Nuu’s Top 100 Greatest Games of All-Time
#40-31
40| Snatcher
Released: November 30th, 1994
Available On: Mega CD
You never know what obscure game could be worth big bucks in the future. Currently, if you want to play Snatcher in any form of the English language, you will have drop at minimum $250, just for essentially the disc. It is one of the most expensive video games to buy, and is only surpassed by an extremely small list of games. The reason why the game is such a collector’s item isn’t just because it is rare or that it is good, but because it was developed by none other than Hideo Kojima.Before he became the rockstar game developer he is today, he primarily made Japanese style adventure games. It was a genre that perfectly fit Kojima’s cinematic style. Despite his adventure game titles being big hits in Japan, in the West they were not even released. This was primarily due to the fact that they were developed for hardware that wasn’t common in the West. However, once his sleeper hit Snatcher was released on the Mega CD in Japan, Konami took the opportunity to release the game the game in North America.
The plot of Snatcher is Blade Runner meets Invasion of the Body Snatchers. Basically in a dystopian future intelligence cyborgs begin snatching human bodies and posing as them. This clearly being a problem detective Gillian Seed, who is an amnesiac, is brought on the case. The premise of the game is so similar Blade Runner, that I would expect Warner Brothers to sue Konami if the game had been more successful.
Snatcher is just like any other Japanese style adventure game. Rather than being point and click like Western style adventure games, the navigation in the game’s all take place in an ever present menu. While the player can technically “move” around the screen, it is not done by having a character move bit by bit as one drags clicks a cursor around, but rather that the screen changes angles or entire scenes. There aren’t many puzzles in the game, as most of the game progresses by talking to the correct individuals. These things are done to keep the game as cinematic as possible. The screen always has the cinematography of a feature film, while the dialogue almost always relates to the plot. People often state that Metal Gear Solid games feel more like watching a movie than playing a game at times, but Snatcher take things to a whole different level. In fact, almost all the interaction the player has is pressing the confirm button to continue the dialogue.
Snatcher does differ gameplay wise from other Japanese adventure games in some key areas though. The first is that the game contains light gun segments. The game can be used with a light gun in which parts of the game turn into a Lethal Enforces type shooting gallery. There are puzzles too, but while there aren’t too many puzzles in the game, the ones that do exist often break the fourth wall. For example, there is a part of the game that requires the player to physically go to their local library (now use a device with internet) and look at a periodic table to solve a hidden code.These are brilliant moments in the game, but unfortunately they do not happen nearly enough.
Being honest, the gameplay isn’t much to write home about. It isn’t so much that the game play is bad, but more so that it is very thin. One could say that there is hardly any gameplay at all. Sure games like 999 aren’t the most “gamey” games out there, but at least they regularly have intricate puzzles, as one could argue that they are half visual novels and half puzzle games. To be fair, it seemed that Snatcher was going for trying to be half visual novel and half shooting gallery, but it didn’t bother as much with the latter as it should have.
What really sells Snatcher is its story and world. Its story is the usual twist and turn Hollywood affair one could expect from Kojima. The world is also fantastic. It is bright,blue, and neon. It feels like anime version of Blade Runner. Sure it is technically a rip off, but it is welcome as it presents the premise in a totally new way. This is a game that came out in the golden age of sci-fi anime and it really shows. Despite the world clearly being run down, it still looks vibrant and beautiful. Players taking screencaps of the game aren’t uncommon.
It just isn’t the visuals that are great though, the music also does a great job in setting up the atmosphere. It is the perfect blend of chip tunes and grunge synths that are tailored toward a Sci-Fi Spy Thriller Hollywood experience.It’s a soundtrack that sounds by far the best on the Mega Drive. There are other versions of the game that do exist, even for higher end consoles, but they don’t match the drummy bass feel of Sega’s sound chip. The game comfortably sits on the top of the premiere Mega Drive soundtracks.
I feel that I can’t leave out that the game had voice acting. Now that wasn’t that uncommon at the time as CD based add-ons had been available for years. What made Snatcher stand out is that the voice acting was actually not that bad. Keep in mind that this was at a time that if Working Designs wasn’t localizing the game, more often than not it would sound like this. While it may be average at best today, upon release Snatcher’s voice acting was akin to hearing harp music.
Overall, Snatcher is a game where its whole is better than the sum of its parts. It doesn’t have the most engaging story, doesn’t have the deepest gameplay, the world isn’t the most memorable, and the music, while great, isn’t the best gaming has to offer. What makes the game is how all these things connect to create a highly enjoyable experience. There is a certain feeling one gets from playing a Hideo Kojima game, the same way one feels a certain way when watching a Quentin Tarantino film. They both have a specific style and tone that noone else can replicate. If you’re a Kojima fan then you owe it to yourself to play this game. Just simply empty $250 from your piggy bank!
39| Fire Emblem Awakening
Released: February 04th, 2013
Available On: Nintendo 3DS
For the longest time, Fire Emblem joined the ranks of Advanced Wars and Mother as one of Nintendo’s most underappreciated franchises. The series were solid strategy RPGs that never seemed to have found much love outside of Japan. And even there the series didn’t perform too stellar. Seeing the writing on the wall, Nintendo decided to give Intelligent Systems one more chance with the franchise. They gave them an ultimatum, either the next entry sells well and the franchise continues or it doesn’t meet expectations and dies. Originally planned to be a new take in the series with a science fiction tone and the focus of a Mars colony, Intelligent Systems later decided to go the other way with it. Instead of breaking new grounds, the next Fire Emblem would be just like the previous ones with only one real big difference. That difference is that it would be extremely well polished. The game was released and not only did it meet expectations, it soared passed them and single handedly made Fire Emblem a noteworthy franchise for the western marketplace.
Fire Emblem Awakening is your typical Japanese strategy RPG. You move units in a grid, each with their own specific moves, weapons, and classes. Each time a unit beats an enemy they get experience points to level up and possibly learn new skills or equip better weapons. The objective of the game usually boils down to either wiping out all enemies on screen or taking out the commander. In truth it is very simple, but nevertheless is still very addicting.What makes Fire Emblem standout from other games is the fact that when a unit dies in battle…they die. You will never be able to use a comrade again if they fall in combat. That was at least the case for the longest time in the series. Fire Emblem Awakening however adds two modes to the game “Classic” and “Casual”. Classic mode upholds this tradition, while casual mode discards it. I can see why Intelligent Systems would do this. Losing your characters in battle adds a lot more challenge in the game and makes some stages take an absurdly long time if you don’t want to lose anyone. However, it is that challenge that truly defines the series, and without that penalty it makes the game a bit too easy.
Being completely honest, I stretched the truth a bit when saying that Fire Emblem Awakening only had one big difference from the previous games. Over the years, dating simulators have become quite popular in Japan. The genre really began to seep into the RPG genre with the hit title Persona 3. Fire Emblem Awakening takes cues from this and takes things even further relationship wise. During the game the two protagonists can marry characters of the opposite sex and thus procreate children. These children then become soldiers that can be used on unit. It is very exciting and entertaining mixing and matching characters to see just what kind of child will come out of the gene pool. This also contributes a lot to replayablity as the player can “fuse” together a different character each game.
Presentation wise the game is great. It is a very high budget given the genre it is in. The game features 3D cel-shaded cutscenes that look fantastic and tell the story exceptionally well. In-game, the game jumps between 2D sprites on top of 3D backgrounds for the field view, and fully 3D models for the combat view. This all works very well, especially with the Nintendo 3DS’s 3D effect. The only thing that is really bothersome is that the characters don’t have feet. It is something that is really distracting during the first few initial playthroughs.
The game also has quite the bombastic soundtrack. It fits the medieval tone of the game very well, yet strangely gives the game its own unique flavor. It isn’t the most memorable soundtrack, and it isn’t something you will be listening to on YouTube while engaging your hobbies, but it is very good. Thinking of it, this is surprisingly a bit Un-Nintendo, as the company tends to be very conservative in certain aspects of their games. One aspect is that games often have midi (or at least midi-like) soundtracks. While this works well in some games, it doesn’t so much in others. So it is good that Nintendo made the right call with this title.
Obviously, there still is the story to talk about, but really there isn’t much to say about it. The plot of the game revolves around a royal group discovering a young man with amnesia. Seeing that he is in a bit of delirious state, they transport him to safety. The group discovers that the young man is an exceptional fighter, so much so that they ask him to join their army. The young man agrees. I don’t want to go too much into spoiler territory, but let’s just say the game involves an empire trying to take over the world and use an ancient evil to do so. Being honest, it is all very clichè, which is by far the biggest problem with the plot. That said the story is still enjoyable, and it really is more about the characters you meet than the overall arching plot.
With Fire Emblem Awakening, Nintendo’s goal was to have the series stay alive. Instead the series began thrive with six figure sales. What was once a franchise so niche people were concerned that the latest entries wouldn’t even come Stateside, is now one that charts on the NPD list. Fire Emblem Awakening was a game that came out at the right place on the right time. It came out right as the Nintendo 3DS’s steam was slowing down after the holidays and was in a genre that people were hungry for. Nintendo’s gamble with the franchise paid off, and hopefully that paves the way for the company to take more risks with their other franchises.
38| Momotarou Katsugeki
Released: September 21st, 1990
Available On: PC Engine
Throughout this list, there have been a fair share of Japan only games. Most of these games have been on the NEC’s PC Engine. As explained before this is primarily due to the fact that the PC Engine was very successful in its homeland of Japan, but struggled to find success elsewhere. Due to this, most of its games didn’t leave Japanese shores. Out of all the games on the PC Engine, I feel that the one that sticks out to me the most is Momotarou Katsugeki. This is more than likely because it perfectly embodies what the PC Engine was.
Released in 1990, the game is an action/platformer hybrid. In many ways it works like most games of its era as the player walks around the screen as they hop over platforms and take out enemies. The main character is a ninja who damages enemies by using his projectile flame attacks from his trusty sword. It sounds simplistic, and to be honest it is, but that is sort of its charm. There are primarily two reasons to as of why the game manages to stand out from similar games of its era.
The first reason is the game’s presentation. It has a Saturday morning cartoon feel to it, however there is a bit of twist. It is very Japanese complete with cute oni, a feudal era theme, and various cultural gags such as tiny angels with equally tiny penises. The game’s art style does very well to complement this. The PC Engine struggled in making detailed sprites with precise pixels, however, it did well in making base colored sprites. As a result of Momotarou Katsugeki taking in the classic cartoony PC Engine art style, it looks very much like a cartoon. This is artstyle does well to complement the various bosses and enemies that take up a significant amount of screen space. Not much room for pixelation when most of the pixels are a solid color. This results in some pretty looking moving pictures across the screen. That said, it isn’t just the graphics, as even the music is very Japanese. You can just imagine the 1980s style Japanese child anime tropes coming to life just by listening to the soundtrack. Unfortunately that is about as standout as the music gets, as it is average at best. Though there are a few standout tracks.
The second reason why the game differs from its peers, is the game design. Most games of the era revolved around the player walking to the right side of the screen until they get to the end of the level. While this is true much of the time with Momotarou Katsugeki, it isn’t always the case. There are many parts in the game that has the player moving up, down, left, right and which ever way the level takes you. It seems that as soon as the player becomes bored traveling primarily one direction, the game switches things up. Luckily it does more than just merely changing the direction the player is traveling in. Some levels mix things up by having ice stages that add friction to the ground floor, others will have new enemies throw objects from above while the player tries to scale a mountain, etc. Considering that the game came out at a time when Super Mario Bros. 3 was the gold standard in its general genre, it was way ahead of its time.
In reality Momotarou Katsugeki wasn’t really a revolutionary game. It merely expanded and refined what 8-bit games had been doing for years. To me, that is what the PC Engine symbolizes. While Nintendo’s and Sega’s consoles of the era had titles that were focused on pushing gaming from a presentation based perspective or an arcade purity one, the PC Engine took a different route. Sure it didn’t specialize in beat-em-ups, fighting games, role playing games, or action-adventure titles. But what it did specialize in was titles that people enjoyed playing during the 8-bit era. The platform primarily focused on shoot-em-ups, action platformers, and action games. Due to this, I always saw the PC Engine as the “true” Super Nintendo Entertainment System. Because looking at its library, that is what it was. Simply the classic style NES games, just with better graphics, bigger sprites, and tighter gameplay.
37| Super Mario 3D Land
Released: November 13th, 2011
Available On: Nintendo 3DS
Super Mario 3D Land is the best Mario game I have ever played. I realize that this isn’t a popular opinion, as most prefer Super Mario 3D World. To many that was a game that took the good things about Super Mario 3D Land, but expanded upon it. While I agree with that to an extent, I still feel that Super Mario 3D Land is the better game. Solely due to the fact that I feel that the level design is much tighter as, as well as the stages being much more inviting to come back to.
The best way to explain Super Mario 3D Land is that it is the most accurate interpretation of the traditional 2D Mario games in a three dimensional space. While Super Mario 64 was a great game, it wasn’t really that “Marioy”. For starters, rather than following a set path with a clear end, for the most part Super Mario 64 was open ended with multiple ways to complete each stage. While the level design was great, going through them focused a little too much on the running aspect of platformers than the jumping aspect. Being that Nintendo likes to reinvent the wheel with many of their franchises, they made sure that Mario is no exception. Every debut 3D console Mario changes the formula significantly. Super Mario 64 practically invented the genre. Super Mario Sunshine added a unique water gimmick. Super Mario Galaxy rewrote 3D level design and heavily incorporated gravity in the mix. People were obviously speculating of what Nintendo would do for their next console based Mario game. It turns out that Nintendo would surprise fans twice over. The first thing is that the next big Mario game wouldn’t be on the big screen, but on the small one. It would be exclusive to Nintendo’s, then new, handheld the Nintendo 3DS. The second is that it is a game that reinvented the wheel by taking the game back to its roots.
While the game is certainly three dimensional both in gameplay and in visual effects, it heavily emulates the traditional 2D Mario gameplay. Each level clearly has a set path the player has to follow. While the levels certainly aren’t as linear as say Crash Bandicoot, they certainly aren’t open ended. The player follows a set path as they hop on platforms, jump on enemies, and collect coins and power ups. To accompany the throwback even more, the powerups are done in a “suit system” just like the 2D games. Mario physically grows when he collects a powerup as he practically doubles in size. Even the classic draining sounds accompanies him whenever he gains or loses a power up. Mario keeps running along the area until he gets to the end goal, which is a flagpole. Mario jumps as high as he can trying to reach the top of the flagpole to finish the level. The game is exactly what people have theorized for years of what an alternative 3D Mario could be like.
To blur the lines between 2D and 3D style gameplay even more, the game is played in an pseudo overhead/isometric perspective, much like many Game Boy Advanced games. This gives a lot of advantage to the player as the perspective is clearly defined, which is enhanced even more by the 3D effect put out by the system. It also conveniently shrinks the models and textures, having the game’s graphics looks notably cleaner. The game is colorful and is easy on the eyes, but doesn’t take a daring art style so that everything is easy to spot out.
What makes this game stand on top of the other games in the series are the levels. They are very well designed and varied. While the game has the token haunted mansion levels, lava levels, underwater levels, and what not, it also has added many new types of stages to the mix. Most notably, to me, are the “beam stages” where Mario hops on various beams like a trampoline to scale the territory. Each of these levels are finely crafted and tuned with the trademark Nintendo polish. To add on to that, they are also fairly short as they can each be completed in only a few minutes. This leads to a lot of replayability. What’s more is that the game is on a handheld which complements the short burst playstyle very well.
That said, there are a few things that Nintendo has kept from the Super Mario 64 formula. First is that while each level can only be completed by reaching the end goal, there are still stars hidden around the each level that the player can collect. The more stars the player has, the more levels they can open up. To add on to that Mario still has most of his trademark moves from Super Mario 64, including the back flip, the skip, and the butt pound. In a way, this makes the game feel like a “best of both worlds” situation.
Two years later Nintendo released a direct sequel called Super Mario 3D World. It was pretty much the same exact game with prettier graphics, multiple characters, online features, and a multiplayer component. While the game is also very good and the new features are welcomed, I feel that the level design is lacking compared to the original. The levels are either too difficult for their own good or are too easy. Checkpoints are either too close together or are too far apart. And the pacing in just isn’t as tight as it was in 3D Land. So while I feel that 3D World is a great game, it is notably less in quality compared to 3D Land.
No matter how you look at it, the Super Mario series is the most important franchise in gaming. It has been dominate for over thirty years as one of the top selling gaming brands in the world. This is large due to the appealing and quality gameplay, as well as a bit of a nostalgia. I realize that many will harshly disagree with my choice and state that 3D World is the superior title. I realize that many more currently have their heads spinning that none of the Galaxy games will be on my list. But to me, I feel that 3D Land is the best Mario game out there to date.
36| Shantae and the Pirate’s Curse
Released: October 23rd, 2014
Definitive Version: PC; Also on: PS4, XBO, Wii U, 3DS, AFTV
2D Action-Adventure games are a genre that have come a long way. Ever since Adventure for the Atari 2600 developers struggled on how to balance exploration based level designed and classic action focused gameplay. During the 1980s two notable franchises took a stab at the genre. The Legend of Zelda series and Wonder Boy titles. The former was played in a top down perspective and put heavy focus on the exploration and puzzles, while the latter was played from a side-scrolling perspective and was more focused on the combat and story. Over the years the genre continued to evolve, most notably during the mid-90s with Super Metroid and Castlevania: Symphony of the Night. Due to 2D falling out of style in the 2000s, the genre began to fade away. However, due to the independent gaming boom, these types of games are currently more plentiful than ever, with seemingly every day there being a new title that is a “spiritual successor” to Symphony of the Night, Metroid, or Wonder Boy.
It’s obvious that there is demand for these types of games. Unfortunately, this wasn’t always the case. In 2002, an unknown developer who worked on nothing but crappy licensed titles named Wayforward released a game called Shantae. It was modern version of the Wonder Boy games for the Game Boy Color. Despite being well received, the game performed very poorly commercial wise. The developer continued making mediocre licensed games until they got a chance to work on a mainline Contra game. After that game’s success they proceeded to roll back focus on licensed titles and put their eyes on utilizing their own IPs. This is when Shantae came back into the equation.
In 2010, Wayforward released Shantae: Risky’s Revenge. It was a sequel to the first Shantae game and featured far better graphics, tighter controls, and just overall more ambition. It played much like the Wonder Boy games, specifically Wonder Boy 3. The game had the player control a half genie named Shantae as she traversed the overworld to hop on platforms, beat up baddies, and explore dungeons. It’s a pretty good game, but that’ s it, it’s just “pretty good”. It just didn’t have that “wow” factor that other games in the genre had. Luckily a few years later Wayforward released a sequel which remedied that.
Shantae and the Pirate’s Curse takes everything from the previous game, and polishes it up. It doesn’t really add anything new per say. As a matter of fact, it even takes some things away. Most notably is that the game no longer has a transversable Z-axis for the player to hop to and fro platforms in the background and foreground. The game also takes away Shantae’s ability to transform into different animals. Rather it takes cues from Super Metroid by having her use special abilities by entering specific inputs. In a way, one can argue that the game takes the “less is more” approach to a degree and it works.
Before continuing on, it would be best to actually explain how these games play if one isn’t familiar with the Wonder Boy or even Metroid series. The Shantae titles involve being stationed primarily at a bustling town where you can shop for weapons, items, and upgrades. You can also talk to several NPCs who give hints of where to go and what to do next. You explore the world in a two dimensional side scrolling map as the player hops on platforms and beat up enemies with physical attacks or items. As one explores the map they will eventually come across a dungeon. The protagonist will uncover the depths and solve the puzzles until the dungeon boss is encountered. After that it is a matter of rinse and repeat.
Unlike most modern games in the genre, Pirate’s Curse doesn’t have most of its areas tied to one large map. Most locations are reached by sailing to them on a ship via a level select screen as Shantae travels to different islands. Each of these islands have a different theme such as zombies, arctic climate, the desert, and what not. There is even a location that seems awfully like Hell. Wayforward didn’t take the easy route though. These locations each have a different playstyle. The arctic area heavily relies upon friction when running, the desert location has the option exploring additional parts of the map through sinking sand, and the other areas have their quirks as well. This keeps the game fun and interesting throughout the playthrough.
The world Shantae is also very appealing. I don’t want to give too much of the story and lore away, but it’s essentially a Saturday morning cartoon, but with lots of girls in skimpy outfits. It stars Shantae who was born from a mortal scientist and a genie. She constantly struggles trying to balance her mixed heritage identity. Her arch nemesis, Risky Boots, is always trying to stir up trouble, so it is up to Shantae to defeat her. The plot is very basic, but it is really the characters and tone that sell it. Everything about the game is so upbeat and everyone is so likeable, so much so it is hard to hate the world the game reveals to you.
The graphics in this title are great. They are admittedly a bit low on resolution side, but there is so much love and charm put into them it is impossible not appreciate them. The sprites look wonderful and animate very well. They just ooze with personality. The surroundings are also detailed giving the game a 32-bit era 2D game vibe. But where the game really stands out is the music. It is comfortably one of the best soundtracks I’ve heard in gaming. Not only is the music incredibly catchy, but it is also very appropriate with the cartoony and upbeat vibe. Composer Jake Kaufman really outdid himself.
I find that overtime as core gaming continues to grow and take the route of blockbuster entertainment that I am gradually gravitating toward the smaller more independent type of games. Call me old fashion, but I am more of a traditional gamer that longs for the snappy and “fun” gameplay from the ’90s heydays. It’s great that in todays gaming climate there is room for a variety types of games to shine.
35| Bayonetta 2
Released: October 24th, 2014
Available On: Wii U
In 2001, the world was greeted with an entire new genre. A game titled “Devil May Cry” gave birth to the “hard action” genre which took the speed and combo focus of a fighting game, and transfer that to the 3D space and a single player focused experience. The title became an instant hit. Over the years there have been a fair amount of games in the genre that have been released. The Devil May Cry series had a string of four sequels, Team Ninja revived the Ninja Gaiden IP with three entries, Metal Gear Solid received a bizarre, but highly enjoyable, spin-off title starring one of its costars. Out of all these games however, the one series most people will agree that stands on top is the Bayonetta series. Created by the father of the genre himself, Hideki Kamiya, the series focuses on the same combo heavy and twitch based combat. Released in the dawn of 2010 the game instantly connected with fans of the genre. Unfortunately while it was well received it didn’t meet sales expectations.
The franchise was shelved until Nintendo out of all companies took a chance to resurrect it as an exclusive for their new Wii U console. This obviously caused a lot of uproar to some fans as the original entry was only available on the Playstation 3 and the Xbox 360, and a Nintendo platform was foreign to the audience. Regardless, most fans were just happy to get a sequel at all. Bayonetta 2 was released in 2014 and not only instantly became a must have title for Wii U owners, but for any gamer in general.
The game plays like any other title in the genre. The player controls the protagonist as they venture upon mostly linear levels. As they explore the map groups of enemies attack the player at a time, forcing the main character to defeat the enemies in order to progress to the next area. The player keeps pressing on forward until they get to the end of a level which is typically accompanied by a boss battle or at least some type of final trial. The game centers around the player defeating enemies in the most complex, efficient, and timely manner in order to get a higher score. The higher the score the player gets, the more goodies they can unlock. When protagonist defeats an enemies as they collect halos, which look a bit like Sonic’s rings, that can be used to purchase new moves and items. This is seen as advantaged to some because can gradually master the game’s playstyle as they add on new moves bit by bit. There are also golden records to collect to unlock new weapons amongst other things.
It isn’t innovation that makes the game stand out, in fact it really isn’t all that innovative. It does have a unique multiplayer component which is surprisingly active and is entertaining enough, but it isn’t something you will constantly go back to. What makes Bayonetta 2 stand head and shoulders above the crowd is that it is so well polished. There are very few video games, especially modern games, where one can just sit down and play it and be constantly entertained every minute of it. Bayonetta 2 starts of strong and doesn’t cool its steam until the end credits roll. No matter what point the player puts down the game, when they pick it back up they will be instantly entertained. This also lends the game to being highly replayable. When these factors add up, it isn’t hard to see why the game is so beloved.
Unfortunately the game isn’t all peaches and roses. There are two ways one can look at a title like this, from a casual perspective and a hardcore perspective. From a casual perspective the game is a very tight and well paced action games that highly entertains. From a hardcore perspective however, things become a little more complicated. It boils down to primarily two reasons. In the original Bayonetta there was an effect called “witch time”, in which slowed down time astronomically after the protagonist briefly dogged an enemy’s attack, as the player then executes a slew of combos. While this is entertaining, it isn’t the most “pure” way to play as it makes the game a little too easy and too focused on activating the effect. This is why in the hard difficulty mode witch time is absent. In Bayonetta 2, witch time is present throughout the entire game, no matter what difficulty level one plays on. The other reason is due to the new move called “umbran climax” which revolves around the player filling up their meter in order to do a special onslaught of powerful moves. This is criticized because it has players focusing too much on charging up their meter to unleash umbran climax, rather than experimenting with different strategies. To be fair, one can play the game but not using umbran climax and using items that turn off witch time. The problem is that the game is designed around witch time. While disabling witch time results in some areas in the game being far improved and some of the best in the entire genre, it makes other previous high points in the game all but unplayable. For example, the best boss battle in the game is limited to just dodging moves and shooting bullets at them. Actually hitting the enemy hardly does anything at all because the boss battle focuses on dodging their attacks to activate witch time.
That said, if one can ignore these faulty instances, then Bayonetta 2 is probably the best action game ever made. If you play the genre casually than Bayonetta 2 is absolutely the best action game ever made, if you play the genre seriously than it is up in the air, but is still more than a worthy contender depending on how comfortable one is in altering “how the game is meant to be played.” The hard action genre has been in bit of a slump lately as Devil May Cry took a strange turn and Ninja Gaiden 3 was hot garbage. Sequels are unknown for these games, while Metal Gear Rising 2 was likely canceled due to Konami gaining more control over the property. There have been winks and nudges to a new entry in the Bayonetta series, but things are still unknown as of now. If the genre continues its long slumber, at least we can take comfort knowing that it entered it with a bang.
34| Dynamite Headdy
Released: August 04th, 1994
Definitive Version: Sega Mega Drive; Also on: PC, PS3, 360, Wii, GG
The game opens up with the player controlling a puppet who is running away from giant towers crashing onto the ground causing multiple big explosions. Soon a giant robot begins attacking the player as they have to retaliate against its attacks. Once defeated the giant robot stops in its tracks with a myriad of explosions. A couple seconds later an airplane appears and starts firing at the main character. Once the player dodges all of the attacks they encounter the game’s first boss battle. If it isn’t incredibly apparent already, this is a Treasure game.
Dynamite Headdy involves controlling a puppet with a detachable head named “Headdy.” There isn’t much explained in the story, after all it is a 16-bit platformer, but it seems to involve Headdy beating up a gang baddies while he impresses his love interest. The entire world he is in seems to be filled with puppets, while the entire game takes place on a stage similar to Super Mario Bros. 3.
Gameplay wise the game is a mix of different genres. For the most part it is a typical platformer game with a unique gimmick. It involves using the title character’s detachable head ability as he can latch on to things and scale buildings, attack distant objects, and what not. The platforming isn’t the deepest out there or the most polished, but it is very fun. It wouldn’t be a Treasure game with a lot of ambitious boss battles. Just the first few levels involve fighting screen filling robots and giant dancing mannequins. They aren’t as difficult as their intimidating stature implies, but they are still very fun to do battle with.
As said before, the game mixes things up a lot, but the most notable change in the game occurs halfway through when it turns into a shoot-em-up for a few stages. Unfortunately this is where the game’s quality takes a nosedive. First is that the game makes for a pretty average shoot-em-up. It isn’t particularly bad, but it isn’t particularly good. On top of that the game is way too difficult for its own good. It is so hard to progress it makes one wonder what Treasure was thinking when play testing the title. After playing this title dozens of times, I still can’t beat the shoot-em-up sections. What’s worse is that the difficulty isn’t something that gradually happens, it appears out of nowhere. Being honest, these shoot-em-up sections are what really holds the game back.The platforming sections are some of the most enjoyable I’ve had in a video game. Unfortunately the shooting sections are so mediocre and frustrating they severely damage the game’s overall enjoyment.
Presentation wise, the game is great. The graphics are very colorful and just pop out of the screen. To add to that the game also has a lot of neat effects including scaling and rotation. This isn’t just limited to boss battles, but is even present in the levels themselves. Something I feel that few people mention is the amount of detail put into the game’s animation. There are a lot of little touches the developers put focus on that few developers did at the time, including several animations applied to the game’s backdrop. As per par with Treasure games, the title has a wonderful soundtrack. It isn’t the best out there, but it has a few standout tracks and it fits the game very well.
Overall, Dynamite Headdy is a great game that could be fantastic if it wasn’t for overly arduous shoot-em-up sections. There is such a thing as a game being too difficult for its own good and unfortunately this is what happened here. Treasure managed to create a highly unique, high quality title. Unfortunately just a few sections of the game managed to really bump this game down some ranks. Regardless, it manages to speak volumes for the first couple of stages of the game which are some of the best offerings of the 16-bit era.
33| Dark Souls
Released: October 04th, 2011
Definitive Version: PC; Also on: PS3, Xbox 360
Once upon a time video games were difficult to complete. You see back in the day gaming was based in the arcades. And the premise of the arcade was simple, you insert coins into the machine to play the game. As such games were designed around this concept, in which the more the player died, the more quarters they put into the machine. Games were made very difficult because once you beat them you no longer had a reason to insert more cash to play. Even console based games subscribed to this model to a degree. Due to games being constrained on cartridges and other small sized media, it was difficult to create a lengthy game without an insane price tag. As such, developers created games that were very difficult to beat as it would take players dozens of hours just to complete half a dozen levels.
Eventually times changed, arcades went the way of the dodo and games moved on to disc based media. As a result the pressure to create difficult games faded away. While this had many advantages, it wasn’t without its downsides. By far the biggest downside is that games became very easy. By the time the first decade of the 2000s rolled around what was seen as “difficult” in a video game was quaint compared to the hardcore shooters and action games of the past. It wasn’t until a sleeper hit titled “Demon’s Souls” was released on the Playstation 3 in 2009 set a counterculture against the industry norm. Known for its unforgiving difficulty, execution based mechanics, and near non-existent handholding, it was an anti-thesis for everything games were doing at the time. In 2011 the game received a spiritual sequel called “Dark Souls” which was an improvement in everyway.
The concept of Dark Souls isn’t unique at all. It’s a simple dungeon crawler with action-based combat. The goal of the games are for the player to explore the map and defeat all the enemies and bosses in their way. It is a very simple premise. What makes the game stand out is how ingenious its design is. For starters the level design is second to none. The layout of the area is simple enough that one is able to guide oneself to where they should go next, but is open enough for them to actually have to explore the area. On top of that, the entire map is interconnected and practically non-linear, allowing the player to encounter whatever area or boss they wish.
The combat is equally if not even more impressive. Rather than focus on being a twitch action game, such as Bayonetta, the combat is slow and methodical. This may be a turnoff at first, but it quickly becomes addictive as it makes every hit count. A single mistake can cost the player an entire battle. That said, the combat system is also very flexible as it involves a lot of strategy and tactics. The game is designed in a “class” based system, though the player can control where their stats go to when they level up. One can chose to become a master swordsman, axeman, lancer or be a pyro or mage. There is a lot of versatility at play.
The intricate dungeons combined with the unforgiving but strategic combat pave a mighty road toward the boss of each area. The developers of the game, From Software, were sure that the bosses lived up to the journey. Dark Souls has some of the most intimidating and “epic” boss encounters in any video game ever. What’s more is that From Software didn’t rest on their laurels. Each boss is unique as they mix things up a bit, some tower over the player with huge crushing attacks, other’s are the of a similar size of the player but with swift and cunning attacks, while other bosses will call for aid as the player has to focus on two, three, four, or even five opponents at once.
Presentation wise the game is fantastic. Usually RPGs follow two trend lines: either be colorful and cartoony like most JRPGs or be monotone and serious like most WRPGs. Dark Souls seems to take in aspects of both of these types. While the game is serious to the point of being down right depressing, the world is beautiful and very rich in color. This is aided by the area selection as throughout the title the player will be traveling through lush forests, icy caverns, the darkest of dungeons, and even something reminiscent of hell itself. The game has a nice high fantasy feel to it and it is so easy getting lost in its world. The game’s soundtrack is also something to beholden. It’s dark orchestral score meshes with the game perfectly and really brings the world to life. The bombastic nature of the music in the boss battles manages to push them even more over the top.
It wouldn’t be right mentioning Dark Souls without talking about it’s unique multiplayer component. Throughout the game players are able to leave messages to give hints, tips, and even tricks to others in how to progress the game. To add on to that one can summon other players in helping them defeat specific bosses and enemies. Though the real stand out feature is the ability for a player to invade another’s game. This either results in both players battling one another or a sneak kill from the intruder.
The Souls series is one that started from being viewed as so niche that Sony refused to publish it and Atlus, a company infamous for publishing niche titles, had to pick up the ball, to becoming a multi-million selling franchise. From Software took a massive gamble in creating a title that was at odds against industry trends. It turned out to be a risk well worth taking as it catapulted the developer from being the red-headed stepchild of the industry to becoming a superstar. They eventually developed the, inferior, sequel Dark Souls 2 and the, worthy, third entry Dark Souls 3. However, no game in the franchise has yet managed to capture the “magic” of the original Dark Souls.
32| Street Fighter III: Third Strike
Released: May 12th, 1999
Definitive Version: PS3; Also on: Xbox 360, Xbox, PS2, DC
It is incredibly rare for competitive games to get a second chance. In genres where there are lot of choices to pick and only so much time to invest, first impressions mean the world. During the 1990s if there was one game that was synonymous with competitive gaming it was Street Fighter II. Initially released at the dawn of the decade, the game turned many heads due to its strategic and skill based gameplay. Not only did it single handedly revive the arcade market, but it also became a cultural phenomenon. It was regularly mentioned in popular culture and even received a summer blockbuster film around it. Throughout the ’90s, one question was constantly burning in gamers’ minds, “When’s Street Fighter III?” Technically Capcom did make a successor series, the Street Fighter Alpha titles. But to many there is a built in psychological factor that “true sequels” need to be numbered. Eventually Capcom did release Street Fighter III, six years after the legendary second entry launched.
Unfortunately the game didn’t do well at all. It was coldly received by most players. Many complained about the lack of familiar characters as the game was a virtual roster reset with a much more darker and “weird” cast. On top of that the game introduced a controversial parry mechanic in which players can stop their opponent’s attacks without receiving any damage. Diehard players felt that this was a cheap move that erased much of the risk in strategic play, while casual fans were annoyed that their attacks were often canceled out by more experienced players. On top of that the game was released on the new CPS3 hardware which wasn’t only expensive but prone to failure. This was at a time when arcades were entering their twilight years and were doing their best to penny pitch to save the small profits they had. Street Fighter III alienated its hardcore fanbase, the casual players, and arcade owners. To top it all of, due to it being a high end 2D game, no console at the time could run it, thus a console release was out of the question. As a result, Street Fighter III far under performed Capcom’s expectations. To recoup the cost Capcom released two revisions of the game, Second Impact in 1998 and Third Strike 1999.
Street Fighter III faded from memory for most gamers, but did have a cult following. Fighting games in general experienced a severe decline in popularity, however the diehard group continued to grow. Major competitions such as Final Round and Evo became popular annual events. Then in 2004, two major events happened that would propel Street Fighter III from being the black sheep of the franchise to the black swan. One event was that the game finally released on a platform that people actually owned, the Playstation 2. The other reason is due to this moment at Evo 2004. Possibly the most legendary moment in FGC history, Daigo Umehara managed to execute a legendary comeback against his opponent. It caught the attention of not just the diehards in the fighting game community, but gamers as a whole. The reason it turned so many heads is because it managed to show all of the strengths of Street Fighter III’s unique fighting system in less than a minute. The parrying mechanic was instantly seen less like something that was added for complexities sake, and more like a very useful tool that can turn the tides of any match. Due to these two events, Street Fighter III quickly became the most played game in the fighting game community.
It’s been well over a decade since that moment and the fighting game scene has never been healthier. Street Fighter III’s time in the spotlight has come and gone, and now the days of it lighting up huge screens for tournaments are a distant memory. Ignoring its obvious history, how does the game actually stack up? Replaying the game after all these years I can comfortably say that Street Fighter III: Third Strike just isn’t an excellent fighting game, but also the best in its respected series.
For starters, Street Fighter III is by far the most unique entry in the series. This isn’t just because of the game’s newly added parry mechanic, but because the game just “feels” different. Unlike Street Fighter II which was fast paced and had player bouncing off of invisible walls, Street Fighter III is much slower. It’s almost as if the game is telling the player to “calm down and make sure you calculate your actions.” Besides Ken, Ryu, Akuma, and Chun-Li, the Street Fighter III series features an entirely new cast. What’s more is that much of this cast doesn’t play like characters in Street Fighter II or the Alpha series. There are characters like Urien who revolves around trapping opponents in electric reflecting mirrors, Q who controls essentially like a tank but doesn’t rely on grappling abilities, and Elena who seems to be dancing more than fighting.
As expected these changes were very controversial. Even during the height of Third Strike’s popularity it seemed that the fighting game community was split into two fronts, those who liked this unique take on Street Fighter and those that didn’t. However, something everyone agreed on was the game’s phenomenal presentation. For starters the game had a very nice comic-book-like artstyle. The characters looked just like a grounded anime while the backgrounds were painted like a high color print comic book. But where the game really stole the show was in the animation department. Until Skullgirls came around, Street Fighter III comfortably held the title for the best animated 2D game in gaming.
has a very high frame count and detailed animation. To be fair it isn’t that strong in the squash and stretch department, but it does have its moments.
There is also the matter of the game’s soundtrack. Unlike previous games in the series, and pretty much any game since, Street Fighter III: Third Strike uses a hip-hop soundtrack. Unlike almost every other game that has incorporated such a soundtrack, it is actually pretty good. I even find myself listening to the music while I am working on various projects, an extreme rarity when it comes to hip-hop music not made by actual hip-hop artists.
Despite its heyday being years in the past, Third Strike still gets a lot of play as it isn’t uncommon to find well over a hundred people playing online at any given time. In many ways Street Fighter III was part of a lost era in gaming. It was made to be a high-end 2D game for the arcades that was meant to evolve fighting games in general. It was meant to not just shake up fighting games, but gaming as a whole. Unfortunately the game was released in the wrong time. In 1997 arcades were taking their last breath as they only had half a decade or so before becoming truly extinct. 2D games were yesterdays news as 3D was all the rage. While fighting games were declining in popularity as the newest Street Fighter on consoles went from being the biggest hits on their platforms to barely squeaking out a million copies sold.
Some would say that the game was simply ahead of its time, others would say it was a happy accident more than anything. Whatever it was, Street Fighters III: Third Strike is one of the most fun, unique, and addicting fighting games out there, that will be continued to be played for years. Welcome to the world of Street Fighter III.
31| The Legend of Zelda: Twilight Princess
Released: November 19th, 2006
Definitive Version: Wii U; Also on: Wii, GC
The Legend of Zelda series is one of the most respected in all of gaming. It is franchise that has set the standard of the action-adventure genre time and time again. The original NES game practically gave birth to exploration based game design. A Link to the Past refined the formula into tried and true 2D gameplay. Ocarina of Time brought the series into the 3D space and fixed many issues with 3D gaming as a whole. While Skyward Sword nailed motion control combat. Over the years the series has declined a bit in popularity. The series has put focus on the handheld space which is generally smaller than the console market. On top of that the last major console entry in the series, Skyward Sword, was released after its console lifespan had all but run out.
Looking at things through retrospect it is a bit odd, as just a few years before Skyward Sword the franchise was at peak popularity. The Legend of Zelda: Twilight Princess was the best selling Zelda game of all-time. Reaching almost 9 million copies sold the game was a mega hit title that complemented its mega hit console. While it was very well received by critics, like all Zelda games it was either loved or hated by its fans. Over the years the game has gotten a warmer reception from the fanbase. It was also recently released on Nintendo’s Wii U with high acclaim.
So what exactly does the best selling Zelda title ever play like? Truth be told, it is very much like most other 3D Zeldas. The game revolves around exploring the general area as the player completes various tasks until they come across a dungeon. The dungeon is filled with various baddies and complex puzzles for the player to complete. The objective while in the dungeon is to unlock various rooms until one comes across the large key. Once obtained the player then goes into the final room to fight the boss of the dungeon. This process rinses and repeats until the final battle of the game.
This may sound very repetitive and while it is true that the game is very formulaic, it is so well done that most don’t mind it. There is also the fact that the game does mixes things up a bit. In between dungeons the main character can turn into a wolf and enter the “twilight realm” to explore various clues and where to go next. While in the twilight realm creatures called shadow beasts appear to which the protagonist has to defeat them with their companion. It’s pretty interesting as combat as a wolf is obviously going to be different than combat with a sword and shield.
The game also features and overworld which is pretty significant in size compared to previous Zelda titles. There are a lot of places to explore and treasures and secrets to find. One can spend hours on horseback looking through every nook and cranny in the game’s map in order to collect all of the hearts and goodies. It may pale in comparison to something like Xenoblade, but the title still manages to scratch that exploration itch.
What’s very significant about the title is the controls. Well at least on the Wii and Wii U. While the Gamecube version has traditional gamepad controls, the Wii and Wii U versions have added gyro functionality. This results in aiming being far more accurate, and it is particularly useful when shooting arrows or operating the clawshot. One temple in particular is greatly improved due to the gyro function as it focuses so heavily on using the clawshot . That said the Wii version also uses motion controls. This is mostly limited to swinging the sword. Unfortunately one can tell that the controls were changed at the last minute, as it doesn’t matter what direction one swings the Wii remote as it will register any type of swing as a press of the action button. In short, instead of pressing “A” to perform the common combo you just swing the remote around instead. It seems cool at first but becomes very old quickly. As a result the Wii U version is the definitive version of the game as it has best of both worlds.
Story wise the game seems to shake things up, at least initially. It revolves around a dark and evil force taking over the city of Hyrule and it is up to a young hero named Link to save the day. What becomes immediately apparent is that the evil force isn’t Ganon and his henchmen, but rather a creature named Zant and his shadow beasts. This is a very welcomed change from the typical Zelda lore. While on his journey Link comes across a peculiar being who calls herself Midna. I’m not sure exactly what she is suppose to be, but her character is designed very well and she is incredibly likable. She helps Link travel into the twilight realm and even aids him during combat. In my opinion, she is one of the best characters Nintendo has ever created. She is far superior to having a ball of light with wings as a companion. I know I usually avoid spoilers, so if you have not played the game yet avoid the rest of this paragraph. A big disappointment with the game is that it turns out that Zant is nothing but a pawn of Ganon who is the real big bad boss at the end. So instead of taking chances Nintendo once again uses Ganon as the final boss. Personally I find this incredibly disappointing. Nintendo already went through all of the hard work in making a new bad guy for the series, why chicken out in the last minute?
Speaking of disappointments, the game isn’t without its faults. For starters the game is very linear. In fact, it is the most linear Zelda game there is. Unlike pretty much every other Zelda game, dungeons have to be completed in a set order. On top of that, one can’t help but feel that Nintendo played it a little too safe with this game. Gameplay wise, it is essentially a more linear Ocarina of Time. Yes Majora’s Mask and Wind Waker received some backlash for being too different, but at least Nintendo was willing to experiment with the formula. There is also the introduction part of the game, which is bar far and wide the longest in any game in the series. I can’t find the image online, but someone made a comprehensive list of the average playtime it takes before the first dungeon is encountered in each Zelda game, and Twilight Princess takes the longest by far. To be fair, Twilight Princess is also the longest Zelda game so one could say it is warranted. Though to also be fair, Skyward Sword is just a hair shorter and doesn’t have as an extensive tutorial chapter. There is also the matter of the game’s difficulty, or more so lack there of. The game is far too easy to the point where it is almost impossible to die in many stages. Most of the deaths are due to falling off a ledge too often or something similar.
Saying all of that, Twilight Princess does excel in many key areas. For starters, the game has the best dungeons in the series bar none. At least when it comes to the 3D titles. The dungeons are vast with intimidating enemies and complex puzzles. Each dungeon is very unique as it is designed ground up for whatever specific item it carries. Nintendo really out did themselves. There is also the fact that the game had fantastic bosses. It easily had the best bosses in the series when the game was initially released, however it has since been surpassed by Skyward Sword.
When it comes to presentation Twilight Princess hits a lot of the right notes. The art style of the game is great as it is filled with beautiful fall colors and a lot of strategic bloom effects. The music may be midi, but it is well done with a lot of catchy tunes. The title also lacks voice acting, but personally I see this as a plus as it adds a lot of character to the game. There are also a lot of cutscenes for a Zelda title with many of them being very well done.
Love it or hate it, Twilight Princess is one of the most well recognized Zelda entries. It is the best selling game in the entire series and has garnered a huge following since its release. The game certainly isn’t perfect and has many faults. That all said, it is still a highly enjoyable title and personally my favorite Zelda adventure.