Tag Archives: Nintendo

The time to chat up every NPC in EarthBound has arrived

We are finally here, and by we I of course mean just me, but here it is: it’s 2019, and I’m playing EarthBound for the very first time. Y’all might remember me getting a digital copy of this game for the Wii U back in, oh, May 2015. Well, now that I plan to get a Nintendo Switch and put my Wii U away into storage, I’m forcing myself to see as many of the games I have on it before the inevitable takes hold and all I do with my free time is play whatever this new Animal Crossing is going to be. Until then, uh…fuzzy pickles? Yeah, fuzzy pickles!

I’m sure I’m just rehashing what everyone else out there already knows and has known for years upon years, or at least 1995, but here we go. EarthBound takes place about a decade after the events of Mother, in the fictional country of Eagleland, which doesn’t mean a whole lot to me seeing as I haven’t played anything else in this legendary series. You start off as a young boy named Ness–get it?–as he investigates a nearby meteorite crash with his neighbor, Pokey, to find his brother, appropriately named Picky. There, they stumble upon an alien life-force known as Giygas, which has enveloped and consumed the world in hatred and, consequently, turned animals, humans, and mundane objects into malicious creatures. However, Buzz-Buzz, a small, bee-like creature from the future, instructs Ness to collect melodies in a Sound Stone to preemptively stop Giygas, and so the grand adventure begins.

Well, when I say begin, I really mean…wander around Onett for hours on my own quest to talk to every single person and try to go through every single door before moving forward with the plot. There are a ton of NPCs, and many of them offer good advice or tips, and some just say really strange things to Ness or provoke him into a battle. I think at one point someone, or something, tasked me with answering a specific Beatles-related trivia question (FYI, the answer was “Yesterday”). It’s all a little strange, and the strangeness is strange because, looking at EarthBound, it appears to not be your typical JRPG. For one thing, it is set in a somewhat modern-looking time period, with drug stores, burger joints, and town halls to explore instead of fantasy-like villages and mountain caves as seen in games like Illusion of Gaia and Secret of Mana at the time.

I’m also doing a bit of grinding, both in terms of combat and getting money from my phone-father deposited into my bank account. Since Ness is by himself at the start, some enemies, mainly the Sharks when they double or triple team him, can be too much to handle. So I’m fighting dogs, crows, and snakes on repeat, but Ness is now around level 8 and has better gear, which means he takes less damage. Also, when battling against truly weaker enemies, combat is handled automatically without having to go into the whole transition thing, which is nice; I liked it in Dragon Quest IX: Sentinels of the Starry Skies where enemies ran away from you, and I like it a lot here too. It means less mashin’.

Let’s talk about the combat in EarthBound, which is turn-based and does not feature random encounters. Ya-hoo. You see the enemies on screen and can try to approach them from behind for a potential bonus attack, or, if they get the jump on you, they get first dibs on moving. In combat, characters and enemies possess a certain amount of HP, and attacks to an enemy obviously reduce their HP. Once an enemy’s HP reaches zero, it is defeated…or, to use the game’s language, tamed. Sometimes you will receive an item after the battle, like a Cookie. As far as I know, you only control what Ness does, but maybe that will change once I get more peeps in the party.

So far, since I only really have Ness in my party, the battles are a bit one-note. I simply spam the attack button each turn and occasionally have to stop to eat a HP-refilling item or use a spell, called PSI attacks, which use up your PP. It often feels like luck or the roll of a die when attacking; sometimes you hit, sometimes you miss, and sometimes you land a critical blow, but there’s really no guarantee to what will happen, which can be a little frustrating early on. I did lose in battle to a couple of Sharks, which dropped me back at home with half my money gone; I had tried to “run away” from the fight twice to no avail. Again, it might be all about that luck stat, who knows.

I’m only a couple of hours into EarthBound and still haven’t visited Giant Step. Trust me, I’ll get there. However, I’m sure there is a lot more to see and do before this adventure concludes, but I’m definitely intrigued enough to keep going. There are a couple of things I don’t immediately like, such as a limited amount of inventory space and how expensive sandwiches are, but I can get over that thanks to the game’s colorful aesthetic and bouncy soundtrack that borders on pop and general weirdness. Seriously, the music makes some hard, dramatic swings from wandering around town, to entering shops, to engaging in battles, and it’s all kooky and catchy.

Don’t worry, I’ll be back with more thoughts on EarthBound. Until then, answer me this–can Ness get run over by cars in Onett? I’ve been avoiding them, afraid to find out the truth.

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Dragalia Lost is pretty, confusing, and pretty confusing

Nintendo has released a couple of games for mobile devices now, namely Super Mario Run, Animal Crossing: Pocket Camp, Fire Emblem Heroes, and Dragalia Lost, and I finally have a phone fancy enough to play ’em. Suck it, Windows phone…just kidding, I loved that phone mostly because it had games on it that connected with the Xbox Achievements system. That said, I’ve only touched the free-to-start version of Super Mario Run and found it both perfunctory and fine, but nothing worth dropping some bucks on. Hmm, I probably should uninstall it, seeing as I haven’t touched it in months. Anyways…Dragalia Lost. Hoo boy.

It’s old-school fantasy stuff, with the story taking place in Alberia, a kingdom where dragons live. Now, all royal members in Alberia have the Dragon Transformation ability, where they can wield a dragon’s power by forming a pact with it to borrow their form in battle. This is just something that happens and is accepted by all. Well, one day, a strange occurrence begins to happen in Alberia, with the Holy Shard protecting the capital beginning to lose its power. In order to save his people, the Seventh Prince, who has not made a pact with a dragon yet, sets off on his Dragon Selection Trial. It’s not the worst setup for an RPG though I am growing tired of magical crystals and shards being the McGuffin to get the plot going. Yes, Final Fantasy…I blame you.

How does this “big” game on a little screen play? Fairly straightforward. Players create teams of colorful characters obtained either through gameplay or by spending in-game currency via a randomized gacha machine-style store to assist the Seventh Prince on his mission. These teams are used to take on a series of bite-sized, action-oriented levels featuring very basic fighting mechanics. Mainly attacking enemies and collecting coins/XP. Players swipe to move, tap to attack, and press buttons via the UI to activate skills or temporarily transform into a giant beast. Yup, sometimes it’s a dragon, and sometimes it is clearly not a dragon, but the game still considers it so. Animal classification is tricky.

If you aren’t working your way through these quick levels or reading the game’s dailogue-heavy story chapters, there’s a lot of other things to manage or tinker with in Dragalia Lost. Most of it is seemingly designed to be confusing from the start. Everything can be upgraded–characters, weapons, dragon forms, dragon skills, etc. There is so much upgrading to do; however, this is a free-to-play mobile game, which means players need to grind out levels, materials, and partake in special event dungeons to acquire the majority of these essential upgrading items. Or, you know, spend real money to buy everything you want. Evidently, you eventually unlock a castle section that can help generate resources, but I’m not there yet. Nor will I ever be.

All items that you will want to upgrade share some key concepts with each other, of which the easiest to grok is enhancing weapons with materials. Each kind of item is upgradeable through the use of various rarities of material, such as crystals for adventurers. The next shared concept is enhancing items with the same class of items. Fine, fine. For instance, you can strengthen weapons by sacrificing other, weaker ones to it. Basically feeding a less-than-powerful weapon to the same type, like repairing guns in Fallout: New Vegas. The final communal upgrade path is unbinding, a term that kind of breaks my brain. Basically, this is how you get past an item’s eventual level cap. With unbinding, you will need a copy of an item to raise how much experience it can gain. It also doesn’t help that the menu UI is a little difficult to navigate, and there’s far too many things to click on at any one moment.

Here’s what really rubbed me the wrong way or just in general confused the dragon droppings out of me in Dragalia Lost. Every time I went to do something new, whether it was a quest or explore a just-revealed menu option…the game prompted me that it had to download more data. Sometimes this would take a minute or two, sometimes it was upwards of ten minutes if it was a sizeable chunk of stuff to install. I thought the whole point of downloading the game from the get-go was to download the whole game. I’m not a big fan of this piecemeal method. In fact, as I was writing this post, I went to uninstall the game and was prompted, from the home screen, that it needed to download more data to continue forward. Funk that.

Still, Dragalia Lost both looks and sounds amazing. The song that plays on the home screen is beautiful and worth the download. Or you can click this link and save some space on your phone. Everything else comes off as both a bit one-note or ultra head-scratchy, and I’d prefer something more in the middle, a little easier to digest. Maybe the Shining Force Classics from Sega–consisting of Shining in the Darkness, Shining Force, and Shining Force II, and which I have already downloaded and waiting for me to tap on–will do the trick. For now, I’ll say goodbye to Dragalia Lost and hello to more room on my cellular device. Hello!

I hilariously keep forgetting Team Kirby Clash Deluxe’s name

At first, I thought it was called Kirby Battle Royale–y’know, the game where 100 Kirbys jump out of a plane, land on an island, and must fight each other to death. Then I thought it was Kirby Star Allies, which is some new thing full of big reveals coming out real soon for the Nintendo Switch. Lastly, I thought it was Kirby’s Blowout Blast…but nope, none of those are right. I mean, yes, they exist and are all technically games starring the titular pink vacuum-beast, but the game I am playing and constantly forgetting the name of is Team Kirby Clash Deluxe. Oy vey. Look, there have been a lot of similar-sounding and looking Kirby-based games coming out of Nintendo these last few years, and it is difficult to keep them all separate.

Evidently, to make things even more complicated and layered, Team Kirby Clash Deluxe is a spin-off of a mini-game from 2016’s Kirby: Planet Robobot, available as a free-to-start digital down on the Nintendo 3DS eShop. It’s a game entirely made up of boss fights from previous Kirby-starring games, with all your favorite cute-as-heck baddies showing up, like Waddle Dee, Meta Knight, and King Dedede. RPG elements like leveling up, class types, and unlocking new weapons and armor sets are the key to making your Kirby super strong. You can take on the fights somewhat alone, with three computer-controlled Kirbys–should it be Kirbies?–or you can team up online with other real-life players; I’ve not tried the latter, and I’m doing just fine without human help, though I guess then I’m missing the whole point of this experience. For what it’s worth, I’ve never done much online multiplaying on my Nintendo 3DS, save for Animal Crossing: New Leaf and a few matches of ScareScraper slash Thrill Tower from Luigi’s Mansion: Dark Moon. I like flying solo.

Now, the fighting in Team Kirby Clash Deluxe is not the most technical or satisfying combat system this side of the moon. It’s mashy and chaotic and that’s never really been the focus of Kirby games, of which my favorites are Kirby’s Dream Land 3 and Kirby’s Epic Yarn. Speaking of the latter, I seemingly still have my case and instruction manual for it, but no longer the disc. Boo to that. Also, not-favorites in the franchise include Kirby and the Amazing Mirror. Anyways, you can freely switch your Kirby between four different classes, which are as follows:

  • Sword Hero
  • Beam Mage
  • Dr. Healmore
  • Hammer Lord

These classes are basically locked-in versions of when Kirby would copy an enemy’s ability for his own nefarious purposes in a traditional game. Y’know, but sucking them into his mouth and swallowing them whole. Class-wise, they are easy to figure out, with Sword Hero being a general warrior type, Beam Mage being a ranged wizard, Dr. Healmore is your cleric, and Hammer Lord is most definitely a tank. I’m putting all my chips, and therefore Gem Apples and currency fragments, into Beam Mage, buying weapon and armor sets as they unlock because trying to spread out my spending on multiple classes, without using real money–more on that in a bit–is a fool’s errand. I really like the Beam Mage’s Time Stop ability and the fact that I can keep my distance from bosses and let my AI-driven team get in close for me. As fights progress, the boss will drop stone tablets, and if you collect all four of them you can perform a supermove that deals massive damage; other than that, the strategies are mash attacks and heal and dodge when necessary and obvious.

Let’s now talk about the free-to-play stuff. Team Kirby Clash Deluxe‘s freemium currency is Gem Apples, and there’s a tree in your main hub area that will give you five Gem Apples every 12 hours. Naturally, you can also buy Gem Apples for real cash money through the nearby shop or upgrade the tree itself for better harvests, and I wish I could tell you what the best deal is, but I honestly haven’t even looked at the prices. Each boss fight requires a certain amount of Vigor to take on, which recharges over time–it’s basically your standard energy system to restrict you from playing too much at once. You can instantly refill the meter by eating a Gem Apple or leveling up. Gem Apples are also used to unlock new boss fights and, along with additional currency requirements, acquire new weapons and armor. At first, everything only takes a few Gem Apples to do, but as you progress the amounts required will increase, insisting you pay real money for more; thankfully, I’m as patient as an anaconda hunting its prey and don’t mind checking in every 12 hours or so for my free Gem Apples, stockpiling them until I can unlock the next whatever.

So, similar to my approach with Pokémon Shuffle, Disney Magic Kingdoms, and other free-to-play games, I’m okay taking it slow in Team Kirby Clash Deluxe, so long as I get to see a majority of its stuff. Some of these armor sets look adorable on the ol’ pink sphere. I doubt I’ll get my Kirby up to level 50–he’s currently sitting rotund at level 12–but I’ll keep checking in on this until the Gem Apple requirements truly become too steep to climb.

2017 Game Review Haiku, #130 – The Legend of Zelda: Breath of the Wild

Traverse through Hyrule
Destroy Ganon at own pace
Pleasing sound effects

I can’t believe I’m still doing this. I can’t believe I’ll ever stop. These game summaries in chunks of five, seven, and five syllable lines paint pictures in the mind better than any half a dozen descriptive paragraphs I could ever write. Trust me, I’ve tried. Brevity is the place to be. At this point, I’ve done over 200 of these things and have no plans of slowing down. So get ready for another year of haikus. Doumo arigatou gozaimasu.

Miitopia is two games in one and maybe never-ending

After 25-ish hours of battling monsters, eating food, leveling up, and taking down the Dark Lord Ron Swanson, I assumed I was closing in on Miitopia‘s end credits. Well, you know the dangers of assuming. Turns out that I wasn’t even close, having now poured an extra 20+ hours into the ordeal, because there was still more to do and see, and I’ll keep this mostly spoiler-free and say that someone takes the Dark Lord’s place to continue creating problems for your team of diversified heroes and heroines. That’s fine, really; the weird part though is that the game switches up its pace and flow and feel in a way that makes it seem like an entirely different game halfway through.

For the first, main chunk of my Miitopia time, I was just moving forward across the map, going to where the red exclamation point said to go to, fighting monsters, eating food, and building relationships all along the way. It’s a pretty linear affair. I focused on a few particular party members, upgrading their weapons and armor when able to and generally trying to keep everyone balanced, but eventually one team of four was more leveled up than another. Thankfully, as irritating as it seemed at the time, the game frequently decided to split my current party up, forcing me to use Miis I’d not put as much time into. I’d also occasionally grind out a few areas to ensure I collected every treasure chest and saw where all paths lead, but otherwise it was all steam ahead.

By the time you near taking on the final final boss, the game switches things up, mechanically and even with the UI. You have access to a flying dragon and the Travelers Hub, where Miis will give you specific quests to do. So instead of having a singular goal to follow, you suddenly now have multiple paths to go down, with room to grind and explore. Also, something to touch upon, but you can totally exploit the game tickets situation to your benefit. Here’s how–wait until you get a good roulette wheel with a large slice dedicated to a high-level weapon, then keep spinning, landing on the weapon, and selling it for lots of gold. I was able to make about 50,000 gold after just a few spins, which let me buy a ton of solid gear for my team.

Initially, I was heavily put off by Miitopia‘s combat system, which basically only lets you control the actions of your avatar. However, as time went on, I got used to many of the battles being on auto-run, and the introduction and upgrading of HP bananas, MP candy, and various sprinkle shakers did let me have some control in how the fights went. It was more interactive than I initially assumed, so shame on me, and now I’m curious to maybe go back and see if Final Fantasy: The 4 Heroes of Light is as bad as I’ve built it up to be in my mind. The fights never got too tough or insurmountable, up to the final boss fight, which, as I suspected, required everyone you had collected in your posse at that point to bring the heat, and several peeps were underleveled and needed to be grinded up a bit. Not grinded up into bits. Pay attention now.

I’m usually really bad at keeping up with post-game content. Like, for Ever Oasis, I thought I’d love to continue bringing in people to my oasis, leveling up shops, and diving deeper into randomly-generated dungeons for valuable rewards…but I haven’t gone back to it once since I got Miitopia. The same sort of thing happened with Dragon Quest IX: Sentinels of the Starry Skies, despite my logged hours count saying otherwise. Chrono Trigger also has a New Game+ mode after you put Lavos in its ugly alien parasite place, with even more endings and an exclusive Dimensional Vortex section only found in the Nintendo DS version, which, if you’ll remember, I both loved and disliked. All of that is to say–Miitopia‘s post-game content is great and keeps me coming back to it on a daily basis.

Quest-givers continuously show up in the Travelers Hub zone to demand you do something for them, usually deliver a gift to a friend in another area or defeat a tough monster, all of which offer great rewards for completing, such as rare foods, game tickets, or better gear. Also, there’s two brand new islands to explore, two additional character classes to unlock, and the ability to make dozens upon dozens more team members, if you want. For me, since my main character originally started out as a thief, then became an imp, and finished as a mad scientist, I never got to see many of the outfits and weapons for those first two classes, so I made Jennifer Aniston as my thief and haven’t decided yet on the imp, but someone‘s coming. The real draw for me continuing to play Miitopia is seeing all its content, because the weapons and armor are creative and fun, the music is astounding, and there’s plenty of strange food to eat and kooky monsters to battle still to go. Oh, and there are 250+ Achievement-like medals to earn, of which I’ve done only 50% so far.

I knew I was going to like Miitopia‘s style and tone long before the game came out, but was worried that its somewhat hands-off gameplay was not going to keep me engaged. I’m happy to have my initial reluctance turned completely on its head, with Nintendo’s pleasant, quirky turn-based RPG about people losing their faces resulting in one of my favorite releases in 2017.

2017 Game Review Haiku, #118 – Miitopia

Stop the Dark Lord’s plan
Build relationships, eat grub
Fight faces, some grind

I can’t believe I’m still doing this. I can’t believe I’ll ever stop. These game summaries in chunks of five, seven, and five syllable lines paint pictures in the mind better than any half a dozen descriptive paragraphs I could ever write. Trust me, I’ve tried. Brevity is the place to be. At this point, I’ve done over 200 of these things and have no plans of slowing down. So get ready for another year of haikus. Doumo arigatou gozaimasu.

2017 Game Review Haiku, #104 – Ever Oasis

Keep chaos away
Watch your oasis blossom
Through quests, skill, routine

I can’t believe I’m still doing this. I can’t believe I’ll ever stop. These game summaries in chunks of five, seven, and five syllable lines paint pictures in the mind better than any half a dozen descriptive paragraphs I could ever write. Trust me, I’ve tried. Brevity is the place to be. At this point, I’ve done over 200 of these things and have no plans of slowing down. So get ready for another year of haikus. Doumo arigatou gozaimasu.