Super Mario Galaxy 2
See: this.
Grandmaster Galaxy's comet star, The Perfect Run, is a real bitch and a half.
Progress: 241 stars
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See: this.
Grandmaster Galaxy's comet star, The Perfect Run, is a real bitch and a half.
Progress: 241 stars
So here's the story, so far.
I never did much in Super Luigi Galaxy, because replaying the whole game over as Luigi just sounded silly and unpleasant. But finding SMG2's hidden green stars, while not as exciting as the first 120, is at least enough of a mystery to keep me interested.
EDIT: list update.
Progress: 134 stars
Picross 3D. It's Picross, but in 3D. Basically. The rules are slightly different, in order to accomodate the extra dimension, but the concept is the same: use numeric logic to color in and knock away blocks, eventually revealing a hidden shape.
The 3D version is (as you'd expect) significantly more complicated than the 2D one, which is a double-edged sword - puzzles can be more challenging, but not always in good ways. The game's modified numeric rules take a little getting used to, but, in time, become satisfying to grasp and work your way around. On the other hand, even the largest 3D puzzles are of such low resolution that the visual reveal is pretty underwhelming. Of the game's more than 350 puzzles, I can count on one hand the number of times I could see what the shape was "supposed" to be, before it was all colored up and animated.
In general, Picross 3D just doesn't seem as polished as its predecessor. Early puzzles are way too easy; some of the later ones are absurdly difficult; and the game forces you to approach the different difficulty levels in order. The puzzle time limits are wildly inconsistent, sometimes unreasonably short, others an order of magnitude more than necessary. Holding a button to mark or destroy blocks makes accidental mistakes rarer, but also makes it impossible to play the game one-handed. While rotating puzzle blocks around, it's often extremely difficult to distinguish between the numbers 2, 3, and 5. The game's weird-looking animated character is crazily nonsensical. And while Picross DS's music was mediocre at best, this one's soundtrack is altogether awful.
But enough bitching. For all my complaints, Picross 3D is a great puzzle game, that's relatively easy to pick up and put down at one's leisure. I'd still recommend the 2D version over it, but if you've already become bored of that one, this'll do quite nicely.
Progress: All 369 puzzles complete
Is Mario Galaxy 2 the best Mario game ever? Probably! In terms of "pure" video gaming, without stories or dialog or character development, this is absolutely as good as it gets.
It's difficult to nail down particulars - SMG2 is just great. The gameplay mechanics are solid. The world designs are delightful. The variety and pacing are perfect. Looks awesome, sounds awesome. It's more challenging than the first game, but can also offer more built-in help if you need it.
Also, Throwback Galaxy. Yes!
Better than: Super Mario Galaxy
Not as good as: ???
Probably also better than: actual space travel
Progress: 71 stars, beat Bowser
At least so far, I'm getting a very Super Mario Sunshine vibe from Mario's intergalactic romp part deux. If you think that's a bad thing, you're a terrible person; what I mean is, while Galaxy 2 doesn't revolutionize 3D Mario games - just as Sunshine didn't - it greatly refines them. It lacks the "Holy shit Mario's in space!" effect that the first game had, but the rate at which it introduces new mechanics, and ramps up its difficulty, is (no pun intended) stellar.
Galaxy 2 doesn't have a hub world - it has a world map, ala Super Mario Bros. 3, Super Mario World, New Super Mario Bros. et al. As I completed the first World* I instantly thought, "Man, I miss the hub." But no sooner did I get my first star in World 2, that the game showed me a zoomed-out map to easily navigate between the Worlds. It doesn't have the same sense of wonder that Peach's Castle or the Comet Observatory did, but it does streamline the action, which, given the quality of Galaxy 2's action, is just as good.
* The "world" metaphor doesn't really work very well when each "world" is made up of several galaxies, does it?
Progress: 22 stars
Yeah, the story is completely not interesting at all. This is a shooter campaign. Nothing more. It even comes with terribly unbalanced events, like having to do a rescue mission in the middle of oncoming fire and grenades. "We'll cover you!" my squadmates say; so why am I the only one killing anything?
Mechanically, Modern Warfare hits most of the right notes, but still has a few irksome qualities - most notably, player collision. Sounds like a nice feature, but when friendlies are all around me, they have a tendency to block my path, or shove me into harm's way. Thanks, guys.
I'm halfway through the game, on Regular difficulty, and it just isn't fun anymore. I die instantly, and repeatedly, with little warning. I'd love to dial down the difficulty just to see the other half through, but, naturally, there's no way for me to change mid-campaign. Yeah, the intro mission suggested that I play on easy mode - but now that I believe it, I'm supposed to start the whole game over again? No way.
Clearly Modern Warfare has been extremely successful, and as far as I know, the multiplayer is some of the best in its class. But there's nothing to the single-player experience. In so many words, it's bullshit.
Progress: Gave Up -- Got to "Safehouse"
When COD4 came out back in twenty-aught-seven, I had no feelings for it one way or the other, aside from some mild satisfaction that someone had finally made a shooter not about World War II. Fast forward to more recently, when its follow-up was about to become bigger than Jesus, and suddenly I hear that people are excited about the single-player. Really? Allegedly, the first Modern Warfare had a thrilling campaign, and I had gone two years without hearing a word about it.
So far, though, I'm unimpressed. The tutorial mission was pretty neat, but the narrative is completely disjointed - missions alternate between a British SAS soldier and a US marine, with less cohesion than a typical episode of '24'. Cutscenes seem more about Michael Bay-style CGI flash than actual content. And although there are characters, with names, none of them have any personality. Christ, even Rogue Warrior managed to have personality.
I'm still pretty early in the game, so I suppose it's possible that things will heat up. But so far it's nothing more than a standard, lackluster FPS single-player campaign.
As for the gameplay itself, it works - but again, I'm not really impressed. There are a few touches to make it seem more realistic than typical shooters, but I can't say that I care too much about that.
Progress: 'Hunted'
Winterbottom isn't as clever, challenging, or ultimately satisfying as Braid. But that's really the worst I can say about it. This time-bending platform-puzzle game has some very inventive mechanics, a story mode that doles them out at a perfect pace, and an immersive aesthetic that really brings the whole package together.
There were a few instances where the puzzles felt a little loose. That is, I completed them by the skin of my teeth, and feel like it had more to do with lucky timing than with really understanding the puzzle mechanics. (Specifically, I'm thinking of some of the spotlight puzzles.) But these moments were the exception, not the rule.
My only real grievance is that it's a little on the short side, but that isn't counting the Bonus Shorts, which I haven't touched at all. And likely won't - like Portal's extra challenges, I expect some weight and motivation to be lost without narrative accompaniment.
At any rate, this is a misadventure I can recommend.
Better than: Exit DS
Not as good as: Braid
A little olde-tymey rhyming: goes a surprisingly long way
Progress: Finished the story mode
I was a bit unsure about Winterbottom, in spite of its great reviews, because it looked like it might be a World of Goo-like: more fidgety than strategy. But with a simple control set and some very imaginative level design, it's actually a lot more like Braid, which is an extremely good thing.
Winterbottom's core gameplay mechanic is being able to record clones of the main character (that is, Winterbottom). The clone will play back its recording on an infinite loop, so you can do two - or N+1, where N is the level's maximum number of clones - things at once. You also have an umbrella attack, which launches a clone in an arc before your time paradox leads to its destruction. These concepts combine with a variety of environmental mechanisms, like springs and levers, to create timing- and thought-intensive puzzles.
In the first (of five) worlds, several stages were revisited in various ways - one had a recording of my first time through the stage in the background, and from my new vantage point, I had to strike levers to allow him safe passage through the stage. I'm not sure if this mechanic will return, or if, like Braid, each world has an entirely unique spin on the game's core conceit; but either sounds like fun.
The game's aesthetic is particularly remarkable, with film-grain effects, ominous olde-tymey music, and humorous rhymes to kick off each stage. Winterbottom revels in its presentation, and it really feels one-of-a-kind.
Also, it's $5. Amazing!
Progress: Level 2-3