Tag: metroid

  • Mario & Luigi: Brothership – Review

    Mario & Luigi: Brothership – Review

    Mario & Luigi: Brothership – Review

    Click for play details

    Played on: Nintendo Switch 2 (With boost mode enabled for Handheld play)

    Playthroughs: 1 ( 100% complete)

    Playtime: 55hrs

    A hot take here – Mario and Luigi: Bowsers Inside Story may in fact be one of the greatest games Nintendo has ever put their name to, yet ever since the Mario and Luigi series has failed to reach its heights. Enter Brothership the latest installment in the super star saga, Whats the inside story? Does it finally topple the greats that preceed it? Lets find out as we answer: Is it a ten though?

    Brothers in arms

    At its core, Brothership’s gameplay is utterly faithful to its predecessors. As soon as I entered my first combat encounter I knew exactly what I was doing, as someone who isn’t the most seasoned and biggest fan of turn based RPG’s generally, it was comforting knowing that the game wasn’t going to give me anything too daunting to have to pick up and learn.

    Those who have played previous series entries will be glad to see combat is faithfully recreated in Brothership.

    I’ve always appreciated how involved the combat is in the Mario and Luigi series. Its not just about simply selecting a move and seeing it play out, its all about button presses and how accurate timing can boost the damage output of your attack, and sure this is by no means a new concept but I find Brothership like the rest of its series uses this to make its combat encounters utterly infectious.

    Some may find combat gets repetative fairly quick, but for me the gameplay loop of learning new Brother attacks (the special attacks in the game) and mastering their timing never truely gets old, In particular the timing of Mario’s Bomb Derby attack had me stumped for ages, yet finally being able to get it perfect and secure myself an excellent rating everytime is a gratification of skill that a lot of other games fail to reach.

    Special Brother attacks are still as fun to enact as they always have been with some returning and new moves to uncover.

    To give further experimentation to how you approach combat, battle plugs can be equipped for a range of different effects that last for a certain amount of turns, anything from your standard defence boosts and attack increases to more fun ones like a giant bomb that can surprise drop on an enemy to give devestating damage. Whilst the perks these give in battle are fairly standard, theres enough combinations and fun effects to make it a worthwhile addition. You’ll unlock plugs as you progress through the game and find spark plugs hidden across all the games environments, it provided a good incentive to return to previous locations as I found myself actively wanting to see what plug effect I’d unlock next.

    What is perhaps the final addition to Brotherships combat is Luigi’s uncanny skill to be able to manifest an idea that will usually weaken the opponent significantly, aptly named Luigi logic. Its mostly something that appears within boss encounters across the game, and will involve Luigi interacting with the environment to disable an enemys attack for a short amount of time. Each boss encounter has their own and they all play differently, I found this was a fun way of creating diversity amongst the various bosses across the game and they aren’t always easy to pull off. My favourite being stealing a remote in an arenas background to change the environments temperature to create critical damage against your opponent.

    Luigi Logic can help uncover environmental hazards to lay critical damage on your foes as well as uncover new ways to traverse across obstacles in the main level environments.

    The game keeps you on your toes mostly and keeps finding new ways to introduce new mechanics and attacks to your combat arsenal all the way to the third act (the only point where I felt combat started to reach a lull but more on that later), If there was only one thing Brothership successfully achieved, its core gameplay is every bit of a Mario and Luigi game you’d come to expect.

    A Sea of Green

    For the first few hours you’ll be battling through mostly traditional Mario style green environments with each Island you discover.

    Whilst I found myself enjoying the battling instantly what gave an air of too much familiarity was the first few hours of exploring which led to very similar looking environments akin to world 1-1 of most Super Mario Bros games, but the lucious green valleys and rolling hilIs far exceed their welcome here. Thankfully by the time you chart your course to the second world immediately the variety in environments seems to open up, you’ll find sprawling deserts, tropical villages, castle ruins and bustling metropolis citys, all featuring their own storys, characters and in some cases unique enemies to uncover, but even then you’ll stumble across alot of these themes multipletimes.

    Thankfully as you dive deeper in to the sea, there are more unique environments such as Merrygo Island, a maze themed like a fun fair carousel.

    Sail, Jump, Whack and Roll

    This is somewhere where I felt Brothership really does set itself apart, I found the game was a blast to traverse across. Across your adventure your main form of transport for exploration is the Brothership itself, you’ll set course across the ocean to reveal the games islands across a fast ocean akin to exploration in Zelda Phantom hourglass or Sonic Rush Adventure if you’ve had the pleasure of playing those DS classics. Playing in Handheld mode I found myself naturally wanting to draw a course with the touch screen similar to these games but alas this feature wasn’t there. It’s still pretty darn fun though with plenty of hidden islands with their own challenges and puzzles to uncover and even rock formations to find that your Brothership gets decorated with across your adventure.

    Speaking of those hidden islands, the challenges can actually be varied thanks to unlocking brother abilities, where you’ll find yourself turning in to a UFO to hover over big gaps, or my favourite rolling in to a ball to traverse across narrow pathways or through small pipes. You’ll use all of these abilities to get to otherwise unreachable areas across the main story islands as well as finding hidden chests and other rewards.

    An example of one of the challenges sees you timing hammer throws to hit a ball succesfully 100 times as the ball speeds up (this one’s really tough).

    Some of the hidden islands feature challenges that use these abilities exclusively, one of my favourites being an obstacle course where you have to navigate up a maze of narrow pathways with the roll ability to collect musical notes in the correct sequence. The rewards for completing these hidden island challenges are usually rare equipment that can really give you a big advantage in battles.

    Theres alot of unique ways of traversal making for some great platforming and I won’t spoil those moments here.

    There’s a lot of varied obstacles you’ll come across, some needing unique abilities, such as this maze requiring hammer swings to rotate the passageways.

    I have to give the team credit as some of the narriative within the islands once again captures the quirky tone that I remembered from pervious entries. It just doesn’t seem to provide any set piece or memorable moments that are as impactful as the likes of Superstar Saga or Inside story, and sure most of Inside story you’re traversing through Bowsers body exclusively, but theres constant interactions with bowsers outside world that creates unique effects inside bowser and the magic of “Whats Bowsers heart looklike?” is a feeling that Brothership fails to replicate.

    Partners take time

    As an eagle eyed reader, you may have realised that I sank 55 hours in to Mario and Luigi, its not uncommon for adventures within the RPG genre to have a pretty lengthy run time, but I felt with Brothership it was an obligatory tick box to check as oppose to organically reaching that level of play time. Towards the end of the game, I found myself getting burned out; put it this way if the Brothership boat was the Titanic, I found myself somewhat willing to crash in to an iceberg just to see the credits roll, but wow this game maintains a persistant need to keep going. Numerous times the game feels like its drawing to an end only for you to find out that encounter you thought was the last boss, isn’t and oh by the way, can you go and revisit multiple locations to gain access to the true end game.

    Now I realise that complaining about the game giving you more feels a little over critical, I mean in a literal sea of modern games that can take a few hours to get through, its impressive that you can get so much playtime out of Brothership, but for me the game had already ran its course, it had effectively introduced me to all of the special moves, upgrades, gear, all of the characters and locations, hours and hours before I reached the ending; therefore the adventure that was fairly paced to the final act as an exciting conflict to conquer, ultimately became a hurdle needing to be stumbled over.

    This was equally not helped by the game never quitting on giving you side quests that throughout the whole adventure resort to nothing but go here and talk to this guy and come back for a modest reward. Sure these are entirely optional but the game will alert you when new side quests are available and even allows you to access the side mission list by pressing the R button anytime out of combat, which makes them feel more integral.

    I honestly feel this game could have cut 20% of the content and felt more consistent and polished as a result, I forsee most will quit before the adventures completion.

    Is it a Ten though?

    Its a matter of inconsistency really, there are parts where this game feels like it could reach to be a masterpiece, yet it doesn’t quite get there. For every part of the game that feels new and fresh there are equally acts where you’ll find the gameplay becoming stagnent and repetative, yet it would be futile to deny that the game is utterly charming and that the core gameplay is every bit the Mario and Luigi title it should be. Sometimes less is more, and this is a game that really could have used this lesson to its advantage, though fans of the series should find enough to make a playthrough worth their while.

    It’s a 7/10

    • Instantly familiar combat
    • Fun exploration with lots of rewards
    • Some charming characters and unique environments
    • Great traversal skills to master
    • inconsistent pacing, takes too long to start and too long to finish
    • Side quests mostly become nothing but fetch quests
    • Not as memorable compared to previous entrys

  • Metroid Prime 4: Beyond – Review

    Metroid Prime 4: Beyond – Review

    Metroid Prime 4: Beyond – Review

    Click for play details

    Played on: Nintendo Switch 2 (Switch 2 Edition)

    Playthroughs: 2 (Normal & Hard difficulty 100%)

    Playtime: 50hrs

    Metroid Prime 4 is finally here after an 18 year build up of anticipation. Can this game go beyond the high expectations that precide it or will it be labeled more as a “Federation Farce”, as I’ll let you know, is Metroid Prime 4 a ten though?

    Metroid Tread

    Metroid Prime 4’s gameplay for the most part plays it safe treading familiar ground, often seen as a negative, in this case its to the games credit. Prime 4 feels like a Prime game, and 18 years after the 3rd installment, It felt nostalgic and wonderful when each new upgrade felt immediately familiar. Most of the core upgrades to Samus on this occassion are ones ripped directly from prior Metroid Primes, and when those familiar items offer new little fun updates you’ll find you haven’t just found the “Morph Ball” upgrade but the “Psychic Morph Ball” upgrade. There was enough freshness and familiarity here to make getting new upgrades as exciting as it always has been.

    Combat is as fluid as always also and running at 60fps or 120fps, depending on in game options on the Switch 2 edition and it runs at these frame rates consistently and effortlessly.

    As someone who is a self confessed Wii and motion control fan also, I found it gratifying to find that they decided to retain a lot of the motion control elements featured in Prime 3, including physically yanking your controller back to repel the grappling beam, as well as navigating your new control beam through areas entirely with motion controls.

    I also applauded that Prime 4 makes the choice to return to being able to select between your different beams like Prime 1 and Prime 2 unlike Prime 3 which stacks them upon collection, this gives a little more strategy options in combat and bosses as you can select what beam is best to deal the most damage.

    The areas within the world of Viewros (this games setting) tend to tread on familiar Metroid staples with your a-typical Jungle , Ice lands and lava environments present. Whilst functionally the areas work, the game would benefit from some more uniquely designed areas, nothing gets remotely close to the memorable likes of Prime 3’s Skytown, Elysia. Some areas such as the second area, Volt Forge certainly come close with some ingenious and unique puzzles that feel very much all Prime 4’s own. Yet as the game progresses the areas begin to feel more mundane.

    Volt forge – the second area of the game is probably the most visually unique area and features some ingenious puzzles

    A souless valley

    Successfully getting Samus through the first area of the game drops you in to a new mysterious place thats ready to explore; Sol Valley. Initial impressions paint a sensational level of intrigue, if you didn’t like the fact that you spent a large part of the first area tied to a companion, you’ll be thankful to know your first drop in to Sol Valley will leave you feeling very alone behind the visor, a fittong essence of isolaton that Metroid does best. Music is toned down to nothing more than ambient tones and looking around theres nothing but desolate sand dunes as the game prompts you to move quickly in to the next main area for progression.

    Your next expedition across Sol valley sees you equipped with the brand new Vi-Ola bike, your main form of transport to get across the desolate dessert. The bike is incredibly fun to drive, I found immense joy in hopping around the dunes and boosting off the odd occassional ramp. I immediately spent the next hour or so upon obtaining the bike driving across the desert to see what there was to explore. This is where my intrique that the area initially set up so well began to quickly evaporate, the feeling of abandomnent that I thought had cleverly been set up was in fact maybe not so much in credit to the low beat sounds and being able to see nothing much in the distance, its in fact the reality of the area, an open world that clearly the developers themselves abandoned.

    Samus reaches a new area on the new Vi-Ola bike which is a fun way to traverse across the world

    There really is just miles of vast dunes with little or nothing in the way of anything to explore. You’ll find the odd classic missile expansion and boost expansions for your bike, in the late game one of your companions decides to hide out in the desert a couple of times holding expansion items to give you. You’ll discover some Federation camps which don’t become needed until late in the game and to obtain 100% item completion you’ll find the desert houses 6 shrines that each feature a puzzle within to obtain further upgrade rewards. The actual content thats here is mostly enjoyable but the fact that you’ll be crossing a massive desert multiple times, fighting the same rotation of 4 enemies who spawn in this area (which after my 2 playthroughs becomes old really quick believe me) the area just feels entirely unfinished. Its full of potential but instead of a populated desert akin to breath of the wilds Hyrule (which featured 120 shrines amongst much more content) we get a barron waste land thats full of green crystals and entrance ways to the main story areas within the game.

    Sol Valley serves as the hub world of the game but is suprisingly empty

    Green with envy for Crystals

    No I wasn’t just going to brush over the green crystals, whats perhaps an impractical solution to filling the empty areas of Sol Valley (which is 97% of it) is populating the area with Green crystals, and they are everywhere. This has become the most controversial aspect of the game I feel as you will in fact have to collect half of the crystals populated across the desert to unlock access to the ending act of the game.

    Green crystals become Prime 4’s collectable that gives you access to the end-game

    In concept I don’t actually have issues with the end of the game being locked off beind some collectable mcguffins, in fact its characteristic of Metroid Prime to do this, Prime 1’s Chozo artifacts, 2’s Sky Temple Keys and 3’s Energy cells, its familiar affair and in fact by design Metroid is all about collecting specific items to advance progression, but its execution here feels misdirected.

    The game gives you the freedom to go across the desert and collect these from early on in the game whenever you choose to, this will eleviate alot of the frustraton players will feel by leaving all the collecting to the end, however there is a massive trade off. The longer you spend collecting green crystals during the main story, the more you’re going to be open to Mckenzie (one of your federation companions) communicating over radio comms where you should go next, going completely against the nature of Metroid. The core joy of Metroid in terms of working out where to go next to advance is entirely removed, so as a player you’re left with a moral dilema of collecting the Crystals but having where to go spoiled more probable, or speeding across the desert to where you think the next solution is to avoid it being spoiled but be faced with a crystal collecting grind at game end.

    This is a choice you’re forced to make, you can’t switch off the radio hints, new players to Metroid I’m sure find these helpful, but for long time fans, the option to turn these hints off would have been a welcome feature. As it stands however, the longer you find yourself in the desert collecting crystals, the more the game assumes you are lost and reveals where to go, no matter how you approach green crystals the player is punished.

    Sylux Sidelined

    Some such as myself may be able to look past the empty hub world and the seemingly blind sighted approach to green crystal collecting, especially when theres a narrative to unfold that should address an 18 year long cliffhanger. Yes as Prime 3 set up and the marketing materials teased, Sylux is this games main bad guy, or so you may think.

    Sylux is oddly abscent with exceptions of 5 minor parts of the game, 1 of them being the games opening which you can see from Prime 4’s first ever trailer reveal. The attempt to weave him in to the games plot feels exceptionally hollow, and frankly you’ll roll the credits for the game knowing nothing of any more significance about the character, which for such a long established cliffhanger, prime 4 fails to address.

    Whilst mostly abscent across the game encounters with Sylux are some of the most intense and skill intensive combat encounters in the game

    There are some other narrative set backs also where I feel certain narrative directions give less impact to some of the more shocking and emotional aspects the narrative tries to deliver. Its a real shame and a wasted opportunity.

    “Any objections Lady?”

    Truthfully theres no further objections from me or real points of contention. Despite the issues across the game, I still managed to find that Metroid magic, the game still managed to captivate me. Albeit the game may not be as directed or refined as others in the series, the parts that capture that Prime gameplay do so perfectly and it more than satisfied my Metroid Prime itch, so much so I found myself playing through it twice back to back with 100% completion.

    It stands as Nintendo’s most graphically impressive game to date too, textures are high res, theres some great lighting effects, visable weather elements on your visor and armcannon, facial animations look almost film quality, technically its a marvel to play.

    Is it a Ten though?

    It’s not a ten no, but amongst the misdirection are moments that if consistant could have seen this reach the 10/10 status that the prime games usually reach. What we have here though is a Metroid Prime game that over the long development cycle has clearly been dragged through multiple ideas of which some were never fully realised. Make no mistake, theres a solid game to play here and those just getting started with Metroid potentially could play entirely oblivious to the games issues, but those who are core fans will find aspects of the game dissapointing. We don’t have quite the lows of Metroid Other M here, but what we do have is probably the worst offering in the numbered Prime entrys.

    It’s an 8/10

    • Stellar presentation
    • Exceptional Performance
    • Nails the familiar Metroid Prime Gameplay
    • Some fun and unique puzzles
    • Mostly uninspired environments
    • Unfulfilling narrative
    • A lifeless hubworld