StreetPass Battle (3DS): COMPLETED!
Finally! After $hlmun attempts at beating the Emperor in the final country, I won! Why did it take so many attempts? Because it’s entirely down to luck whether you win or not.
You see, unlike the previous battles where you can choose how many of each type of army to use, and the order to send them out (and the ability to spy on the enemy to find out what they’re going to send out), the final battle is five random Rock, Paper, Scissors fights. You’ve no way of knowing what the Emperor is going to choose, and each time either of you wins a fight, the other person loses half their entire army. Since the Emperor starts with more than twice as many soldiers as you, you’re already essentially two fights down.
And when you lose overall, so many of your soldiers run away that you have to spend several days racking up StreetPass hits again to replenish your soldiers enough to try again.
Having only managed to win, at most, one of the five fights on every single attempt, my final battle was four wins and a draw, easily besting him. Phew!
No. I won’t be playing the “after game” content. And once I’ve got all 80 plants in StreetPass Garden (I’m up to 75) I can put StreetPass Plaza to rest for a bit and actually play some “real” 3DS games again!
Hyrule Warriors (Wii U): COMPLETED!
I hope my B, and to a slightly lesser extent, Y buttons are OK. In my twelve hours running through the main Legend Mode campaign, I’ve pressed them rather a lot. I don’t think they’re worn out, but not since I played one of those “shooting watch” games have I hit a button so many times. Mash mash mash mash mash.
BBY. BBBY. BBBBY. Other variations, peppered with ZR (bombs, usually) and the odd X to pull off a special attack or (rarely) A to dodge. And block? Blocking is for girls. In fact, I didn’t even realise there was a block until I’d nearly finished the game. Once more, “There’s a block button?” returns. Apparently, pressing R triggers your magic and makes you do fancier attacks for a bit. I used it once, I think.
Sounds repetitive, doesn’t it? But it isn’t. Well, it is, obviously, but it never feels like you’re doing the same thing over and over. You keep being pulled away to rescue or defend elsewhere on the map, or you have to swap secondary weapon to deal with a different foe, or you might need to run away for a bit and find some hearts. Or escort a bombchu. Or take down a massive boss who requires more skill than random button bashing achieves. And sure, you revisit the same locations several times, but the situation is different. Sometimes you’re a different character (and they all perform differently), or you have new tasks, so it never feels like a rehash.
Importantly, it is a lot of fun. Swording/hammering/harping (really) your way through massive swathes of foes, knocking out 10, 20, 50 – even 100 – in one combo will never, ever get old or tiring.
Add to that the collection addiction where you collect weapons and materials that baddies drop to better your defences and attacks, adding new combo moves and perks, and even replaying missions isn’t a chore.
I did spend a little while on the NES Zelda-inspired Adventure mode, both between missions on the main mode and after completing the game, and it too is pretty fantastic. And huge. You’re given smaller missions where you have to defeat only certain enemies, take down a certain number in a time limit, and assorted other challenges, but there are loads of them. How well you do determines which areas of the map you open up too, so you need to perform well rather than just win if you want to open up everything.
Now I’ll work my way through that, while I wait for the DLC, all four pieces of which I’ve already pre-ordered…
Assassin’s Creed: Liberation HD (PS3): COMPLETED!
It seemed very hurried towards the end. Years were skipped. Very little story exposition happened. Events just occurred in quick succession, and I realised how linear this Assassin’s Creed game actually was.
I’d started to suspect a twist at the end, and by the end of Sequence 7-ish I’d realised what it was. The ending threw me, until (spoiler), and the Citizen E thing happened.
Overall, it wasn’t a bad game, but it’s probably the worst Assassin’s Creed title in a long while. Even without the boats. It’s just a shame that it was so short, so linear, and so disjointed, as the actual assassining was enjoyable. The PS3 pad didn’t help either, I suppose.
Mega Man 4 (Wii U): COMPLETED!
And so the steamrollering of Mega Man games continues. Once again, eight evil robots stood between Mega Man and Dr… wait – Cossack? Not Dr Wily? That can’t be right?!
Spoilers: No, it isn’t right. Turns out rubbish Russian stereotype Dr Cossack was merely Dr Wily’s pawn, working for him as Wily had kidnapped Cossack’s Ushanka-wearing daughter (more stereotyping). Tch.
Robot ideas are running low now. Toad Man? Pharoah Man? Dust Man?! Rubbish. Oho! That’s a joke by the way. Dust Man is literally a vacuum cleaner who shoots rubbish at you. Pharoah Man is the easiest baddie of any kind (minion or boss or otherwise) in any game ever created ever, once you use Bright Man’s weapon, which freezes him allowing you to just keep hammering shoot. Also: “Bright Man”? Terrible name.
Mega Man 4 follows three Mega Man trends that I’ve noticed. The first is “add more stuff”. In 4, Mega Man’s Mega Buster has a charge shot. Something I thought he’d always had, until I started this adventure into playing all of the NES titles.
Secondly, Mega Man 4 is even bigger than the previous game. Again. As well as the main robot levels, you then have Dr Cossack’s castle, followed by Dr Wily’s castle.
Finally, once more the game has become significantly easier. Specifically, in the bosses. Ring Man was hard, but every other boss was waaay easier than those in the earlier games. The final bosses were a laugh to beat too. I don’t even think it’s just that I’m getting better either.
Onto 5 then. Scores so far: 4 > 3 > 2 > 1. Nice to see constant improvement, Capcom!
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