I'm not exactly an avid film critic and I don't make a habit of getting very opinionated and shouting it to the skies (about anything). But Pixar's Brave came out the other day; I really wanted to love it and I went to the midnight premiere, and by golly, I really did not like it. Normally I'd be content to not like it and leave it there, but what bothers me is that nobody else seems to see what I see. All I've seen are fanatical postings of how spectacular is, and how GREAT the main character is, and I've even seen people suggest it may be Pixar's best film yet. What?!
So I want to just take a moment here and go through the film and outline by biggest issues. If nothing else, it will be cathartic for me. And if anyone ever feels like rebutting me on it, be my guest. I would love for somebody to explain to me what I'm missing here.
Yes, there are spoilers. Just keep in mind I'm going to be doing this by memory based on a single viewing so there may be some errors. Sorry.
The basic plot is this: Merida, fiery princess extraordinaire, has issues with her mom, Elinor. Elinor wants Merida to get married off to one of three really sucky boys from three other clans because it's tradition. So Merida runs away and strikes a deal with a witch to get a magic cake intended to "change" her mother, but (plot twist!) it turns her mom into a bear. Cue shenanigans as she has to hide her mother from her bear-hunter father and break the curse. Eventually she does, her mom understands that she doesn't want to get married, and the family lives happily ever after.
One of the major flaws with the whole arc is that Merida, the main character, undergoes absolutely no character development for the whole movie. Her mother Elinor is set up as the one source of unhappiness in Merida's whole life, and the film takes Merida's side from the first scene until the very end. Everyone else just has to conform to what she wants; it doesn't make for a very compelling character.
That's not to say there are no consequences at all for Merida's mistakes. Merida's mom gets
turned into a bear. But that gets reversed by the end of the film.
And the fact that her mom gets turned into a bear isn't really a
consequence of trying to break tradition, which was her original intention and motivation. It's a consequence of Merida
making a bad deal with a witch. See, Merida shows up at the witch's cottage
and sees that it's full of wooden bear carvings. The witch wants to sell
her carvings, and Merida wants a spell. So Merida agrees to buy every
single wood carving, and gives the witch a shiny silver medallion in
exchange--the camera closes up on it to show us how important it is,
though we haven't yet seen it in the film. The witch agrees
enthusiastically and takes the silver piece, promising to deliver the
carvings in a fortnight. Merida returns with a spell-infused cake and when her mom turns into a
bear Merida feels mostly like she was tricked by the witch; it wasn't that she tried to break tradition, just that her particularly strategy to do so was flawed.
(The witch doesn't make another physical appearance in the film
after this. The medallion Merida gave away is never mentioned. The
carvings are never delivered or mentioned again, either. So many plot details and backstory elements like this seem to
just exist in a black hole; like it was all made up as they went, and
they never went back over it to see if anything connected. Everything's left unresolved, or if something is resolved it's resolved unenthusiastically like the filmmakers didn't
even really care how it went.)
Her mom's argument for why it's essential that Merida gets married is this old fable about the last time somebody broke tradition. See, there used to be 4 clans, but then one brother wanted to be the king of the others so he broke tradition and tried to take over them. There was lots of warring, and he vanished, and they decided never to break tradition ever again (I guess). We get the sense that the alliance between the clans is still unstable today, since they constantly bicker and fight from the moment they enter the film. So it's reasonable that Merida should conform to tradition to maintain their tenuous peace. But once she does leave, we never see any consequences for it. Actually, Merida comes back and gives the clanspeople an impassioned speech where she tells them about all the good times when they were friends, and they make up and become friends forever after that. Brilliant. First of all, we never even see the clans being friendly before this; we're just told about it. So conveyance is more or less thrown out the window. Secondly, there were never any consequences for trying to break tradition; the film proves that Merida ws pretty much right all along, and everyone then agrees that she was right all along. Which brings us to thirdly; suddenly the film's lost it's whole point. The whole premise was based on how Merida resisted breaking tradition and had to face the consequences for it, and once everyone (including her mom!) admits she was right all along and all consequences are waived the original drive of the movie is sort of vaporized. And it's not even in the third act of the movie.
So, what DOES happen in the third act? Well, Merida's dad discovers her mom is a bear and hunts her down into the forest. Merida gives chase and while trying to defend her mom from her dad, a big bear shows up!! It's a bear who showed up in the first scene and again in the middle, and we had found out that he was actually the one brother from the fable who tried to take over the other brothers, who also got turned into a bear by the witch! You may notice that I didn't have cause to mention him until now, and that would be because he wasn't really tied into the film's central conflict at all. He was more like this bear that just showed up once in a while. Actually, that's exactly what he was. Putting a fight against him here in the climax of the movie seems to suggest that he was supposed to be the main villain, which is really lame when literally his only reason for ever being around is that he just happened to wander by. Defeating him resolves absolutely nothing, except that there is one less bear in the forest.
Want to guess how they beat him? Merida is a super great archer and that was played up a lot in the trailer, so she probably gets to use that, right? Nope! She only makes effective use of her archery once in the whole movie, and it's actually the best scene in the whole movie, and whoops Pixar already uploaded it to YouTube themselves so I guess there's no reason to go see it now huh. Merida's dad has a long standing grudge with the bear and talks incessantly about taking his revenge, but nope, he is completely uninvolved with its demise. This could have been a great time to do that whole thing where the clanspeople all realize that they should work together, and join against the bear, showing their newfound companionship! But, no, that was already resolved a long time ago, so everyone just stands around and watches during the final boss battle.
Merida's mom kills the bear by pushing a rock onto it. Not just any rock, but one of these stonehedge rocks, which before seemed to have some kind of relationship with the whole theme of changing fate or somethingoranother. It's kind of confusing, thematically. And then we see the spirit of the brother above the bear, and he gives Merida this nod that's a mix between solemn and thankful, and then disappears. It's thus confirmed that at no point in this film did true, intentional antagonism take place; just a nice dude trapped in the body of a wild bear acting on whim, and bickering clanspeople who temporarily forgot that they were actually friends the whole time.
This is already starting to drag on in the writing, and I didn't even start on how everything was heavily telegraphed and predictable, or the comedy relief triplet brother who ALSO were turned into bears but everyone expressed far far less concern for than the mom (at the end Merida is crying on her mom's shoulder, under the impression that she has just become a bear forever. Her three brothers, also apparently bears forever, watch this scene from the sidelines uncomforted). I didn't mention how the mom was constantly knocking things over as a bear and that didn't stop being used as a cheap gag; I didn't mention the INCREDIBLY CHEESY montages set over SICKENIINGLY CHEESY female vocal tracks while Merida rides around on her pony.
And what about all that talk about changing her fate? It actually just sounds like gibberish whenever she talks about how you change fate or how how she wants to change her fate and all of that. Who actually says they want to "change my fate" like that's an actual, concrete thing that people do? It's not even something that comes up anywhere else--Merida's parents never refer to her plight as having to do with her fate or anything. Merida just decides that for herself at some point midway in the film, and it seems to become a theme only through annoying repetition in Merida's dialogue as opposed to actually materializing in any meaningful way during the film.
There's just too many issues to cover in this format!
The whole film in essence felt like a first draft. There was way too much extra stuff and nothing was made to connect or make sense as it built up. And it really freaks me out that nobody cares, or maybe nobody notices. Pixar was making truly good movies, like, two years ago! Then they dumped Cars 2 on us last year and now they've dumped this and they're probably going to keep making buttloads of cash off of it and never look back. Seriously, don't see Brave. It's a very pretty film and I'm sure it seems very alluring but that's all it is; there's no depth here, no thought.
Showing posts with label Reviews. Show all posts
Showing posts with label Reviews. Show all posts
Saturday, June 23, 2012
Thursday, March 11, 2010
T-Shirts?
Hello, everyone!
Hope you all enjoyed Dubloon's awesome update! Feedback for that was pretty overwhelmingly positive, so I'm looking forward to the game's release. For now, though, it's CRUNCH TIME on Cowboykilla. We had planned to get you a new demo sometime soon but due to some delays and sickness that may or may not happen. Right now the big goal is getting everything finished by March 30th. We have a lot of content planned... it's going to be awesome, trust me.
Reviews
I recently became an official "reviewer" on the Game Maker Community, and here are the reviews I've penned so far during my tenure. I recommend all these games, as they're pretty awesome.
MadnessMadnessMadness by NAL
The Hanrahan Game: Final Mix by Flying Squire
Spelunky by Derek Yu
Sworrd Buster by Andrew Brophy
T-Shirts?
I've started to consider selling some T-Shirts featuring artwork/themes from some of my games, as a way to promote myself and make a little cash on the side. Basically, I'm looking for some quick feedback on this: would you buy a t-shirt from me? Which of my games/characters would you most like to see, or maybe what particular design? Anything goes, I'm basically looking to see if I would sell enough to warrant printing shirts/what design people want the most.
So, let me know! Thanks~
Hope you all enjoyed Dubloon's awesome update! Feedback for that was pretty overwhelmingly positive, so I'm looking forward to the game's release. For now, though, it's CRUNCH TIME on Cowboykilla. We had planned to get you a new demo sometime soon but due to some delays and sickness that may or may not happen. Right now the big goal is getting everything finished by March 30th. We have a lot of content planned... it's going to be awesome, trust me.
Reviews
I recently became an official "reviewer" on the Game Maker Community, and here are the reviews I've penned so far during my tenure. I recommend all these games, as they're pretty awesome.
MadnessMadnessMadness by NAL
The Hanrahan Game: Final Mix by Flying Squire
Spelunky by Derek Yu
Sworrd Buster by Andrew Brophy
T-Shirts?
I've started to consider selling some T-Shirts featuring artwork/themes from some of my games, as a way to promote myself and make a little cash on the side. Basically, I'm looking for some quick feedback on this: would you buy a t-shirt from me? Which of my games/characters would you most like to see, or maybe what particular design? Anything goes, I'm basically looking to see if I would sell enough to warrant printing shirts/what design people want the most.
So, let me know! Thanks~
Tuesday, February 10, 2009
4 Games That Defined My Childhood
Here's another blog post! I've actually had a rough draft of this floating around for a couple weeks. Sorry if this one isn't interesting to you guys, but if that's the case, let me know and I can avoid similar topics in the future...
---
So, I've been playing video games since I was a young chap. Here are 4 games that had a large impact on me back in the day.
Super Smash Bros.

Big adventure games were cool, but Smash Bros. managed to single-handedly control 90% of my social life. I grew to be extremely competitive and would play for hours on end--daily--so that I could hold my title as #1 smasher. It's just ridiculously fun--and I've developed a lot of strong friendships out of it. Not only that, but it introduced me to many game series that I later grew to love-- the Mother series in particular, but also Star Fox, Metroid and F-Zero.
The Legend of Zelda: Ocarina of Time

Donkey Kong 64 was what got me started playing 3D games, but Ocarina was the first one that really captured my imagination. Some kids grew up on cool movies or cool TV characters or cool comic-book stories, but I'd go so far as to say that Link was one my heroes that I grew up with. The adventures told in this game were just so epic and large-scale... I even dressed up as link one year for halloween when I was a kid.
Pokemon Blue Version

This game was so addicting, it was like they put crack in the GameBoy buttons. I really couldn't get enough of the Pokemon games, despite loathing the show with a passion. The great thing about the Pokemon games was their combination of basic RPG tactics with a great deal of the player's creativity; there were a ridiculous number of different unique pokemon, each with bottomless possibilities in what attacks they'd utilize, so that every one's elite team of 6 pokemon was radically different, and that was awesome. I had a lot of fun starting a new game, planning out who my 6 would be... and although not as significant in Smash Bros. in establishing my circle of friends, it did give me a new way to connect with a lot of people.
Super Mario Land

The story of how I came to play Super Mario Land is the story of how I grew to love video games. Some kids asked their parents to get them their first video games, some kids' parents already had videogames and got their kids into it. My very first taste of video gaming was when my mom won a GameBoy Pocket in some magazine competition by total chance... she hadn't actually tried to enter it or anything, but she got the gameboy and had no idea what to do with it except give it to me. My encounter with videogames wasn't something anybody had ever previously considered or thought of; it was fate. The GameBoy came with 3 titles: Bugs Bunny: Crazy Castle, Tetris Plus, and Wario Land: Super Mario Land 3.
And those games kept me busy for a while, actually. But one day I was browsing a friend's bin of old games when I found Super Mario Land. I didn't realize it was a prequel to a game I already had, though I did notice the lower quality graphics and sound. What I did see in it was much more exciting level design and simpler, more intuitive play mechanics; this was my first true Mario game, and I was hooked. I traded Wario for Mario in a heartbeat, and today I'm proud of myself for seeing past the glitz and recognizing a better game, even if it was older. Nowadays when I look back, I realize that those are the same ideas I bring in today, now that I'm designing games.
---
So, I've been playing video games since I was a young chap. Here are 4 games that had a large impact on me back in the day.

Big adventure games were cool, but Smash Bros. managed to single-handedly control 90% of my social life. I grew to be extremely competitive and would play for hours on end--daily--so that I could hold my title as #1 smasher. It's just ridiculously fun--and I've developed a lot of strong friendships out of it. Not only that, but it introduced me to many game series that I later grew to love-- the Mother series in particular, but also Star Fox, Metroid and F-Zero.

Donkey Kong 64 was what got me started playing 3D games, but Ocarina was the first one that really captured my imagination. Some kids grew up on cool movies or cool TV characters or cool comic-book stories, but I'd go so far as to say that Link was one my heroes that I grew up with. The adventures told in this game were just so epic and large-scale... I even dressed up as link one year for halloween when I was a kid.

This game was so addicting, it was like they put crack in the GameBoy buttons. I really couldn't get enough of the Pokemon games, despite loathing the show with a passion. The great thing about the Pokemon games was their combination of basic RPG tactics with a great deal of the player's creativity; there were a ridiculous number of different unique pokemon, each with bottomless possibilities in what attacks they'd utilize, so that every one's elite team of 6 pokemon was radically different, and that was awesome. I had a lot of fun starting a new game, planning out who my 6 would be... and although not as significant in Smash Bros. in establishing my circle of friends, it did give me a new way to connect with a lot of people.
The story of how I came to play Super Mario Land is the story of how I grew to love video games. Some kids asked their parents to get them their first video games, some kids' parents already had videogames and got their kids into it. My very first taste of video gaming was when my mom won a GameBoy Pocket in some magazine competition by total chance... she hadn't actually tried to enter it or anything, but she got the gameboy and had no idea what to do with it except give it to me. My encounter with videogames wasn't something anybody had ever previously considered or thought of; it was fate. The GameBoy came with 3 titles: Bugs Bunny: Crazy Castle, Tetris Plus, and Wario Land: Super Mario Land 3.
And those games kept me busy for a while, actually. But one day I was browsing a friend's bin of old games when I found Super Mario Land. I didn't realize it was a prequel to a game I already had, though I did notice the lower quality graphics and sound. What I did see in it was much more exciting level design and simpler, more intuitive play mechanics; this was my first true Mario game, and I was hooked. I traded Wario for Mario in a heartbeat, and today I'm proud of myself for seeing past the glitz and recognizing a better game, even if it was older. Nowadays when I look back, I realize that those are the same ideas I bring in today, now that I'm designing games.
Saturday, January 31, 2009
Mega Man 9: A Review
EDIT: Oh, another interview of me went up at Interview Game Makers. Check it out!
-----------
I haven't done one of these straight-up yet, have I? Let's review Mega Man 9!

Now for a while, I was really hesitant to get this game. I'd been reading reviews of it, and they all seemed to tell me that because I never played a Mega Man game before, I would hate it and its difficulty. But I really, really dig the retro stylings of the game, and I'd already been listening to the soundtrack for a month or two (yep, I got the soundtrack without playing the game--I'm really into VG music)... eventually my curiosity got the better of me and I finally bought it.
And I'm going to be honest: I like this game. A lot.
No I never played Mega Man, but I didn't need to. This is a great game in its own right and a fun introduction to the series. The simplicity in its concept combined with really tight, effective level designs make for a fun package. The levels are all technically short but their life is extended by the array of different unique mechanics you'll be encountering room after room, not to mention the number of times you'll be dying and replaying them before you finish.
And honestly, this game never frustrated me through the deaths. Sure, I might end up quitting after only half an hour of dying, but I always come back; it really does an amazing job at filling my need for some good old gaming once in a while. The game gives a lot to help you overcome its challenge, too. You can buy extra lives and a special item that halves damage for one run, two very useful options that can make up for the fact that you actually suck. Through sheer stubbornness, the game trains you to overcome its challenges the hard way, death by death, until you finally reach the level's end with an incredibly satisfying victory.
And this is old news to all you Mega Man vets, I'm sure, but I really love how the game is structured too; you can choose from any of the 8 levels and bosses to fight at any given time rather than progressing in a linear fashion, and after beating a boss you claim their item to equip whenever you desire. While the game does have its "right" boss order if you want the straightest path to the game's end, having the freedom to defeat each level and collect its item in whichever order you please is really liberating. Being able to play a different level for a change after dying several times on a particularly difficult one is also a breath of fresh air and helps alleviate any frustration.

At only ten dollars, I'd recommend this game to anyone who enjoys simplicity and a bit of retro in his games--NOT just Mega Man veterans. They don't make commercial games like this anymore, and if you don't try it now you're missing out.
-----------
I haven't done one of these straight-up yet, have I? Let's review Mega Man 9!

Now for a while, I was really hesitant to get this game. I'd been reading reviews of it, and they all seemed to tell me that because I never played a Mega Man game before, I would hate it and its difficulty. But I really, really dig the retro stylings of the game, and I'd already been listening to the soundtrack for a month or two (yep, I got the soundtrack without playing the game--I'm really into VG music)... eventually my curiosity got the better of me and I finally bought it.
And I'm going to be honest: I like this game. A lot.
No I never played Mega Man, but I didn't need to. This is a great game in its own right and a fun introduction to the series. The simplicity in its concept combined with really tight, effective level designs make for a fun package. The levels are all technically short but their life is extended by the array of different unique mechanics you'll be encountering room after room, not to mention the number of times you'll be dying and replaying them before you finish.
And honestly, this game never frustrated me through the deaths. Sure, I might end up quitting after only half an hour of dying, but I always come back; it really does an amazing job at filling my need for some good old gaming once in a while. The game gives a lot to help you overcome its challenge, too. You can buy extra lives and a special item that halves damage for one run, two very useful options that can make up for the fact that you actually suck. Through sheer stubbornness, the game trains you to overcome its challenges the hard way, death by death, until you finally reach the level's end with an incredibly satisfying victory.
And this is old news to all you Mega Man vets, I'm sure, but I really love how the game is structured too; you can choose from any of the 8 levels and bosses to fight at any given time rather than progressing in a linear fashion, and after beating a boss you claim their item to equip whenever you desire. While the game does have its "right" boss order if you want the straightest path to the game's end, having the freedom to defeat each level and collect its item in whichever order you please is really liberating. Being able to play a different level for a change after dying several times on a particularly difficult one is also a breath of fresh air and helps alleviate any frustration.

At only ten dollars, I'd recommend this game to anyone who enjoys simplicity and a bit of retro in his games--NOT just Mega Man veterans. They don't make commercial games like this anymore, and if you don't try it now you're missing out.
Sunday, January 11, 2009
Super Mario 64 is Better Than Mario Galaxy
I often see people claim that Super Mario Galaxy is a better Mario game than Super Mario 64, if not the greatest Mario game to date. I completely disagree, and I've always wanted a chance to talk about why in full detail. So here's my two cents on why Mario's first 3D platforming outing is still far better than his most recent...

Super Mario 64
Presentation
Graphics-wise, both games are/were pushing the limits of the system and treading new ground in their respective times. I don't think I need to spend more time on that particular matter.
But when considered as a whole, Mario Galaxy wasn't as universally appealing. With its cutesy bunny rabbits, cheesy talk about stars and frolicking in fields of flowers, Galaxy is decidedly girly and childish (an opinion only further made popular with the infamous U R MR GAY discovery). I felt outright embarrassed to be playing it at certain points. Mario 64 certainly was no GTA, but it didn't border on this level of girliness; as a young child and as a young adult today I still have fun playing it, and not once does it feel too "kiddy."
Mario Galaxy also got a lot of praise for its complex, epic orchestrations. I'm not going to argue with that, the music was big, loud and adventurous, and it fit. But the N64 cartridge they stuffed Mario 64 could never hoped to achieve that level of orchestration anyway. What Mario 64 gave us were a lot of really catchy, memorable tunes, songs I still remember today very clearly. What about Mario Galaxy? How many tunes do you remember from that? In all its powerful orchestration and big sound, it lost something. I'm not saying a game has to have memorable music to be good, but Mario 64 did have some classic videogame melodies and Galaxy didn't.

Super Mario Galaxy
Gameplay:
Mario Galaxy brought some new cards to the table in the gameplay department, that I won't deny. It's high point--for me--were the really great new powerups. Ice Mario? Boo Mario? Yes please.
And of course it got a lot of talk going about its crazy physics engine, right? Mario could walk around the surface of an entire sphere! But as cool as that was, it created some problems, too. The game's gravity rules weren't universal: sometimes you could walk around the bottom of a a planet, sometimes you couldn't, and there was never any indication of whether or not you could. There were a few good handful of times when I died because I assumed I could walk off the edge to the underside of a platform.
Mario 64's level design was more fun, too. Yes, you read correctly. Mario 64's open, explorable levels were fun and exciting, and they totally captured our wonder, totally helped us understand what a 3D game could be. Mario Galaxy's levels are almost all linear; the only path is to go from planet A, find the launch star, get to planet B, etc. And even when it did offer some large explorable areas, they never felt as open and exciting as in Mario 64. Really my biggest gripe in Mario Galaxy was that they reused level maps. I repeat: They took one level, copy and pasted it, and called it a new one with a little recoloring. Don't believe me? Look:
Wow! What a cool level!
Hey, wait, isn't this a little familiar?
I don't care if they had some differences here and there, if the missions were different, whatever. This was a HUGE game, destined to be a trend-setter for all Wii games to come. It was Mario's newest platforming adventure in years. How is it that nobody, at any level of this game development, saw level repetition and thought "This is great"? The game already has a few dozen maps, I'd rather have one less than the same one again.
Is Mario Galaxy a good game? Yes, it is. It was fun, certainly among the best of the Wii's offerings. But it isn't at the same level as Super Mario 64, and I can't agree with anyone who thinks so.

Super Mario 64
Presentation
Graphics-wise, both games are/were pushing the limits of the system and treading new ground in their respective times. I don't think I need to spend more time on that particular matter.
But when considered as a whole, Mario Galaxy wasn't as universally appealing. With its cutesy bunny rabbits, cheesy talk about stars and frolicking in fields of flowers, Galaxy is decidedly girly and childish (an opinion only further made popular with the infamous U R MR GAY discovery). I felt outright embarrassed to be playing it at certain points. Mario 64 certainly was no GTA, but it didn't border on this level of girliness; as a young child and as a young adult today I still have fun playing it, and not once does it feel too "kiddy."
Mario Galaxy also got a lot of praise for its complex, epic orchestrations. I'm not going to argue with that, the music was big, loud and adventurous, and it fit. But the N64 cartridge they stuffed Mario 64 could never hoped to achieve that level of orchestration anyway. What Mario 64 gave us were a lot of really catchy, memorable tunes, songs I still remember today very clearly. What about Mario Galaxy? How many tunes do you remember from that? In all its powerful orchestration and big sound, it lost something. I'm not saying a game has to have memorable music to be good, but Mario 64 did have some classic videogame melodies and Galaxy didn't.

Super Mario Galaxy
Gameplay:
Mario Galaxy brought some new cards to the table in the gameplay department, that I won't deny. It's high point--for me--were the really great new powerups. Ice Mario? Boo Mario? Yes please.
And of course it got a lot of talk going about its crazy physics engine, right? Mario could walk around the surface of an entire sphere! But as cool as that was, it created some problems, too. The game's gravity rules weren't universal: sometimes you could walk around the bottom of a a planet, sometimes you couldn't, and there was never any indication of whether or not you could. There were a few good handful of times when I died because I assumed I could walk off the edge to the underside of a platform.
Mario 64's level design was more fun, too. Yes, you read correctly. Mario 64's open, explorable levels were fun and exciting, and they totally captured our wonder, totally helped us understand what a 3D game could be. Mario Galaxy's levels are almost all linear; the only path is to go from planet A, find the launch star, get to planet B, etc. And even when it did offer some large explorable areas, they never felt as open and exciting as in Mario 64. Really my biggest gripe in Mario Galaxy was that they reused level maps. I repeat: They took one level, copy and pasted it, and called it a new one with a little recoloring. Don't believe me? Look:
Wow! What a cool level!
Hey, wait, isn't this a little familiar?
I don't care if they had some differences here and there, if the missions were different, whatever. This was a HUGE game, destined to be a trend-setter for all Wii games to come. It was Mario's newest platforming adventure in years. How is it that nobody, at any level of this game development, saw level repetition and thought "This is great"? The game already has a few dozen maps, I'd rather have one less than the same one again.
Is Mario Galaxy a good game? Yes, it is. It was fun, certainly among the best of the Wii's offerings. But it isn't at the same level as Super Mario 64, and I can't agree with anyone who thinks so.
Saturday, January 10, 2009
A Look At My Favorite GM Games
Alright, so. I've been a member of the Game Maker Community for about 4 years now, and in that time I've played a LOT of games. I'd like to talk about my four most favorite Game Maker-made games of all time. These are in chronological order.
Grapnel by ArchMageOmega

http://www.yoyogames.com/games/show/522
Take Spiderman-Man, combine him with the famous Helicopter game, and you've got Grapnel. This is a game that somehow borders on perfection; completely engrossing, completely addictive, exhilirating, and amazingly simple.
This is a game I will end up spending hours playing, usually without even thinking about it.
It's only flaw is in the unlockables; there are some really awesome ones that make the game even better (Accelarate and Rubber Floor, I'm looking at you) but many aren't very good. Geting the money to buy an unlockable is hard enough, worse that the one you decide to buy might end up being a waste of time.
Clean Asia! by cactus

http://www.yoyogames.com/games/show/2358
Clean Asia! is seriously awesome. The story involves giant alien eyeballs attacking Asia, and so of course the only method to defeat them is to send a lone pilot out against them in a super-cool spaceship. Whatever.
The game has two different ships from which you can select, the Reflector and Attractor. Of the two, the Reflector is the more classic ship and was the one I used first. But the Attractor is where things get cool. Its only main attack is a short ramming attack. It can blast through parts of the enemy ship, shattering them into a hundred tiny squares... and then with the second button, it draws the enemy's shattered pieces toward it, like a giant vortex of multicolored squares. Once you've got some enemy pieces floating around you, you can fire them one by one with the ram button, or--my personal favorite--just let go of the attractor, unleashing a storm of squares that does massive damage. And then, naturally, the enemy will shatter apart more and you'll have more pieces to fling at him.
Combine excellent SHMUP gameplay with excellent vector-y graphics, three totally different totally crazy fun levels, and some kickass music to top it off, and you've got one hell of a game.
The Hanrahan Game: Final Mix by flying squire

http://www.yoyogames.com/games/show/16984
The Hanrahan Game is straight-up well made action with a storyline that is pointless yet engaging. The graphics and music aren't spectacular but they work; the game does a good job at keeping things varied with many different locations and colorful environments. At the core this game is fun because of the awesome swordplay and enemy physics. When killed enemies go flying around in a hilrious mess, and you feel pretty badass running through a group of enemies, throwing them about like a demon. There's also a nice subweapon feature that opens the doors to some really cool extra attacks (particularly those of the explosive variety). The only major flaw in this game are some poorly designed bosses.
Shotgun Ninja by cactus

http://www.yoyogames.com/games/show/27705
Shotgun Ninja sets itself apart from the other games on this list as being the only I've actually managed to finish. This is partly a testament to how short it is, but even more a testament to how much fun it is. Slippery platforming with some awesome features like sticking to the ceiling, combined with fun shotgun/grenade kills makes for really fun gameplay. The graphics and sound are awesomely retro, and the music is particularly catchy and fun. Not to mention a hilarious plotline and engaging level design.
The only moment in which the game loses its magic is during a couple of the particularly long levels; getting hit once kills you, and dying makes you respawn at the beginning of the level. This leads to some huge frustration, but the game's sheer awesomeness made it bearable for me to play through the same level 15-20 times.
Those are my favorite Game Maker-made games. As I play more games of interest I'll probably be posting about them here.

http://www.yoyogames.com/games/show/522
Take Spiderman-Man, combine him with the famous Helicopter game, and you've got Grapnel. This is a game that somehow borders on perfection; completely engrossing, completely addictive, exhilirating, and amazingly simple.
This is a game I will end up spending hours playing, usually without even thinking about it.
It's only flaw is in the unlockables; there are some really awesome ones that make the game even better (Accelarate and Rubber Floor, I'm looking at you) but many aren't very good. Geting the money to buy an unlockable is hard enough, worse that the one you decide to buy might end up being a waste of time.

http://www.yoyogames.com/games/show/2358
Clean Asia! is seriously awesome. The story involves giant alien eyeballs attacking Asia, and so of course the only method to defeat them is to send a lone pilot out against them in a super-cool spaceship. Whatever.
The game has two different ships from which you can select, the Reflector and Attractor. Of the two, the Reflector is the more classic ship and was the one I used first. But the Attractor is where things get cool. Its only main attack is a short ramming attack. It can blast through parts of the enemy ship, shattering them into a hundred tiny squares... and then with the second button, it draws the enemy's shattered pieces toward it, like a giant vortex of multicolored squares. Once you've got some enemy pieces floating around you, you can fire them one by one with the ram button, or--my personal favorite--just let go of the attractor, unleashing a storm of squares that does massive damage. And then, naturally, the enemy will shatter apart more and you'll have more pieces to fling at him.
Combine excellent SHMUP gameplay with excellent vector-y graphics, three totally different totally crazy fun levels, and some kickass music to top it off, and you've got one hell of a game.

http://www.yoyogames.com/games/show/16984
The Hanrahan Game is straight-up well made action with a storyline that is pointless yet engaging. The graphics and music aren't spectacular but they work; the game does a good job at keeping things varied with many different locations and colorful environments. At the core this game is fun because of the awesome swordplay and enemy physics. When killed enemies go flying around in a hilrious mess, and you feel pretty badass running through a group of enemies, throwing them about like a demon. There's also a nice subweapon feature that opens the doors to some really cool extra attacks (particularly those of the explosive variety). The only major flaw in this game are some poorly designed bosses.

http://www.yoyogames.com/games/show/27705
Shotgun Ninja sets itself apart from the other games on this list as being the only I've actually managed to finish. This is partly a testament to how short it is, but even more a testament to how much fun it is. Slippery platforming with some awesome features like sticking to the ceiling, combined with fun shotgun/grenade kills makes for really fun gameplay. The graphics and sound are awesomely retro, and the music is particularly catchy and fun. Not to mention a hilarious plotline and engaging level design.
The only moment in which the game loses its magic is during a couple of the particularly long levels; getting hit once kills you, and dying makes you respawn at the beginning of the level. This leads to some huge frustration, but the game's sheer awesomeness made it bearable for me to play through the same level 15-20 times.
Those are my favorite Game Maker-made games. As I play more games of interest I'll probably be posting about them here.
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