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Muttpop Bob's musings and rants for all things Muttpop, toys, videogames, hip-hop, and whatever else he's thinking of.

Donkey Kong Country Returns

Thanksgiving is many things for many people. For me, it's spending some decent time with family, homemade cooking and video game playing. If things go my way, this year will be spent playing a bit of DONKEY KONG COUNTRY RETURNS. I've played a few hours of it since I got it on Monday and I'm thoroughly enjoying the experience thus far. DKCR is easily one of the best looking 2D platformers I've seen. The environments are rich and vibrant. It's also a very challenging game. I've played through nearly all the levels in the first 3 worlds (there are 8 worlds total)... and I have died many, many times. So far, it's clearly more difficult than NEW SUPER MARIO BROS. WII... and I welcome the challenge!

As a whole, I find the platforming experience less intuitive than NEW SUPER MARIO BROS... at first it feels a bit cumbersome, but once you get used to the controls you discover that the slightly higher learning curve opens the game up for a deeper sense of control and gameplay depth. Beyond your standard jumping and running/walking... you are also have the ability to stomp the ground, blow air from your mouth, roll, and climb. You will regularly use these extra actions to discover hidden locales and bonus levels. At times, you must also use these actions to solve a puzzle that allows you to progress through the level.

Control-wise, you can choose between holding the Wii Remote sideways (just like it's used in Super Mario Bros) or use the Wii Remote and Nunchuck combination. After experimenting for a few minutes with both, it became clear to me that the true way to play the game is with the Nunchuck. In order to perform the ground stomp, roll, or air blow you need to shake the controller. While holding the Nunchuck and Remote in separate hands, shaking the controller felt way more natural and convenient.

Also, with the Nunchuk set up, you use the analog thumbstick to control Donkey Kong's movement. At first it feels a little weird to move Donkey Kong with the analog stick. But after a few minutes playing the game it becomes a joy. As with most platformers, you will be running through the levels 80% of the time. If you're holding the Remote sideways, you can run by pressing and holding the b-button. But with the nunchuck set-up, you just have to press the Analog thumbstick fully in the direction you want to run. You do lose a sense of directional precision with the analog stick. For example, I found myself sometimes rolling instead of blowing because my directional input was incorrect... but, as a whole, movement feels smooth and responsive.

The last thing I found initially odd but later enjoyable is Donkey Kong's ability to climb. If you see tufts of grass, Donkey Kong can climb it... but in order to prompt him to do so, you must press and hold the B button while moving. At first, this choice feels unnatural (especially since most platform type games have you climb and hold automatically)... but I found that once you get used to the set up your preciseness of movement increases as you have full control over when and for how long you wish to grab onto climbable environments.

Thus far, Donkey Kong Country Returns has been a ton of fun to play. It's beautiful, cleverly designed, and challenging. I'm both excited and scared to experience the more challenging later levels!

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Super Mario Galaxy 2

I recently began playing Super Mario Galaxy 2. Wow. The first few levels of play feel pretty close in spirit and construction to the levels in the first Super Mario Galaxy. Considering how great the first one is, you'd think that'd be enough to make this a great game... but I was a little disappointed. The first game did things that blew my mind. Marginally building on that wasn't good enough for me. Fortunately, the game found ways to bring level design to a whole new level of brilliance right around the fourth world and onwards. As I write this, I'm playing through World 5; and every level thus far has matched or exceeded my high expectations for the game.

When I play a video game, I want to experience something that I cannot experience in any other medium. I want game play and level designs that will open up parts of my brain that I didn't know existed. From the fourth world onwards, Mario Galaxy 2 is doing this to me with every new level that I play... and I enjoy every second of it.

Below is a the Castle Level (Bowser's Gravity Gauntlet) that convinced me of the game's greatness:

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Zone of Enders Second Runner

Having recently beaten GODHAND (a great game, through and through), I've continued my commitment to playing and beating the many Playstation 2 "classics" that I have purchased over the years and never finished playing. Zone of Enders 2nd Runner was the next game I intended to conquer (on "Easy" mode so don't give me too much credit!); a snazzy looking robot mech action game.

Zone of Enders 2nd Runner is one of those cult favorite PS2 games. It's made by Kojima/Konami (the same guys that developed the uber-popular METAL GEAR SOLID series). Many praise the game for its sexy graphics (supposedly some of the best seen on the PS2), slick controls, and intelligent updates to it's predecessor, Zone of Enders.

If you're a METAL GEAR SOLID fan, you may be familiar with the first Z.O.E. game. In a bully-like move to piggyback Metal Gear Solid hype onto the, at the time, newly developed game series, Konami packaged the first Zone of Enders game with a preview version of Metal Gear Solid 2. Many people liked the look of the first Z.O.E. game... but HATED the whiny teenage boy protagonist and complained that the game was both short and repetitive.

Second Runner replaced the whiny kid protagonist with a cool white-haired male character. Although still comparatively short by typical gaming standards, Second Runner gave the game a bit more variety and a slight upgrade to the graphics.

So far, I'm probably half way through the game and must admit I'm a bit disappointed. For all the praise the game gets in the play control department, I found maneuvering very awkward and tiresome. Many of the levels are intentionally designed with large open rooms to hide the wonky controls but when you're trying to maneuver your mech into a small doorway you quickly realize that the controls aren't all that great.

The game has a pretty nice cel-shaded look to it... but the style of combat detracts from a player's ability to appreciate the details. Similar to the problem I have with shooter games like Halo, I found the style of combat incredibly impersonal. From a strategic standpoint, you're able to defend yourself way more by shooting enemies with plasma blasts from a distance. The problem is you can't really see your enemies from that distance. You end up just shooting at white dots with circles around them until they explode. Your close range plasma sword attack is way more exciting, but it opens you up to significant damage. So you can either progress through the game by boringly shooting at little dots on the screen or get your ass handed to you by jumping into battles with your plasma sword and getting destroyed by the enemy. Its a disappointing conundrum.

The coolest thing about the game is it's attempt to connect the Zone of Ender universe to the Gradius Universe. One of the major supporting characters is a robot mech called Vic Viper that transforms into a ship that looks curiously similar to the Vic Viper spaceships in the Gradius shoot-em-up series.

After all the hype and years of sitting on my personal copy of Z.o.E. 2, I'm a bit disappointed that the game doesn't meet the high expectations. I'll be sure to beat the game, but once I do it'll be going up on eBay.

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God Hand Spanking Midgets Gorillas

As I continue revisiting many of the games in my collection, I've been spending quite a bit of my free time playing GOD HAND on the PS2. GOD HAND was a beat-em-up made by Shinji Mikami, creator of Capcom's super popular RESIDENT EVIL series, that was released in 2006. It's a game with a very passionate cult following that sold miserably. Many of the initial reviews for the game complained about it's ugly graphics, extreme difficulty, and Resident Evil-like "tank controls".

It saddens me that more people have not played GOD HAND as its one of the most entertaining times to be had playing a videogame. It's true, there are better looking games out there... but the character designs BENEATH the mediocre polygons is consistently clever. Also, from a utilitarian standpoint, the game models flow smoothly enough to make the fighting dynamic and intuitive. More than any of the recent batch of beat-em-up games, it's the most satisfying to play. There are tons of moves to purchase and modify your character with. That alone would make for a fairly satisfying experience. But when you add the superhuman roulette moves and zany finishing moves, it takes the experience of fighting to a level rarely seen in videogames.

Probably the wrongest and most satisfying move in the game is the spank. When male characters are tired, you are encouraged to use the special "o" button to "pummel" the opponent. Repeatedly pressing "o" makes your character do a rapid-fire sequence of punches, kicks, or stomps that wear down the enemy until they explode. If you're fighting an exhausted female enemy, the "o" becomes a "spank" button. When you press "o" you take the female enemy over your knee and spank her until she explodes. Yes, it's sexist and wrong... but it's absurdly funny and fits in with the quirky comedic tone of the game.

In general, I'm starting to feel that people have a hard time comprehending things that are violent and comedic. That's a damn shame. For me it's tough to beat something the deftly blends intense action with comedy. Video game wise, there's few that do it better than GOD HAND.

Below are some nice clips from GOD HAND showcasing it's tone. The MAD MIDGET FIVE is what the POWER RANGERS are like in the GOD HAND universe. I also HAD to include some spanking... and two of my favorite bosses in the game.

MAD MIDGET FIVE:

SPANKING:

GORILLA BATTLE:

LATINO ELVIS:

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Some Metroid Samus Love

All the hype I've been seeing and reading about the upcoming Nintendo Wii METROID: THE OTHER M game inspired me to revisit Metroid 2D classics like Super Metroid and Metroid Fusion. The more I read about THE OTHER M, the more convinced I am that it isn't the game for me... but anything that reminds me of the beauty of Samus (Metroid's main character) is a good thing.

As with most males my age, I fell in love with robots and mecha during my formative kid years. My mom would buy me coloring books and children's books starring old-school japanese robots like Raiden during my pre-school years. For my Kindergarten graduation, my parents got me the Megatron Transformer action figure. Now, that was when people didn't even know what Transformers were. The cartoon had not been released and the toyline had barely hit toy store shelves. So, opening my graduation present and seeing Megatron for the first time was a revelation (and the envy of my classmates). My love for robots became a childhood passion.

Flash forward a couple years to the early days of the Nintendo Entertainment System. I didn't have an NES for several years, but I would take full advantage of times at my friends houses. If they had an NES, our play time typically was dominated by time in front of the television playing Nintendo. I would also often borrow my friend's Nintendo Power magazines... even though I didn't have a Nintendo system... and would study all the little bits of artwork in the colorful articles and level layouts.

The first time I saw the design for Samus, I fell in love. A video game starring a cool looking robot?! SOLD. The design was amazing! I remember being jealous of my friend who had some Metroid stickers from an issue of Nintendo Power on his Trapper Keeper. Samus was the embodiment of a cool robot design! When my friend told me that there was actually a beautiful woman INSIDE the robot suit, my mind was BLOWN. A cool design became even COOLER.

Sadly, the first Metroid game was way too hard to enjoy. I remember repeatedly trying to play the game at a neighbor's house and quickly giving up from getting lost or repeatedly dying. Bummer... but it didn't take away from Samus' cool factor!

Years later, my design tastes have changed with experience and a little wisdom... but my love for Samus' design is still strong. Yeah, the character gets small minus points for being an obvious rip-off/inspiration of Ridley from Alien; but the iconic colors (gold and red) and solid fundamental design make up for the lack of originality.

Those of you that buy THE OTHER M, enjoy. I'll be playing SUPER METROID, METROID FUSION, METROID: ZERO MISSION and finally get around to beating METROID PRIME 3.

Below are some promotional art from various Metroid games and some amazing "fan art" by super talented cartoonist Eric Canete and Torokun:

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Mega Man Chibi Style

The amazing Mega Man fan art by Kiniku reminded me of two things: 1. How much I love Mega Man character designs. 2. How much I love Chibi-style characters.

The Mega Man games are a weird thing for me. It's one of those game series that I have tried so hard to LOVE but that I just cannot get into. The character designs are consistently awesome and the overall artistic style in the games is beautiful. But the basic game design doesn't work for me. My main issue with them is that I HATE how you can only shoot your gun in one direction. It'd be okay if the overall game design was built with some level of respect to this limitation... but the games consistently do the opposite; positioning various enemies in ways that are intentionally a few degrees above or below your shooting range. In fact, the entire Mega Man world is built around annoying design choices whose sole intention is to make things punishingly harder. You know what I'm talking about! Stuff like disappearing platforms whose patterns you have to memorize. Or, what about that ridiculous series of huge lasers that shoot at you during the second half of Mega Man 2's Flash Man stage!? I love hard games... but stuff like that was enough to make me quit on the series.

But... I so, so want to love those games...

Oh well, I can just STARE at the beautiful characters and enjoy them for their beautiful designs!

I'm also a big fan of Chibi-style art. For those that haven't heard of "Chibi", the word is slang in Japanese for a short person. It is also a term for cute, fat miniature versions of characters. The first time I recall seeing something in this style was when I was in Japan and discovered the Super Deformed Gundam toys on my first visit to Japan (that was in 1990). My adolescent brain went crazy for that stuff!

The Chibi-style Mega Man designs of the PSP Mega Man game (Powered Up) is a lovely take on the Mega Man characters... but I don't think it works from a gameplay stand point. When you see those big-headed characters walking around in a Polygon rendered game, it reminds you of how awkward it'd be for such a big-headed character to move around. It also gives Mega Man's gun a very weird angle from which to shoot.

Since I'm not into playing the game, though, the design choice is a lovely reason for me to salivate over cute reinterpretations of Mega Man's already beautiful designs. Keep in mind that Powered Up is an OLD PSP game (it came out in 2006)... but I feel the look still feels refreshing. That recent Kiniku's art (and my old buddy's mention of Powered Up) just reminded me of how much I loved the look!

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