Nintendo Switch: Six Months of Patronizing Consumers
Yes, you’ll buy this because you’re a Nintendo fan, aren’t you?
Yes, you’ll buy this because you’re a Nintendo fan, aren’t you?
The SNES wasn’t known for shmups…until Axelay came along
For an incredible library that spans over all kinds of genres, the SNES is not well known for its “shmups”.
For example, Gradius III is bogged down with flicker and slow down and Super Nova and Darius Twin are the definitions of “meh”. While on the other hand, Sega had the Thunder Force series ripping it up. It was one genre that truly embodied the phrase “Genesis Does What Nintendon’t.”
However, the Genesis did not have Axelay.
Developed by Konami and released in September 1992, Axelay stands head and shoulders above several games in the shmup genre and is, without question, the best of its kind on the SNES. It’s still a fondly looked at game, as reviews for its Virtual Console re-release are still positive across the board.
And yet, Axelay did not set the charts ablaze with sales figures. It was (probably) a combination of the SNES not being a great system for this particular genre and less than two weeks prior, a little game called Super Mario Kart was released. Another factor is that Axelay was meant to be Japanese-exclusive, but was ported to the US at the last minute. Heck, a sequel was even planned.
Axelay has gained a cult following on the ‘web for being an all-around great shmup. The gameplay is tight, the music is great, and the graphics hold their own against the SNES’ best.
Celebrating its 25th anniversary today, Gaming’s Undervalued Treasures is profiling a game that deserves to be called an “undervalued treasure.”
Also, fun fact: the majority of the development team went on to become the founding members of Treasure.
From a pure gameplay standpoint, Axelay is the best shmup on the SNES
Axelay’s wonderfully optimistic story is about how the planet of Corliss has faced total annihilation by the…well, Armada of Annihilation. It’s up to the lone pilot of the Axelay (aaaaad…title drop) to fight off this horde.
Taking cues from their Gradius series, Konami included a Weapon Select system into Axelay. Players can choose a primary, secondary, and a missile option.
However, from the outset not all the weapons are selectable and as the game progresses, more weapons become available. There also is not as many options as Gradius. That being said, there is not one weapon in the game that is useless. Players can also select the weapons on the fly as well and won’t have to rely on an upgrade system like other shmups.
The Round Vulcan weapon, for example, allows the ship to shoot enemies circling around the player. The missiles are fantastic for the more crowded moments in the game as well.
The controls are tight and responsive, key for any shmup, and gives the player a fighting chance. Make no mistake, Axelay is a difficult game, but not quite controller-smashing, hair-pulling, screaming-obscenities-to-make-90s-Denis-Leary-blush difficult as other games in the genre.
However, other features are quite awesome as well
Axelay utilizes the SNES’ color palette and its Mode 7 processor quite well. The tiny details on the Axelay ship, the enemies and bosses and stages are all pleasing to look at. The development team knew what they were working with, and decided to work around the SNES’ capabilities, rather than against them. The opening stages have a nice use of blue and the standout lava stage is exceptionally nice looking.
The game has both horizontal and vertical shooting stages, similar to Konami’s Life Force each with its own aesthetic. Many of the vertical levels have a sort-of-gimmicky feel to them, as it looks like you are flying over a city.
However, they are quite nice to look at and add more dimension as opposed to being some generic level. Other levels take place inside dilapidated space stations and on a planet made of lava, where the game’s most memorable boss fight takes place.
Then there’s the music. Composed by Super Castlevania IV’s Taro Kudo, Axelay’s OST is a varied one and each boss has their own theme. The first level’s track, “Unkai” is perfect to get the player ready for the action.
One of Gaming’s Undervalued Treasures
Axelay is one of Konami’s best games in the 90s and one that holds its own against other shmups of the era. It’s a shame we may never get that sequel though.
Regardless, happy 25th Axelay. A game as awesome as this one deserves a big celebration; from the quality of the gameplay, to its unique weapon system, to its overall fun nature, Axelay is one no shmup fan should ever pass up.
The game is available on both the Wii and Wii U Virtual Console, but copies on the SNES are going to be quite expensive.
By the looks of it, Bungie is already working to make sure that the game’s frontloaded with content. In a report from Polygon, Bungie has a full month of stuff planned for players. Two raids debut this month: Leviathan on Wednesday and then Trails of the Nine about a week and a half later. Friday sees Baro, I mean… Xur… return with rare weaponry. October has more in store from Bungie, including a prestiged raid and the Iron Banner from the original’s Crucible.
Yakuza Kiwami is this year’s second release from the series. Sega started the year in North America with the release of Yakuza 0, a prequel to the main events of the series. Several months later, Yakuza Kiwami, the remake of the first game in the series, has been localized and released as well. If you’ve listened to our podcast at all, I’m not shy about calling Yakuza 0 my game of the year. It was, without a doubt, an amazing experience. It serves as the baseline for my view of the entire series, and how the other games are constructed. And if the game is any indication, then Kiwami is good.
The Lifecast’s DM shares another one of his D&D 5e homebrews. This time a Heal-focused Druid. The Restorer.
High Seas Havoc plays very much like a Sonic clone, but it at least has an identity of its own by being about anthropomorphic pirates. It also contains some generally great level and character design and is just a fun, little platformer.
It’s time for another Magic the Gathering color theory! Last time, I talked about MTG’s most iconic color, blue, but this time, I wanted to talk about white: The color of many iconic cards such as Serra Angel. Like I said last time, the colors of MTG each have different sets of beliefs and ideals, and each card in that color is created with these beliefs and ideals in mind. White is no different.
White wants peace, though its methods of attaining peace are rather militaristic. It believes that in order to attain peace, one must first abide by a strict set a laws to keep the peace, and second, put the majority above the individual. If the sacrifice of one means the success of the many, then that’s good. White is ultimately looking out for the greater good at the expense of individualism. It builds up huge numbers of followers through law and religion, and these numbers swear towards the ideals of white. Amass large numbers and fight for white’s ideals. If a few soldiers die in the process, that’s fine, because they’re just soldiers. So long as the end of furthering their idea of order is met, the means are justified. To say white is self-centered wouldn’t be far from the truth. This is shown by through one of white’s staple mechanics, token generation. As with blue and card draw, token generation isn’t an ability exclusive to white, but white certainly has the best. White generates more 1/1 tokens than any other color, mostly through cards that have some sort of religious affiliation or renowned war heroes. Note how even the renowned heroes such as Hero of Bladehold still aren’t referred to by name, again, showing the “just a soldier” mentality.
The tokens that are generated are nameless soldiers whose intent is to simply swing in and get damage. Because you can consistently make tokens due to effects like Hero of Bladehold and Elspeth’s +1 ability, you’re less inclined to care about your tokens dying because you can simply make more next turn. They’re just soldiers.
Keep in mind, this is not some Orwellian dystopia of a color like you may be thinking. Beings in white are in white because it’s their ideal as well, not because white is forcing them to think that. Gideon Jura, the current face of white in MTG, is literally putting the lives of the entire MTG multiverse before his own in the current story. Not because white is forcing him to, but because he believes that is what needs to be done to keep the peace. Prioritizing the many over the individual.
While white seeks peace and protection for all, it will prioritize peace and protection for its own. This is shown in its vast array of spells that either give its creatures protection from a certain color or source (A creature with protection from a color/source cannot be targeted or blocked by said color/source), or cards that give buffs to other creatures in white. The best token creation is in white, the best buffs for those creatures are also in white. At the end of the day, you’re either with white or against it, and if you’re against it, it wants nothing to do with you.
We’ve talked a lot about what white does to further itself and how it protects its people, but what about those against white? This is where the other ideal of white comes in: Law. White believes that in order to keep the peace in the world, one must abide by a strict set of laws that keep everyone safe. A lot of white’s enforcement of these laws come from religious backing. White is the color of God, angels, priests, clerics, etc. because it traditionally represents purity. Divine intervention and religious figures is how white deals with those who oppose it. Most of these abilities involve keeping the opponent oppressed in some way shape or form, be it through preventing the opponent from using certain cards, keeping creatures tapped, or simply removing cards from play.
There you have it, white’s philosophy. It used to be mostly just about protecting people and healing the weak, but as of late it has also adopted a much more militaristic, group think kind of approach to peace. A quick note, not all cards in a color symbolize everything about the color. White doesn’t have to exclusively be about furthering ideals. There are cards that just care about protecting those who can’t protect themselves, regardless of if they’re for or against white, like Gideon, for example.
As for cards that do fall in line with all ideals, there is one card that I feel symbolizes everything about white: Wrath of God.
It only has one effect, but that one effect symbolizes everything white is about. The advancement of peace for everyone at the expense of the few, through divine intervention. Wipes the board against white’s opponent, and while it also wipes white’s board, white doesn’t care because its units are expendable. The effect seems fair, but since it doesn’t cause white as much of an inconvenience as its opponent, it’s actually a move in white’s favor.
Patch 1.32 is out for Horizon: Zero Dawn and that means players can make gameplay easier. An earlier patch gave players the option to make the game harder, forcing them to use their wits against tougher, more intelligent enemies. The new patch gives players the option to soften up the combat, focusing on Aloy’s quest to find out more about herself instead.
Anyone who knows me knows that my favorite games are JRPGs. I prefer turn-based ones like Earthbound, Persona, and Final Fantasy 10, but there’s a fair share of action ones I love, too, like .hack and The World Ends With You. So it therefore might be surprising to hear that I’m also really big on the horror genre in general–not just in games, but in media overall. I grew up on classic horror movies–mostly the Universal monsters and Vincent Price movies, and it’s a love I’ve kept close to me all my life in movies, TV, books, and of course, games. Most notably Silent Hill 2 and 3, which are 2 of my favorite games of all time, and stand out quite a bit in my otherwise mostly anime-filled list of favorite games. But perhaps what stands out more is my number 1 choice:
Despite what many people may guess, and believe me I don’t blame you for these guesses, it’s not my favorite JRPG of all time, Earthbound. It’s not any of my other favorite JRPGs like Persona 3, 4, or 5 or .hack//G.U. It’s not even any of the other stellar JRPGs that dominate best JRPG of all time lists like Skies of Arcadia, Suikoden 2, or Chrono Trigger even though they’re all definitely fantastic games. No, my favorite game of all time is the incredible, critically acclaimed Bioshock.
I think it’s a safe bet that most of you reading this know what Bioshock is since it’s so well-known, but just in case you don’t, it was a game made by Irrational Games in 2007. It was led by the one and only Ken Levine who was very involved in a similar game, System Shock 2. Bioshock is a horror game about a man named Jack who gets into a plane crash and finds his way to the once-illustrious, underwater city of Rapture which is now being torn apart from the inside out by the once-human Splicers, Big Daddies, and Little Sisters all seeking one of Rapture’s most incredible scientific creations, Adam, which essentially grants the user various super powers (often at the cost of their humanity or sanity).
Levine would also create a sequel for Bioshock, the more recent Bioshock Infinite which is also a wonderful game. Some of you may be wondering about Bioshock 2, but contrary to popular belief, it wasn’t made by Irrational or Ken Levine and the number of main series contradictions it contains combined with the ending of Bioshock Infinite suggests that Bioshock 2 didn’t take place in the same universe as 1 or Infinite, but we’re not here to talk about the Bioshock timeline or canon today.
We’re here to talk about the original Bioshock, which dominated game sales charts when it first came out August 21, 2007–exactly a decade ago as of when this article is being written. Practically overnight it became one of 2007’s most acclaimed games–not an feat considering Portal, Team Fortress 2, Halo 3, Modern Warfare, and Super Mario Galaxy all came out during the same year.
I would’ve been just starting 8th grade when it came out, but I wouldn’t play it until my sophomore year of high school–so about 2 and a half years later. As a matter of fact, it was around the time Bioshock 2 came out. A friend of mine at the time was working at Gamestop and used her employee discount to buy it. I thought it sounded cool so I asked her if I could borrow it when she was done. I didn’t know too much about Bioshock at the time, just that it was a horror game that took place in an underwater city and that there were Big Daddies and Little Sisters, but that was the limit of my knowledge aside from the fact that this game was pretty much universally adored. I went in to it with high expectations, expecting a game that was really good, but probably not as good as say, Silent Hill 2. I was dead wrong.
Bioshock blew away my expectations in pretty much every way possible. From the minute I started to the minute I beat it and immediately went back in for a new ending, the sheer artistry in this game, was juts mind boggling to me. Before I played Bioshock I didn’t really have a concrete favorite game, just kind of a group of favorites, but it became immediately clear to me that this was, by far, the best game I’d ever played. It’s now 7 years later and this game still never ceases to amaze me. I’ve lost track of how many times I’ve replayed it, but I can tell you that it’s at least 4 or 5. But what is it about Bioshock that always keeps me coming back for more? I’ve played so many amazing games in my day, but what is it about Bioshock that makes it so much better than the others for me? How does Bioshock relate to me, and why is it able to do so more than other games?
There are many reasons why Bioshock is my favorite game of all time. It’s very well-made, well-researched, the graphics are some of the best of their time and hold up pretty well, gameplay is solid, it’s a game oozing with creativity and originality, but so is Earthbound. So is Persona. So is Silent Hill 2 and 3. These are all the expected hallmarks of a masterpiece. So what, to me, makes Bioshock stand out among them? Is it just because it’s especially well made? I thought about it a while, and I think it mostly boils down to one thing:
I love a good story that I can sink my teeth into that’s well-researched from top to bottom. One that leaves no stones unturned and has an incredibly well-made universe–even if that means it’s the one we live in. One with engaging characters. One with great conflicts–I’m especially a big fan of conflicts with moral ambiguity where you’re the judge of who’s the good guy and bad guy, despite who the protagonist may be, or if there’s even a good guy or bad guy. One with symbolism that means to convey a heavier message. Things like Star Trek the Next Generation, Shiki, Earthbound, Death Note, and LISA would be a few other examples of fiction that I think exceed at this 5-star storytelling. If these are examples, then Bioshock is a textbook definition.
Unparalleled environmental storytelling, audio diaries that show the dark underbelly of the politics of Rapture, the most graceful breaking of the fourth wall ever executed, characters that fall into the deepest and darkest extremes, even the advertisements seen throughout Rapture–every single facet of Rapture–serves to further tell the story of Rapture and what’s happened there. The symbolism that it bleeds–even what it references (EX: Atlas Shrugged)–only further tells the story of the morals, philosophy, and general attitude Rapture once held and is holding. A few other games have managed all of these things, but none even close to the degree of Bioshock, which has effectively fleshed out is whole universe more thoroughly than any other game I’ve played. What I’m trying to say is, both its environment and writing are exceptionally immersive of their own rights–when combined, they effectively create an immersive experience unlike any other. One that made me think about this game in a way that, when I first played it, I’d never thought before. One which every gamer owes themselves to try at least once.
I’d never experienced a universe as creative and thorough as Bioshock’s when I first played, and to this day, I still haven’t. I’ve never been more immersed in a given game universe than that of Bioshock’s, which is in fact so thorough that I feel like I could write a school paper on it (like a history paper or a column on the politics). Rapture is truly a place unlike any other, one that was crafted with the utmost love and care. Bioshock’s is a world I continue to get lost in no matter how much I play it, one that continues to surprise and impress me in its meticulous details and careful planning. To some, the addition of such painstaking and unnecessary details might seem excessive, but to me they make Rapture come alive in a way I’ve never seen in any other game.
To me, Bioshock is more than a game, it’s a piece of art unlike any other I’ve ever experienced. Beyond being incredibly well-made, it’s a testament to how much a game can immerse you and impact you in ways you never thought possible. Through its exceptionally creative and thorough storytelling, Bioshock is the first game that made me think critically about games, made me seriously think about its philosophy, made me think about the symbolism and want to analyze the story, hell it made me read Atlas Shrugged. It’s a game that made me question myself through the sheer grace in which its message was conveyed. It’s my favorite game of all time.
Would you kindly understand why I love this game so much now?
As someone who appreciates a serious, gritty story, I loved Yakuza 0 as soon as things really started getting interesting. It told a story that, even when displaying its darkest deeds, was enjoyable in a way that most other games haven’t, at least for me.
An analysis of 2015’s best Video Game Music.
The Hello Games team has been teasing No Man’s Sky’s 1.3 update patch since earlier this week. And today, it was released! On No Man’s Sky’s birthday, no less. The patch boasts over vehicles, improvements to in-game systems, and over thirty hours of new story content.