Tuesday, January 22, 2008

Super Mario Galaxy

The Mario franchise is by far my favorite of ALL TIME. Mario was the very first video game I ever played at age 5. From then on, I was hooked. Super Mario Galaxy is yet another title that makes me faithful to the franchise. Even though it does contain many starry bits of honey-flavored awesomeness, it is not without its quirks.

Super Mario Galaxy begins very similarly to other Mario games: Princess Peach inviting the plump plumber to the castle after Mushroom Kingdom's creepy Star-worship holiday. Just as Mario is on his way, in comes Bowser to crash the party. It seems that by now, the Lizard King has wisened up and gotten the hook-up with a space ship, which he uses to carry off Peach and her entire castle and jetisons poor Mario into space. Basically, in order to save the Princess, Mario must save Power Stars, which are located in various galaxies around the Universe, protected by race courses, puzzles and Bowser's minions.

Undoubtedly the most noticable quality of this game is the design of the environment. Despite the Wii's lacking graphics as compared with other consoles, Mario Galaxy is designed perfectly to provide a stunning environment and visual feast at every turn. Each planet serves the story and adds a yummy flavor. While gravity is nothing new to the world of video games, Mario Galaxy tweaks Newton's law a bit, giving the oddest shaped planets their own center of gravity, allowing Mario to explore with more freedom and less fear of falling into a bottomless pit (though there are a few exceptions that include freaking huge Black Holes). Along with spiffy gravity tricks and cool planets come the traditional Mario Power-Ups with a few twists. Though I was incredibly disappointed to find that Raccoon Mario was missing yet again, I was more than satisfied with the number of tricks Mario had in store for me. Throughout the game, Nintendo alludes to many previous Mario themes (sadly not Raccoon Mario), which easily delights any fan of this franchise.

I was also very impressed with the simplistic use of the Wii Remote. Unlike so many other laborously repetitive games for the Wii, Mario Galaxy does not demand overly gimmicky use of the remote control. This game serves to remind all that the Wii Remote is a tool. It is not the game itself. While I'm touching on the subject of the Wii Remote, let's mention the co-play function. I doubted this addition at first, but then all those fears were dashed when I actually tried it. Adding in Player 2 makes the life of Mario much easier while providing a bit of relaxed entertainment for P2. Player 2 can collect star bits, just like Player 1, but can also stop most enemies in their tracks, allowing Mario to either kill them or run away (our brave plumber would never flee, would he?).

While the camera angles are quite spectacular and unhindering in most cases, there are just a few spots where I found that the camera just simply did not want to cooperate. This would result in the camera facing a very solid object, leaving Mario to hang out in the shadows. My least favorite part of any mario game is swimming. It takes five minutes just to get your bearings and actually swim in the right direction and then all of a sudden, a camera angle changes and you get to wriggle around for another minute or so to get going in the right direction again, all while running out of air. These are the biggest problems I had playing this game, however after all is said and done, almost anything negative that can be said of this game is pretty nitpicky.

Mario Galaxy definitely deserves a good bit of recognition. It is simple enough for a new gamer (be it a six-year-old or my roommate) to pick up rather quickly, but also manages to provide a good challenge to those familiar with the Mario franchise. Designers also scored some points with me by being able to make this game adorable and awesome at the same time. Kudos, Designers.

I give Super Mario Galaxy a hearty 9.5/10.

Now all we have to worry about is how Nintendo is going to top themselves yet again.

Thursday, January 10, 2008

New Authors



We've added two new authors to the Game Critic team.

Darkfigure and Vernonator.

With the help of more staff, be prepared for a landslide of game reviews.

Monday, December 31, 2007

The Return of the Great



After a long holiday, The Game Critic will be back and better than ever.

We have a lot of reviews to catch up on for this season, but with the possible addition of a couple reviewers, The Game Critic shall return!~

Friday, November 16, 2007

RSS Feed and Whatnots


Just added an RSS feed to the site for anyone that is interested in subscribing to The Game Critic.

Also, some upcoming reviews: Assassin's Creed, Call of Duty 4: Modern Warfare, Age of Empires 3: The Asian Dynasties, and Super Mario Galaxy.

Tuesday, November 13, 2007

Times@$t


Okay, so maybe it's not as bad as the title gives off, but it was still one of the most frustrating game experiences I've had.

Timeshift has excellent gameplay mechanics but lacks the luster of a well-made game. The graphics are sub-par and the gameplay lacks the proper flow that games require.

The time control gameplay mechanics are an excellent step in the right direction for possible future game technology and features, but Timeshift just didn't take them far enough to make a very enthralling experience. Many of the game moments really required a previous playthrough of the game in order to progress through the game knowing what you are doing. At one point in a mission you have to use timed explosives to destroy a metal door that is blocking the path for a train to move forward. You take out all the guards guarding the conveniently placed explosive device and head back to the door with the intention of destroying it. You place the explosive, and turn around to move away from the blast. Two seconds later you die. How were you supposed to anticipate the need for a time stop/slow to get far enough away from the explosive without someone next to you telling you that will happen? Good game Sierra. This same formula of events happened all too often within Timeshift.

The singleplayer campaign was also lacking considerably. From the somewhat sad storyline that didn't capture me enough, to the incredibly short gamespan. A game beaten in one sitting!? And not even an obsurdly long sitting, like some 10-12 hour gameplay binges that gamers have? One night after a full 8-hour day, game beaten, and yet, still a good nights sleep to be had. Could it be that my experience had something to do with it? Sure, but I'm certain that other gamers had the same experience. I'm not the cream of the crop, but I'm not terrible. The storyline even left me wondering who my character was within the game, and right when I was about to find out, they excluded that information from the game. Normally I would be angry and far too determined to discover the identity of my alter-ego, but this game didn't capture my emotion like many others, and left me with no desire to find out who I was.

The multiplayer is decent. It seems to have a nice control over the time aspect, but the multiplayer itself is lacking. With revolutionary multiplayer experiences such as Halo 3 and Call of Duty 4 out around the same time, Timeshift didn't stand a chance. Is this Timeshift's fault? Probably not, but keeping up with the competition is all part of the game.

Timeshift gets a 6.4/10.

Sunday, November 11, 2007

Blizzard's Next-Gen MMO

After a perusal of the Blizzard jobs page, I noticed a few new openings for a "Top Secret" project.

Blizzard is apparently working on a secret Next-Gen MMO game for future development and are hiring for the positions on the project.

To see what I am referring to, head to their job opportunity website at...
http://www.blizzard.com/jobopp/

Wednesday, November 7, 2007