Friday, October 14, 2016

Lost & Found: Zelda CDI HD

Hello and Welcome to todays episode of Lost & Found.

This week it's only a quick episode about a cool video I found online. Some of you may know the Zelda CDI games and those of you who don't... you're very very lucky.
These games are infamous for their lack of quality and rightfully so. To put it simply they are horrible. And now some fan on Youtube has recreated the cut scenes of these games as HD remakes.
It's just as horrible as everyone expected.


If you ''liked'' the video you can check out the creators channel here. ''Enjoy.''

And as always

thanks for reading

Tuesday, October 11, 2016

My Top 5 Nintendo Villains

October is widely known to be the month of evil and everything spooky. And because of that I think it's only fitting that today we give the spotlight to Nintendos evil guys. A Hero is nothing without a villain to vanquish and because of that I wanted to give you my Top 5 Nintendo Villains.
As always it's only one pick per franchise. Also the character has to be truly bad. No misunderstood individual or mind controlled ally. But he doesn't need to be the final boss of the game or games he appears in.

Now this list isn't about cool Boss fights or general enemies like Goombas, etc., but only about the presence, feel and threat level of the bad guys.


5: Bowser



I just couldn't do it. I had to mention the arch nemesis of Mario. He may not be the most threatening bad guy, in fact I think he couldn't even threaten a small child, but he is still the first major villain of Video Games. Donkey Kong may have the honor of being Marios first adversary, but instead of just kidnapping one Girl Bowser took it to the next level on his first appearance. Taking over a whole kingdom, transforming its inhabitants into blocks and installing a reign of Terror demands some respect. Even if he was easily bested by plumber, who just jumps really high.

But what also qualified Bowser for this list is his resilience. No matter how many times he fails he always gets up and tries again. He is the eternal underdog of videogame villains. And games that give him a little more spotlight tend to end up better because of it. Mario & Luigi: Bowsers Inside Story is one of the most entertaining and great games on any Nintendo console.

Lastly Bowers design seals his spot on this list. It's just great. Nintendo has managed to create an awesome and threatening look, which still fits perfectly into the colorful world of Mario and his friends. A giant, fire breathing Dragon Turtle, with a spiky shell, horns and fiery red hair just looks cool. It even makes you forget that he is beaten regularly by a 25 year old, slightly overweight plumber. But only from time to time.


4: SA-X



The Metroid Series has many great enemies, but only one has made me feel truly vulnerable and helpless. That is no small task considering that you play Samus Aran. After all she is the most successful bounty hunter in the universe, one of the first badass women in games and and a general ass kicker. But SA-X managed exactly that. There is hardly anything more scary than being faced by a creature superior to you in every way. You just had no chance of surviving against SA-X. At least until its Boss fight at the end of the game.

SA-X, short for Samus Aran X, was created by an X Virus infesting Samus Power Suit. Through that it perfectly mimics Samus at full strength. A Samus Clone is nothing new by this time. Dark Samus has done it too, but there is one thing that differentiates SA-X from Dark Samus and also Mother Brain. While the former two managed to defeat Samus this only happened during Cut Scenes. Both the Battle with Dark Samus at the start of Corruption and the fight against Mother Brain at the end of Super Metroid take the reins away from the player. You can't do anything against the scripted events and are forced to watch them unfold.
The Difference with SA-X is that you still are absolutely helpless, but the game lets you feel that by giving you the possibility to react. You can fight, jump around, etc. but in the end the only chance you have once it has spotted you is to run for your life. This creates situations where you pray that SA-X doesn't spot you. Because you felt its power first hand and not through some cut scene.

Sadly the encounters with SA-X are only few and always happen at the same places. A system where the clone could find you anytime would have been much more interesting. Also SA-X is a pretty flat antagonist. Except for its threatening presence it hasn't much going on. Still it is a enemy that still sends shivers down my spine. And that is why it's number 4 on this list.


3: Lord Fredrik



Now please hear me out before you lynch me for ignoring King K. Rool. I also like the reptilian pirate and his personality shifts from King K. Rool to Kaptain K. Rool to Baron K. Roolenstein are hilarious, but Fredrik was simply the more successful of the two. Yes both have been defeated in the end, but while K. Rool only managed to steal Donkey Kongs Bananas while he slept, Fredrik managed to swiftly take control of the whole Island and chase Donkey Kong and his friends away. That is some large scale invasion followed by a complete climate change.

Fredrik is the boss of the Snowmads, a group of island conquering Vikings from the frozen north. They take over an island, start to freeze everything killing of most natural inhabitants in the process and the move on to repeat the process with the next island. Pretty dark if you ask me.

Also he is an amazing boss fight. I know I said this list wasn't about boss fights, but if a bad guy puts up an amazing fight it doesn't hurt. And Fredrik, especially on Hard Mode, is one of the most intense gaming challenges I've ever faced.

As the threatening presence looming over the frozen Donkey Kong Island he is a well deserving third spot on this list.


2: Hades



If you haven't played Kid Icarus: Uprising let me first say sorry for the Spoiler. And now let me ask you what's wrong with you. After all you have missed one of the most entertaining and great bad guys, not only in Nintendo, but general gaming history. After dispatching Medusa as the main villain of the game Hades takes over and blows you completely out of the water. While Medusa was entertaining in her own right, she was still mostly a standard evil doer. Hades however is charming as fuck, cracks you up and is generally the most entertaining aspect of the game. His countless interactions and back and forth with Pit are simply great.

He is also quite powerful and not even the other gods dare to do anything against him. Without the grand sacred treasure Pit would not stand a chance to harm even one hair on Hades head. This guy even survives a fricking decapitation.

Hades manages something that only a few bad guys can pull off successfully. He is a giant douce, asshole and full on monster, but you still kinda like him. Hell I was genuinely upset after I killed him. That's how entertaining he was. He manages to make you laugh, while you still want to kill him, but a the same time feel bad about it.



1: Ganon



Next to Bowser no other bad guy is as well known as Ganon. Links arch nemesis and holder of the TriForce of Power has time and time again tried to bring Hyrule and the other parts of the TriForce under his control. But what does differentiate him from the King of Koopas? He has succeeded once.

In Hyrule Historia it's revealed that after Ocarina of Time the Zelda Timeline splits into three parts. And one of these timelines, which is home to the original Zelda Game and A Link for the Past amongst others, is created after Link failed to defeat Ganondorf and his triumphant in fully conquering the sacred realm. And this fact is canon. Ganondorf killed Link.
Of course he has been vanquished far more often, but the fact remains that from all of Nintendos bad guys he is the only one, who once scored a lasting win.

Another reason why he is my top pic is his sheer power. Fueled with demonic energies he is the reincarnation of the great Demon King Demise and reincarnates himself to haunt the land of Hyrule for all eternity. He is not only a master of magic, but can only transform into a fearful demonic monstrosity.

This all qualifies Ganon for the top spot, but the last reason comes from my favorite game. I think this game shows us the Ganondorf that is most human. He is driven by a simple ambition that most of us can probably understand. I don't want to say too much about it, instead I'll leave you with a quote from him, which proves why Wind Wakers Ganondorf was the most fleshed out, human and relatable incarnation.

My country lay within a vast desert. When the sun rose into the sky, a burning wind punished my lands, searing the world. And when the moon climbed into the dark of night, a frigid gale pierced our homes. No matter when it came, the wind carried the same thing... Death. But the winds that blew across the green fields of Hyrule brought something other than suffering and ruin. I coveted that wind, I suppose.


Nintendo has created many villains over the course of the years. What are your favourites and why? Tell me in the comments.

And as always
thanks for reading  

Monday, October 10, 2016

Paper Mario: Color Splash Review


When this game was announced in a Nintendo Direct earlier this year the reception was quite mixed. While many were happy about the fact that the Wii-U will get a new Paper Mario, many also criticized the fact that it looked like a continuation from Sticker Star. The direct predecessor was a good game which sold well, but got lots of flak from fans of series because of it's mundane story and simplified gameplay. And while the developers acknowledged the problem it seems Color Splash is following the same principles as Sticker Star. The Question is could they improve enough to satisfy fans, or fail to do so?

At its heart, and that has to be said, Paper Mario: Color Splash is no RPG like the original Paper Mario and Thousand Years Door, but an action adventure with some RPG like elements. If you didn't like this direction in Sticker Star and want a classic roleplaying adventure then this game is probably not for you.

Everyone else can stick around and find out if Color Splash is worth a buy.


Story:


On a dark and stormy night Mario is visited by Peach and Toad. The Princess received a grim message. The lifeless husk of a Toad completely drained of his color sent from Prism Island. So of course Mario and Peach travel there to investigate. Arriving at Port Prism they find the once colorful and lively island drained of its color. Shortly thereafter they meet Huey, a mysterious talking Paint bucket, who serves as this games sidekick.


He introduces Mario to the Paint and Card based combat system after Toad is attacked by a Shy Guy, who drains him of his color via a drinking straw. From there one it's Marios and Hueys mission to collect the six great Color Stars to restore Prism Island to it's once lively and colorful state. Along the way Princess Peach gets kidnapped, shocking absolutely no one.

The Story is well told and in fact I enjoyed it greatly, but it's also very unimaginative. So in that department the trend from Sticker Star continues. Still the story is quite enjoyable because of the great humor and good characters.

Also there are lots of great side stories on your way to the Color Stars making up for the boring main plot. From investigating the paranormal activities in a gloomy hotel, to hunting a treasure island with a group of Toads to repairing a Train and cooking Pizza. There is still a great variety to be found in the different worlds of Paper Mario: Color Splash.

So while the Story department is quite mixed with great and fun side stories, but a lacking main plot, how do the characters themselves fare? Well to be honest it's quite the same. A mixed bag. While many of the characters are fun and unique from a personality point of view, it's the same Toad show that made Sticker Star insufferable for many fans. Once again about 90% of friendly NPCs in the game are Toads only differentiated by their color. This puts a huge dent into an otherwise great set of characters.

The Toads are unique and funny. Many have a quirky personality and generally it's a lot of fun to interact with them. But they all look the same. Maybe one or two of them wear a hat to differntiate them from the rest. But even an important Toad Professor you meet during the game doesn't wear a lab coat or even glasses. No he is simply a yellow Toad seen a thousand times before and after in the game.

The same applies for the enemy forces. The characterization of them is great and especially the Shy Guys are always good for some laughs, but once again you'll only see the same standard Mario enemies again and again.
This fatigues you pretty quickly and you'll start avoiding confrontation soon. Another factor of the game also plays into this, but I'll talk about this later in detail.

The enemies serve their purpose well, but it seems the time of unique and new enemies in the Paper Mario series is over. It's Koopas, Goombas and Shy Guys all the way.

Still if you can live with these flaws you'll have a good time with the Story of this games. And you'll laugh a lot. Color Splash is a game that knows how to make the players laugh or at least grin. There are lots of references and the game isn't afraid of taking itself for a ride. Especially the reaction at Princess Peach getting kidnapped is hilarious.

The Story and characters are a definitive improvement over Sticker Star, but they can't reach the classics.


Gameplay:


The gameplay is following the same pattern as the story. It's a definitive improvement over Sticker Star. The World is once more segregated into different levels connected by a world map. While many didn't like this fact, I didn't mind really. It sill manages to make the world feel cohesive and connected, but of course it can't match a classic RPG style of connected world. On one hand it's nice to be able to travel from one area to the next without having to pass through five other, but it robs the world of some of its charm in the process.


The levels themselves are great however. There are lots of charming details and they truly feel as if they are handcrafted. Also the variety is pretty high and the developers manage to make even the standard Mario themes like desert and lava world interesting.

Mario and all characters are once again 2D cutouts, but everything else is in 3D. This can often lead to slight problems, when you, for example, try to jump on an enemy and miss him. You mostly explore the stages via jumping and hammer swings, but this time Mario also has his Paint Hammer to color the area. The Shy Guys have drained the island leaving lots of colorless spots. Most of them reward you with some Coins or a card, but often this feature is also used to solve puzzles. Draining something of its color works in a similar way as to freeze time. So for example color drained water doesn't flow, but is simply static. You can walk around on it and it won't power water wheels.
For most puzzles the color hammer is your go to way of solving them. You can mark targets, make invisible paths visible or simply paint your path red (and several other colors as well.) The puzzles created by this are often quite clever and innovative.
One of those requires Mario to get a key. For that he has to play a game. The key is handed to one of five identical Toads and then they shuffle around. But no matter how often you choose the right Toad another one will always have the key. So you have to prove they are cheating. This is done by simply marking the Toad with Paint, so that you have prove that he was the one with the key.


This is only one of thousands of small puzzles in the game, and it's quite early on, so I shouldn't have spoiled to much for you.

At the end of a stage you'll find a small Color Star opening up the way to the next one. Some Stages even offer more than one Star and the path branches out quite a bit from the get go. Of course it all leads to the next big Color Star, but at least you have some variety to choose from the way there. Still you can't go too far of the path because from time to time you'll encounter an obstacle that can't be overcome and first needs a big Color Star. I didn't mind this way of gating the game much, because it also gives you a sense of progression.

Now I talked about the Paint Hammer already, but there is one more important tool for solving puzzles and exploring levels. Via press of the Y button Mario can check his surroundings to see if there is a space he can cut out. This is exactly what it sounds like. You simply cut out a part of the background. This way you can insert cards to use or simple get around obstacles in your path. This works only at select places and normally is the only way to progress there. But it's a nice little feature, just not as versatile as the Paint Hammer.

The level and puzzle design in general a some of the strongest points of Paper Mario: Color Splash. There was hardly any stage that I didn't enjoy.

But of course these courses aren't empty. Lot's of Bowsers troops have also taken residence there. On first sight it may look like the battle system from previous Paper Mario titles hasn't changed, but that's not the case. You still initiate the battle by simply touching your opponents. Jumping on them or giving them a swing with the hammer also deals some damage even before the battle starts.
And here is where the similarities mostly end. The battles themselves are still round based, but that's the only thing RPG like about them. Instead of abilities, magic and items all has been bundled into the new card mechanic. No matter if it's an attack with the hammer, a simple jump or a mushroom to heal yourself, all is done via cards. You simply choose the card or cards you want to play (later on you can play more than one in the same turn), color it and flip it into play.
Coloring the Cards increases their potency, but also costs, you guessed it, color. Personally I never ran out of color even though I colored all my cards.
The last part then is the attack themselves. By pressing A at the perfect moment you greatly increase the potency of your attack.
The card system and the battles themselves are Ok for the most part. There is still some tactic involved. For example attacking a Shy Guy wearing a spiky helmet via jumping isn't the smartest decision. But for the most pat the battle system is quite shallow.
From time to time Kamek tries to shake things up a bit by cursing you. This means you can't see the cards you use or are reduced to only six cards for that battle. Also you can't run away. Beating the enemies breaks the curse and rewards you with some extra coins.


So what is your reward for battling Bowsers troops? Not much I'm afraid. First of all there are no levels to gain from that. In fact there are no levels at all in Paper Mario: Color Splash. It's no RPG remember. Instead Mario increases his attack and health automatically after each Boss you beat.
What you get from normal enemies is some paint to refill your hammer, troop cards and tokens that increase the max amount of Paint your hammer can carry.
Troop Cards allow you to summon those troops as temporary allies in fights, but I never found them to work that well. Sometimes the troops will simply run away and during bigger fights they often switch sites. All in all the rewards are often not worth the hassle and that makes the fights quite tedious after a while and you'll start to avoid them as much as possible.


The Cards themselves can be bought and sold at the Shop in Port Prism or found in the stages. While most cards cover a wide variety of standard moves or objects from the Mario Universe, some are pretty unique. These so called Thing Cards are created after finding unique 3D Objects and squeezing them. These range from Washing Machines to Fire extinguishers all the way to a simple turnip. Thing Cards are used for two purposes. Many Boss enemies can only be harmed after using one of those cards. For example you first have to extinguish the flames of Mortons Hammer before you can attack him.
The other usage is to solve puzzles in the stages. Some of the cutouts you find have the shape of a card and you just have to insert the right card. If you want to set sail you'll need wind. And if there is no wind you simply use the fan card you found earlier.

All in all the card system isn't bad, but it needed some more depth to be truly engaging.

The greatest strength of Paper Mario lies in it's varied level design and the exploration. So what are your rewards for this? For completing a level 100%, which means coloring all colorless spots hidden there, you'll unlock the music of this level in the Port Prisma Museum. Apart from that you can gift them cards for their collection which unlocks several concept arts.

Apart from that the game offers some side activities. Across the map you'll find eight arenas for Rock-Paper-Scissors. These get you a ton of coins for beating them and after that you may challenge one of the eight Masters to a fight. If you win again you are rewarded with a special Troop Card. One of the eight Koopa Kids.

From time to time a Shy Bandit appears on the map. He will mark one of your already completed levels and start draining the color. Beat him in time to save your progress or else he will drain all the color from that stage, forcing you to do it again if you want the 100%. This guy can be quit infuriating from time to time because it can happen that it's impossible to reach him in time. In that case closing the game and restarting is your only option if you don't want to complete the level again.



Presentation:


The presentation is by far this games strongest point. It looks simply phenomenal. Nintendos development studios have mastered HD development perfectly. Everything in the game has a handcrafted feel to it. It's full of details. Everything in the stages looks like you'd be able to create it yourself at home with paper, talent and time. And that is the highest praise I can give this level. Also the visual variety in the levels is great. Intelligent Systems managed to make even standard Mario locations, like the desert and lava world, look unique and memorable.
From a technical standpoint I didn't have any problems with the game. Everything is smooth and I didn't find any bugs or stutters.


On the music front this games shines even more. Nearly every stage has a unique track an I haven't found on that I didn't like. The sound is used perfectly to enhance the atmosphere. Especially the theme of Treasure Island is great and would feel right at home in any Monkey Island game.
The sound team proved that they're able to create a wide variety of tunes, which all still feel quite Mario.

Generally music and looks are this games strong points.



Conclusion:


Paper Mario: Color Splash may not be the game fans wanted, but it is still a very good title for the Wii-U. I enjoyed it a lot and if you like adventure games with a focus on puzzles and a unique look, then I'm sure you'll do the same. The game has some obvious shortcomings in the gameplay department. The combat is rather shallow and not really worthwhile. And robbing the game of most of its RPG elements did more harm than good. But on the opposite the game looks amazing. It's fun exploring the locations, which have a lot of thought and love put into them. Also the humor and characters of the game are great, which, sadly, makes the endless horde of Toad NPCs hurt the enjoyment of them all the more. Characterwise they are very unique, but they still all look the same.

The Story is in a similar boat. It's told very charmingly and is well done, but in the end just your standard Mario Story, like you've heard it a thousand times by now.

All this is held together by the great look of the game, which proves again that Mario games and HD belong together.

All in all it is a good game full of wasted potential.


Conclusion (One Sentence):


Paper Mario: Color Splash is not the game fans wanted, but still a good and enjoyable game filled with wasted potential, that looks phenomenal and plays fine.

Wednesday, October 5, 2016

Why aren't you afraid?

Fall is probably my favourite time of the year. The days grow shorter, the leaves turn red and the whole world slows down a little after the heat of the summer. It's also the time of horror. Not only because of Halloween, although this plays a large role, but also because of the atmosphere. Around here it's the time when the mountains are often swallowed in clouds and sunny days grow sparse, which creates a nice eerie atmosphere. So naturally October is the month were many horror games and movies are released to capitalize in this. It's also the month were every Blogger and Youtuber starts to do spooky toplists and so forth. And I don't want to miss out on that fun.

So what is on todays menu? Well I gave it a lot of thought, and today I would like to talk about the what kills Horror. Because this has been a prevalent theme in many games of the last couple of years. They lost sight of what is important to create a truly frightening atmosphere. But what are the exact corner stones of this lack of Horror in many modern games? Why do many move away from the classical Horror Territory and more into something I would call Terror Games?

A good example for this is the Dead Space series. The first game was stellar. One of my favourite horror titles of all time. The industrial setting of the Ishimura combined with this outlandish design of the Necromorphs created a dense atmosphere. The game did an excellent job of keeping tension high without putting in constant stress. Dead Space expertly understood how to create quite and peaceful moments, which made everything all the worse. This was sadly abandoned in later titles, with the third becoming nothing more than a cheap Gears of War knockoff with cool monsters to shoot.

A Terror Game puts you under constant stress, but hardly makes you fear for your life, while in a Horror Game even the silent moments feel threatful.

So now that we have distinguished these two types of games, let us focus on the classic horror games and what kills them. Apart from focus testing and overbearing publishers of course.



Bigger is not always better


Our technology is always improving. Just take a look how far video games have come in the last 20 years. From the first ground breaking 3D adventure of Mario to the incredible world of Witcher 3. New and better technology also allows game designers to create the worlds they've always dreamed of. It removes the boundaries and shackles that restricted world building in the past. And while this may sound like a great development, and for many games it is, for select genres boundaries are what makes them work.

Grand set pieces may look impressive, but they are among the worst things you can do for your Horror game. There is a reason why the classic Horror locations are Insane Asylums, Hospitals and so forth. Horror needs small and contained spaces.
Creating a huge set piece may allow you to flex your graphical muscles, but it also dampens the threat of your game. If you have a great view distance and a big, open location, you create the feeling that there is plenty of space to run. It dampens the urgency.
On the other hand if you can't really tell where you are running, because the corridors of the old hospital are full of twists and turns, it creates a much more threatening and dangerous atmosphere.

To be fair this is a problem that hasn't been to prevalent, but several games like Resident Evil 6 or Dead Space 3 still fell victim to it. Of course these games had other, bigger problems, but this was one of the final nails in the coffin.

Horror needs tight and confined spaces. The player needs to have the feeling of being trapped, not knowing what comes next. That is why P.T. worked so well. It was just one small corridor. Nowhere to run and nowhere to hide. 


Still grand setpieces can work in Horror games. Just take a look at Dead Space once again. The Ishimura is huge. But she has hardly any large open spaces. Even though you're in this gigantic space ship, often you feel like a tuna trapped in the can.


I have the Power!


Often times Video Games are power fantasies. And why shouldn't they be? Nobody wants to play a simple farmer during the thirty years war, who is killed of by invaders. I want to be Batman. I want to be a monster killing Witcher. But for Horror Games this rule needs to be inverted. Playing a muscle bound soldier equipped with more weapons than even a horse can carry is pretty high up there in killing any kind of Horror atmosphere. Yes I'm looking at you Capcom and Chris Redfield.
But even if you're not a trained Special Ops soldier many games make it to easy to fight back. If you can defeat the threats before you, there is hardly any reason to be scared.


A good example of this is Resident Evil 4. While it was the game that started the transition of the series into a more action focused franchise it also still had it's share of good old Horror. Munition was sparse and often forced Leon to seek the direct confrontation with his enemies. And here lies the problem. The kick and knife combo was just to good. Being able to kick enemies to the ground and then knife them into oblivion took away the danger from many human enemies in the game.

Horror games need a basic level of helplessness to function. But it is a thin line to wander between overpowered and completely inept. A game that does this well is Amnesia: The Dark Descent. The player has no way of fighting against the Gatherers. Even looking at them is harmful, as it decreases your sanity. However there are loads of ways to outsmart the monsters. This way you still allow the player to feel helpless without treating them like a drooling idiot. It allows the player to actively participate in the game and interact with it instead of relegating him to a kind of spectator, whos only job is to run away.

Allowing the player to fight back effectively starts a process which slowly kills Horror. It allows the player to grasp the threatening situation. It allows him to understand it because it allows him to rationalize it. And once the player reaches that stage the Horror is over.


The Same Procedure as every room


And now for the last and most important point. But first let me start with a quote.

“The oldest and strongest emotion of mankind is fear, and the oldest and strongest kind of fear is fear of the unknown.”
H.P. Lovecraft

That is the reason why a Zombie game won't ever be able to scare anyone anymore. The constant overexposure to these creatures has made us indifferent towards them. They have been done to death.
This is also why so many people feel uneasy when swimming in open waters. The unknown things that are beneath you. It let's our imagination run wild.


Now what wider implications does this quote have for Horror games in general? Well it's quite easy. The moment something becomes familiar it loses a lot of its threat. Let's take the Shrine Maidens from Project Zero (Fatal Frame): Maiden of the Black water as an example. The first time you encounter this ghosts it's in a dark cavern filled with waters. They rise from their box shaped coffins, where they spent the eternity holding back the black water. It's a very threatening scenario and the water slows you down further. This creates an atmosphere where you feel helpless and vulnerable, even though you have means to fight back. Now repeat this. And repeat this. And repeat this. After the sixth or so encounter with a Shrine Maiden I started to yawn, whenever they appeared. I knew how the fought and I knew how to take them down effectively. The unknown became the familiar and the Horror died.

In that regards one of the worst things you could do for your horror game is filling it with standard enemies. Keeping encounters few, but unique is a better, but also more time consuming way in creating a horror video game. It is a race, where the creator has to be always one step ahead of his players. Never let them grow accustomed to their surroundings.

That is why shorter Horror Games work so well. They are easier to create and highly effective. But if you want to create a longer, more in depth, horror game make sure to keep the players on their toes.


Our constant exposure to media and all kinds of horror movies, films and stories makes it harder to create this feeling of the dreaded unknown. Maybe that is one of the reasons why many creators opt for the way of Terror. It's easier to create and the high stress situations create a similar adrenaline rush.

Horror is a incredible art form. It's they way of playing with your expectations, making them feel helpless and alone and creating and atmosphere of pure dread, that I enjoy so greatly. I think the gaming industry is big enough for both kind of games. The stressful terror and the dark, silent and eerie Horror that creeps up on you.

In any way what are your thoughts on this topic? What kills Horror for you? And what Horror games do you greatly enjoy? Let me know in the comments below.

And as always
thanks for reading

Tuesday, October 4, 2016

My Top 5 Haunted Places in Nintendo Games

October has finally started and like all good Blogger, Vlogger and Youtuber out there I'm going to devote this month to everything spooky and supernatural. So for today I welcome you to join me in visiting the top 5 haunted places in Nintendo games. Now this list isn't about the darkest or scariest places, this will come later, but the most haunted. So if you're faint of heart you probably can stick around.

But before we start let us lay down some simple rules. Only one place per franchise and the location has to be haunted. It's not enough if there is just a spooky or dark atmosphere. The area has to be inhabited by actual ghosts.

So now without further ado, here are the five spookiest areas in Nintendo Games.


5: Chozo Ruins



The Metroid Games aren't really known for the supernatural. Samus explores several alien planets on her journeys, but only once is she confronted with inhabitants of the afterlife.
The Chozo Ruins in Metroid Prime are the leftovers of the once prospering civilization of Talon IV. Now they are overrun with vermin, poisonous plants and beasts from the near overworld. While most Chozo left the planet after the leviathan infested it, some remained and withered away with their world. The ghosts of these last Chozo now haunt the ruins and make Samus life quite stressful.

Their ability to turn invisible (unless you have the X-Ray Visor to track them) coupled with high durability and strong attacks make them one of the most formidable enemies in the game.

Sadly they only inhabit specific rooms, which takes of some points in the spooky departments. Ghosts bound to a specific area are not too scary and can be easily countered. And that is why the Chozo Ruins only place last in this list.


4: Lavender Town



No list about ghosts in Nintendo games is complete without this town. Lavandia is THE ghost town and source of several well known Creepy Pastas. It's the place where Pokemon are buried after all.
Pokemon is a fun and happy go lucky game, so Lavandia is a strong contrast in that sense. Suddenly realizing that even those happy Pokemon one day have to die, is quite the somber feeling. Of course the music doesn't really help shaking that feeling. The Lavandia Theme is easily one of the creepiest music themes in existence. Just listen to it for a short time and then tell me you don't get an eerie feeling from it. Especially when you're alone at home during the night.


And the place is extremely haunted of course. In the first generation it was the only place where you could catch ghost Pokemon, which, on second thought, is extremely dark. Just think about it. The Pokemon Tower is a place where people go to bury their deceased Pokemon. And then you waltz in an capture the ghosts of those deceased Pokemon. Maybe you even caught the spirit of your rivals dead Raticate. And then you used it against him. You monster.


3: Ghost Ship



There are several haunted places in the Legend of Zelda Series. The Kakariko Graveyard is a good example, as is Ikana Canyon in Majoras Mask. But still none of the can beat a haunted Ghost Ship sailing the Great Sea for all eternity. The background to this Ship is spooky enough.
There was once a man, who watched the Ghost Ship and charted it's course. He created a map, which helped tracking the Ghost Ship, as it showed where it would appear on each night. Once the man finished the map he died.

The Ship itself is a classic ghost ship. Once you get near it, the sky darkens with heavy clouds and a ghostly music is heard. However without the Map Link isn't able to enter the cursed ship, as it will simply fade away and reappear in the distance.

Sadly the interior of the ship isn't to spooky. There are several ghosts for you to fight, but apart from that it's just a differently textured submarine interior. Except for one thing that freaked me out as a kid when I spotted it for the first time.



2: Haunted Hall



And now for a haunted place that is truly scary. From the music to the scenery to the enemies this place really freaked me out as a kid. And even today the familiar tune sends some chills down my spine. In the midst of foggy and enchanted forests this haunted Hall would feel right at home in any horror game. The background with it's old and rotten bookshelf sets the tone for what is to come. And if the laugh of Kackle once he gets you didn't at least sent shivers down your spine then I congratulate you your nerves of steel.

The level itself is a chase where every second truly counts or else the ghostly inhabitants of the hall will claim your soul. Well maybe it's not that dark, but in my mind that was exactly what took place whenever the ghostly Kremlings got either Diddy or Dixie.

For me haunted hall is a true testament that you don't need hardware power or cutting edge graphics to create a threatening atmosphere. Whenever I play this level I can't help but get excited. My heart starts to race. Haunted Hall is a stressful level, but in a very good way. It's Terror, it's creepy and it's spooky. Perfect for this time of the year.


1: Luigis Mansion



And my top pick for this list, without any competition, is the manor from the original Luigis Mansion. While the I also considered the Ghost Houses from Super Mario World for this spot, in the end there was only one true choice.

The Mansion from the original Luigis Mansion is just filled with so much details and most importantly ghosts, I had to make it number one. The thing that elevated the original mansion above the ones from the second game is also the fact that it is packed full with unique ghosts. And while the five Boss ghosts from Luigis Mansion: Dark Moon are more entertaining to fight, they also have a lot less character than the original 23.

The Mansion fulfills all creepy cliches in a good way and also surprises you with several unique rooms and ghosts. And even though the graphic style is quite colorful and the ghosts are hardly scary, the spooky atmosphere can catch you off guard from time to time. Especially in chapter three when all of the electricity runs out. Navigating the familiar rooms and corridors in pitch darkness is quite spooky.

All this makes Luigis Mansion the well deserved number one spot on the list of the most haunted Nintendo areas.


So what are your thoughts on this? Are you a fan of everything spooky, scary and creepy? Or do you prefer to stay in the light and ignore the darkness behind you? Anyways let me know in the comments.

And as always

thanks for reading

Saturday, October 1, 2016

Lost&Found: Super Mario 64: Last Impact

Hello and Welcome to todays episode of Lost & Found.

Today I have another fanwork for you. And this time we go even further into the past than last time. 20 years have passed since the release of the groundbreaking Super Mario 64. And now after 20 years we get a second part. Well it's not from Nintendo and it's ''only'' a fan modification, but judging from the trailer and the time I've already spent with the game it's a good successor. I definitely have fun playing it.

The game offers new enemies, power-ups, levels and 130 stars to collect. Also Yoshi is playable this time and doesn't just hang around on the rooftop.
All in all it's another showing what fans can accomplish and it should make the creators of the original proud, but I don't think Nintendo shares my vision. So you better grab the game as long as it's available.

Download

And here is the release trailer for the mod, giving you a good overview about what you can expect from the game.


and as always
thanks for reading