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Gaming’s Undervalued Treasures: Space Jam

Image result for space jam [playstation game]

Image courtesy of idrgames.com.br

Space Jam

urges players to…COME ON AND SLAM!
Space Jam was an exceptionally popular movie in the 90s. The film, starring Michael Jordan and a wide variety of Looney Tunes, became a brief cultural phenomenon. The film’s soundtrack went several times platinum and merchandise became a huge hit for families.

The long list of merchandising also includes an amusing video game adaptation. Space Jam was released in 1996, a few months after the film. Similar to many video game adaptations at the time, it was annihilated by critic. Many critics wrote it off as a bad NBA Jam clone.

However, this is a movie where Warner Bros. cartoons play basketball against aliens. Aliens, who have stolen the talent of the NBA’s biggest stars of the 90s. It’s a movie not meant to be taken seriously, let alone a video game adaption. What did video game journalists back in 1996 think they were getting into?

Space Jam on the original PlayStation, Sega Saturn or PC is a fun, little basketball game that is a great way to kill some time. It’s also a decently competitive multiplayer game, as any pick-up-and-play sports game can be. It also has a great cast of Looney Tunes for the fans of their classic shorts.

Space Jam is NBA Jam…but with Looney Tunes
Instead of following the direct plot of the film, Space Jam instead gets right to the point. Space Jam makes playing basketball its main focus. Taking cue from the ever popular NBA Jam series, the game uses the 3-on-3 format for its games. Sculptured Software, the developers

The actual basketball is generally fun to play. Controls are very responsive and will fit like a glove to any NBA Jam veteran. They aren’t difficult to learn at all and the easy going nature of them will make the whole experience a blast. With the game being simple, anyone can play.

Space Jam DOS The start of the basketball game.

Aaaand…the tip off! Image courtesy of Moby Games.

Players can only choose from two teams, the Tune Squad and the Monstars. There is a chance to customize your team with different character lineups. This feature allows for more variation during gameplay for Space Jam. Sadly, “Hit ‘em High (Monstars Anthem)” does not play when the Monstars are introduced.

Tune Squad consists of MJ himself, Bugs Bunny, Taz and a few others including the token girl Lola Bunny. The Monstars are the big guys with all the NBA’s talent. It’s an odd statistic, but the Monstars have significantly worse stats than the Tune Squad.

Space Jam DOS Our team with Jordan.

The Holy Trinity of the Tune Squad. Image courtesy of Moby Games.

 

 

Each character has a special dunk, which can be activated easily on the court. The dunks in Space Jam can allow players to recreate MJ’s arm stretch dunk at the end of the film. It’s a little added touch of personality that makes Space Jam stand out a bit.
Space Jam’s graphics is entirely 2D, perfectly reflecting the Looney Tunes’ cartoonish nature. It’s colorful and full of energy, much like the classic cartoons. Audience members will be overly animated and even Danny DeVito’s character makes an appearance. It actually looks pretty great and even gives off a “retro” feel years later.

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Mr. Swackhammer is not pleased, but Taz looks like he’s having fun. Image courtesy of www.vizzed.com.

 

Space Jam contains uneeded, but silly and entertaining, mini-games
In-between quarters, Space Jam will break away from basketball. The player will partake in some short mini-games. Two of them recreating scenes from the film and one original one starring Speedy Gonzalez. One of them has Daffy Duck trying to find Jordan’s shoes and jersey and the other has Bugs searching the locker room for the “Secret Stuff.”

Daffy’s epic quest to find MJ’s shoes! Image courtesy of Moby Games.

Overall, the mini games can seem forced, but they do have a certain charm. It’s nice to see Daffy get into shenanigans for a few laughs. However, they are fun to play and actually do help increase stats on whichever team “wins.”

One of Gaming’s Undervalued Treasures
Space Jam is not going to change the way any gamer looks at basketball video games. It’s an arcade style sports game based on a nostalgic 90s flick. This does not mean it’s a bad game or worth blowing off.

Space Jam is just a fun little game that does not try too hard. It know exactly what it is and just wants players to just turn their brains off for a bit. Fans of the movie should absolutely play it. No questions. For anyone looking for a quick basketball fix and are sick of NBA Jam, Space Jam will certainly provide a few good laughs.

The game is not expensive on sites like Amazon, depending on the version. If anyone is curious, you can purchase both the game and the movie for under 25 bucks.

 

Kirby Super Star, the 20th Anniversary

 

Image courtesy of Game FAQ

Kirby Super Star is one of many classic games celebrating a milestone this year. Along with Super Mario 64 and Crash Bandicoot, Kirby Super Star is now 20 years old.

Released on the SNES in 1996, Kirby Super Star set itself apart from previous entries in the series. The game still had the series’ trademarked copy ability gameplay, colorful graphics and upbeat, addictive music.

However, to quote the 80s classic This is Spinal Tap, “It goes to eleven.”

Kirby Super Star offers players 25 unique copy abilities, eight creative sub-games to play and some of the best music on the SNES. It also contains one of the more distinct and entertaining two player modes in any platformer. The game also contains top notch controls.

Many other Kirby games borrowed ideas and elements from Super Star, and is often considered to be the best overall game in the franchise, as well as many fans’ favorite.

After two decades and several legitimately fantastic entries in the series later, is Kirby Super Star still great? Are gamers looking through pink tinted glasses? Does its remake, Kirby Super Star Ultra, overshadow it? Or does Kirby Super Star still stand on its own and deserve to be put into every SNES owner’s collection?

What makes Kirby Super Star so great? Variety of course!
Similar to any work of art, there are several factors that make Kirby Super Star great and it’s strongest trait is its variety. Each of the sub-games are all creative and worth checking out at least once. However, a player should play them all in a row to get a true one-of-a-kind Kirby experience.

The variety in Super Star feels more concise and straight to the point than its remake. There is just enough sub-games where none of them feel tacked on and the copy abilities are a perfect assortment. The game is also not terribly long and overly stuffed.

Super Star Ultra adds a lot of mini-games and special modes, on top of the enhanced graphics and sound. However, Super Star Ultra is spread a little bit too thin. The extra stuff is just there. Getting the chance to throw down as Meta Knight is fun and the online multiplayer is great, but they aren’t particularly needed additions.

Copy Abilities are EVERYWHERE!

Along with the sub-games come the copy abilities. With 25 unique ways to defeat enemies, Kirby Super Star also introduces the Kirby Hats. Kirby will change color and wear a different hat or hairstyle to coincide with the ability. It’s a nice graphical change that keeps the variety up.

There is also not one copy ability that is not useless. The classic abilities of Fire, Sword and Stone are there. However, the more creative ones, Yo-Yo, Suplex and Ninja make appearances in Kirby Super Star. Fighter Kirby makes his first appearance in the game as well!

The game allows for experimentation, as it does not penalize you for not having a particular copy ability. If someone wants to play through only using Fire, they can! If they feel like switching out every few seconds, players can!

It’s strange to think about, there is a significant amount of freedom and choice in a Kirby game.

Twice the Fun with Two Players!
Playing the game as just Kirby is a fun time. Using the abilities to create a second player makes Kirby Super Star more of an unadulterated blast. Player twos will take control of one many cartoonish enemies Kirby copies abilities from. For example, if Kirby gets rid of his ability, than Player Two will become that enemy. It makes for some real fun gameplay combinations and silly, but fun, moments.

The  “8  9 Games in 1!”

 

http://vignette1.wikia.nocookie.net/kirby/images/f/f3/Superstar2.gif/revision/latest?cb=20110817185823&path-prefix=en

The whole game available on a corkboard. Image courtesy of Kirby Wiki.

Kirby Super Star boasts the “eight games in one” slogan right on the box. The games are all interesting and remarkable in their own right. The “eight games in one” schtick may appear gimmicky. It is technically nine, counting the mini-games. However, each sub-game contains its own story, challenge and even graphical aesthetics, along with slight positive updates to the gameplay.

Kirby Super Star SNES The tree throws apples on you: you have to inhale them and then to spit on the tree to defeat it

Whispy Woods in 16-bit! Image courtesy of Game FAQs.

Spring Breeze is a loose remake of Kirby’s Dream Land, but now with the copy abilities. It’s a fantastic start to the game and hooks players in with its colorful graphics. Level design and bosses are all great, but it’s just an appetizer to the main course.

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Fighting off Dyna Blade with two players! Image courtesy of VG Museum.

Dyna Blade is the first original game on deck. It’s up to Kirby to defeat the title character, who has been terrorizing Dream Land. The map system is a lot like Super Mario World, and is an extended version of Spring Breeze. It just happens to have better level design, boss fights and a memorable final one with Dyna Blade herself.

 

Kirby Super Star SNES Finding a treasure in the Cave Offensive

Finding treasures of all worth! Image courtesy of Moby Games.

The Great Cave Offensive is the Kirby series attempt at a Metroid style game. Kirby has fallen into a massive cave and find his way out, while spelunking for treasure. Also, Kirby must fight off several unique bosses, including one that is a hysterical parody of Final Fantasy’s turn based combat. The Great Cave Offensive is definitely the most difficult for players and it is a MASSIVE part of the game. However, there are players who don’t want to leave the caves and just keep exploring.

 

Gourmet Race has Kirby and the nefarious and hilarious King Dedede competing in a foot race to see who can eat the most food. The music is beyond memorable and has been remixed more than a few times. This is also a blast  because of how competitive it is.

 

Revenge of Meta Knight, arguably the darkest of the eight games, has Kirby stopping his rival from conquering Dream Land. Meta Knight and his cronies send just about everything after Kirby, including a combat lobster and a MASSIVE gun. The speed run nature of the gameplay, appearance of the fan favorite Meta Knight and pulse pounding music make Revenge of Meta Knight one of the more memorable sub-games in Kirby Super Star. The dialogue between Meta Knight and his army is also enjoyable.

 

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Kirby in the final battle of Milky Way Wishes! Image courtesy of VG Museum.

Finally, after blowing through each game, the player unlocks the penultimate sub-game, Milky Way Wishes. The Sun and Moon are fighting caused by an unknown entity. Kirby’s friend Marx shows up to help. Milky Way Wishes has Kirby traveling throughout the galaxy. Stopping from planet to planet, Kirby notices the damage the Sun and Moon are doing, which results in some unique level design and steep challenge. Milky Way Wishes is also the only game in the franchise to have the Copy Ability Deluxe feature, where Kirby must find the abilities and stock them. It also contains one of the best final bosses in any Kirby game.

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Facing off against Meta Knight in the Arena! Image courtesy of https://happyhibisci.wordpress.com/2009/10/05/kirbys-super-star/

The Arena is Kirby Super Star’s boss rush mode and is easily the most difficult of all the sub-games. The Arena only gives the player five Maximum Tomatoes to recharge on health to fight all of the game’s bosses.

Rounding out Kirby Super Star are two mini-games. Megaton Punch and Samurai Kirby are quick games involving timing. Megaton has Kirby facing off against strong enemies by testing his strength. Samurai is stylish like a classic samurai film and has Kirby taking out enemies similar to the quick draw mini-game in Kirby’s Adventure. The two mini-games are fun to play around with when you need a break from the actual game.

Everything Else Fires on All Cylinders
Kirby Super Star’s other features like its graphics, controls and sound are about as flawless as a 2D platformer can be. No one will ever feel like they are out of control or they won’t brush off the graphics as being “just another SNES game.” And no one will be able to not hum the theme to “Gourmet Race” after playing it. It goes without saying the features that make up video games (controls, graphics, etc..) are phenomenal in Kirby Super Star.

 

Kirby Super Star SNES Nice exotic setting

The Great Cave Offensive is perfect for showing off the graphical capabilities of the SNES. Image courtesy of Moby Games.

There are many SNES games that are as colorful and full of energy and take full advantage of the superior sound capabilities. Kirby Super Star absolutely deserves to be on the list of SNES greats like Super Metroid or Chrono Trigger in terms of using the hardware to its full potential.

My personal experience with the game…
I first played Kirby Super Star back in 1999. One of my childhood friends had an elusive SNES still kicking and owned a copy of Kirby Super Star. Now, I had only played Kirby’s Dream Land 2 on the Game Boy, so to say my experience with the Kirby franchise was limited is accurate. On my friend’s birthday, we all decided to head over in his basement and start playing away.

Within the next few hours, I don’t remember playing anything else but Kirby Super Star. All I wanted to do was conquer the Halberd as Kuckel Joe one more time. I wanted give back the food to Dream Land from Dyna Blade or just race King Dedede. I wanted to play as every enemy who had Kirby’s abilities. I just wanted to play this game!

As the years went by and several “edgy/mer-I-hate-Nintendo” phases later, I bought a Wii. Mostly to play games on the Virtual Console.

One summer, I downloaded Kirby Super Star from the Virtual Console on a whim. The same feelings I had when I played the game back in 1999 came flooding back nearly 11 years later. The gameplay still held up after all these years and I couldn’t believe it. I even found myself enjoying it more than the other Kirby games I downloaded.

Not counting RPGs, it’s the most played game on the Virtual Console for me.

I’ve always had a soft spot for the Kirby franchise and will always love Kirby Super Star. It’s one of the few video games where I can play for five minutes or five hours and still be happy. To me, it’s the only Kirby game that feels fresh every single time I boot it up. Kirby Super Star is just simply fun. It doesn’t tell a deep story, it does not completely reinvent platforming. Kirby Super Star just does everything right and keeps players entertained, no matter what.

For those who are curious, Revenge of Meta Knight is my personal favorite sub-game and the Yo-Yo ability is my favorite Kirby copy ability of all time.

Image result for yo yo kirby snes

Kirby Super Star is still great even after two decades and a remake
Ask any Kirby fan what their personal favorite is in the series and it will usually differ. However, one game in the series all fans can agree is legitimately great is Kirby Super Star. The perfect graphics, sound and control build up the experience. It is the gameplay that is chock full of diversity and choices that sets it apart.

Kirby Super Star does its job so well that it is the measuring stick for many Kirby games have copied it. It’s also a game many gamers have fond memories of.

Happy 20th, Kirby Super Star! A game this legitimately great after all these years deserves to be played by anyone. It truly is one of the best SNES games and an honest classic.

Hoshi no Kirby Super Deluxe Screenshot

Happy 20th Kirby Super Star and a happy 24th to you too, Kirby! Image courtesy of Game FAQs.

 

Would you Kindly Read my Thoughts on Bioshock: The Collection?

Let me preface this by saying that I don’t hate the recent glut of collection games that have been coming out in the last ~5 years. And just so we’re all on the same page, a collection game is a re-release of a game or several games, now in an HD format. I do wish that a lot of the studios remastering their old games would make new content, yes, but now that gaming is making such graphical and technical leaps faster than ever, I think it’s important that older, beloved games aren’t left behind and get forgotten, and eventually unplayable because there’s simply no other way to play them unless you have their original console. For both new and old fans, it’s a hassle unless a re-release of the game is made. Bioshock is an interesting case: It was released in 2007 on the PS3/360. It’s almost 10 years old, but in the grand scheme of things and the typical age of games that get re-released on collection discs, it’s not that old. Additionally, Bioshock is a beautiful game. Despite being an early title in its console generation, graphically it remains one of the most beautiful games on the PS3/360–both it and it’s sequel Bioshock Infinite that came out late into the PS3/360’s life in 2013. So why re-release them?

Personally, I don’t think that the creation of the Collection was necessary right now. Make no mistake, I’m very happy to see these games re-released: Bioshock is my favorite game of all time. Bioshock Infinite is another one of my all time favorites. The only qualm I have about re-releasing these games is the timing. The oldest game in this bunch is the first Bioshock, which will be 10 years old next year. Especially considering how graphically advanced Bioshock was at the time it came out, I just don’t think it needs to be remastered in HD just quite yet. It’s only one console generation behind, after all. Bioshock Infinite, on the other hand, is barely 3 years old–it’s plenty recent enough that people still remember it, love it, talk about it, and play it all the time. If that wasn’t enough, there’s several packs on the PS3 and 360 available right now with 2/3 games on it (Bioshock 1+2, Bioshock Infinite+1), and a version of Infinite you can buy with Burial at Sea already on it as well. To me, it feels as though the Collection was just released so there could be a PS4/XBOne port of the series. Personally I don’t think most games need to be remastered or ported–especially when they’re so readily available on Steam, as each Bioshock game is–until they’re at least 2 console generations behind.

via store.steampowered.com

Does this look like it needs to be remastered in HD? Honestly? via store.steampowered.com

So let’s get into the meat of this review: Is buying the Collection worth the sweat of your brow? Allow me to first make the disclaimer that I bought the physical PS4 version of this game since my PC isn’t powerful enough to run any of the Bioshock games–even if it was, I don’t have 70GB available to put it on. In any case, as far as my experience with Bioshock: The Collection goes, the short answer of my earlier questions is yes, it’s worth it if you’re a fan of the series and you see yourself replaying any of these games at least a few times, or you want everything on 2 convenient discs rather than 2-3. If this is your way of getting into the franchise, however, you’d probably be better off buying the games separately on Steam/PS3/360 until the price goes down.

The Collection is currently $60 and contains Bioshock 1 and its DLC the Museum of Orphaned Concepts and Challenge Room, Bioshock 2 and its DLC Minerva’s Den and Protector Trials, and Bioshock Infinite and its DLC Clash in the Clouds, Columbia’s Finest, and Burial at Sea episodes 1 and 2. In addition to all that, there’s interviews about Bioshock with Ken Levine (creator of the Bioshock series) and Shawn Robertson (animation lead and director in Bioshock 1 and Infinite respectively) sprinkled throughout. In other words, you’re getting every Bioshock game, all the DLC, plus some interviews. The only corner the Collection cuts is the multiplayer options in Bioshock 2. The reasons behind the cut of the multiplayer hasn’t yet been clarified, but as someone who never particularly cared for the multiplayer options in Bioshock 2 (or Bioshock 2 in general) it doesn’t particularly matter to me. It does, however, leave me extremely curious about why 2K would put so much effort into including literally everything else plus extras and leave that out.

The multiplayer aside though, each of the Bioshock games can be bought at a decent price if you’re buying physical copies–usually around $10-20 used, depending on the condition. In theory, you could buy Bioshock 1, 2, and Infinite separately and only spend slightly more than half of what you would on the Collection–and that’s if you buy them all singularly, rather than buy them in a pack, as I mentioned earlier. Regardless of what you do, if you’re buying physical copies, you’ll likely be spending $30-40 on the whole series. On Steam it’s harder to gauge the price since they each go on sale so frequently. My best advice would be to wait for them to go on sale, and if you’re lucky, you’d probably be spending about the same price that you would if you’d bought physical copies–possibly less depending on the sale. In any case, although the Collection has graphics that are only slightly improved, exclusive interviews, and the convenience aspect of having the whole series right there, if the price of a game is your selling point then the Collection probably isn’t worth it unless the graphics, interviews, and convenience are worth an extra $20 for you.

via youtube.com

via youtube.com

Another thing several fans are critiquing the Collection for is that it hasn’t fixed some of the glitches in Bioshock Infinite. Although Bioshock Infinite isn’t necessarily a glitchy game, it does suffer from a few hiccups here and there. It’s usually just simple things like the occasional clipping graphics and textures, but there are a few small glitches. None of them are major, none of them break the game, and there’s not that many to begin with. Most of them are simply clipping graphics. Although none of them major flaws, they do feel very out of place in an otherwise gorgeous game. Most fans, myself included, expected that most of these small glitches would be patched up in the Collection, but so far, people are reporting that there have been no changes. The PC version, on the other hands, seems to have a few issues of its own that aren’t present in the console Collection, or the original versions of the games. For that reason and because as I already mentioned, the console ports are likely the entire reason 2K made the Collection in the first place, I’d recommend the console version of the Collection over the PC version.

If you’re already a huge fan of Bioshock who wants a new way to immerse yourself in the elaborate universe(s) of the game, I think the Collection is incredible. It’s convenient, has lots of extra content, and at the end of the day, it’s a current-gen port of 2 wonderful games, their DLC, and Bioshock 2. If you’re not a huge fan of Bioshock but a fan nonetheless and just wondering if this is a good port, it can be if you’re wanting a PS4/XBOne port of these games–otherwise, it’s probably a better idea to wait for the price on the Collection to go down. The current price tag of $60 isn’t outrageous, it’s the standard price of a new triple-A console title right now and is honestly a fair price for all the content you’re getting in the Collection, I just think it’s odd to pay that much when you can just as easily get the entire series ~$20 cheaper without missing too much of the content. If you’re not a fan of Bioshock and wondering if you should use this to get into the franchise, although you can if you want and should if you really like the idea of having all the games, DLC, and extra content on 2 discs, I wouldn’t recommend it solely because the graphics are only slightly better, I’m sure the extra content will be available online eventually, and you can buy each of the games individually with the DLC for a grand total of  ~$40.

Again, I’d like to emphasize: Bioshock 1 and Infinite are my favorite games of all time. As a huge fan of Bioshock, the Collection was worth it for me. I love the extra content and the convenience of the Collection, I just wish that they had waited longer to release it–until a time when the graphical changes could be noticeably better, until they could patch the hiccups in Bioshock Infinite, until the Bioshock games aren’t as extremely accessible as they are now. Until it were at least 2 console generations behind. These are games I will (and am, in fact, currently) replay time and time again. Additionally, listening to the interviews and learning more about the production of Bioshock has been a very fun experience for me. If you’re as big a fan of Bioshock as me, I can’t recommend the Collection enough. If you’re not that big a fan and just looking for an easy way to play the Bioshock games, it’ll likely be more budget friendly for you to buy them all separately or wait a few months for the price of the Collection to go down. Regardless of your decision, these games are astounding. If you’re reading this to find out whether or not I’d recommend the Bioshock games, Collection or no Collection, the answer is yes, I’d recommend them more than any other game ever made.

via platstation.com

via platstation.com

Mobile Games, Root Access, and You: We need to talk.

There are several things I dislike when it comes to mobile gaming. First of all, it’s all those clones of popular games floating around as bootlegs. Second of all, it’s those talking animals that spit back a phrase, but higher pitched and faster. Third of all, it’s mobile games that lock rooted Android users out of their apps. Buckle yourself in, because I have some things to say on the matter. This might be a long, wordy one.

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Boston Festival of Indie Games Wrap-up!

This past weekend was the fifth annual Boston Festival of Indie Games, a convention celebrating independent tabletop and video game developers, in the MIT Johnson Athletic Center in Cambridge, MA. Upon entering the venue, I was greeted with the sight of tons of indie game devs waiting to showcase their most recent projects, and when I actually got the chance to experience what these devs were working on, I enjoyed myself way too much. But with all of these games around trying to impress, some stood out more than others to me, be it for mechanics, aesthetic, control, even the people running the booth. So these are my highlights from the Boston Festival of Indie Games 2016.

 

Now Everyone Get The F%$# Out!

F%$#

When it comes to Now Everyone Get The F%$# Out, by the fantastic Starcap Games, I’m very well-acquainted. I’ve already played the game various times whenever I go to this great thing in Boston called Game Over, and when I saw it was going to be at FIG, it was one of the first booths I went to. Prior to FIG, only Kennedy and I had played NEGTFO, and now a lot of us here at The Lifecast like it. It’s a card game about getting people out of your dorm so you can study for a final, and you do this by forcing things like a live band or hard drugs onto your opponents to make the partiers go into their dorms instead of your own. You have actions to do special things like reuse cards from the discard pile, and instant actions which let you do something (normally counter a card your opponent plays) at any time. It’s an insanely fun game that gets even more fun with more people, and I play it every time I get the chance to. On top of that, the one running the booth, Pat Roughan, is super cool. Absolutely be sure to check this out; it’s honestly one of my favorite tabletop games. Now Everyone Get the F%$# Out! is available on Amazon and, though currently sold out, will have more in stock later! You can follow Starcap Games on Facebook here and on Twitter here.

Mech Deck

Mech Deck

Now, let me tell you about a game that I absolutely cannot wait for: Mech Deck. Now, at this point, it’s no secret that I love me some good old fashioned mechs. Be it eastern, western, Gundam, or MechWarrior. I love mechs. I mean hell, my tag online is MechaManDan. This board game was the coolest one at FIG. It sucks that it wasn’t at the showcase and that I was media. Because if I wasn’t media and it was in the showcase, I would have absolutely voted for it as best game. It focuses around free-for-all mech combat. Normally, you draft for parts to your mech, but in the effort to save time, we were given pre-built models. Your parts are split into the torso, legs, arms, and back. Arms are generally weapons, body supplies energy you need to move and do certain tactics, legs give movement perks, and the back, well, I don’t really know, since my back piece was immediately destroyed by our own Greg by the end of the first turn. Each mech has weapons with varying ranges, and when you get within range, you can attack. Combat is resolved by each side rolling 2 6-sided dice, with the higher number determining whether or not the attack goes through (attacker wins ties). Each individual mech’s piece is not just that one piece, though. Every arm, leg, jetpack, body, etc. is each their own part, and are held together through magnets. Meaning for each part you get for your mech, you get to make a piece that truly represents what you have, as opposed to a vague placeholder. Different terrain gives different effects, like defense bonuses or damage. You’ve got a lot of other things to affect your combat as well, like your pilot and their abilities, your Battle Fervor, or as we started calling it, your “Anime Meter”, which you can spend on special skills, and more. This mecha battle royale is insanely fun, and I personally can’t wait for it to come out. Mech Deck is still in development, but you can follow it on Facebook here and Twitter here to keep track of its progress!

GUNGUNGUN

gungungun

GUNGUNGUN, developed by Mystery Egg Games, is a platforming, arcade-style arena shooter. The premise is quite simple: You’re running around this arena, trying stay alive as long as possible, and you do so by shooting everyone who is trying to shoot you. You control your character with the right stick, aim the gun with the left, and shoot with R2. As you kill things, you can use different guns, but they act more as temporary powerups that total upgrades. The controls are incredibly tight and responsive. The main character has a perfect weight to her, and every single gun is satisfying to shoot, and even more satisfying to hit with. In addition to that, each gun feels different from the others in terms of how the shooting feels. Jumping is solid, movement is fluid, and everything about the game just… Works. The music is awesome, it looks really nice, and it’s HARD. It’s super challenging to get a good score in this game. I remember the longest I lasted in one game was about 2 or 3 minutes, and that’s after playing it a bunch of times to get the feel of the game down. But this difficulty is genuine and fair. Every time I died, I felt like it was my fault and not the game’s. GUNGUNGUN is the kind of game you pick up multiple times in a day to try to beat your high score because it’s so addicting. GUNGUNGUN is currently on Steam Greenlight and has recently passed 50%, so please, if you can spare the time, please help greenlight this game for Steam. You can follow Mystery Egg Games on Facebook here and on Twitter here.

Kung Fu: Shadow Fist

Kung Fu

VR has always interested me, but up until this weekend, I had never really used it. I played Swingstar at PAX East on a Gear VR, and it was awesome, but I never really experienced a fully VR experience until Boston FIG. Kung Fu: Shadow Fist, developed by Digital Precept LLC, is officially my first “full” VR experience. I’ve got to say, it was pretty damn cool. I strapped on that HTC Vive and let me tell you, that entire experience was freaky. I loved it. Anyway, Kung Fu: Shadow Fist is a VR arcade-style beat-em-up. It’s still in early phases of development, but from what it is so far, I’m looking forward to its release (and my inevitable inability to play it because I’m too poor to afford an HTC Vive). You’re put into this environment where you’re put up against these crash test dummies, and then you give ’em the ol’ one-two. Swing your fists while holding those surprisingly comfortable HTC controllers and then you’ll beat ’em up. Raise your arms to block your face to block, and you can press the huge button in the middle of the controller to do a shadow step, which stops time and puts you right next to an enemy. That’s about it for controls. While playing the game, my reach did feel a bit short, and the sense of depth in the area was a little off, which made me miss some punches. Though that may also just be that I’m not used to VR, but it is something to be aware of. While I do think it is in need of some polish, that doesn’t stop it from being a really cool VR experience, and just being a genuinely fun game to play. It’s definitely worth looking into if you have a Vive. Kung Fu: Shadow Fist is currently on Steam Greenlight awaiting approval, so when you have the time, please help greenlight it for Steam. You can follow Digital Precept on Facebook here and on Twitter here.

Finally, I’d like to give some honorable mentions to games that seem awesome that I just didn’t get enough time with to write well about. First up is Tailwind: Prologue, a shoot-em-up game kind of like a bullet hell, but not really. The gameplay takes place while you’re falling down and permanently shooting, and you need to get behind the enemies to destroy them. It really breaks the standard shmup formula to do what it does, and is a super interesting game that I want to play more of. The other game is a board game that has been highly, highly acclaimed called Dragoon. It’s a strategy game in which you play as a dragon trying to take over the land and collect as much gold as possible to win. You’ve got to capture areas, destroy others, and do whatever you can to collect gold and take control. Sadly I was only able to play one turn of the game before the venue started closing, so I wasn’t able to get much of a feel for it, but from what I saw go down, it seems awesome.

I think the best part about the Boston Festival of Indie Games is that there wasn’t a single bad game that I played there. All of the games that I played, even the ones not mentioned in this article, were good, fun games that I would absolutely play again. The experience overall was really fun, and I am absolutely going to be returning next year to see what new content all of these creative developers can think of.

TLC’S D&D 5E Homebrew: The Elements: Ice

The Lifecast’s Dungeon Master Greg Fernandes shares some of his D&D 5e homebrew ideas. This edition attempts to create more spells for the elements that got less love. This week, Ice.

The 5th Boston Festival of Indie Games

This weekend we here at The Lifecast went to the 5th Boston Festival of Indie Games–or FIG for short. Not only was this my first FIG, but it was my first event as a member of the media/press, making this event all the more memorable for me. Not that I needed that for this event to be memorable by any means, because there were a myriad of amazing indie games–both tabletop and video–to play. The event was hosted by the MIT Johnson Athletic Center in Cambridge (which neighbors Boston) and hosted thousands of indie game developer teams and players who came to find out about all the new and upcoming indie games: Here are the titles I had the opportunity to play.

 

Cheer Up

cheerup

Upon entering the venue, we were greeted by Cheer Up–a simple but hilarious tabletop game. One person draws a question card–alongside the question, it’ll say what kind of cards the players need to use to answer it. A detail (D card), thing (T card), or action (A card) and in what order they need to go. The player draw 2-3 of the cards they need and use the cards to answer the question. The person who drew the question then draws a rule card to mix things up a bit–things like swapping cards, maybe you have to do something while you answer your question, etc. Hilarity ensues, and it absolutely did when we played a few quick rounds. Although a black and white printable version not featuring the cute face of the dev’s dog Niko is available for download on their site for free, the full, color version that we played isn’t available yet. We talked a bit with the dev who said he’s hoping to put it on Kickstarter soon–hopefully early October if everything goes well–and we definitely had a fun time with it, so we’ll definitely be on the lookout for it. I also need to thank the dev who was giving out free coasters just as I was thinking I needed some in my new apartment just the day before–so I think that was one of the funniest moments of the whole festival for me.

 

Now Everyone Get the F%$# Out!

fuckout

Developed by Star Cap Games, I’m actually no stranger to Now Everyone Get the F%$# Out! (henceforth FOUT.) There’s a monthly gaming event here in Boston called Game Over. It’s mostly a few fighting game tournaments, but there have been set ups for Rockband, Magic: The Gathering,  and other tabletop games in the past as well–including FOUT. Although I haven’t been to every Game Over since they started the event, I do go to as many as I can and I’ve made it a point to always look for where this game is set up. I always have so much fun playing it. Inspired by a wild house party thrown by the dev during her sophomore year of college when her roommate was desperately trying to study for a final she had the next day, FOUT is a game where you and your fellow players are trying to get people out of your dorm party so you can study. Everyone has a number of people in their room, and you’re given cards with party items (EX: bouncy house, pet rock, pizza, etc.) and each of those items has a fun rating. The higher the overall fun rating of your room, the more people there are. The person with the highest fun rating is the party animal, who gains people in their room at the end of each turn. The person with the least is the nerd, and they lose a person at the end of each turn. Of course there are items and event cards that can mix things up, as well. The aim of the game is to get everyone the f%$# out of your room so you can study. According to their facebook page, all the copies available of FOUT were sold at Boston FIG, but there are plans for making more.

 

Fall of the Last City

fallofthelastcity

Marred by a very lengthy explanation of the game that ultimately didn’t do us much good, this was definitely one of the more fun tabletop games we played at FIG. Set in a post-apocalyptic world and developed by Christopher A. Barney, Fall of the Last City was surprisingly the most competitive game I think we played at FIG. Using paths, bases, and soldiers, the aim of the game is for the last city to be taken over. You and your fellow players will try to create paths to get to the city, and take its resources and citizens to join you and help you get soldiers. Where this game shines, however, is in its alliance system. In a way that reminds me very much of the Nonary Game in Virtue’s Last Reward, when you cross path with another player, you have the option to challenge them. When in a challenge, you can ally or fight. If both players ally, then you exchange alliance tokens and you can freely use each others paths, and you both get resources from the city. If one person chooses to fight and one to ally, then the player who chooses to ally will lose a base and a number of soldiers. If both players fight, then the one with the fewest soldiers on hand loses those soldiers as well as a base. Having alliance tokens helps you win at the end of the game, so you’d think that everyone would just want to ally all the time, right? Wrong. Reducing the number of soldiers your enemies have–not to mention taking one of their bases–is a very alluring idea, so it made for lots of strategic and competitive fun during the game. This game has a lot of complex rules that take a bit to get used to, but once we got the hang of it, it was a very enjoyable game.

This game was originally intended to be an Ingres-esque board game on Google Glass, the dev explained to us, but as Google Glass became increasingly less popular, the idea of making it a tabletop game appealed more and more. Wanting it to be something Mad Max-esque and something more physical–something that wouldn’t require a large team of artists, but rather, something the dev could make with his hands–the idea eventually evolved into what it is now. Fall of the Last City isn’t available for purchase currently, but the dev explained to us that he hopes to have it on Kickstarter by the end of the year if everything goes well.

 

Kung Fu Shadow Fist

kung-fu

The first Vive game that any of us had played, Kung Fu Shadow Fist is a VR game being developed by Digital Precept. It’s a simple game where you use the Vive to fight off dozens of training dummies–a VR version of an arcade brawler. There’s no complex gameplay, the devs explained to us, and it’s a game focused on the speed of your hits. You don’t need to be a martial artist to play this, either, because you can slow down the speed of the game if you want. The game is meant to feel like an 80’s action movie where you’re fighting off a lot of bad guys, and rather than fighting one guy with 100 HP, the game wants you fighting 100 guys with 1 HP, they added.

Sure enough, it was exactly that. A really fun VR arcade brawler. My only complaint was that the shadow step mechanic, which is used to rapidly move you from one spot to another, still felt really unfinished since I never felt sure about where it would land me and at what speed. You can play this game without that mechanic however, and aside from that, was really fun. It’s currently in its early alpha stage and on Steam Greenlight.

 

Perception

perception

This was the game I had by far been looking the most forward to. I’ve made it no secret that Bioshock 1 and Infinite are my favorite games of all time, and this game is being produced by a team led by the lead level designer of Bioshock 1 and design director of Bioshock Infinite, Bill Gardner, and his new team, Deep End Games. Set in Gloucester, MA, Perception is a first-person horror game in which you play as a blind woman, Cassie, as she tries to find her way through a haunted house using nothing but her limited sight and echoes. While she’s there, however, she starts hearing things, and it quickly becomes clear to her that she’s not alone. Lots of research was put into the idea of using echoes to find your way through the area, Gardner explained to me, because it’s an idea he had been considering for years but wanted to confirm it was a real thing that people can and have done–and it is. Gardner explained to me how he even met up with a teacher from World Access for the Blind who explained it in full detail to him so he could fully capture it in Perception.

Just as the Bioshock games have a focus in their beautiful, detailed narratives, so does Perception. It’s very clear that (for obvious reasons) this game takes narrative inspiration from the Bioshock games, as there are tapes–audio diaries–you can find and listen to throughout the house and listen to that helps tell the player about the previous owners of the house and piece together what happened. Gardner explained to me that he wants to make sure that the narrative is clear in Perception, as there seemed to be a bit of confusion regarding the ending of Bioshock Infinite–therefore, he’s trying to step up from Infinite and make this narrative as wonderful as he can. Also similar to Bioshock, this game has a very rich, detailed area that it takes place in that’s practically a character itself since you find yourself so invested and interested in this house and what possibly could’ve happened to it.

This game is much like a game of cat and mouse, he explained to me. As mentioned before, Cassie isn’t alone in the home. There’s something else with her–a Presence. And when the Presence appears, you have to hide. As mentioned before, Cassie is blind and finds her way around by echoes. When you tap something–when you make an echo–an otherwise dark room will be clear to you for a few seconds Or, if there’s something in the room that makes sound (EX: a ticking clock) you can see things using that echo. It’s about your relationship with the space, and you’ll familiarize yourself with it, Gardner said. If you make too much noise, the Presence could come out, so there’s a level of risk involved with using the echos which only adds to the constant suspense looming in this game. I can’t wait to play this game once it’s complete, because there aren’t many games–let alone demos–that got me feeling the same sense of dread and nervousness that you feel in Perception. As a horror game, Perception has already very much succeeded.

This game was Kickstarted in May 2015 and is currently available for pre-order on Steam. Gardner indicated that he was hopeful about an early 2017 release date, and hopefully, an eventual physical release date. There was a lot of time and love put into this game that you can see (or hear, rather) in every inch of this game. This was, by a large margin, the finest game I played at Boston FIG this year.

 

Tailwind: Prologue

tailwind

Tailwind: Prologue immediately stands out with its creative concept: It’s a shoot-em-up game being developed by Cipher Prime. Rather than being a typical shoot-em-up that relies on finding a sweet spot to shoot from and moving forward, Tailwind throws it all on its head by reversing everything: It’s a shoot-em-up about a falling ship that focuses on movement and melee attacks. The dev called it “An aerial ballet.” Gameplay was very tight and from the few minutes of this game I played, I could already tell it’s a very unique experience. Visuals were gorgeous, colorful, and minimalistic. As the dev explained, they took aesthetic inspiration from games like No Man’s Sky and Fire Watch. This game was originally a Humble Original exclusive during April. Unless you were lucky enough to get it then, there’s currently no other way to get it currently, however, the dev explained that they’re currently looking into ways to add a multiplayer option and campaign mode.

 

Inariinari

One of the most visual games I played, Inari is an upcoming mobile title devloped by Spectrum Studios about a fox god whose shrine is destroyed. When the shrine is destroyed, so is the light shard–which you must now find pieces of throughout the game. A very solid 2D platformer, the devs explained to me that they wanted to make a mobile game that was aesthetically appealing, had solid gameplay, and a good soundscape. There’s a particular focus on the beautiful soundtrack which was developed by Zhao Shen, who helped make this game all the more immersive. There aren’t that many immersive mobile games out there, the devs explained to me, so they wanted to make a mobile game that had that sense of freedom-as though you’re soaring–and immersion. When I tried the demo, sure enough, it was a very gorgeous game with a wonderful soundtrack, and although the gameplay was very basic, it was also very tight and very solidified. This game shows a lot of potential–especially now that mobile games are starting to become a much bigger market.  The game is currently in a private beta that’s still taking sign-ups, but if everything goes well, should be out in early 2017 or Spring.

 

Maze Racers

mazeracers

This was a pretty interesting game–it felt really finished, and honestly like a game that you’d find on the shelf of the board game section of a major retailer. Developed by FoxMind Games, Maze Racers is a simple game: Using pieces of foam and your board, create a maze for a ball to get from point A to point B that your opponent has to figure out. The board is magnetic and there are magnetic strips at the bottom of the foam pieces, so everything fits really well–additionally, you’re given a little cylinder the same width as the ball so you can make sure it fits. Once one person’s maze is done, your opponent has a minute to finish theirs before you switch. The first person who can solve their opponent’s maze by getting the ball from start to finish and back again is the winner. It was simple, creative, and like I said, already seemed very finished. The game is currently available for purchase on Amazon.

 

Dragoon

dragoon-game

I didn’t get to play a full round of this game because the festival was beginning to close down, but I played it long enough to know that I enjoyed it very much. I’m clearly not the only one who enjoyed it, because it’s won awards at FIG in the past–which immediately got my interest. Developed by Lay Waste Games, Dragoon is a 2-4 player game in which you play as a dragon trying to hoard treasure and take over villages and towns. A simple, but charming concept. Each round of turns has 3 phases: Populate, Action, and Tribute. During populate, new villages and towns up for the taking appear. During action, each player takes their turn–they can move, play cards to cause events, take gold, towns, and villages, etc. And during tribute, you and your fellow players collect the gold from your villages and towns. The first player to 50 gold wins.

There’s currently a special edition of the game up for pre-order now on the site that ships in October–it’s the version I played at FIG, and I’ll vouch: It’s a very well put together game. It seems like a game that would work very well if it were also mass produced and sold at major retailers since it’s very easy to jump into and have a lot of fun with.

 

My Verdict: The Best Games I Played

city

Although some games were better than others, I didn’t play any bad games at Boston FIG. Every game brought me some kind of enjoyment, and I left the festival very thankful for that. I had a great deal of fun at Boston FIG, and I’ll certainly try to come back to it next year as well. There were a great deal of game devs already at the festival, but I’d love to see this event become even bigger–perhaps getting so many devs that it becomes a 3-day event that requires a convention center–very akin to PAX East. I think it would work especially well that way because PAX focuses on triple A titles, and though there are plenty of indie games, yes, wouldn’t it be amazing to see an entire convention center of nothing but indie games? The festival seemed all too short, so if nothing else, I wish it had gone later into the evening than it did.

 

Favorite Video Game: Perception

The most realized, professional game I played at FIG, Perception seems like it will be a fantastic game once it’s complete. It’s creative, clever, suspenseful, and gives the player such an unparalleled sense of fear I haven’t felt from a game in quite a while. If you haven’t already been keeping an eye on it, you should be now.

 

Favorite Tabletop Game: Dragoon

Although I didn’t get to play it for long, it became immediately clear why this game is so beloved. It’s a very creative concept with solid rules and it’s really easy to have fun with. My only nitpick with it is that I wish it could host more than 4 players.

Gaming’s Undervalued Treasures: Stranglehold

Image courtesy of Giant Bomb.

Image courtesy of Giant Bomb.

 

Stranglehold is sequel to a classic action film and a great action game on its own
Stranglehold is the official sequel to John Woo’s 1992 action masterpiece Hard Boiled. Interestingly enough, it’s a video game instead of a film.

Stranglehold features the same shoot ‘em up action and melodrama Woo’s films are known for. Putting those features into a video game sounds too good to be true. However, Stranglehold works thanks to its tight gameplay, Hong Kong cinema level production values and love for the source material. Woo’s involvement with the production certainly helps too. Chow Yun-Fat even reprises his role as police officer/professional bad ass, Inspector “Tequila” Yuen.

Despite having all the makings of a classic action game, Stranglehold was only a decent hit, both critically and financially for Midway. It was not long term. Being released at the beginning of the 2007 fall season meant Stranglehold would be competing with BioShock, Halo 3 and the first Uncharted and Assassin’s Creed games. Plus the stigma of being a “movie game” may have turned off some gamers.

Stranglehold manages to capture John Woo’s style perfectly
The game scores points for originality by being a fresh story with new characters. Taking place a few years after Hard Boiled, Inspector Yuen is on a case about missing police officers in Hong Kong. Through some contacts, Yuen discovers an international plot involving a Hong Kong crime syndicate and his estranged daughter. Who has also been kidnapped, adding to the melodrama. Armed with a massive amount of firearms and a bottle of tequila, Yuen sets out on his quest.

Stranglehold's story is full of moments like these. Image courtesy of Giant Bomb.

Stranglehold’s story is full of moments like these. Image courtesy of Giant Bomb.

The story itself is overly complex in Woo’s typical style, but it allows for more than a few set pieces. This is where Stranglehold truly shines. The control set up for Stranglehold is perfect and allows players to dive and shoot as flawlessly done in the films. Max Payne owes a lot of its aesthetics to Woo’s films. Its nice to see Stranglehold using the same type of gameplay, but adding its own spin on it.

Image courtesy of Giant Bomb.

Image courtesy of Giant Bomb.

Stranglehold’s audio is also well done too. Having a similar score to Hard Boiled, but also having some top notch voice acting. There is not a Cantonese voice track, but the actors do their jobs. Yun-Fat is especially great, and its nice to hear him reprise one of, if not, his most famous roles.

Action packed action in Stranglehold!
Adding to the action of Stranglehold are a series of special moves. Shooting enough enemies and performing enough stylish dives earns the player stars. Stars will be used as ammunition for Tequila Bombs and other attacks. There is also a mode called Tequila Time where time will slow down, doves will fly out of every corner, and Yuen will become unstoppable. These features replicate Woo’s films perfectly. They even give Stranglehold a sense of identity instead of being a Max Payne clone.

Diving and shooting is the name of the game in Stranglehold! Image courtesy of Giant Bomb.

Diving and shooting is the name of the game in Stranglehold! Image courtesy of Giant Bomb.

Locales in Hong Kong and Chicago allow for some creative action, instead of keeping it to the city. Yuen will be duel wielding pistols in a bar, a fishing port and a swanky jazz club. In a humorous moment, the club will have the musicians still playing their set, while Yuen is gunning down gangsters.

Shooting out in a bar. Inspector Yuen always finds himself in places where that really shouldn't happen. Image courtesy of Giant Bomb.

Shooting out in a bar. Inspector Yuen always finds himself in places where that really shouldn’t happen. Image courtesy of Giant Bomb.

One of Gaming’s Undervalued Treasures

gut-stranglehold-5
Stranglehold all comes together and matches the tone of Woo’s action pictures flawlessly. It manages to stand on its own and not in the shadow of a well-regarded film like Hard Boiled. Stranglehold is a blast to play and even fun to watch as well. For fans of Woo, this is an absolute must play. Best part is, it’s not terribly expensive, as decent used copies won’t run more than 10 bucks on Amazon.

And for what it’s worth, the special edition for PS3 comes with a Blu-ray version of Hard Boiled.

Animal Crossing Mobile: Hopes and Dreams

On our very conveniently timed podcast this week, we at least mentioned the upcoming Animal Crossing and Fire Emblem games. Nintendo had teased them a while back, between the releases of Miitomo and Pokemon Go. Miitomo was fun for a while and Pokemon Go was something we discussed in-depth. I’d gone so far as to claim that AR is a more viable interest than VR. And now, I want to elaborate on that. At least, I want to elaborate on Animal Crossing Mobile.

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Persona: The Ultimate Back-to-School Series

Chances are if you’re living in the United States and your school year hasn’t just started, it’ll be starting in the upcoming week. As schools around the country begin to go back into session, I think now is a great time to remind everyone why Shin Megami Tensei’s beloved Persona series is the ultimate back-to-school series.

For anyone unfamiliar with the Persona series, its one of the many–and arguably most popular–series in the Shin Megami Tensei franchise owned by Atlus. Shin Megami Tensei contains many series that, although usually not in the same universe, contain similar themes, enemies, combat, etc. such as demons, religion, very in-depth psychology, and they’re all either turn-based or strategy JRPGs. It’s very similar to the Final Fantasy franchise in this respect: There are multiple games and series that are under the umbrella of the same franchise by certain themes and gameplay. Like the Final Fantasy games, you don’t have to play any of the games in a specific order. Some of the more well-known series are the main Shin Megami Tensei series, Devil Survivor, Digital Devil Saga, and of course, Persona.

The first Persona game–Revelations Persona–was first released on the PS1 in the States in 1996, however the Persona series wasn’t very well-known until the release of Persona 3 on the PS2 in 2007. Persona 3 was almost an overnight success thanks to its improved combat, memorable characters, and the introduction of the social link system that would become a trademark of the Persona games. If Persona 3 is what put Persona on the gaming map, then Persona 4 is what made Persona its own country. Although the gameplay remained almost entirely unchanged from 3, thanks to the engaging story, critically acclaimed writing, and lovable characters, people couldn’t get enough of the award winning game. Atlus took notice and gave it a Vita port, two different anime series (and some movies for Persona 3), two fighting games, and even a rhythm game. Suffice to say, Persona 4 became a hit not just among JRPG fans, but gamers in general. But what about this series makes it the ultimate back-to-school series?

Is it because they’re (mostly) excellent games? No.

Is it because they just happen to have the player in their school a lot? No.

Is it because they all have a portable port of some kind that’ll allow you to enjoy them even at school? No.

Although all those things are true, the main reasons that the Persona franchise is the ultimate back-to-school series is its history and unique take on managing your school life.

via giantbomb.com

via giantbomb.com

In 1994, Atlus released Shin Megami Tensei If… (henceforth SMTI.) Only released in Japan, SMTI was meant to be a spin-off game for the main Shin Megami Tensei series. The main focus of the game was to focus on a smaller, more intimate environment than that of the main Shin Megami Tensei games: Therefore, unlike the rest of the Shin Megami Tensei games, it was set in a high school. Critics enjoyed the new setting, and rather than make more SMTI games, Atlus decided to instead make an entirely separate Shin Megami Tensei series that would take place in high schools: Thus, the first Persona franchise was made all because Atlus wanted to continue setting Shin Megami Tensei games in high schools.

The high school setting would be fully realized in Persona 3 when managing your time between school, friends, hobbies, jobs, fighting, etc. would become one of the most major gameplay mechanics in the entire game. The game has a calendar in its corner, and you choose how you’ll spend each day. There’s a plethora of options, but the one thing that’s not optional is going to school. After school, however, you’re free to do whatever you want–even stay at the school for things like clubs, student council, studying, and hanging out with friends. Even though time management doesn’t sound like fun, it’s one of the best parts of Persona 3 and 4.

Since it’s unavoidable and sometimes even dictates what some of your friends will want to do–or even if some of them will be available–school will be one of the biggest parts of your protagonist’s life, just like it is for regular students. Or is it? Yes, you can choose to not study, you can choose to never join a club or hang out with your friends at school or make new friends, but to do so is pretty unwise since you simply won’t be able to get the full experience of this game–not to mention the social links. Regardless of how you treat it though, school will be a big part of the protagonist’s life–a life that you, the player, are now managing. It’ll take up time, yes, but it’ll affect your friendships and social links and even get you new ones. Plus it’ll often have ways to boost your stats–particularly knowledge. It’ll often help guide the story along, as well.

via firsthour.net

via firsthour.net

Just as school is a major part of life for any student, it is in Persona. Because of the day-by-day calendar this series works off of, school will become a major part of your life in Persona. It’ll help earn and strengthen social links, up stats, and sometimes it’ll even guide the story. Because of its extreme amounts of influence in what the player does in Persona–in addition to the fact that the franchise was made for the sake of being a Shin Megami Tensei series that took place in a school–Persona is truly the ultimate back-to-school series. It treats school life in a realistic-yet-enjoyable way that no other game ever has–probably because that’s the whole idea around which the series was made. Part of the appeal of the Persona games is their immersion–immersion which the school setting helps create more than any other element in this game.

All of these games have a portable port of some kind–all on either the PSP or Vita–so they’re all very accessible and can even be brought to school with you. This critically acclaimed series is definitely not something you should miss–even if you’re not a fan of JRPGs. It’s very hard for JRPGs to pull off a modern setting with minimal sci-fi/fantasy involved, but like similar titles like Earthbound and The World Ends With You, Persona gets it right in a way that not even they do–it values time management, self-improvement, and being social much more than most other games in general. Alongside being the ultimate back-to-school series, the Persona series–particularly 3 and 4–is one of the ultimate game series in general. If all these other reasons for being the ultimate back-to-school series so far weren’t enough for you, let it be your ultimate back-to-school series because it’ll distract you from the mundane routines of back-to-school season.

via kotaku.com

via kotaku.com

Gaming’s Undervalued Treasures: Goof Troop

Image courtesy of Giant Bomb user hmmisee.

Image courtesy of Giant Bomb user hmmisee.

Report to the GOOF TROOP…and we’ll always stick together!
Goof Troop on the SNES is an interesting adaptation. Instead of being a typical platformer, Goof Troop is an overhead adventure/puzzle game, not unlike classic Legend of Zelda games. Goof Troop manages to pack in addicting and challenging gameplay and excellent sound and graphics.

Goof Troop aired on the Disney Afternoon block from 1992 to 1993. It was a sitcom style cartoon about Goofy and his teenaged son Max living in the suburbs of Spoonersville. Goof Troop is another fondly remembered show from the ‘90s, and has one of the more catchy theme songs from a Disney cartoon.

Goof Troop on the SNES is the only game based on the show. Developed by Capcom, it is also worthy of being considered one of their better Disney games as well. Unfortunately, the show’s short lifespan and lack of coverage from the video game press caused Goof Troop to fade away.

Also, in an answer to an obscure trivia question, Goof Troop was also Shinji Mikami’s first video game. Everyone has got to start somewhere.

Goof Troop takes liberties in a fun, creative way
Strangely enough, Goof Troop for the SNES does not take place in Goofy and Max’s town. Instead, Goofy, Max and their neighbors Pete and PJ are out fishing. Suddenly, Pete and PJ are kidnapped by pirates and it’s up to Max and Goofy to save them. Max and his dad end up on a tropical island paradise and begin their adventure.

Goofy and Max make their way to the pirate island! Image courtesy of Obsolete Gamer.

Goofy and Max make their way to the pirate island! Image courtesy of Obsolete Gamer.

Most of Capcom’s Disney games are platformers. DuckTales, Chip and Dale: Rescue Rangers and Aladdin, among others, are going down a well-traveled road. It’s a breath of fresh air to see Capcom use one of their Disney licenses for a different genre. It works in Goof Troop, since the show had a laid back tone and wasn’t huge on action to begin with. It’s nice to see Capcom getting creative.

Goofy tries to figure out what to do. See the determination in his eyes! Image courtesy of Obsolete Gamer.

Goofy tries to figure out what to do. See the determination in his eyes! Image courtesy of Obsolete Gamer.

Players can choose to either play as Goofy or Max. Goofy is much slower, but can take more hits. Max is quicker than his dear old dad, but his health is lower. Regardless of their differences, both characters are fun to play as in Goof Troop. It really comes down to personal preferences.

Goof Troop will have Goofy and his son running around beaches, dockside areas and even pirate castles in order to save their friends. Each stage has enough block puzzles to keep players guessing. They are all challenging in their own right, and are just as fun with two players.

Now what has Max gotten himself into now? Image courtesy of Obsolete Gamer.

Now what has Max gotten himself into now? Image courtesy of Obsolete Gamer.

Goof Troop is similar to Four Swords Adventures in the sense that it’s a top-down adventure game with co-op options. For certain puzzles, two players would be required. For the most part though, the challenge isn’t steep at all. However, that does not stop Goof Troop from being entertaining.

Max and his father cannot fight the pirates off with their bare hands, but can use the environment and few items along the way. Blocks in the puzzles and even a grappling hook will help Goofy and his son on their quest. It’s actually very satisfying kicking a block in a pirate’s direction and watching them fly off the screen.

Yeah, the grappling hook can be used as a bridge. It's awesome. Image courtesy of Obsolete Gamer.

Yeah, the grappling hook can be used as a bridge. It’s awesome. Image courtesy of Obsolete Gamer.

Goof Troop lives up to Capcom’s standards for Disney games
The original setting and inspired gameplay make Goof Troop worth playing. It’s the game’s graphics and sound which will draw players in. Capcom knew how to take full advantage of the SNES’ colors and power. Goof Troop on the SNES is able to capture the colorful nature of the cartoon, and even manages to get the expressions down as well.

The cutscenes and in-game graphics represent the cartoon perfectly. Image courtesy of Obsolete Gamer.

The cutscenes and in-game graphics represent the cartoon perfectly. Image courtesy of Obsolete Gamer.

The music in Goof Troop is bombastic, but playful. It fits the tropical tone of the setting. It’s not Capcom’s best SNES work, but it serves a purpose in keeping the player entertained.

One of Gaming’s Undervalued Treasures
Goof Troop on the SNES manages to be an interesting adaptation of a cartoon many 90s kids love. The adventure game format and engaging gameplay certainly make Goof Troop one of the more creative Disney licensed games. It’s unfortunate the show was short lived, as this game is one of the most highly appealing games on the SNES.

It goes without saying if you’re a fan of the cartoon, than play Goof Troop. However, the game does have a mass appeal to not just fans of Disney cartoons. Anyone looking for a good time with friends, look no further than Goof Troop.  It’s not back breaking in terms of prices, so buying it on Amazon won’t be an issue.

 

The Shine 2016 Experience

This is going to take a bit of a different turn from what I’d typically post. That may or may not be a good thing. As some may know already if you follow me on any form of social media, Shine was this weekend. To preface this article, Shine was the first major tournament series I attended. I’ve been to and hosted small local tournaments, but this was different. I walked in almost uninitiated with the Smash Bros. community as a whole; I knew about a few high-level Melee players and that was it. So, without further ado, let’s get into it. This’ll be more of a reflection article rather than a review or something similar.

About a week before the event, a few of us here at The Lifecast decided we should try and spring for media badges. It’s a local start up event, we’re a Boston-centric start up thing. Maybe it’ll work out. And it turns out: it did. So the day before the gig, Dan, Adam, and I went to get our badges.

Badge pickup was really pleasant. Since Dan and I were there for (almost) strictly media, we got to check out the space before the event started. The setup of the venue was roomy enough to accomodate row after row of setups, a spacious main stage and audience area, a few merch booths, and a backstage area which has caused a bit of controversy in the past few days. We had a discussion about it in the latest episode of our podcast, though, so I won’t detail it here.

During the event, there was a lot of time to walk around and really see what was going on. From what I understand, competitors didn’t feel rushed into their next match. The whole thing was timely and surprisingly organized. Nothing started earlier than its designated time and nothing ran late. Overall I’m really impressed with the ability to have a set schedule and stick to it for such a large, first-time-run event.

The entire weekend really piqued my interest for competitive games in general. I asked so many questions but I’m glad I did. Not only did I find something I’m really passionate about in photojournalism, but experiencing Shine made me want to keep up with a community I had only scratched the surface of before.

And I guess that’s all there is to say about that. It was surreal. Below you can find the curated pictures I took over the weekend. We’ll have other media, including interviews with ESAM of Panda Global and Shi Deng of Big Blue eSports, coming within the next few days so stay tuned for that.

All images featured in this post and in the album below were taken by myself.