I promptly blazed through the story missions in the span of about a day. There are only ten missions, and no alternate paths like Star Fox 64, though some of the missions consist of multiple parts and can actually be a bit lengthy. In terms of replay, there isn't a lot here, other than going for a high score, and unlocking (two) extra parts of the Versus multiplayer. Which, incidentally, I haven't spent much time with, but appears kind of underwhelming (there are a lot of options in terms of levels and armaments, but no AI bots, so the battlefields are rather barren).

Followers of the franchise will know that Assault consists of a combination of Arwing, Landmaster, and on-foot 'Pilot' segments, but know that it's nothing like the travesty that was Star Fox Adventures. For one, the Arwing portions are great; and the on-foot missions are actually some of the most fun, due in large part to the various weapons available (including machine guns, gatling guns, homing rocket launchers, and sniper rifles). The Landmaster is pretty dull, but isn't used very often. What's really cool is that in many situations, you must actually use a combination of means to complete a mission, e.g. infiltrate a building on foot, then hop in your Arwing to fly to the next target. The switching dynamic is seamless and extremely well done. Worth mentioning are also the two rail-shooting segments, where Fox hops on the wing of a friend's fighter and blasts trailing enemies; simple, but fun.

The game also looks and sounds incredible. The Arwing boost effects are dazzling, and the Star Fox Assault Orchestrated Soundtrack isn't just a bonus for soundtrack aficionados - the game was actually scored by the Tokyo New City Orchestra. Stunning presentation and a brilliantly fun single player, despite a lack of replay and underwhelming multiplayer; a brief but great play.

Progress: Complete

Rating: Good
Playing A Game Geist NGC

Basically, you are a ghost, and have the ghostly power to possess things: inanimate objects (like fire extinguishers and computers), small animals (rats and dogs), or people, some of whom have guns. Highlights:

-Controls are pretty good, sometimes aiming is slow but otherwise it's easy to do what you want to do
-The game is good-looking with all the graphical trappings you would expect from a shooter game
-Sound effects and music are good but not memorable
-The single-player story campaign is interesting, challenging, and pretty fun
-There are puzzles, some in the form of possession chains (which are cool), and some in the form of shining light on mirrors (which aren't as cool)
-The multiplayer modes are almost all terrible; standard deathmatches are ok, but nothing really special
-There is basically no replay value
-Part of the game allows you to play a Simon-like minigame of driving rivets into iron beams
-The final boss fight is like flying a space shuttle through a tornado while blindfolded

Progress: Complete

Rating: Good

Namco's Tales series, even today, is known to stand out among other RPG franchises for its unique battle system and story element trademarks. Remarkably, not much has changed since the series' first inception: Tales of Phantasia, for the Super Famicom. Though later remade for the Playstation, it wasn't until a third rendition on the GBA that an official American release would be made (although the SFC version was popularly fan-translated by DeJap).

The introduction to Phantasia shows a group of four adventurers battling an evil king, Dhaos. Dhaos is critically wounded, and escapes at the last moment, through magic; but when he arrives at his destination, the adventurers are waiting for him, and seal Dhaos within a tomb protected by the power of two magical amulets. Here, it is hoped, he will rest for all eternity.

Flash forward several years, and we see the young hero of the story, Cless, going out on a hunt with his childhood friend Chester. But when they return, they find that their home town of Totus has been razed, the villagers murdered - including Cless's parents and Chester's sister. Through a series of events, a nefarious military commander being manipulated by the spirit of Dhaos takes back the two amulets that controlled his seal, and sets him free. In the hopes of finding a way to save the world, the researcher Morrison sends Cless back in time so that he might gain help from the long-lost powers of Magic and return to defeat Dhaos.

In all, the story spans three time periods, five main characters, and numerous cities and dungeons. The plot development never lets up, and is rarely bogged down with excessive dialogue, but portrays powerful situations and events with brilliance. The ending is also extremely poignant and makes the whole of the game seem even more significant in retrospect. Not to mention, the characterization of the protagonists and their relationships is very well-executed.

Good writing is futile if there isn't a great game to back it up, and even ten years later, the fast-paced action of Phantasia doesn't disappoint. Overworld and dungeon exploration is fairly typical; but here lies the first incarnation of the Linear-Motion Battle System, which remains largely unchanged due to the impeccable original design. Part menu-based RPG and part side-scrolling fighting game, the LMBS puts the player in direct control of the lead character, Cless. Move with the D-pad, and use directional controls in combination with the attack button to execute a few combat moves - a swiping attack, a stabbing attack, long-range jumping and lunging attacks, as well as special techniques that range from a series of rapid slices to transforming into a phoenix and crashing headlong into a foe. Controlling Cless is tight and intuitive, and getting in the enemy's face is a real rush.

At the same time, up to three other members of your party are on the battle screen, providing backup healing, attacks, or magic spells. You can manually select a spell to cast from an in-battle menu (that pauses the real-time combat to allow you to make decisions), when the situation requires a precise and immediate response, or set an AI characteristic for each ally to have them act on their own. Phantasia's AI choices aren't terribly sophisticated, but they still get the job done well enough that in a typical fight you won't even have to distract yourself from Cless's melee combat if you don't want to. Each character has unique sets of abilities - Chester will fire arrows from a distance to great effect; the healer, Mint, will keep the party alive and healthy; the summoner Klarth can beckon forth the power of spirits to perform magical attacks on the enemy; and the witch Arche can cast powerful destructive magic.

Some segments of Phantasia can be somewhat challenging, but for the most part the game is never too hard (and only sometimes too easy) if you don't flee from battle and always keep your experience up. The game does have a fairly frequent rate of random enemy encounters, but since battle is the best part of the game, it is seldom a chore. This can be irritating in very long dungeons, where the same enemies keep popping up again and again and the end of the dungeon remains elusive, but fortunately this only happens a couple of times; the majority of the game's dungeon areas are quick and to the point. And, there are cheaply-available items (Holy Bottles and Dark Bottles) that will reduce or increase encounter rates, respectively, to keep the game going at the pace you want it to.

Graphically, Tales of Phantasia is a real gem. The sprite-based Super Famicom graphics can even put some modern-generation games to shame in terms of design and attention to detail. The world is beautifully crafted, characters and enemies are drawn to be lively and animated, and in-combat events really stretch the limits of the hardware. There are even several portions of the game with Mode 7 faux-3D, including airship flight.

In terms of audio, Phantasia was years ahead of its time. The developers went to great lengths implementing highly sophisticated software hacks that delivered much better audio than anyone thought the Super Famicom could do. In addition to an excellent soundtrack and flawless sound execution, Tales of Phantasia has its own voice acting, both in the introduction of the game, and accompanying almost every special ability used in battle. The game as a whole is an amazingly pleasant experience to the ears.

Phantasia starts off fast and can fool a player into expecting a short jaunt through the game-world, but keeps going through an epic storyline and never lets up until the end. This reviewer spent a good 30 hours from start to finish, and that's neglecting a handful of end-game sidequest activities, not to mention the challenge of getting your characters to the maximum experience level. And for the true die-hard fan, there is a Hard Mode that will test even the most skilled players.

Tales of Phantasia is a brilliantly complete package of excellent story, gameplay, graphics, sound, and replay value. Truly, for its time, there was nothing else that could even come close. Ten years later, long and tedious dungeons can sometimes be a cause for distress, but otherwise the game is still a crowning achievement. Phantasia is without a doubt one of the greatest classic games of all-time, and provides a challenge even to its own descendants in exceeding it.

Progress: Complete

Rating: Awesome

Not nearly as cool as the DS follow-up, but still a neat idea and a fun game. Kind of short.

Progress: Complete

Rating: Good

Not terrible, but rather exciting for the majority of the game. Distractingly horrible sound quality. Overall, fairly unremarkable.

Progress: Complete

Rating: Meh

'New' really isn't a fitting word for the game; while there are indeed a few new things to the formula (see Giant Mushroom), the game feels and plays exactly like the old SMB adventures. So while it's nothing enticingly new, it is just the thing you enjoyed playing a decade or two ago, and still fun.

Before beating the game's final boss, you're only allowed to save after tower/castle levels, or at signposts blocking special paths by spending star coins (which are found in each stage of the game). This is rather inconvenient, and flies in the face of the DS's pick-up-and-play philosophy. However, the game really begins after you beat the final boss, and are then able to save at any point in the overworld. It makes going back to old stages and replaying them - to collect star coins, or to find new exits to unplayed stages - a real blast.

Progress: Complete

Rating: Awesome

A welcome revival after Warrior Within - good puzzles, good design, good combat system - but still fails to quite capture the mystique of Sands of Time.

Progress: Complete

Rating: Awesome

An incredible game - the tried-and-true GBA Castlevania action-RPG formula is performed excellently, soul-collection is rarely too tedious (though it can happen), and the weapon upgrading system is purely brilliant. The handiness of the top screen map/stat-display can't be overstated, and while the touch screen isn't used very often (breaking away some blocks or drawing a magic seal), when it comes up it doesn't seem intrusive at all. There's even an unlockable extra mode where you can play as Julius Belmont and friends ala classic 'Vania. It's the first game in a very long time for which I've been compelled to do all the extra stuff. One of the awesomest games I've played in quite a while, portable or otherwise.

Progress: 100%

Rating: Awesome
Playing A Game Sonic Rush NDS

I beat the first level. This is currently the extent of my progress, and not for lack of trying. Don't get me wrong, I like that it's a Sonic game from yesteryear, a grand return of the old-school mechanics; but it's reminded me that I'm really very bad at old Sonic games. It carries the unfortunate 'classic' flaw of not saving incremental progress and forcing repetition (I can beat Act 1 of Sonic and Blaze's next levels without fail, but various parts in Act 2 screw me up and so when all my lives are gone I'm back to the drawing board), but I will not downplay the role that my lack of skill also plays. For now Sonic Rush has beaten me.

Progress: Gave Up -- Finished first level

The term "Role-Playing Game" refers to the idea of playing an imaginary character's role. However, no matter how customizable or immersive a game is, a player cannot help but feel detached, living in a boring, humdrum world as compared to the adventure-filled swords and sorcery of the typical RPG. But consider the premise that you, the player, are delving into the world of the game (an alternate dimension, if you will) in order to assist its denizens as an omniscient ethereal being. This concept is one of the keystones of the Baten Kaitos: Eternal Wings and the Lost Ocean experience.

As the game opens, you are introduced to the lead character, Kalas. You look down at him from the sky. Kalas and you become bonded; you become his "Guardian Spirit," a transdimensional entity tasked with looking out for the blue-haired teenager. In addition to controlling his movement throughout the game world, and making decisions for him like talking to people and item shopping, you'll also occasionally be asked for your opinion on character- or story-relevant issues. The level of your agreement or disagreement with Kalas has a slight, if not extremely apparent, effect on gameplay; but more importantly, your inclusion in this manner makes you feel like a member of the party.

Shortly into the game, you'll meet the second in-game party member, a girl named Xelha (pronounced "Shella"). Any thoughts of a torrid love affair between Kalas and Xelha are dashed by the immediate appearance of disparity between their motives and personalities. Xelha is fleeing from official pursuers, and attempting to solve a mystery for the sake of the world. Kalas, on the other hand, is selfish, headstrong, and filled with thoughts of revenge. As the story plays out, Xelha is put in the position of a typical RPG's main character (the one on a noble world-saving quest), and Kalas is something of an anti-hero.

The game world itself is, as legends have it, the result of a near-apocalyptic war with an evil god. Five islands float in the sky: the lush, watery continent of Sadal Suud; the cloud-filled continent of Diadem; the colorful and bright continent of Anuenue; the mysterious continent of Mira, split between dimensions; and the imperial continent of Alfard. Though each continent is independently governed, the Empire has been making aggressive moves, something Xelha believes has a deeper motive.

Along the way you'll meet four other party members (your battle party can be any three): Gibari, a muscular, knightly fisherman; Lyude, a wimpy ex-Empire official with musical instruments that are also guns; Savyna, a leather-clad hunting woman with a shady past and few words; and Mizuti, a powerful, masked wizard. It's got the trappings of an epic tale, with a few interesting takes on the classic heroism schtick. Unfortunately, Baten Kaitos's plot development is, like so many modern 40+ hour long RPGs, shortsighted.

The game is in two discs, and the second disc starts out strong with plot twists and rides like a rollercoaster almost all the way to the end of the game. However, the first disc is all setup for this. Disc 1 is all about becoming familiar with the situation, meeting faces and places, and building events up to where they need to be to really get exciting. Ordinarily a game might breeze through these events, spice them up with side-plots, or simply skip them and relay the information to the player with cutscenes. Instead, Baten Kaitos takes 20 hours (nearly half the game) and a full Gamecube disc to get you really acquainted.

Chore-like Overworld and NPC interaction don't help matters much either. Talking to an NPC is like a poorly-paid job; whenever someone needs to motion or point at something, they have to pause both before and after doing so, plus text boxes for non-key characters are small and oddly placed within the screen real estate. Not only does actually getting through text take a good while, but as can unfortunately happen in more ambitious RPGs, a lot of townsfolk just don't know when to shut up.

Navigating through a continent, as well as walking through towns and dungeons, is handled from a fixed third-person perspective (moving between continents is done either automatically in a ferry-like fashion, or by selecting your destination; you have an airship, but can't actually pilot it). Traversing a continent is done from a camera angle so distant that it's almost always difficult to tell what direction you need to push your Kalas avatar to get where you want to go. Paths on the continent are also unclear. Within towns and dungeons, the game suffers from a Resident Evil complex; the avatar can get caught in poorly designed terrain, behind objects, or too far away all too frequently. And in both continent and town/dungeon views, the level of detail in both Kalas and in the background sometimes makes it a challenge just picking him out from the surroundings.

With that complication in mind, the game looks beautiful. Character models are excellently designed and rendered, and environment backdrops are rich, if difficult to navigate. Nowhere is this more evident than in battle, which itself is initiated by coming in physical contact with a monster, roaming around the dungeon room. Monstrous creatures, simple but unintrusive backgrounds, and rich, beautiful spell effects make combat a buffet of eye-candy.

The world of Baten Kaitos revolves around magic cards called Magnus that are used to transport goods and carry items, by capturing the Magna Essence of an object in the card. Unleashing this essence is what releases the object for ordinary use. This comes into play in many parts of the game - carrying items for sidequests, solving some dungeon puzzles, even crafting new items (especially with the time-oriented nature of some cards; for instance, milk will become cheese, fruit will rot, a certificate of deposit will gain interest, and some items like coins will even continually flip between states). But by far the most important aspect of the cards is their use in battle.

For the most part, the cards are simply ways of representing choices. Each party member has a Class level, which is distinct from experience levels; their Class level determines the size of their hand, how many cards they can play in a turn, and the size of their deck. The deck, arranged by you from the pause screen between battles, contains all the cards the game randomly picks from when starting a battle. From this hand, the player then selects cards up to the character's maximum number allowed to be played. Cards are played both offensively when the character's turn comes, and defensively when that character comes under attack by an enemy. When almost all the cards in a character's deck have been exhausted (this only tends to happen in longer boss battles), an offensive turn is taken to reshuffle.

Beyond that, the cards operate just like menu choices, with the exception that the offensive and defensive cards are all in the same deck. Therefore it's possible to get a bad hand and be forced to blow a defensive card in an attack turn, or an attack item while defending. But there are strategies in both deck-building and in selecting your play to deal with this, which adds an interesting learning curve to the game (a curve that matures as the game progresses and party members are allowed to play more cards at a time). You only have a few seconds between card choices before the game ends the turn automatically, so in tough situations playing the right sequence of cards becomes a very fast-paced challenge.

Some cards also have elemental values, in one of the six magic elements: Fire, Water, Air, Earth (called "Chrono" in the game and identified by time), Light, and Dark. Elemental values can work against each other, e.g. playing a fire attack and a water attack in the same attack play will reduce the effect of both as their numbers work against each other. The game actually displays a full numeric breakdown of the play after it's over, so you can see what elements worked, what didn't, and what kind of defensive capability the enemy has. The breakdown and the fact that everything in the end is simple math (no dice-roll values involved) make battle effectiveness easy to measure, and thus the game challenges you to attack effectively as if to break a high score.

Cards also have "Spirit Numbers." Cards early in the game only have one number, but later cards can have up to four, one in each corner. When you play a card, you select which Spirit Number to use by tilting the C-stick in a certain direction. The numbers work like a traditional playing card game - at the end of a turn, your offensive or defensive play will gain added effectiveness for multiple cards played in the same number, or for an ascending or descending straight. Unfortunately, multiples are only awarded if each card in the play can be paired (e.g. a pair of threes and a four has no bonus), and pairs and straights are the only bonuses, so it doesn't become an exceptionally practical mechanic. But it adds a level of interest, especially early on when plays are small and numbers are easier to coordinate.

Baten Kaitos was produced by Namco around the same time as Tales of Symphonia, and whatever spin you want to put on it, the two games have exceedingly similar soundtracks. They both sound great, but one reminds a player illicitly of the other, so if you've played either the sense of a unique atmosphere in the other can be somewhat hampered. Baten Kaitos also has an immense library of voice acting, but the quality of both the acting and the recording falls far shy of Symphonia's. Some of the actors are good, some aren't as much, but the biggest problem is that for some reason, all the voice samples sound as if they were recorded inside a small steel box (except, oddly enough, the samples used in battle).

As the story develops and combat becomes more complex, it's apparent that Baten Kaitos is an adventurous project. There's a lot of innovation and creativity in this game, especially in terms of storyline and gameplay. However, a lot of the new ideas are either poorly implemented or just duds. For instance, an interesting system for leveling characters up is that players must find a special blue flower, usually in town, to teleport them to a church at which they can pray (pray = gain levels from experience acquired in battle). However, these blue flowers don't exist in dungeons, meaning that if you get all the way to the boss and discover you're not strong enough to defeat him, you can't just hang around and level up until you can take him down; you need to fight your way out of the dungeon, get to the church, and then fight your way back in to try again (which is further complicated by the fact that encounterable enemy parties respawn every time you leave and reenter a room).

The plot is interesting in the second half, but dull preparatory work in the first. Gameplay inside battle is action-packed entertainment, but outside battle it's all trudging around and talking to boring simpletons. In the end, Baten Kaitos did a lot wrong, but also did some things right. Hopefully the upcoming Nintendo DS iteration, "The Start of the Wings and the Heir of the Gods" (rumored title, and said to be a prequel), will address these.

Progress: Complete

Rating: Meh