Wednesday, January 31, 2024

Bomberman Retrospective

Bomberman is such a fascinating series to me because it's not like it's some super prolific and popular gaming franchises. Not many of its games sold super well, it frequently garnered mixed reviews since critics only liked the multiplayer, and not many people seem to talk about it. And yet, somehow, Hudson Soft was able to put out over 60 Bomberman games, ranging from mainline entries to spinoffs to party games to racing games. For a while, Bomberman was on par with Mario and Mega Man when it came to the sheer quantity of games it was getting. And since I happen to have played a pretty sizable chunk of Bomberman games and since I personally adore the series, I wanted to go over Bomberman's impressively long history and see how the series has evolved and changed over time.

This is an update to my original Bomberman retrospective, which I found somewhat inaccurate since I have played a few more games and changed my perspective on some of them.

Bomberman: Humble Beginnings

For your average gamer, the first Bomberman game is one of the most iconic entries in the series. And for your average Bomberman fan... yeah, this game is kind of weird? Bomberman as a character wasn't even really a thing yet, he's just a transformed human in this game. Being an arcade game, it's pretty light on content too. There's no multiplayer yet, and the only proper gameplay loop was to bomb every enemy in identical large arenas before tediously bombing every block to find the exit. I just find the first Bomberman game to be really boring and repetitive due to how basic everything looks and how overly large the stage design is, it very much feels like "first game syndrome" in its purest form. Despite that, however, Hudson Soft definitely struck some kind of gold with the concept of Bomberman, gameplay-wise. Timing your bomb drops, setting off chain reactions, the satisfying feeling of slowly becoming more powerful as you get more upgrades, and the risk of losing it all upon getting hit are all here fully formed. It's just that the game around those mechanics needed to be a bit more fleshed-out and engaging.

Bomberman '90: The Series Finds Its Identity

Eventually, Hudson Soft would release their first console, the PC Engine, which was set to rival the NES. As you'd expect, Hudson would want to release a Bomberman game on their big next-gen system, so '90 feels like it expands upon everything from the original game. The weird mishapen human of the original has been replaced by the cute oval-headed bot we know and love, and even the professor and his lab are introduced right in the first cutscene. The game is split up into multiple worlds each with different aesthetics and music tracks, and there's even boss fights (albeit not very good ones) at the end of each world. The soundtrack takes the very simple loop of the first game and expands it into a bunch of melodies that would become iconic mainstays within the series. And on top of all of that, there's a Battle Mode now! It's pretty basic, as there's only one arena and it's multiplayer only, but it's still a step up. While Bomberman '90 still had some rough edges here and there, it can feel a tad repetitive and slow, it's a wonder how much Hudson managed to nail in their first true attempt at making a console Bomberman game.

Bomberman II: A Brilliant Sequel

Bomberman II for the NES is genuinely brilliant. For starters, I love how the title has multiple meanings. Bomberman II works perfectly as both a sequel to the original arcade game (which got a port to the NES), and as a sequel to the PC Engine reboot. And since the PC Engine wasn't super successful in America, I'm sure a lot of people here jumped straight from the arcade original to II, and the gap in quality is massive! Bomberman II is an incredibly confident game that refines the formula 90 had established even more. The battle mode is still multiplayer-only, and the bosses are gone, but the game feels a lot faster paced. Bomberman moves quicker, the game doesn't drag on as long, and it's the first game where you really get to feel overpowered as you accumulate a lot of power-ups. Bomberman II also improves in terms of the overall presentation. The story about Bomberman getting framed and put in prison is so silly and charming, and instantly makes for a super memorable premise. And the soundtrack is easily one of my favorites on the NES, really using the console's chiptune to its absolute fullest. I love how the first level theme starts exactly like the theme in the arcade original, but suddenly erupting into the extended melody that '90 introduced. Bomberman II is one of my favorite NES games and one of my favorite Bomberman games in general, it feels so refined, breezy, and polished.

Bomberman 93 & Super Bomberman: Refining The Formula

From here on out, Hudson Soft were really settling into the formula that Bomberman '90 established, with the next two mainline games refining it increasingly further. Bomberman '93 for the PC Engine introduced a bit more variety in the way the levels were laid out, and amped up the boss fights to be far larger-scale encounters. The multiplayer was expanded upon too with multiple arenas and the ability to bring in CPUs as opponents. Soon enough, we also got Super Bomberman, the first of several Bomberman titles on the SNES. The Super games would often reflect the state of the series at the time, and as such, Super Bomberman pretty much just further refines the formula. It lacks the larger and more complex levels of 93, but it introduces more weird level gimmicks like invisible walls and a world entirely based around fighting other Bombers. Like Bomberman II to 90, Super feels a lot polished and brisker-paced than 93, and the multiplayer feels even more accessible. The last four games have all been pretty consistently great, but it did feel like it was starting to become time for a change.

Super Bomberman 2: On Another Level Entirely

Super Bomberman 2 does a lot to shake up the Bomberman formula in ways I personally really like. I feel this game is a bit divisive within the fandom because of how different it is, but Super 2 is actually a Top 3 entry in the series for me. Instead of being a combat-focused game about bombing all the enemies in a room, Super Bomberman 2 feels more like a puzzle game where you have to make it to the end of a level, carefully using your bombs to activate and manipulate all sorts of contraptions to get you to the end. It's honestly really tough and unforgiving, which is why I think some people aren't huge on this game, but I think the increase in level gimmicks, puzzle-heavy level design, and stronger sense of progression makes for a more engaging and less repetitive main campaign. I also adore the bosses in Super Bomberman 2. It feels like Hudson Soft knew that the Bomber-on-Bomber fights in Super was one of the best things about that game, so now every boss fight has you fight a Bomber face-to-face before they hop into a giant mech for the second phase. It's the best of both worlds, you get a close-up bombing match and a gargantuan foe to dismantle in a single boss fight. On top of all of that, the multiplayer has even more unique stages and fleshed-out customization, the spritework is the best out of all the Super games, and the uniquely funky soundtrack by Yasuhiko Fukuda is one of my favorites in the franchise, all adding up to a nearly perfect Bomberman experience in my book. 

With Super Bomberman 2, it really feels like the series is starting to reach its fullest potential... It's just a shame about what happens next...

Bomberman 94: A New Formula... And Why I Don't Like It

Around the same time as Super Bomberman 2, we also got Bomberman '94, the last mainline game on the PC Engine. Bomberman '94, which also got released on the Genesis as Mega Bomberman, would drastically change up the series' formula, in ways both good and bad. See, the gameplay loop in '94 wasn't to clear a room of enemies or get to a goal, instead you had to destroy four points across the arenas before collecting a shard in the center. Get all the shards in a world and combine them, and you'll be able to fight the boss. 94 does make a lot of notable improvements. The arenas are more diverse in shape, there are unique level gimmicks like minecarts, the enemy variety has been improved, and you even get a mount named Louie that can serve as a second hit. That's all fantastic stuff and for a lot of people, it marks Bomberman 94 as a big moment of growth for the series. However, I unfortunately have my gripes with 94's core structure compared to its predecessor.

Whether you have to fully clear a stage or solve a tightly-designed linear puzzle, all the previous Bomberman games encourage you to fully make the most of each individual level. In the Mega formula, all you ever need to care about are those few specified points and actually engaging with enemies is useless unless they're blocking your path, meaning you're incentivized to avoid enemies entirely and make it through the levels as fast and efficiently as possible, which just feels wrong and underwhelming for Bomberman. 94/Mega does try to mitigate this, however, by putting you in more claustrophobic arenas by the end of the game, but I still don't find it ideal. However, I still overall enjoy 94 even if I find it to be a bit of a step-down compared to the last three games. The more interesting level design, Louies, and more-fleshed out multiplayer still make for a good time even if the first half can feel somewhat underwhelming.

However, that wasn't it for the Mega formula, as Super Bomberman 3 would also take after '94. It's not a full-on port like Mega, but it does reuse a lot of the same assets, and I think it's probably the weakest Super game as a result. Unlike 94/Mega which had more varied arena shapes that made the most of the game's mechanics, Super Bomberman 3 drops the level gimmicks and sticks to static, square-shaped arenas, which makes it even easier to avoid enemies. In addition, while the sketchier artstyle of 94 felt right at home on the PC Engine, it feels like a big downgrade coming off the heels of Super Bomberman 2's beautifully detailed spritework. Super Bomberman 3 obviously isn't all bad, the soundtrack is phenomenal and it probably has the best multiplayer to date, but it marks a bit of a drop in quality for the Super series.

Super Bomberman 4-5: The... Weird Ones

Super Bomberman 4 is an improvement, though. It reverts back to the "kill all enemies in the room" structure while keeping a lot of 3's other changes. The artstyle is still flat and sketchy (which I'm still not a fan of), but the mounts are back, and the game also introduces caged Bombermen who you can free to help you out in that level. But the real improvement in SB4 is in the level design, which takes advantage of the game's time travel premise to throw in a bunch of weird level themes you've never seen before. While the arenas are still static like in the previous game, they're also feature a lot of gaps and multiple levels to keep things feeling varied. SB4 still isn't really on par with 2 or even 1 for me, and it can feel a tad samey at points, but I think it's a big step up for the series and a far riskier and weirder title than its predecessor. Interestingly enough, a few years down the line, we'd get an entry on the Neo Geo called Neo Bomberman which actually took the most from SB4, including the more varied mounts and the trapped Bombermen. It's pretty great too, and it brings back the more detailed spritework of the earlier Super games to great effect.

But then, there's Super Bomberman 5, the grand finale to the Super Bomberman series and a very... weird entry. Being the last entry in the Super series (at least until 2017), Hudson decided to basically make this a culmination of everything they had learned throughout, and they almost succeed. Super Bomberman 5 actually makes some pretty massive changes to the formula, one that would actually get expanded on in a future game. It keeps that simple "kill every enemy in an arena" formula from 4, but now, beating each level will spawn multiple end goals. Each end goal takes you to a different level, and there's a total of 90 levels you can visit. That's right, this game has branching paths, and it's awesome. There's so much replayability here thanks to the multiple routes, and with the Battle Mode expanded upon even more, SB5 is easily the most content-rich entry in the series to date. Definitely befitting of a final installment.

So what's the catch? Well, Super Bomberman 5's worlds are actually based off of previous games in the series, as in Hudson literally reused assets from all the other Super games to form 80% of the main campaign. I get the intention here, Hudson wanted this to be a love letter to the Super Bomberman series as a whole, a culmination of everything that came before, the Bomberman equivalent to Sonic Generations. And I can respect that, this game feels big and it's certainly fun to play, but the asset reuse here sticks out like such a sore thumb. You can really tell Hudson has been rushing the Super games out and just don't have the time to make anything all that original right now, and it does hold Super Bomberman 5 back from being one of the series' absolute best installments. If I had to rank the Super games, it would probably be something along the lines of 2 > 1 > 4 > 5 > 3. 

But that's okay, because Hudson Soft was also working on another entry, one that would be held up by fans as the pinnacle of the entire franchise...

Saturn Bomberman: A Triumphant Return To Form

Saturn Bomberman is a beloved entry in the Bomberman series for a very good reason. Not only does it further refine the series in a variety of ways, but it also adds a ton of new mainstays to the series as well. Saturn Bomberman reuses the formula from Mega, but the level design is perfectly built around it. Saturn's stages are big and filled with unique themes and level gimmicks that you have to engage with. Even the bosses are more experimental than usual, with a highlight being a fight on a moving train. But what I especially love about the campaign is the introduction of Mujoe and the Hige-Hige Bandits, an incredibly likable villainous team who would become major antagonists in the series to come. I adore the Hige-Hige Bandits, they're so charming and silly, and the Bomberman franchise as a whole is better with them in it.

The side content also had some massive improvements. The battle mode now has a tournament mode to lend it a bit more single-player content, there's the addition of a 10-player battle arena for especially chaotic multiplayer fun, and there's even an entirely new third mode called the Bomber Mansion. On top of all of that, the presentation in Saturn Bomberman is immaculate. The detailed 32-bit spritework is lush and vibrant from start to finish, and the fantastic synthy CD-quality audio soundtrack shows Chikuma slowly starting to lean more into DnB. While Saturn Bomberman isn't my personal favorite game in the series, I can totally understand why it is for so many people, as it's definitely the most polished and ambitious Bomberman game to date, and it kickstarted what feels like a creative renaissance for the series.

Soon after Saturn Bomberman, we got Saturn Bomberman Fight, a very weird but fun experimental entry that tried to turn Bomberman gameplay into a fighting game. It's an absolute blast, super polished, and feels really fresh. Then there's the handheld games, which also slowly started to introduce weird new ideas like a shop, unlockable abilities, and multiple versions of each stage. And in 1998, we even got our first Bomberman adventure game in the form of Bomberman Quest, a Zelda-like where you explore a large map and figure out how to trap every monster with your bombs. It's a fun time, even if it's also mind-numbingly slow. While the Super series did start to get a bit tired, especially with all the asset reuse in 3 and 5, seeing the series play around with this many unique one-off ideas felt like a breath of fresh air.

But eventually, the Nintendo 64 came around. 2D games weren't cool anymore (because people were stupid back in the 90s), and Bomberman needed to pull off its biggest experiment yet...

Bomberman 64: A Not-So-Rough Transition To 3D

If you're a Bomberman fan and you don't think Saturn Bomberman is the high point of the series, chances are one of the N64 games is going to be your favorite. The N64 Bomberman games are equal parts beloved and polarizing. While the critics were consistently mixed with the N64 entries, the Bomberman fanbase loves this era as a collective, but which game stands out as the best of the lot is often debated. However, Bomberman 64 seems to be the most well-liked, and that's cool, because it's my favorite of the three N64 titles as well.

In a time when many video game series were trying to figure out how to transition to 3D, Bomberman 64 played things pretty safe by essentially being a top-down Captain Toad-esque puzzle platformer where you get to the end of a number of intricately-designed dioramas without the ability to jump. You can tell Hudson put a lot of thought into how to rework the mechanics to accomodate a 3D space. Bomberman can move diagonally, bombs erupt in spherical explosions rather than crosses, and both the levels and battle stages have more verticality and open spaces to them. There's also a big emphasis on using bombs as movement options here. You can bounce off the bombs you place this time, and the ability to make entire bomb constructions like a bridge or ladder gives this game an incredibly high skill ceiling. It's no wonder 64 has the biggest speedrunning community in the franchise hands down. 

However, it's this high skill ceiling that's probably also 64's biggest flaw. While I find the game to be incredibly enjoyable if you're willing to practice and get better at its mechanics, 64 also doesn't have much to offer to a casual player who just wants to blaze through the game normally. The true final boss is locked behind getting every collectible, which will require you to have mastered bomb bridges and ladders, and the last few levels are brutal in terms of difficulty. I think this is why 64 initially got such mixed reviews, because it's not accessible in the slightest. And that's a real shame because if you are willing to stick with Bomberman 64 and push through some of that early frustration, it's an immensely rewarding game with a lot to offer from thoughtful level design, to fun and memorable bosses, to its dynamic battle mode, to a charming and clean-looking visual style, to an absolute banger of a soundtrack. Bomberman 64 has since become a pretty big N64 cult classic, and for a first attempt at 3D, Hudson Soft could've done way worse.

Meanwhile, On PS1... 

Unfortunately, while the Nintendo 64 was getting some of the series' best and most beloved games, the PS1 was lagging behind hard. The big PS1 entry was Bomberman World, a pre-rendered isometric game that kind of sucks. It's super unpolished and janky, Bomberman's movement is painfully slow, the sound quality is ear-grating, and worst of all, it goes back to the Mega formula. After so many inventive and unique Bomberman games that push the series forward, Bomberman World regresses to that safe "find the items and go" structure and somehow still executes it even worse than the Super Bomberman sequels. All the areas are super open, the level themes are unoriginal, and as I mentioned above, the game both plays and looks bad. While there is still a Battle Mode and some neat side content, all of it suffers because the Bomberman World engine is just not very good. Thank goodness for Jun Chikuma's score, it's truly the only redeemable quality here.

Thankfully, the other PS1 entry is actually really damn great, but it's also super unambitious. Bomberman Party Edition is pretty much just an improved remake of the first game, but man, what an improvement. Party Edition's campaign is pretty much just the first game's campaign again, but with smoother movement, prettier spritework, fantastic music, and varied level aesthetics, it fixes almost all of my issues with that original game. And if you really love that retro aesthetic, you can even play a pixel-perfect recreation in Retro Mode. The multiplayer is also one of my personal favorites, with a massive library of characters and stages to choose from making for hours of fun. Party Edition indeed. That being said, while I adore Party Edition and think it's a fantastic remake, it still pales in comparison to the N64 games in terms of ambitions. Unfortunately, the PS1 was just dealt a really bad hand when it comes to Bomberman, and that's a damn shame.

Bomberman Hero: Weird But Soulful

So okay, fine, Bomberman 64 was a bit too niche for people, huh? That's fine, that's cool, how about turning Bomberman into a full-on 3D platformer then? 

Bomberman Hero is actually very close to being a really good 3D platformer, but is held back by two annoying but easily-preventable flaws. There's a pretty impressive amount of levels spanning over a dozen different planets, with a nice variety of vehicle stages, level design structures, and gimmicks to keep things feeling fresh. Bomberman can still throw and place bombs, which is often times used for puzzles meaning it doesn't stray too far from the series' roots, and all the visual charm that the franchise is still there in spades. So, what's the problem? First up is the movement. Bomberman himself just doesn't feel all that great to control, he's slippery and his jumps are incredibly floaty. Once you actually start to play Bomberman Hero, it's hard not to get the feeling that the game is lacking in polish, and just could've used a few more months in the oven. The other issue is that Hudson pulled a Working Designs and made getting 100% unnecessarily difficult by amping up the score requirements compared to the JP version, a trend that I always despise.

That being said, none of that really matters because Bomberman Hero is not a game you play for the gameplay. It's an album that happens to come with an okay 3D platformer. Jun Chikuma returns for the soundtrack for Bomberman Hero and goes full acid DnB, and it makes for a score that's unlike that of any other video game out there. Personally, Hero's soundtrack is what helped me discover the DnB genre as a whole, and I think that applies to a lot of others as well. It truly is one of the best and most legendary video game soundtracks ever made, and it's nearly impossible to talk about Bomberman Hero in general without bringing it up. So yeah, Bomberman Hero is a neat but unfortunately quite flawed attempt at turning Bomberman into a 3D platformer, but it has a lot of heart and I think most Bomberman fans look back on it quite fondly, primarily for that soundtrack.

The Second Attack: Flawed But Full Of Potential

Bomberman 2: The Second Attack takes a pretty massive shift from the first game to the point where it almost doesn't feel like a direct sequel. Compared to the weird abstract exterior environments of 64, The Second Attack takes place in a lot of interior space stations, prisons, and temples that have a greater sense of space. The music is less techno-heavy and more adventurous-sounding, with even Yasunori Mitsuda getting to make a few songs for the game. The Second Attack even introduces a health system, finally fixing the issue of one-hit deaths making these games way too brutal. This all sounds pretty sick, but The Second Attack also drops pretty much all of the clever gameplay additions 64 added as well. Bombs don't explode in circles anymore, just crosses again, and a lot of the wild bombing tech from 64 like ladders and bridges are entirely gone. It's got a lot of cool ideas, but I sadly find The Second Attack to be the least fun of the N64 trio to play.

However, The Second Attack is also one of the most important Bomberman games, and it makes an incredibly smart addition filled with so much potential that it deserves respect solely for that: This game marks the addition of the Charaboms. Well, technically, The Second Attack only had one Charabom in the form of Pommy, a cute little companion that you could evolve over the course of the game. I love Pommy, he's absolutely adorable and his design is top-notch, but he also paves the way for easily my favorite Bomberman mechanic in the entire franchise...

Bomberman Max 1/2: Refining The Charaboms

I shouldn't have to say that Pokemon was a massive phenomenon, especially in the late 90s and early 2000s. Everyone wanted a piece of that monster hunting pie, including Hudson Soft. So, they decided to make a dual-release Bomberman game and introduced the entire Charabom species, where you could catch a variety of little creatures beyond just Pommy, each with their own ability... and it kinda slapped?

Bomberman Max for the Game Boy Color is actually the closest thing we have to a sequel to Super Bomberman 5, using the same nonlinear structure but with entirely new and unique levels this time. And even more, each level comes with a unique mission ranging from "get to the goal" to "kill all the enemies" to "take out all the targets" to "don't bomb enemy X". These missions do so much to keep the gameplay loop of 2D Bomberman varied and fun, and the nonlinear exploration gives Max a ton of replay value. What helps are the aforementioned Charaboms which you can run into throughout the game, each giving you a special perk like walking over blocks, faster movement, a special attack, or remote bombs. You can also raise and level up the Charaboms by collecting food, and use them to battle your friends (which is where the Pokemon influences come in). I love the Charabom system and I think it adds so much to Bomberman's gameplay on pretty much every level. Finding Charaboms gives you a reason to explore, leveling them up gives you a reason to bomb every block, and they work super well as permanent power-ups that expand your moveset in a way that feels satisfying and empowering. The other thing Bomberman Max introduces is the titular Max, a great new character who ends up becoming Bomberman's major rival over the next few games. That's where Bomberman Max being a dual release comes in, you can play as Bomberman and Max depending on the version you get, and certain levels and Charaboms are locked to each version, requiring you to trade with friends to get 100% (which I'm not super big on to be honest).

Bomberman Max 2 for the GBA is even better. It has the charming premise of Mujoe and the Hige-Hige Bandits shrinking Bomberman and Max, which leads to a ton of creative levels based around you interacting with ordinary objects that look giant. Max 2 even tosses in some environmental hazards like a Hige-Hige Boot stomping on parts of the arena, just to keep things especially varied. Another thing I quite like about Max 2 is that since you're small, you can ride on the Charaboms making this the only game where you can actually see them in gameplay. It almost makes this the HGSS of the Bomberman series. Aside from that, everything that made the first Max game great is still here and accounted for, from the varied missions to the engaging exploration to the Charabom battling. I think both Max games are super underrated and left a pretty massive impact on the series as a whole, ultimately kickstarting what I believe to be the best era of the series.

Bomberman Tournament: Reaching Potential

Bomberman Tournament continues this momentum by combining the Charabom system with the Zelda-like formula that Bomberman Quest established, and it was a match made in heaven. Exploring the different environments for Charaboms that you can use to find even more Charaboms and get even more powerful is a super satisfying gameplay loop, and the main campaign offers more opportunities for you to battle Charaboms outside of just with your friends. This game also adds in elemental bombs which is yet another great addition to the form, though they're gained through a pretty underdeveloped fusing mechanic. Add in what's quite possibly the best battle mode in a handheld Bomberman to date, and you get one of the best-recieved games in the franchise by critics.

That being said, I can't really say too much about Bomberman Tournament because, in the long run, it's not super memorable. The story is incredibly basic and you're not given too much context for what you're actually doing, the level design doesn't have too much going on in terms of complexity and the theming remains pretty basic, and the battle mode while cool at the time feels pretty basic by today's standards. The core Charabom hunting still holds up incredibly well and makes Tournament a worthwhile and breezy playthrough, but it does make the game feel quite undercooked especially compared to some of its sequels. Still, between Max and Tournament, you can tell Hudson Soft has finally figured out where they wanted to take Bomberman as a series: Fun and charming adventure games with engaging exploration, the Charabom mechanic for added depth, consistently catchy soundtracks, and increasingly robust battle modes. Hudson had solved the Bomberman single-player dilemma and it finally feels the series is reaching it fullest potential, and nowhere is that more evident than in the very next game...

Bomberman Generation: The Peak Of The Series

Bomberman Generation is the best Bomberman game ever made, in my opinion. And it's not just me who thinks that, it's the most critically-acclaimed 3D Bomberman of them all. It takes bits and pieces of all the best aspects of previous Bomberman games and mixes them together into the definitive entry in the series. It has the circular bombs and puzzle-focus of Bomberman 64, the naturalistic level design of The Second Attack, the Charabom hunting and battles of Max, the elemental bombs of Tournament, the return of the collectible cards, the best and most fleshed-out battle mode since Party Edition, a cel-shaded artstyle that's aged well to this day, and a very charming soundtrack. Generation also makes a ton of little tweaks to the formula that make the game all the more enjoyable. You can boost your speed up quite a lot making for easily the fastest-paced game in the series, you have a lot more health leading to way less frequent deaths, the game only makes you find every Charabom rather than all the cards so it can still test you on the Charabom abilities without feeling too inaccessible, some Charaboms have to be gained through battles, and you get new bombs through minigames which add some fun variety. 

As far as issues goes, I guess some of the bosses can be pretty tough and Professor Ein's tutorials can be pretty annoying early on in the game, but otherwise, Bomberman Generation just gets everything right. Everything that Hudson Soft had been slowly learning throughout nearly 20 years of the series had culminated in the perfect Bomberman formula, and the franchise hasn't had this much acclaim since the SNES years. Bomberman had reached a new peak, and what better way to follow up that peak than with an... anime?

Bomberman Jetters: The Best Video Game Adaptation Ever Made

I've already reviewed Bomberman Jetters, but I feel my opinion on it has only gotten higher over the years, especially as I've played more Bomberman games. I believe that Bomberman Jetters is the best video game adaptation ever made, as it perfectly toes the line between feeling like an accurate summation of the franchise as a whole and working within its own medium. Jetters has quite a lot of the game series' DNA within it, bringing over Planet Bomber, Louie, Mujoe, Bagura, the Hige-Hige Bandits, Professor Ein, Max, and the general premise of Bomberman being some sort of interstellar space ranger. However, Jetters decides to simply further expand on that premise by having Bomberman (who I'll call Shirobon in this anime's case) join a team of space rangers called the Jetters, who are all quite likable. That being said, Mujoe and the Hige-Hige Bandits are the real stars of the show though, they are an absolute joy to watch and it's a blast to see their lovable antics realized to their absolute fullest.

But even beyond just being an adaptation, Bomberman Jetters tells an incredibly well thought-out and emotional story about dealing with grief, with a fantastic and lovable cast of characters, witty brand of humor, and top-notch pacing that slowly builds towards its climactic final third. Don't let the fact that this is a Bomberman anime fool you, it gets shockingly dramatic at points and Shirobon's character arc from immature wimp to badass bomb-slinging superhero is incredibly natural and satisfying to watch. Unfortunately, Jetters only came out in Japan and that's a real shame because I think it's the type of show that kids would've really latched onto at the time. Although, it's also the type of show 4Kids would've latched onto so... maybe it's for the best. Either way, I don't want to spoil too much for those who haven't seen the show, but I highly recommend checking it out especially if you're a fan of Bomberman. Trust me, you will not be disappointed.

Bomberman Jetters GBA: 2D Bomberman Perfected

Naturally, like many video game adaptations, Bomberman Jetters had to get a few video games to coincide with its release. As a matter of fact, it had three. Everyone knows about the home console release that came out worldwide, the only piece of Jetters media to not be Japan-exclusive, but there were also two JP-exclusive Jetters games for the GBA. One was just a game collection which came with some minigames from the Land series and a solid battle mode (and is weirdly enough the most accurate Jetters game to the original anime), but the really interesting one is Bomberman Jetters: Densetsu No Bomberman for the GBA, a full-on sequel to Bomberman Tournament that doubles as a prequel to the anime starring Mighty. It's really good too, a pretty massive improvement on its predecessor on nearly every level.

While fun, Bomberman Tournament does feel quite generic and underdeveloped in a lot of ways. The level design gets a tad repetitive, the difficulty curve is pretty much entirely reversed, and fusing is only used for bombs. Densetsu No Bomberman fixes pretty much all of this. The world design in this game is far more varied and interesting, with more element-sensitive obstacles like logs to freeze and fires to extinguish, more puzzles and contraptions to manipulate ala Super Bomberman 2, and more unique locations like a futuristic city stationed next to a volcano. There's more minigames, collectible cards to craft giving the fuser more of a purpose, a more fleshed-out story to give everything just a bit more context, a much longer runtime, and even a vastly beefier Battle Mode with multiple modes ala Generation. It even has one of the few soundtracks by Aya Tanaka, composer of Mario Party 5's beautifully orchestrated score. The difficulty curve is also perfect, starting off pretty simple, but eventually requiring some of the most precise bomb throws in the entire franchise. The last few dungeons test you as a Bomberman player in ways no other 2D game in the series has managed to do, and you will be swapping between bombs and Charaboms like crazy by the end.

The only thing I'm mixed on in Densetsu is the way Charaboms work. Unlike in all the previous games where Charaboms basically functioned as collectibles, Densetsu changes things so that there are only eight Charaboms that can each be leveled up a bunch of times. On one hand, the evolution system gives finding Charabom food more of a purpose beyond leveling up, and the level design is able to craft challenges around the few Charaboms you get, utilizing their abilities in more interesting ways than ever before. On the other hand, that element of exploration that Charabom hunting provided isn't as prevelent anymore, and Charabom battles as a whole are completely gone. Thankfully, the sheer number of new sidequests, collectibles, and minigames does make up for the decreased amount of Charaboms, but I will say that I do prefer how the previous games did things a bit more. But that aside, I thought Jetters was absolutely fantastic. It sets an entirely new bar for Bomberman level design and is so well-crafted, so rich in content, so polished to a glowing sheen that it stands as one of my favorite games in the franchise. It's just a shame that this wasn't the Jetters game we ended up getting, maybe Bomberman as a franchise would've turned out a lot differently...

Bomberman Jetters: The Game That Killed The Series

With several great and critically-acclaimed games back-to-back and a top-notch cult classic anime on its belt, Bomberman was doing so well in the early 2000s, but it crushes me to say that as much as I love Jetters the anime... it may have unintentionally killed the franchise. As I said, like with most video game adaptations, Jetters got a bunch of game tie-ins. The GBA games were great, but the big home console Jetters game was a massive let-down for a lot of people. And as I said, this was unfortunately the only exposure Western audiences had to Bomberman Jetters, only exacerbating the issue.

So what's the problem with Jetters the game? There's a lot of problems, but I think the fundamental issue is that it's rushed. It tries to be a sequel to Generation that uses the same engine, but it looks worse, is way less polished, and makes a ton of weird regressions of everything the last few games had added. Remember how I said Bomberman Generation was the fastest game in the series? Well, Jetters ended up slashing your maximum speed in half making for one of the slowest games instead. Like in the GBA game, Charaboms were also dramatically reduced and battles were removed entirely, but unlike in the GBA game, the level design wasn't built to accomodate it. There's less collectibles, less levels, the battle mode was less fun, it feels like everything about Jetters is just Generations but worse.

But the truly insulting part about Bomberman Jetters the game is what it does to the anime and its characters. Unlike Jetters for GBA which tries to be a somewhat accurate prequel, Jetters for home consoles feels like it takes place in an entirely different continuity with dramatically different characterizations for everyone, none of the deep storytelling and character arcs of the anime, most of the major side characters completely cut, and even entirely different locations that you end up visiting. What only twists the knife further is just how godawful the voice acting is, everyone sounds so irritating and they interrupt you in the middle of gameplay constantly! Generation had cheesy voice acting too but it was minimal enough that I found it charming, but Jetters not only has more dialogue but it's also based on an anime with defined voices for all the characters, making the awfully unfitting English dub feel even more hard to listen to.

Bomberman Jetters, the game, was a mess. It was very blatantly a rushed product (it came out only a few months after Generation!) that was met with the worst critical reception in a while, backlash from anime fans who felt it was too different, and backlash from Western audiences who thought it was worse than Generation. It pleased no one, and after this game, Bomberman as a franchise would never quite be the same...

 Back To Basics Bomberman

The next few years would be a bit of a tumultuous time for Bomberman as a franchise as Hudson Soft and Konami became increasingly close. Most of the Bomberman games that came out after Jetters were spinoffs like Hardball and the Land games. The series would eventually get a pretty straight-forward soft reboot on the DS simply titled Bomberman. It's pretty heavily inspired by that original game again, with extra care and attention given to the Battle Mode. It's fine, nothing too special, but it's well made and uses the dual-screen in some neat ways. However, it also strips away a lot of the series' mainstays. No Louies, no Charaboms, no Mujoe, no side characters, it's really back-to-basics. The next few mainline Bomberman games would follow a similar path, including the very similar Bomberman for the PSP. Bomberman Story DS released with the aim of being a spiritual successor to Bomberman Tournament, but it unfortunately wasn't very good. The best mainline Bomberman from this more simplistic era of the series is easily Bomberman 2 for the DS, which boasts more unique level design and brings back the mission structure from the Max games, but even it lacked a lot of those recurring characters. However, even as it felt like the series may have been starting to find its footing again, Hudson Soft was working on the game that would deal the finishing blow to the series: Bomberman Act Zero.

or basic 2D Bomberman games inspired primarily by the first entry, with weak single-player campaigns and a major focus on the multiplayer. Eventually, it felt like Bomberman games had removed the single-player entirely, with games like Bomberman Blast, Live, and Blitz being exclusively multiplayer. I wonder if the series' reputation for having bad singleplayer only ever being worth it for the multiplayer may have gotten to Hudson Soft's heads, and that's a real shame because that isn't the case. There are tons of Bomberman games with fun singleplayer. Super Bomberman II, Saturn Bomberman, 64, Generation, Quest, Tournament, the Max games, Jetters GBA, and it feels like everything that defined those great campaigns have been entirely excised from the series. Bomberman was approaching an identity crisis, and it all culminated in the series' lowest point:

Bomberman Act Zero is considered by many to be not just the worst Bomberman game, but one of the worst games period. It's a product of the era where every company was trying to make their characters dark and edgy, it was the same energy as Shadow The Hedgehog but even worse. All the charming cutesy characters that defined Bomberman were replaced by these terrifying over-designed freaks, the colorful environments were replaced with a dull brown dystopian wasteland. But it's not just the horrendous visuals that bring this game down, but the fact that Hudson also ruined the tried-and-true gameplay on pretty much every level. The singleplayer was just the original game on NES but worse, the battle mode was online-only and lacked any of the unique and dynamic stages that the series became known for, and even the controls feel awful. How do you mess up Bomberman controls?! Act Zero exudes desperation. Hudson Soft wouldn't be bought by Konami for another few years, but I feel like you could see it coming at this point.

From Act Zero onwards, we wouldn't really get many true single-player-focused Bomberman games anymore. After Bomberman 2, it felt like Bomberman games had removed the single-player entirely, with games like Bomberman Blast, Live, and Blitz being exclusively multiplayer. While Blast did actually have a campaign, it was exclusive to Japan. I wonder if the series' reputation for having bad singleplayer and only ever being worth it for the multiplayer may have gotten to Hudson Soft's heads, because it felt like they really only focusing on the battle mode now. And those battle modes were genuinely great, and more fleshed out than they've ever been, but it really felt like there was something missing from the series. When all the Bomberman games we get are throwbacks to the arcade original and battle modes, the series starts to feel stagnant and repetitive. And then, Hudson went bankrupt and Konami bought them, and the series went radio silent for years.

Konami

Like with most of Konami's acquisitions, they didn't do much with Hudson Soft's IPs for a while. Bomberman was slated to get a 3DS game in 2011 that actually had the potential be a pretty neat adventure game, but it got canned. The last Bomberman game we got was Live: Battlefest in 2010, and it wouldn't be until Super Bomberman R in 2017 when the series finally had a resurgence. Announced alongside the Switch's 2017 lineup, Super R did get a lot of fans excited and even spawned a bunch of sequels and follow-ups, but it still feels like something is missing. Despite its campaign having a nice blend of Super 1's structure and Max-esque missions, the levels feel particularly barren and artificial compared to games like The Second Attack and Max 2 which felt more naturalistic while keeping the grid shapes. The Hige Higes are back but that's pretty much it for returning faces. The Louies are still gone, the Charaboms are still gone, Max is just a battle mode skin, and Bomberman's new crew are just different colored Bombermen.

I don't get the feeling that Konami cares about Bomberman as a franchise. I think they mostly just care about it as a vehicle for crossing over their IPs, and you can tell by the fact that most of Super's updates prioritizing adding new character skins to the battle mode from other Konami games, while Bomberman mainstays are still nowhere to be seen. What confirms this even further was the announcement of Bombergirl, an arcade MOBA where Bomberman is turned into an anime girl and a vast majority of the cast are once again crossed over from other Konami IPs.

Man, I didn't mean to end this retrospective on such a sour note but when you really look at how the Bomberman series has evolved over the years, it's not hard to feel sad at how quickly the series fell after finally hitting its stride. Even though the series is back in the limelight now thanks to Konami, it just doesn't quite feel the same. I think many tend to see Bomberman as a stagnant series that keeps putting out the same game for money's sake when that couldn't be further from the case. From the massive amount of weird experimental spinoffs to all the big mainline games that push the series further, Bomberman has always shown a willingness to keep trying new things and hold onto the lessons it's learned along the way. I believe that the devs at Hudson Soft genuinely wanted Bomberman to be their Mario, and even if that didn't last, I think they succeeded, at least for a bit. After all, 60+ games ain't bad at all.

Tuesday, January 30, 2024

Bomberman Timeline

So, Bomberman is a big series and even I often lose track of when each game came out in relation to each other. And since there aren't too many truly great timelines out there, even Wikipedia's feels really cluttered to look at, I thought I'd make a timeline of most of the really important Bomberman games and when they all came out, grouped into series for organization's sake:

  • Bomberman - Arcade (1983) - The one that started it all
  • Bomberman - NES (1985) - Basically just the arcade version
  • Bomberman - PC Engine (1990) - Reimagining, the series comes into its own here
  • Bomberman II - NES (1991) - Sequel to Bomberman 90
  • Bomberman 93 - PC Engine (1992) - Continuation of where Bomberman 90/II left off
  • Super Bomberman - SNES (1993) - Soft reboot series for the SNES, a lot like 93
    • Super Bomberman 2 - SNES (1994) - Unique puzzle-focused sequel
    • Super Bomberman 3 - SNES (1995) - Takes after 94 and Mega
    • Super Bomberman 4 - SNES (1996) - Culmination of all the previous Super games, but with time travel to boot
    • Super Bomberman 5 - SNES (1997) - Reuses assets from Super 1-4 and introduces nonlinearity
  • Bomberman 94 - PC Engine (1993) - Dramatic restructuring of the formula, introduces Louie
    • Mega Bomberman - Genesis (1994) - Genesis remake of 94
  • Bomberman GB/Wario Blast - Game Boy (1994) - Very barebones entry on the Game Boy focused on taking down a rival, crossed over with Wario in the US
    • Bomberman GB 2 - Game Boy (1995) - Indiana Jones-themed sequel focused more on exploration
    • Bomberman GB 3 - Game Boy (1996) - Lets you ride a motorcycle
    • Pocket Bomberman - GBC(1997) - Bomberman as a 2D platformer
  •  Saturn Bomberman - Saturn (1996) - Refined continuation of 94
    • Saturn Bomberman Fight - Saturn (1997) - Fighting game sequel to Saturn
  • Neo Bomberman - Neo Geo (1996) - Arcade game, takes primarily after Super Bomberman 1
  • Bomberman 64 - N64 (1997) - First 3D Bomberman game, very technical
    • Bomberman Hero - N64 (1998) - Bomberman as a 3D platformer
    • Bomberman 64: The Second Attack - N64 (1999) - More straightforward sequel that introduces Pommy, the first Charabom
  • Bomberman World - PS1 (1998) - Isometric game based on 94/Mega
  • Bomberman Party Edition - PS1 (1998) - Remake of the original game with a very robust Battle Mode
  • Bomberman Quest - GBA (1998) - Bomberman as a Zelda-like with monsters to catch
    • Bomberman Tournament - GBC (2001) - Spiritual sequel to Quest with multiple planets and Charaboms
    • Bomberman Jetters: The Legendary Bomberman - GBA (2002) - Jetters-themed sequel to Tournament with Charabom evolution and more complex level design
    • Bomberman Story DS - DS (2007) - Spiritual sequel to Tournament but without the Charaboms and overall somewhat worse, made by Amble
  • Bomberman Max - GBC (1999) - Introduces the Charaboms and combines them with the non-linearity of Super Bomberman 5
    • Bomberman Max 2 - GBA (2002) - Sequel to Max but now you're tiny and can ride on the Charaboms
  • Bomberman Land - PS1 (2001) - The first Bomberman party game
    • Bomberman Kart - PS2 (2001) - Racing game spinoff of the Bomberman Land series, Racjin took over development of most of the Land series from here
    • Bomberman 64 - N64 (2001) - Weird compilation/port of Land and a remake of the original game
    • Bomberman Land 2 - GCN/PS2 (2003) - Sequel to Bomberman Land
    • Bomberman Jetters Game Collection - GBA (2003) - Minigame collection based on the Jetters anime, includes many minigames from Land
    • Bomberman Land 3 - PS2 (2005) - Sequel that introduces a 3D hub-world
    • Bomberman Land Touch - DS (2006) - The first properly portable Bomberman Land, not done by Racjin
    • Bomberman Land - Wii (2007) - Technically Bomberman Land 4, has a lot of motion controls
    • Bomberman Land Portable - PSP (2007) - Portable counterpart to Bomberman Land Wii
    • Bomberman Land Touch 2 - DS (2007) - Sequel to Bomberman Land Touch, also done by Hudson rather than Racjin
  • Bomberman Online - Dreamcast (2001) - Multiplayer-focused spinoff centered around battling
  • Bomberman Generation - GCN (2002) - 3D entry blending 64-style gameplay with the Charaboms, my favorite in the series
    • Bomberman Jetters - GCN/PS2 (2002) - Rushed Generation sequel based on the Jetters anime, killed all momentum as well as the Charaboms
  • Bomberman - DS (2005) - Back-to-basics reboot based off the original game that utilizes two screens, done by Racjin
    • Bomberman 2 - DS (2008) - Mission-focused sequel with a focus on customization, done by Hudson, probably the best game in years
  • Bomberman - PSP (2006) - Similar to Bomberman DS but without the two screens
  • Bomberman Act Zero - XBOX360 (2006) - That dark and gritty reboot everyone hates
  • Bomberman Live - XBOX360 (2007) - Downloadable battle-focused game
    • Bomberman Blast - Wii (2008) - Downloadable battle-focused game
    • Bomberman Ultra - PS3 (2009) - Downloadable battle-focused game
    • Bomberman Blitz - DS (2009) - Downloadable battle-focused game
  • Super Bomberman R - Switch (2017) - Konami's reboot series which trims the cast and focuses on crossovers
    • Super Bomberman R Online - Stadia (2020) - Bomberman but battle royale
    • Super Bomberman R 2 - Switch (2023) - Sequel to R that takes somewhat after the Tournament series

Sunday, January 28, 2024

Top 10 Favorite Game Consoles

I've played a lot of games that belong to a lot of different consoles, and I think I've gotten to a point where I can form a pretty concrete list of the consoles I find the coolest. This list isn't just going to be about the games, because I think the best consoles have a unique identity all their own. Now, without further adieu, here's my Top 10 consoles of all time:

10. Game Boy Color

I've already made an entire post on how cool I think the Game Boy Color is so I'll try to keep it brief. The GBC is mostly known as an extension of the Game Boy, rarely tacked about outside of the context of its more iconic older brother. But it's when you really dive into the GBC's library when its own unique quirks become apparent. The Game Boy Color is a surprisingly impressive little console, with game after game punching far above their weight and pushing the bar in terms of what handhelds were capable of. Multiple games with day-night cycles (Wario Land 3) and internal clocks (Pokemon Crystal), impressive ports of home console games that at times even rivaled the originals (Metal Gear Solid), cross-game (Oracle Duology) and even cross-console (Mario Tennis/Golf) functionality, motion controls (Tilt And Tumble) and IR sensing (Robopon) years before the Wii, secret betas hidden behind cheat codes (Pokemon Puzzle Challenge), gargantuan ports (SMB Deluxe), and even online play and DLC (Mobile Golf) by the end of its short lifespan. And I didn't even bring up other stellar titles like Link's Awakening DX, Hamtaro: Ham Hams Unite, Game & Watch Gallery 2/3, Tetris DX, Bomberman Max, and pretty much everything Wayforward made. The more one looks into the Game Boy Color, the more fascinatingly ambitious ideas you discover, I'm still learning new things about the damn thing by the day. The Game Boy Color will always be one of my most admired consoles, for consistently managing to match and even exceed its home console contemporaries in terms of scale, ambition, and innovation.

9. Sega Saturn

I've always been fond of underdogs in video games. Niche experimental games, and overlooked consoles overflowing with hidden gems. The Sega Saturn might just be the biggest underdog console around in that area. It was an absolute marketing disaster especially in America that likely caused the company to leave the console market for good, but time has been kind to the Saturn. With the benefit of hindsight, people have been able to look back on its shockingly massive library of primarily Japanese only titles and discover the sheer amount of undiscovered diamonds in the rough. And on top of that, while the fact that so much of the Saturn's library was comprised of 2D games was considered regressive at the time, it means that so much of these diamonds have actually aged the best out of many games from its generation. From Sega's myriad of innovative new IPs like Panzer Dragoon, Nights, Astal, and Clockwork Knight, to the incredible library of fantastic arcade ports of games like Virtua Fighter 2, Virtual On, Twinkle Star Sprites, Darkstalkers, and Battle Garegga, to the aforementioned abundance of surprisingly great non-US titles like Princess Crown, Bulk Slash, Radiant Silvergun, Asuka 120% Limited, and Keio Flying Squadron 2, and I didn't even mention Saturn Bomberman, Burning Rangers, Magic Knight Rayearth, the better version of Silhouette Mirage, and Fighters Megamix. If you're a fan of weird niche games like I am, the Saturn is the gift that keeps on giving. I absolutely loved doing that deep dive into some of its biggest titles, and my admiration for the console has only grown over time.

8. Nintendo Switch

Ah, the Nintendo Switch. This is a console I actually have a lot of problems with. Shoddy build, ugly aliasing issues, consistently poorly-optimized ports from third parties, dull and charmless UI, several underwhelming first-party titles, there's a lot I could rag on here. But despite it all, the Switch is still my most used console of all time. It's hard to really overstate just how useful, innovative, and clever its hybrid concept is. The fact that it's a home console I could just take anywhere and pull out at any time even if I didn't have a TV has made it my go-to system for years. And on top of that, the library is massive, recently surpassing the PS2 as the largest of any console. The third party support is the best it's been for a Nintendo console in a long time, and the indie scene is flourishing like it's never flourished before. And the few disappointments I had don't even come close to the abundance of incredible series-pushing first-party titles like Super Mario Odyssey, Breath Of The Wild, Metroid Dread, Smash Ultimate, Luigi's Mansion 3, Xenoblades 2 and 3, Pikmin 4, Fire Emblem Three Houses, Splatoon 2, and my second favorite game of all time, Kirby And The Forgotten Land, and that's not even including the abundance of rereleases and stellar ports like Link's Awakening, Metroid Prime Remastered, Mario Kart 8 & Pikmin 3 Deluxe, Mario 3D World + Bowser's Fury, Super Mario RPG, Xenoblade Definitive Edition, and Miitopia. To put it simply, there is a lot to sink your teeth into with the Switch and so much of it is more convenient and accessible than it's ever been. And I guess that means the Switch did its job. Its main goal was to a be a lean, focused gaming machine that would make getting into a game as easy and seamless as possible, and yeah, I think it pulled it off. Now let's hope its successor can capitalize on that potential, re-introduce some of that Nintendo charm and polish, and further rise up the list, eh?

7. Sony Playstation 2

Speaking of consoles that are all about the games, the Playstation 2 doesn't really do anything especially innovative beyond adding a DVD player. It was easily the weakest compared to the Gamecube and XBOX in terms of graphical power, but it more than made up for that with one of the greatest libraries of games in any console. It's hard to really emphasize just how incredible the PS2's lineup was without just listing out gems. But just to put it into perspective, the PS2 had the Grand Theft Auto trilogy, Metal Gear Solid 2/3, Ico and Shadow Of The Colossus, the Ratchet & Clank trilogy, the Sly Cooper trilogy, Ape Escape 2 and 3, the Jak & Daxter trilogy, the first Devil May Cry trilogy, the Katamari duology, Ridge Racer V, Parappa 2, Klonoa 2: Lunatea's Veil, Tekken 5, Virtua Fighter 4, Final Fantasies X & XII, God Of War 1 & 2, Kingdom Hearts 1 & 2, Gran Turismo 3 & 4, and the vast majority of AA titles from that time. But even better is the fact that while the PS2 was filled with major high profile releases, dev teams like Japan Studio and Atlus were still putting out experimental titles like Ape Escape: Million Monkeys, Skygunner, and Poinie's Poin. It's the type of console so broad in its appeal that pretty much any video game fan should have at least two dozen titles that perfectly suit their tastes, the PS2 just has everything.

6. Nintendo Gamecube

It should probably become clear that the sixth generation was my favorite generation of consoles. It was the point in when developers finally mastered the 3D space, but it was still early enough in gaming as a medium that they were still willing to experiment. The Gamecube is the perfect example of that. It's both a powerhouse of a console with consistently 60fps titles and some of the prettiest water in gaming to this day, and one of Nintendo's most experimental periods. Not all of those experiments stuck the landing and even the ones that did weren't exactly loved at the time, but when the Gamecube hit, it hit hard. Wind Waker and Twilight Princess, Metroid Prime, Super Monkey Ball 2, Super Mario Sunshine, Mario Kart Double Dash, Luigi's Mansion, Pikmin, Chibi-Robo, Crystal Chronicles, Super Smash Bros Melee, Resident Evil 4, Sands Of Time, hell even Thousand Year Door and F-Zero GX for as much as I rag on them, all titles that perfectly toed the line between technical achievement, innovation, and pure fun. It also helps that the Gamecube has such a unique and timeless aesthetic, with many of its games especially early on having a distinctly dreamy vibe to them, including the console's menu itself. And like with the Saturn, while Nintendo's commitment to cartoony aesthetics may have brought the console a lot of scorn at the time, it did lead to games like Wind Waker, Super Mario Sunshine, and TTYD holding up incredibly well visually. I always liked the Gamecube as I got to play quite a bit of it prior to getting my actual first video game console, but I'm glad it's has had a renaissance and reevaluation as of late, with more and more people looking back and realizing how strong it was. We're now at a point where saying a game feels like it's on the Gamecube is a compliment, it encapsulates a kind of soul and energy that I think a lot of people want from their games.

5. Game Boy Advance

The Game Boy Advance is the comfiest video game console of all time and I will forever stand by this. It has the accessibility and form factor that makes handheld consoles so cool, while also being defined by some of the lushest and prettiest spritework I've ever seen. Games like Minish Cap, Mega Man Zero 4, Aria Of Sorrow, and Magical Vacation still look absolutely incredible to this day and I'm only scratching the surface. It probably also helps that this is a console I'm very nostalgic for as I played a lot of its games as a kid, but even nowadays, I find so many of its games so easy and fun to jump back into. I mean, you have Mario & Luigi, The Minish Cap, Kirby & The Amazing Mirror, the best Pokemon generation, Drill Dozer, the Mega Man Zero series, the Mega Man Battle Network series, the Starfy trilogy, WarioWare, Wario Land 4, the Hamtaro games, Kuru Kuru Kururin, Mother 3, F-Zero GP Legend/Climax, Rhythm Tengoku, Fire Emblem, Advance Wars, Castlevania, Sonic Advance, Astro Boy Omega Factor, Iridion II, Summon Night: Swordcraft Story, all of the fantastic porting jobs, and that's still not even scratching the surface. Pound for pound, this has to be one of the most consistently and reliably strong libraries of any console, which really just adds to that feeling of comfort.

4. Sega Dreamcast

The Dreamcast wasn't the console that killed Sega, it was the console that almost saved them. After the back-to-back failures that were the 32X, CD, and the Saturn, I don't know if anything would have saved Sega. But damn, did they go out swinging. The Dreamcast is probably one of the most ambitious, innovative, and ahead-of-its-time consoles ever made, defined by its massive amount of creative ideas. It  was already ahead of the curve in terms of its online support, internet connectivity, and downloadable DLC, but it also had some of the first home console arcade ports not on the Neo Geo to surpass the originals in every way in the case of games like Soulcalibur and Dynamite Cop, some incredibly influential titles like Shenmue and PSO that shaped the gaming landscape in their own unique ways, my two favorite Sonic games in Sonic Adventure and Sonic Adventure 2, enhanced versions of several fifth gen classics like Rayman 2, a reputation for consistent 60fps titles, and coolest of all, a memory card with a small screen that you could even download games onto years before the Wii U and Switch developed the concept. The Dreamcast also expanded on all of the Saturn's strong points, between the introduction of some of Sega's most beloved and innovative IPs like Crazy Taxi, Jet Set Radio, Space Channel 5, Virtua Tennis, Chu Chu Rocket, and Skies Of Arcadia, and, just as I like tit, an abundance of niche hidden gems like Maken X, Napple Tale, Power Stone, Illbleed, and LOL Lack Of Love. And the aesthetic, holy cow. Bright blue skies, bold colors, and a hard lean into Y2K fashion trends helped give the Dreamcast a unique sense of style all its own. For me, the Dreamcast was peak Sega, it was just too cool.

3. Nintendo (3)DS

The Nintendo DS is the handheld console that feels like it was able to do everything. It had one of my favorite gaming innovations in its incredibly versatile second touch screen, which allowed for so many possibilities ranging from cool experimental titles entirely built around it, to map and inventory screens for adventure games, to games built around vertical movement. It managed to break into the casual market with games like Brain Age while still having a lot for more hardcore gamers to love with its impressive lineup of RPGs, platformers, and action games. It had all the benefits of a handheld console both from the more unique and experimental games developers could tailor specifically for it, and for its beautiful spritework and charming 3D artstyles that refined the 64-bit aesthetic. And it has an incredible and massive library filled with top-notch both like Bowser's Inside Story, Mario Kart DS, Kirby Super Star Ultra, Spirit Tracks, PMD: Explorers Of Sky, all the mainline Pokemons, Legendary Starfy, Advance Wars: Dual Strike, Order Of Ecclesia, the Ace Attorney Trilogy, Sonic Rush, Rocket Slime, TWEWY, and so much more. The DS felt like the ultimate crowd-pleaser, a console for everyone, a gargantuan phenomenon at the time and still absolutely worth revisiting. It's a console I will always have a massive soft-spot for.

Oh yeah, and the 3DS is quite cool too. I don't think its library is quite as strong as its predecessor's (it's got some real divisive games in there), but its high points are really high and I love the charming diorama look a lot of its games have. And when you add in the virtual console and its ability to play the entire DS library, you get what is arguably the most versatile and fully-feature handheld of all time.

2. Sony Playstation

So I've been praising a bunch of consoles for their libraries, particularly the PS2 and DS, but the Playstation 1 has my favorite library out of any console period. The sheer amount of phenomenal all-time classics both high profile and under-the-radar is unparalled. Klonoa, Ape Escape, Mega Man X4, Spyro, Crash, Final Fantasy, Parasite Eve, Chrono Cross, Threads Of Fate, Einhander, Ridge Racer Type 4, Metal Gear Solid, Tekken, Wipeout, Jumping Flash, MediEvil, Ghoul Panic, Grandia, Rhapsody, Tail Concerto, SotN, Mega Man Legends, Dr Slump, Tomb Raider, Syphon Filter, do I really need to say more? And despite being a fifth generation console, the abundance of 2D sprite-based games and its distinct blocky aesthetic adopted by games like Mega Man Legends and Ape Escape makes for a console whose library has held up way better than it had any right to. But what really solidifies the PS1 as my second favorite console is that on top of all that, I posit that it has the best collective music of any console ever. The sheer quality of nearly every soundtrack put out for the PS1 is remarkable, between the many jungle and techno bangers that defined that generation, the phenomenal orchestrated RPG scores particularly by Square Enix, and all those other cases where you can just tell the composers were happy to finally get access to CD-quality audio made for a console defined by consistently stellar tunes. If I was being objective here, the PS1 would probably be an easy first place, it excels on pretty much every front.

1. Nintendo Wii (U)

The Nintendo Wii is probably the most polarizing video game console of all time. It's one of Nintendo's most successful consoles with some of their most beloved games and it helped to bring an entirely new audience into gaming, and it's also hated by hardcore gamers for popularizing motion controls and selling out to the casual market. Well, it's a good thing I'm not a hardcore gamer then! Despite having played probably over a thousand different video games by now and counting, I'll always be a casual at heart. I don't care about games being cinematic or visually ground-breaking or edgy and mature or brutally difficult, I don't speedrun outside of a self-imposed challenge and I would never enter any competitive scenes, I just want to have fun with one of my favorite hobbies. And seeing as me and a lot of my friends were a part of the very market that Nintendo was trying to appeal to at the time, I don't think many of us would have even gotten into video games to begin with if it wasn't for the Wii. I grew up with this thing and its successor, so it's only natural that it would be my favorite console. But I don't want to just chalk it up to nostalgia because that would be discrediting the sheer amount of phenomenal games, brilliant ideas,  unique innovations, and pure, innocent fun that the Wii still offers to this day for me.

For starters, I love motion controls. It may just be because I grew up with them, but I've always admired the added variety it provided in terms of how you can play and interact with a game. I'd easily take dozens of unpolished pieces of waggle shovelware for experiences as unique as WarioWare Smooth Moves, Skyward Sword, Zack & Wiki, and Elebits. And it led to the rise of gyro aim which allows me to actually be good at shooters, finally! But even putting aside the motion controls, the Wii strikes that perfect balance of some of the best first-party titles Nintendo has ever put out (Super Mario Galaxy, Twilight Princess, Kirby's Return To Dream Land, Metroid Prime Trilogy, Mario Kart Wii, Super Paper Mario, Wii Sports Resort, Xenoblade) along with a ton of hidden gems spawned by both the rise of the indie scene and developers using the unique control scheme to get a little experimental (Murasama, De Blob, Kororinpa, Boom Blox, The Munchables, Pandora's Tower). Don't let the sheer quantity of the Wii's library scare you, if you really dig in deep, you'll be surprised by just how many under-the-radar hidden gems there are, even rivaling the likes of the Saturn and PS2. I also can't talk about the Wii without mentioning the top-tier avatar maker that is the Mii Maker, as well as the overall impeccable UI that was only heightened by Kazumi Totaka's iconic and quirky score. For my tastes and my tastes specifically, the Wii has everything I'd want from a console.

But wait, I'm not done yet. There's also the Wii's successor and psuedo-extension, the Wii U. I won't deny that, like with the Saturn, the console was an absolute marketing disaster and Nintendo made some of their worst business decisions ever at the time. However, I grew up with the Wii U just like with the Wii, and like with the Saturn, I think it's a console that I've grown even more fond of with time. It had a fantastic first-party lineup composed of modern gems likes Super Mario 3D World, DKC Tropical Freeze, Mario Kart 8, Smash Bros 4, Mario Maker, Captain Toad Treasure Tracker, Yoshi's Woolly World, Nintendo Land, Xenoblade X, and Pikmin 3, and it put much more effort into introducing newcomers to Nintendo's vast array of IPs. When I owned my Wii as a kid, I mostly stuck with the same few series like Mario, LEGO, Wii, and eventually Kirby. With the Wii U, I ended up discovering Zelda, Metroid, Pikmin, F-Zero, Mega Man, Rayman, Sonic, the indie game scene, and so much else. This console was where I really branched out in terms of my tastes, and it's very important to me for that reason.

But even outside of my personal connection to it, the Wii U also boasted a ton of unique and cool ideas that I really wish stuck. I adore the Gamepad for bringing all the benefits of the DS's second screen to a home console, and for the asynchronous multiplayer it offered allowing for some of the most fun party game sessions I've ever had with my friends. I love Miiverse and how it was implemented into nearly every game, especially once Nintendo started implementing collectable Miiverse Stamps into their games, the closest they ever got to an achievements system. I love how robust and feature-rich the UI was, and how well-designed and charming the E-Shop was. And I love the Amiibo, they're still my favorite Toys To Life iteration for how they worked with multiple games. In general, the social aspect and interconnectivity of the Wii U was just so cool and novel, and it all really elevated the console for me. I can only hope Nintendo gives it another shot with their next console, I think they were really onto something there. But ultimately, the Wii U carried on what made the Wii so appealing. Innovation, top-notch games, and pure Nintendo charm. The Wii and its successor may not have been what the gaming market wanted at the time, but they both made an incredible impact on me and my taste in video games, so I will always think of them very fondly.

Saturday, January 27, 2024

Why I Love Phantasy Star Online

 I'm not much of an MMORPG person, myself. I certainly admire games like FFXIV and World Of Warcraft for their scale, but I just don't have the time to fully commit to something that big, let alone having to coordinate with other living people. However, despite all that, I love the first Phantasy Star Online with every fiber of my being. Somehow, PSO and only PSO is able to create a world that I'd love to spend hours within.

But to really talk about why I love Phantasy Star Online so much, I need to talk about the Dreamcast as a whole. I've said this before, but the Sega Dreamcast is one of my favorite consoles of all time, and a big reason is just how ambitious and ahead of its time it was. It was the first non-Neo Geo console to be powerful enough to regularly put out pixel-perfect arcade ports, it tackled second screens and hybrid consoles years before Nintendo would dip their toes into the concept, and it pioneered online play and DLC before the original XBOX really popularized it. With that being said, I think PSO epitomizes everything that made the Dreamcast so special. Even Yuji Naka called it the console's killer app, as it used pretty much every single one of the Dreamcast's features. It was an ambitious attempt to put the online RPGs of the PC onto home consoles for the first time, and it did so incredibly successfully.

In terms of pure gameplay, Phantasy Star Online is, at its core, a dungeon crawler. You go on missions across a uncharted planet called Ragol as you hack and slash away at enemies. This is a genre that many have called repetitive, particularly if you're not playing in multiplayer, and that's not inherently incorrect. But as I said about Crystal Chronicles, the dungeon crawler genre is one where I'm willing to overlook average gameplay if everything surrounding it is well-executed. The base combat of PSO is simple, it's basic real-time combat where you execute attacks and time them for higher damage, but the real hook is in just how customizable it all is. You get access to a ton of different attacks, actions, and magic spells you can swap between, and there's also a bunch of species/classes as well as Mag companions to pick from. Being a console game that's limited to a controller, PSO keeps everything fairly streamlined in terms of menuing and controls so playing around with your options and making a build is easy and fun, especially when you're playing in multiplayer and trying to coordinate with a team to cover all your weaknesses. 

But what really elevates Phantasy Star Online is just how well-realized and engrossing the world is. The Dreamcast as a whole really leaned into futurism, so it shouldn't come as a surprise that Sega knows how to make a sci-fi world you want to live in. The hub area, Pioneer II, is quite small all things considered, but it gives you an incredible vista of a large futuristic city, with buildings that stretch on for miles. All the areas you visit on Ragol have all the bold colors you'd expect from a Y2K-era Sega game, but they also boast lots of alien-looking terrain, weird unexplained marks on the ground, and technological structures, which make them all feel like they have a history to them. And that's not to mention all the various kinds of enemies you can fight, and all the various species you can play as. It feels like Sega put a lot of work into making Ragol and Pioneer II feel real and lived-in, which makes Phantasy Star Online a game that I find incredibly fun and satisfying to revisit to continue exploring its mysteries.

Of course, being an MMORPG, Phantasy Star Online also has a lot to do. Beyond the main campaign and all the different customization elements, there's also a bunch of downloadable events and unlockable difficulties, and that's not even getting into the updated Gamecube and XBOX version which included an entire second campaign and unlockable minigames you could send to the GBA. And that's just in singleplayer, there's even more quests that are online-only, and the Episode II update added a bunch of new modes like a Battle Mode, a Challenge Mode, and a surprisingly fun soccer ball minigame you could play in the online lobby. Despite being quite quaint compared to most other MMORPGs out there, boasting a small hub and only a few disconnected areas to visit, Phantasy Star Online still feels big because of its sense of scale and the breadth of features it continued to add with every re-release.

I already touched on the world design and overall presentation a bit, but on a more broadly technical level, Phantasy Star Online still looks pretty great. Granted, I think Dreamcast games in general tend to look pretty spectacular thanks to their bold colors, crisp stylized visuals, and consistently smooth framerates, but PSO is no exception. Phantasy Star Online looks super high-res, the colors of the skies pop, the textures are crisp and feel lovingly-crafted, and it runs incredibly well, all the while provided that distinct futuristic aesthetic that the Dreamcast is known for. And as per the usual for a Sega game, Phantasy Star Online also has an incredible soundtrack primarily by Hideaki Kobayashi and Fumie Kumatani, two criminally underrated Sonic Team composers. It's a soaring, overwhelming synth soundscape that sounds equal parts futuristic and mysterious, perfect for heightening the atmosphere of PSO's world. The whole score is great but I think the theme for Pioneer II showcases its best qualities perfectly.

 Now look, I don't think Phantasy Star Online is the best MMORPG ever made, but it is my favorite. It streamlines the genre's mechanics for home console while maintaining the world-building and sense of scale, making for a game that's engrossing and fun in single-player, and downright unforgettable when playing online. It's an incredibly ambitious, innovative, and influential entry in the gaming landscape, that somehow still managed to keep its magic when I discovered it for the first time a few years ago. Out of everything they've ever done, I think Phantasy Star Online may just be where Sega peaked.

Friday, January 26, 2024

2024 Games I Played: Super Kiwi 64: Doomsday

I have been a pretty big fan of Siactro's games, ever since I was a kid who found the original Kiwi 64 demo on GameJolt, so it's been really cool to see him blow up as a niche indie creator since the very well-deserved success of Toree 3D. So, when he announced he was releasing a sequel to Kiwi 64 called Super Kiwi 64, I was quite excited. However, when it came out in 2022, I was unfortunately a bit let-down. It was an enjoyable time and Kiwi controlled excellently, but the game was short, easy, and kinda empty. Just last week, though, Siactro suddenly announced that Super Kiwi 64 was getting a big update which added a new campaign called Doomsday as well as a few improvements to the original game. Now that it's out, did the update manage to elevate Super Kiwi 64 for me?

Let's start with the base game. Super Kiwi 64 is a simple eight-level collectathon inspired by the 3D platformers of the N64, where you play as the titular Kiwi as he gathers power cells to escape from a mysterious floating island. Right from the get-go, the best thing about Super Kiwi 64 has to be Kiwi himself. Design-wise, he is absolutely adorable and slots right in alongside iconic 3D platforming mascots of the time like Banjo, Spyro, and Conker. He also controls really well, he's fast and responsive, and his moveset is a ton of fun to use. Kiwi has a jet-pack on his back he can use to boost and glide around each level, but the most fun move is his ability to poke his beak into walls ala Pokio from Super Mario Odyssey and scale walls. Out of all Siactro's characters, Kiwi is easily my favorite to play as. That being said, one may argue that Kiwi feels a bit too good to control. You have so much control that Super Kiwi 64 is kind of piss-easy, it's almost impossible to die, and failing platforming segments is no-biggie since you can just scale up any wall you come across.

As mentioned, this game has eight open levels to explore each with six Power Cells to find, and they're all decently fun. All the levels are well-crafted and there's enough structural variety and instances of verticality to keep the game feeling fresh, but... it just feels like there's something missing. Like, let me do a comparison, Super Kiwi 64 is obviously primarily inspired by Banjo-Kazooie, the greatest collecathon platformer of all time. Banjo-Kazooie's levels are so densely-packed with objectives, every location feels like it has a purpose, and while many areas may share somewhat similar objectives, each stage also has entirely unique NPCs giving each Jiggy a unique context. This is something that even the original Kiwi 64 nailed. But in Super Kiwi 64, there are no NPCs, there are very few enemies, stages often have vast stretches of empty space, and many Power Cell objectives can feel quite samey, either asking you to find all of a certain object or just locate the Cell floating around somewhere high up. I get why Siactro did this, the island Kiwi is on is supposed to be lonely, isolating, and mysterious, but it also makes the game feel kind of empty and undercooked.

But, to give credit where it's due, I can't say Super Kiwi 64 doesn't deliver a pretty effective atmosphere. At this point, Siactro has pretty much mastered the art of the N64 era look, and his infamous surprise creepy elements really help the game's world feel so eerie and uninviting. There's tons of skeletons everywhere, and the dungeon world in particular feels quite oppressive. The David Wise-inspired soundtrack by Kent Kercher also does a great job at heightening the mood for each location, with Abandoned Forest, Desolate Desert, and Pirate Ruins in particular really standing out. So overall, the base game of Super Kiwi 64 is fine but ultimately nothing too special. It plays incredibly well, has a great aesthetic, and boasts some solid stages, but the substance within these stages feels a bit safe and under-developed, so let's see how the Doomsday update changes things.

As far as the base game is concerned, this update makes two big additions, neither of which really fix my fundamental issue with Super Kiwi 64, but they do make the experience as a whole feel more well-rounded. First off, there are actual cutscenes and voice-acting, which do a solid job at fleshing out the story just a bit more and giving the player more of a solid motivation to get Kiwi off the island he found himself off. But more importantly, the update also added Time Trials. After fully completing a level, you can revisit it and start a time trial where you race to collect all the Power Cells in a stage in a given time. These times are surprisingly strict, and actually require the player to really master Kiwi's moveset, giving the game some much needed challenge while increasing Super Kiwi 64's replayability. As I said, these additions don't fix my fundamental problem with Super Kiwi 64, the levels still feel quite empty, but they are still notable improvements in their own right.

The Doomsday campaign, on the other hand, is a lot more interesting. The premise of Doomsday is that Kiwi's friend Macbat gets captured by his ex-nemesis the Melon King, so you have to rescue him before the Melon King destroys all of reality. I'm not going to sugarcoat it, Doomsday does feel quite jank and unpolished compared to the base game. The story is a bit convoluted, the platforming can feel a bit awkward, and some of the new mechanics can bug out a bit, but Doomsday also shows an ambition and willingness to push Kiwi's gameplay in a way that the base game simply lacked. Doomsday only has two stages and a final boss, but each stage is far larger than the ones in the base game with 10 collectibles to find rather than six. The platforming feels a lot more challenging and precise, especially in the first stage where you can't poke your beak into the walls, there are a few more inventive objectives like stopping a train or taking out every enemy in the area, and the collectibles are often hidden in more devious spots that had me scratching my head for a bit. I actually died a few times in the final level too! Siactro himself referred to the Doomsday campaign as "bonkers, experimental, and a bit raw", and yeah, I can see it. It's certainly not his most polished work out there, but it shows him going outside of his comfort zone. I always felt like Siactro could make something truly special if he ever wanted to make a larger, slightly more expensive game. While Super Kiwi 64 isn't that game, this update shows it may still be in the cards, either in the upcoming Toree Saturn, or in the potential Kiwi sequel that this update may or may not have teased...

Overall, Super Kiwi 64 still isn't my favorite of Siactro's games, I think the Toree duology are more polished and satisfying experiences overall, but this update does a pretty good job at making the package feel more complete. While the world design could've used a bit more fleshing out and the new Doomsday campaign can be quite jank, as a whole, Super Kiwi 64 is still quite the charming and fun 3D platformer with an incredibly fun moveset, fantastic presentation, and finally, some much-needed difficulty.

3.5/5 Stars

Thursday, January 25, 2024

2024 Games I Played: Tamagotchi Adventure Kingdom

I haven't made it a secret that I've been very excited for a lot of games coming out this year, primarily in the indie scene, and this has only increased with the several positively-received games to come out in January (Prince Of Persia, Tekken 8, Infinite Wealth, Apollo Justice Trilogy) and the abundance of release dates being dropped over the past week (Side Order, Freedom Planet 2, Umbraclaw, Berserk Boy). So, one thing I wanted to do this year was write full-on reviews of every game I played rather than cramming everything into a few end of year posts. Let's start with the first game I got, Tamagotchi Adventure Kingdom for Apple Arcade.

As I mentioned in my GOTY, I own Apple Arcade. It's obviously not a must-buy or anything, but since I primarily use Apple products and it's not super expensive, I've been pretty happy with the selection of indies it's been slowly accumulating over the years. I previously praised the heck out of Hello Kitty Island Adventure in particular for being a charming, calming, and content-rich blend of Animal Crossing and Breath Of The Wild, and I said that it's Apple Arcade's biggest system seller to date. However, what I did not expect was for Bandai-Namco to throw their hat in the ring with yet another Animal Crossing-esque game based on Tamagotchi, of all things. Unlike with Sanrio which remains super popular to this day, I haven't seen many people talk about Tamagotchi beyond it being a big source of early 2000s nostalgia, so it was a pleasant surprise to see that Bandai hasn't forgotten about them. But can their newest game rival Apple Arcade's biggest hit of 2023?

Tamagotchi Adventure Kingdom starts with a meteorite crashing down onto Tamagotchi Planet, causing a bunch of geysers to explode all over the world messing up pretty much everything. You play as Mametchi, who I'm assuming is the main mascot of the Tamagotchi franchise, as you explore Tamagotchi Planet trying to patch up the geysers, help people with their problems, and generally repair the world. As far as the story and writing goes, I will say that I'm not nearly as attached to Tamagotchi's cast as I am to Sanrio's, so there's probably a bunch of references that went over my head. It's also very obvious this game was made with kids in mind, as there's some pretty heavy-handed environmental theming as you need to pluck weeds, clean up trash, and fish garbage out of the ocean. However, it's also not infantilizing or patronizing in any way, and for what it is, the dialogue is still quite charming and quirky. I particularly like how unabashedly nice Mametchi is, which would normally make for a pretty boring protagonist if watching him wholeheartedly accept even the weirdest NPCs you run into didn't become kinda funny at points.

As far as the gameplay goes, Adventure Kingdom isn't quite as open and freeform as Island Adventure. It actually feels quite a bit smaller in scope, and it controls simpler too. Your only moves are running around and doing a context sensitive button. The main gameplay loop is to simply do quests to unlock hearts that you can use to seal geysers to unlock more areas with more quests, all the while finding blueprints you can use to decorate your camp. There's no dungeon crawling or optional platforming challenges here, it's more focused on helping NPCs rather than exploring a big world. Despite being pretty much an endless stream of quests, though, Adventure Kingdom feels surprisingly addictive because most of these quests feel rewarding and worth doing. Pretty much every major quest gives you a heart which puts you one step closer to expanding the world, and even the ones that don't at least give you rewards that can put you closer to completing other quests. Like with Island Adventure, Adventure Kingdom also tasks you with finding some of your friends who are scattered across the world, and this is an element I actually think this game does better. In Island Adventure, you need to build up each character's friendship meter before they can join you, and even then, they don't really have any special traits that differentiate them. In Adventure Kingdom, your friends can immediately join your party once you finish their quest lines, and they each have several perks that can help you out. Kuchipatchi, for example, can help you cross pits and mine faster, so you're encouraged to mix and match the allies you need for each situation.

Another element where Adventure Kingdom really differentiates from Island Adventure is in how it handles time. Hello Kitty Island Adventure is entirely determined by real-time, meaning that there are often instances where you have to put the game down and wait until tomorrow to progress with a quest. Personally, I'm not really a fan of real-time elements in gameplay but I'm not usually someone who can commit to playing games daily like that. Adventure Kingdom, on the other hand, has an in-game timer, meaning that days pass by a lot quicker and you can sleep whenever you want to skip to the next day. I like this a lot more since it keeps the pace of the game up, and it allows me to play whenever I want for however long I want. One thing I don't like in Adventure Kingdom, though, is the energy meter. Doing most tasks in this game from breaking rocks to digging to shaking trees consumes energy, and you can only regain energy by eating fruit you gather or sleeping. I don't know why Bandai decided to add this mechanic, because it only hurts the game for me. It disincentivizes you from gathering for resources unless you really have to, or else you'll have to keep ending days early to regain your energy, and adds an unnecessary level of anxiety to what's supposed to be a really calming and therapeutic game. Like, look, I'm a Pikmin fan, I'm all for a bit of fun resource management, but this just doesn't feel like the right game for this kind of playstyle.

On a more positive note though, I love Tamagotchi Adventure Kingdom's presentation. Adventure Kingdom goes for a simple, colorful, cel-shaded look, and it feels like it's ripped straight out of the sixth generation of gaming. It feels like a long-lost Gamecube game, and it really wouldn't feel too far separated from games like Klonoa 2, Bomberman Generation, or Go Go Hypergrind, which is just awesome. The world feels so alive too, each area is filled to the brim with NPCs, each with their own unique daily routines. NPCs don't always just hang around the same spots all the time, some of them also walk around or change locations each day. While Island Adventure's island is more fun to explore, I think Tamagotchi Planet is a bit more fun to just hang around in. And the music is quite good too, it's a full orchestral soundtrack, but all the themes are super comforting and are catchy enough to get stuck in your ear long after you're finished playing.

With all that being said, I do think Hello Kitty Island Adventure is overall the better game. It's far more ambitious, it has way more content as well as variety in the things you do, and as I said, I'm simply more attached to the Sanrio cast than I am to Tamagotchi. However, I still had an absolute blast with Tamagotchi Adventure Kingdom. It's a bit quaint in terms of scale and the energy meter does put a slight damper on things occasionally, but the consistently fun quest design, brisk pacing, fleshed-out world, and nostalgic presentation made for a game that I likely hanging around in whenever I was in the mood for something comfy and chill. As funny as it is that Tamagotchi and Hello Kitty got very similar games on Apple Arcade within the span of a few months, they're both fun, comfy, and polished experiences worth checking out if you have the service. So as far as I'm concerned, I'm just happy to have two cakes.

3.5/5 Stars