It’s hard to believe that it’s already been almost two years since the launch of Super Smash Bros. For 3DS and Wii U. These two titles have shaken the world of gaming, as expected from a title in the illustrious series. I mean who doesn’t love Smash? In this designer talk, we’re gonna take a look at the Smash titles. From the original to the most recent, Brawl has been the only title in the series not to have a very large and consistent player-base. Competitive Smash is huge, and until this last year Melee was the game in the series with the largest scene.

Nintendo's greats all in one spot!

What does this mean? Well think about it. Super Smash Bros. Melee launched fifteen years ago. Feel old yet? Anyway, this game has managed to survive, and in my personal experience Brawl was a game I could play for hours at a time, over the span of something close to eight years. What about these games made them so easy to stay close to? Let’s go over that in this designer talk on Longevity.

Longevity basically means that something has a lengthy lifespan. In the context of video games it means that a game will be cherished for years after its launch. MMORPGs often fall under this category in some ways, but it’s generally more applicable to titles that don’t necessarily see updates regularly.

The Wii U and 3DS installments of the series have longevity for one reason. Customization. You can change builds on pre-existing characters and make Mii Fighters. You can hand-draw your own stages, and pick from one of gaming’s largest soundtracks. This game allows you as a player to create your own content, and essentially generate an infinite amount of combinations to ensure that in this FIGHTING game, no two matches will ever come close to being the same.

I really noticed this a few years ago, but it resurfaced for me just yesterday when I decided to drop my usual mains, Pit, Shulk, and Cloud (yes, I play as the anime sword fighters) and pick up Little Mac again. It had been over a year since I used him outside of the Smash Tour mode. When I really started trying to reset myself into my flow with him as a character, the game felt entirely different than with the previous characters I had been using. Based on the character you focus on learning, your style, your flow, your comfort can change so drastically. Top that off with a cast of nearly 60 fighters, and the Mii Fighters, who can have some of the most varying special moves of any character in the game, and you have an immortal roster. The characters in this game will never grow stale.

If you create a game where your style of play influences the experience you’re having in such a drastic way, you can achieve longevity. I personally think the sometimes criticized Warriors series by Tecmo-Koei gets this concept perfectly. Depending on the warrior you select, you’re not just doing different combos. You’re playing a different game. A lot of games are really starting to get on board with this experience. Granted, it’s not for everyone.

Hearthstone: Heroes Of Warcraft manages to maintain longevity, not due to its versatile level of experience, but it’s structure for competition, it’s deceptively simple gameplay, and the ability to pick up and play for brief bursts. There are multiple ways to achieve longevity, but Smash, I feel captures it in a way most applicable to my style of game.

Alright, that’s another one for the books! Thank you all for reading, and sorry there was no post yesterday. Depending on how things go tomorrow, I may try to post twice. In the meantime, thank you all for reading and come back soon for more from the GAME ROOM!!!

My childhood favorite game was Paper Mario. That’s no exaggeration, up until the moment when I played Xenoblade Chronicles, the first Paper Mario game was easily my favorite game ever made. I loved the vibrant imagery, the funny characters, the cute story and tone, and the upbeat music. If I ever felt down, I could go to that game to experience a living, breathing version of the Mushroom Kingdom. Even in writing this, I’m recalling some of my greatest memories being associated with this title. The combat was awesome, a simplistic watered-down RPG that capitalized on the atmosphere of the Super Mario universe, while still paving its own way.

Paper MarioThis series, is in my opinion, the second most painful decline I’ve witnessed in our industry. Especially in a series that has at the very least, always made fun games. Super Mario 3D World doesn’t measure up to the Galaxy games in terms of atmosphere and overall quality. But it’s still a super fun party game experience, with some insane level design.

Fast-forward from the adventurous shot in the dark that was the first Paper Mario and take a dive into its sequel, The Thousand-Year Door. While this game isn’t my favorite in the series, there’s no denying that it is indeed the best. It offers everything that made the original titles good, and slaps on additional mechanics and controls to make a sequel that surpasses the original in every way. Even the story is deeper with more unique characters. Everything feels original and different, yet it’s a tried and true Paper Mario title.

Super Paper Mario is my favorite piece of this discussion, because that game shows that you can change every single mechanic in a game and yet, the game’s overall feel can still be true to the series it’s part of. RPG gone platformer, Super Paper Mario offers something that I truly value above all else. Story. Character. Atmosphere. Between its brilliant look into the minds of three favorite characters, Luigi, Bowser, and Princess Peach, and its unique and creative cast of villains, such as Dimentio and Count Bleck, Super Paper Mario brings a new level o f narrative to this classic franchise in a way that was never done before, and has never been done again.

I don’t want to go into the things that are so truly awful about Sticker Star and Color Splash, because I want to focus on what made this series great. Complaining about these two titles will come later.

Again, it’s never fun to watch a series you love decline in quality so much. From one end to the other, Paper Mario has undergone massive trials. Yet still I am truly hopeful that fans will band together and demand something great. I hope you all enjoyed reading this article, and come back soon for more from the GAME ROOM!!!

Thursday feels like a weird day to do a look ahead, but I feel like it’s necessary. We’re at the end of our E3 coverage, and while we’ll be doing a wrap up/post-show for our podcast next Wednesday at 6:30pm I want to focus on what can be expected this week. Yesterday I did a review of Asura’s Wrath, and I’d like to do a few more reviews over the next few days. I’m also considering streaming some games in the coming months. If you guys have any suggestions on what you might want to see me play, I’d be down. My computer is a toaster, so I’m in the works of getting some more usable technology.

Either way, I make it work because I love what I do. As far as I’m concerned, all of the supporters I have here on the Game Room are the reason I do this. I feel like it’s my responsibility to deliver you guys some in depth, quality, and analytical content. So with that, here’s the plan for this week.

Friday: Cooldown Day (No Post)

Saturday: The End Of An Era: Paper Mario

Sunday: Designer Talk, Longevity Feat. Super Smash Bros

Monday: Most Anticipated Games From E3

Tuesday: Another List! Top 5 Action Games

Wednesday: E3 Post Show

The end! That’s what you have to look forward to, only here on the GAME ROOM!!!

Asura’s Wrath is a very unique title. Lacking any real genre, this game steps into the new territory of playable anime in one of the biggest ventures CyberConnect 2 has ever created. But forging a new way always comes with dangers. Did Asura’s Wrath overcome those dangers and create a truly good title? Let’s go over it.

asuras.wrath.03a.lg

The story of Asura’s Wrath surrounds eight demigod generals as they fight to defeat the impure Gohma, who threaten to destroy all of Gaea, their home. Vlitra, the largest and most frightening of the Gohma stands tall and strong, and he truly is frightening. Can Asura, the most brash of the generals defeat him? And what secrets lurk beneath the organization of the eight generals?

Seems simple enough, but as the story goes on some very philosophical themes are addressed. Godhood, praise, unyielding loyalty, and many other concepts are brought into the light.

This story is executed in episodes, each with a focus, and true anime-style visuals and cutscenes. If you ever wanted to play a game that was entirely story, this is a good pick.

Despite this, the mechanics are strong as well. Fighting, while a bit repetitive, incorporates elements like screen shake and feedback in a way that really adds weight to some of Asura’s attacks. The reverse health bar element makes for a creative combination of hoards and scripted sequences, ending in a flurry of quick time events that force you to face off in grandiose finale’s to each god level clash.

The biggest flaw of Asura’s Wrath comes with the ending. The game ended in a cliffhanger, teasing a sequel, but that ending ended up being packaged as DLC. I won’t lie, I splurged and purchased the DLC, and the ending was truly amazing, but it’s pretty awful that I had to pay extra money to see the end of the story.

This game excels thanks to many features, but perhaps none are as universally incredible as its beautiful soundtrack. From the main theme titled “In Your Belief” to the music that plays while fighting, the music in this game could bring tears to your eyes.

The visuals are also awesome. The stylized combination of ancient eastern art with futuristic mechanical settings make for a unique atmosphere but one that works well. Airship fleets, lava squids, molten rhinos, and more make this game unique in artistic vision, and the visuals compliment that quite a bit.

As an anime fan, I felt right at home in the game’s structure. But the level of immersion I got from the game, despite its linearity, was something truly special for a title not at all rooted in reality. The fun of Asura’s Wrath comes from watching events unfold with the suspenseful nature of an episodic story, without the fractures in play sessions. You could probably finish the game in 12 hours or so, but it’s bound to be a grand 12 hours.

Again, flaws in the game come from its somewhat repetitive combat, and in some ways the translation feels slightly lacking. Some of the characters are very uninteresting, and more interesting characters need a little bit more time to shine.

Asura’s Wrath is a game made for anime fans, and with the developers behind the “Ultimate Ninja Storm” series of Naruto fighting games, combat feels fun and smooth. Cutscenes are awesome, the scale of combat is infinite, and the soundtrack is simply beautiful. If you’re looking for a game to play on PS3, Xbox 360, or the PS Now rental service, this is a good one that a lot of you may have missed!

Hey Game Roomies!

We really stepped out game up with this one! I’d like to show you all our new live E3 Coverage.

Check it out here!

I’m going to take a break from E3 related things for the next few days. This has been an incredibly complex deal to set up, and it’s been rather taxing, can’t lie. So I’m going to be doing some regular posts, reviews, discussions, the usual! Then we’ll dive into some post conference talk. Sound good? Good!

Thank you all for watching and reading and come back later today for more from the GAME ROOM!!!

The time is upon us Game Roomies! Starting tomorrow at 3:45pm EST you can catch live coverage of the E3 press conferences as they’re happening. While we’re not on the show floor ourselves, we’ll give you the second best experience to being their yourself! If you like the podcast and listening to Jeremy, James, and I talk games, you’ll love this. As previously stated, it’s also in partnership with the guys over at MMOExaminer, so you can check the stream embedded on their site, or on ours. I’ll have that up this evening.

mgameroom coverage

If you like games and don’t know what E3 is, it’s a pleasure to get to tell you what it is. It’s the Electronic Entertainment Expo, where some of the biggest news of the year is dropped by developers about upcoming projects, as well as new territories in hardware, software, peripherals, and so on. I’ve always been a fan of the conference, watching it dating back to my young teen years. E3 2011’s hype is actually the thing that got me into the arena of Video Game Journalism in the first place. So it’s a privilege to be covering it on this scale.

Anyhoo, I don’t want to get into ramblings, and I have quite a bit of setup between now and tomorrow. So I’m going to close out here by saying, you have a new way to experience coverage of gaming’s biggest event. Here or on MMOExaminer. Until tomorrow, thank you for reading and come back soon for more from the GAME ROOM!!!

I’ve always been a firm believer that video game narrative is just as important as mechanics. Action without purpose feels empty, right? I mean, unless it’s in a Mario game where the actions in and of themselves are kind of arbitrary. Running and jumping your way through a castle doesn’t require too much explanation. But what about a situation where you’re actually being made to simulate an act as heinous as murder? Do you truly want to simulate killing with no purpose? Let’s look at inFAMOUS 2 for a second.

I usually pick a game to focus on when I do these designer talks, but I feel like I already covered Xenoblade during my “Autonomy” talk. One day I’ll revisit the original game when talking about narrative, but for the sake of mixing it up, I want to talk about a game that truly masters the art of conflicting choice.

 

inFAMOUS 2 is a game about Cole MacGrath, a delivery boy who gets a package with his name on it. Upon the explosion that nearly destroys his entire home city, he is given a new set of powers that affords him the chance to fight back against a tyrannical government and clear his name. This sounds really gritty and dull, but it has the makings of a superhero game actually. inFAMOUS is a series near and dear to my heart, but the second game is the one where the narrative truly shines. Karmic decisions are not just minor elements. They drastically influence your skills, relationships, and the overall story of the game. Even missions are different based on the karmic path you choose. But this isn’t about choice, it’s about how choice weaves into narrative, and how narrative weaves into gameplay.

 

The best example I can come up with is going to come with some very heavy spoilers, so brace yourselves and turn back now if you haven’t played the entire game on BOTH karmic routes.

inFAMOUS 2

Two important characters in inFAMOUS 2, Kuo and Nix are the prime example of how much narrative can influence your decision making, and increase the value of the game. You meet Kuo first. She’s obviously got the best interest of the world at heart, as she works with the NSA and wants to soup up Cole so that he’s ready to face off against the ambiguous conduit monster that is “The Beast.” Kuo being the hero is the story you’re fed. But while the bad guys seem to be the biggest issue, you meet this very enigmatic third party by the name of Nix, who takes great interest in the “Demon of Empire City” and aims to discover more about him. Nix is treated like the bad guy for the entire game. All of her more radical decisions, like killing police officers and blowing up warehouses, or even raising monsters, are treated like the immoral side. Cole, Nix, and Kuo are all working towards the same goal, yet the way they go about them in the minds of the writers are morally polarized.

inFAMOUS 2’s final decision carries a lot of weight because of this. The lives of all conduits are on the line and Kuo wants to protect her own life over the lives of the world. Nix, still irrational, wants to destroy the Beast at all costs. You’ve spent the whole game being told you were siding with a representation of good and evil, and the last mission, which screams mental conflict throughout, is now mixing up your perception of who is good and who is evil. Obviously grey area isn’t something new to storytelling by any stretch, but I like that the karma system represented good and evil, yet offered a twist at the end that shows that your karmic decisions were stylized if nothing else. That if you truly identified with the erratic nature of Nix, you should have done a good karma playthrough. It was a strange twist but one that I enjoyed all the same. This post is getting on the long side so I want to sort of narrow down the point I’m making.

It’s key to keep players guessing and give them motivation. Narrative is one of the strongest devices for doing so. I’m going to continue this designer talk once all the E3 hype dies down. Tomorrow will be our big FINAL REMINDER post.

Until then, stay beautiful and come back soon for more from the GAME ROOM!!!

The science of E3 announcements is one that I’ve been trying to grasp for years. What makes a good presentation for a video game company? I’d say a combination of things, but it changes regularly. For instance, some would say it’s important for a developer to announce a keynote title. Some Nintendo fans for instance, consider any E3 without Smash to be a bad E3. While others think it’s important to shed light on pre-existing titles. For instance, there was some pretty universal disdain for the lack of FFXV at Square Enix’s press conference. But this is an opinion piece. I want to talk about my five biggest E3 announcements.

5. inFAMOUS Second Soninfamous second son

I thought it was the end. I thought we’d never see another game in this series, but man I was wrong. E3 2013 was a
big one for sure. Every company had a competitive edge with some incredible and interesting announcements spanning from Smash Bros to Watch Dogs but perhaps one of the biggest announcements for me that year was inFAMOUS. As a fan of the original two, it was nice to see that this game was clearly taking a different path. From a major graphical upgrade, to what appeared to be more comfortable controls, this was absolutely going to be my reason to buy a PS4.

wii u4. Nintendo Wii U

I was ready. I knew Nintendo was planning to announce their new home console, Project Cafe. I had heard rumors of what it might be, but it was all kind of unclear still. Then, the announcement came. The name, which I didn’t love, was only a minor detail. What was truly important was the fantastic touch screen controller that would come bundled with the console. With asymmetric gameplay being the focal point of console development, I knew my inner party gamer would be satiated by this idea.

3. Final Fantasy XVffxv

I knew I wanted this game from the moment they announced it. E3 2013 was a big year. From the beautiful graphics,
gripping music, and interesting action mechanics in the trailer, I found myself being captured by a game in a series that, to be frank, had never gripped my interest in the past. This was a big deal, for sure, and would actually end up being one of the key reasons for my PS4 purchase. That’s how you do E3 announcements.

Last Of Us2. The Last Of Us
PlayStation, dominating this list. E3 2012 was a big one too, especially for Sony. This announcement changed the course of the industry in a major way. Naughty Dog, a company already known for its highly cinematic titles such as the famous Uncharted series, announced a new IP known as The Last Of Us. This game had a narrative grip over a large demographic from the time it was announced. It only turned out to meet every expectation and become one of the biggest games in PlayStation history.

1. Nintendo DSDS

This stands alone as my favorite announcement in E3 history. E3 2004, I had to have been a little kid at the time, so I didn’t see it when it first happened. Instead I came across it several years later, and while Reggie Fils-Aime’s public speaking is a high point for me, what really drove it all home was the legacy that the announcement would have. The excitement around this weird idea was everything that E3 represents. And the DS family went on to become one of the highest grossing video game consoles of all time.

There you have it. My top five E3 announcements. I hope you all enjoyed this post. It’s the first part of my “E3 Retrospective” series, which will take place over the next few days leading up to the big stream on Sunday!

We’re back for another one of these lists! This time, I’m tackling the Fighting Game genre. I’m a long time fan of a lot of fighting games. But these five, above all else, I think are a good way to pour some time down the drain.

GGXRD5. Guilty Gear Xrd: Revelator

Guilty Gear is a good fighting series. With Xrd Revelator coming out soon, I can only imagine the same quality combat will be present here. I’d recommend any fans of the series to give it a try. The anime aesthetic, combined with the unique and creative character and weapon designs, with combos and comfortable movement to boot? This game is without a doubt, a good way to spend time this summer.

 

4. DragonTitle Screen Ball Xenoverse

This might seem a bit contradictory given my review, but I actually think Xenoverse is a fun game. It’s not Earth shattering by any stretch, but it’s a fun ride. It expands on the DBZ storyline, which in my opinion is already very heavily flawed. But you don’t go to Dragon Ball Z for the writing, you go for action. Straight up, gritty, heart pounding action. Character customization and an expansive move-set make for a pretty average, yet decent, anime fighting game.

3. Naruto Ultimate Ninja Storm 4ninja storm 4

This game offers the most extensive roster of any Naruto fighting games, and refined mechanics like never before. Team battles allow you to switch between all characters freely, and special moves can be executed with simple and easy controls. Combine this with a spectacularly executed story mode, that stays true to the original series, while still managing to be very video game friendly. It’s engaging, entertaining, and most of all, fun. If you’re into fighting games, this is one you want to try.

Sub-Zero looms over these interesting new cast members.

Sub-Zero looms over these interesting new cast members.

2. Mortal Kombat X/XL

This is one of the best fighting games on the market right now. I’d wager it’s among the best I’ve ever played. From a fun and exciting story to a large and diverse character roster, Mortal Kombat has stepped up their game. MK9 was a blast, but this game has a special factor to it. Interactivity with the environment, variants for each fighter, and the Faction system, which includes you in a community of people who fight like you do, make for a very valuable and immersive experience. But remember, not a game for the faint of heart by any stretch. Very graphic and very gory.

Nintendo's greats all in one spot!

Nintendo’s greats all in one spot!

1. Super Smash Bros. For Wii U

Seriously? Did anyone think a different game was gonna take this spot? With a roster currently boasting something close to 60 characters, countless stages, the ability to customize fighters and stages alike, and of course, the expansive and magnificent soundtrack. There isn’t a better option out there for a fighting game to pour hours into. With great online options, fantastic local play, and plenty for a single-player experience, this game is going to keep you busy for a long time.

 

 

That’s enough for this post! Thank you all for reading. For more on games you should be playing this summer, come back soon for more from the GAME ROOM!!!

Yo, we’re about to dive into some major late game conversation. So if you have yet to play all three paths of Fire Emblem Fates, including Revelations, turn back now. If you want a spoiler free review of the game’s Conquest path, head here!

To be unequivocally clear, I have been a long time fan of the Fire Emblem games dating back to my young teen years. Sacred Stones always held a special place in my heart, and I loved Fire Emblem Blazing Sword and Awakening. So any critiques I have for Fates only come from a place of love for the series. To be blunt, I loved Fire Emblem Fates, but I absolutely hated the story. Characters felt very singular in their execution. Events were often unexplained or hidden behind unnecessary pay walls. If you wanted to experience Fire Emblem Fates in its entirety, at least from a narrative perspective, you’d have to pay something close to $105. Thankfully, I got my hands on the special edition early on, so I got to experience all of Fates as intended.

Last spoiler warning. We’re getting into the nitty gritty here! Spoilers for Fates and Awakening ahead.

The cast of Fire Emblem Fates Conquest (Left) faces the cast of Birthright (Right).

The cast of Fire Emblem Fates Conquest (Left) faces the cast of Birthright (Right).

Fire Emblem Fates: Birthright opens a lot of doors. It shows you a lot of possibilities, and gives you glimpses of what could have been, should you have chosen the other route. It was no doubt the most “vanilla” of the paths. It was weak willed in execution, without really allowing the same level of emotional string tugging that Awakening had.

The best thing that was done in Fire Emblem Awakening was the death of Emmeryn. Being Chrom and Lissa’s sister made it sad enough, but the level of helplessness that the situation showed was incredible. But it wasn’t abrupt. It had build up. Three chapters of a wild goose chase trying to protect Emmeryn, only to find that she was set to be executed. Then, when you confront and defeat Gangrel’s army, he does his last ditch villainous deed to try and steal the Fire Emblem from Chrom. Then there was a whole chapter dedicated to grieving Emm. She was a voice of reason for several chapters. The pacing set events in motion at the right time.

Almost every event in Fates was abrupt, without reason, and without a chance to truly process it. You meet the mother character, Mikoto, and within mere minutes of gameplay, she’s gone. We don’t get to see the Hoshido siblings grieve, and that’s probably the worst part. Nothing tells you more about a person than their grieving process. A lot goes on during the processing of grief, including, arguably the most charming trait about Fire Emblem characters, the setting of goals. Grief causes you to make plans and follow dreams. Emmeryn’s death made Chrom want to be a king. It turned vassals into soldiers. It shook the political world, and it strengthened the loyalty between Chrom and Robin.

Mikoto’s death made no impact. All it did was further instigate a war with some of the arguably most dispensable casualties in this entire series. I don’t want to continue going on for too long, so I’m going to segment this off into various parts. But this was a big complaint I had with this game.

Fire Emblem Fates is mechanically strong, but the narrative falls very short in my book. For more on Fates and other cool strategy gems, come back soon for more from the GAME ROOM!!!