talking. This week, Justin and Nick tackle the entire story, looking at it specifically through the gamer’s perspective. They discuss their favorite moments, the recent game tie-in and why Edgar Wright was the right man to direct the film adaptation. It’s time to level up and discover the power of love.

Relevant Links:

“Spaced” on Hulu

UGO’s SP Video Game References List

Boing Boing’s Yakuza 3 Review (from the Yakuza perspective)

The Rumble Reader Episode 8: The Games They Are a-Changin’

The guys have praised Tom Bissell’s “Extra Lives” in past episodes both for his insightful critique of gaming narratives and his witty, poignant writing. This week, Bissell joins Kaz and Justin to talk about how games like Far Cry 2 and Grand Theft Auto IV suggest that something is going on in the medium, and why what we play truly matters.

Kinecting with the Public

In about three months, Kinect, Microsoft’s expensive combatant in the motion controller showdown, will finally make its way to store shelves. Ever since it was announced at E3 a couple years ago, the enthusiast community has been buzzing about how the device could change the games we play and potentially bring in a new audience. The problem is, however, that as we’re now approaching November 4th, that new audience has yet to take notice.

Call me crazy, but I think this more effectively sells me on the Wii than it does on the Kinect.

Speaking anecdotally, I haven’t talked to any non-gaming friends who were aware of Kinect or any of its software. They took notice when the Wii launched, and they’re usually on board for a Rock Band party, but I know for a fact that none of these fine folks could tell you what a Kinectimal is. Sadly, polling numbers suggest that this isn’t isolated to the Justin circle, either. But I’m not bringing this up as purely gloom and doom. As Kaz and I both stated on the podcast, we both intend to purchase Kinect at launch and want nothing but the best for the device.* Rather, there needs to a be a shift in the perception going forward that this is more than just a Wii Sports/Fit clone in a pricier sell. How does Microsoft make that happen? Read on.

*Keep in mind that I’m writing under the generous perception that Kinect’s technology works as advertised and that all of the key games live up to expectations. If everything isn’t up to par, then even the most drastic steps won’t save Kinect.

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