Tag Archives: GameCube

Super Mario Sunshine (GameCube)

Super Mario Sunshine

Developer(s) – Nintendo EAD

Publisher(s) – Nintendo

Director(s) – Yoshiaki Koizumi & Kenta Usui

Producer(s) – Shigeru Miyamoto & Takashi Tezuka

PEGI – 3

Following on from the immense success of Super Mario 64 back in 1996, Nintendo released Super Mario Sunshine on the GameCube in 2002 and went on to receive overwhelmingly positive critical acclaim, with many publications giving it a perfect score. And the Japanese website Famitsu also gives a near-perfect score. One of the very few games at that time to achieve such an honor. Personally, however, although I can understand why critics and players alike appreciate this game to the extent that they do. With it presenting a new and outlandish style of play that had never been seen in a Super Mario game prior, it seemed like too much of a step down from Super Mario 64. And there were fundamentals that I feel the developers didn’t handle as well as they should have done.

Graphics – 7/10

In terms of conceptual design, Nintendo was at least able to break away from many of the normal conventions there were within the series at that time. And take it to an entirely new setting with new types of supporting characters. Very effectively expanding the mythos of the entire Super Mario universe. Something that arguably needed to happen for some time prior to the release of this game. It was also the first time FMVs had been implemented in a Mario game. This helped it to showcase what kind of graphics the Nintendo GameCube was capable of processing in its early shelf life.

Gameplay – 5/10

After the prolonged success of 3D platforming games on the Nintendo 64, Super Mario Sunshine was Nintendo’s attempt at bringing something new to the table. Introducing new gameplay mechanics in the form of Mario’s new companion, F.L.U.D.D. A water hose which Mario must use to clean areas of land in order to get around. And to use a weapon against enemies and bosses. The problem I had with this game, however, is that there are a number of game-breaking glitches throughout. Which made me believe that it was left unfinished overall. It was highly unorthodox by Nintendo’s standards, making this game one of the first true signs of weakness I personally witnessed within the gaming industry. Yoshi’s Story did little to impress me when I was a kid. But I naturally expected much more from a Mario game. And unfortunately in this instance, my expectations were not met.

Controls – 8/10

Another way in which Nintendo could be seen as going back on themselves in this instance is in the game’s control scheme. It ultimately plays out almost identically to Super Mario 64. But the new mechanics can take some getting used to at first. And even after this, I found them to be somewhat unresponsive at times. Overall, it was a little dissatisfying to see this after Nintendo had pioneered such a sophisticated control scheme with Super Mario 64.

Lifespan – 8/10

One good thing I can say about this game, however, is that for those who may not experience as much of a problem with it as I did, there is certainly a fairly lengthy experience to be had. It lasts just as long as any 3D platforming Mario game, around 30 to 40 hours time can be clocked. Which is pretty impressive. In general, it surprised me how such long games could be stored on mini discs when I first started playing the GameCube. I saw it with both Wind Waker and Metroid Prime. But his game is yet another shining example of this.

Storyline – 6.5/10

The story of Super Mario Sunshine takes place on a vacation island called Delfino. In which an unidentified figure has been vandalizing large sections of the resort. Once Mario and the company touch down ready to take their own vacation, Mario is immediately and wrongfully identified by the Delfino authorities as being the vandal. And is sentenced to clean what mess that has been made with the aid of F.L.U.D.D. At first, it seemed like a positive change from the damsel in distress story that had become synonymous with the series even at that point. But over time, that’s exactly what it unfolds into, overall making it not much different from any other Mario game.

Originality – 7/10

Despite Nintendo’s unwillingness to provide a great deal of uniqueness in terms of story, I do respect their willingness to have tried something new in terms of gameplay. Which after all, is much more important than the former. There would be many more 3D platformers released throughout the sixth generation of gaming that would blow this title out of the water. Such as Jak & Daxter and Ratchet & Clank. But this game was able to at least stand out among these others to the extent that it did.

Niiutral

Overall, Super Mario Sunshine is my least favorite 3D Mario game. But it’s by no means the worst game in the franchise overall. There are gamers out there who hold this title in much higher regard than I do. And this is understandably so. But to me, there were far too many faults found with it to be able to call it a classic game.

Score

41.5/60

6.5/10 (Above Average)

Sonic Adventure (Dreamcast)

Sonic Adventure

Developer(s) – Sonic Team

Publisher(s) – Sega

Director – Takashi Lizuki

Producer – Yuji Naka

PEGI – 7

Though I don’t believe it to be a great game by any means, I think Sonic Adventure is certainly the best direction that Sega has taken in its long-running franchise. It’s the most enjoyable to play in my opinion, and also has the franchise’s best story attached to it.

Graphics – 8.5/10

From a technical standpoint, the Dreamcast was a gaming generation ahead of its time. With the most powerful graphics engine ever included in a home console. By that token alone, the visuals in Sonic Adventure were cutting-edge. Though there were a few glitches left unpolished, nothing like that had ever been seen. Conceptually, the game is a little bit weak. But for the most part, it’s as compelling as any other Sonic the Hedgehog game was before it. There were also some particularly enjoyable boss fights and enemy designs thrown in for good measure.

Gameplay – 7.5/10

What I like best about Sonic Adventure is the RPG element that was added to it in the form of multiple playable characters. Besides playing Sonic, players can go through the story as Tails, Knuckles, and Amy. As well as two new characters to the series: Big the Cat and E-102 Gamma. However, compared to other 3D platformers, I wish much more could have been added for how big the in-game world is and how much there is to explore. Especially as there was a lot more than this in many other games featuring primary video game mascots at the time. Such as Mario or even Crash Bandicoot.

Controls – 8/10

Again, I found myself having the same issues with the controls as I had done in most other Sonic games I’ve played throughout the years. It was pretty annoying in this game. Players can move around the open-world environment particularly quickly. And are consequently prone to banging into things very easily. It’s especially a problem whilst playing as Sonic. But it’s nowhere near as bad whilst playing with other characters. Such as Big or Gamma.

Lifespan – 5.5/10

The entire game can be completed within around 7 to 8 hours. This is particularly underwhelming given that it’s a semi-open world game. Again, I’d put it down to players not having much to do outside the game’s main objectives, and there was definitely room for more to make this game as entertaining and as immersed as possible. It wasn’t as if side quests were unheard of even at the time, and I would point it out as the game’s most standout flaw.

Storyline – 7.5/10

Sonic Adventures follows Sonic and company as they resolve to collect the seven Chaos emeralds before Dr. Eggman, who plans to use the emeralds to restore the monster Chaos to its full power destroy the city of Station Square, and build his own city. Though the story is simple in basic premise, there are certain sequences and individual character narratives that really stand out, such as E-102 Gamma’s own part in the game, for example. But what lets it down mightily is that the voice acting is particularly weak, to say the least. There are moments in the game where the dialogue is embarrassingly scripted, and it makes the game at times pretty difficult to take seriously.

Originality – 6/10

Though it stands out from other 3D platformers in the way that there are so many playable characters and gives the game a considerable amount of variety in gameplay, it is overall fairly generic compared to other 3D platformers around even at the time. I can’t help but feel that if the lack of side quests had been addressed during development, Sonic Adventures could have been much more than what it turned out to be.

Happii

Overall, Sonic Adventures is without a doubt the best game in the Sonic the Hedgehog franchise, but it was easily improvable. I think the best and most effective way to revive the series would simply be to make another game like this but to tailor it in the manner of a typical sequel; have everything bigger and better than the former game.

Score

43/60

7/10 (Fair)

Second Sight (PlayStation 2, Xbox & GameCube)

Second Sight

Developer(s) – Free Radical Design

Publisher(s) – Codemasters

Lead Designer – Mike Armstrong

PEGI – 16

Back in the sixth generation of gaming, 3D third-person shooting was more or less in its infancy; long before games such as Gears of War and Mess Effect would go on to populate and revolutionize the genre. And deliver some of the greatest gaming experiences to date. As a genre in its early stages, I had trouble enjoying many third-person shooters on the PlayStation 2, including Max Payne, Operation Winback, and Headhunter. And Second Sight. Though I think it stands out better than most others of that time, not many of the fundamentals were done quite right. And the game suffered because of it in my opinion.

Graphics – 5/10

From what had been seen already on the PlayStation 2. Such as Silent Hill 2, Metal Gear Solid 2, and Final Fantasy X. The game’s visuals are not only substandard from a technical point of view. But also from a conceptual one. The settings are extremely bland. Made up of what players would find in most typical Medal of Honour or Call of Duty games. And nothing about them makes it stand out from most other games. Even for the time. The most positive thing I can say in terms of visuals is that it’s a very polished game with minimal glitches insight.

Gameplay – 5.5/10

I have played much worse games than this and much less variable ones too. Indeed having psychic powers at your disposal certainly offers some diversity in gameplay. But as far as the run-and-cover-based shooting is concerned, I found it pretty frustrating; especially since some sequences can simply be bypassed by players with a sacrifice to some health. And where’s the fun to be had in that? I can appreciate that many of the game mechanics in Second Sight could be seen as precursors to some of the ideas seen in later classic games. Such as the Mass Effect trilogy. But with this title, it was very much a question of trial and error. But with a lot more errors than I would have personally liked.

Controls – 6/10

As I mentioned before, third-person shooting games have a long way to go at this point to be perfect. Many developers at the time focused on genres such as first-person shooters, 3D platformers, and especially RPGs. Control schemes for those kinds of games had long since been developed almost to the point of perfection. But with third-person shooting, it was a very different story in my opinion. Specifically, in Second Sight, I found the controls for using psychic powers in Second Sight to be quite a chore. And at times, incredibly difficult to get to grips with. At the time, it wasn’t often that games in the genre have even as much variety as there is in this title. And so it was always going to be a question of trial and error in this respect too.

Lifespan – 2.5/10

Even if it isn’t rushed, this game can only take about three and a half hours to finish. There are minimal side quests. The main objective of the game seems to be only to find out what happens next in the story. I despair whenever I find a game that has little to no side quests when there was quite clearly room for at least one since it would suggest laziness on the part of the developers to me.

Storyline – 7/10

By far, the best thing I can attribute to this game is its story. It follows a parapsychology researcher and former soldier named John Vattic. He is on an expedition to recover his memory and discover the reasons and machinations behind his newly found range of psychic abilities. There are quite a few twists and turns throughout to keep things interesting. And whilst the voice acting may be a little bit off at times (as was somewhat of a stable thing back then), the dialogue is pretty well written, and the story has a lot of suspense attached to it.

Originality- 5/10

The most unique things about this game are its added variety in gameplay compared with most other games in the genre, and of course, it’s a pretty well-conceived plot. But where it loses marks is through its bland conceptual design, which hampers the game quite a bit. At times, it reminded me very much of Hitman: Contracts, which is one of my least favorite video games of all time. I can appreciate that there were signs of the developers wanting to deliver something very unique for the time, and it worked well for quite a lot of people; but not for me.

Angrii

In summation, Second Sight could have been seen as a great game in scope, if the developers had gotten the basics right, but sadly, that wasn’t the case. Though it has become a cult classic for many other gamers since its release, I had too hard a time trying to see its full appeal, and am unable to completely appreciate it.

Score

26/60

4/10 (Poor)

Prince of Persia: The Sands of Time (PC, PlayStation 2, GameCube, Xbox, PlayStation 3 Xbox 360 & Game Boy Advance)

Prince of Persia Sands of Time

Developer(s) – Ubisoft Montreal

Publisher(s) – Ubisoft

Director – Patrice Desilets

Producer – Yannis Mallat

PEGI – 12

Developed largely by the same team that created the original Splinter Cell, Prince of Persia: The Sands of Time critically and commercially went leaps and bounds ahead of the earlier attempt from both Red Orb Entertainment and Avalanche Studios to bring the franchise to the realm of 3D gaming. The intention behind the game’s creation was not only to revive one of gaming’s most recognizable franchises but also to breathe new life into the action-adventure genre. And they certainly did just that.

Graphics – 8/10

Aside from the FMVs, which look particularly good for a sixth-generation game, the game also excelled in terms of conceptual design. As well as in-game visuals. It’s interesting to witness how Ubisoft’s prolonged incorporation of Middle-Eastern culture in video gaming possibly began. This would eventually lead them to establish a base of operations in Abu Dhabi. And in turn, increase the presence of the industry on the continent in general. In this respect, the game has had more of an impact than what people may realize.

Gameplay – 8/10                

The game is an action-adventure 3D platformer, with quite a heavy emphasis on stylized combat and puzzle-solving. The combat system is incredibly enjoyable, with players being able to perform a vast amount of excellent-looking combos over time. The Dagger of Time weapon also provides an extremely unique twist on gameplay. Some say the inclusion of it merely oversimplified it. But I disagree. The game still provides a pretty stern challenge regardless. Especially as many of the puzzles in it can be quite testing.

Controls – 9/10

The platforming element of the game can take some getting used to at first. Since the game also introduced a lot of new mechanics concerning the character’s acrobatic skills, including the ability to run across walls; this idea, among others, serves as a precursor to Ubisoft’s own Assassin’s Creed series. Otherwise, however, there are no other issues regarding the controls. The way the combat was handled is also particularly reminiscent of Ocarina of Time. Which to me, was an extremely positive thing.

Lifespan – 8/10

The game can be made to last about 15 to 20 hours, which for a linear game, is fairly impressive. Normally, games like this can seemingly only be made to last for not even 10 hours, regardless of how many side quests developers may add. But what makes this even more impressive is that there are only one or two side quests. But it also makes me think that there would be nothing wrong with adding more than that.

Storyline – 9/10

The story follows the young Prince of Persia, who whilst warring with a rival nation, comes across a dagger giving him the ability to manipulate time. When he, his father, and the royal vizier discover a huge hourglass known as the Sands of Time, the prince is tricked into releasing the sands and infesting an entire palace with monsters. The prince resolves to defeat the monsters and somehow undo the damage he has done. The story is wrought with twists and turns, making it one of the most interesting that I’ve ever experienced in any video game before. It also deals with many major themes, including love, betrayal, and the impact that time itself can have.

Originality – 8/10

With gameplay mechanics and a combat system extremely unique to gaming at the time, it’s no surprise to find just how influential a game this was. It would also go on to spawn not only two sequels, but also a live-action film published by Disney, starring Jake Gyllenhaal as the prince, and whilst it wasn’t a critical success, became the highest-grossing film based on a video game. Some, including me, would also argue that it went leaps and bounds ahead of the classic games, which is a viable opinion since they merely followed the trend of what was popular at the time.

Happii

Overall, Prince of Persia: The Sands Of Time is an extremely strong gaming experience, and I would highly recommend anyone who may not have played it to give it a try; especially as it has since been re-mastered for seventh-generation consoles. It’s an influential classic of the sixth generation and worth any gamer’s time.

Score

50/60

8/10 (Very Good)

Pikmin (GameCube & Wii)

Pikmin

Developer(s) – Nintendo EAD

Publisher(s) – Nintendo

Director(s) – Shigefumi Hino & Masamichi Abe

Producer – Shigeru Miyamoto

PEGI – 3

Released as a launch title for the GameCube, heavily based on the Super Mario 128 tech demo showcased shortly before the launch of the console, Pikmin is the only first-party Nintendo series falling under the genre of real-time strategy and introduced an entirely new mythos, cast of characters and basic gameplay premise. It would turn out to be yet another successful series for Nintendo and develop a pretty loyal fan base, and I think the developers did a fairly good job of introducing gamers to the series with the first installment.

Graphics – 9/10

On a technical level, this game is nothing short of brilliant. It was inspired by the early aforementioned tech demo, which displayed 128 Mario sprites running around and performing various actions. Such a number of separate character sprites with AI was not possible on the Nintendo 64 and was at the time considered a huge deal and a major technical breakthrough in gaming. But aside from that, there is also some extremely interesting conceptual design in the form of not only the Pikmin themselves but also in the form of the various different environments and enemies; hints of which would also find their way into other GameCube games, such as Wario World.

Gameplay – 6/10

The concept of the game’s play was extremely well thought out and is particularly enjoyable to indulge in, as well as satisfying to be able to excel in. The reason I have issues with it is very much the same issues I had with Majora’s Mask. The time limit. Each in-game day equates to about half an hour. Gamers have 30 days to collect as much as possible. This can make gamers feel like they are being needlessly rushed in my opinion. With a world this big and full of things to do, it’s better if players are given the option to take their time to enjoy every ounce of it. And complete as much as possible, and I think Nintendo realized that whilst making the sequels.

Controls – 10/10

Whilst there aren’t really any technical issues with the game’s control scheme, at the time, it was also astonishing to think that so many different characters containing such textural details could all be controlled and moved around at the same time in the fashion that is presented. To me, it was amazing enough that the same could be accomplished in a conventional real-time strategy game on PC. But at the time, this game seemed to take that idea to a whole new level.

Lifespan – 6/10

Taking the time limits into consideration, it is fairly impressive that this game can be made to last for almost 20 hours. And consequently, I don’t think the game should lose many marks in this category. But as the sequels would highlight, there was potential to make a game like this last considerably longer. And so in this respect, the first game can be seen as a question of trial and error.

Storyline – 8/10

Of course, with a new mythology and set of characters came a new story premise from Nintendo. And they certainly didn’t disappoint. The narrative follows a space-faring extraterrestrial named Captain Olimar. He crash-lands on a mysterious planet after a meteorite hits his ship. He realizes the planet has high levels of oxygen. A gas deadly to his species. And will die within the next 30 days if he can’t find a way to repair his ship and escape the planet.

To do this, he employs the help of the Pikmin. The planet’s strange native species that Olimar must use to gather parts of his ship and protect him from other hostile wildlife. What I like about the plot is that it seems to be slightly darker than most other Nintendo games having a fairly morbid premise. And pushing the boundaries of what they were able to get away with on a 3+ rating. And behind a colorful and vibrant visual style.

Originality –10/10

Of course, Pikmin wasn’t the first real-time strategy developed, nor the last. But the fact of the matter remains that there is no other game of its kind like it. Differentiating from not only every other series of real-time strategy series but from every other video game in general. The only video games even remotely like Pikmin are Overlord and Overlord II. And whilst they both have their own unusual traits, they aren’t even anywhere near as wonderfully unusual as in the games they drew inspiration from.

Happii

To summarize, whilst the formula would be improved with the arrival of both the second and third games, Pikmin was nonetheless an extremely enjoyable launch title and was a strong title for Nintendo to start off the sixth generation with. Alongside Luigi’s Mansion and Super Smash Bros Melee. I’ve played many real-time strategy games throughout the years, but those in the Pikmin series stand out among the best in my opinion.

Score

49/60

8/10 (Very Good)

Mario Kart: Double Dash (GameCube)

Mario Kart Double Dash

Developers(s) – Nintendo EAD

Publisher(s) – Nintendo

Director(s) – Kiyoshi Mizuki, Yasuyuki Oyagi, Futoshi Shirai & Daiji Imai

Producer(s) – Shigeru Miyamoto, Tadashi Sugiyama, Shinya Takahashi & Takashi Tezuka

PEGI – 3

The fourth installment to the most successful spin-off series in video gaming history, Mario Kart: Double Dash provided gamers with a slightly different take on the kart racing genre, by adding the feature of having two characters to each kart allowing for more weapons to be held at any one given time, and also allowing for online play; though in a much-limited capacity to what gamers of this day and age are accustomed to. Unfortunately, however, I’ve never thought as much of this game as many other entries in the franchise. It would be a choice for me between this and Super Circuit as the two main contenders for “the” worst game in the series, for a number of reasons.

Graphics – 5/10

One reason why I believe this game doesn’t match the quality of most other Mario Kart titles is because the visuals are not the best on the GameCube; either from a graphical or conceptual standpoint. The tracks are some of the worst in the series; even including my all-time least favorite track; Baby Park. Aside from that, it also had most probably the worst incarnation of Rainbow Road in the entire series. There are a select few tracks that stand out, but nowhere on the same levels as the track in entries such as Mario Kart 8, Wii, or even 7.

Gameplay – 6/10

For the most part, the game plays out pretty much like any other Mario Kart game, and the addition of a second driver does make for an interesting twist in gameplay since players can be at a disadvantage if the passenger falls off after taking too many hits from items. The problems are that most of the tracks in the game don’t necessarily make for a particularly grueling challenge, in lieu of the series’ tradition, and they also added something else, which has been a recurring thing in other Mario Kart games since that I have never been a fan of; cannons. In some tracks, there are cannons that transport players from one area of the course to the other, and to me, it’s always been a sign of developers literally cutting corners.

Controls – 10/10

The best thing I can say about this game is that despite the introduction of new mechanics, it stays true to the classic Mario Kart formula, and consequently, there are no complications to address. The only problem that can be even vaguely associated with it is that the sound effects of switching drivers can become relentlessly repetitive.

Lifespan – 8/10

Completing each tournament in each class can take up to 5 to 6 hours, but after that, if players have access to the Internet via the GameCube, they can, of course, indulge in online play, which will add even more to the lifespan; an idea which in all fairness, I am pretty happy to have seen become a stable of the series. There is also a little bit more incentive added in the unlockable characters and unlockable cars; something else that would become a regular feature, much to my delight.

Storyline – N/A (10/10)

The Mario Kart series has never had a story attached to it, and it never should, I don’t think. At this point especially, I believe that trying to add a story to a Mario Kart game would be a pretty bad move on Nintendo’s part unless they can do it in such a way that it does nothing to hinder gameplay to any kind of extent. It worked particularly well in Diddy Kong Racing, so if Mario Kart were to ever become an open-world kart game, a story may work.

Originality – 3/10

As I’ve reiterated, Double Dash ultimately plays out like most other games in the series; only being much less enjoyable. It does have the one saving grace of having two characters to every one kart, but the cannons throughout a good few of the tracks in this series started off a trend, which I personally would rather have not seen started, making this game original, but for what are in my opinion, the wrong reasons.

Happii

To summarize, however, although Mario Kart: Double Dash makes for a bad Mario Kart game, it doesn’t necessarily make for a bad game in general. It’s much more enjoyable than a fair few other sixth-generation games released at the time, and it still beats any other generic racing game out there hands down.

Scores

43/60

7/10 (Fair)

Mario Golf: Toadstool Tour (GameCube)

Mario Golf Toadstool Tour

Developer(s) – Camelot Software Planning

Publisher(s) – Nintendo

Designer – Shigeru Miyamoto

PEGI – 3

Developed simultaneously alongside another Mario spin-off game, Mario Power Tennis, Mario Golf: Toadstool tour was released to widespread critical acclaim. And went on to sell over 1 million units as of 2007. Common critics stemmed from reviewers who believe that it was far too similar to the first game. But personally, I strongly disagree with this opinion. Since Toadstool Tour is far better than the original for a number of reasons.

Graphics – 8/10

Though the graphics were expectedly better on a technical level than the first Mario Golf game on the Nintendo 64, there also conceptually better. The courses are a lot more varied. And obstacles within them do better to fit in with the overall tableau of the Super Mario series itself. But the most significant improvement in terms of conceptual design is most definitely in the character roster. All of the generic characters seen in the previous game, such as Plum, Vinnie, and Charlie, have been removed and replaced with more varied and familiar characters. Such as Birdo, Diddy Kong, and Boo.

Gameplay – 8/10

The gameplay formula was also greatly refined in Toadstool Tour. It’s much easier for players to be able to judge their shot and take into account all the different factors which may affect it. Such as wind direction and required distance. I also like the fact that the developers abandoned the small RPG element that was present in the first in order to unlock each different course and replaced it with the much simpler system of winning each tournament to unlock the next.

Controls – 10/10

Toadstool Tour’s control scheme functions almost identically to the original game. So consequently, there was never going to be a problem. With players basically being able to jump between the two games without skipping a beat. It’s also simple enough for people who have never tried any of the Mario Golf games. Making it the ideal introduction to the series.

Originality – 7/10

Whilst it is indeed somewhat similar to the original game, it’s nowhere near as similar to what other critics have made it out to be in the past in my opinion. There are a number of different factors that make this game much greater than not only the first. But the majority of the many licensed golf games have ever been developed prior; it’s a lot more fun to play, and the game modes are much more varied. It’s just one of many examples of how Nintendo has managed to implement as much creativity as they have in their spin-off games as well as main entries in their series.

Happii

Overall, Mario Golf: Toadstool Tour is one of the more entertaining, yet one of more relaxing games on the GameCube as well. The developers went leaps and bounds ahead of what they had created with the first game, and as a result, I personally spent a lot of time playing it at the time of its release and would recommend anyone pick it up and give it a try.

Score

31/40

7.5/10 (Good)

Luigi’s Mansion (GameCube & 3DS)

Luigis Mansion

Developer(s) – Nintendo EAD

Publisher(s) – Nintendo

Director – Hideki Konno

Producer(s) – Shigeru Miyamoto & Takashi Tezuka

PEGI – 7

Released as a launch title for the GameCube after undergoing an extremely in-depth and long-winded development cycle, Luigi’s Mansion took on a much darker and grittier tone than anything seen in the Super Mario series prior. Featuring Mario’s brother Luigi as the main character, as he traverses through a creepy mansion. Wielding nothing but a vacuum cleaner to clean the house of a ghost infestation in the style of Ghostbusters. Going on to become the best-selling game of November 2001, and garnishing a great deal of critical acclaim, the game has rightfully earned its place among the best of Nintendo’s repertoire. And is a game I have personally come back to again and again.

Graphics – 8/10

Unlike any other Super Mario game, the title took the scary and dark atmosphere of the many ghost house levels found in the rest of the series and ran with it. Not only is there a huge haunted house with many twists and turns. But the surrounding area is also extremely morbid and out-of-place. Signifying death and the foretelling of death with elements such as crows and dead trees.

But of course, it’s inside the mansion where the majority of this game’s chills are housed. Featuring not only a wide range of eerie apparitions haunting the place for Luigi to deal with but extremely effective use of lighting throughout. In areas that have yet to be explored thoroughly, light is limited only to Luigi’s torch. And it does an extremely good job of building tension, which is one of the most popular tropes of horror in general. Be that in books or films as well as games.

Gameplay – 9/10

The objective of the game is to clear the mansion of as many ghosts as possible using Luigi’s newly acquired weapon, the Poltergust 3000. There are many hidden areas in the mansion, as well as a fair few side quests in each stage. Including tracking down 50 Boos hidden within different parts. The game also has somewhat of an arcade feel to it. Players have to collect as much money and treasure as possible throughout each segment. Thus racking up as impressive a high score as possible. It plays out unlike any other Super Mario game ever developed. Or any other Nintendo game ever developed for that matter. It’s extremely satisfying to do everything there is to do, and uncover every secret there is to find.

Controls – 9/10

In terms of controls, the game doesn’t pose too many problems. It can take a little bit of time to get used to how Luigi both moves and aims with the Poltergust 3000. Since the c-stick is used to move him around whilst he is using the weapon to collect things like money and treasure throughout each room. But thankfully, this does nothing to hinder the quality of the combat system. As control is then swapped out for the main analog, making things much easier without the worry of over-complication.

Lifespan – 6.5/10

Disappointingly, the game can only be made to last around 5 to 6 hours. Early in development, there was talk of the inclusion of an RPG element in the game. And I’ve always wondered how that would have worked out. As a fan of the genre, I can’t help but think that the introduction of such mechanics would have drastically improved the game and made it even more interesting than it turned out to be. And most definitely added much more longevity to it.

Storyline – 8/10

Luigi’s Mansion follows Mario’s brother, Luigi, as he wins a mansion in a competition he strangely didn’t even enter. Upon arriving at the mansion, he soon discovers that it is wrought with danger. And he meets a new character in the series, Professor E. Gadd. Gadd trains Luigi to use his invention, the Poltergust 3000 to rid of the ghosts inside. And to free his brother, who is trapped somewhere inside the creepy haunted house. Whilst it does ultimately play out in the fashion of a typical Super Mario game (only this time, it’s Mario who’s in danger), it’s the dark and gritty atmosphere that keeps it interesting and unique to every other Super Mario game. And it showed that the series creator, Shigeru Miyamoto, was not scared to take risks by taking the normally innocent series in a more interesting artistic direction.

Originality – 9.5/10

Aside from standing out from the rest of the Super Mario Bros games that players have been challenged with over the years, this game also offers an extremely unique twist on the survival horror genre. Which at the time, was becoming increasingly popular after the advent of both Resident Evil and Silent Hill. The genre would go on to become extremely prominent on the GameCube itself, with the likes of Eternal Darkness: Sanity’s Requiem. As well as a ton of Resident Evil games released for the system. But out of all of them, none had quite the same atmospheric feel as this game did. And consequently, I think it’s the best experience of its kind on the console.

Happii

Overall, Luigi’s Mansion is not only one of the best Super Mario games released but also one of the best games to have ever been released by Nintendo. It showed that Luigi didn’t have to constantly live in the shadow of the more commercially successful brother, but instead, he could be made to traverse through the shadows in order to rescue him.

Score

50/60

8/10 (Very Good)

Kameo: Elements of Power (Xbox 360)

Kameo Elements of Power

Developer(s) – Rare

Publisher(s) – Microsoft Game Studios

Designer – George Andreas

PEGI – 12

Kameo: Elements of Power is an adventure game developed by Rare.  Originally, it was originally intended to be a launch title for the GameCube back in 2001. A screenshot of the GameCube game can actually be seen on the box for early GameCube consoles. Alongside another canceled title, Donkey Kong Racing. It was eventually re-imagined as the very first title announced for release on the Xbox 360 back in 2005. Though launch titles are for the most part hit and miss and this game has its flaws, I didn’t find Kameo anywhere near as bad as I thought I would.

Graphics – 6/10

Conceptually, the game reminded me very much of Spyro the Dragon. Even the title logo is extremely similar. By that token, there’s not a great deal in the game to make it stand out to an exceptional extent. But there are a few elements, such as the multiple playable character design for example. In terms of visuals, the best thing that was achieved with this title was showing gamers what the Xbox 360 was capable of on a graphical scale. As indeed a launch title should. In particular, the water effects are very realistic-looking for the time. But gamers would be treated to better-looking games in the future.

Gameplay – 7/10

The game relies heavily on the player assigning different controllable creatures to different buttons on the controller. And using these creatures to access different areas in the game and for use in combat. There’s also a fair amount of emphasis put on things like adventure, puzzle-solving, and exploration. I found it to be moderately enjoyable to play. There’s a fair amount of variety to experience in the multiple playable characters to accumulate throughout the course of the game. Which in a sense reminded me a lot of Skylanders. Only six years earlier. There are also a fair few side quests throughout the game, which is always a plus.

Controls- 7/10

The main problem I found with the controls as they were pretty stiff and difficult to cope with at times. Movement, especially in combat, can feel like quite a chore. And it adds a lot of unnecessary complication to the game overall. Also, I can’t help but feel that the controls were stiff also hindered gameplay because there is a lot to have to keep up with since different characters had entirely different abilities. And by that token, the stiff controls took a lot of fluency out of the game too. But it is also interesting to understand how the game would have possibly worked better on the GameCube in terms of controls.

Lifespan – 5/10

In total, Kameo can take less than 10 hours to play, which is particularly underwhelming for a game. Especially as it puts a fair amount of emphasis on elements such as exploration and adventure. I couldn’t help but feel even more let down by this due to the fact that the game had been in development for so long, and Rare did have a fair amount of time to add more to it before it was released.

Storyline – 6/10

The story of Kameo: Elements of Power involves its titular character, a shape-shifting fairy, on an adventure to rescue the elemental ancestors and defeat the evil dark troll king, Thorn. I found the story to be a little less generic than I first expected it would be. Although the basic premise has been repeated many times in video gaming as well as in other forms of media, there are a few twists and turns before the end; although I found one fairly major plot twist, in particular, to becoming virtually from the get-go.

Originality – 6/10

In terms of gameplay, Kameo: Elements of Power seems to vaguely serve as a precursor to the idea behind Skylanders’ style of gameplay. But in terms of things like visual concept and story, I don’t think it stands out even as well as other launch titles have done in the past. If it had been released on the GameCube, I think it will have had a tough time competing with Eternal Darkness: Sanity’s Requiem in particular, given how unique that game was and still is.

Niiutral

In summation, Kameo: Elements of Power does have its gameplay value, and did showcase the Xbox 360 graphical power very capably. For the generic-looking launch title, it would appear to be on the surface, it’s actually not as bad a game as a player may expect it to be; especially for a Microsoft-published Rare title.

Score

37/60

6/10 (Average)

Eternal Darkness: Sanity’s Requiem (GameCube)

Eternal Darkness

Developer(s) – Silicon Knights

Publisher(s) – Nintendo

Director(s) – Dennis Dyack, Tatsuya Hishida & Hiroyuki Yamada

Producer(s) – Shigeru Miyamoto, Satoru Iwata & Kenji Miki

ELSPA – 15

Released as a GameCube launch title back in 2002, along with the likes of Luigi’s Mansion, Pikmin and Super Smash Bros Melee, Eternal Darkness was one of Nintendo’s first forays into the survival horror genre, which had been well and truly established throughout the previous generation with the advent of both Resident Evil and Silent Hill. But rather than referring to it as a survival horror, developers Silicon Knights cited it as a psychological thriller. Arguing that the story and overall atmosphere of Eternal Darkness weren’t as reminiscent of the B-list movie scene as Resident Evil Was. In my opinion, that certainly shows.

Graphics – 7/10

The game did a pretty decent job of showing players what the Nintendo GameCube was capable of on a graphical level in the early stages of its shelf life. But more important and noticeable than that, in my opinion, is the gritty and shadowy atmosphere of Alex’s grandfather’s Rhode Island mansion. There is limited visibility, and a lot of the furniture, namely the bookcases and the piano, is finished with what looks like Chinese lacquer. Giving an almost red color, alluding to blood. Possibly a reference to the HG Wells short story, The Red Room. It can also make players see Luigi’s Mansion in a somewhat different and more disturbing light than before, as both games are set in mansions. Most probably a reference to one another.

Gameplay – 6.5/10

For the most part, Eternal Darkness plays out very similarly to both Resident Evil and Silent Hill. Linear action-adventure games with an emphasis put on puzzle solving. But what sets this game apart from both of the aforementioned examples, as well as every other survival horror game ever made, is the revelation of the sanity meter. An in-game meter, which depletes the longer players spend time-fighting enemies.

Depletion of this meter causes unorthodox things to happen within the game. Such as the appearance of distorted imagery and scenery. And even the breaking of the fourth wall designed to throw players off guard. For example, notices may pop up saying that the controller is unplugged when it isn’t. I’ve never seen anything remotely similar to this used in any other game apart from Don’t Starve. And in all honesty, it makes me wonder why the idea hasn’t caught on with most other leading developers in the survival horror genre. Because it is a very effective scare tactic to use within a video game.

Controls – 9/10

The control scheme of video games like the original Resident Evil and Silent Hill always frustrated me to an extent. since it seemed like a chore to turn the character around in a different or opposite direction. most probably why they added the feature to turn 180 degrees with a single button. It would also make combat pretty awkward too. It’s the same story in Eternal Darkness. but at least like in games such as Tunguska, it doesn’t cause enough of a problem to render it virtually unplayable, at least.

Lifespan – 6/10

The game can be made to last roughly 11 to 12 hours. Whilst that isn’t that great, is actually a fair bit longer than prior games of its kind to have been made to last. To put that in retrospect, that’s about the average amount of time it would take to finish the two playthroughs of Resident Evil 2. The one thing I wish could have been added to not just Eternal Darkness. But all other games made in the same vein were a bit more incentive than simply trying to unlock every possible ending. Some games, like Silent Hill 2 have things like additional weapons to unlock. But I find that things like that don’t really give a game enough replay value.

Storyline – 7/10

A fairly well-conceived story, it revolves around a young woman named Alexandra Roivas. Upon arriving at her late grandfather’s house to investigate his death, stumbles upon a secret room in the mansion containing a volume called The Tome of Eternal Darkness. The book causes her to see into the experiences of past figures throughout human history. Alexandra must experience all of these past events to uncover the truth behind her grandfather’s death. The strongest point of this game’s story is undoubtedly the voice acting. Featuring the voice talents of several cast members of the Metal Gear Solid games, such as David Hayter, Greg Eagles, and one of my personal favorite video game voice actors, Jennifer Hale.

Originality – 7/10

Though the game is largely unoriginal in terms of both general gameplay and its main hub world, there is however a fair bit of visual diversity in the rest of the game’s settings. As it takes place throughout a wide range of periods in human history. And depicting a wide range of different cultures. In terms of gameplay, there is also the inclusion of the sanity meter. And the unpredictable effects it can have on the game as well as on the player.

Happii

In summation, Eternal Darkness: Sanity’s Requiem to me, is one of the better action-adventure survival horror games out there. And I would highly recommend it to any fan of the genre who may have missed this title. It’s a classic example of how Nintendo isn’t just for kids. And it’s a survival horror experience that remains unlike any other to this day.

Score

42.5/60

7/10 (Fair)