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Showing posts with label Nintendo DS. Show all posts
Showing posts with label Nintendo DS. Show all posts

Henry Hatsworth in the Puzzling Adventure - Retro Reflections

Henry Hatsworth in the Puzzling Adventure by developer EA Tiburon and publisher Electronic Arts—Nintendo DS retro reflection written by Hamza. 2009.

Estimated reading time: 3 minutes


The result you get when you mix a British professor, platforming with puzzle elements and solid fun is Henry Hatsworth in the Puzzling Adventure. To sum up the game; Tomb Raider with elements from Columns. Though the controls are a little finicky and a pain to get around to, the gameplay is original and always on its toes. Other games have originality that only seems to come in short bursts... here, it stays with you always and never gives up for a second.

The story sees the titular protagonist on the search for the Golden Suit – a grab that will allow the user access to the Puzzle Realm. At first skeptical that the suit has any alleged magical powers, he succumbs to the old wives tale when he personally witnesses what it can do, despite only finding the hat. When he dons it, he immediately becomes younger and fast, opposite of his current, original self. Intrigued, he then seeks out to find the rest of the suit, solving puzzles, fighting critters and knights along the way.

The story is simple and positively reeks of old school adventure and action, with exploring and battle elements. Quite reminiscent of King Solomon’s Mines – but without the macabre, of course. At first glance, Henry Hatsworth looks and acts very similar to the old, bygone platform games, namely Super Mario Bros. and looks all set on becoming a repetitive clone, rather an original title. It is only when the tutorial levels end and the actual game starts does it bring distinct, original ideas... and it is from precisely here onward you’re given no reason to unappreciate the enjoyable and satisfying gameplay.


With traditional platform designs in check, with throwaway similarities to Castlevania, our protagonist is at first armed with only his trusty shotgun and a sword, which you shortly get afterwards. Though the shotgun can fire three bullets in succession, the sword is easily the most promising weapon in your arsenal, as it inflicts more damage. Occasionally, when the meter on the right in the puzzle section is filled to the max, a mode, called “Tea Time” is activated via tapping on the screen. In the so-called “Tea Time”, Henry can man a mecha-suit, or robot-suit, that can shoot lasers and stomp enemies. As great an addition the suit was, it was disappointing for two reasons. One: the robot-suit wasn’t exciting enough, and due to its awkward size and controls, it wasn’t fun to control and inflicted just about the same amount of damage as the sword, so it wasn’t cool at all. Two: it only activated for a disappointingly short period of time, and I’m talking mere seconds; in heavy contrast to how long it takes to fill up the bar.

Going back to the level designs, as much traditional as they were, the levels were alive and full of spirit. With impressive parallax scrolling, they reminded me of a 3D version of A Link to the Past. Unlike most other platformers where cheap deaths can occur if one misjudges the gap or ill-times a jump – *over here, the author looks askance at Super Castlevania IV” – this game is forgiving in that fact. If you don’t make a jump, don’t worry, as you will only fall in the green river below. But you must be careful, as you can drown. This “no-cheap-death-feature” was very inviting as I had one less thing to worry about.

The enemies vary from purple, stun-faced critters to knights to fire-breathing shamans to others. At every successful defeating of the enemy, he will go down to the puzzle section and become a block. Anyone who has played Columns or Hexicor other puzzle-matching games will know how the drill goes. When three or more blocks of the same color or icon are matched, they will disappear. If you match three blocks with faces on them – they are the enemies you fought in the “real world” – then the timer on the meter on the left will fill up. Likewise with the blocks with glowing spots in the center. The thing is the timer-meter is always decreasing, so you need to match and disappear as many blocks as you can in that time period. Quite-uncommon in other similar games, the blocks in Henry Hatsworth keep gradually moving upwards. Should an enemy block be at the top and should you fail to match him with two others or bring him down to a lower level, then the block will come out to the “real world” and start attacking you. Though they are easy to evade and one bullet does the job, it does become something of a pain when you are already fighting a horde of enemies or a boss. Once you kill the block, it is gone forever.

Like I said before, this game is always on its toes to trap you and keep you coming up with strategies. Never once was I frustrated by its difficulty, but after re-playing one level one-too many times just because I didn’t see the fire-breathing shaman and that three blocks escaped the puzzle section; I started getting a little hot under the collar. Calling it a day didn’t do the trick because by the time of where the difficulty got to me I had become quite-aiddicted and was determined to finish it, by any means necessary.


Every game, no matter how perfect, has its issues and the player, his/her qualms. The game’s main issue lied in its tight controls and one-sided originality. You could see love went to its puzzle sections and the layout of the levels, but even then, they bore too many similarities to other games that had me thinking that somewhere down the line, the developers had become lazy. The introductory level is the same as the first level in Braid. Going to the tight controls, sometimes Henry would get all awkward and wouldn’t turn, while the knight’s sword would rain down upon him... killing him.

Also, the speaking parts are hilarious in the fact that they don’t contain any actual vocals; just screaming, yelping, and odd sounds from the throat. When Henry’s assistant ‘talked’, it seemed as if he was voiced by Link. But these are minor problems and nothing worth losing sleep over. I just wish they hadn’t existed or had some thought gone behind it.

The boss battles were very reminiscent of Megaman 2: The Power Fighters. The battles weren’t too impressive and had in them the same old “hit-once-and-dodge/duck” mentality that is witnessed in a-many other games, especially Mega Man Zero and its sequels. 

In conclusion, Henry Hatsworth in the Puzzling Adventure was a pure joy and satisfying in every level. It is likable, has considerable challenge and will provide old-school 80’s platform action with a modern touch to anyone wishing to give it a try. Like they say, there’s nothing like a good tea can’t fix. Henry Hatsworth knows that. And by the time you call it a day, you too will be craving for a cup of the greatest beverage the world has ever seen.


Note: Screenshots from all platforms that were available at the time can be found here at Moby Games.


Score: 9.0 / 10

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End of. N+ - Retro Reflections - TBT


End of. N+ by developers SilverBirch Studios, Metanet Software and publisher Atari—Nintendo DS Throwback Thursday review written by Hamza. 2008.

Estimated reading time: 3 minutes



Not only is N+ difficult, but sarcastic as well. It’s Queen Elizabeth with tight-lipped irony. When you misjudge a jump, fall from a great height, or get struck down by a laser or bullet; the message reads “nice one.” Ported to the handheld, this version, PSP, and console Xbox, from the Adobe flash-powered game, simply titled N, it should not surprise or shock anyone by its feel and touch of an online-game. When you play other games on the aforementioned handhelds and console, they feel ‘real’, genuine – they were made for playing. N+, however, feels like an anti-game, just like how the other online, or casual, games are. You may be offended, o’ reader, but this is the impression they give me.


With nary an originality to boast of, N+ has a wickedly simple premise, but a devilishly difficult gameplay. You control a ninja, initially black, but new costumes are unlocked the more you progress. The new costumes don’t bring power-ups or speed, but style and respite from monotony. Your goal is simple; unlock the door and get to it to finish off the level. If this game were that simple, then it would’ve effectively been the opposite of what games are supposed to be about. You see, scattered throughout the levels are pieces of gold and a myth goes that the ninja you control has a short metabolism and a craving for gold. Though this game doesn’t have a timer, the closest it has to one is the ever-decreasing ‘health’ of the ninja. The more gold you collect, the more it will increase. Me thinks someone took the definition of ‘gold fever’ a little too literally.

With parkourmovements, you character can jump very high and scale walls. If Ninja Five-O were a physics-based game, then it would be this. The physics are very loose and the control of the character is very floaty. If you let go of the movement button, the ninja won’t stop immediately, but will slide a little more; just how Mario did in the GBC port of Super Mario Bros. This will result in unfair deaths or a snakes-and-ladders moment. Whether intentional or not, I did not thoroughly enjoy this effect and at many points in the game made me flare up in anger.

As I said before, this game isn’t original and long-time gamers will know it is a mixture of bygone platform and puzzle games, with chances being it was inspired by the names that immediately come to your head. Not that it is a complaint, but since I’d already played similar games with similar difficulty, N+ did not immediately strike a chord with me. Come to think about it now, it still doesn’t altogether strike a chord with me. This game’s other silhouette-heavy and minimal-in-heart cousins, Canabaltand Vector, struck the Hendrix Chord with me.


But I enjoyed what the game offered, and its borderline-intense challenge was a relief to me personally because I had lately been playing easy, casual games. With more than 200 levels and each level having 4 parts, N+ kept me muttering to myself, “just one more try. Just one more”; and though it rewarded me with merely a color change and some new animations, I was satisfied with what I got. Playing N+ was as if I was playing Char Studio’s Flow all over again. Both of these games hardly reward you, but you feel great when you clear a level!
While N+ does take good use of the the handheld’s dual-screen – one shows the action, the other the map – and has enough clever and intricate levels to give even the cast and crew of Inception a run for their money.

This game was indeed fun, and even with added features that come later the more you progress,N+ doesn’t reach to the level of addiction or cool. It’s a fun game, but only just. So, I guess what I’m trying to say isNinja Five-O’s protagonistis still the best ninja on a handheld!


Note: Screenshots from all platforms that were available at the time can be found here at Moby Games.
 

Score: 7.5 / 10

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Our Favorite Games Through the Years - Part 6 - Gaming Thoughts

Estimated Reading Time: 7 minutes

This was the era where Chalgyr’s Game Room started, over a decade ago now. What started as a small blog to review some games that were semi-recent-ish at the time has turned into a full-fledged site that has seen numerous contributors over the years. There were a ton of great games that released during this period, as evidenced below.

Robert:

PlayStation 3: Assassin's Creed II

I struggled with this particular platform, in large because I was deep in the midst of my anti-Sony days (and to a degree, still am) and in part because there are a ton of really good games on the PS3. From the Uncharted series to the numerous Need for Speed titles, to a host of others and all with their own elements of nostalgia or have their own special meanings ... I had been considering putting any one of the numerous Tales games, or the Trails titles, or maybe the Atelier and Devil May Cry games in. So many to choose! So I picked Assassin's Creed II, in part because it's still one of my favorite games of all time (therefore made quite the impression) but also because no matter what I do, when I reminisce about the PS3 days, Ezio always creeps into my thoughts. I could be thinking about Rogue Galaxy and how it was a criminally under-appreciated RPG, or how absolutely wonderful the .Hack games were, or just how action-packed a Tomb Raider title truly is ... but then there's Ezio and ACII just lurking in the shadows, waiting for that moment to strike.

I spent hundreds of hours wandering the streets of ACII, gathering every little thing I could (and of course, spending quite the time making sure my outfit was just right) and sometimes doing nothing more than wandering the streets and soaking in the sounds of a time and space that I'll never be able to experience for real. That's magic right there.

Xbox 360: Halo: Reach

I think that this is a given, though there are some truly great contenders here- from Call of Duty: Black Ops to Dragon Age to Mass Effect 2 to any number of racing or sports games. The 360's library of titles was huge and fit me perfectly at the time, but the one game that I still compare others to to this day ... Halo: Reach. Reach is an interesting beast- any fans of the Halo franchise will likely know about the Fall of Reach; not only was it the prelude to Halo: CE, but by Halo: Reach's release, Halo and it's lore/history were household names. What I find fascinating about it is similar to why I find the success behind James Cameron's Titanic fascinating ... we already know how the story ends yet no matter what, we can't stop rewatching/replaying.

With how Halo: Combat Evolved and the original Xbox ushered in a new era for both Microsoft and gaming in general, Bungie's magnum opus and their last outing with the Halo franchise before moving on to other projects, brought with it the end of that era (for me). While there are many great games that came to the 360 after Reach's release, none of them gripped me the way Reach did. Brilliant and customizable co-op, exciting multiplayer modes, and a deeply touching (and in some cases, slightly traumatic ... ❤️ Kat) story helped close a chapter in my life, one of heartache and pain, but also of insurmountable mountains of joy, entertainment, and healthy escapism- it's only fitting that amongst the pantheon of greats in a console that's hard to beat, it was Bungie's first and final outings with the UNSC, Covenant, and everything in between, that truly gave life to two consoles and an entire decade of memories.

Nintendo Wii: New Super Mario Brothers

New Super Mario Brothers is a bit of an odd one- there were so many great games on Wii, but none really clicked with me the way New Super Mario Brothers did. I think, though, that it has more to do with life outside of the game than it does the actual title. Yes, it's fun, yes it has some excellent replayability, but what made it special to me was that it brought my family closer in a time when things were rough. We'd laugh endlessly as we bubbled our way to safety and it became more about how bad we could cheese the game with the bubbles and less about playing it- I have so many warm memories of late nights after a long days' work and a short reprieve from a colicky baby. Sometimes that's all it takes ... that and the little "bloop" sound that the bubbles make.

Pierre-Yves:

DS / 3DS: Etrian Odyssey

I’m grouping these two together. The Nintendo DS and the Nintendo 3DS are like the SNES, an absolute treasure trove of games such as: Final Fantasy Remakes, obscure JRPGs, niche RPGs, Radiant Historia, Luigi’s Mansion, Shin Megami Tensei IV and so much more.

HOWEVER, I’m doing another grouping as this series was simply one of the best and I’m a bit sad that Atlus haven’t found a way to bring it over to the Nintendo Switch. Etrian Odyssey. These old school Wizardry inspired titles, first person dungeon crawlers, not only had a brutal nature to them, but you had another component to worry about. Map making. Did you write down the proper shortcut paths? Or did you mislabel them? Were you well prepared or were you “murderlated” by a giant beast type known as a FOE which if encountered? RUNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN

At least in the early stages of each game. There were a fair number of releases and re-released and then to add to the awesomeness there was also Persona Q and Persona Q2 which were side stories to Persona 3-4-5.

Wii: The Legend of Zelda: Twilight Princess

So there’s a theme here isn’t there? Yes, more Legend of Zelda. While Wind Waker was cute looking to help mask the dangers ahead, Twilight Princess was dark. At the time being the first title that I was getting for the Wii, I went right through this title with every moment that I could fit in between work and school.

The world design was great, Link wasn’t always just a human but could turn into a wolf to solve certain challenges and this was finally one of those first titles that hinted that the fan theories of history and timelines may actually be a thing…

PS3: Castlevania: Lords of Shadow

This is another tough one. Such a library to choose from, but when I think of the PS3? Castlevania: Lords of Shadow comes to mind. Mission based for its story instead of a metroidvania which it’s half of the reason for the style, the narrative of this adventure is what drew me in. Patrick Steward and Robert Carlyle, that right there was enough in the voice acting department to just make one’s jaw drop and they weren’t alone. Add in a great combat system and the ability to return for things that may have been missed? I think I’m going to go play this again now if you’ll excuse me…

Xbox 360: Tales of Vesperia

Bandai’s Tales of Studio’s Tale of Series. From the SNES to the PS1, to the PS2, this would be one of the two main reasons I got an Xbox 360. That and Mass Effect. Tales of Vesperia however to me, other than the lackluster ending and no post credits, would have everything. A protagonist who wasn’t a shiny white knight, a supporting cast that were all great to have around in and out of battle and that includes “Captain Carol” *laughs*. It was everything that I wanted in a Tales of and I was happy with the ports to the latest generation and I totally do not own Tales of Vesperia on the PS3/4, Xbox 360/One and the Nintendo Switch… you do!

Richard:

PlayStation 3: Tales of Graces F.

For my PS3 choice I have a game that's tied for my favorite Tales title: Tales of Graces F. I consider Tales of Graces F to be one of the best Tales titles in the franchise, right up there with Tales of Symphonia. Tales of Graces had a great battle system, an interesting array of characters, a "true man speaks with his back", and was a great game to play with friends. It's also the first Tales game I never played as the main character, interestingly enough. The bonus dungeon was also really hilarious, and the angriest I've ever been at chickens and eels. I had a lot of fun with Tales of Graces, making it my favorite PS3 title.

Wii: Trauma Center

I'm gonna toss out another one that's probably less well known for my Wii choice: Trauma Center: Second Opinion. Who knew surgery could be so much fun, if not a little frustrating at times? Following the work of a surgeon in training, Trauma Centre is like a surgery simulator where you will perform operations such as putting in pacemakers, removing glass from traumatic injuries and sewing up patients, to confronting a dangerous man-made disease. I have fond memories of playing this in University with my roommates. We decided to all do our laundry, so we brought a TV down to the laundry room and played while watching over our clothes. Good times, good times. Even with the sentimental value though, Trauma Center is a really fun title and series in general, despite some of the earlier installments being a little finicky with your controls. I'm actually thinking about cracking it back out right now. In fact, I will once I finish writing this.

Nick:

Nintendo Wii: New Super Mario Bros. Wii

Most of the games on my list so far have leaned heavily into the single player experience, with a focus on story. There were plenty of great options on this platform that fit that bill as well – but something about this iteration of Mario Bros. resonated with my family and I a lot. We sat around, playing this game for hours and hours together, and had a blast doing so. It was a chaotic mix of competition and cooperation that brought out the worst and best in all of us, but also created a ton of really fun memories.

Microsoft Xbox 360: The Elder Scrolls: Oblivion

This is where things really start to get ridiculous. In some ways, the last several entries I had were a bit easier, because while there were a ton of really good games on most of those platforms, I was generally a broke college kid raising a family who did not get to buy a ton of games. Around the time the Xbox 360 came out, I finally had access to grown-up money, and I started buying a lot more games again. Gear of War was my first real banger for the console, and I loved it, and there were tons of memorable games that came out, but Oblivion was probably my single biggest time-sink on the 360. I did -everything- that there was to be done. I explored the nooks and crannies of the nooks and crannies. I owned all the houses and decorated them with all kinds of ridiculous crap that I picked up and kept like a digital hoard. It was the first DLC I ever bought for a game. Yup, I had horse armor. It was ridiculous, but no regrets either.

Sony PlayStation 3: The Last of Us – There were so many titles that I loved on the PlayStation 3. My most played game was likely one of the Maddens that Landon and I had a long-running franchise of. There are so many good titles here I could talk about at length, and The Last of Us feels like a really ‘safe’, ‘mainstream’ choice given some of my weirder entries up until now. At the end of the day though, this game just hit me emotionally. The story, the characters, the tense gameplay, all of it. My son played through it as well, and it’s one we both talked about quite a bit while we were playing and after. I played through it again on PS4 as well later and was surprised at how much the story resonated with me still, even after a second go-round. 


Article by RobertPierre-YvesRichard, and Nick


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