Azure Striker Gunvolt (3DS): COMPLETED!
Aside from a couple of bosses, and the “water chasing you up the tower” level (which I realised I was doing wrong – you can wall jump and fall slowly when you’re sparking), I managed to get to the penultimate level of the game without too much trouble. Then I hit a wall.
A SuckySuck Bit(TM) wall. That’s right folks: a boss rush.
I suppose I was expecting it. After all, Gunvolt isa follow-up of sorts to Mega Man, and Boss Rushes are a Mega Man cliché. And it was hard, too. After scraping past the first boss, there was a second one. I was praying it was just the two, or at least that there’d be a restart point after the first, but no – straight into the second boss without so much as a heal or recovery of your skill points. So I died.
And I died a lot. Over and over. Mostly on the second boss (the green one with the spikes that turn into drills or lasers). I decided to go back and complete a few earlier levels again, to level up (I went from about 24 to 35 in the end) but also to get material to generate better gear for Gunvolt – such as faster EP recovery or better shielding. After that, I returned to the boss rush and seemed to be faring little better.
Then, on one attempt, I beat the second boss with a tiny sliver of health left, no skill points, and no chance at all of defeating a third boss. Please don’t be a third boss. Oh. There’s a third boss.
Thankfully, somehow, I wiped him out in double-quick time. One skill point regenerated soon after the fight began and I used it to replenish some health. Luckily the boss was the one who creates columns of fire on either side of the screen, and he was really easy. Phew! But… a fourth boss?
No. Well, yes, but not before a restart point. And other boss after that, again with a restart point that went unused as they were easy. Onto the final level!
After a short corridor and a room with loads of simply to defeat minions, it was the final boss. Who was really difficult. It took many, many attempts to see him off (then of course, I realised all I needed to do was use my EV shield to negate his shield, making him much easier) and he changed form into a huge robot thing. Sigh – another Irritating and Unnecessary Gaming Cliché. More so in that he appeared to be impossible to beat, and one attack (which blows you off the platform seemingly with no way to avoid it prevent it) was incredibly frustrating.
Many attempts, requiring the previous form to be beaten again first, were had, and then I realised the “trick” – target the left and right sides of the robot, then use your EV shield to negate his shield in the middle, then target that, then spark all three targets at once. Knowing that, he went down quickly. The end!
Except the end wasn’t a happy end at all. Spoilers, obviously, so I won’t say what happens, but I think you need to do something before the final boss. Probably involving collecting gems, of which I think there are six, and I stumbled across one. More to do then!
Azure Striker Gunvolt is a fantastic game, and I’m pleased they’ve announced a sequel already as I do really want to play more of this sort of thing!
Super Mario 64 (Wii U): COMPLETED!
Look, there’s not lots to write about this that I’ve not written before. Super Mario 64 is one of the best games ever made, on any system, ever. That’s just a fact, and playing it through again did nothing to dissuade me. Of course, I’m still not sure if Super Mario 64 is better than New Super Mario Bros U, or if it’s the other way round, but I can be sure the two of them are at positions 2 and 3 in The Best Games Ever.
The Wii U Virtual Console version is barely different to the Wii Virtual Console and the N64 original, but the graphics seem a little sharper (probably only because it’s now HDMI rather than any changes Nintendo have made) and of course the buttons have moved on the Wii U Gamepad. I moved A and B to B and Y though, so it’s more like an N64 pad, and didn’t have any issues – it feels just the same as it did before.
One addition is the availability of save states, which was useful as I didn’t need to pause the game for hours if I needed to do something else. Oh, and you can take screenshots now, obviously.
Is it just me, or is the game now significantly easier, though? In particular, on previous playthroughs, I’m sure I struggled on at least one of the Bowser levels and getting 100 coins on Rainbow Ride in the past, but no such issues this time. In fact, I’ve had very few deaths at all, all things considered. Maybe I’m just a lot better than I thought. Yes. That’s bound to be it.
Even after nigh on 20 years, Mario 64 is still gorgeous to look at, listen to (the tunes are probably more memorable that pretty much any Mario game since – or any game since, perhaps) and play. The controls are slick, Mario leaps and flips and dives in a fluid way no other game, not even later Marios, has ever managed. It’s an utter joy from start to finish.
Shadow of Mordor – Completed
I completed the Lithariel missions & then continued on with the main quest with the Lord of Mordor. This mission has you controlling your warchiefs to take down a large army or Uruks & Black Captains.
You then arrive at the Tower and a twist in the plot reveals more about your return & control. You then have to defeat the tower which is an odd fight because I found it very easy with stealth attacks. The last mission Mordor in Flames has you attacking The Talons of the Black Hand which are more powerful captains, luckily all my branded warchiefs survived the previous mission & where on hand to help me take down these captains with ease.
You then finally meet the Black Hand and after some cut scenes are treated to a quick-time section upon completion the Black Hand is defeated. Very disappointing last boss fight way too easy & boring. The Hammer fight was far more enjoyable & challenging.
Anyhow after 40 odd hours, Shadow of Mordor completed. Next CounterSpy.
Box Boy! (3DS): COMPLETED!
A black and white puzzle platform game for under a fiver on the eShop by the people that made Pokemans? That can’t be good, surely?
Until I saw a video of it, and there was something about the simple style that piqued my interest. The way you solved the puzzles, by making boxes that link together, seemed unique. On paper, it sounds like Sokoban (Irritating and Unnecessary Gaming Cliché #2), but it’s really totally different.
Your little box, Box Boy, can produce a number of boxes that are joined together. How many he makes varies by level, but he can create stairs, bridges, hooks and so on from them. He uses these boxes to get across gaps, up ledges, over hazards, push switches, hold back danger, and so on, in many, many different ways.
What’s really clever about the game is that every world (with about 7 levels in each, with each level containing a few separate puzzles) a new element is introduced, and then binned until the final worlds. For example, “sticky” pads on walls that you or your boxes hang from, or platforms that vanish when you stand on them, or conveyor belts. They’re all added to the game, used a few times, then thrown away and replaced with something else. It keeps the game fresh and varied from start to finish.
Of course, the final few worlds (and some of the bonus worlds you unlock after completing the game) mix them up and put several of these mechanics together, some in new ways.
I’ve completed all of the normal levels, and all of the first batch of bonus levels (three worlds worth), and unlocked another two bonus worlds. There’s also a challenge mode and a time attack mode, which I’ve briefly looked at but not really dipped into yet, so there’s still a lot to be done.
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