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Showing posts with the label Intelligent Systems

Fire Emblem Heroes

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I stopped playing Fire Emblem Heroes around the same time I stopped participating in the Microsoft Rewards program. Those two things were starting to take over all of my free time, and I needed some reprieve. While I have a history of gacha-style games latching themselves to my daily routines, I foolishly didn't expect this one to manage that. I've never been able to get into tactics games before, and I assumed the same would apply here. In fact, the only reason I started playing it was for the My Nintendo rewards points! However, the game's story and the greater Fire Emblem lore that it draws upon started drawing me in, and before I knew it, I was hooked. Now, while I'm shelving Heroes, I have a new, genuine interest in trying out some of the mainline games. For an aggressively monetized mobile game to be the thing that finally helped me enjoy the tactics genre, it must be doing something very right. Part of that may be its simplicity. In other tactics games that I'

Pushmo

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Pushmo was always on my radar as an interesting Eshop title, but I ultimately ended up getting both of its 3DS sequels and never actually Pushmo itself. The closure of the Eshop pushed me to finally play it, and like its successors, it's a great mix of puzzles and platforming. I like to think that Pushmo is someone's answer to the question of what would happen if a simple puzzle was made to be the size of a house? Instead of solving these brainteasers with a pencil or a stylus, our protagonist Mallo must push, pull, and climb blocks using his own raw strength. What results is a cute puzzle game that stands out in a genre mostly known for purely logical, flat experiences. Pushmo tells you right away that it isn't going to be like those other guys. Instead of a simple tutorial,  it treats players to a little story that establishes the importance of Mallo solving every puzzle. The puzzles in question are explained to be a type of theme park attraction that little children enjo

Super Paper Mario

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While this may be the game that started Paper Mario 's growing detachment from its RPG roots, it was my personal introduction to the series, so my experience was completely unhindered by any longing for a return to tradition. Instead, what I saw was a clever twist on the classic platformer formula with a heavy emphasis on world-building and storytelling. With this game, Nintendo was able to craft an adventure that feels inspired by the titular plumber's backlog, but that is more than willing to create something new and unique through its world and characters. Super Paper Mario flips the established Mario RPG formula on its head, acting as a full-fledged platformer with RPG elements, rather than an RPG complemented by light platforming. However, it still has the more fleshed-out story that one can expect from an RPG, making this one of the most emotionally engaging platformers that Mario has ever starred in. The main gimmick also plays delightfully on the "paper" a

Panel de Pon

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Originally released in the West with a massive redesign as  Tetris Attack , Panel de Pon was destined to be ignored by me for quite a while. Drop-block puzzle games that weren't actually Tetris didn't really interest me for a long time. It wasn't until I played the Puyo Puyo Tetris demo with my wife that I realized playing Puyo Puyo  (or other similar titles) could be fun too. I still wouldn't actually play Panel de Pon for years after that, but it's thanks to Puyo Puyo that I opted to give this game a chance in the first place. Plus, I can be a sucker for games that only released in Japan. Panel de Pon is pretty straightforward. The board follows the typical rules of a match-3 game, clearing any blocks that match in color and form a contiguous line of three or more, with the game ending if any blocks make it to the top of the screen. As expected, the required block matches don't tend to happen naturally. You are provided with a cursor that is two tiles wid

Mario Kart: Super Circuit

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After just reviewing Mario Kart 64 , this review may seem a bit redundant, but I feel like this game definitely deserves to be reviewed anyways because it is too under-recognized. Jumping right in, I found that it takes a second to get used to the controls, due to the GBA having less buttons than either of the preceding systems with an MK  title, but after a slightly-confusing minute of button fumbling, the game is surprisingly well built for a portable platform! Mario Kart: Super Circuit  blends together the feel of both of its predecessors (being Super Mario Kart  and Mario Kart 64 ), as well as blending the technology of SMK  with the interface and track style of MK64 , making it into an exciting racing endeavor for one player, or four if you can find the Gameboys . The racing action is smooth, the menus aren't confusing, and the game is of the utmost quality. If you can get your hands on it, I recommend playing a few cups! The first mobile Mario Kart game is sure to please!