Wednesday, October 18, 2017

Top 5 best Horror Games on Nintendo Systems

It's October and you all know what this means. Yes it's this time of the year again. The time of ghouls and ghosts. The time were we are all aching for a good scare. Of course finding such on Nintendo consoles may be a hard, but not impossible. Over the years our favourite maker of game consoles has been home to some pretty terryfying experiences. And no I'm not talking about the Zelda CDI games. Instead I want to take this chance to dedicate this weeks toplist to a genre that often is overlooked between Marios and Links adventures, but is just as important for a healthy console library. At least for me.

So join me in taking a look at the five best Horror games on Nintendo consoles.


5: Clock Tower



It's hard to imagine by todays standards, but the first Clock Tower Game on the Super Nintendo was really terryfying. Even when I played it some years ago, when I was in my mid twenties, I still felt a little bit uneasy. Of course the Graphics are extremely outdated, but hte gameplay still perfectly transfers the feeling of help- and hopelessness.

The Story of the game is quickly told. The protagonist Jennifer and three other children are adopted by a wealthy, secluded living man, named Simon Barrows. After the are brought to his mansion, which is named Clocktower after it's most prominent feature, and Mr. Barrows is nowhere to be found, Jennifer opts to search for him. Shortly after she finds the corpse of one of the other girls and from that point onward, is stalked by a mysterious deformed man with a huge pair of scissors.

Like I said earlier Clock Tower is stil a good horror game, despite its outdated graphics, because it perfectly translates the horror via Gameplay. As with all Point and Click games you only indirectly control Jennifer. But that's not what I'm speaking about. The two main factors that keep the game working even today are Scissorman and how your character reacts to him. Scissorman may look grotesque and even funny at first glance, but the gameplay he creates is truly terryfying. The developers have perfectly incorporated one of the fundamental rules of Horror. You can't fight the monster. If you try Scissorman will kill you. Everytime.
Instead you have to hide or use enviromental traps to momentarly stop him. But here comes the second genious gameplay twist into play. Whenever Scissorman is nearby you enter panic mode. Simpyl said Jennifer is fearing for her life and this clouds her judgement. In panic mode you may trip and generally act slower based on your health.

This all coupled with the extremely open structure of the game with several endings and pathways to take made Clock Tower and instand classic in the Horror Genre with several great sequels, which sadly can't be found on Nintendo consoles.


4: Resident Evil Revelations



While Resident Evil 4 is an excellent game and has claimed it's rightful place in history, it was also the first step away from the classic Resident Evil formula. Of course the end result is one of the best games of all time and most certainly the best Resident Evil game overall, but it can't be denied that it toned down the Horror Atmosphere from previous titles a little. The shift towards a more action oriented franchise started with this title and because we're talking about Horror games here, I wanted to shine the spotlight on another entry. One that brought RE back on track and put down the groundwork for the series excellent resurrection in Resident Evil 7. Of course I'm talking about the first Revelations game on the 3DS.

When the game was first introduced I, and many others, where sceptical. Can a Horror game work on a handheld console? The simple answer is, yes it can. Revelations was one of the first games that really made the 3D effect worthwile, simply because it looked great. Capcom really got everything out of the Hardware and created a gorgeous 3DS title.

But what made the game truly a success was that it perfectly brought back the old Resident Evil theme. The abandoned cruise liner Queen Zenobia is a perfect Horror location. It manages to combine grand setpieces with claustrophobic and dark corridors. But what really puts Revelations on this list is the great enemies they introduced. The T-Abyss Virus infection creates truly amazing monsters, and even though the enemy variety could be bigger, Capcom managed to create truly disturbing monsters for you to fight. And of course you don't fight them in hordes, which helps to keep things rather fresh (and frightening).


3: Eternal Darkness



You can't make a list about Horror games on Nintendo consoles without mentioning this GameCube classic. If you're familiar with the Psycho Mantis Bossfight in Metal Gear Solid for the Playstation then let me tell you that Eternal Darkness is this Boss fight turned into a full game. And also if you're a fan of H.P. Lovecraft and lament his lack of presence in the video game world, then let me tell you that this is a game you need to play, as it's story is heavily inspired by the authors works.

But what is the story? Well just like the rest of the game it's complicated. The main protagonist of the game is Alexandra Roivas, but most of the time you'll be playing other characters which stories Alexandra experiences through reading in the Tome of Eternal Darknss. The Story spans over more than two centuries starting in 26 b.c. up until Alexandras part in the year 2000. It's very well written and deals heavily with the concepts of insanity and cosmic horror. I won't say anything more, just that this game is well worth playing for the great story alone.

But luckily that's not all Eternal Darkness has going on for it. The gameplay is also quite good. But of course the one thing that I have to mention, and central pillar of the gameplay, is the sanity meter. Your characters don't stay unaffected by the Horrors they'll have to face in order to survive. All of this takes a heavy toll on the mind. And Eternal Darkness takes joy in showing this to you. Every time your sanity meter drops lower more and more hallucinations will occur. Thes hallucinations are often character and location specific, so there is a shit ton of them. And the most insidious thing is that they don't ''physically'' affect your character, but they all make it harder to survive. For example a room is now full of monsters or upside down. And of course there are the legendary Fourth Wall breaks like the fake error screen that tells you your save data has been lost and so forth.

Overall Eternal Darkness is a true mindfuck of a game in the best way possible and should be enjoyed by every fan of Horror games.


2: Silent Hill: Shattered Memories



I haven't played Silent Hill 2....
I haven't played Silent Hill....
but I have played Silent Hill: Shattered Memories. And to all of you now saying that this is a remake of the first Silent Hill congratulations. You're technically correct. The best kind of correct.

But now back to the actual game. As stated above Silent Hill: Shattered Memories is a remake of the first Silent Hill for the Wii, but that's not entirely true. It's more of a reimagining of the first game. It has the same basic premise as the first, the main characters search for his daughter, but the plot has been altered as well as new and changed characters. The biggest change, however, is the the new and defining feature of psychotherapy sessions. From time to time you'll enter these first person sessions and answer questions. And the answers you give will then influence the future gameplay and surroundings. This creates an incredibly dynamic game that feels different for every player.

One thing that makes Silent Hill: Shattered Memories so frightening is it's monsters. Or should I say monster? Instead of many differend creatures hunting you this time around it's only one typ of monster. But don't worry you won't get bored of them because just like the rest of the game they are everychanging. Every action you take and every answer you give to the psychotherapist alters their appearance. This ensures that these monsters not only feel very threatening, but also keeps them unique for every player.
And one last thing adds to their impact. You can't fight them. Silent Hill: Shattered Memories is the first title in the series without any combat system. Instead you have to avoid and outwit the monsters your own action have created. And that makes for one hell of a memorable play session.


1: Project Zero 2:



When the Project Zero (Fatal Frame) IP was partially bought by Nintendo I didn't think much of it. A friend had owned the first installment on his PlayStation 2, but we never actually came around to playing it. So when I got a used copy of the Wii Remake of the second game, Crimson Butterfly, I didn't knew what I was in for. What i got was simply one of the greatest horror trips I've ever experienced.

The plot of the game is simple. The Twin Girls Mio and Mayu visit their favourite childhood playspot before it's lost to a damn construction. But the nearby forest had been home to a village a long time ago where the Crimson Sacrifice Ritual was performed. When this ritual failed one day the whole village vanished. Now there is an urban legend that whoever wanders to deep into the nearby woods becomes forever entrapped in the lost village.
I don't think I have to delve any deeper into the story, do I?

But the story is not the part that makes this game so special to me. It's the simple fact that this game has created one of the best atmospheres I've ever experienced in a video game, period. The dangerous beauty of the Lost Village really pulled me in, even with the outdated Wii hardware. And one thing that the developers understood masterfully was how to create a perfect, threatening enviroment. The Ghosts never lose their edge and every encounter had my heart beating. The game doesn't overload you with encounters, but perfectly paces them and keeps you in a state of constant tension. It is a really stressful experience. And that's what makes it so great.


So tell me. What games had a chill running down your spine? Which made you turn on the light at night? Let me know your experiences in the comments.

And as always
thanks for reading

Sunday, October 8, 2017

It ain't over till it's Game Over


It's only three more weeks until we finally get to play Super Mario Odyssey. Even now it's safe to say that it has been a very long time since a Mario Game has created such buzz. Of course every game the (now officially) former plumber has starred in was excellent and from the looks Odyssey will continue this trend, but it's been a while since even non Nintendo Fans looked forward to a new Mario adventure.
Odyssey aims to take everything we knew about Mario, throw it right ouf the window and start completely fresh. And I couldn't be more excited.

Still there was one piece of news lately that got me thinking. Some of you may have heard about it, while others are still blissfully unaware. Don't worry it's nothing spoilerish, so you can continue reading. The piece of Information I'm talking about was revealed by the game director Kenta Motokura.

If you die in Super Mario Odyssey you won't have to worry about your life count. Simply because there is none. So if you die you'll get send back to the last checkpoint and lose ten coins. And even if you don't have any coins left you won't Game Over. Simply speaking there is no Game Over in the game.

We thought about how a lives system would work in this kind of broad, exploration-focused game. In this sort of game, there would be a lot of different restart points. We decided not to use the lives system because it was not an element that was absolutely necessary. We also thought that it would affect some users’ desire to play because, while users who are good at the game would rarely see the (game over) screen that comes up when Mario runs out of lives, inexperienced users would probably end up seeing it frequently.

Now some purists may cry out about this, but let's face the fact. When was the last time you saw a game over screen in a game? Well it was probably Breath of the Wild but just because the words are written on Screen doesn't mean that this is a true Game Over. So let me rephrase my previous question. When was the last time you saw a Game Over have serious consequences? Ahh now it gets more tricky to answer, doesn't it? So today I'd like to take a look back at the history of the Game Over Screen and how it's used today.


Money Please:


To put it simply that was the reason for the Game Over screens existance in the first place. The 80s and earyl 90s were the domain of Arcade machines. Home Consoles had started to grow in popularity, but if you wanted to play the best looking and most impressive games you had to head to your nearest Arcade. In the early days of the industry many games on NES and other consoles were simply watered down ports of the arcade version. That's why so many titles had highscores and simply felt ''arcady''.

So why was the Game Over important for arcade games? You paid to play. Yes just like with todays online gaming, in arcade halls you had to spent your hard earned money to play a round. And it influenced game design, just like microtransaktions do today. A Game Over simply meant you had to start and pay again.


You may have wondered about the classic continue screen many fighting games still have. A countdown is, well, counting down from and you have to press a button to try again. Well in the arcade it worked the same, but instead of pressing a button you had to insert more money. The countdown was there to pressure you into doing so. You don't want to lose your hard earned progress, just because you hesitated for 9 seconds, don't you?

So during those days the Game Over Screen was tied to real consequences, namely losing your hard earned allowance. That's also partly a reason why so many arcade games are hard as hell. Harder games resulted in more Game Over Screens, which resulted in more money.

But with the rise of Home Consoles this started to change. Game Over couldn't have any monetary consequences anymore, so developers had to adapt. Now time lost was the measurement in which you payed for your game over. Which leads us to today.


Back to the starting line:


That's probably still the moste common Game Over penalty, if there is still a Game Over in your games. You simply get sent back to the beginning of the level to your last checkpoint or (in some very old games) to the start of the game. But while this method was quite popular in early days it quickly died down. Simply because it was very discouraging. While in the Arcade you had the chance to choose, pay for the continue or loose your progress, on the home console this choice was absent. This lead to frustrated customers quitting, which in turn lead to the developers gradually reducing the impact the Game Over had on the gameplay experience.

Another fact for the dwindling impact of the Game Over Screen was owed to the fact that games grew more and more diverse. Over the time the simply platforming gameplay, which dominated the early NES days, had turned into countless different genres. And with that new questions arose. How do you implent a ''Game Over'' into a sports game? Or you can't send the player back to the start of your game, if it's a hundred hour long RPG epic.


The questions developers now had to answer was if they wanted a Game Over in ther game and if yes, how could they make it count? Many started to answer the first question with no. Games like Assassins Creed don't really offer a Game Over anymore. If you die you'll get briefly desynchronized before you can start again from a savepoint, which there are many off, meaning that in the end the only time you loose is on the loading screen. Even Breath of the Wild does this. When you attack an enemy camp and fail, you may see the words Game Over written in red letters over a black screen, but once you press Continue you'll start again at the same location.

The Idea is that a death shouldn't frustrate you instead. Instead it should allow you the learn from your mistakes and quickly use your new knowledge to this time conquer the task in front of you.
Game Over truly has become nothing more than some words written on the screen. So the question todays developers have to answer isn't really if they want a Game Over or not, but how much do they want death to count. How much should a death cost you?


To die, or not to die:


The Game Over has always been just the name for the most costly death. A ''normal'' death may send you back to the start of the level, but once you've used up all your lives it will send you to the start of the game. As we iterated the concept of finite lives and the Game Over has mostly disappeared from todays gaming market, but that doesn't mean the concept of a costly death has. But it's easy to make a death cost ''much''. It's not so easy to do this without creating a frustrating experiences for your customer. It's a thin line creating a death system that does punish your players but at the same time encourages them to keep playing your game. Luckily there are two games out there that impented that concept brilliantly.


The first one is Dark Souls (it was probably Demon Souls but I've never played that game. Like with everything in the Game Dark Souls really punished you for your death. Souls are the core currency in the games world. You use them to level up and buy things from merchants. Because of that they're pretty important. Now if you die you loose all your souls and are send back to the last bonfire (savepoint). Now because this would feel really frustrating because you will die a lot in Dark Souls the developers implemented a genious trick. You can reclaim your souls if you manage to come back to the place where you died earlier and pick them up. But if you die again before that they are lost forever. They give you a chance to make up for your mistake. This has two effects. Frist it makes a stressful game even more stressful if you have to get through the deadly traps of Sen's Fortress to reclaim your one million souls near the top, and secondly because of it Dark Souls never feels unfair. You always have the chance to get back what is yours. Another Game that used the same concept was Zombi U for the Wii-U. If you died there you're character would turn into a Zombie and you'd take control of a new survivor. If you then returned to the place your former Avatar had died, you could find him(or her) wandering around the area as Zombi. Now you just had to kill your former self to reclaim all your equipment. But just like with Dark Souls if you died again before that all was lost.

The second one is the predecessor to a game which released the other day. Middle Earth: Shadow of Mordor was kind of a sleeper hit in 2014. The gameplay was an Assassins Creed rip-off, but quite solid and Monolith managed to create a Mordor that was interesting to explore. The hidden star of the game was, however, the Nemesis System. Many of the Orks in Saurons Army did have unique character traits and even without the players input the Army would change. Orcs would fight eachother and rise in rank. I don't want to get into to much detail for this system, but there was one aspect of it that ties into todays topic. If an Orc managed to kill you during your adventure this would have real consequences. Not for the player, you would still get send back to the last checkpoint and could start again, but for the Orc. Not only would they gain scars from the encounter but if they managed to kill you they would then rise in rank and grow more powerful. So as a direct consequences of your failure your enemies grew stronger. This wasn't just a great way to attach a real weight to your deaths, but also served to motivate the player. Finally killing an Orc that managed to slay you earlier is an extremely satisfying feeling.

But how does this all tie into Mario you may ask? Well I talked about this two examples to show that just adding weight to a death isn't enough today. It would be easy for the developers of Odyssey to just implement a life system and if you saw the Game Over just throw you back at the start of the world and delete all your Power Moons, but that would be bad game design and feel extremely discouraging. Death can still have weight in video games, but you need to be the right game for it. It shouldn't be an afterthought, but instead needs to be an integral part of the experience. If it isn't then you're better off simply kicking it out.


But what are your experiences with Game Over in Video Games? Which Game Over did turn you insane? Do you miss a meaningful Live and Game Over System in todays games? Let me know your thoughts in the comments.

And as always

thanks for reading

Monday, October 2, 2017

Top 5 Nintendo Enemies

What is a hero without his villain? It's a widely accepted truth that the nemesis is as, if not more, important as the protagonist of your story. But what is a villian without his henchmen? The upcoming remake of Mario & Luigi Superstar Sage intends to shed some light on that question in the new mode Bowsers Minions. Because even the most powerful evildoer can't do all by himself.
So I'd like todays toplist to be about the henchmen. The everyday evil guys. You may stomp them without a second thougt, but that is exactly their job. They exist as stepping stones for the hero, to elevate him. While the endboss waits hin his castle, they are out there doing the hard work. Everyday.

Not every enemy has to be a fire breathing dragon or an eldritch abomination. Often its the simple everyday enemies that leave the biggest impression. Their simplicity is what makes them iconic. Just like a fancy five star menu is perfect to top an amazing day, but for our everyday breakfast we love to return to the simplicity of our cereals or a simple marmelade sandwich.

So to start this years months of evildoers and villians I want to honor the everyman of evil. The hard working lakey that makes sure it's masters dreams of world domination are realized.


5: Waddle Dee



Kirby is a monster. It's time we all face the truth and accept this cute looking pink ball as the eldritch abomination that he is. An all devouring monstrosity that is never satisfied. Anyone who blocks his path will surely fall victim to the endless void inside his stomach. So to stand against him you need the most fearless and elite of warriors. That's what makes the Waddle Dee all the more impressive. Sadly their bravery is hardly ever rewarded.

As King Dedede guys for everything one can often see them performing mundane tasks, but they are also the first line of defense against the endless pink hunger. Because they don't give Kirby any special powers when consumed they are often spared the horrific fate of digestion and instead spit out as projectiles to kill their friends and family.

As you can see the life of a Waddle Dee isn't an easy one, which makes them all the more impressive. Time and time again they face Kirby with dutiful dedication. They never back down and without them Kirbys adventure simply wouldn't feel whole. And that earns them a spot on this list.


4: Kremling



I love Donkey Kong Country: Tropical Freeze and I can say that I thought the Snowmads to be awesome and unique villians. But let's be honest. Even though they were really great the can't compare with the original thiefs of Donkey Kongs Bananas. The Kremlings belong on this list because of their diversity. These crocodile bastards manage to pull of a militaristic look, crazy scientists and even Pirates. Because of that it felt like you faced fresh enemies during each and every of the three original Donkey Kong Country games. And that's what elevates them above the Snowmads. While the nordic animals had the viking look perfectly nailed down, it's hard to imagine them as anything else. The Kremlings don't share this problem.

So let's talk about, what is my favourite game in the series and among the top five games of all time for me, Donkey Kong Country 2: Diddys Kong Quest. Not only was Crocodile Isle an awesome and creepy location to visit, but the Kremlings adapted too. While they were mostly bland crocodiles in the first title, here they showed just how diverse they could truly be. From the fake legged Pirate to creepy ghosts. They filled the location with life (or in the case of Kackle unlife).


3: Shy Guy



I know that Shy Guys debuted in, what was originally a game called Doki Doki Panic, and of course I know, that this game got turned into Super Mario Bros. 2 for the West. Still the game that really established Shy Guys was the, in my opinion, best game of all time Yoshis Island. Shy Guys, just like Kremlings, show a lot of diversity, while you travel across the Islands various regions. But that is not all there is to them. Shy Guys are part of one of the biggest mysterys in gaming. What exactly are they hiding behind their mask? We know that Luigi got a brief glimpse and it left a lasting impression on him.


Is it a horrific face? Or no face at all? Nintendo probably won't answer the question, but this only increases the appeal of the Shy Guys. And one more thing. Not only are they mysterious, but also some of them show awarness of their role and standing in the universe. While Paper Mario: Color Splash for the Wii-U may not be regarded as a high point for the series, it was still a solid game that showed of the great versitility of the Shy Guys. One of them left a lasting impression on me, and yes it was the one, who has a long and peaceful conversation with Mario on the Sunset Express.


As you can see the Shy Guys are more than their Mask and they definitely deserve a spot on this list.


2: Goomba



And of course the same applies to our next entry. While Bowser may be the King of the Koopas his most iconic servants are without a doubt the small brown walking shiitake mushrooms. Interestingly even though they are the first enemy encountered in Mario Bros. they were the last to be designed. Originally the common green Koopa should fill their role, but early playtesters said that they were too difficult to defeat for a beginner. Becasue of that Miyamoto designed and enemy that could be defeated by one single stomp. And by that one of the most iconic video game henchmen was born.

Goombas are the perfect first enemy. Very easy to defeat, but not completely helpless. And interestingly they have a pretty rich backstory, even though you'd have to look outside of the Mario Jump'n'Runs for that. Especially the first two Paper Mario Games did a great job to flesh out the Goomba race. Locations like Goomba Village or Rogueport show them in other roles as the simple ground troop of Bowsers army. Of course this is, and always will be, their main role, but just like with the Shy Guy on the Sunset Express it's nice to see that there is more to them.


1: Metroid



After seeing the Goombas only on the number 2 spot it was clear that Number one had to be something special. An enemy that managed to surpass all the others with ease. And I'm not only talking about power wise, evne though the Metroid would win here with ease too. No it's the simple fact that no other ''basic'' enemy managed to have the entire series they come from named after them. Goombas will always be part of the Mario Universe, while Kremlings belong to Donkey Kong. But here it's Samus that is part of the Metroid Universe, even though she is the main heroine.

Metroids simply are the full package. They are iconic, unique and formidable foes. In my opinion they even manage to outshine most of the series ''big'' villians, except for Ridley of course. Because nothing is cooler than a huge purple Space Dragon. But back to the Metroids. Not only are they extremely dangeorus, even for veteran Space Warriors like Samus Aran, because of their ability to drain the energy of every living organism, but their immunity to most damage, except freezing temperatures, makes them next to impossible to beat without special equipment.

They were so dangerous that one game is entirely focused on killing every last one of them. And even after that they regularly pop up in the series. For that tenacity the Metroids surely deserve the first place on this list.


But what about you? What kind of enemies are your favourites? Is it because you enjoy fighting against them or are there other reasons? Whatever your answer is let me know it in the comments.

And as always
thanks for reading