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1UP Reblog: Four Reasons to be Excited for Pandoraâs Tower
Pandoraâs Tower was released in the US a couple of weeks ago. Just as I suspected, It didnât make a lot of noise.
But If you own a Wii (or a WiiU) thatâs just sitting there collecting dust, stop complaining and get it. Itâs really good. If I had to review it, Iâd give it a 7.5/10. A real 7.5/10, not a fake one that you give games nowadays to say theyâre bad without saying it.
Anyway, hereâs a thingy I wrote for 1Up a year ago. I thought editing it a bit and reblogging it would have been a nice idea. I hope it gets you interested in the game.
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The Last Story is about to thunder across the U.S. skies; the beautiful Xenoblade Chronicles has struck. While the incredible community effort of Operation Rainfall probably isnât entirely to credit for the U.S. release of these games, it certainly didnât hurt. Operation Rainfall comprised three games, and unlike the first two the third â as yet unannounced for American audiences â has met with a tepid reception in Europe: Pandoraâs Tower. The Last Story and Xenoblade came from established creators Hironobu Sakaguchi and Tetsuya Takahashi, men who built their reputations with titles like Final Fantasy and Xenosaga. Next to such legacies, Pandoraâs Tower seems comparatively diminished and unattractive â and its clearly limited budget certainly doesnât help.
But beneath Pandoraâs Tower modest looks beats the heart of a great game.
The Scar
The gameâs plot revolves around two lovers, Aeron and Elena. The former is a deserter, running from the horrors of war. The latter is a kind girl who has been struck by a horrible curse that transforms her into a beast that feeds on human flesh and is thus wanted by the Elyrian Kingdom army.
For an action RPG, Pandoraâs Tower has quite an immense and detailed world⌠one that you wonât visit but throgh well written dialogues and forgotten documents retrieved during your adventures that will certainly tickle your imagination, making the taleâs setting unbelievably genuine.
The game takes place entirely in a very small environment, a complex called âThe 13 Towersâ: A forgotten fortress held afloat by 12 chains pierced into the surrounding cliffs. These chains prevent a huge chasm that scars the land of Elyria from widening and opening a path to the netherworld.
The tale starts when the two fugitives find refuge in a observatory used in ancient times to monitor the arcane experiments taking place in The 13 Towers. Little do they know that their escape has kindled the flame of war across the entire continent. And even if these events are nothing but a distant echo, the story will change significantly according to the coupleâs actions, leading to multiple unpredictable endings that will not only affect the fate of the main characters, but also the balance of the entire world.
The Hunger Game
Pandoraâs Tower is a very delicate game, but it can also be brutal. It knows how to reward the player, but at the same time knows how to punish mercilessly, and Aeron and Elena are the ones who pay for your mistakes.
The cursed mark on Elenaâs back slowly sends her through a horrible transformation that seems to have come straight out of David Cronenbergâs nightmares. When she mutates, even the plants alongside her suffer, becoming grey and sickly. To keep his beloved sane and stop her metamorphosis , Aeron has to explore the tower and obtain monster flesh to feed her. The detail that went into creating realistic pieces of dripping monstrous meat and the cutscenes that show Elena consuming them are hands down the most disturbing thing that youâll ever see in a video game. Some are so horrible I had to skip lunch while playing â and meatballs, my favorite food, were served that day.
Whatâs worse is that, as the game progresses, the heroine begins to enjoy her meals, leading to sickening moments that almost outdo the famous scene from eXistenZ in which Pikul enjoys his Chinese âspecial.â According to Toru Haga, the gameâs director, this idea came while eating lunch on a train to work. Eating is, after all, such a normal action, part of everyoneâs daily routine, and transforming it into a disturbing, painful experience is a smart way to both impress the players and help them empathize with Elena.
The game is a love triangle with death.
Aeron can interact with his belle in a variety of ways reminiscent of dating simulations, but Elena is not the typical damsel in distress, and does her best to fight her disease, while hiding the anguish of being in such a state to avoid burdening Aeron further. She even has a central role in the gameplay. Give her presents, and instead of just greedily accepting them, she will convert them into useful items: She can cook, sew bigger inventory bags, even translate documents from unknown languages.
Elena is a vivid character, beautifully portrayed by the numerous cutscenesâŚand these change depending on how your bond with her develops. Itâs hard not to care about her, and developer Ganbarion succeeded in transferring the drama of the couple onto the playerâs shoulders. You will want to make sure sheâs okay.
But make her unhappy and⌠Well, you donât wanna end up devoured in the name of love, right?
The Silent Protagonist
Aeron is a man of few words. His actions speak for his heart and cut through his silence. His feelings are always clear thanks to his body language, and particularly his deep, expressive eyes: Note his kind love and determination with each intense stare at the suffering elena, or the modesty that surfaces when he looks away away shyly when she is happy and grateful.
And yet, Aeron is as lethal as he is sweet. He can cut a path through horders of enemies using a variety of weapons with exquisite expertise - from swords to scythes, each with a distinct move set and stats that can be improved via forging.
The gameplay is simple; you can combine basic attacks together or unleash a number of special charge moves that differ from arm to arm. But what makes it fresh and original is the Vestran chain, a sub-weapon capable of interacting with enemies in a crazy amount of ways. You can bind monstersâ legs to make them fall, then drag them or strangle them; you can tie them to pillars to stop them from advancing, or even steal their weapons and lash back.
The game gives its best in the battles against the tower masters, often peaceful Shadow of the Colossus-like creatures â have fun with the moral implications â with interesting patterns to learn to expose their weak points via chain interaction.
Exploration is equally inspired, and the game doesnât handhold the player, but lets him free to explore the environments and solve Zelda-flavored puzzles, often forcing him to rely on mere observation to understand the level layout and how to proceed. It makes Pandoraâs Tower harder, but also gives the player the thrill of understanding every riddle on his own. If Castlevaniaâs developers would try this game and see how Gambarion made wise use of the Vestrian chainâs whip-like gimmick, theyâd finally get an idea how to create a 3D title worthy of the seriesâ name.
Pandoraâs Tower is a game with a lot of heart, and it makes up for its limitations with inspired art direction, a superb story, and pristine level design. Letâs hope that Nintendo presents the game at E3 so everyone can give it the chance it deserves.
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Of course, last E3 is long gone. But the game is out, why havenât you bought it yet!?
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Thoughts on Virtue's Last Reward and/or its sister title, 9 Hours 9 Persons 9 Doors?
First of all, please be aware that this answer is going to contain spoilers, therefore if you havenât finished 999 and/or VLR, bookmark this page and come back to it at a later time!
I think Zero Escape (thatâs the name of the trilogy Chunsoftâs 999 and Virtueâs Last Reward belong to, kids) is in my opinion the best ongoing games series. I loved and hated 999 forâŚreasons. I couldnât fully appreciate it because of how loose the endings were, but at the same time I couldnât stop thinking about it. In a sense, you could say it was a complete success BECAUSE of that. I mean, can you think of other games that keep you literally obsessed for years, that force you to beg your friends to play them so you can share theories and suppositions?
VLR instead completely blew my mind. It tells a great story and has some truly memorable characters (Luna, Alice, Tenmyouji), and the way itâs layered makes for an unpredictable experience, to say the least. Uchikoshi filled the story with some of the smartest traps Iâve ever seen in writing. Think about Clover, why sheâs in the game, what kind of thought process she instills in the mind of the player. Sheâs basically just a tool to hide another personâs identity, to mess with your perception of time.
I reviewed the game for an Italian website and gave it a perfect score. I noticed a lot of other sites gave it almost perfect scores, and Iâm afraid that stopped the reviewerâs hands to take a little extra step when evaluating it is because itâs a text adventure, a genre thatâs not exactlyâŚeasy to appreciate, especially nowadays, when everyone wants games to be multiplayer shooters with collectable loot, respawn points and repetitive tasks to accomplish.
The irony is that what pushed me to go for a perfect score is exactly the gameplay. The way the interface is polished to perfection, and everything is streamlined to truly simply enjoy the story (the safe codes after all allow you to completely skip puzzles if you want to). The way the game breaks the fourth wall, and lets the player freely jump from bookmark to bookmark. Itâs not just a great feat per se, but think about it. Itâs an âabilityâ that is so subtly integrated with the story, you canât help but be amazed once you get the hang of whatâs really happening in VLR.
I donât know if you liked the game/series or not, but I hope you played it. I hope everyone plays it, because games like these need to be played, experienced and assimilated.
When people tell me that this or that triple A game has an amazing story, and how this or that protagonist is unforgettable thanks to his or her deep and realistic characterization and his or her ability to climb ancient Italian buildings, I canât help but giggle and think of Akane/June and realize that most people out there will never even cross their paths with her tale.
And then I get a bit sad.
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Long Divisions
Do we really need a division between Japanese and Western videogames?
The modern market seems to think we do, and some people even say that Japanese videogames are losing polish, relevance, ideas, power. But as gamer, critic and journalist, I couldnât disagree more.
I think Japanese games and developers will remain influential in the future simply because videogamesâ quality doesnât depend on what part of the globe a product comes from. Ideas are not bound by geographical boundaries. Even if the [western] userbaseâs attention has been diverted to western productions, no matter what some cocky indie game developers might say, Japan still continues delivering great games for any available system. Itâs simply a fact, and all you have to do to agree is look around you. Inazuma Eleven 2, Dark Souls, The Last Story, Xenoblade, Mario 3D Land, Gungnir, KOFXIII: some of the best games Iâve played in the last handful of months, and they are all Japanese. And I believe the future will keep bringing us the same amount of amazing titles from Japan - just like from any other part of the world. These are difficult and weird times for our industry, and Japan was hit perhaps harder than other countries, but the fact that some of the most important software houses have failed to overcome the challenges of the machines of this generation and reach the popularity of western titles developed by huge studios doesnât change the fact that Japanese developers, from projects such as Valkyria Chronicles to Kid Icarus, have never ceased to do their part of the job to keep the industry - and creativity - alive.
And donât forget to read more thoguhts on this topic on 1UP. I really loved last weekâs cover story, Rethinking Japan.
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Iâm sorry Iâm thinking about Wario Land againâŚ
Confession time: I hate Super Mario Land 2. Ever since I was but a toddler Iâve found characterâs âphysicsâ, the jumps⌠incredibly irritating.
But when youâre a kid, you really donât pay too much attention to these things.
I mean, you do, but your friends lend you a game and it doesnât matter if itâs good or bad; you end up spending hours and hours with it, just because you have a ton of spare time and everything feels so new. No time for disappointments nor complaints; you just have fun with what you got.
At least thatâs how it was where I grew up.
Mario was, of course, as famous as he is today â maybe even more so, considering we werenât exposed to all the shit thatâs on the shelves today and we were not hypnotized by the internet or metascores. Even if I decided to avoid squandering the precious little money I had on Mario Land 2âs sequel, it still somehow managed to find its way to the slot in the back of my old grey Game Boy thanks to a friendâs generous enthusiasm.
Itâs the summer of â94 and here I am, playing Wario Land instead of chasing skinny girls on the beach to try making out for the first time. No biggie â I was interested in the big boys anyway.
Recently I saw the game on the 3DS Virtual Console, and decided to get it to redeem myself for the mistakes of my youth: Wario Land deserved to be bought; I was wrong. Playing it again in this weird modern era is almost illuminating.
It made a big impression of me as a kid, but now, understanding games better and being able to dissect what was the cause of so much childish awe turned into an incredibly thoughtful experience.
Some games just do everything right.
They invite you in a mysterious world and then leave you there, free to learn about it and explore it pixel by pixel, secret by secret, at your own pace. At a superficial glance, Super Mario Land 3: Wario Land doesnât look too different from its predecessor. Of course, the choice of turning Wario from insignificant villain to main character, and the almost complete absence of Mario (or any other common elements with the Mushroom Kingdom, really) from the title was a big deal at the time, and a sign of the brave changes this game hides under a superficially familiar package.
The first thing I noticed was, of course, those horrible jumps.
Itâs an obstacle to my enjoyment of the game, but one easy to overcome. You see, Wario is a peculiar avatar for what tend to be considered the standards of the platform genre. Heâs almost completely invincible, very slow, and definitely not accustomed to aerial acrobatics â even when he obtains power-ups that allow him to fly.
If Wario encounters some blocks on his way, he doesnât jump across them as his plumber nemesis would: Wario CRUSHES them. Wario Land has yet to arrive at the formula of its sequels. Starting from Wario Land 2, it will remain fundamentally intact until the incredibly underrated Shake Dimension, the only exception being the Virtual Boy episode â their level design is focused on slow exploration of levels dotted with tiny environmental puzzles.
But perhaps thatâs what makes this game so charming.
Its roots are too deeply burrowed in the familiar Mario Land 2 ground, with which it shares its worldwiew: that philosophy of secret levels and alternate exits.
But what draws a separating line between Wario Land and its predecessors are its lack of linearity, its unique atmosphere, and its economic twist.
The gameâs objective isnât simply to pummel enemy after enemy all the way to the final boss, but to accumulate as much money as possible to access a wide selection of possible endings.
The gameâs economy is rough but interesting. Every level is full of coins to collect, but activating checkpoints, opening doors, and even accessing some special minigames at the end of a stage costs money: an interesting gamble gimmick that allows each player to significantly alter the pacing of the gameâs progression. Of course this feature also enriches the platforming action, as itâs possible to earn extra cash by interacting with certain enemies in specific ways, often making use Warioâs ability to carry and throw items and monsters. Imagine tackling enemies to make them drop coins like a real bully, or feeding a poor li'l monster to a bigger one to obtain his gratitude and some money in return.
The best way to get rich fast is to thoroughly explore the levels, looking for coin-filled secret rooms and treasure chests â but the game cleverly conceals each of its most valuable discoveries thanks to a mutating level design. Completing certain stages can cause atmospheric or geographical changes in others: lakes run dry, cliffs are swallowed by high tides, and so on. Itâs no different from what happens in Mega Man X, although amplified by the remarkable size of Wario Landâs world.
The game knows how to reward the player for time invested in looking for such areas, especially when it leads to uncovering one of the great, hidden treasures: the music fades out, and for a moment a chill runs down your spine as the air charges with solemn fear of whatâs gonna come out of that massive skull-adorned chest.
Donât think for a second visiting levels over and over is gonna be a tedious task: thanks to an unprecedented attention to detail and excellent monster design, each locale is unique and always fun to navigate. And the soundtrack is so hypnotic you will want to spend more time in certain areas just to enjoy some of the weird ambient tunes that replace the usual cheery Mario beats.
Power-ups play the expected pivotal role in exploration, and grant Wario all kinds of traversal abilities. Air dash, fly, increased jump distance, and even fire-breathing. Especially in the latter part of the game, these powers are exploited in interesting ways in concert with the areasâ layout. This is one of the things that makes the game so original: the main characterâs weight and horizontality combined a smart vertical level design.
In my opinion, it takes a lot of courage and forward-thinking to do what was achieved with Warioâs first solo adventure. Wario Land is a first step in a new direction for Nintendoâs platform games, but its charm lays in the uncertainty of where to go, in the need to do something new but the lack of knowhow to separate it from what was done before. Itâs almost a shame that things had to change so much once the weird villain found his true inner treasure hunter / minigame show host vocation.
Picture stolen from here.
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Pipa Dågua São Gonçalo
Pipa DĂĄgua NiterĂłi
Pipa DĂĄgua
Pipa DâĂĄgua SĂŁo Gonçalo
Pipa DâĂĄgua NiterĂłi
Pipa DâĂĄgua SĂŁo Goncalo
Pipa DâĂĄgua Niteroi
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1001 Spikes: Of Death and Love
[Guest writer/TinyCaster Francesco Dagostino shares why he loves a game that hates its players so much, judging by the lengths it goes to kill them.]
This might sound like a very bizarre statement, but 1001 Spikes has some of the best sliding ice block puzzles Iâve ever had the honor of attempting to solve. They donât appear until the second half of the game, but when they do you just get this sudden feeling that the people who made it (these people being 8bit Fanatics with the help of Nicalis) have a grasp on the puzzle-platformer genre that is waaaaaaaaay above average.
Every action that the main character Aban Hawkins can perform, from shooting knives to pushing boulders (or, in this case, ice blocks) has a lot of depth, and variables to take into account. Basically, to solve these stages, you donât have to just push or break ice blocks, but also run behind them, jump ahead of them, use them to reach higher ground or run back and forth on top of them to avoid some of the gameâs titular, deadly, and omnipresent spikes.
Of course, itâs not just the ice block puzzles that drove me to sit in this chair and start writing an article about this fantastic game instead of playing it some more: pretty much every single level is built to amaze and surprise the player. The focus being on the word âsurpriseâ here. âSurpriseâ meaning âkill.â
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