<?xml version="1.0" encoding="utf-8"?>
<feed xmlns="http://www.w3.org/2005/Atom"><title>Z Space Blog - Reviews</title><link href="https://zlg.space/blog/" rel="alternate"/><link href="https://zlg.space/blog/feeds/c/reviews.atom.xml" rel="self"/><id>https://zlg.space/blog/</id><updated>2024-11-12T00:02:00-08:00</updated><entry><title>The Coolest Game About Teenage Rebellion</title><link href="https://zlg.space/blog/persona-5-review.html" rel="alternate"/><published>2024-10-25T00:00:00-07:00</published><updated>2024-11-12T00:02:00-08:00</updated><author><name>zlg</name></author><id>tag:zlg.space,2024-10-25:/blog/persona-5-review.html</id><summary type="html">&lt;p&gt;&lt;em&gt;Persona 5&lt;/em&gt; released to the world in April of 2017. It was released to an uproar
of praise, from critics and players alike. This is despite other heavy-hitters
like &lt;em&gt;Zelda: Breath of the Wild&lt;/em&gt; and &lt;em&gt;Horizon: Zero Dawn&lt;/em&gt; releasing around the
same time. Additionally, the &lt;em&gt;shonen anime&lt;/em&gt; style is in no short supply these
days. However, Atlus is not known for being a slip-shod or lazy developer.
&lt;em&gt;Persona 5&lt;/em&gt; marks the second major Persona game to be a hit in the West, but
P5 in particular reached a broader audience than past entries, pulling in fans
from places like South America! Joker's later appearance in &lt;em&gt;Super Smash Bros
Ultimate&lt;/em&gt; via DLC practically confirms Persona 5's place in gaming history as
one of The Greats.&lt;/p&gt;
&lt;p&gt;That said, I am writing this review in 2024, after &lt;em&gt;P5 Royal&lt;/em&gt;, &lt;em&gt;P5 Strikers&lt;/em&gt;,
&lt;em&gt;Persona Q2: New Cinema Labyrinth&lt;/em&gt;, &lt;em&gt;P5 Tactica&lt;/em&gt;, and &lt;em&gt;P5 Dancing in Starlight&lt;/em&gt;
have all come out. Some are side-stories, but some are soft prequels or sequels,
so if JRPGs aren't your thing, &lt;em&gt;Persona 5&lt;/em&gt; has a few other genres that it
shows up in. &lt;strong&gt;This review will focus exclusively on the base Persona 5, for
Playstation 3.&lt;/strong&gt; This means I won't be addressing the new content in &lt;em&gt;Royal&lt;/em&gt;,
which is a remix or director's cut of sorts.&lt;/p&gt;
</summary><content type="html">&lt;p&gt;&lt;em&gt;Persona 5&lt;/em&gt; released to the world in April of 2017. It was released to an uproar
of praise, from critics and players alike. This is despite other heavy-hitters
like &lt;em&gt;Zelda: Breath of the Wild&lt;/em&gt; and &lt;em&gt;Horizon: Zero Dawn&lt;/em&gt; releasing around the
same time. Additionally, the &lt;em&gt;shonen anime&lt;/em&gt; style is in no short supply these
days. However, Atlus is not known for being a slip-shod or lazy developer.
&lt;em&gt;Persona 5&lt;/em&gt; marks the second major Persona game to be a hit in the West, but
P5 in particular reached a broader audience than past entries, pulling in fans
from places like South America! Joker's later appearance in &lt;em&gt;Super Smash Bros
Ultimate&lt;/em&gt; via DLC practically confirms Persona 5's place in gaming history as
one of The Greats.&lt;/p&gt;
&lt;p&gt;That said, I am writing this review in 2024, after &lt;em&gt;P5 Royal&lt;/em&gt;, &lt;em&gt;P5 Strikers&lt;/em&gt;,
&lt;em&gt;Persona Q2: New Cinema Labyrinth&lt;/em&gt;, &lt;em&gt;P5 Tactica&lt;/em&gt;, and &lt;em&gt;P5 Dancing in Starlight&lt;/em&gt;
have all come out. Some are side-stories, but some are soft prequels or sequels,
so if JRPGs aren't your thing, &lt;em&gt;Persona 5&lt;/em&gt; has a few other genres that it
shows up in. &lt;strong&gt;This review will focus exclusively on the base Persona 5, for
Playstation 3.&lt;/strong&gt; This means I won't be addressing the new content in &lt;em&gt;Royal&lt;/em&gt;,
which is a remix or director's cut of sorts.&lt;/p&gt;


&lt;h1&gt;Initial Impressions&lt;/h1&gt;
&lt;p&gt;From the beginning of the game, &lt;em&gt;Persona 5&lt;/em&gt; hits you in its intro with sick
urban shots and acrobatic dancing to bass-heavy jazz music. This ain't your
typical JRPG with wizards and slimes! Although yes, they are sort of there in
the game. :)&lt;/p&gt;
&lt;p&gt;The plot begins with the main character encountering a man harassing a woman,
stopping him, and later being sued for assault in his defense of the woman.
During the altercation, the harassing man makes it clear he is socially powerful
and will not let the woman tell the truth. This results in your character's
arrest. As punishment, your character is to go to a different school under the
care of a man named Sojiro until your probation is over.&lt;/p&gt;
&lt;p&gt;So, you did &lt;em&gt;the right thing&lt;/em&gt; and defended someone, but an adult misusing their
power damaged your life for stopping their abuse. This sets the stage for the
vast majority of the game. As you make new friends throughout the story, you also
encounter numerous situations and problems that people are dealing with. The
core theme is innocent people being taken advantage of by those with power over
others in some capacity or another, be it emotional, financial, or political
power.&lt;/p&gt;
&lt;p&gt;Soon after settling into school, your character wakes up in a dream to a jail
cell and a man named Igor tells him he must carry out tasks for his
"rehabilitation", if he can muster the power to carry it out. The power of the
Fool Arcana unlocks soon after, and you awaken as Joker, the Phantom Thief.&lt;/p&gt;
&lt;p&gt;What do the Phantom Thieves do? Why, they steal the hearts of evil adults who
misuse their influence of the world to harm others, of course! Seriously, using
a mysterious smartphone app, a group of teenagers gains access to a "Metaverse"
where they can steal the Treasure from a distorted mind's Palace, and reform
evil-doers by compelling them to confess their crimes. Stealing the treasure of
their distorted heart removes the distortion, and returns them to a reasonable
person, but there have been rumors of mental shutdowns in Tokyo...&lt;/p&gt;
&lt;p&gt;Given how much I've blabbed about the premise above, I don't want to spoil.
There is a lot to read, see, and experience in this game. This game has an edgy
anime style to its art, but the &lt;em&gt;subject matter&lt;/em&gt; includes everything from
financially abusing the elderly, to sexual harassment and extortion, art fraud,
overbearing vicarious parents, exploitative CEOs, and corrupt politicians trying
to steal an election. Between you and your rag-tag group of misfit teenagers,
the group will witness or undergo many trials that will keep you playing "just
another (in-game) day" for that new Persona or next story beat.&lt;/p&gt;
&lt;h1&gt;Visuals&lt;/h1&gt;
&lt;p&gt;The artistry on display in this game is absolutely top-of-class. Menus are the
most dynamic and interesting I've seen them since &lt;em&gt;Meteos&lt;/em&gt; on the Nintendo DS.
Each and every menu of the game is a different layout and feel, with different
arrangements of the signature red, black, and white motif for the game. Palettes
and shapes change between various menus, such as Takemi's white, black, and blue
palette, Iwai's white, green, and sometimes orange palette, and so on.&lt;/p&gt;
&lt;p&gt;Each element of style in this game is clearly inspired from other things, but by
combining it in the fashion that Atlus has, it takes on a flavor of its own. The
edginess of ransom-note text and graffiti-style cursor boxes is great. The
readability &lt;em&gt;definitely&lt;/em&gt; takes a hit to pull this off, but after a while, you
learn to adjust and not get too hung up on it.&lt;/p&gt;
&lt;h1&gt;Music and Sound Design&lt;/h1&gt;
&lt;p&gt;It goes beyond just the art, too. The music and its track names are references.
Iwai's gun shop theme is "Layer Cake", which not only refers to the progression
of the piece going through phases, but also how Iwai himself is a character with
a rough layer on the outside and softer layers inside, like a cake. The game and
its OST are filled with these little nods to their own designs. I can't talk
enough about this game's music. I love everything from the infiltration music to
battles, daytime in Tokyo, there is SO much music in this game to enjoy. There
have been times I've just left the game sit so I could listen to the music,
especially inside Futaba's Palace.&lt;/p&gt;
&lt;p&gt;Sound design is often overlooked by a lot of reviewers, so I'd like to include 
that. Many of the confirmation sounds in the game sound like some sort of 
weaponry or gear you're preparing. It's a satisfying motif that I never got 
tired of, even after beating the game. Sound effects all sounded believable and 
were mixed really well. Nothing ever stood out as "that's way too loud" or "I 
can't hear that effect". Top notch sound, as I would expect from Atlus.&lt;/p&gt;
&lt;h1&gt;Design Inspired by Real Mythology&lt;/h1&gt;
&lt;p&gt;The references don't stop there. This game is FULL of references, to all sorts
of occult and legendary stuff. Personas come in many different flavors, from
things like Yamato-no-Orochi and Kushinada to Thor, Dionysus, Hanuman,
Quetzalcoatl, and tons more. Most of the world's religions or pantheons are
represented &lt;em&gt;somewhere&lt;/em&gt; in Persona, with their own crazy Atlus flair.&lt;/p&gt;
&lt;p&gt;The most present references are the two main themes: &lt;em&gt;picaresque fiction&lt;/em&gt;
where plucky, noble thieves overturn unjust societies, and &lt;em&gt;tarot houses&lt;/em&gt;,
known as Arcana in the Persona series. Each of the main characters gets a
Persona representing a noble thief from some mythology or another. Think of
characters from folklore like Robin Hood, Zorro, or Goemon. Each Persona and
confidant also has an &lt;em&gt;affinity&lt;/em&gt; with an Arcana, which influences various
aspects of gameplay.&lt;/p&gt;
&lt;p&gt;Personas in general tend to be references to existing cultural relics or legends
from history, so each one you meet and add to your ranks is also a little
archaeology lesson with the flavor text telling you what they were inspired by
for the monster design. Really fun stuff for cultural nerds.&lt;/p&gt;
&lt;h1&gt;Gameplay&lt;/h1&gt;
&lt;p&gt;So, what about the game itself? &lt;em&gt;Persona&lt;/em&gt; is a series typically about high
school students fighting through some sort of supernatural event and saving the
world. Part of the game is also a constant dichotomy between RPG mechanics and
Social Simulator mechanics, which build on each other as you progress. Certain
breakpoints come up throughout the game's calendar where you need to meet
certain social criteria, or you cannot continue down a particular social
pathway. Sometimes it's only a temporary block, but there are multiple hard
blocks too, where you either have the Knowledge, Guts, Profiency, Kindness, or
Charm to Do The Thing, or you don't.&lt;/p&gt;
&lt;p&gt;That's why they give you a million save slots. You will save-scum a lot if
you don't like missing things. Personally, I played through mostly naturally,
and used YouTube videos to catch any cutscenes or moments I may have missed.
Considering that it took me nearly 200 hours to play through it the first time,
I think that's a better use of one's limited life.&lt;/p&gt;
&lt;p&gt;Speaking of limited life, that's the name of the social game. Every day, your 
character gets one (and later two) actions to choose to do with their in-game 
calendar day. Since you're a high schooler, you have a school schedule to keep 
that you have no say in. The leftover time is when you choose to hang out with 
people, go out to Shibuya or other places to do business, get a job, and so on. 
There's &lt;em&gt;always&lt;/em&gt; something to do in Persona 5, as long as Morgana isn't telling 
you to go to bed...&lt;/p&gt;
&lt;p&gt;When you make your way back to the Metaverse, you can take as long as you want 
for that one visit. This is where the role-playing and dungeon-crawling of the 
game is. It's my favorite part of the game because it's also the most 
interactive and dynamic. In the story dungeons there is a ton to explore and 
uncover, with fun puzzles to break up the stealthy monotony. Some of the puzzles 
got a little obtuse, and one of the later ones really overstayed its welcome, 
but overall I would say each major puzzle mechanic is interesting and compelling 
long enough for it to be a fun distraction between grinding.&lt;/p&gt;
&lt;p&gt;While you're out hunting Shadows, sometimes you'll corner them after smackin' a 
weakness or two, and they'll beg for forgiveness. When you corner enemies, you 
have the options to take their money, an item, or recruit them to your team, if 
your level is at least as high as theirs. This is how you "capture" Personas, 
and where the game starts to feel like a grown-up Pokémon. During negotiations, 
you have to appeal to the personality of the Persona you're trying to convince 
to join you, so it throws a little social sim action at you in the middle of the 
JRPG action. Atlus really knows how to throw gameplay elements together!&lt;/p&gt;
&lt;p&gt;Old-school JRPG fans might already be thinking of &lt;em&gt;Dragon Quest Monsters&lt;/em&gt;, which
has a similar mechanic, including fusing monsters together! &lt;em&gt;Persona 5&lt;/em&gt; has its
Fusion system where you lose both original Personas and get a more powerful one
out of it, with bonus EXP based on your relationship level with that Arcana.
Setups like this are how the social stats you build in your "normal" life will
affect your performance in the "real" game, where your relationships alter
the gameplay options available to you. However, you can also summon any prior
Persona you've had, for some Yen, and re-use them to fuse other Personas, or
just bring one back that you liked! (Hello, Rangda and Trumpeter!)&lt;/p&gt;
&lt;p&gt;I could spend another entire post covering the mechanics, match-up dynamics,
status inflictions, and gear setups you could use across this game. Rest
assured, the turn-based gameplay of Persona 5 is some of the best you'll find in
what amounts to a fancy "monster battler". You can get a preview of who's acting
next turn, relationships unlock various perks like auto-recovering from status
effects with a team-mate's help, to active buffs and healing from Navigators,
completely new mechanics like the shoot-up you can unlock when a battle starts,
taking would-be-fatal hits for other team mates, and so on. If you're looking
for impactful decision-making in a monster battler, it's here for you to bask 
in.&lt;/p&gt;
&lt;h1&gt;Characterization&lt;/h1&gt;
&lt;p&gt;The last major thing I want to cover is mostly for the skeptics. &lt;strong&gt;Don't let
Persona 5's anime exterior keep you from enjoying a heartfelt and hopeful story
full of excitement, despair, righteous fury, sadness, relief, joy, and every
other human emotion.&lt;/strong&gt; Many of the cast come across as somewhat trope-y when
they're first introduced. Like a person, you can't judge how they come across
and run with it. I found myself pushing away characters at first, who actually
turned out to be deep characters during the story, and invaluable allies in
combat.&lt;/p&gt;
&lt;p&gt;Part of the trouble I had is my inexperience with Persona (5 is my first), but
also, I was sticking to the goal of staying on the down-low, so I assumed I
needed to hold off on relationships for a while. Don't do that.&lt;/p&gt;
&lt;p&gt;And, that leads me to the reason for the review to begin with... An RPG hasn't
touched me on such a relatable and human level in a long time. Even when I'm
done playing, I reflect on how characters reacted to events in their lives, or
how I would feel in one of the characters' positions. I don't remember the last
time an RPG's characters got me thinking of them off the screen.&lt;/p&gt;
&lt;p&gt;In one of the major goals of the game, you're trying to save a teenage girl from
her self-isolation and hallucinations induced from losing her mother. The pain
and distress is well-conveyed in this section, having gone through my own fair
share of witness to things I was too young to process. Futaba's Palace holds a
special place in my heart; Midway through my playthrough, I sat down to listen
to the music for a while, and eventually nodded, "I get it."&lt;/p&gt;
&lt;p&gt;&lt;em&gt;Persona 5&lt;/em&gt; isn't about teenagers, Personas, or Big Bads. It's about Life, the
decisions you make with the limited time you have each day. It's about viewing
relationships and self-improvement as keys to progress in life. It's about
planning for the times where life is &lt;em&gt;going&lt;/em&gt; to kick your ass, or accepting
that some decisions are forever locked behind prior mistakes. But most of
all... &lt;strong&gt;Persona 5 is about seeing requests for help as opportunities to reverse
injustice in the world, one stolen heart at a time.&lt;/strong&gt;&lt;/p&gt;
&lt;h1&gt;Final Verdict&lt;/h1&gt;
&lt;p&gt;If you like JRPGs and are looking for a monster battler to take up 200 hours of 
your life, piss you off, make you laugh and cry, rage and despair... then hell 
yeah, do it! I cannot recommend this experience enough for anyone who enjoys a 
good story and RPG mechanics. This game is one of the greats, wholly deserving 
of the accolades it's received over the years.&lt;/p&gt;
&lt;p&gt;That said, it's a &lt;em&gt;long&lt;/em&gt; game, and you &lt;em&gt;will&lt;/em&gt; miss things. Some decisions open
doors and close others. You cannot 100% this game in a single run, since there
is New Game+ content. If you are a completionist, do not like missing things, or
are getting exhausted from longer games, then I wouldn't blame you for skipping
it, but at least watch a Let's Play or something if you don't. The characters
and plot are worth it!&lt;/p&gt;
&lt;p&gt;If this review stole &lt;em&gt;your&lt;/em&gt; heart, please consider contributing to my Ko-Fi to
encourage more content like this. Thanks!&lt;/p&gt;</content><category term="Reviews"/><category term="Reviews"/><category term="JRPGs"/><category term="Atlus"/><category term="Persona"/></entry><entry><title>Mountain Shadow Nursery Review</title><link href="https://zlg.space/blog/mountain-shadow-nursery-review.html" rel="alternate"/><published>2023-04-18T00:00:00-07:00</published><updated>2023-04-18T00:00:00-07:00</updated><author><name>zlg</name></author><id>tag:zlg.space,2023-04-18:/blog/mountain-shadow-nursery-review.html</id><summary type="html">&lt;p&gt;It occurred to me recently that I operate my own website, which is a distinct
advantage when platforms like Indeed try to silence legitimate and truthful
communication from users. Owning your publishing medium gives you a freedom that
most others on the Internet don't have. Someone in such a position can 
communicate freely, without interference from those who would be embarrassed by 
their communication. There are no voting, reporting, or comment systems that can 
make their pages disappear.&lt;/p&gt;
&lt;p&gt;I already review video games and books on this blog, in addition to my other
content; why shouldn't I review employers and businesses I've interacted with?
Reputation is a key ingredient to a successful business, and every person has a
voice. It's time to use mine. Businesses are not so special that they are immune
to the mechanics of sociology.&lt;/p&gt;
&lt;p&gt;Mountain Shadow Nursery is a plant tissue culture facility in Littlerock, WA, 
specializing in propagation/cloning and research.&lt;/p&gt;
&lt;p&gt;Here's the review, copy-pasted verbatim as I posted to Indeed. But first, the 
verdict:&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;I do not recommend working for this firm, or doing business with them if you 
are in the agriculture industry.&lt;/strong&gt;&lt;/p&gt;
</summary><content type="html">&lt;p&gt;It occurred to me recently that I operate my own website, which is a distinct
advantage when platforms like Indeed try to silence legitimate and truthful
communication from users. Owning your publishing medium gives you a freedom that
most others on the Internet don't have. Someone in such a position can 
communicate freely, without interference from those who would be embarrassed by 
their communication. There are no voting, reporting, or comment systems that can 
make their pages disappear.&lt;/p&gt;
&lt;p&gt;I already review video games and books on this blog, in addition to my other
content; why shouldn't I review employers and businesses I've interacted with?
Reputation is a key ingredient to a successful business, and every person has a
voice. It's time to use mine. Businesses are not so special that they are immune
to the mechanics of sociology.&lt;/p&gt;
&lt;p&gt;Mountain Shadow Nursery is a plant tissue culture facility in Littlerock, WA, 
specializing in propagation/cloning and research.&lt;/p&gt;
&lt;p&gt;Here's the review, copy-pasted verbatim as I posted to Indeed. But first, the 
verdict:&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;I do not recommend working for this firm, or doing business with them if you 
are in the agriculture industry.&lt;/strong&gt;&lt;/p&gt;


&lt;blockquote&gt;
&lt;p&gt;The work is basically cutting plants in a particular way and moving them to
another vessel, in another particular way. The processes require multiple
documentation steps along the way, most of which are manual. So when you're
not actively processing plant material, you'll be fumbling around with
stickers you write on by hand, and an inventory system that belongs in a
kindergarten. The firm is behind on the benefits of automation for their core
business, and processes change too often for workers to gain true mastery of
each new way to do things. This results in an almost ad-hoc way of running the
business. That approach works for some. To me it appeared as if people were
playing things by ear and didn't actually have a clue.&lt;/p&gt;
&lt;p&gt;One could look past this most of the time, but the ergonomics are not suited
for people with large frames. The stations you sit at are designed for people
with smaller frames. Taller women and just about any man will have issues
fitting into the tight stations.&lt;/p&gt;
&lt;p&gt;In addition, the majority of the staff (90%+) are female. I saw one other
man working among the women in transferring, and didn't see another man even
coming through for an interview during my time there. I suspect I and the
other man were token hires to avoid scrutiny.&lt;/p&gt;
&lt;p&gt;This job has the potential to be rewarding, streamlined, and efficient for
all parties. It also has potential to be a positive place for workers, if
diversity were appreciated in practice rather than in word.&lt;/p&gt;
&lt;p&gt;One good thing I will indicate is that they will try to work with you on some
things; particularly anything that keeps you producing. But realistically,
don't apply unless you're okay with squeezing tweezers or cutting with
scissors 4000+ times a day. If you get hurt on the job, they'll push you
out the door and look for the next person's hands to wear out. Typical for
agricultural outfits, I guess. There are better places to work.&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;Just a gentle reminder to employers who think they can control the narrative
on their business: People will spread the word about their experiences at your
firm. Some of them operate their own websites and are not subject to your
influence online. It's not wise to assume you can walk on someone without
consequence, or assume their skill level in navigating communication networks.&lt;/p&gt;
&lt;p&gt;Indeed.com can do better by communicating which aspects of the review they
disagree with. The rejection included no language on what was wrong with it, but
encouraged me to re-submit, which is lazy and flippant design meant to waste the
reviewer's time. Stifling the voice of workers is despicable for a company who
purports to court both workers and employers. Do better.&lt;/p&gt;</content><category term="Reviews"/><category term="Businesses"/><category term="Employers"/></entry><entry><title>Purism Librem 14v1 Review</title><link href="https://zlg.space/blog/purism-librem-14v1-review.html" rel="alternate"/><published>2021-10-01T00:00:00-07:00</published><updated>2022-02-11T00:00:00-08:00</updated><author><name>zlg</name></author><id>tag:zlg.space,2021-10-01:/blog/purism-librem-14v1-review.html</id><summary type="html">&lt;p&gt;Purism is a small company in the hardware space aiming to provide software
freedom (via their Debian-based PureOS and coreboot-based Pureboot) while also
protecting your privacy and security. One of the key selling points to their
hardware are killswitches, which allow you to physically disconnect internal
hardware to prevent abuse. The Librem 14 has two such switches: one controlling
the webcam and microphone, and the other controlling the Wi-Fi and Bluetooth
radios.&lt;/p&gt;
&lt;p&gt;Due to COVID, supply shortages, and other difficulties of the business, Purism
has had some trouble meeting their shipping obligations; this delay has caused a
number of people to seek refunds or issue chargebacks. Backers for the Librem 5
in particular seem to have rough luck getting their hardware. I was a backer for
the OpenPandora back in 2010, and never received a unit, so I understand their
frustration when it comes to not getting what you pay for. &lt;sup id="fnref:2"&gt;&lt;a class="footnote-ref" href="#fn:2"&gt;1&lt;/a&gt;&lt;/sup&gt; I must note,
however, that my experience with Purism was better than I anticipated.&lt;/p&gt;
</summary><content type="html">&lt;p&gt;Purism is a small company in the hardware space aiming to provide software
freedom (via their Debian-based PureOS and coreboot-based Pureboot) while also
protecting your privacy and security. One of the key selling points to their
hardware are killswitches, which allow you to physically disconnect internal
hardware to prevent abuse. The Librem 14 has two such switches: one controlling
the webcam and microphone, and the other controlling the Wi-Fi and Bluetooth
radios.&lt;/p&gt;
&lt;p&gt;Due to COVID, supply shortages, and other difficulties of the business, Purism
has had some trouble meeting their shipping obligations; this delay has caused a
number of people to seek refunds or issue chargebacks. Backers for the Librem 5
in particular seem to have rough luck getting their hardware. I was a backer for
the OpenPandora back in 2010, and never received a unit, so I understand their
frustration when it comes to not getting what you pay for. &lt;sup id="fnref:2"&gt;&lt;a class="footnote-ref" href="#fn:2"&gt;1&lt;/a&gt;&lt;/sup&gt; I must note,
however, that my experience with Purism was better than I anticipated.&lt;/p&gt;


&lt;p&gt;I ordered my Librem 14v1 in March 2021, when the website said "Shipping in May".
May came and went, and I sent out an e-mail asking them what happened to my
order. I gave it some time, assuming I wasn't the only one with shipping delays,
and reached out again in August. Eventually, a Purism employee reached out to me
via their personal e-mail address to deduce the issue.&lt;/p&gt;
&lt;p&gt;It turns out that shipping confirmation was sent to me in early July. When I
read the e-mail from the employee, I checked my e-mail client configuration.
Lo and behold, it wasn't syncing my Spam folder at all! It had also been more
than 30 days since the e-mail was sent, so Spam was empty. I updated the
configuration, confirmed proper receipt of e-mail from Purism, and my order was
marked Priority to ensure it got out sooner. I received the laptop on
2021-09-15. While I would've preferred it in May or June, as advertised, I'm
just glad to have actually gotten the product. I was worried that I'd funded
another OpenPandora... it was just &lt;abbr title="Problem Exists Between Chair and Keyboard, i.e. user error"&gt;PEBCAK&lt;/abbr&gt;! How apropos. :)&lt;/p&gt;
&lt;p&gt;So, with that saga over, let's take a look at the thing and see how it holds up!&lt;/p&gt;
&lt;h1&gt;Specifications&lt;/h1&gt;
&lt;p&gt;Note: Purism offers a number of different choices for storage, RAM, and OS. I
opted for the model with 16GB RAM, 512GB NVMe SSD, and PureOS with Librem Key and
PureBoot.&lt;/p&gt;
&lt;!-- TODO: turn this into a table or definition list --&gt;

&lt;div class="highlight"&gt;&lt;pre&gt;&lt;span&gt;&lt;/span&gt;&lt;code&gt;Dimensions:  322mm x 17mm x 220mm
Weight:      1.4kg
Screen:      14&amp;quot; matte, 1920x1080 @ 60Hz
CPU:         Intel Core i7 10710U (Comet Lake)
             4.70GHz, 6 cores, 12 threads
RAM:         16GB DDR4 (up to 64GB)
Graphics:    Intel UHD Graphics 620, 9th gen (Coffee Lake), device 9BCA
Wi-Fi:       Atheros AR9462, 802.11n
Audio:       Intel Comet Lake PCH-LP cAVS
Ethernet:    Realtek RTL8111 series Gigabit Ethernet
Bluetooth:   Atheros AR3012 (NON-FREE BINARY DRIVER ath3k REQUIRED)
Storage:     Samsung NVMe SSD SM981/PM981/PM983
Ports:       1x HDMI 2.0
             2x USB 3.1 Type-A
             1x USB 3.1 Type-C, data only (left side)
             1x USB 3.1 Type-C, with PD (right side)
             1x DC-IN jack, barrel style connector
             Genesys Logic SD Card Reader
             3.5mm audio (mic-in and headphone-out combined)
Keyboard:    Full size chiclet, QWERTY, no numpad, backlit with 5 light levels
Chassis:     Aluminum, black matte finish; flat, good for stickers
             Five grommets on the bottom to improve airflow and add stability
&lt;/code&gt;&lt;/pre&gt;&lt;/div&gt;

&lt;h1&gt;Hardware Experience&lt;/h1&gt;
&lt;p&gt;Out of the box, the laptop feels heavy enough to know you're carrying it, but
light enough to where it's not a big deal &lt;em&gt;to&lt;/em&gt; carry it. The aluminum chassis
feels nice, but due to it being matte black, smudges and fingerprints are an
inevitability. The backlight on the keyboard is clearly uneven in places --
mostly around Caps Lock, backslash, and the Logo key.&lt;/p&gt;
&lt;p&gt;Typing on the keyboard isn't quite as satisfying as my TypeMatrix, but I
recognize my choice of input isn't exactly popular. For what it is, the Librem's
chiclet keyboard gets the job done and isn't particularly weird, aside from the
right side Shift key. It lacks a Menu key, so those of us who like Compose keys
get stuck losing right Alt.&lt;/p&gt;
&lt;p&gt;The webcam supports up to 1280x720 pictures and video, but frame rate decreases
with resolution:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;1280×720: 10fps&lt;/li&gt;
&lt;li&gt;960×720: 15fps&lt;/li&gt;
&lt;li&gt;640×480: 30fps&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;You're not using this for OnlyFans or pro streaming. :) Video calls with family
or coworkers will do.&lt;/p&gt;
&lt;p&gt;The grommets on the bottom aren't bad, but the one in the back center feels like
one good snag will take it off. It's made out of a harder rubber than the other
four, however, so maybe it's sturdier than it appears. I'd rather be careful
than find out. :)&lt;/p&gt;
&lt;h1&gt;Software Experience&lt;/h1&gt;
&lt;p&gt;The default PureOS uses GNOME 3 Wayland on top of systemd. It has a decent
amount of packages pre-installed, like LibreOffice, the GNOME suite,
Thunderbird, Polari, Boxes, TeXinfo, and some other extras.&lt;/p&gt;
&lt;p&gt;This is the first time I've 'committed' to learning a GNOME 3 interface, and
while some of its features are handy, the window management workflow seems like
it's on rails. I could maximize-half horizontally, but not vertically (to have
two wide but short windows stacked together). Resizing uses Meta+Middle Click
instead of Meta+Right Click. There's no equivalent to the taskbar, so you lose
the minimize paradigm; the workflow seems to encourage putting each program
in its own workspace and having the user depend on Meta+Tab to swap between
programs. I haven't found a more sane way to navigate with it.&lt;/p&gt;
&lt;p&gt;Hitting Meta to get the overview is kinda neat since it doubles as a launcher
and window switcher. If I wanted to improve GNOME, I would add a drop-down style
terminal for drive-by commands, and an info widget like conky. Keyboard toggle
mapping targets for Bluetooth and WiFi would be nice, too.&lt;/p&gt;
&lt;h1&gt;What I Like&lt;/h1&gt;
&lt;p&gt;Requiring the use of the Librem Key in order to boot is pretty awesome. It adds
risk to losing the key, but I've done pretty good at not losing my car keys.
However, I don't feel comfortable attaching it to my physical keyring. I'll
need to come up with another strategy in the future, but things are working
okay for now.&lt;/p&gt;
&lt;p&gt;Most of the system does indeed work out of the box. I had some issues with
Cheese wrt the camera killswitch, but rebooting seemed to fix it and I haven't
had it happen since. Bluetooth also didn't work out of the box due to needing
a non-free binary blob. Everything else I've thrown at this Debian derivative
has worked as I expect it to, including non-free stuff like Minecraft, Discord,
PICO-8, and Steam.&lt;/p&gt;
&lt;p&gt;The backlit keyboard is a game changer when you're trying to relax in bed &lt;em&gt;and&lt;/em&gt;
be creative. It's a full sized keyboard, too, so despite a few key placements
being weird, it's not terrible for a staggered QWERTY board.&lt;/p&gt;
&lt;h1&gt;What I Don't Like&lt;/h1&gt;
&lt;p&gt;I had to correct an issue with the power IC initializing to weird values of
charging thresholds in &lt;code&gt;/sys/class/power_supply&lt;/code&gt;. On one hand, I learned how
to make a run-on-boot script work with systemd. On the other, why was such a
feature not already baked into the OS? Both the autorun script (like rc.local)
and the battery issue; the latter is said to be getting fixed in an upcoming &lt;abbr title="Embedded Controller"&gt;EC&lt;/abbr&gt;
firmware update. Maybe a better question is: Why doesn't GNOME have adequate
battery charging threshold settings? If I was a 'normie', I'd be stuck with a
laptop at 2% battery until the &lt;abbr title="Embedded Controller"&gt;EC&lt;/abbr&gt; update ships.&lt;/p&gt;
&lt;p&gt;There's not an easy way to toggle function of the touchpad from the keyboard.
Prior Librem models seem to have this feature via the Fn key (according to
pictures), but I see no such method on the Librem 14. Sometimes I want to go
keyboard-only, like when writing this review.&lt;/p&gt;
&lt;p&gt;The 'A' key feels mushier than the other keys. I've hit it with canned air a few
times and it's somewhat loosened, but maybe it's just a side effect of chiclet
keyboards. My TypeMatrix Dvorak fits across the laptop really well, so if it
gets unbearable, I can always bust it out.&lt;/p&gt;
&lt;p&gt;Some programs that I consider essential weren't installed out of the box. Some
were understandable, but you'd expect a free software platform running GNOME
to offer The GIMP for an image editor at the very least. PureOS doesn't appear
to ship with an image editor so this seems like an odd choice, or perhaps an
oversight.&lt;/p&gt;
&lt;p&gt;For the record, the other programs are scdaemon, vim, htop, and tmux. I can
understand their exclusion since the default install is desktop-oriented, but
lacking scdaemon when they support the Librem Key is another odd decision. Not
every Librem owner was interested in such a device, but it makes sense to put it
in the default installation.&lt;/p&gt;
&lt;p&gt;The Bluetooth controller requires a non-free binary driver. One of the chief
reasons to buy Purism is software freedom. While the FSF makes exceptions for
microcode, it's inconsistent to claim support for freedom while sporting
hardware that's literally unusable with free software drivers, at present.&lt;/p&gt;
&lt;p&gt;While we're at it, let's discuss the Management Engine. It is not fully
disabled, due to the way Intel's architecture is designed. In the interest
of fairness, &lt;a href="https://puri.sm/posts/reverse-engineering-the-intel-management-engine-romp-module/"&gt;Purism wrote about their efforts of reverse engineering the 
&lt;abbr title="(Intel) Management Engine"&gt;ME&lt;/abbr&gt;&lt;/a&gt;, and &lt;a href="https://puri.sm/posts/deep-dive-into-intel-me-disablement/"&gt;why certain parts needed to remain&lt;/a&gt;. It's just a shame that it's
this difficult to provide libre x86_64 hardware due to these enterprise-focused
features that enable abuse in the wrong hands.&lt;/p&gt;
&lt;p&gt;Due to choosing GNOME 3 on Wayland, livestreaming is a nightmare, especially if,
like me, you ended up using a mix of xorg and Wayland programs. I gave it
nearly 5 months... GNOME (and Wayland) are still unable to meet the same use
cases that xorg has fulfilled for years. As such, I moved to XFCE for now, until
I get back to Fluxbox or i3. For all the fancy features, if it doesn't work with
core use-case software, it's useless.&lt;/p&gt;
&lt;h1&gt;What I Hope For&lt;/h1&gt;
&lt;p&gt;Above all else, I want to see continued improvement on Purism's behalf. On
messaging, and pushing for their next devices to be even &lt;em&gt;more&lt;/em&gt; libre. I can
appreciate purism itself as an ideal rather than an absolute goal, but
completely free hardware &lt;em&gt;can&lt;/em&gt; be achieved. Perhaps we'll be using RISC-V some
time in the future.&lt;/p&gt;
&lt;p&gt;I hope Purism moves their focus away from GNOME, with the upcoming changes for
GTK 4 essentially pushing non-GNOME development out of the circle. Solus and
others have expressed interest in moving to the Enlightenment stack. That will
be an interesting development if done. It's unfortunate, because Purism has
contributed to both GTK and GNOME, but the tide is against them in crafting
their own experience on the GNOME stack. I'd rather see their efforts go where
they'll be appreciated and move the desktop forward.&lt;/p&gt;
&lt;p&gt;Lastly, I hope this machine helps me in becoming more creative. I'm trying to
take a hands-off approach so I can focus on programming. I gave GNOME 3 an
honest try, and as I suspected it still isn't up to par.&lt;/p&gt;
&lt;h1&gt;GNOME Dislikes&lt;/h1&gt;
&lt;p&gt;(Yep, special enough for its own section)&lt;/p&gt;
&lt;p&gt;Some things like Alt+Tab have unintuitive function compared to its use in other
environments. Super+Tab is what you &lt;em&gt;really&lt;/em&gt; want most of the time. Oh, and
selecting sub-windows or tabs of a program is a separate keystroke. I see &lt;em&gt;why&lt;/em&gt;
it was done, but the usability on a freeform "every window, period" flow is
ruined.&lt;/p&gt;
&lt;p&gt;You also can't launch a program twice from the overview to get a second window,
like gnome-terminal; you have to focus the terminal and bring up a new window
instead. Wat?!&lt;/p&gt;
&lt;p&gt;Can we talk about how hard it is to get a custom program to show up under Show
Applications? You have to write an INI-style &lt;code&gt;.desktop&lt;/code&gt; file, move it to &lt;em&gt;just&lt;/em&gt;
the right place, and wait for GNOME to figure it out and display it. The GUI to
make a launcher is not very good, and quite confusing. I had better luck reading
the desktop file spec; it too was bad in its own verbose and abstract
way, like most other FDO documents.&lt;/p&gt;
&lt;p&gt;Why oh why is subpixel antialiasing enabled for font rendering? It's ugly and
makes screenshots non-portable between displays. I don't want to see bits of
color on the edge of my text. You need higher display dpi to get the full
'benefit' of it anyway. You can change this via Tweaks, which tells me GNOME
ships with this on by default.&lt;/p&gt;
&lt;p&gt;Sometimes, windows like the Nextcloud client or PICO-8 won't show window
decorations, so exiting or manipulating them isn't as easy as it is in a regular
window manager. Part of this may be due to GNOME running in Wayland instead of
Xorg.&lt;/p&gt;
&lt;p&gt;OBS Studio cannot seem to record the entire screen, or PICO-8; the window does
not show up in the list of windows to capture. This is due to Wayland being
unable (or rather, unwilling) to share the entire composited screen with a
program, and the micro-protocol approach that Wayland uses in its
design-by-consensus ensures it'll be a few more years before something like
PipeWire and Wayland can deliver a quality broadcasting stack. OBS inside an
xorg server session can see all windows. For being so 'modern' and a 'mature'
project at over 10 years old, Wayland still somehow isn't capable of such a
workload, while the 'old, busted' xorg still chugs along. Maybe in another 10
years, Wayland will support this use case.&lt;/p&gt;
&lt;p&gt;GNOME lacks a system tray equivalent, so programs like Steam can be closed, but
in the 'background', which GNOME then produces a notification for. So it knows
it's there, but won't give me a way to interact with it to bring it back to the
foreground? Mumble is the same way, to use a libre example. Come on, guys...
What was wrong with having a tray for arbitrary icons that you don't necessarily
want an open window for all the time but are still &lt;em&gt;useful&lt;/em&gt;?&lt;/p&gt;
&lt;p&gt;Please drag GNOME Files out back and shoot it. SpaceFM gets the job done and
hands control to me.&lt;/p&gt;
&lt;p&gt;A quick look under Tweaks gave me a few of the features I was missing before,
like resizing with Right Click, but those are in the form of extensions that
might or might not be there, or might not work on the next GNOME version. Some
of these settings I consider basic and expected in a cutting edge desktop, so
it's difficult to commit too much to the DE. I'm glad that most of my computer
use can be distilled to a browser and terminal window.&lt;/p&gt;
&lt;p&gt;I switched away after 5 months of trying to get a workable and pleasant
environment. The single best feature was the overview access via tapping Super,
which I can emulate in any other environment. XFCE will be a good xorg-based
substitute for now, while I build toward my eventual LFS or similar OS with i3
on top.&lt;/p&gt;
&lt;h1&gt;Conclusion&lt;/h1&gt;
&lt;p&gt;For what you get, you're paying a premium for the hardware killswitches and
security-focused design. I knew these things going into it, and I got what I
purchased, more or less. It's Debian under the hood, so I can use a totally
different OS if I want, as long as the &lt;abbr title="Embedded Controller"&gt;EC&lt;/abbr&gt; firmware is applied and PureBoot
is still in use, it's still the same machine. I want to do some research and
testing to be sure I can do so before messing with the installation, just so
I have another OS to go to if PureOS goes defunct. Virtual machines may be a
better idea for now.&lt;/p&gt;
&lt;p&gt;One thing I wasn't 100% on was the RAM. I will probably upgrade both the RAM and
SSD in this machine, since the iGPU uses shared memory. Had I known that, I
would've gone to 32GB. But for now, I'll see how hard I can push it before
needing those things. The SSD alone makes things feel so much snappier, coming
from HDDs.&lt;/p&gt;
&lt;p&gt;Consider me satisfied, but I will wait before buying another Purism device.
To be fair in this conclusion, I have avoided essentially everyone else for
a laptop, for various reasons. Every brand I've come across has made some
concessions; a single binary blob for Bluetooth is something I can live with
until they source a BT radio with a libre driver. Otherwise, the machine has
been what I expected it to be and it gives me the control and assurance that I'm
looking for in a modern laptop. I can't ask for much better than that.&lt;/p&gt;
&lt;p&gt;Before I go, &lt;a href="https://files.zlg.space/s/kYQraGP88NkPjfB"&gt;a photo with my TypeMatrix, bluetooth mouse, and external HDD
hooked up to the Librem 14&lt;/a&gt;. I am taking sticker suggestions for its lid!&lt;/p&gt;
&lt;p&gt;Thanks for reading.&lt;/p&gt;
&lt;p&gt;-z&lt;/p&gt;
&lt;div class="footnote"&gt;
&lt;hr&gt;
&lt;ol&gt;
&lt;li id="fn:2"&gt;
&lt;p&gt;OpenPandora and Purism are not related at all. They're just two companies
 trying to provide open hardware. I was a backer through the UK Ltd, which
 was not solvent and left some 1100 customers (like me) holding a bag. The
 German GmbH (now DragonBox) &lt;em&gt;was&lt;/em&gt; solvent and offered to get us our units
 for the difference in cost to produce, but by that point we had all spent
 over $500 and he needed another $200 to make it cost effective for him. VAT
 made this worse, and I didn't have cash at the time, so I effectively threw
 away money. From what I understand, DragonBox is today offering the Pyra
 and units are reaching people.&amp;#160;&lt;a class="footnote-backref" href="#fnref:2" title="Jump back to footnote 1 in the text"&gt;&amp;#8617;&lt;/a&gt;&lt;/p&gt;
&lt;/li&gt;
&lt;/ol&gt;
&lt;/div&gt;</content><category term="Reviews"/><category term="Reviews"/><category term="Laptops"/><category term="Libre Hardware"/><category term="GNOME"/><category term="GNU/Linux"/></entry><entry><title>Solar 2 Review</title><link href="https://zlg.space/blog/solar-2-review.html" rel="alternate"/><published>2013-04-07T14:42:07-07:00</published><updated>2013-04-07T14:42:07-07:00</updated><author><name>zlg</name></author><id>tag:zlg.space,2013-04-07:/blog/solar-2-review.html</id><summary type="html">&lt;p&gt;Solar 2 is an open world, macro-physical, sandbox simulation game. Its premise is 
short and sweet: &lt;em&gt;You are a meager asteroid in the infinity of space. Become the 
biggest and best thing in the universe!&lt;/em&gt; Developed primarily by independent 
developer &lt;a href="http://murudai.com/"&gt;Jay Watts&lt;/a&gt;, Solar 2 is a game that is relaxing, with a tense 
undertone that a more self-aware gamer may philosophize about. If you like to 
kick back and enjoy a relaxing game with neat visuals, Solar 2 is a fine choice. 
Gamers that always need missions or goals may not appreciate Solar 2 since its 
mission selection is small and due to being a one-mechanic game, lacks depth in 
its basic interaction. It makes up for it with its application of physics and 
concept, however. And who doesn't like an endless virtual universe!?&lt;/p&gt;
</summary><content type="html">&lt;p&gt;Solar 2 is an open world, macro-physical, sandbox simulation game. Its premise is 
short and sweet: &lt;em&gt;You are a meager asteroid in the infinity of space. Become the 
biggest and best thing in the universe!&lt;/em&gt; Developed primarily by independent 
developer &lt;a href="http://murudai.com/"&gt;Jay Watts&lt;/a&gt;, Solar 2 is a game that is relaxing, with a tense 
undertone that a more self-aware gamer may philosophize about. If you like to 
kick back and enjoy a relaxing game with neat visuals, Solar 2 is a fine choice. 
Gamers that always need missions or goals may not appreciate Solar 2 since its 
mission selection is small and due to being a one-mechanic game, lacks depth in 
its basic interaction. It makes up for it with its application of physics and 
concept, however. And who doesn't like an endless virtual universe!?&lt;/p&gt;


&lt;h1&gt;Graphics&lt;/h1&gt;
&lt;p&gt;Solar 2's graphics are simple and functional. Beyond that, what else can you 
really add to the look of asteroids, planets, and stars that won't disrupt the 
accuracy of the gameplay? Space itself is, well, black and spacey, with colors of 
distant nebulae and stars scattered about so you feel like you're in space. 
Stars glow like they should, and protective shields look the way you'd expect. 
Ships look pretty cool, but they're a bit small. This probably isn't true on a 
lower resolution display (I play in 1080p), but for the larger ones it can be a 
problem. Otherwise, I have no complaints.&lt;/p&gt;
&lt;h1&gt;Music&lt;/h1&gt;
&lt;p&gt;The sound in Solar 2 was created by &lt;a href="http://flavors.me/jpneufeld"&gt;JP Neufeld&lt;/a&gt; and Matt Wiesen of 
&lt;a href="http://www.symphonyofspecters.com/"&gt;Symphony of Specters&lt;/a&gt;. The sound effects fit their environment very well. 
When planets collide there's a dull "poof", spaceships have puny "pew-pew-pew", 
and asteroids colliding sounds... like rocks. The music is what makes Solar 2 so 
relaxing. It's decidedly ambient, with hints of instrumental thrown in for 
effect. There's a specific track that plays during a certain mission, however, 
that's amazing. I was disappointed to find that the track in question — Mind 
Over Metal — was not included as part of the OST that came with the Humble Indie 
Bundle it was released as part of. It's a shame because it's a great track and 
should be the fanfare/credits song of the game. Long story short, Solar 2's 
sound is appropriate and mellow.&lt;/p&gt;
&lt;h1&gt;Difficulty&lt;/h1&gt;
&lt;p&gt;I wouldn't consider Solar 2 a difficult game unless you're not too good at 
tracking multiple objects at once. Even then, it's fairly forgiving and since 
it's a sandbox game, recovering from failure doesn't take a long time. It's 
perfect for casual play.&lt;/p&gt;
&lt;h1&gt;Gameplay&lt;/h1&gt;
&lt;p&gt;Ah! The meat and potatoes! Well, more like the appetizer. Solar 2 doesn't have 
much gameplay to speak of. That doesn't make it a bad game, but rather a simple 
one that's meant to just simply be enjoyed, with no pressure. You start "life" 
out as a measly little asteroid. By running into other asteroids, you add to 
your Mass, helpfully displayed on the HUD. After a certain point, you gain 
enough Mass to become a planet. Now you can draw asteroids into your orbit and 
absorb multiple asteroids at once. You'll advance from there to a life planet, 
and then finally a star. As a star, you can bring planets into your orbit, which 
can then be improved by their absorption of asteroids. Your star can then absorb 
the planets, and become bigger. Repeat ad nauseum to become bigger, badder, and 
more impressive.&lt;/p&gt;
&lt;p&gt;There are a handful of Story missions and Challenge missions you can opt to 
complete. They're mostly concerned with the nuances of gameplay and testing your 
general skill. The difficulty ramps up in the Challenge missions, but it's still 
nothing that will take you weeks. I earned all the Steam achievements in the 
span of 17 hours of playing, and 10 of that was spent screwing around. :)&lt;/p&gt;
&lt;h1&gt;Story&lt;/h1&gt;
&lt;p&gt;What's a "story"? There's so little that I can't even consider it a story. But 
that's cool. It means you get to make up your own as you play in the universal 
sandbox. Some games just don't need a story, and Solar 2 is one of them.&lt;/p&gt;
&lt;h1&gt;Final Verdict&lt;/h1&gt;
&lt;p&gt;Solar 2 is a macro-scale game with a dead-simple premise: Become the biggest,
baddest thing in the universe! With a relaxing soundtrack and simple, accessible
goals, Solar 2 somehow makes destroying entire solar systems relaxing. It's
almost like interactive meditation. It's perfect for short bursts or moderate 
stints of relaxing, but with such a simple premise, it may leave some gamers 
thirsting for a deeper game. Despite being a huge "core gamer", I thoroughly 
enjoy Solar 2. Take that how you will.&lt;/p&gt;
&lt;p&gt;&lt;em&gt;Solar 2 is available from a variety of commercial sources and was part of the 
Humble Android Bundle 5.&lt;/em&gt;&lt;/p&gt;
&lt;h1&gt;Screenshots&lt;/h1&gt;
&lt;p&gt;&lt;img alt="Life as a humble planet" src="https://zlg.space/blog/images/reviews/solar2-humble-planet.png"&gt;&lt;br&gt;
&lt;img alt="A medium-sized star system" src="https://zlg.space/blog/images/reviews/solar2-medium-system.png"&gt;&lt;br&gt;
&lt;img alt="An extremely large star system" src="https://zlg.space/blog/images/reviews/solar2-giant-system.png"&gt;&lt;/p&gt;
&lt;h1&gt;Metadata&lt;/h1&gt;
&lt;p&gt;&lt;strong&gt;Platform:&lt;/strong&gt; Windows, OS X, GNU/Linux, Android&lt;br&gt;
&lt;strong&gt;Release Date:&lt;/strong&gt; 2011-06-17&lt;br&gt;
&lt;strong&gt;Genre:&lt;/strong&gt; Sandbox, Casual&lt;br&gt;
&lt;strong&gt;Developer:&lt;/strong&gt; Jay Watts of &lt;a href="http://murudai.com/"&gt;Murudai&lt;/a&gt;&lt;/p&gt;</content><category term="Reviews"/><category term="Video Games"/><category term="Reviews"/><category term="Sandbox Game"/></entry><entry><title>Dustforce Review</title><link href="https://zlg.space/blog/dustforce-review.html" rel="alternate"/><published>2012-11-08T13:58:15-08:00</published><updated>2012-11-08T13:58:15-08:00</updated><author><name>zlg</name></author><id>tag:zlg.space,2012-11-08:/blog/dustforce-review.html</id><summary type="html">&lt;p&gt;Developed by Hitbox Team, Dustforce is an interesting mix of technical input, 
platforming, and speed. You play as one of four janitors whose job is to clean 
up the game world and bring cleanliness back. As an old-school gamer, this game 
still makes me giddy and excited when I play it. If you enjoy technical games 
that require a lot of skill, high difficulty, and are a perfectionist, Dustforce 
is a great fit for you. Steer clear if you lack patience!&lt;/p&gt;
</summary><content type="html">&lt;p&gt;Developed by Hitbox Team, Dustforce is an interesting mix of technical input, 
platforming, and speed. You play as one of four janitors whose job is to clean 
up the game world and bring cleanliness back. As an old-school gamer, this game 
still makes me giddy and excited when I play it. If you enjoy technical games 
that require a lot of skill, high difficulty, and are a perfectionist, Dustforce 
is a great fit for you. Steer clear if you lack patience!&lt;/p&gt;


&lt;h1&gt;Graphics&lt;/h1&gt;
&lt;p&gt;The graphics in Dustforce are best described as light and airy. Most colors are 
low-saturation and shading is softer, leading the game to take on a sort of 
clay-ish look. The form of the graphics themselves looks as if they were made 
with a vector art application. Long story short, the art style is interesting 
and suits the game's atmosphere. Where it lacks in detail it makes up for in 
personality. Additionally, it runs at a crisp 60 frames per second, so it feels 
very smooth.&lt;/p&gt;
&lt;p&gt;If I had to lodge a complaint, it would be the dust/leaf/grime/triangle 
particles that scatter when you sweep them up. In the later levels, it can 
obscure your character from view and make it difficult to make precise 
movements. That's rather minor, however, and may simply be a reflection of my 
own optic shortcomings.&lt;/p&gt;
&lt;h1&gt;Sound&lt;/h1&gt;
&lt;p&gt;Ambient but engaging, out-of-the-way and yet comfortably catchy... It's so hard 
to describe just what this game's music is like. Terence Lee, AKA Lifeformed 
made the music for Dustforce. Without a doubt, he's created one of the best 
video game soundtracks of 2012. &lt;em&gt;Electric Relic&lt;/em&gt; features a strong bass-line and 
good synth strings, while &lt;em&gt;It's Not Supposed to Be Snowing&lt;/em&gt; takes on a more 
melodic, almost somber approach. Then there's &lt;em&gt;Sepia Tone Laboratory&lt;/em&gt;, which 
brings the strings to the front with an almost hip-hop beat that makes the game 
feel underground. Despite the general tone of the music feeling sort of 
simplistic and out-of-the-way, there's a surprising level of understanding for 
what makes catchy or immersive sound.&lt;/p&gt;
&lt;p&gt;My only complaint is that there isn't more of this music!&lt;/p&gt;
&lt;p&gt;The sound effects match the game effortlessly, and as I've covered in prior 
reviews, sound effects that don't stand out are good sound effects. One can hear 
character footsteps, each sweep of the broom, high-energy stomping when falling 
from tall heights, and an intense slap when you strike enemies. All is as it
should be in the sound effect department.&lt;/p&gt;
&lt;h1&gt;Difficulty&lt;/h1&gt;
&lt;p&gt;If you're new to platformers or video games in general, you'll want to steer 
clear of Dustforce. While the early levels are unassuming and friendly, the game 
quickly takes off the kid gloves and throws you into levels that demand tight 
maneuvers, spot-on timing, and intimate knowledge of the game's mechanics. It's 
the kind of game that old hands like me revel in learning the nuances of.&lt;/p&gt;
&lt;p&gt;Gamers with high levels of patience or manual dexterity will take to Dustforce 
pretty well. Others will grow frustrated of not nailing the S ranks and stop 
playing. This game is not for the faint of heart.&lt;/p&gt;
&lt;h1&gt;Gameplay&lt;/h1&gt;
&lt;p&gt;Playing Dustforce is rather straightforward despite its depth. You can use the 
keyboard or a PC controller. I opted to use a PS3 controller and emulated an 
Xbox360 controller with DS3Tool. On Gentoo GNU/Linux, I use the &lt;code&gt;uinput&lt;/code&gt; kernel 
module. Regardless of the human interface, Dustforce's controls are simple.
You have your directions, jump, attack, strong attack, and dash. You can
activate a special move by hitting both attack buttons at the same time, too.
That's it. The game works within these confines very well.&lt;/p&gt;
&lt;p&gt;Most platformers give you simple characters that improve over time. Not so in 
Dustforce. The improvement comes from you, the player! Your character has 
everything they need to finish a level, even with a perfect score. It's up to 
you to pull it off. You'll need to master running up walls, wall-jumping, using 
your broom in strategic locations, and combating enemies all while maintaining 
a combo meter, which keeps track of how much dust you've accumulated. Once 
you've swept 100 dust up, you can use your special move to eliminate all dust 
within a large radius of your character. Learning the most advantageous times to 
use this move is what separates novices and masters.&lt;/p&gt;
&lt;p&gt;At the end of each level (and there are over 50), you'll be judged according to 
completion (how much dust you got), Finesse (how long you kept your combo), and 
time. The game features leaderboards, so if you sign up for an account (or go 
through Steam), you can see how you rank among others who play Dustforce. If 
you're aiming to get the best times, beware! It takes a ton of practice to get 
anywhere close to the times on the leaderboards. I've managed to make it to the 
top 10 on a level, but it took me a few hours of practice to do it.&lt;/p&gt;
&lt;p&gt;For each level that you get S rankings on, you'll get progress toward a key, 
which you can use to unlock other levels. Easy levels are available right off 
the bat, while the intermediate levels are unlocked with silver keys and hard 
levels are unlocked with golden keys. In order to reach the last set of levels 
(which are all unlocked), you must get an S rank in Finesse and Completion (a 
double S) on every level. Attaining that is no small feat. The developers 
realized this, and created the last set of levels, each referring to a digital 
unit of measure proceeded by "Difficult". These levels are incredibly difficult, 
and only the most dedicated (or insane) players will attain SS rank on them.&lt;/p&gt;
&lt;h1&gt;Final Verdict&lt;/h1&gt;
&lt;p&gt;Dustforce is a game that satiates the classic gamer's thirst for difficulty, 
nuance, and solid level design. It's really a &lt;a href="http://tvtropes.org/pmwiki/pmwiki.php/Main/NintendoHard"&gt;Nintendo Hard&lt;/a&gt; game 
prettied up with modern graphics and polish. New gamers or gamers that lack 
patience will not enjoy Dustforce beyond a handful of levels into the game, when 
the game starts to push back and demand more from the player.&lt;/p&gt;
&lt;p&gt;In short, I feel that Dustforce is a contender for Independent Game of the Year 
2012. Between its great music, stylish graphics, and refreshing difficulty, I 
believe it embodies exactly what the video game industry needs.&lt;/p&gt;
&lt;p&gt;&lt;em&gt;Dustforce was available as part of the Humble Indie Bundle 6 and can be 
purchased on Steam.&lt;/em&gt;&lt;/p&gt;
&lt;h1&gt;Metadata&lt;/h1&gt;
&lt;p&gt;&lt;strong&gt;Platform:&lt;/strong&gt; Windows, OS X, GNU/Linux&lt;br&gt;
&lt;strong&gt;Release Date:&lt;/strong&gt; 2012-01-17&lt;br&gt;
&lt;strong&gt;Genre:&lt;/strong&gt; Technical Platformer&lt;br&gt;
&lt;strong&gt;Developer:&lt;/strong&gt; &lt;a href="http://hitboxteam.com"&gt;Hitbox Team&lt;/a&gt;&lt;/p&gt;</content><category term="Reviews"/><category term="Video Games"/><category term="Reviews"/><category term="Technical Platformer"/></entry><entry><title>Radiant Historia Review</title><link href="https://zlg.space/blog/radiant-historia-review.html" rel="alternate"/><published>2012-08-27T23:13:45-07:00</published><updated>2012-08-27T23:13:45-07:00</updated><author><name>zlg</name></author><id>tag:zlg.space,2012-08-27:/blog/radiant-historia-review.html</id><summary type="html">&lt;p&gt;Every now and then, a game comes out that looks unassuming, but has a hidden, 
interesting side that takes you by surprise. This aspect is true of Radiant 
Historia, a turn-based JRPG for the Nintendo DS developed by Atlus and Headlock 
Studio. One of the aspects of Radiant Historia that comes out of left field is 
the time traveling mechanic, which allows you to explore two different paths of 
history. If you enjoyed Chrono Trigger and enjoy revisiting the same place in 
different points in recent history, you'll warm up to Radiant Historia. Gamers 
who don't care for backtracking or subtle time puzzles will want to skip this 
one.&lt;/p&gt;
</summary><content type="html">&lt;p&gt;Every now and then, a game comes out that looks unassuming, but has a hidden, 
interesting side that takes you by surprise. This aspect is true of Radiant 
Historia, a turn-based JRPG for the Nintendo DS developed by Atlus and Headlock 
Studio. One of the aspects of Radiant Historia that comes out of left field is 
the time traveling mechanic, which allows you to explore two different paths of 
history. If you enjoyed Chrono Trigger and enjoy revisiting the same place in 
different points in recent history, you'll warm up to Radiant Historia. Gamers 
who don't care for backtracking or subtle time puzzles will want to skip this 
one.&lt;/p&gt;


&lt;h1&gt;Graphics&lt;/h1&gt;
&lt;p&gt;Radiant Historia sports a neat art style. Environments are rendered in 3-D while 
characters and obstacles are 2-D sprites. This makes different elements clear to 
the player without any obnoxious "helper" graphics like black outlines or 
incessant glowing, etc.&lt;/p&gt;
&lt;p&gt;The graphic style is sort of low-key for the environments; they seem to mostly 
get out of the way. It's a refreshing turn from what's usually present in JRPGs, 
and is more inviting than the usual &lt;em&gt;"Check &lt;/em&gt;&lt;em&gt;ALL&lt;/em&gt;&lt;em&gt; the bushes"&lt;/em&gt; mentality 
that's encouraged in some JRPGs. Sprites are animated very well. Aht's swaying 
in battle, "brandishing" animations when it's the character's turn to receive a 
command, and the design of the characters themselves are all great. The graphics 
may become a bit dull over time out of battle, but they remain interesting 
in-battle. Atlus has some pixel know-how. :)&lt;/p&gt;
&lt;p&gt;The concept art is top notch. It shows a strong understanding of character 
design and use of color. Stocke's red outfit is both stylish and reminiscent of 
European armor designs. Aht looks like an elegant dancer, and Marco's get-up 
looks like he really is carrying a bunch of potions and healing items. There are 
other characters that sport equally solid designs, but I don't spoil games that 
aren't classics already.&lt;/p&gt;
&lt;h1&gt;Music&lt;/h1&gt;
&lt;p&gt;I'm listening to the OST right now. Does that tell you anything? If not, maybe a 
name drop will: Yoko Shimomura. She's partly responsible for Kingdom Hearts' 
music, and composed all the music for Radiant Historia. My favorite tracks are 
Alistel's main theme and the ending credits theme, -HISTORIA-.&lt;/p&gt;
&lt;p&gt;The soundtrack as a whole takes on a somber, pretty feel when you're out
and about. Seeing as how world is slowly eroding to dust, this theme is
fitting. The standard battle theme is unobtrusive and seems to encourage focus
and intensity instead of raw power. The boss themes on the other hand, are
in-your-face epic and carry a sense of urgency. "The Edge of Green" (mid-chapter
bosses) in particular does a very good job of sparking the player's spirit.&lt;/p&gt;
&lt;p&gt;Long story short, this game's soundtrack is easily its best aspect.&lt;/p&gt;
&lt;h1&gt;Difficulty&lt;/h1&gt;
&lt;p&gt;Once you get the hang of the battle system, I'd say the difficulty in Radiant 
Historia is decidedly average. A few battles will push you to really think about 
how to bunch the enemy up to capitalize on combo bonuses, some will use turn 
order to mess with your tactics, and others will test your knowledge of your 
abilities and how many turns they last. Veteran gamers will meet this difficulty 
with only minor issue, while average and casual gamers will have a little bit of 
trouble. The difficulty's not too harsh, however, and you can always grind to 
lessen it.&lt;/p&gt;
&lt;h1&gt;Gameplay&lt;/h1&gt;
&lt;p&gt;There are two primary phases of gameplay: in-battle and out-of-battle. The 
former is where you'll be spending a lot of your time, believe it or not. The 
fights are not overwhelmingly common like they are in traditional JRPGs. You 
seem enemies on the overworld as you travel, and can choose to avoid the vast 
majority of them. This makes Radiant Historia a good candidate for low-level 
runs. However, this also means that if you avoid fighting too much, you'll end 
up too weak to progress at an acceptable pace.&lt;/p&gt;
&lt;p&gt;In-battle, it's closer to a tactical SRPG than a standard turn-based JRPG. Your 
enemies are laid out in a 3×3 grid and are allowed to move around during the 
course of the battle. Your characters aren't afforded this mobility, but some of 
them have skills that will move the enemy around. Put together the right skills 
and the right turn order (through the "Change" command), and you can wipe out 
regular enemies pretty handily. It's important to practice this, because it 
becomes more important as you progress and the enemies get tougher. When it's 
all said and done, though, the gameplay is still standard JRPG fare with a 
little spin on things.&lt;/p&gt;
&lt;p&gt;It's a welcome spin, but it comes with some nitpicks:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Skills that move the enemy around are rather pricey (5-15 MP)&lt;/li&gt;
&lt;li&gt;MP cannot easily be regenerated (the skill costs 12 MP and the item is rare)&lt;/li&gt;
&lt;li&gt;Some bosses have far too much HP and needlessly drag out the battle (this may 
  be intentional...)&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Overall, battles are fairly enjoyable, but will start to annoy you a bit toward 
the end, when they introduce more enemies that can't be moved on the grid.&lt;/p&gt;
&lt;h1&gt;Story&lt;/h1&gt;
&lt;p&gt;Radiant Historia begins with a man named Stocke, who's been assigned to the 
Special Intelligence unit of Alistel's army. It seems that Granorg, the country 
to the west, is the cause of a "sand sickness" which is eroding the world and 
turning people into sand. What starts out as a clear goal to our friend Stocke 
turns into a much broader adventure through the continent of Vainqueur and time 
itself. As it progresses, the story plays around with the player's expectations, 
questions the rationale of characters, and exposes what most would consider 
"evil" as merely a different perspective on the same circumstances. It's not 
necessarily something that I'd sit down with for nights on end, like a book, but 
the story does a better job than many other JRPGs out there, and stayed 
interesting enough for me to want to know what happens next. So I'd say it's 
pretty good.&lt;/p&gt;
&lt;h1&gt;Final Verdict&lt;/h1&gt;
&lt;p&gt;Radiant Historia is what most would call a "sleeper hit", which came out of 
nowhere, introduced a new take on the time-traveling formula, and brought some 
memorable characters and gorgeous music. It has some tedious points, which 
delayed me finishing the game for a while&lt;sup id="fnref:rl"&gt;&lt;a class="footnote-ref" href="#fn:rl"&gt;1&lt;/a&gt;&lt;/sup&gt;, but they weren't bad or long 
enough to kill the enjoyment for me.&lt;/p&gt;
&lt;p&gt;If you enjoy JRPGs -- especially ones that question existing formulae -- I think 
you'll like Radiant Historia. If you want a fast-paced, action-style game that's 
light on the dialogue, Radiant Historia is &lt;em&gt;not&lt;/em&gt; what you're looking for.&lt;/p&gt;
&lt;h1&gt;Metadata&lt;/h1&gt;
&lt;p&gt;&lt;strong&gt;Platform:&lt;/strong&gt; Nintendo DS&lt;br&gt;
&lt;strong&gt;US Release Date:&lt;/strong&gt; 2011-02-22&lt;br&gt;
&lt;strong&gt;Genres:&lt;/strong&gt; JRPG, Turn-based&lt;br&gt;
&lt;strong&gt;Developer:&lt;/strong&gt; &lt;a href="http://atlus.com"&gt;Atlus&lt;/a&gt;, &lt;a href="http://headlock.jp"&gt;Headlock, Inc&lt;/a&gt;&lt;br&gt;
&lt;strong&gt;ESRB Rating:&lt;/strong&gt; E10+&lt;/p&gt;
&lt;div class="footnote"&gt;
&lt;hr&gt;
&lt;ol&gt;
&lt;li id="fn:rl"&gt;
&lt;p&gt;Real life also got in the way...&amp;#160;&lt;a class="footnote-backref" href="#fnref:rl" title="Jump back to footnote 1 in the text"&gt;&amp;#8617;&lt;/a&gt;&lt;/p&gt;
&lt;/li&gt;
&lt;/ol&gt;
&lt;/div&gt;</content><category term="Reviews"/><category term="Nintendo DS"/><category term="Video Games"/><category term="Reviews"/><category term="RPG"/></entry><entry><title>Shantae: Risky's Revenge Review</title><link href="https://zlg.space/blog/shantae-riskys-revenge-review.html" rel="alternate"/><published>2012-07-15T23:14:02-07:00</published><updated>2012-07-15T23:14:02-07:00</updated><author><name>zlg</name></author><id>tag:zlg.space,2012-07-15:/blog/shantae-riskys-revenge-review.html</id><summary type="html">&lt;p&gt;Shantae is a half-genie who lives on the outskirts of a place called Scuttle
Town. Her first appearance was in the GameBoy Color cult hit &lt;em&gt;Shantae&lt;/em&gt;. I'll be
honest: I don't know why Shantae got the attention that it has, even on the DSi.
Between the unclear game progression, a shop that's hardly labeled, and controls
that aren't as responsive as they should be, &lt;em&gt;Shantae: Risky's Revenge&lt;/em&gt; leaves
much to be desired.&lt;/p&gt;
&lt;p&gt;Before I begin, keep in mind that this game comes with a 1200 DSi Point price. 
That's $12 USD. I don't consider this game worth the $12 I paid for it. Its 
graphics are nice, and the music's decent, but everything else is lacking. It's 
a shame, because if this game had focused more on replayability or something to 
make the gameplay more varied and interesting, you'd have a winner.&lt;/p&gt;
</summary><content type="html">&lt;p&gt;Shantae is a half-genie who lives on the outskirts of a place called Scuttle
Town. Her first appearance was in the GameBoy Color cult hit &lt;em&gt;Shantae&lt;/em&gt;. I'll be
honest: I don't know why Shantae got the attention that it has, even on the DSi.
Between the unclear game progression, a shop that's hardly labeled, and controls
that aren't as responsive as they should be, &lt;em&gt;Shantae: Risky's Revenge&lt;/em&gt; leaves
much to be desired.&lt;/p&gt;
&lt;p&gt;Before I begin, keep in mind that this game comes with a 1200 DSi Point price. 
That's $12 USD. I don't consider this game worth the $12 I paid for it. Its 
graphics are nice, and the music's decent, but everything else is lacking. It's 
a shame, because if this game had focused more on replayability or something to 
make the gameplay more varied and interesting, you'd have a winner.&lt;/p&gt;


&lt;h1&gt;Graphics&lt;/h1&gt;
&lt;p&gt;I cover graphics first because it's the first thing you see. The graphics in 
&lt;em&gt;Shantae: Risky's Revenge&lt;/em&gt; are very well drawn; some of which by people I've 
spoken to on a forum named &lt;a href="http://wayofthepixel.net/pixelation/"&gt;Pixelation&lt;/a&gt;. 
There's no doubt in my mind that the graphics were produced professionally by 
people that know what they're doing. Each of the game's locales have detailed, 
expressive backgrounds that show a strong understanding of light and shape. 
Scuttle Town looks like an old-styled Middle Eastern town, the plains look open 
and vast, caves look dank and cramped, and so on.&lt;/p&gt;
&lt;p&gt;Animation is equally good, though the design of enemies is a bit lacking. The 
only enemies that really stick out to me are the archers and mermaids, the 
latter of which were the only overworld enemy that took a strategy beyond "duck 
and keep hitting."&lt;/p&gt;
&lt;h1&gt;Music&lt;/h1&gt;
&lt;p&gt;Each track in &lt;em&gt;Shantae: Risky's Revenge&lt;/em&gt; reflects the locale pretty well.
Dungeon music is somewhat repetitive, but everything else fits together. My
favorite track is the desert theme, which keeps a peppy tone while you're
navigating the various pits and moving platforms. I'm a sucker for those 
instruments, too.&lt;/p&gt;
&lt;p&gt;Sound effects don't stand out (which is a good thing); no complaints there 
either. You'll hear the "fwip" of Shantae's hair quite a bit, though, so get 
used to it.&lt;/p&gt;
&lt;h1&gt;Difficulty&lt;/h1&gt;
&lt;p&gt;This depends on whether or not you find the shop, where you can purchase spells 
and upgrades for gems. I didn't discover it until the game was almost over, so 
the only spell I had available to me for most of the game was the starting 
Fireball. Even with the unintentional handicap, the game's difficulty was 
manageable. With the upgrades, it's cake. You'll only have difficulty with 
bosses.&lt;/p&gt;
&lt;h1&gt;Gameplay&lt;/h1&gt;
&lt;p&gt;I'll be frank; this game does not stand up to $12 of value. If it were $5, I 
wouldn't be so harsh on it. But considering it's the most expensive DSiWare 
game, it should live up to its price. &lt;em&gt;Cave Story&lt;/em&gt;, which is cheaper, is the 
better game. And that was made by one person in his spare time! It's also an 
adventure-oriented platformer, just like Shantae.&lt;/p&gt;
&lt;p&gt;The gist of &lt;em&gt;Shantae: Risky's Revenge&lt;/em&gt;'s gameplay is "hit hit hit, jump, dodge, 
hit hit hit". Enemies have little in the way of AI and are easily predicted. Any 
difficulty in regular enemies comes in the number of hits needed to kill them. 
The max being somewhere around 10 (without upgrades). In similar fashion, that's 
how bosses are difficult, too. The patterns are extremely predictable, yet they 
have &lt;strong&gt;tons&lt;/strong&gt; of HP. So it's a gauntlet to see how long you can maintain the 
pattern, not a matter of how well you can predict and punish the pattern. 
WayForward could learn a thing or two from the Mega Man series. Their bosses 
have more HP, but not insanely so. They also have multiple behaviors that they 
can bust out at any time.&lt;/p&gt;
&lt;p&gt;There are the spells and belly-dancing forms, but neither of them do enough to 
break up the gameplay style. If Shantae's alternate forms could be used in 
combat more often and came with their own set of spells, I could see the game 
being a lot more fun. Ultimately, the game just needs more of what made it 
nominally interesting in the first place: more forms, more spells, better AI, 
and a reason to play again. That last one's the most important. There's a reason 
I play through &lt;em&gt;Super Mario Bros.&lt;/em&gt; (the long way) every month: it has replay 
value!&lt;/p&gt;
&lt;h1&gt;Story&lt;/h1&gt;
&lt;p&gt;It's really not worth mentioning. It's a platformer, not a deep adventure or 
RPG. The gist of it is "Risky, the evil pirate, has come back for the lamp! You 
need to stop her, Shantae!" Cue random artifact fetch quest.&lt;/p&gt;
&lt;h1&gt;Final Verdict&lt;/h1&gt;
&lt;p&gt;At the end of the day, this game's been done before. It's just another pretty,
empty platformer. If you're looking for something casual, pretty, and expensive,
&lt;em&gt;Shantae: Risky's Revenge&lt;/em&gt; will suit you well. If you're a die hard platformer
or a gaming veteran like me, steer clear and get &lt;em&gt;Cave Story&lt;/em&gt; instead. It has a
much more interesting plot, deeper gameplay, and is also available on the DSi
Shop.&lt;/p&gt;
&lt;h1&gt;Metadata&lt;/h1&gt;
&lt;p&gt;&lt;strong&gt;Platform:&lt;/strong&gt; DSiWare&lt;br&gt;
&lt;strong&gt;US Release Date:&lt;/strong&gt; 2010-10-04&lt;br&gt;
&lt;strong&gt;Genres:&lt;/strong&gt; Action, Adventure, Platformer, Sidescrolling&lt;br&gt;
&lt;strong&gt;Developer:&lt;/strong&gt; &lt;a href="http://wayforward.com"&gt;WayForward Technologies&lt;/a&gt;&lt;br&gt;
&lt;strong&gt;ESRB Rating:&lt;/strong&gt; E-10+ (Comic Mischief, Mild Cartoon Violence, Suggestive 
Themes)&lt;/p&gt;</content><category term="Reviews"/><category term="Nintendo DS"/><category term="Video Games"/><category term="Reviews"/><category term="Metroidvania"/></entry><entry><title>The Legend of Zelda: Skyward Sword Review</title><link href="https://zlg.space/blog/the-legend-of-zelda-skyward-sword-review.html" rel="alternate"/><published>2011-12-06T12:11:35-08:00</published><updated>2011-12-06T12:11:35-08:00</updated><author><name>zlg</name></author><id>tag:zlg.space,2011-12-06:/blog/the-legend-of-zelda-skyward-sword-review.html</id><summary type="html">&lt;p&gt;The &lt;em&gt;Legend of Zelda&lt;/em&gt; series is known for its high quality games. From the
beginning, Zelda has set the bar for the action-adventure genre. Other games
in the same genre (and some in other genres) tend to emulate their success,
but never seem to reach it. Among games, the Zelda series is at the pinnacle
of quality and creativity. &lt;em&gt;Skyward Sword&lt;/em&gt; is no different. Remember E3 2005?
Nintendo promised us a Revolution. They said the new console would change the
way we perceived and played games. Today, we can see the effect the Wii has had
on the market, but motion controls still felt a little like an add-on instead of
a full-blown innovation. We knew the potential that MotionPlus had, but nobody
was using it for anything serious. Until November 2011, anyway. &lt;em&gt;The Legend of
Zelda: Skyward Sword&lt;/em&gt; is the experience that Nintendo promised us at E3 in 2005.&lt;/p&gt;
&lt;p&gt;To put it shortly, if you own a Wii you &lt;strong&gt;cannot&lt;/strong&gt; miss this game. &lt;em&gt;Skyward
Sword&lt;/em&gt; is the reason the Wii was made. It's the full realization of every
gameplay feature the Wii has to offer. It utilizes the Sensor Bar, the
accelerometers in the Wiimote and Nunchuk, and is the best application of the
MotionPlus. To ignore this game is to miss out on what the Wii is all about. I
don't care who you are: you need to own (or play) this game.&lt;/p&gt;
</summary><content type="html">&lt;p&gt;The &lt;em&gt;Legend of Zelda&lt;/em&gt; series is known for its high quality games. From the
beginning, Zelda has set the bar for the action-adventure genre. Other games
in the same genre (and some in other genres) tend to emulate their success,
but never seem to reach it. Among games, the Zelda series is at the pinnacle
of quality and creativity. &lt;em&gt;Skyward Sword&lt;/em&gt; is no different. Remember E3 2005?
Nintendo promised us a Revolution. They said the new console would change the
way we perceived and played games. Today, we can see the effect the Wii has had
on the market, but motion controls still felt a little like an add-on instead of
a full-blown innovation. We knew the potential that MotionPlus had, but nobody
was using it for anything serious. Until November 2011, anyway. &lt;em&gt;The Legend of
Zelda: Skyward Sword&lt;/em&gt; is the experience that Nintendo promised us at E3 in 2005.&lt;/p&gt;
&lt;p&gt;To put it shortly, if you own a Wii you &lt;strong&gt;cannot&lt;/strong&gt; miss this game. &lt;em&gt;Skyward
Sword&lt;/em&gt; is the reason the Wii was made. It's the full realization of every
gameplay feature the Wii has to offer. It utilizes the Sensor Bar, the
accelerometers in the Wiimote and Nunchuk, and is the best application of the
MotionPlus. To ignore this game is to miss out on what the Wii is all about. I
don't care who you are: you need to own (or play) this game.&lt;/p&gt;


&lt;h1&gt;Graphics&lt;/h1&gt;
&lt;p&gt;It's 2011. The Xbox360 and Playstation 3 have had years to slowly eke out the
power of their hardware, and it's clear that they can produce higher resolution
and higher detailed graphics than the Wii. However, graphics are not about just
detail. Style matters far more, and &lt;em&gt;Skyward Sword&lt;/em&gt; has it in spades. The game
world is rendered in a smooth, painted style. If I had to compare it to past
Zeldas, it would be somewhere between Wind Waker and Twilight Princess. It
marries interesting detail with evocative personality. The Wii's not the most
powerful system around, so Nintendo used a distance-based filter to make objects
take on a painted look. So as you run further away from something, details
blur out but retain the form of the object. It feels like the game world is an
interactive painting.&lt;/p&gt;
&lt;p&gt;From the beautifully styled Faron Woods to the distant Lanayru Desert and up
to airy Skyloft, &lt;em&gt;Skyward Sword&lt;/em&gt; shows that it's not power that matters, but
style. Characters and enemies are just as well rendered, with fluid, life-like
animation and a charm the series hasn't seen since &lt;em&gt;The Wind Waker&lt;/em&gt;. Needless to
say, &lt;em&gt;Skyward Sword&lt;/em&gt; is a gorgeous game.&lt;/p&gt;
&lt;h1&gt;Music&lt;/h1&gt;
&lt;p&gt;Nintendo went all-out on this game's music. Much of the music in &lt;em&gt;Skyward Sword&lt;/em&gt;
is orchestrated, and takes the sound in Zelda to a whole new level. You'll find
yourself immersed in the game, due in part to the music. The overworld feels
vast and wondrous, while Faron Woods feels dense and peppy. Dungeons take on
appropriate moods, but aren't particularly memorable. It seems apparent that the
sound team focused more on mood for dungeon music than catchiness, as the music
for dungeons fits them very well.&lt;/p&gt;
&lt;p&gt;Boss music is exciting and gets your blood pumping, to keep you on your toes.
With each strike of your sword, the music becomes more intense. Even normal
encounters feel like they were infused with a bit of energy.&lt;/p&gt;
&lt;p&gt;Sound effects are hardly noticeable, and that's precisely what they are supposed
to be. Link's feet make appropriate noises on various forms of terrain, sword
clangs sound great, and each item makes distinct sounds. Enemy and environmental
sounds are no different. Bombs sound just like they did in &lt;em&gt;The Wind Waker&lt;/em&gt;,
steam vents are windy, and even bugs make appropriate noises.&lt;/p&gt;
&lt;h1&gt;Difficulty&lt;/h1&gt;
&lt;p&gt;&lt;em&gt;Zelda&lt;/em&gt; difficulty must be judged on two levels: combat and puzzles.&lt;/p&gt;
&lt;p&gt;Combat is easily the deepest part of this game. Link can attack in many more
ways than before, and enemies are privy to his methods. This turns each enemy
into a miniature game of wits. Things like Keese and Chu Chus are rather
harmless, but Lizalfos, Moblins, and Stalfos will make you work for your
victory. On this front, difficulty is satisfying. Some enemies are tough, but it
feels &lt;em&gt;much&lt;/em&gt; better when you defeat them.&lt;/p&gt;
&lt;p&gt;Puzzles in &lt;em&gt;Skyward Sword&lt;/em&gt; are not the most difficult. To long-time fans of
the series, a little creative thinking and observation will get you ahead. To
those new to the series, it may take a little longer to solve the puzzles. There
is a distinct lack of blocks and locked doors in this game, which makes the
puzzles feel a little fresher. Later on in the game, a special type of stone is
found, which adds a layer of depth to Zelda puzzles we haven't seen before. The
difficulty of puzzles in &lt;em&gt;Skyward Sword&lt;/em&gt; is a little above average. The best
part of the puzzles is that each item you acquire throughout the game never
stops being useful. You'll be using the Slingshot, for example, up until the end
of the game. I can't say the same for &lt;em&gt;Twilight Princess&lt;/em&gt;, which had items that
were mostly useless after their specific dungeon.&lt;/p&gt;
&lt;h1&gt;Gameplay&lt;/h1&gt;
&lt;p&gt;This is the meat-and-potatoes of most games, but especially Zelda games.
&lt;em&gt;Skyward Sword&lt;/em&gt; is the first in the series to introduce item crafting, which
allows you to upgrade potions, shields, and even items, assuming you have the
necessary treasure or bugs. It's nothing in-depth and farm-necessary like your
typical JRPG, but it's a welcome addition and doesn't feel tedious. It also
provides a use for all the rupees you acquire throughout the game, which was a
big problem in &lt;em&gt;Twilight Princess&lt;/em&gt;. In this respect, it follows the design of
&lt;em&gt;The Wind Waker&lt;/em&gt;, &lt;em&gt;Phantom Hourglass&lt;/em&gt;, and &lt;em&gt;Spirit Tracks&lt;/em&gt;.&lt;/p&gt;
&lt;p&gt;Speaking of that, Beedle makes a return and still sells things for astronomical
prices. Among them though, are Adventure Pouch upgrades. The Adventure Pouch
is a new feature to Zelda that allows Link to carry up to 8 pouch items such
as shields, potions, and medals. Medals grant special traits to Link, such as
making more hearts, rupees, or treasures drop, or even increasing his life! This
is another interesting addition to the series and keeps the main inventory from
becoming too cluttered.&lt;/p&gt;
&lt;p&gt;Collecting bugs in this game is a bit different compared to &lt;em&gt;Twilight Princess&lt;/em&gt;.
You actually have to use a net, and sometimes sneak up on the bug in order
to catch it. It takes the place of fishing in past Zeldas as the slow-paced,
relaxing past-time. These bugs are necessary to upgrade potions in the bazaar,
so it's important to catch them.&lt;/p&gt;
&lt;p&gt;The minigames in &lt;em&gt;Skyward Sword&lt;/em&gt; are a little different. One is a minesweeper
clone, one has you go on an insect hunt, and another has you doing precision
skydiving. There are plenty of minigames to do to pass time if you ever get
bored.&lt;/p&gt;
&lt;p&gt;The most apparent gameplay aspect (besides the new swordplay mechanics) is the
world design. While there's still a line drawn between overworld and dungeon,
it's become blurred. Environments in &lt;em&gt;Skyward Sword&lt;/em&gt; are filled with obstacles
and hazards, so it feels like you're traversing a dungeon sometimes. This aspect
is wonderful, because it keeps the game feeling fresh, even if you've traversed
a specific section a few times. Later on, you'll find traveling become a little
faster thanks to the new items in your arsenal. It feels almost like I'm playing
&lt;em&gt;Metroid&lt;/em&gt; sometimes. This is an aspect of the game that I hope makes its way to
future games in the series. May we never see another empty Hyrule Field!&lt;/p&gt;
&lt;h1&gt;Story&lt;/h1&gt;
&lt;p&gt;According to Nintendo, &lt;em&gt;Skyward Sword&lt;/em&gt; takes place before &lt;em&gt;Ocarina of Time&lt;/em&gt;.
Some timeline theories place &lt;em&gt;The Minish Cap&lt;/em&gt; at the beginning of the storyline,
so it's unknown if &lt;em&gt;Skyward Sword&lt;/em&gt; is before it, but there's a good chance that
it is. Skyward Sword tells the story of a goddess who lifts an island into the
sky to keep the Triforce out of evil hands and a young man who becomes a hero.
Without spoiling it, all I can say is that it lays the groundwork for the entire
storyline and answers a few questions that were left unanswered by past games.
Like most Zeldas, &lt;em&gt;Skyward Sword&lt;/em&gt;'s storyline is mostly self-contained, so no
prior knowledge of Zelda is necessary in order to enjoy this game's plot. There
are themes and references that are best enjoyed by veterans, but ignorance of
them doesn't detract from the experience.&lt;/p&gt;
&lt;h1&gt;Final Verdict&lt;/h1&gt;
&lt;p&gt;&lt;em&gt;The Legend of Zelda: Skyward Sword&lt;/em&gt; is the best example of Wii technology
to date. With it's creative puzzles, charming character design, and superior
swordplay mechanics, I don't see myself playing 3-D Zelda any differently from
now on. Nintendo has delivered on their promise of a revolution with &lt;em&gt;Skyward
Sword&lt;/em&gt;. It is a prime example of motion controls being used for something that
is deep and engaging without being exhausting or awkward. As a Zelda game, it
fills in some of the gaps in the story and clarifies how things came to be. I
can't express how important it is that Wii owners and any serious gamer play
this game. It represents the goal that the Wii set out to achieve and sets
the bar for a new level of interactive entertainment. &lt;em&gt;Skyward Sword&lt;/em&gt; will be
relevant and remembered for many years to come, much like &lt;em&gt;Ocarina of Time&lt;/em&gt; was.&lt;/p&gt;
&lt;h1&gt;Metadata&lt;/h1&gt;
&lt;p&gt;&lt;strong&gt;Platform:&lt;/strong&gt; Wii&lt;br&gt;
&lt;strong&gt;Release Date (US):&lt;/strong&gt; 2011-11-20&lt;br&gt;
&lt;strong&gt;Genre:&lt;/strong&gt; Action/Adventure&lt;br&gt;
&lt;strong&gt;Developer:&lt;/strong&gt; Nintendo EAD&lt;br&gt;
&lt;strong&gt;Publisher:&lt;/strong&gt; Nintendo&lt;br&gt;
&lt;strong&gt;ESRB Rating:&lt;/strong&gt; E for Everyone&lt;/p&gt;</content><category term="Reviews"/><category term="Wii"/><category term="Zelda"/><category term="Video Games"/><category term="Reviews"/></entry><entry><title>The Tao of Success Review</title><link href="https://zlg.space/blog/the-tao-of-success-review.html" rel="alternate"/><published>2011-03-13T23:23:04-07:00</published><updated>2011-03-13T23:23:04-07:00</updated><author><name>zlg</name></author><id>tag:zlg.space,2011-03-13:/blog/the-tao-of-success-review.html</id><summary type="html">&lt;p&gt;Derek Lin — author of &lt;a href="http://www.amazon.com/Tao-Daily-Life-RevealedThe-Enlightenment/dp/1585425834/ref=sr_1_2?ie=UTF8&amp;amp;s=books&amp;amp;qid=1233229174&amp;amp;sr=8-2"&gt;&lt;em&gt;The Tao of Daily Life&lt;/em&gt;&lt;/a&gt; and his own translation of the 
&lt;a href="http://www.amazon.com/Tao-Te-Ching-Skylight-Illuminations/dp/1594732043/ref=sr_1_1?ie=UTF8&amp;amp;s=books&amp;amp;qid=1233229174&amp;amp;sr=8-1"&gt;&lt;em&gt;Tao Te Ching&lt;/em&gt;&lt;/a&gt; — once again brings his practical approach to the masses. This 
time, the focus is on using the lessons of Taoism to their intended effect and 
bring success — both material and spiritual — to one's life. It's evident from 
the quality and clarity of Lin's writing that he has proven this method with his 
own experience, and has spoken with many others about the concepts contained in 
the book. As a Tao cultivator, I can attest to the validity of the lessons and 
their effect they have on a mindful reader who's looking to bring more success 
and harmony to his or her life.&lt;/p&gt;
</summary><content type="html">&lt;p&gt;Derek Lin — author of &lt;a href="http://www.amazon.com/Tao-Daily-Life-RevealedThe-Enlightenment/dp/1585425834/ref=sr_1_2?ie=UTF8&amp;amp;s=books&amp;amp;qid=1233229174&amp;amp;sr=8-2"&gt;&lt;em&gt;The Tao of Daily Life&lt;/em&gt;&lt;/a&gt; and his own translation of the 
&lt;a href="http://www.amazon.com/Tao-Te-Ching-Skylight-Illuminations/dp/1594732043/ref=sr_1_1?ie=UTF8&amp;amp;s=books&amp;amp;qid=1233229174&amp;amp;sr=8-1"&gt;&lt;em&gt;Tao Te Ching&lt;/em&gt;&lt;/a&gt; — once again brings his practical approach to the masses. This 
time, the focus is on using the lessons of Taoism to their intended effect and 
bring success — both material and spiritual — to one's life. It's evident from 
the quality and clarity of Lin's writing that he has proven this method with his 
own experience, and has spoken with many others about the concepts contained in 
the book. As a Tao cultivator, I can attest to the validity of the lessons and 
their effect they have on a mindful reader who's looking to bring more success 
and harmony to his or her life.&lt;/p&gt;


&lt;p&gt;The book's format is composed of five central steps that are common to applying 
Taoist thought. This number is important, both in Chinese culture and in the 
book. Within each of the five steps lie five concepts to keep in mind. The 
result is a 25-step manual of sorts to applying the life-changing lessons of the 
Tao.&lt;/p&gt;
&lt;p&gt;After each core step is outlined, Lin shares some short stories (dharmas) that 
have been passed down through the generations, a time-honored custom in all 
cultures. Each story has a superficial lesson on the surface, but is much deeper 
in meaning as Lin unravels the underlying tapestry of lessons. In his 
unraveling, Lin brings each story to life and paints a vivid picture with the 
reader.&lt;/p&gt;
&lt;p&gt;It's important that I use the word "with". Lin encourages the reader to think 
deeply about each lesson and how they can apply it to their own life, and in a 
very inclusive tone. He frequently uses "we" in the place of "you", emphasizing 
the point that everyone can take part in the Tao tradition, regardless of creed 
or religion.&lt;/p&gt;
&lt;p&gt;The strongest points of the book — for me anyway — are the short reminders 
that the reader can make for themselves to recall important lessons, like the 
image of an ancient Chinese coin. Such coins have a square hole inside them, 
which represents self-discipline and seeing your own faults to improve, while 
the outside of the coin is soft and round, representing the compassion and 
understanding we should give to others. The complete lesson amounts to "Do not 
be harsh to others, but do not be afraid to find — and fix — the faults you 
see in yourself." Such simple but powerful images can serve as a reminder and 
motivator for the reader to improve his or her life, one lesson at a time.&lt;/p&gt;
&lt;p&gt;In summary, I believe Derek Lin has brought yet another great Taoist book to the 
West. A book that will resonate well with the success-oriented culture we have 
here in the West. Whether you're looking to get out of a series of failures or 
just want to take your Tao cultivation to the next step, The Tao of Success is a 
book that will reveal to you powerful, simple lessons that you can begin 
employing on Day One. No membership required!&lt;/p&gt;
&lt;h1&gt;Featured Author&lt;/h1&gt;
&lt;p&gt;Derek Lin is the award-winning author of &lt;a href="http://www.amazon.com/Tao-Te-Ching-Skylight-Illuminations/dp/1594732043/ref=sr_1_1?ie=UTF8&amp;amp;s=books&amp;amp;qid=1233229174&amp;amp;sr=8-1"&gt;&lt;em&gt;Tao Te Ching: Annotated
&amp;amp; Explained&lt;/em&gt;&lt;/a&gt; and &lt;a href="http://www.amazon.com/Tao-Daily-Life-RevealedThe-Enlightenment/dp/1585425834/ref=sr_1_2?ie=UTF8&amp;amp;s=books&amp;amp;qid=1233229174&amp;amp;sr=8-2"&gt;&lt;em&gt;The Tao of Daily Life&lt;/em&gt;&lt;/a&gt;. He manages
&lt;a href="http://taoism.net"&gt;Taoism.net&lt;/a&gt;, its related social media, and hosts a weekly
Tao study group. Together, they form one of the largest English-speaking Taoist
communities on the Internet.&lt;/p&gt;</content><category term="Reviews"/><category term="Books"/><category term="Taoism"/><category term="Reviews"/></entry><entry><title>Pokémon SoulSilver Review</title><link href="https://zlg.space/blog/pokemon-soulsilver-review.html" rel="alternate"/><published>2010-05-19T20:24:04-07:00</published><updated>2010-05-19T20:24:04-07:00</updated><author><name>zlg</name></author><id>tag:zlg.space,2010-05-19:/blog/pokemon-soulsilver-review.html</id><summary type="html">&lt;p&gt;The 2nd generation of &lt;em&gt;Pokémon&lt;/em&gt; games (Gold, Silver, and Crystal) is widely
regarded as the best; it brought gamers two new types, a brand new set of varied
moves, breeding, and is the only Pokémon generation to date to sport two
regions, totalling 16 badges to earn. In many ways, the 2nd generation brought
innovations well before its time, and Game Freak hadn't trumped or matched that
success... until HeartGold and SoulSilver.&lt;/p&gt;
&lt;p&gt;Make no mistake; &lt;em&gt;HeartGold&lt;/em&gt; and &lt;em&gt;SoulSilver&lt;/em&gt; are the pinnacle of Pokémon
games. Even with the 5th generation &lt;em&gt;Black&lt;/em&gt; and &lt;em&gt;White&lt;/em&gt; versions on the horizon,
I am convinced that Game Freak will not surpass what they have achieved with
HeartGold and SoulSilver. If you played the original &lt;em&gt;Gold&lt;/em&gt;, &lt;em&gt;Silver&lt;/em&gt;, or
&lt;em&gt;Crystal&lt;/em&gt;, then you owe it to yourself to get &lt;em&gt;HeartGold&lt;/em&gt; or &lt;em&gt;SoulSilver&lt;/em&gt;. If
you preferred the 3rd or 4th generation... you may not enjoy the heavy Japanese
influence and classic-but-new feel. Above all, this game will devour your gaming
time like a Snorlax goes through food.&lt;/p&gt;
</summary><content type="html">&lt;p&gt;The 2nd generation of &lt;em&gt;Pokémon&lt;/em&gt; games (Gold, Silver, and Crystal) is widely
regarded as the best; it brought gamers two new types, a brand new set of varied
moves, breeding, and is the only Pokémon generation to date to sport two
regions, totalling 16 badges to earn. In many ways, the 2nd generation brought
innovations well before its time, and Game Freak hadn't trumped or matched that
success... until HeartGold and SoulSilver.&lt;/p&gt;
&lt;p&gt;Make no mistake; &lt;em&gt;HeartGold&lt;/em&gt; and &lt;em&gt;SoulSilver&lt;/em&gt; are the pinnacle of Pokémon
games. Even with the 5th generation &lt;em&gt;Black&lt;/em&gt; and &lt;em&gt;White&lt;/em&gt; versions on the horizon,
I am convinced that Game Freak will not surpass what they have achieved with
HeartGold and SoulSilver. If you played the original &lt;em&gt;Gold&lt;/em&gt;, &lt;em&gt;Silver&lt;/em&gt;, or
&lt;em&gt;Crystal&lt;/em&gt;, then you owe it to yourself to get &lt;em&gt;HeartGold&lt;/em&gt; or &lt;em&gt;SoulSilver&lt;/em&gt;. If
you preferred the 3rd or 4th generation... you may not enjoy the heavy Japanese
influence and classic-but-new feel. Above all, this game will devour your gaming
time like a Snorlax goes through food.&lt;/p&gt;


&lt;p&gt;&lt;strong&gt;Warning: Mild spoilers ahead, for those who haven't played the originals.&lt;/strong&gt;&lt;/p&gt;
&lt;h1&gt;Graphics&lt;/h1&gt;
&lt;p&gt;The first thing veterans of the 2nd generation will notice is that the graphics
are greatly enhanced. No longer is the game system limited to 2 layers of 8-bit
graphics. Instead, we're treated to a half-3D, half-2D game that brings out the
charm that &lt;em&gt;Gold&lt;/em&gt; and &lt;em&gt;Silver&lt;/em&gt; were known for. As someone who prefers 2-D over
3-D, I still enjoy the graphics of &lt;em&gt;HeartGold&lt;/em&gt; and &lt;em&gt;SoulSilver&lt;/em&gt;.&lt;/p&gt;
&lt;p&gt;The biggest graphical improvement compared to the originals is in-battle.
Pokémon look much better than they did back in 2nd generation, sporting sprites
with upwards of 16 colors instead of a paltry four (though to be specific,
one color is always used for transparency). Backgrounds in-battle reflect the
lighting conditions and time of day, and moves are flashier than ever. Every 2-D
graphic is well made and smooth looking, from the item and battle menus to the
overworld sprites and touch screen buttons.&lt;/p&gt;
&lt;p&gt;Needless to say, the graphics are a large leap above what we had back in the
GameBoy Color days.&lt;/p&gt;
&lt;h1&gt;Music&lt;/h1&gt;
&lt;p&gt;The original &lt;em&gt;Gold&lt;/em&gt; and &lt;em&gt;Silver&lt;/em&gt; sported many memorable tunes and fun remixes
for Kanto. &lt;em&gt;HeartGold&lt;/em&gt; and &lt;em&gt;SoulSilver&lt;/em&gt; are no different, bringing us a wide
variety of remixed music. The Japanese influence is evident in Professor Elm's
Lab, Ecruteak City, and the Bell Tower, while most other tracks are the same
peppy, light-hearted music we've come to expect from the Pokémon series. Other
tracks that stand out are the gym leader battle themes, the wild Pokémon battle
themes, and the music that accompanies Lugia and Ho-oh in-battle.&lt;/p&gt;
&lt;p&gt;Moreso than any other Pokémon game, the music is pleasant and doesn't annoy at
any point. As an added bonus, you can unlock the original sounds after you get
all 16 badges. While not being 100% identical to the original music, it's close
enough to &lt;em&gt;feel&lt;/em&gt; classic, and that's the point.&lt;/p&gt;
&lt;p&gt;I put the music up there with the graphics in terms of quality. I've never once
wanted to turn my DS's volume down because of the music.&lt;/p&gt;
&lt;h1&gt;Difficulty&lt;/h1&gt;
&lt;p&gt;I have one word for you: Gyarados. I don't know what they did to him, but he
became MEAN. Hyperbole aside, many monsters have been improved as a result of
being in the 4th generation battle system. Monsters such as Yanma, Beedrill,
and Sneasel who used to be limited by their lack of good moves or bad typing
are now formidable monsters that can hold their own. My Beedrill was able to
take down Sabrina's Alakazam after eating a Psychic attack and downed him with
Twineedle, for instance. There's no way Beedrill could've eaten a Psychic back
in 2nd generation.&lt;/p&gt;
&lt;p&gt;That said, the difficulty is slightly increased. Thanks to being in the 4th
generation battle system, the game has taken on a more offensive approach,
with status inflictions being used before sweeping and a stronger focus on
specializing. Also, the levels for gym leaders, the Elite 4, and Red have risen,
offering veteran trainers more challenge. As if that wasn't enough, the Elite 4
have a round two, where levels max at 75 or so. Now you'll think twice before
challenging the Elite 4 a second time.&lt;/p&gt;
&lt;p&gt;Overall, the difficulty is on par with that of Diamond, Pearl, and Platinum.
Perhaps a little higher. Due to the nature of being an RPG, however, even newbie
gamers can overcome the difficulty just by grinding.&lt;/p&gt;
&lt;h1&gt;Gameplay&lt;/h1&gt;
&lt;p&gt;Wow... where do I begin? Many, many changes have been made compared to the
original games. For starters, the 4th gen battle system means that every type of
move has physical and special moves, which adds much more variety to the battle
system and makes certain Pokémon more effective.&lt;/p&gt;
&lt;p&gt;Gone are the cell phone and item limitations; you can store every trainer's
cell number in your PokéGear and can hold as many items as you need to.
Also gone are the swarm-specific phone calls; you can listen in on Professor
Oak's Pokémon Talk to learn about swarming Pokémon now. The Goldenrod City
Department Store now has a daily lottery for special items, and the Goldenrod
Radio Tower changes its lottery number every day as well.&lt;/p&gt;
&lt;p&gt;Adding to this, there is a complete Battle Frontier just north of Route 40,
where the Battle Tower used to be in &lt;em&gt;Crystal&lt;/em&gt;. Also present is the Safari Zone,
located west of Cianwood City, past two brand new routes. As if that wasn't
enough, there's a brand new Pokéathlon Dome just west of the Johto National
Park, where you can enter your Pokémon in &lt;em&gt;Pokémon Stadium&lt;/em&gt;-like mini-games
and earn points to purchase prizes.&lt;/p&gt;
&lt;p&gt;You may also get the phone numbers of gym leaders and challenge them again under
the right conditions. When you rebattle them, their lineups change and their
levels are higher, so they are truly challenging even after you've earned every
badge. Another great improvement is the Berry Pots item, which allows you to
grow berries on the go without ever needing to revisit a bunch of soil spots.&lt;/p&gt;
&lt;p&gt;The sheer number of improvements in &lt;em&gt;HeartGold&lt;/em&gt; and &lt;em&gt;SoulSilver&lt;/em&gt; is incredible,
and veterans of the originals will no-doubt be pleased by all the new content.&lt;/p&gt;
&lt;p&gt;I have one complaint, however; as a result of some sort of censorship, the
Game Corners no longer sport slot machines. You cannot buy coins anymore,
either. Instead, you must play a game called "Voltorb Flip" — a strange mix
of minesweeper and picross — to earn coins. That, combined with the insanely
priced Flamethrower, Ice Beam, and Thunderbolt TMs (10,000 coins) means that the
Game Corner is no longer a reliable means to get those moves. You're better off
breeding.&lt;/p&gt;
&lt;p&gt;Considering all of the great additions in spite of this gripe, however, I cannot
say in good-faith that this game has nothing short of awesome gameplay. The
variety of things you can do in the game is mind-boggling; if you're bored, it's
your own fault.&lt;/p&gt;
&lt;h1&gt;Story&lt;/h1&gt;
&lt;p&gt;It's Pokémon.  &lt;/p&gt;
&lt;p&gt;...Okay, fine. You play as a young person aiming to explore the world with 
Pokémon and complete a computerized encyclopedia known as a Pokédex. Along the
way, you will face up to bullies, bring down a terrorist syndicate, help a sick
Pokémon, and learn about the legends surrounding Lugia, Ho-oh, Raikou, Entei,
and Suicune. After you prove your worth to the Champion, you are granted access
to Kanto, where you can prove that Johto produces awesome trainers as well. At
the climax of your journey, you will face off against Red -- the kid who brought
down Team Rocket the first time -- in an epic battle set atop a large mountain
in the middle of a snowstorm. Only there can you prove if you have what it takes
to be a Pokémon Master.&lt;/p&gt;
&lt;h1&gt;Final Verdict&lt;/h1&gt;
&lt;p&gt;Just in case you couldn't tell, I like this game. I think it's worth every cent
I paid for it and worthy of being called a remake. Game Freak outdid themselves
for the second time; so much so that I doubt they will produce another game
quite this good. If you played through the original &lt;em&gt;Gold&lt;/em&gt; and &lt;em&gt;Silver&lt;/em&gt; and hate
what they did to the franchise in 3rd and 4th generation, buy &lt;em&gt;HeartGold&lt;/em&gt; or
&lt;em&gt;SoulSilver&lt;/em&gt;; they are a prime example of what modern Pokémon should be like,
and should be the standard in which all future generations are compared to.&lt;/p&gt;
&lt;h1&gt;Metadata&lt;/h1&gt;
&lt;p&gt;&lt;strong&gt;Platform:&lt;/strong&gt; Nintendo DS&lt;br&gt;
&lt;strong&gt;Release date (US):&lt;/strong&gt; 2010-03-14&lt;br&gt;
&lt;strong&gt;Genre:&lt;/strong&gt; RPG&lt;br&gt;
&lt;strong&gt;Developer:&lt;/strong&gt; Game Freak, Inc.&lt;br&gt;
&lt;strong&gt;Publisher:&lt;/strong&gt; Nintendo&lt;br&gt;
&lt;strong&gt;ESRB Rating:&lt;/strong&gt; E for Everyone&lt;/p&gt;</content><category term="Reviews"/><category term="Nintendo DS"/><category term="Pokémon"/><category term="Video Games"/><category term="Reviews"/><category term="RPG"/></entry><entry><title>Castlevania: Harmony of Dissonance Review</title><link href="https://zlg.space/blog/castlevania-harmony-of-dissonance-review.html" rel="alternate"/><published>2010-04-18T09:14:29-07:00</published><updated>2010-04-18T09:14:29-07:00</updated><author><name>zlg</name></author><id>tag:zlg.space,2010-04-18:/blog/castlevania-harmony-of-dissonance-review.html</id><summary type="html">&lt;p&gt;Castlevania is a long-running and well-respected franchise from Konami.
Throughout its lifetime, it's encountered some difficulties maintaining
freshness. When they make a breakthrough, we get games like &lt;em&gt;Symphony of the
Night&lt;/em&gt; and the &lt;em&gt;Sorrow&lt;/em&gt; games. When they're recycling, you get &lt;em&gt;Harmony of
Dissonance&lt;/em&gt;, better known as "&lt;em&gt;SotN&lt;/em&gt;'s bastard child on your GBA". Given the
success of &lt;em&gt;Symphony of the Night&lt;/em&gt;, one would assume &lt;em&gt;Harmony&lt;/em&gt; would inherit its
strong points. Unfortunately, this is not the case and I would not recommend
this game to anyone but the hardcore CV fans.&lt;/p&gt;
</summary><content type="html">&lt;p&gt;Castlevania is a long-running and well-respected franchise from Konami.
Throughout its lifetime, it's encountered some difficulties maintaining
freshness. When they make a breakthrough, we get games like &lt;em&gt;Symphony of the
Night&lt;/em&gt; and the &lt;em&gt;Sorrow&lt;/em&gt; games. When they're recycling, you get &lt;em&gt;Harmony of
Dissonance&lt;/em&gt;, better known as "&lt;em&gt;SotN&lt;/em&gt;'s bastard child on your GBA". Given the
success of &lt;em&gt;Symphony of the Night&lt;/em&gt;, one would assume &lt;em&gt;Harmony&lt;/em&gt; would inherit its
strong points. Unfortunately, this is not the case and I would not recommend
this game to anyone but the hardcore CV fans.&lt;/p&gt;


&lt;h1&gt;Graphics&lt;/h1&gt;
&lt;p&gt;&lt;em&gt;Harmony of Dissonance&lt;/em&gt; tries to go in a direction similar to &lt;em&gt;Symphony of the
Night&lt;/em&gt;, after the backlash Konami received about &lt;em&gt;Circle of the Moon&lt;/em&gt;'s graphics
being "too dark". The result is a hodge-podge of bright, but low contrast
graphics. They probably look great on the regular GBA, but on anything that
produces its own light, it looks awful. Conversely, &lt;em&gt;Circle&lt;/em&gt; actually looks
&lt;strong&gt;better&lt;/strong&gt; on a front or backlit screen.&lt;/p&gt;
&lt;p&gt;The graphic quality itself is so-so. It feels like less effort was put into
the readability of the graphics, so oftentimes things seem to blend together.
A lot of the enemy graphics are ripped from &lt;em&gt;Symphony&lt;/em&gt; and rescaled to fit the
GBA's screen. Overall, it seems like the game tries to be &lt;em&gt;Symphony&lt;/em&gt;'s little
brother, right down to the character design. It's hard to deny the resemblance
that Juste and Maxim bear to Alucard and Richter. Among the three Castlevania
games available on the GBA, this one has the worst graphics.&lt;/p&gt;
&lt;h1&gt;Music&lt;/h1&gt;
&lt;p&gt;Castlevania games are normally known for their music; at least 3 songs stand out
in practically every game in the series. &lt;em&gt;Harmony&lt;/em&gt; let me down in that respect:
the only track I enjoyed was the Entrance theme. The rest of the music was
rather boring. It seems that the developers had to cut back on audio quality in
order to do what they did with the graphics. At any rate, the music isn't awful;
just don't expect music on par with the rest of the series.&lt;/p&gt;
&lt;h1&gt;Difficulty&lt;/h1&gt;
&lt;p&gt;Don't expect to have trouble with more than 2 bosses. This lack of difficulty
is very strange for a Castlevania game. Gamers of all kinds will have no issues
playing or even beating this game.&lt;/p&gt;
&lt;h1&gt;Gameplay&lt;/h1&gt;
&lt;p&gt;&lt;em&gt;Harmony of Dissonance&lt;/em&gt; plays like a strange mix between old school and new
school Castlevania. You will be using a whip through the entire game, but
you also get to equip various pieces of equipment. Subweapons are scattered
throughout the castle, but you also collect spellbooks that you can use to
unleash powerful attacks. It's not a bad mix, but the gameplay can get a little
repetitive, with very little variation in how you engage enemies. Aside from
that, it's standard Castlevania: action coupled with mild platforming. Sad to
say, &lt;em&gt;Harmony&lt;/em&gt; is the worst of the modern "Metroidvania" style Castlevania
games.&lt;/p&gt;
&lt;h1&gt;Final Verdict&lt;/h1&gt;
&lt;p&gt;I was able to complete this game start-to-finish 100% with no guide in under 5½
hours. That's inexcusable in my eyes, since there's very little motivation to
play through again. There is Maxim mode, which allows you to play through again
with a slightly different character... but I would not want to plod through
that castle again. Rent or borrow from a friend, but only if you're a die hard
Castlevania fan. You'll be torturing yourself otherwise.&lt;/p&gt;
&lt;h1&gt;Metadata&lt;/h1&gt;
&lt;p&gt;&lt;strong&gt;Platform:&lt;/strong&gt; Nintendo GameBoy Advance&lt;br&gt;
&lt;strong&gt;Release date (US):&lt;/strong&gt; 2002-09-16&lt;br&gt;
&lt;strong&gt;Genre:&lt;/strong&gt; Action, Adventure, RPG&lt;br&gt;
&lt;strong&gt;Developer:&lt;/strong&gt; Konami Computer Entertainment, Tokyo&lt;br&gt;
&lt;strong&gt;Publisher:&lt;/strong&gt; Konami&lt;br&gt;
&lt;strong&gt;ESRB Rating:&lt;/strong&gt; T for Teen&lt;/p&gt;</content><category term="Reviews"/><category term="Castlevania"/><category term="GameBoy Advance"/><category term="Video Games"/><category term="Reviews"/><category term="Metroidvania"/></entry><entry><title>The Legend of Zelda: Spirit Tracks Review</title><link href="https://zlg.space/blog/the-legend-of-zelda-spirit-tracks-review.html" rel="alternate"/><published>2010-01-17T05:42:14-08:00</published><updated>2010-01-17T05:42:14-08:00</updated><author><name>zlg</name></author><id>tag:zlg.space,2010-01-17:/blog/the-legend-of-zelda-spirit-tracks-review.html</id><summary type="html">&lt;p&gt;As the fifteenth entry in the &lt;em&gt;Legend of Zelda&lt;/em&gt; series, &lt;em&gt;Spirit Tracks&lt;/em&gt; has
rather large boots to fill. With each iteration, gamers expect a grander, more
immersive and innovative experience as they plod across Hyrule or another
interesting world. For those of you who played through Phantom Hourglass, you
will find that Spirit Tracks feels a lot like it in play control, but is nothing
like it in overall feel. Even if you didn't like Phantom Hourglass, Spirit
Tracks may have the right combination of elements to please you. Regardless,
it's Zelda. And that means it's worth purchasing.&lt;/p&gt;
</summary><content type="html">&lt;p&gt;As the fifteenth entry in the &lt;em&gt;Legend of Zelda&lt;/em&gt; series, &lt;em&gt;Spirit Tracks&lt;/em&gt; has
rather large boots to fill. With each iteration, gamers expect a grander, more
immersive and innovative experience as they plod across Hyrule or another
interesting world. For those of you who played through Phantom Hourglass, you
will find that Spirit Tracks feels a lot like it in play control, but is nothing
like it in overall feel. Even if you didn't like Phantom Hourglass, Spirit
Tracks may have the right combination of elements to please you. Regardless,
it's Zelda. And that means it's worth purchasing.&lt;/p&gt;


&lt;h1&gt;Graphics&lt;/h1&gt;
&lt;p&gt;The visuals in Spirit Tracks borrow heavily from the style that Phantom
Hourglass established. This shouldn't be surprising, as it's running a
marginally upgraded version of the same engine. As far as 3-D games on the
DS go, Spirit Tracks is quite large. There are some places where the texture
work is blocky due to the limitations in the DS's processing ability. Most
models on the overworld are simplified to improve the DS's draw distance, and
many repetitive objects (such as trees) are sprites that look the same from
any angle. In what I like to call "action areas", the graphics look and feel
much more like Zelda. It's clear that more effort was put into the action
areas, where it belongs. All things considered, it looks pretty good for the
DS. Despite that, any DS fan will tell you that the 3-D on the DS is not
spectacular, so don't go into Spirit Tracks expecting high quality visuals.
They're simplistic and — in some places — crude, but they get the job done
with what little 3-D processing the DS has. My only complaint is that the game
could have looked better if they had stuck to regular two-tone cel-shading.
Instead, they used 3 to 4 layers of shading, and that really cut into the
processing budget for the game. Nitpicking aside, the graphics fit the theme of
the game, and that's what's most important.&lt;/p&gt;
&lt;h1&gt;Music&lt;/h1&gt;
&lt;p&gt;Sound is one of the more important aspects of a video game in my opinion. Spirit
Tracks has a simple and memorable soundtrack, with an emphasis on woodwinds,
slap drums, guitar, and violin. The result is interesting, and is the first of
its kind in the Zelda series. The game has a strong acoustic feel that no other
Zelda has, with its lighthearted but bittersweet title theme, adventurous and
catchy overworld music, and Byrne's mysterious, string-heavy theme. While not
quite as solid a soundtrack as Majora's Mask or The Wind Waker, Spirit Tracks
manages to separate itself from other Zeldas and forge its own identity. I think
it's a great musical direction and look forward to more music like it from
future Zelda games.&lt;/p&gt;
&lt;h1&gt;Difficulty&lt;/h1&gt;
&lt;p&gt;One of the problems plaguing most games today is a lack of difficulty.
Unlike its predecessor, Spirit Tracks manages to keep a steady difficulty,
occasionally upping the ante when it comes time to push the veterans, such as
the Defeat-Them-All Challenge in Hyrule Castle Town, which is like a boss rush
mode. I still haven't managed to beat it without using potions. The puzzles in
this game were crafted by the programmers instead of the level designers, so
they often force players to think in ways that they normally wouldn't, which I
think is the point of solving puzzles. I won't give anything away, but when I
solved some of the harder puzzles, I felt quite dumb. It's puzzles like those
that are the most rewarding and help your creative thinking. Nintendo should let
the programmers design puzzles from now on, to keep challenging gamers to think
in unconventional ways. Overall, the difficulty is pretty good for the veteran,
and somewhat difficult for the newcomer. The game places plenty of hints about
for puzzles, but also leaves certain puzzles completely unlabeled, so both
levels of gamer should be able to get something out of the game.&lt;/p&gt;
&lt;h1&gt;Gameplay&lt;/h1&gt;
&lt;p&gt;What can I say? The game plays in a very straightforward way. While on the
overworld, you get speed and direction controls, and the camera is manipulated
by touching the screen and moving the stylus in your desired direction, just
like in Phantom Hourglass. Tapping an object will fire a bomb at it (provided
you have the cannon). Most of the controls in Spirit Tracks are just like
Phantom Hourglass. A few things were changed for the better: firstly, rolling
is performed simply by double-tapping in the desired direction. I think that
was a good fix, since moving the stylus in a small circle to roll in Phantom
Hourglass was somewhat tiresome and didn't always work. Double-tapping makes
more sense and is easier to execute. Another fix I noticed is performing a spin
attack. It's rather responsive this time around, so if you find yourself in a
pinch don't hesitate to draw a large or even a small circle around Link. Aside
from these fixes, it's standard Zelda fare; you explore towns and areas in the
wilderness, open up a temple, defeat the boss, and restore some of the Spirit
Tracks so you can access more of the world. Due to the changes in difficulty and
setting, Spirit Tracks offers more interesting gameplay than Phantom Hourglass.&lt;/p&gt;
&lt;p&gt;There's plenty to do while you're out exploring caves and dungeons, too. When
you're riding across Hyrule in your train, you'll come across rabbits hanging
out on top of boulders. Once you get to a certain point in the game, you'll
be able to capture these little guys and bring them to a sort of bunny ranch,
where the owner will reward your efforts at catching them. Also present are
stamp stations hidden throughout Hyrule, challenging cavalier explorers to get
them all. As if this wasn't enough, you can also carry passengers and cargo on
your train once you get the passenger and freight cars. When you're on these
quests, you have to be careful and pay attention to what's going on. If you
don't drive your train properly by following the signs, your passenger will get
angry, and if you let enemies hit your train you'll lose some of your cargo.
It's a refreshing challenge compared to the so-so sailing that was present in
Phantom Hourglass. The train is a bit slower in the long run, but much more
interesting.&lt;/p&gt;
&lt;p&gt;Items are another part of Zelda that form the backbone. Without interesting and
innovative items, Zelda tends to fall flat. Thankfully, Spirit Tracks brings a
few new items to the table. The first is the Whirlwind, which acts similarly to
the Gust Jar from Minish Cap. It creates a gust of wind that can move enemies
and items a short distance. Another is the Snake Whip, which can snatch certain
items and allows Link to swing across chasms. There's one other interesting
item, but I don't want to spoil the surprise.&lt;/p&gt;
&lt;p&gt;The final piece of innovation in Spirit Tracks is the introduction of Zelda
as Link's helper character. It's amazing how it took 24 years for Nintendo to
bring us the duo working together to save the world instead of Link always
saving her. Giving Zelda a more proactive role better establishes her character
and attitude, being Tetra's descendant. Games could do with more sass in their
female characters instead of the typical damsel in distress or barely-dressed
harlot. Bravo, Nintendo, for better representing the fairer sex. I look forward
to seeing more of Zelda and Link working together.&lt;/p&gt;
&lt;h1&gt;Final Verdict&lt;/h1&gt;
&lt;p&gt;Spirit Tracks is probably one of the last good games that will hit the DS
before a successor comes along. The DS has had somewhat of a drought of good
games in the past 6 months; the only other noteworthy games in recent memory
being &lt;em&gt;Bowser's Inside Story&lt;/em&gt;, &lt;em&gt;Phantasy Star Zero&lt;/em&gt;, and &lt;em&gt;Kingdom Hearts: 358/2
Days&lt;/em&gt;. This is one of the games that any adventure game lover should have. If
you enjoyed Phantom Hourglass, you'll love this game. If you thought Phantom
Hourglass was so-so and a bit tedious, borrow it from a friend and see if you
like the changes. I'm confident you'll find something to like about the game,
even if you're not a big fan.&lt;/p&gt;
&lt;h1&gt;Metadata&lt;/h1&gt;
&lt;p&gt;&lt;strong&gt;Platform(s):&lt;/strong&gt; Nintendo DS&lt;br&gt;
&lt;strong&gt;Release date (US):&lt;/strong&gt; 2009-12-07&lt;br&gt;
&lt;strong&gt;Genre:&lt;/strong&gt; Action, Adventure&lt;br&gt;
&lt;strong&gt;Developer(s):&lt;/strong&gt; Nintendo&lt;br&gt;
&lt;strong&gt;Publisher:&lt;/strong&gt; Nintendo&lt;br&gt;
&lt;strong&gt;ESRB Rating:&lt;/strong&gt; E for Everyone&lt;/p&gt;</content><category term="Reviews"/><category term="Nintendo DS"/><category term="Zelda"/><category term="Video Games"/><category term="Reviews"/></entry><entry><title>Mario &amp; Luigi: Bowser's Inside Story Review</title><link href="https://zlg.space/blog/mario-luigi-bowsers-inside-story-review.html" rel="alternate"/><published>2009-11-16T02:26:49-08:00</published><updated>2009-11-16T02:26:49-08:00</updated><author><name>zlg</name></author><id>tag:zlg.space,2009-11-16:/blog/mario-luigi-bowsers-inside-story-review.html</id><summary type="html">&lt;p&gt;Mario and Luigi are iconic Nintendo mascots who have been through many
adventures, both together and separately. Thankfully, the adventures they go on
together end up being a lot funnier. Mario &amp;amp; Luigi: Bowser's Inside Story is the
third game in the &lt;em&gt;Mario &amp;amp; Luigi&lt;/em&gt; series, which started on the GameBoy Advance
with &lt;em&gt;Mario &amp;amp; Luigi: Superstar Saga&lt;/em&gt;. Like the two games before it, Bowser's
Inside Story has a self-contained plot, a ridiculous and hilarious story, and an
engaging battle system that tests your observation skills.&lt;/p&gt;
</summary><content type="html">&lt;p&gt;Mario and Luigi are iconic Nintendo mascots who have been through many
adventures, both together and separately. Thankfully, the adventures they go on
together end up being a lot funnier. Mario &amp;amp; Luigi: Bowser's Inside Story is the
third game in the &lt;em&gt;Mario &amp;amp; Luigi&lt;/em&gt; series, which started on the GameBoy Advance
with &lt;em&gt;Mario &amp;amp; Luigi: Superstar Saga&lt;/em&gt;. Like the two games before it, Bowser's
Inside Story has a self-contained plot, a ridiculous and hilarious story, and an
engaging battle system that tests your observation skills.&lt;/p&gt;


&lt;h1&gt;Graphics&lt;/h1&gt;
&lt;p&gt;Bowser's Inside Story features some of the smoothest animation I've seen in
sprites. Everything in the game is colorful and light-hearted, even when you're
in the depths of caves, the ocean, even Bowser's Castle itself. Those who "stop
to smell the flowers", so to speak, are in for a lot of fun little details. The
graphics are largely simplistic, but you can't help but smile when watching
Luigi's silly animations or recoil at the gross things that go on in Bowser's
belly. Overall, the game practically oozes polish and attitude, just how we like
our Mario games!&lt;/p&gt;
&lt;h1&gt;Music&lt;/h1&gt;
&lt;p&gt;Most of the music in the game is quite nice, and suits each area well. The
music in Bowser's Castle can get a little annoying if you've been stuck for a
while (like I was), but aside from that the music is great. The battle music in
particular is good, and that's a plus because you're going to be fighting a lot;
a given in RPGs. My favorite track would probably be Blubble Lake or Cavi Cape.
At any rate, the music won't let you down.&lt;/p&gt;
&lt;p&gt;The sound is simply awesome! Mario and Luigi still have their Italian-sounding
gibberish, and Peach retains her typical high-pitched, damsel-in-distress voice.
New to the scene is Bowser, who sounds a little more "fearsome" than you'd
expect. It's still awesome, though. The sound effect for dizziness is very
amusing; probably my favorite.&lt;/p&gt;
&lt;h1&gt;Difficulty&lt;/h1&gt;
&lt;p&gt;Veterans to Mario &amp;amp; Luigi will find that the timing for actions is a little
tighter than in Superstar Saga and Partners in Time. That's good news for us.
Those who lack good hand-eye coordination will find it a little difficult to
get used to at first, but hopefully will be pulling off Excellent hits like
second nature before the end. One of the features I enjoyed, even as a veteran,
is the "Demo" arena where you can practice using Special Moves at no expense.
Completionists take heed: You will need to master every special move!&lt;/p&gt;
&lt;p&gt;Newcomers to gaming in general will be met with a rather large challenge.
Enemies start out rather easy to kill, but later on you're going to need the
precise timing and complex coordination if you hope to make it against the
game's toughest enemies and bosses. Everyone's got to start somewhere though,
and this game is a great one to start with. My sister (a newbie to gaming) was
able to get through most of the game without help. If she can make it, I'm sure
many others can as well.&lt;/p&gt;
&lt;p&gt;A handy feature in the game is an item called the Retry Clock, which allows
you to restart a battle if you get defeated. This saves players the trouble of
having to reload from their last save. Thankfully these items are expensive and
rare, so you will still have to earn your keep. :) Ultimately, the difficulty
is just right for veterans and, though challenging to newcomers, the developers
threw in plenty of helpful features to make the game less frustrating.&lt;/p&gt;
&lt;h1&gt;Gameplay&lt;/h1&gt;
&lt;p&gt;The main event! If I had to put it in one word, it would be "satisfying". As
a veteran gamer who was pining for something really solid and fun, I greatly
enjoyed this game for the 20 hours or so it took me to beat it. Playing as
Bowser for the first time since 1995 or so is very fun, and makes you think
differently about how you would fight a foe. It was a refreshing take on the
same system. The game's also full of little minigames that you use to help
Bowser out from the inside, or solve puzzles and complete quests. At the very
least, they offer a change of pace. In addition to the established overhead
view, Mario and Luigi can travel through the side-scrolling areas inside Bowser,
and Bowser has a handful of giant boss battles that are handled exclusively
with the stylus and microphone. Those fights were truly awesome and are a great
example of what the DS was designed for. The game is truly innovative, and a
blast to play. I would play through it again in a heartbeat.&lt;/p&gt;
&lt;h1&gt;Final Verdict&lt;/h1&gt;
&lt;p&gt;In an industry that continues to be pumped full of shallow, cheaply made games,
Mario &amp;amp; Luigi: Bowser's Inside Story stands out as an example of what other
developers should aspire to create: enjoyable and challenging games that leave a
lasting impression. If you own a DS or DSi, what are you waiting for? Buy this!&lt;/p&gt;
&lt;h1&gt;Metadata&lt;/h1&gt;
&lt;p&gt;&lt;strong&gt;Platform(s):&lt;/strong&gt; Nintendo DS&lt;br&gt;
&lt;strong&gt;Release date (US):&lt;/strong&gt; 2009-09-14&lt;br&gt;
&lt;strong&gt;Genre:&lt;/strong&gt; Action, Platformer, Turn-based RPG&lt;br&gt;
&lt;strong&gt;Developer(s):&lt;/strong&gt; AlphaDream&lt;br&gt;
&lt;strong&gt;Publisher:&lt;/strong&gt; Nintendo&lt;br&gt;
&lt;strong&gt;ESRB Rating:&lt;/strong&gt; E for Everyone&lt;/p&gt;</content><category term="Reviews"/><category term="Nintendo DS"/><category term="Mario &amp; Luigi"/><category term="Video Games"/><category term="Reviews"/><category term="RPG"/></entry><entry><title>Why Review Scores are A Bad Idea™</title><link href="https://zlg.space/blog/why-review-scores-are-a-bad-ideatm.html" rel="alternate"/><published>2009-08-24T11:31:42-07:00</published><updated>2009-08-24T11:31:42-07:00</updated><author><name>zlg</name></author><id>tag:zlg.space,2009-08-24:/blog/why-review-scores-are-a-bad-ideatm.html</id><content type="html">&lt;p&gt;I suspect some people may take notice of this some time, so I decided to answer
the question pre-emptively:&lt;/p&gt;
&lt;blockquote&gt;
&lt;p&gt;Why don't any of your reviews contain scores?&lt;/p&gt;
&lt;/blockquote&gt;
&lt;h1&gt;Short Answer&lt;/h1&gt;
&lt;p&gt;Scores defeat the point of writing a review. My thoughts are not easily shoved
into a numeric mold.&lt;/p&gt;
&lt;h1&gt;Long Answer&lt;/h1&gt;
&lt;p&gt;When you read a review for something, what matters? If you answered "score,"
you're wrong. Someone could post a negative review with a top score, or a
positive review with an abysmal score. There are two primary questions that
should be answered in every &lt;strong&gt;good&lt;/strong&gt; review:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Would you recommend this product to someone else?&lt;/li&gt;
&lt;li&gt;What reasons do you have to support your opinion?&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;It's really that simple. That's why a lot of sites have gone to "Yay" or "Nay" 
systems; they're simple and they allow for greater expression instead of mulling 
over which specific number to assign to it.&lt;/p&gt;
&lt;p&gt;My reviews follow this principle. I urge readers to follow this elegant 
simplicity and do the same for their reviews.&lt;/p&gt;</content><category term="Reviews"/><category term="Reviews"/><category term="The Site"/></entry><entry><title>Mega Man 9 Review</title><link href="https://zlg.space/blog/mega-man-9-review.html" rel="alternate"/><published>2009-08-24T07:00:07-07:00</published><updated>2009-08-24T07:00:07-07:00</updated><author><name>zlg</name></author><id>tag:zlg.space,2009-08-24:/blog/mega-man-9-review.html</id><summary type="html">&lt;p&gt;"Mega Man." When one hears it, they think "The Blue Bomber" if they're a gamer
of &lt;em&gt;any&lt;/em&gt; caliber or culture. Spanning across most consoles and at least 5
different series, &lt;em&gt;Mega Man&lt;/em&gt; is one of the few franchises that can rival Mario in
history and number of games. Its gameplay is timeless — a mark of the gaming
of yore. Unlike 7 and 8, Mega Man 9 was made to appeal to classic gamers, who
yearned for the days of 8-bit graphics and chiptunes. Mega Man 9 was released to
PlayStation Network, Xbox Live Arcade, and Nintendo WiiWare in the fall of 2008.
Since then, it has been purchased and downloaded by hundreds of thousands of
people. Needless to say, the game hit the ground running.&lt;/p&gt;
&lt;p&gt;If you're after a summary, take it from someone who didn't care for the classic
series much: &lt;strong&gt;Buy this game!&lt;/strong&gt;&lt;/p&gt;
</summary><content type="html">&lt;p&gt;"Mega Man." When one hears it, they think "The Blue Bomber" if they're a gamer
of &lt;em&gt;any&lt;/em&gt; caliber or culture. Spanning across most consoles and at least 5
different series, &lt;em&gt;Mega Man&lt;/em&gt; is one of the few franchises that can rival Mario in
history and number of games. Its gameplay is timeless — a mark of the gaming
of yore. Unlike 7 and 8, Mega Man 9 was made to appeal to classic gamers, who
yearned for the days of 8-bit graphics and chiptunes. Mega Man 9 was released to
PlayStation Network, Xbox Live Arcade, and Nintendo WiiWare in the fall of 2008.
Since then, it has been purchased and downloaded by hundreds of thousands of
people. Needless to say, the game hit the ground running.&lt;/p&gt;
&lt;p&gt;If you're after a summary, take it from someone who didn't care for the classic
series much: &lt;strong&gt;Buy this game!&lt;/strong&gt;&lt;/p&gt;


&lt;h1&gt;Graphics&lt;/h1&gt;
&lt;p&gt;Let's start with the most apparent aspect of the game. From the instant you
boot this game up, you know you're in for an old school, 8-bit game. Gone are
polygons, anti-aliasing, bump-mapping, and other 3-D technologies. When you
start this game, you're looking at low-frame, low-color raster art, known to
enthusiasts and artists as "pixel art".&lt;/p&gt;
&lt;p&gt;Despite some reuse of old tiles and sprites, the game still feels pretty fresh.
I'd like to add that the game doesn't actually adhere to &lt;em&gt;all&lt;/em&gt; of the &lt;abbr title="Nintendo Entertainment System (1985)"&gt;NES&lt;/abbr&gt;'s
limitations, but comes damn close. There's an option in the main menu to turn on
flicker to emulate the &lt;abbr title="Nintendo Entertainment System (1985)"&gt;NES&lt;/abbr&gt;'s 8 sprites per scanline limitation, which was a very
neat plus if you ask me. Overall, the graphics make you remember the days where
you didn't have to go to work and pay bills. And it's wonderful.&lt;/p&gt;
&lt;h1&gt;Music&lt;/h1&gt;
&lt;p&gt;I'm a fanboy of this game's music. There isn't a single track on
this game's soundtrack I don't like. If you like chiptunes from
the &lt;abbr title="Nintendo Entertainment System (1985)"&gt;NES&lt;/abbr&gt; era, you'll like Mega Man 9's music. It's even better when
&lt;a href="http://www.youtube.com/watch?v=1cA06uWV_-c"&gt;remixed&lt;/a&gt;! From the jazzy Jewel Man
to Splash Woman's tide-like music, and Wily Castle's epic riffs, Mega Man 9's
music will please &lt;strong&gt;any&lt;/strong&gt; classic gamer. Unless you have no taste, of course. :3&lt;/p&gt;
&lt;h1&gt;Difficulty&lt;/h1&gt;
&lt;p&gt;I've heard kids — yes, &lt;em&gt;kids&lt;/em&gt;; people who started gaming in the late 90s and
early 2000s — complain about the difficulty of games like this. What they
don't understand is that those of us who are in their mid 20s or older were
&lt;em&gt;beating&lt;/em&gt; games like this when we were kids. It was not uncommon for the average
&lt;abbr title="Nintendo Entertainment System (1985)"&gt;NES&lt;/abbr&gt; game to be rather short, but tougher than nails. Back in those days, a game
relied on its gameplay and difficulty for its longevity; not graphics. This game
is a homage to that era. Personally, I hope more developers follow the trend and
start releasing harder games.&lt;/p&gt;
&lt;p&gt;Old school gamer elitism aside, the game is tough. And that's just how I like
it. You're not going to beat this game for the first time without continuing.
Period. Don't expect to waltz right through the game. It's going to push back,
and hard! Be prepared to grit your teeth in frustration! The best part is that
you'll have nobody to blame but yourself.&lt;/p&gt;
&lt;h1&gt;Gameplay&lt;/h1&gt;
&lt;p&gt;It's classic Mega Man! You run, jump, and shoot your way through 8 levels and
confront Dr. Wily in his castle across 4 more levels. It's the standard formula
that's endured over 20 years. "If it ain't broke, don't fix it" is the modus
operandi here. Mega Man 9 takes a lot of its level design ideas from Mega Man 2.
You could call it Mega Man 2: The Sequel, since it doesn't include the powerups
he got in Mega Man 3 through 6, like the slide and charging Mega Buster. That's
fine, though; there's &lt;abbr title="DownLoadable Content"&gt;DLC&lt;/abbr&gt; for Proto Man mode, which &lt;em&gt;does&lt;/em&gt; include those.&lt;/p&gt;
&lt;p&gt;Speaking of &lt;abbr title="DownLoadable Content"&gt;DLC&lt;/abbr&gt;, there's a Boss Rush mode, Time Attack mode, and Endless Mode,
which test your skills in speed and endurance. As a final icing on the cake,
Mega Man 9 features built-in Challenges that will demand the utmost from even
the most hardened gamer, such as beating the game without getting hit, or
beating the game without missing with the Mega Buster. The game has plenty of
things for you to test your skills with. There's even a leaderboard for each
mode, so you can compete against the likes of other gamers around the world.&lt;/p&gt;
&lt;h1&gt;Final Verdict&lt;/h1&gt;
&lt;p&gt;If you're iffy about it, you can check out the demo if you have an X360 or PS3.
Wii owners don't get that luxury, but it's not like you'll need it. If you have
&lt;em&gt;any&lt;/em&gt; appreciation for &lt;abbr title="Nintendo Entertainment System (1985)"&gt;NES&lt;/abbr&gt;-era gaming and the experiences they offer gamers, buy
this game. You don't need to know what happened in Mega Man 1 through 8; the
story is self-containing and follows the traditional Mega Man formula. If you
include the &lt;abbr title="DownLoadable Content"&gt;DLC&lt;/abbr&gt;, the game shouldn't run you more than $20-25 USD. That's a lot,
considering the price! So stop wasting your time; go get Mega Man 9 now!&lt;/p&gt;
&lt;h1&gt;Metadata&lt;/h1&gt;
&lt;p&gt;&lt;strong&gt;Platform(s):&lt;/strong&gt; WiiWare, Playstation Network, Xbox Live Arcade&lt;br&gt;
&lt;strong&gt;Release date (US):&lt;/strong&gt; 2008-09-22 (Wii), 2008-09-25 (PS3), 2008-10-01 (X360)&lt;br&gt;
&lt;strong&gt;Genre:&lt;/strong&gt; Action, Shooting, Platformer&lt;br&gt;
&lt;strong&gt;Developer(s):&lt;/strong&gt; Inti Creates, Capcom&lt;br&gt;
&lt;strong&gt;Publisher:&lt;/strong&gt; Capcom&lt;br&gt;
&lt;strong&gt;ESRB Rating:&lt;/strong&gt; E&lt;/p&gt;</content><category term="Reviews"/><category term="Reviews"/><category term="Wii"/><category term="Mega Man"/><category term="Video Games"/><category term="Platformer"/></entry></feed>