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<feed xmlns="http://www.w3.org/2005/Atom"><title>Z Space Blog - Wii</title><link href="https://zlg.space/blog/" rel="alternate"/><link href="https://zlg.space/blog/feeds/t/wii.atom.xml" rel="self"/><id>https://zlg.space/blog/</id><updated>2021-10-23T00:00:00-07:00</updated><entry><title>Twelve Years of The After Years</title><link href="https://zlg.space/blog/twelve-years-of-the-after-years.html" rel="alternate"/><published>2021-10-23T00:00:00-07:00</published><updated>2021-10-23T00:00:00-07:00</updated><author><name>zlg</name></author><id>tag:zlg.space,2021-10-23:/blog/twelve-years-of-the-after-years.html</id><summary type="html">&lt;p&gt;The year is 2009. Square Enix releases a digital sequel to the long-loved Final
Fantasy 4, titled "The After Years". It concerns the story of Ceodore -- the
son of FF4's protagonist, Cecil -- and &lt;em&gt;his&lt;/em&gt; journey in saving the world from
a mysterious moon that appears. The After Years pulls in all of the characters
from the prior game, extends character development and story for a lot of
characters, and introduces more; most of them simply the progeny of some main
character from the prior game. Fan bait!&lt;/p&gt;
&lt;p&gt;I had recently 100%ed Final Fantasy 4 Advance, back around 2008, so naturally
I bought its sequel! However, it was not quite what I expected. While the new
characters were welcome, a lot of the changes to gameplay negatively impacted
my experience for the entire game, despite my initial interest in them. This
article isn't a review, per se, but I will briefly discuss what I didn't like
about the game, to add context.&lt;/p&gt;
</summary><content type="html">&lt;p&gt;The year is 2009. Square Enix releases a digital sequel to the long-loved Final
Fantasy 4, titled "The After Years". It concerns the story of Ceodore -- the
son of FF4's protagonist, Cecil -- and &lt;em&gt;his&lt;/em&gt; journey in saving the world from
a mysterious moon that appears. The After Years pulls in all of the characters
from the prior game, extends character development and story for a lot of
characters, and introduces more; most of them simply the progeny of some main
character from the prior game. Fan bait!&lt;/p&gt;
&lt;p&gt;I had recently 100%ed Final Fantasy 4 Advance, back around 2008, so naturally
I bought its sequel! However, it was not quite what I expected. While the new
characters were welcome, a lot of the changes to gameplay negatively impacted
my experience for the entire game, despite my initial interest in them. This
article isn't a review, per se, but I will briefly discuss what I didn't like
about the game, to add context.&lt;/p&gt;


&lt;p&gt;The Moon Phase system turns the game's various damage types into its own form of
Pokémon. Each phase makes one of the four types of damage stronger, and another
weaker. This idea &lt;em&gt;sounds&lt;/em&gt; cool on its surface, but changing the moon phase is
done only by resting via Tent or Cottage, sleeping in a bed, or waiting long
enough gameplay time for it to automatically advance. These mechanics turn the
system into something tedious and unnecessarily annoying, forcing you to pad
your inventory with Tents to have any sort of control over the phases.&lt;/p&gt;
&lt;p&gt;Co-operative moves, called Bands, are another mechanic that seems interesting at
first. The moves themselves are cool: they allow multiple characters to band
together and pull off things like a team-wide heal or buff, a unique magic
attack that neither character has on their own, etc. The catch is both
characters get their turns tied up to perform the move (reasonable!) and the
move itself takes about 3 times as long to cast as anything else. That
translates to a good 7-10 seconds you have two characters sitting like ducks.
You also don't know about what bands are available until you attempt to Band,
and choose the correct menu option on the second character. As a result, there
were a number of Bands I simply never acquired.&lt;/p&gt;
&lt;p&gt;Next, the encounter rate was frustratingly inconsistent. The After Years was
originally a mobile game, and sadly it shows. Most areas contain a higher
leveled enemy ready to swoop and murder a member or two of your party, almost as
if to add an arbitrary punishment to exploring. On a related note, the enemies
you run into tend to be MUCH faster than you. I experienced this throughout the
entire game, even after grinding at the end of the game.&lt;/p&gt;
&lt;p&gt;Lastly, there are a bunch of items across the 8 or so episodes that are
completely missable, and missing them blocks you from getting some of the best
equipment in the game later. Yes, optional content is optional, but permanently
missable things in an RPG leads to pointless replays.&lt;/p&gt;
&lt;p&gt;So, with the character of the game established, I played it off and on for the
first few years of having the game. Made it pretty far, about halfway through.
However, the mechanics were really agitating me, and I was frustrated. Final
Fantasy 4 was a great game; was I just not appreciating the design of its
sequel? The characters weren't as well written as the prior game, either, but
the story was still compelling enough to make me want to see the next scene.&lt;/p&gt;
&lt;p&gt;It sat there, unplayed, for a good 5-6 years. Whenever I thought about playing
it, I'd think about another classic JRPG I'd rather play, or a different game on
my backlog that felt more rewarding. When I came back to it, I played through
every episode until the last one, where it sat again for 1-2 years. I started
the end of the game some time last year, in 2020, and finished it yesterday,
2021-10-12.&lt;/p&gt;
&lt;p&gt;The After Years was a sort of "dark horse" game for my backlog. It's the game
that I had the most trouble coming back to and advancing. Don't get me wrong,
I've played through some bad games in the past, but none stayed in the backlog
for &lt;em&gt;twelve years&lt;/em&gt;. It's a ridiculous amount of time for a game to sit around
unbeaten. Your mileage may vary, but there's my take on it.&lt;/p&gt;
&lt;p&gt;Back in 2016, I started the vgstash project to manage my backlog; by that point
I had more money than I did time, so the collection of unfinished games began to
get bigger. The After Years was one of the first games to stick around long
enough to consider tracking. I made the software to practice programming, and
to optimizing my gaming time so I could catch up on my backlog.&lt;/p&gt;
&lt;p&gt;In a weird sense, The After Years will be a special game for me going forward.
Not because it was particularly well designed. It's not. (sorry, Matrix
Software. This one was just a miss.) It's special because it was one of the
stubborn games in my backlog. It motivated me to write code to solve my own
problem. It helped me see &lt;em&gt;why&lt;/em&gt; I was having a backlog problem, and &lt;em&gt;how&lt;/em&gt; to
solve it. Now that it's beaten, I can also say it gave me more patience. Not
only for beating a game, but the greater lesson of waiting to buy a game until
you have the space in your life for it.&lt;/p&gt;
&lt;p&gt;Great deals happen all the time, even as much as 80%, and it happens on a yearly
cycle. Since mainstream gaming is going digital (much to my dismay), the need
to have a game right when it comes out is moot. Most games are published in
unfinished form these days, and even if they are complete and just get DLC,
there's always a "Definitive Edition" a few years later.&lt;/p&gt;
&lt;p&gt;This lines up very closely to the "Patient Gamers" ideology of waiting to buy
games so you don't get burned by preordering or other &lt;abbr title="Fear Of Missing Out"&gt;FOMO&lt;/abbr&gt; tactics. The idea
is, if the game is good then people will talk about it, and eventually it will
go on sale or even become good if it was released unfinished. It's a wise way to
purchase in the chaotic world of games publishing.&lt;/p&gt;
&lt;p&gt;In the twelve years since starting The After Years, I went through some of my
own character growth and struggles, just as Cecil and the gang did. I started
and ended a relationship, injured my back, reconnected with my dad, met and
moved in with my current SO, became more active in libre software, lost my dad
and cat, moved in with the SO's parents, endured the loss of her father with her
family, and now today... one step closer to a clear backlog, and relieved to be
done with such a long, flawed game that I wanted to like but ultimately didn't.&lt;/p&gt;
&lt;p&gt;The lesson to learn from all of this is twofold: (a) don't buy games you aren't
sure you'll like, especially if they're digital, and (b) it's okay to remove a
game from your collection if you don't enjoy playing it. I chose to stick it out
through The After Years because I really wanted to know the story and finish the
game legitimately, but pride isn't exactly a good reason. :) At some point, you
have to be conservative with your use of time or you'll feel like the time you
&lt;em&gt;do&lt;/em&gt; spend gaming is wasted. Games are entertainment, and you're supposed to
have fun.&lt;/p&gt;
&lt;p&gt;What games have taken &lt;em&gt;you&lt;/em&gt; forever to beat? I'd love to hear about other games
people have had trouble finishing. Hit me up at &lt;a href="&amp;#109;&amp;#97;&amp;#105;&amp;#108;&amp;#116;&amp;#111;&amp;#58;&amp;#122;&amp;#108;&amp;#103;&amp;#43;&amp;#98;&amp;#97;&amp;#99;&amp;#107;&amp;#108;&amp;#111;&amp;#103;&amp;#64;&amp;#122;&amp;#108;&amp;#103;&amp;#46;&amp;#115;&amp;#112;&amp;#97;&amp;#99;&amp;#101;"&gt;&amp;#122;&amp;#108;&amp;#103;&amp;#43;&amp;#98;&amp;#97;&amp;#99;&amp;#107;&amp;#108;&amp;#111;&amp;#103;&amp;#64;&amp;#122;&amp;#108;&amp;#103;&amp;#46;&amp;#115;&amp;#112;&amp;#97;&amp;#99;&amp;#101;&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;-z&lt;/p&gt;</content><category term="Video Games"/><category term="Final Fantasy"/><category term="Backlogs"/><category term="Video Games"/><category term="Wii"/></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>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>