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Monday, September 30, 2024

Zelda Dungeon Reviews: Echoes Of Wisdom

Echoes Of Wisdom is here, and with it marks the return of traditional Zelda dungeons. While this isn’t some incredible roster of dungeons or anything, it takes a while for them to really start to branch out into nonlinearity and the overall theming isn’t especially novel, they do manage to maintain that classic Zelda feel for the most part. And at their best, there are some genuine highlights showing that the Zelda team’s still got it.

Dungeon 1: Suthorn Ruins

 Suthorn Ruins is the mandatory first dungeon of Echoes Of Wisdom, which I think is a good call. This means that unlike in the last two Zelda games, you have a dedicated dungeon that instructs the player on how dungeons will work. Right from the get-go, Suthorn Ruins introduces the Bind move, and it manages to thoroughly explore this mechanic through a number of fun environmental puzzles that slowly amp up in complexity as the dungeon goes on. These more strict Bind puzzles are balanced out with some more freeform puzzles involving lighting torches, doing light platforming, or fighting enemies. Since your echo kit is so small at this point in the game, combat is a real challenge here and that applies doubly with the two excellent boss fights against Link and the Seismic Talus. Both fights had me scrambling to figure out what I could use on them, which helped them feel really engaging even for first bosses. My one gripe with Suthorn Ruins is that navigation is sadly pretty basic so far. The first half of the dungeon is mostly a straight line repurposed from the intro where you play as Link, and it's not until the final segment where the place branches out a bit and keys/locks are introduced. Later dungeons are certainly a bit more interesting in this area, but I still think Suthorn Ruins generally made all the right moves to assure me that dungeons are indeed back.

Dungeon 2: Gerudo Sanctum

Gerudo Sanctum is a solid improvement and yet another entry in Zelda's long lineup of great desert dungeons, even in the Wild games. Similarly to the Lightning Temple in TotK or the Ancient Ruins in Oracle Of Seasons, this dungeon really feels like you're exploring an ancient temple, filled with all sorts of booby traps and puzzles. The echo puzzles do a nice job at testing you on all the echoes you've accumulated in the Gerudo Desert like the flying tile and the moles, while the bind puzzles revolve around rotating cylinders to open doors or create a path forward. Layout-wise, the Gerudo Sanctum is still fairly straightforward to navigate, but it doubles back on itself enough that it feels a bit less linear than it actually is, and the second half tasking you with collecting two statues does give the player a bit more freedom than the last dungeon did. Though the real star of the show is the big twist where you straight-up exit the dungeon and explore the exterior a bit, which is always a cool concept. There are a few clever spatial reasoning puzzles where you need to climb through a window or break through the roof from outside the sanctum, though sadly they mostly just lead to optional Rupee rooms. As for the bosses, they're once again really solid. Not quite as tense as the ones in the previous dungeon, but the Bow Link fight has a memorable second phase and Mogryph has a sick design. Overall, I think the Gerudo Sanctum definitely could've been a bit more complex, but it was still quite the fun time.

Dungeon 3: Jabul Ruins

If you know me by now, it shouldn't come as much of a surprise that this was the dungeon I was most excited about. I'm a pretty ardent defender of Zelda's many divisive water dungeons, and a big reason why I tend to like them is their labyrinthine, puzzle box design. So out of all the ways TotK felt like a betrayal of what I enjoy about Zelda, getting a wide open water temple that could be completed in about fifteen minutes was probably one of the worst for me. As a result, the Jabul Ruins were kind of the final litmus test to really determine if Zelda dungeons were properly back. Sadly, it kinda disappointed.

The Jabul Ruins did start really strong though, with a fight against Lord Jabu Jabu himself right before the dungeon, and a tense chase scene against the dungeon boss right upon entering. And the main premise of activating switches to increase the water pressure to push Zelda to the top of a central room does have the potential for some interesting puzzles. But in practice, well, it just plays out like the terminals in a BotW or TotK dungeon. You have the choice of which switches you want to go after first, but they're all one-time events and you never have to actually strategize around the water pressure. There are some fun one-off rooms like that one where you need to hop across logs, but most of them are either enemy rushes or 2D swimming segments. It all made for a dungeon that wasn't necessarily unfun, but did feel like a bit of a let-down. The boss, on the other hand, was actually pretty great. Vocavor's attacks were fun to dodge, and the second phase introduced an interesting strategy element about figuring out how to attack it both above water and underwater. Jabul Ruins had a great set-up, but despite my love for water dungeons, I think it's fair to call this the weakest main dungeon in the game.

Dungeon 4: Hyrule Castle

Just like in Link To The Past and A Link Between Worlds before it, Hyrule Castle is this game's midgame dungeon. And just like with those games, it's mostly designed to be an action-packed test of everything you've learned so far. So, there's a bit stealth, some rooms based on prior dungeons, and a fairly streamlined structure that has you descending further into the castle. As such, I really don't have much to say about this dungeon, though I do want to give props for the fairly open final area where you have to zigzag back and forth across a bunch of rooms to get the boss key. And the boss fight against Echo Ganon is as great as you'd expect, a four-phase behemoth of an encounter that really could've been a final boss in any other Zelda game.

Dungeon 5: Eldin Temple

Most fire-related temples in Zelda tend to be more focused on action and platforming over puzzle-solving and this one is no exception. There’s a big focus on platforming across lava, which does lead to some pretty fun and memorable setpieces scattered across the dungeon, especially at the end. The rising lava chase after getting the Boss Key and that final glide to the boss door are particularly notable. Navigation-wise, though, Eldin Temple is yet again mostly just a straight line peppered with splits that force you to get keys to progress. With how late we are in the game, I was kinda hoping I’d start getting, you know, lost in the dungeons by now? But as it stands, I think the room-to-room action of the Eldin Temple was still enough to make it a fairly enjoyable time. The bosses, on the other hand, were pretty weak. Bomb Link is far and away the easiest of the Link battles, and I honestly was never a fan of Volvagia, even in his Ocarina appearance. Whack a mole bosses always felt kinda boring and repetitive, and this one is no exception.

Dungeon 6: Faron Temple

Okay, now we’re talking. The Faron Temple is a great Zelda dungeon, and such a massive spike in complexity, difficulty, and length from all the previous ones in all the best ways. It’s so long, in fact, that I needed multiple play sessions to even beat it. I got lost, I got frustrated, I even got stumped a few times, and I was relishing every moment of it. 

I knew I was in for a treat when I popped out in front of the Faron Temple and realized there was a whopping six different entrances. You really have to try out all the different entrances to even find the dungeon map, and finally getting it and seeing how everything really clicks together really showcases that puzzle box design that I love about Zelda dungeons. The rooms themselves are also quite fun and varied, ranging from a large dark maze (though admittedly I’m not a huge fan of darkness mechanics), to several satisfying electricity puzzles, to platforming, to some scale puzzles that made me feel very stupid. And on top of all that, the bosses are great in this one. The miniboss brings back that mechanic from Catfish’s Maw where it runs around the dungeon with an important item forcing you to fight it multiple times. The fact that the miniboss in question is a returning Manhandla is icing on the cake. As for the dungeon boss himself, it might very well be the greatest Gohma fight to date. It climbs up walls, shoots lasers at you, and in the second phase, even comes down to the floor and starts slashing at you. It’s a legitimate challenge that forces you to keep track of a lot at the same time, and the fact that I went in with an empty Link bar made it all the more thrilling. As a whole, Faron Temple is easily one of the best dungeons in Echoes Of Wisdom, and even one of the best dungeons we’ve gotten in a while. That being said, it’s not my favorite. That one comes next…

Dungeon 7: Lanayru Temple

If I had a nickel for every time a Zelda game had a sad subplot about a yeti family that culminated in one of the family members becoming a brainwashed dungeon boss, you know the rest of the joke. Of course, Snowpeak Ruins is my all-time favorite Zelda dungeon, so there are certainly worse dungeons to be taking cues from.

The Lanayru storyline was easily one of my favorites in Echoes. Condé is an absolute treasure and his arc about dealing with grief over his father dying and his brother disappearing is a really emotionally resonant part of the game, and it lends Lanayru Temple a sense of urgency that the other dungeons didn’t really have. But on top of that, this is also just a damn good dungeon in itself. Lanayru Temple goes with a similar structure to Turtle Rock in which you descend down a bunch of floors one by one, each having a more complicated iteration of its central mechanic. In this dungeon, the main mechanic are these fans that can cool down or heat up the room when you put in an elemental orb. The puzzles around these fans start simple, but get more tricky as you’ll need to guide the orbs around hazards that could change it to the other elemental. The final puzzle at the bottom floor is probably my favorite of the game, with tons of criss-crossing wires and rooms where you need to purposefully switch the orb’s element. It’s still fairly linear all things considered, but the room-by-room puzzles are easily some of the best in Echoes Of Wisdom. As for the bosses, they’re a bit more of a mixed bag. The fight against a returning yet unrecognizable Slime Eye was a bit tedious, but the fight against Skorchill is fun in how it forces you to use multiple elements along with the story relevance. And just as icing on the cake, the dungeon theme of Lanayru Temple is one of the most gorgeous dungeon themes in the entire series, really heightening the atmosphere.

Dungeon 8: Null's Body

Final Zelda dungeons tend to be either really short or a repurposing of all the previous dungeons. Null’s Body is the latter. It’s certainly a lot better than some of the other dungeons of its kind like the Wind Fish’s Egg and Onox’s Castle, but it’s still very much just an extended tutorial on how to use Link as an ally and not much more. The game stopping every five seconds so Link can nod to you also drags down the pacing quite a bit. Thankfully, everything else is quite strong. Null as a villain gives off some serious cosmic horror vibes that I didn’t expect to see in a Zelda game, and the atmosphere is fittingly creepy. The fight with Echo Zelda prior to the dungeon is admittedly quite easy, but still super memorable in its own right. And the final boss against Null is really good. It’s surprisingly long, packs in multiple distinct phases, and is a legitimate challenge and not just a victory lap (looking at you, Wild games). I was a bit worried that you could just sit back and let Link do all the work, but between Null booting Link out for the second phase and absolutely flooding the screen with attacks in the final phase, I felt it was still ultimately a very active fight that ended Echoes Of Wisdom on a strong note.

So, here’s my final ranking:

8. Null’s Body
7. Jabul Ruins
6. Suthorn Ruins
5. Hyrule Castle
4. Eldin Temple
3. Gerudo Sanctum
2. Faron Temple
1. Lanayru Temple

2024 Games I Played: Legend Of Zelda Echoes Of Wisdom

I won't leave you in suspense any longer. Echoes Of Wisdom is actually really good. 

To my surprise, Echoes Of Wisdom is an honest to goodness fusion between old and new Zelda, and it's glorious. While its main gameplay loop very much has a focus on immersive sim elements and solving puzzles and combat in your own way, and the overworld is fairly open for exploration, Echoes Of Wisdom also has a greater sense of progression, a genuinely solid story, and actual dungeons. It’s by no means perfect, but it actually feels deserving of the Legend Of Zelda moniker.

Echoes Of Wisdom's story is actually more interesting than I was expecting. The main premise is that it takes place at the end of your average Zelda game. Hyrule has been hit by these scary rifts that were presumably caused by Ganon, and Link has just reached his lair, defeated him, and saved Zelda... but Hyrule isn't saved. If anything, the rifts got even worse and sucked both Link and the King in, turning them evil. So now, Zelda has to save Hyrule in their place while also staying under the radar because the now evil King wants to have her executed. The first hour of Echoes Of Wisdom is really fascinating in how it explores the aftermath of Link’s adventures, as you meet NPCs who are grieving their loved ones lost to the rifts, and visit Link's old village and see all the lives he's touched on his adventure. Sadly, most of this is dropped once the adventure begins proper (still better than whatever the hell TotK was doing), but Echoes’s narrative still managed to be enjoyable in other ways. The game’s true villain, for example, is not only surprisingly clever, but they introduce some pretty wild implications for the rest of the series.

But for the most part, Echoes Of Wisdom consists of little vignettes in each of the different regions like a Gerudo warrior trying to prove Zelda's abilities, the two species of Zoras getting into a spat, and a rare intellectual Goron trying to be chief. The highlight for me was definitely Lanayru Region’s story which hits some emotional beats I absolutely wasn’t expecting from the game. I love how this version of Hyrule brings back elements from so many prior games, both in terms of the species and characters featured. We got the Dekus, River and Sea Zoras, the Yetis from Twilight Princess, the three goddesses, everyone’s here! Despite using the same toylike artstyle as Link's Awakening, I also feel like the characters are more expressive than they've ever been in a Zelda game, especially Zelda herself. She's constantly emoting and gets all these cute little animations that really help bring her to life. It's especially important since bizarrely, Zelda's mute in this game? Like, I get it, the Zelda team likes to let the player insert themselves into the protagonist's role, but I feel like Zelda has always been a bit of a talkative character. Spirit Tracks showed Zelda has the potential to be the most charismatic, funny, and multi-faceted member of the cast with good dialogue, so it's a bit of a shame her starring role doesn't have that same level of writing. That being said, the fact that Zelda's animations are as lively as they are mostly make up for this.

Gameplay-wise, Echoes Of Wisdom obviously changes things up a lot. Zelda can't use a sword or attack traditionally, so instead, her moveset revolves around spawning echoes of items and enemies to use them for platforming, puzzles, and combat. I was initially worried this would feel a bit cumbersome, but my fears were quickly dispelled within the first hour. The controls for spawning echoes are very simple especially compared to all the building mechanics in TotK, and combat scenarios often felt really tense and frenetic as I was frantically sifting through my inventory and throwing everything but the kitchen sink at my foes to see what worked. It reminded me a lot about the very early game of BotW where weapons broke so frequently that I had to constantly swap tactics mid-fight. You can totally set up builds and arrangements if you want, but you'll never have to bring the pacing to a complete halt just to build some large contraption like in TotK. My one gripe with the echoes is mostly just how much of them there are. The menus just aren't comprehensive enough to make finding the one echo you need feel fast, and the sheer amount of echoes with duplicate or almost useless purposes (signs? multiple types of pots?) did leave me wondering if the Zelda team should've focused more on quality over quantity here.

The other major mechanic is the bind which you can use to grab onto stuff and move them around. It's obviously given less of a focus than the echoes, but when used in conjection, you can come up with some pretty clever combat solutions. I like binding myself to an enemy because it's almost like I'm using an actual weapon. But on top of that, bind is often used for more strict environmental puzzles compared to the more freeform puzzles the echoes are used for. It helps the game maintain a nice balance between more rigid bind-focused brain-teasers and the more imaginative echo puzzles. But beyond the new stuff, Echoes Of Wisdom even goes the distance to refine older mechanics in 2D Zelda. You don't get to use a sword much, but the times you do use it is some of the most fluid swordplay in a 2D Zelda game thanks to the addition of lock-on and mid-air attacks. The game also replaces your roll with a Paper Mario-style spin you can use to go fast and cut grass, and it's an absolutely brilliant addition that I hope more games include. Realizing I could draw lines in the sand with the spin move unironically gave me minutes of fun just doing that.

My biggest concern with Echoes Of Wisdom was that the sheer freedom that echo/bind allows would end up trivializing the puzzles, and I'm pleased to say that this is generally not the case. Most echoes are single-use only, so there's never any one-size-fits-all solution. As a matter of fact, in the case of combat, you're often encouraged not to. Each enemy works best with a certain other enemy, so there's this sort of rock-paper-scissors aspect to finding the right strategy for each foe. This applies to puzzles and platforming too, they vary enough so that using the same echo every time is never going to work. So while I did find myself cheesing puzzles occassionally, it at least felt like I was cheesing them in creative ways. There were these constant ah-ha moments where I would ask myself "what if I did this?" and it usually worked. And because the interface is so simple to use, actually putting those queries to the test felt easy and quick. But sometimes, I'd also just solve things by complete accident. There were so many situations where I was randomly tossing out enemies that just so happened to solve things for me, and it always made me laugh whenever that happened. It's fun to see a 2D Zelda game with so much detail put into how everything interacts with each other, it's easy to set up a Rube Goldberg machine of pure chaos if you really want to.

So all that immersive sim stuff is neat and all, but where I think Echoes Of Wisdom really shines is in its progression. Finally, finally, Nintendo actually bothered to go back to be the two-arc structure that has worked for Zelda ever since the very first game. The game's still open world, but you aren't able to access most of the dungeons right from the get-go, let alone the final one. You do have the freedom to pick between the first and last few dungeons ala A Link Between Worlds, but there's also a dedicated mid-game dungeon you need to do to progress the story and unlock the second half of the game. Hell, the first hour or so of the game are pretty much entirely linear, the game doesn't even properly open up after Dungeon 1. This really is the perfect blend between nonlinear and linear Zelda, bringing back the satisfying feeling of progression that the older games had while still incorporating an element of player freedom.

And while we're on the subject of dungeons, there are dungeons! And a lot of them too! Coming off of the pitiful 5-6 dungeon rosters of the last two games, Echoes Of Wisdom has an impressive eight dungeons. An intro dungeon, two in the first arc, a midgame dungeon, three in the second arc, and a final dungeon. And on top of that, the dungeons are good too! There's keys and doors and boss keys, the terminals are completely replaced with a single endpoint, there are midbosses dividing the dungeons into distinct halves, there's a dungeon map encouraging you to explore every room, and while there still aren't any dungeon items, you do get a number of dungeon-exclusive echoes that serve a similar purpose. As I mentioned, there's a nice blend of single-solution environmental puzzles and more freeform puzzles so they never felt absurdly easy like the ones in the last two games. It does take a bit for the dungeons to really start branching out, though, the first few are fairly linear and easy to navigate. But in the second half of the game, things do get a lot more complex, especially with the Faron and Lanayru Temples. The bosses are pretty great too! This is one area where TotK was a genuine improvement, but I still think Echoes Of Wisdom has it beat in this aspect. There's a solid roster of unique boss fights each with multiple phases and well-telegraphed attack patterns. They're kinda like the fight with Odolwa in Majora's Mask where they usually have an intended convenient solution, but you can really just use anything to defeat them if you want to. There’s also so many surprising old bosses returning like Barinade, Manhandla, and… Smog… from Oracle Of Ages. My least favorite Zelda boss of all time. Honestly, it’s such a deep cut, I’m not even mad.

One thing that I always found a bit weak about Breath Of The Wild was its sidequests. There were some highlights, of course, but the vast majority of them are pretty boring fetch quests that pad out the sidequest count and just don't give you a good enough reward. But the perks of having a much smaller scope to your game is that your side content can feel a lot more meaningful (cough Majora's Mask cough), and Echoes Of Wisdom absolutely demonstrates this with its sidequests. While I skipped out on most of the sidequests in BotW and TotK, I went out of my way to do most of them here because they were usually varied, quick, and easy to do. From rearranging stuff with bind, to taking out enemies, to finding a specific echo, to beating minigames, to playing a game of tag, to even completing special optional dungeons, the sidequests were generally really enjoyable. But even beyond just the sidequests, Echoes Of Wisdom's overworld is densely-packed with things to do, and you do not have to go far to discover something new. Pieces Of Heart and Bottles are back and they're just as satisfying to collect as always, there's tons of uniquely designed caves scattered everywhere, there's a really charming Stamp rally quest, and even the echoes kinda serve as a collectible. It actually feels really satisfying and rewarding to go for 100% in this one, and that's really great to say.

As for the presentation, I don't really have too much to say about it since Echoes Of Wisdom primarily repurposes the Link's Awakening remake artstyle. There are a lot of unique assets and animations, and it's cool to see a lot of classic Zelda species and enemies translated to this toylike artstyle, but beyond that, most of my praises and criticisms remain the same as with Link's Awakening. Echoes Of Wisdom's visuals are cute, clean, colorful, and a joy to look at, but the framerate issues pretty much remain the same. The soundtrack, on the other hand, is pretty much entirely new and it's great. Super lush and varied, and unlike the Wild games, there's rarely a moment when you're not listening to music and that has me very grateful. Echoes has a pretty huge composer list composed of BotW/TotK alumni and a few new composers, and they did a really good job. There’s a lot of really strong original tracks scattered throughout the game, which makes whenever they weave in the series’ tried and true leitmotifs hit all the harder.

Overall, yeah, Echoes Of Wisdom is actually really good. So good, in fact, that it makes me like Tears Of The Kingdom even less because it shows the Zelda team wasted six years when they could've been making stuff like this the whole time. Echoes Of Wisdom is a great first showing for Zelda, with a unique but surprisingly fun central set of mechanics, a fascinating new take on a classic Zelda narrative, and loads of charm and polish. But on top of that, it bodes so well for the future of the series, showing off a perfect fusion between the nonlinear immersive sim elements that defined the BotW series with traditional Zelda elements, while also added some neat new ideas and quality of life improvements. It's the first game since ALBW to really have that Zelda magic again. There's a large open overworld that's a joy to explore, and more tightly-designed dungeons and setpieces, it's everything I could've asked for. 

I'll need to wait a bit to see where Echoes Of Wisdom lands, but as of know, I can say it's at the very least a solid A tier Zelda game for me, on par with Skyward Sword, Oracle Of Ages, and Spirit Tracks (that's a good thing, by the way, I actually love all these games).

4.5/5 Stars

Wednesday, September 25, 2024

Legend Of Zelda: Echoes Of Wisdom Prelude

I haven't kept it much of a secret that I think Tears Of The Kingdom burnt me hard. It's not something I've ever talked about much in depth here beyond the occasional mention, and there's a reason for that. I don't really trust myself to write a full review about TotK that doesn't devolve into mad rambling, it really is that bad. I at least had respect for the game at first, but then Aonuma had that interview where he claimed that people only liked the more linear pre-BotW entries out of nostalgia and it pretty much killed any remaining sympathy I had left to give it. Frankly, that interview almost killed my love for the franchise entirely, it made me finally understand what the Sticker Star haters were getting at. It wasn't until just a few weeks ago when I actually considered getting Echoes Of Wisdom, after seeing some footage that did actually make me hopeful for the game. I was still worried that I'd get burned again, or that even if it was good, I'd be supporting a direction for the Zelda series that I wasn't fully okay with. However, I had that same exact worry with the TTYD remake and it ended up being one of my most positive experiences of the year, so who knows?

But before I talk about my thoughts on Echoes Of Wisdom, I need to actually talk about why Tears Of The Kingdom fell so flat for me, and I'll keep it brisk because I really don't want to ramble. I don't deny that TotK has some really great moments and ideas (Great Sky Island, most of the bosses, the Lightning Temple, the fuse mechanic), but I think my biggest issue with it on a mechanical level is the repurposing of the overworld from Breath Of The Wild. BotW is a game that took me about 100 hours to fully get the most of, it's a real commitment of a game, so hopping back into Hyrule and realizing I was going to need to do pretty much all of it again, from activating the towers to completing all the shrines, already killed so much of my motivation to keep playing. There is a fair amount of new content, for sure, but they're spaced out between large stretches of dead air and stuff I've already done. This also hampers the exploration which is the element that makes Zelda such a great series to me. I love the sense of going on an adventure and exploring every inch of a Zelda game's world, but if I'm already familiar with every inch of the world, what is there to even explore? The three sky islands in the entire game? The flat, drab, and empty depths that are just an inverted version of the Hyrule map anyway? The dozens of copy-paste caves with nothing new after the first few? The 50+ empty Shrines?

The immersive sim elements of Tears Of The Kingdom, on the other hand, are something I'm a lot more mixed on. As someone with experience in game design myself, I fully recognize just how impressive the Ultrahand mechanic is on a technical level. The fact that the physics work as well as they do is just straight-up revolutionary. But is it a fun mechanic in practice? Ehhhhh, not really. This is your main means of traversal, but having to stop and build something every time you want to go somewhere screws up the pacing so badly compared to the first entry. BotW had so many great, simple mobility options like Cryonis, Stasis, and Revali's Gale, but now they're pretty much all replaced having to slowly build a contraption to do what you could previously have done at the push of a button. This tedium then breeds exploitation, people quickly discovered that you can build an overpowered air bike that lets you fly over the entire map with zero consequences. You can even smuggle it into shrines and dungeons to break their puzzles as well, completely removing any difficulty or engagement within the game, so now you have the opposite problem. Having the freedom to do whatever you want is great, but compared to its predecessor, Tears Of The Kingdom doesn't feel balanced around its freedom whatsoever. Its few limitations are arbitrarily placed, and yet, it never stops you from cheesing its puzzles in the least fun ways possible.

I get the sense that Nintendo spent most of Tears Of The Kingdom's development refining the Ultrahand mechanic, only to remember that they also needed to build a game around it because it's also incredibly lacking in cohesion, especially compared to both Breath Of The Wild and its sister sequel Majora's Mask. Breath Of The Wild had a naturalistic overworld and a consistently melancholic tone, with a simple but effective story about reminiscing about the past. It all clicked together incredibly well. Majora's Mask repurposed assets from Ocarina in a uniquely haunting fashion that heightened the emotional impact of its preecessor while also being a fresh new Zelda adventure with new environments, atmosphere, and themes. Tears Of The Kingdom, on the other hand, mars that overworld with sloppily placed sky rocks scattered everywhere, in turn making it feel more artificial. It uses the flashback structure of BotW, but with a more linear narrative so experiencing it at your own pace feels a lot less satisfying. And while Majora's Mask feels like it built on Ocarina, TotK tosses away pretty much all of the intricate worldbuilding of its own predecessor to introduce an entirely new set of lore. It's everything a sequel shouldn't be, and as a result, is probably the only Zelda game that I feel completely lacks its own unique identity.

By nature, some of these issues automatically do not apply to Echoes Of Wisdom. It does not repurpose a massive open world, and by virtue of being a 2D game, it's a lot tighter and more condensed despite still being open. It doesn't have the baggage of being a sequel, nor does it have six years worth of expectations weighing it down. And the new Echo system, despite having similarities to the Ultrahand, already seems a lot more simple than having to slowly assemble a huge contraption. But as I said, Tears Of The Kingdom burnt me hard, and it was in a way that no other Zelda game ever had. I like pretty much every other Zelda game, it was the first one to show me that Zelda games could let me down. So naturally, I was quite wary about Echoes Of Wisdom. But I did also want to go in with an open mind, and to give the game credit, the more I saw of it, the more genuinely excited I got. I'll be starting with Echoes Of Wisdom tomorrow, and my proper review of the game will come out in a bit, along with a Dungeon Reviews on its dungeons. I really hope it's good.

Monday, September 23, 2024

Sonic Genesis Level Rankings

I've played the Genesis era Sonic games a lot by now, including CD. Enough that I have quite a lot of thoughts on which levels I like and which levels I don't. So, I'm going to review every major act in Sonic 1, 2, CD, 3, and Knuckles and then rank them at the bottom:

Smallville (Season 5)

Hey, it's the "Good sex, bad Lex" season!

Okay, in all seriousness, Season 5 kickstarted a new era for Smallville. Where Seasons 1-4 are a supernatural teen drama set in high school, and Seasons 8-10 apparently blossom into a full-on superhero show, Seasons 5-7 seem to straddle the line between the two which leads to it being the most divisive stretch of the show. And just from Season 5, yeah, I can see why. This season is kind of a lot, but I'll be damned if it wasn't super entertaining.

The first twelve episodes of Season 5 are generally pretty great, aside from the unfortunate double whammy of Thirst and Exposed, two of the show's worst one-offs to date. It feels like the writers really wanted to push the show forward, so we ended up getting a lot of payoffs to stuff that the whole show was building up to. Clark actually tries to have a stable relationship with Lana for a bit, and it almost manages to work. Lex and Clark have a really massive blowout and finally end their friendship pretty much permanently. Braniac shows up as played by Spike from Buffy and has a surprisingly engaging arc where he coerces Clark to free Zod. Multiple other superheroes like Aquaman, Cyborg, and a weird Batman proxy start showing up. And of course, there's the incredibly engaging plot where Clark loses his powers and gains them back at the cost of someone else dying, revealing in the 100th episode to be Jonathan. Season 5 moves through these plot points at a fast pace, making for a really unpredictable and thrilling experience for most of its first half.

If the season kept up this momentum throughout, I'd easily be willing to call it my favorite season so far, but sadly, the second half of Season 5 does lose a bit of steam. We do get some good episodes after Reckoning, but nothing really tops the Milton Fine or election arcs in terms of pure excitement, at least not until the finale. It also doesn't help that Season 5's worst episodes tend to be some of the worst episodes of the show so far. I already mentioned Thirst, the almost comically cheesy Buffy parody, and Exposed, the one where Lois does a pole dance, but there's also episodes like Tomb and Fragile that really don't stack up to the rest of the season. Even the finale felt a bit weaker and messier than previous seasons, with the neat premise of Zod's arrival mixed in with a chaotic apocalypse plot that gave way too many Angel Season 4 vibes than I would've wanted (I'm still traumatized by that season, huh?).

Highlights:

Arrival: Kicking off the incredible three-episode arc that starts off Season 5, Arrival stands out as one of the more focused season premieres alongside Exile, mostly based around Clark running around Smallville trying to help everyone recover from the second meteor shower, only to lose his powers for not returning to train at the Fortress Of Solitude. I especially liked seeing Chloe reveal she knows about Clark's abilities, their friendship this season was really great and wholesome.

Hidden: Meanwhile, Hidden ends off the arc with a bang. Clark gets shot, pretty much dies, gets resurrected and regains his abilities at the cost of someone close to him dying soon. As usual, I like the storylines of crazed meteor freak haters, and the threat of a missile launch destroying Smallville elevated the stakes to quite high levels.

Solitude: I really liked the Milton Fine plot and wish he was around more this season, the morally grey mentor role he took with Clark was quite cool. Solitude was a strong ending to his storyline, at least until his reappearance by the end of the season. You got a cool fight between him and Clark, the reveal that the Kryptonians are trying to resurrect Zod, and a close scare where Martha almost ends up being the one who dies.

Reckoning: Reckoning is arguably the most iconic episode of Smallville, and it's not hard to see why. This is an absolutely crushing 100th episode that gives you everything you thought you wanted before ripping it all away. Clark tells Lana about his powers and they get engaged in a genuinely sweet sequence, Season 5 really did sell me more on their relationship than the last few seasons combined, but of course, it couldn't last. Clark telling Lana about his abilities led to her death, so instead, Clark and Lana break up, and Jonathan ends up being the one who dies, and just after winning the election too.

Overall, Season 5 was probably my favorite season so far in terms of my viewing experience. Its fast pace, constant massive shifts to the status quo, and several standout arcs made for a really fun time. However, it just couldn't keep up that momentum to beat out Season 3 overall. Its low points were low, and its second half was a noticeable dip in quality, but as a whole, I still found this to be quite the enjoyable season of Smallville.

4/5 Stars

Saturday, September 21, 2024

Mega Man World Reviews

Despite having written extensively about the Mega Man series at this point, I have rarely talked about the Game Boy entries in the series, also known as Mega Man World. I have played these games, and I have a lot of to say about them, but I just never got around to properly reviewing them. And since I've been revisiting Mega Man games to review them in more depth, I thought this was as good a time as any. I won't be doing a full deep dive this time since most of them borrow bosses and stage concepts from the NES games, but I'll try to be as comprehensive as I can regardless.

Mega Man: Dr Wily's Revenge

So, the first four Mega Man World games are basically handheld conversions of two Mega Man games, so Dr Wily's Revenge primarily borrows from Mega Man 1 & 2. However, unlike its sequels, Dr Wily's Revenge feels less like a strict conversion and more like a weird reinterpretation. It takes a lot more liberties with the source material which I think helps it stand out quite well.

For its first half, I'd say Dr Wily's Revenge is actually a pretty damn solid Mega Man game, especially considering it's the first entry in the series made by Minakuchi Engineering, who'd become mainstay developers for the rest of the World games. The level design for the four Robot Master stages is surprisingly solid, each focused on fleshing out and combining a few gameplay mechanics. However, these stages aren't just slightly altered versions of the ones from MM1, they're all kind of entirely new. Cut Man's stage for example takes place in a factory this time with conveyor belts and spinning sawblades, while Ice Man's stage has falling icicles and melting ice blocks to hop across. Even the music feels new, taking the main melodies of the original MM1 soundtrack and taking them in a new direction. You can tell Minakuchi was using the experience Capcom gained through making Mega Man 1-3 to help make this game, and there's even a fair amount of QoL improvements. Fire Man's AI has been fixed, the Magnet Beam has been removed, and the Thunder Beam has less weapon ammo so it's not as broken. In general, I think Dr Wily's Revenge does a really good job at making better use of MM1's weapons, like how there are a lot more Sniper Joes to use the Ice Slasher on, and how the game tosses in MM2's bird enemies to give Fire Storm's shield capabilities more of a use. 

However, even with all this positivity, there are a few niggling issues early on. The physics feel somewhat floaty compared to the tight control of the NES games. It's nothing awful, but it is noticeable. There's also a fair amount of do-or-die segments with an abundance of insta-kill pits, and I found that enemies deal a surprising amount of damage. And while screen crunch isn't an issue most of the time, certain bosses do feel a bit harder due to the lack of space to avoid their attacks. But despite these gripes, I think Dr Wily's Revenge has a strong first half. Sadly, the level design starts to fall off a bit with the brutal Wily stages, particularly the first one which has several trial-and-error drops with little time to react due to the screen size, a tediously long hallway filled with those Metal Man drills stopping you every step of the way, and awful Big Eye placement. This stage also has a boss rush where you fight bosses from MM2 and even get their weapons, which is a fun twist that I'd say is way better than fighting the same bosses again. However, it does feel lacking since later World games would replace this boss rush with a second stage select. I also found that most of the MM2 weapons feel quite shafted compared to the MM1 weapons, with the exception of the Atomic Fire which gets blocks it can easily destroy at a full charge.

That being said, I think Dr Wily's Revenge still manages to end on a reasonably strong note. Enker is introduced as the first of the Mega Man Killers, and he's probably still my favorite. His main attack pattern revolves around him sucking in your buster shots and shooting them back at you, which adds a nice level of risk and reward. Will you damage him quickly in exchange for having to fend against more powerful attacks, or take it slow so he can't harm you as much? The second Wily stage, while quite lengthy, is also quite a bit more fun and does a good job at taking advantage of most of your weapons, including Enker's weapon, a Mirror Shield that can block projectiles. The final boss even makes fantastic use of the Mirror Shield, requiring you to react fast to block Wily's lasers. So overall, I think Dr Wily's Revenge is alright. Its willingness to take liberties and change things from Mega Man 1 helps it stand out among the World games, and dare I say, it even manages to make improvements in some areas. However, the difficulty spikes pretty hard in the Wily Castle and its short length and lack of polish compared to several of its successors leave it as a fairly mid-tier entry in the series.

3/5 Stars

Mega Man II

Mega Man II is the most interesting game in the World subseries, being the only one not developed by Minakuchi. Instead, this game was outsourced to Japan System House, a company that was a lot less familiar with Mega Man and had a lot less time to work on the game. And it shows in its unpolished presentation and infamously botched soundtrack, which makes it an easy target for fans and Capcom developers alike. However, I never hated Mega Man II. In fact, I always thought the game had some serious potential, especially its soundtrack which was entirely composed of original tunes rather than remixes. So when I found out that the game was getting a mod with a complete visual overhaul including GBC color support along with a remixed soundtrack that fixes the original's technical issues, I just knew I had to give this game another shot. Will it be enough to redeem one of the most hated games in the series?

First off, let's get the mod's improvements out of the way. Mega Man World II GBC Edition primarily focuses on overhauling the graphics and music, the gameplay has been left almost entirely untouched so I can still judge the game by those merits. As far as colorizations go, Mega Man World II is incredibly thorough, perfectly capturing the color schemes of the original NES versions of each of the stages, adding much more shading and texture compared to the monochrome Game Boy version, and even fixing some visual bugs and inconsistencies. The music is easily the star of the show, though. The original soundtrack had some really strong compositions but suffered from a rendering error making the entire OST super high pitched. This redone version of the soundtrack manages to fully realize its potential, and you can even switch to the original OST if you're just that crazy. As for the OST itself, it's got some really catchy tunes like Crash Man and Metal Man, and I love the melancholic aura it has. My one big issue in terms of composition is just how leitmotif-heavy it is, which isn't inherently bad but feels really strange compared to the other Mega Man games. But overall, this mod is really great and fixes most of my issues with the game's presentation. But how's the gameplay?

Mega Man II's movement is mostly on par with that of Dr Wily's Revenge. I think it actually feels a tad tighter but I can't really say for sure. Being partially based on Mega Man 3, this game introduces both Rush and the slide, which is pretty great. That being said, Rush being based on his MM3 version means that he is once again a gargantuan game-breaker, and the slide while still fun can't be jumped out of. If you choose to slide, you're gonna have to commit. This isn't the only game to have this issue (just wait for my MM6 review), but with less screen real estate, it feels like more of an issue here. There are also certain animations that feel a bit awkward, projectiles in particular often feel like they're just floating through the air weightlessly. Speaking of projectiles, the weapon roster is sadly a big step down from the previous game. The weapons are left mostly untouched from the NES originals rather than being properly built around the game, and since one of those weapons just happens to be the Metal Blade... Yeah, say goodbye to good weapon balancing. Thankfully, the game generally lacks the resource management issue that its counterpart had... but as I'll talk about later, that is a real double-edged sword.

The level design in Mega Man II is a bit strange. You can tell Japan System House were trying to play things a bit safer here, there are barely any original level mechanics like there were in the previous game. Hell, I'd even argue many of MMII's stages kinda just feel like the NES versions ripped verbatim with certain assets shrunken to fit the Game Boy, which I think helps create that uncanny valley feel a lot of people have with the game. That being said, due to the addition of the slide, the game does toss in a fair amount of original slide-centric platforming setpieces and they tend to be some of the strongest parts of the game. Metal Man for example has a brief bit where you have to slide around while dodging shots from Mets you can't reach which was actually really fun. In general, I think MMII is at its best when it's combining elements from 2 and 3, like how Wood Man's stage gets a neat Rush Marine shortcut. However, while the level design is rarely ever bad, it's rarely ever remarkable either. I wouldn't say Mega Man II is an especially easy game like many fans say, but it's definitely lacking for challenge between the abundance of E-Tanks, the Metal Blade, the Rush Jet, and the slide. For some, it's this low difficulty that kills the game, but honestly, I'd rather take a bad Mega Man game that's too easy over a bad Mega Man game that's too hard because I can at least enjoy an easy game without wanting to pull my hair out.

As I alluded to earlier, Mega Man II's best addition is how it expands on the boss rush formula of the previous game. Once again, you get to face off against four bosses from Mega Man 3, but instead of only fighting the bosses, you have to go through their stages as well. So now you also have four recreations of Mega Man 3 stages, and they're pretty much the same. Mostly unremarkable handheld conversions with a few neat tweaks every once in a while, like how you can use the Leaf Shield against the bees in Hard Man's stage now, or how Needle Man expands upon that one ceiling spikes room from the original. The Top Spin seems to be a lot less buggy too, though it's also a lot less game-breaking. However, one weird thing is that weapon energy isn't refilled after beating each MM3 stage? The game floods you with resources so it's no big deal but... why? Once you beat the "boss rush", Mega Man II starts to get really interesting.

Mega Man II introduces the second and worst Mega Man Killer, Quint, who's a doppelganger of Mega Man with sunglasses. That's a cool idea in concept, but his fight is comically pitiful. His weapon of choice is a jackhammer called Sakugarne which he uses by... drilling in place and jumping occassionally. You can take Quint out in seconds, and he barely even tries to attack you, what a loser. Thankfully, the actual final level is probably the best part about Mega Man II, a Dali-inspired time station with clocks everywhere and a hodgepodge of hazards from previous stages. Apparently this game had a story about time travel, but aside from this final level, it's sadly rarely ever explored. The final boss isn't great, though, it's a three-phase fight whose weakness is the Sakugarne, a poor weapon with barely any ammo that's so close-range that you're bound to take multiple hits while using it.

I believe Japan System House had the potential to make a genuinely great Mega Man game for the Game Boy. There are some legitimate signs of brilliance here. The original soundtrack has some stellar compositions, the time travel concept is really cool and shows its potential in the fun final stage, and some of Mega Man 3's new mechanics like the slide and Rush Marine get explored much more thoroughly here. If Japan System House had the time to take more risks, develop their original ideas, and not rely on the source material so much, I think Mega Man II could've been really good. But as it is now, Mega Man II is less bad and more mediocre. Most of my big issues with it are the deliberate level design and severe lack of polish, but it never outright frustrated me like some of my other least favorite Mega Man games, and it's nowhere near as unplayable as something like X7.

2.5/5 Stars

Mega Man III

Mega Man III is probably the biggest reason why I'm so generous towards II. I kept saying that I'd rather a game be too easy than too hard, and III is easily the biggest example as to why. And it's a real shame too because Mega Man III does make a ton of improvements over the previous two games, with Minakuchi even returning. It looks so much nicer and more detailed, and it sounds way nicer too. The music isn't quite as original as in the previous two entries, but the remixes sound pretty great and far less tinny than many of the earlier Game Boy games. Mega Man's movement is the best it's ever been in the World games, and they added the Charge Shot to really put it in line with the later NES games. The level design feels a lot more derivative than the levels in Wily's Revenge once again, but at least the ones based on MM3 are pretty solid conversions, and the bosses in particular hold up quite well, even if some can feel a bit more cramped on such a smaller screen. On the surface, Mega Man III seems pretty great, but it starts to really fall apart once you hold it up to scrutiny.

Right when you start playing MMIII, something feels off. It took me a bit to put my finger on it, but then it really hit me, why are these enemies taking so long to defeat? Early on, Capcom often struggled to figure out how to balance the Charge Shot properly, and III is very much a product of that time, it even uses the dinky looking shot from MM4. While the NES games made the Charge Shot so powerful that it was able to easily one-shot every enemy, I feel like III instead went the route of beefing up the enemy health-bars, and this kills the pacing in a series usually known for fantastic pacing. Mega Man has never been a series where you slow down to take on every tanky enemy you come across, it has this flow to it where if you keep perfectly lining up your shots, you don't stop moving. But in III, sometimes a single Charge Shot isn't even enough for some of these foes, and don't even think of trying to use the standard buster, or even the weapons! Despite having some good options like the Shadow Blade and Drill Bomb, the weapons in this game feel so nerfed that they're just not worth using compared to the Charge Shot, in case you thought Mega Man 5 was bad. Couple this with the game's tendency to fill rooms with enemies and you get a game that often feels tedious and overwhelming to play, it's like every enemy is a miniboss! It's especially uncanny in the levels based on Mega Man 3, a game that didn't have the Buster Shot so all the enemy health values feel completely borked.

And then there's the level design. As I mentioned, I think the levels for the Mega Man 3 stages are fine enough. They do feel pretty watered-down in places and can have some iffy bits, but generally manage to capture the appeal of the original stages. They also introduced the Blizzard Man bomb hazards before MM6 even came out, somehow? Snake Man's stage, one of my favorites in the original MM3, is a good example of how these earlier stages are. The visual design in the MMIII version is on par with the NES version and many of the memorable setpieces have been translated quite well, but this version also removes the cloud-hopping bit, repeats the same room designs a bunch, and occasionally tosses a weirdly wide jump at you. They don't ruin these stages, but the cracks are starting to show. Even the intermission stage at Wily's Castle is fine, if really short, and the boss fight against a Giant Suzy is admittedly really funny. But then, you get to the Mega Man 4 stages, and it just all falls apart.

First off, they picked the worst stages in the original game. Dive Man? Skull Man? Seriously?! But more importantly, this is where all of the tiny issues that the previous stages had really become common issues. Ultra-wide jumps, tanky enemies in awkward positions, frustrating gimmicks, lengthy level runtimes with poor checkpoint placement, sheer claustrophobia, janky hitboxes, MMIII's second half has pretty much every issue in the book. Drill Man's stage now has those boulders explode into often unavoidable shrapnel, Skull Man's stage while the best of the bunch still has you deal with enemies and ricocheting projectiles in tight hallways, and those are the better ones. I'd actually say Dive Man's stage looks better than the original as it now takes place inside a submarine, but unfortunately all that good will is quickly lost once it starts asking you to make absurdly precise jumps underwater around spikes (and of course, there's no Rush Marine this time). And then there's Dust Man's stage. Oh, there is a special place in hell for Dust Man's stage in this game. Several pixel perfect jumps, Up N Downs everywhere, Jumbigs in the worst spots possible, horrible checkpoint placement (right before the dust crusher part so you have to do that again every time you die), and a five-block spike pit that's so ungodly difficult to get around that it's better to just damage boost through it. This might actually be the worst Classic Mega Man stage, either that or Dive Man's stage.

And in case you think things couldn't get even worse, then there's the Wily Castle. Well, okay, credit where it's due, I like the new Mega Man Killer, Punk. He's got a cool design, a cool theme, a pretty fun fight, and his weapon is the only one that actually feels useful. But excluding that, this final stage blows. Among the many highlights include lots of Up N Downs, fighting a beefy enemy on one of those collapsing platforms from MM3, a blackout section with spikes, a dust crusher with spikes, long jumps under low ceilings, the return of the Drill Man boulders, more annoying Jumbig placement, and a boss rematch in the middle. It's not as bad as Dust Man's stage, maybe not even Dive Man's stage either, but it's a grueling finale to an already difficult game. At least the final boss is pretty easy, if a bit annoying since its projectiles can block yours.

I've been asked a few times why I have such fondness for X6 and not Mega Man & Bass, and ultimately, it's because the bad design in X6 feels like it's counterbalanced by how utterly broken the player is. That game has some of the most overpowered weapons in the series, cheat codes that give you Ultimate Armors right off the bat, upgrades that are shared between X and Zero, it doesn't redeem the game but makes X6 enjoyable for me despite its many issues. And hell, even & Bass has its fair share of powerful weapons and upgrades. But Mega Man III is a far more limiting experience. There often aren't any ways out of an especially tough segment, the weapons are often useless, the Rush Jet is hidden behind Dust Man's stage, and as I mentioned, the Rush Marine isn't even in this one. You have to beat these stages the way the developers intended, regardless of how unfun, frustrating, tedious, or unfair it is. I'm able to defend games like Shadow The Hedgehog and Mega Man X6 because I think there's still fun to be had in their bad design elements, but like with X7, I find it hard to find the fun in III. The poor level design and balancing issues are just so oppressive, especially in the latter half, that it pretty much kills any of the goodwill I had towards the game's better elements like the presentation. Despite being more polished than MMII, it's just not as fun for me.

2/5 Stars

Mega Man IV

Mega Man IV is such a massive jump in quality not just from III, but from all the Game Boy entries before it. With this game, it feels like Minakuchi has not only mastered the craft of making a good Mega Man game, but has developed the confidence to expand and iterate on the formula as well. This is still a game mostly comprised of returning stages, but they're fleshed-out, modified, and expanded upon far more compared to their NES counterparts. And Minakuchi even took the liberty of introducing some legitimately new additions to the series, some of which would even be carried over to the mainline entries. As a result, not only would I say that Mega Man IV is one of the better-made Mega Man games, but I'd easily take it over the actual Mega Man 4 any day of the week.

Mechanically, Mega Man IV continues to refine the fundamentals. Mega Man's movement in this game is pretty much perfect, you have full precision, and you can jump out of a slide unlike in MM6 which came out the same year. On top of that, enemy healthbars are back to normal, they are nowhere near as tanky as they were in III. The Charge Shot is now more like the one in MM5, and the Beat Letters are here as well, though they are a bit different. The letters in the first four stages unlock Beat, and the letters in the second four stages are mandatory to open the Wily Castle, but either way, it's still the game encouraging you to explore. And as mentioned, a decent amount of new stuff was added. The Charge Shot now has a recoil which didn't really affect the gameplay much for me, but it's a cute little addition that encourages you to be a bit more careful while using it. There's also a new collectible called the P-chips which can be used in a shop to buy refill tanks and a few other upgrades like the returning Energy Balancer, which I love because it encourages you to explore levels more. And you can tell Capcom liked it too because from MM7 onward, we'd have shop systems exactly like this in the mainline games. Finally, if you die a lot, you can even get an upgraded Mega Buster, making this the first Mega Man game with some sort of Easy Mode. In general, this is some of the best core Mega Man gameplay to date.

The level design is where Mega Man IV really shines, and you can tell this almost immediately. Each Robot Master stage in IV takes the concept of a stage from MM4 or MM5, but it proceeds to really flesh them out. Let's run through the initial four MM4 stages as an example, which funnily enough mostly ranked among my favorites in the original game. Toad Man's stage in 4 had a jarringly tough first exterior room, but Toad Man's stage in IV has a more gradual difficulty curve, alternates between interior sewer areas and exterior rain areas to keep things varied, and fleshes out the waterfall mechanic more by having them drop on you unsuspectingly. Bright Man's stage, in a stroke of genius, carries over the light switches from Drill Man's stage and has you actively choose to turn them off to make platforms appear. Pharaoh Man's stage sadly removed the cool balloon platforms, but it adds some neat puzzles around sliding across falling rocks and is way longer than the original version. And Ring Man's stage just fixed the minibosses because the rest of it was already perfect. It really feels like Minakuchi looked at the original stages and made a conscious effort to improve and expand on them.

That being said, I do have some small gripes. First off, the slowdown is definitely the worst it's been in one of these Game Boy entries so far. I'm not really surprised, this game pushes the hell out of the hardware, but it is a bit of a shame. It's also a shame that, despite how vastly improved the levels are, the bosses and weapons are left mostly unchanged (except for the Ring Boomerang being able to pick stuff up which is very cool). This is a problem because Mega Man 4's bosses (Toad Man) and Mega Man 5's weapons (Power Stone) are both pretty bad, so both the boss roster and the weapon lineup end up pretty lopsided in this one. And finally, while Mega Man IV certainly has some great music especially some of the original tracks, a decent chunk of the remixes like those for Pharaoh Man and Ring Man just sound like slowed-down versions of the originals for some strange reason. None of these issues are nearly as glaring as the problems the previous games had though, they're basically nitpicks by comparison.

Like the previous games, Mega Man IV has an intermission and it's easily the coolest one so far. You get a sick cutscene of Mega Man shooting at a giant Wily cannon, followed by a boss fight against said cannon, and then your first encounter with this game's Mega Man Killer, Ballade. This is the first time you meet one of those guys before the final castle, and it really helps to drum up anticipation. The music during both the intermission and Wily Castle are completely original and they're absolutely fantastic too. The succeeding MM5 stages step things up over the MM4 ones, as it seems Minakuchi borrowed stages they knew needed a bit more work rather than the fan favorites like Gravity, Star, or Wave Man. These stages are far more open than most Mega Man stages have ever been, full of fun side rooms to discover, and repurpose existing mechanics in increasingly clever ways, from using shielded enemies as platforms to slide on, to using Rain Flush to extinguish fires. They even tossed in a bunch of chase sequences that weren't in the original, and I'm not complaining, they're very fun and frantic. The high point is definitely Napalm Man, which is rightful praised as a massive improvement over the fairly unremarkable original and one of the best classic Mega Man stages period.

The final stretch of Mega Man IV keeps up the quality as well. Like the previous final stage, we have the Mega Man Killer fight followed by a long final stage. Ballade's second fight is as great as the last one, and it even ends with yet another fun chase sequence, but it's that lengthy final gauntlet that really steals the show. A fantastic test of all your abilities with multiple fun boss fights scattered throughout and stellar music to boot, though unlike III's final stage, it's also incredibly fair. The only downgrade is the fact that we now have a proper boss rush again, how sad. At least they were generous enough to give you a huge energy refill afterwards. Thankfully, the final boss more than makes up for this. It's a genuinely tough three-phase fight against a giant Wily robot, basically doing what Mega Man 3's final boss should've done. Mega Man IV ends with one last fantastic cutscene, where a broken Ballade sacrifices himself to help Mega Man escape the exploding station. It's not like some heartwrenching tearjerker or anything, but it's a surprisingly somber moment in a series that has been quite light on story so far. 

Overall, Mega Man IV is genuinely fantastic. I'd even rank as one of the better Classic Mega Man games overall, even above games like 6 and 11. From a level design perspective, it has some of the most expansive, engaging, and fully-realized stages in the entire series, along with a stellar final stretch that just feels like the icing on the cake. While it is held back a bit too much by having to take from previous games in the series, Mega Man IV makes the most with what it's given and stands out as one of the most overlooked entries in the entire franchise.

4/5 Stars

Mega Man V

And here we are, the game that this entire subseries was building up to. Minakuchi took everything they've learned from their previous work and got to make their first original Mega Man project, and it's easily their magnum opus. Mega Man V isn't only the best Mega Man World entry, it ranks among my favorite Classic Mega Man games, right up there with 5, 7, and 9. It's bold, creative, consistently fun, and pushes the hardware to its absolute limits.

On a story level, Mega Man V isn't quite as strong as its predecessor. Nothing really hits on the same level as Ballade's arc, but it makes up for that by being incredibly epic and large in scale. The game starts with Earth being invaded by a group of Stardroids, with their leader Terra being impossible for Mega Man to defeat in his current state, a very cool twist as Mega Man never lost to a villain like this before. So Dr Light gives Mega Man a bunch of upgrades and sends him off into space to save the planet. If you think this premise sounds somewhat familiar, that's because it is! The Mega Man goes to space plotline was already done in Mega Man 3, but infamously, the game's rushed development prevented it from actually exploring this premise. So seeing Mega Man V actually run with the space theming, having each Stardroid stage be set on one of the other Milky Way bodies (not saying planet since Pluto was included here), and even having sequences where Mega Man gets to use Rush as a spaceship is really refreshing.

Speaking of refreshing, Mega Man V actually makes a bunch of interesting mechanical changes that are exclusive to this game. The biggest change is that the Mega Buster has been replaced with the Mega Arm. It functions mostly the same way, but instead of shooting a big charge shot, Mega Man shoots out a rocket fist that returns to him. It may seem a bit weird at first, but it's surprisingly versatile when you get used to it. Since it basically functions as a boomerang, you can finagle your Mega Arm to hit enemies on the way back or at an angle. On top of that, MMV expands on the shop from the previous game by letting you actually buy upgrades for the Mega Arm which allows it to cling onto and repeatedly grab enemies, and retrieve powerups like the Ring Boomerang could in IV. It all adds up to making the Mega Arm a genuine upgrade on the Buster and it kinda kills me it never returned. On the other hand, MMV also adds in a new pet named Tango who you can use to aggressively attack enemies. Despite how much I love his design though, I found Tango pretty useless, to the point where I pretty much forgot he existed by the second half of the game. Still, I appreciate the attempt, and it's a shame Tango never showed up again.

The level design is definitely the standout here, as being able to have original level themes allowed Minakuchi to really go wild with the settings here. Mercury's stage is a factory with conveyor belts and falling blocks to dodge, Neptune's stage has you fight across the roof of a ship before going inside, Uranus's stage is a pyramid with a ton of booby traps and shifting platforms, Pluto's stage has you dodge falling girders while working your way through a construction site, Jupiter's stage brings back the low gravity from Star Man's stage in MM5, and Saturn's stage has you contend with a bunch of gravity fields of varying intensity. The Stardroid stages are all fantastic, not a single weak one in the bunch. While the first half of stages are fairly linear and straight-forward, the second half brings back the explorative elements that helped IV stand out, with secret areas hidden behind special weapon use and hidden crystals that will unlock an upgrade that decreases your special weapon consumption. I will say I think this is a bit of a tougher game than IV overall, but it still manages to be pretty fair and isn't anywhere near as bad as Wily's Revenge or III. 

The bosses are also quite solid too, with the highlights as far as the Stardroids go being Pluto, who feels almost like a proto-Slash Man, and Uranus, who shifts around the arena's terrain to try and squash you. I especially like how the bosses are designed to be countered by their weaknesses. Jupiter has a jetpack and can fly around, so of course, you'll use the vertical Bubble Bomb. Venus jumps when you shoot, so you should use the Photon Missile since it has a delay before it zooms forward. It reminds me a lot of Mega Man 9's approach to boss design, how you can figure out what they're weak to just by watching how they fight. The intermission segment probably has the best boss fight out of the World series too, being a fun Yellow Devil encounter that can actually be hit multiple times in a single cycle if you're fast enough so it doesn't drag on as long as other fights of its kind.

Sadly, as good as the bosses are, the weapons are pretty weak, one of the weaker lineups along with 5 and 10 for me. There are a few standouts, siphoning pickups from Grab Buster is satisfying despite its unassuming presentation, Electric Shock is a decent short range option, and Proton Missile is a solid reinterpretation of the Hard Knuckle. And as usual, the weapon you get from this game's Mega Man Killer, Terra, is very good, a fast homing laser that can hit multiple times with a single ammo use. However, there's also a lot of duds here. Bubble Bomb is basically the Bubble Lead but it floats upwards and actually landing a hit with it is tough. Salt Water is just Crystal Eye again and it takes way too much ammo for how little damage it does. Break Dash is like the Charge Kick and while the addition of i-frames is a plus, it takes too long to charge. And the Deep Digger is just the Super Arm which automatically renders it fairly situational. Like with its console counterpart, I think Mega Man V's weak weapon lineup is the one thing that truly holds it back.

The final act is also a bit of a mixed bag, though that's mostly because IV's ending was so strong. The level design of the Wily Star falls into the same issue that Mega Man 6's castle stages had where there's so many split paths that it feels like you're skipping a lot of the challenges, and as mentioned, nothing really hits as hard as Ballade's sacrifice in terms of storytelling. However, where Mega Man V's finale shines is in the bosses and setpieces. Before you even enter the Wily-looking Death Star, you get a full-on shmup section with Rush that ends on an impressive zoomed-out fight against the giant base itself. The main stage is peppered with rematches with all the Mega Man Killers that really makes this game feel like the finale of the series, and they even managed to make Quint's fight somewhat challenging this time? Like, he actually jumps around and shoots rubble at you. And then there's the final boss. As usual, you fight Dr Wily in a giant mech and it's as solid a fight as ever, but then, Dr Wily wakes up a powerful robot named Sunstar who proceeds to betray Wily and take over as the final boss. This is a rare case where Dr Wily isn't the final boss, but ironically enough, Sunstar ended up being my favorite Classic Mega Man final boss period. This dude is fast, he's got a ton of different attacks, blows up the floor from underneath you occassionally, has a rocking boss theme, and boasts an impressive three phases. It's a fantastic way to end off the series.

And speaking of the music, it's really good too. Not among the absolute best the franchise has to offer, but it's definitely my favorite out of the Mega Man World soundtracks, going for a somewhat somber tone while still packing in a lot of catchy Mega Man-sounding tunes. And as I mentioned, Sunstar's boss theme is a soaring highlight as far as the Game Boy goes, it's an incredibly fast-paced and rocking track that pushes the console's sound capabilities as far as they will go. Overall, Mega Man V is awesome. It's a strong ending to this strange little subseries of Classic Mega Man, bringing together all the best aspects of the previous entries while adding in a ton of new ideas of its own that could've pushed the series forward. From how the fresh space premise informs the incredibly inventive level design, to the fascinating new mechanics like the Mega Arm, to the epic finale filled with exciting boss encounters both old and new, Mega Man V easily deserves a spot among the best games in the franchise.

5/5 Stars

Friday, September 20, 2024

Mega Man X: A Deep Dive

Well, we've finally made it to the big one. Mega Man X is, frankly, almost a perfect game. The level design is so meticulous throughout that it's been analyzed time and time again, more than any other Mega Man game by a longshot. It evolves the series' formula in so many cool ways, both mechanically and in terms of aesthetics, and comes with a killer rock soundtrack to boot. It's hard to figure what new I can lend to the discussion, but I'll try my best.

Sunday, September 15, 2024

Plok

It's been said that Miyamoto was shown Plok and was seriously impressed by it, to the point that he reportedly showed interesting in publishing it. It's even been said that he ranked it right up there with Mario and Sonic as one of the best platformers of the time, which really surprised me considering how divisive Plok is nowadays. Whenever I hear anyone talk about Plok, all I hear about is either the typically incredible Follin OST or the game's crushing difficulty, so I can't help but wonder, what could have Miyamoto seen in Plok?

Plok has a pretty unique structure for a platformer, but it's a structure that I mostly think works for the game. The main premise is that Plok's flag was stolen so he goes over to the neighboring Cotton Island to chase after it. After getting the flag back, he goes home only to find that a swarm of fleas took over all of his other flags, so he travels across his island of Akrillic, fights off the fleas, and dives into the fleapit to take the battle to them. Simply put, it's basically a revenge thriller with Plok playing the role of a John Wick or a Sisu, and I find that absolutely hysterical. You get to see Plok's thoughts between each level and it always gives me a laugh to see him working himself up over his flags being stolen, it really makes for a uniquely charming and offbeat protagonist that's easy to get behind. But from a gameplay standpoint, this twisty story allows for a game that never really settles. Each of Plok's four worlds has a completely different vibe to it befitting its place in the story. Cotton Island is a lighthearted tutorial, Akrillic has more puzzle-like level design and tasks you with taking out all the fleas in each level, Legacy Island is a short flashback world with a monochromatic look, and the Fleapit is a lengthy final gauntlet with a bleak atmosphere and strictly linear stages.

From a core game design standpoint, I think Plok is generally well-designed and shares a solid amount of elements that I think really would appeal to a big Nintendo guy like Miyamoto. Plok controls incredibly tightly and responsive, and having both a short hop and a big spin jump (which I suppose is quite reminiscent of Super Mario World) makes platforming feel really comfortable. The main hook of the game is that Plok can toss his limbs at enemies, at the cost of having less mobility until he's able to retrieve them. This is probably the most Nintendo-esque aspect of Plok, it's a strong central mechanic with a number of purposes that the game proceeds to flesh out across its campaign. It offers a satisfying way to defeat enemies, but you can't spam or else you'll be left without any limbs for a bit. But it's not until Akrillic when Plok really comes into its own, as it introduces switches that take away once of your limbs. So now there's puzzles revolving around hitting switches, and being left with a somewhat gimped moveset until you can retrieve them. I think the levels in Akrillic are the high point of Plok for this reason, they really utilize your moveset to create some engaging bits of puzzle/action/platforming, with each level tossing a new idea at you and fully exploring it. With these gameplay elements in a vacuum, I can see why Plok could've have gotten Miyamoto's attention.

However, keep in mind that I said in a vacuum. Because while parts of Plok definitely show some brilliance, the final product doesn't really come together in the most elegant fashion. Those cool limb puzzles I mentioned? They only show up in Akrilic, as in just one out of the four worlds. Cotton and Legacy Island are incredibly short and basic, and the Fleapit has you learn to pilot eight completely different vehicles rather than actually be tested on the skills you've learned throughout the game. So in terms of quality, only about a third of Plok is around the 8-9 range, and the rest is around a 6-7. And then there's the difficulty. The thing is, I don't even think Plok is especially hard on a level by level basis. There are a few moments of BS like whenever you have to dodge rolling objects and those stupid doors in Creepy Forest, but most of it is challenging but reasonable. However, when you add in the fact that you have a lives system, and that you can only have a single continue out at a time, and that dying without a continue sends you back about a third of the game, and that there isn't a save feature or even a password feature in what should be a two hour game assuming you don't die, and you get one of the most needlessly punishing video games I've seen for reasons that are completely preventable. What do Ploktinues actually lend to the game besides wasting your time? Why aren't there even passwords in a two-hour long platformer from 1993? I think Plok is a good game overall, but I can not in good faith recommend that you play it without, at the very least, savestates.

On the other hand, though, one area where Plok pretty much completely succeeds, and that's the presentation. Plok has this very colorful and flowery visual style that almost resembles a messier version of the Yoshi's Island artstyle, and it looks pretty great. The highlights are definitely the backgrounds though, which go for this really soft and pleasing watercolor look. And of course, the soundtrack by Tim and Geoff Follin is absolutely stellar. As a matter of fact, I think this might even be their best score period. Most of their work on the NES is known for a single really good track per game. Pictionary and Solstice have the title theme, Silver Surfer has the Stage 1 theme, but Plok has like half a dozen tracks on that level. From the way Cotton Island evolves from a generic bouncy first level theme to a full on rave, to the vibey Beach theme that almost tricked me into thinking it was CD quality at first, to the Hotline Miami-ass Boss theme, to the mystical and proggy Akrillic, to that heavenly drop in the Fleapit theme, Plok's soundtrack easily ranks among the best on the SNES.

Plok is probably the perfect example of a solid 7/10 game. It's a game that certainly had the potential to be something really special, and at times, I can see why someone would hold it up as a serious cult classic or even one of the SNES's best platformers. It has tight controls, an interesting multi-purpose main mechanic, a charmingly goofy story, pleasant visuals, a phenomenal soundtrack, and some really good level design in spots. However, the game also makes a few really preventable mistakes that stops it from elevating itself above that 7/10. The first and last thirds of Plok pale in comparison to the strong middle section in terms of level design, and the godawful continue system and lack of a save feature artificially increase the difficulty from standard retro tough to punishingly brutal. Still, I'm glad I gave Plok a chance because I did overall have a good time with this one, even if there are things I wish it did better.

7/10

Friday, September 13, 2024

Smallville (Season 4)

Well, I'm back to reviewing Smallville. I was out on vacation the last month and couldn't watch TV, but now that I'm back, I can finally get a resolution to that nasty Season 3 cliffhanger. From what I can tell, Season 4 is the end of the high school era of the series, chronicling Clark's senior year. Does it live up to the last three seasons of buildup? Well, mostly.

Season 4 is honestly a pretty polarizing season for me because it has a lot of high points and a fair amount of low points. Let's get the high points out of the way first. Lois Lane finally appears in Season 4 and she is almost immediately the best character of the show. Witty, funny, curious, fast-talking, has incredible chemistry with Clark, Erica Durance absolutely nails Lois right from the get-go and might even rival Margot Kidder as the best live-action version of the character. With Lois comes a generally much more light-hearted tone than last season, Season 4 has a generally much lighter, more energetic, and more comedic feel to it and I actually really enjoyed it. As much as I loved seeing Season 3 put everyone through the wringer, Season 4's comfy senior year vibes really helped it stand out as a fun watch throughout, and the goofier standalone episodes (Transferrence, Onyx) were actually some of the highlights this time. It's also a more sex-focused season which I guess makes sense since the characters are past 17, one episode in particular definitely feels like it's aping Buffy's iconic Surprise/Innocence two-parter. Chloe, as usual, was also a highlight as this season marked the point where she learned of Clark's true identity, and seeing her grapple with this new information made for some of the best dramatic material and character growth of the season.

However, where Season 4 falls flat is in its overarching plot. Season 4 primarily revolves around a pretty drab MacGuffin hunt for three Kryptonian stones. While it does lead to a pretty fantastic finale where they send Clark to the Fortress Of Solitude, the actual lead-up to this moment is miserable for a number of reasons. First off, this whole plot arc ties heavily into Lana getting possessed by a bunch of witches which not only is a level of supernatural completely out of Smallville's usual territory, but it's also just really dumb and screams of the writers trying to find something to do with her. Then, there's Lana's dull new boyfriend Jason who's also involved because his family is also looking for the stones, and honestly I couldn't be arsed to care about them either. The Lana/Jason stuff is such a blight on this season, it's all so boring and stupid and uninteresting, and I'm always tempted to skip to the characters I actually care about whenever they're on screen. I though Lana did get better in the last two seasons, but Season 3 was such a perfect sendoff from her that she feels entirely unwelcome this season. What does she even lend to the show anymore? Chloe and Lois are far more interesting and dynamic female leads who actually grow and mature over the course of this season, and all Lana really does this season is be an annoying drama magnet who, if anything, has regressed since last season in terms of her attitude.

Highlights:

Pariah: Any time Smallville deals with meteor freak discrimination usually leads to a pretty great episode. Pariah feels like a massive turning point in that regard with Alicia's death being a really crushing tragedy that showed off the worst of Smallville. She wanted a chance to just live her life and be with Clark, but the town rejected her and that can definitely hit close to home for people. 

Beyond that though, I adore Chloe's storyline in this episode. I really wasn't expecting her to just learn Clark's identity all of a sudden, but I was especially surprised by her reaction. Smallville totally could've went for the standard liar revealed trope where Chloe gets pissed at Clark, but she tackles things with a lot more maturity, using the opportunity to change her perception of meteor freaks as a whole and deciding to quietly support him until he trusts her enough to tell her. What amazing character development, Chloe rules.

Spirit: Spirit feels like a Season 2 episode of Buffy in the best way possible, it could totally rank among the likes of Halloween or Band Candy. The concept of a prom queen possessing the other characters is great, but what really elevates it is the fact that Smallville doesn't do the easy voice replacement that most body swap episodes go for. It actually goes the length and has its cast act like a prom queen so you end up getting some of the funniest performances from actors like Kristin Kreuk and Annette O'Toole in the whole show. Onyx and Transferrence are great, but this was my favorite gimmick episode of the season.

Commencement: This finale was absolutely nuts, even by the standards of Smallville finales so far. It honestly feels like they crammed an entire season's worth of plot in this single episode, for better or worse. Clark only just now learned he was supposed to get all the Stones, so the episode plays out like an incredibly tense episode of 24 where he races to unite them all before the meteors hit, all the while a timer is constantly shown ticking down. The pacing did feel quite rushed for this reason, but I still think it all came together in the end. We got to see at least a part of the graduation, Clark and Lana properly kissed again (thank god, I thought it was gonna be will-they-won't-they for three more seasons), and the ending even teased the Fortress Of Solitude. I liked that we got rid of the Isobel/Genevieve stuff within the first minute too, Lana's whole murder thing was the most interesting she's been all season. And as usual, there were a metric ton of cliffhangers. What happened to Lionel? Did Jason die? Did the Kents die? Where did Clark end up? What happened to Chloe and Lex in that cave? And what will be the fate of Smallville after yet another meteor shower?

Overall, Season 4 is a bit of a mixed bag for me. At its best, it's a far more consistently fun season than its predecessors, more comfortable in its own skin. The standalone episodes are better than ever, Lois adds a truly welcome jolt of life to the cast, and the finale ranks as the series' best to date. But it's dragged down hard by the weak Stones plotline and the dull characters it revolves around. I still found this season to be a more thoroughly enjoyable watch than the first two, but it doesn't come close to reaching the dramatic heights of Season 3.

3/5 Stars

Other Shows I Watched in 2024

So, now that I've gotten back into reviewing longform TV shows, albeit a lot slower, I thought I'd give a quick summary of my thoughts on the other shows I've seen this year but didn't end up doing a full review for, whether it was because of a lack of material or me just not wanting to write TV reviews at the time.

Superman: The Animated Series
A while ago, I watched and reviewed Batman: The Animated Series and I enjoyed it a lot. Between Kevin Conroy's pitch-perfect performance, the on-point villain gallery, and stylishly gothic Gotham, it quickly became one of my favorite iterations of the character despite the occasional rough episode here or there. However, at the time, HBO Max had temporarily removed a lot of DCAU shows before I could really get started on the next series, Superman: The Animated Series, so I kinda just forgot about it for a bit while I got into Precure. This year, I finally went back to give STAS a chance and it was... fine.

If there's one thing I can praise about Superman: The Animated Series, it gets the characters right. I don't want to delve into the many complexities of how to make Superman "interesting", but I will say that STAS's iteration of the character is well-executed in how it focuses on Superman's innate connection to humanity (and not on how godlike he is and how he has no time for normal people, Snyder). Lois Lane is also surprisingly compelling in how snarky and energetic she is, and Clancy Brown's performance as Lex Luthor is obviously fantastic and chilling. STAS is also just a more consistent show than Batman was. It doesn't reach any of the lows that show did and there's some minor story arcs and continuity that help the show feel less like a strict anthology. However, the big problem with STAS is that it also doesn't really come close to reaching Batman's highs, and I think that's because of how much weaker Superman's villain lineup is. There are some solid antagonists in Superman like Toymaker, Metallo, Lobo, and of course Lex himself, but the average Villain Of The Week episode in this series lacks the same level of pathos that they did in BTAS. As a result, I honestly can't remember many episodes in Superman: The Animated Series outside of the few Darkseid ones, the rest just kinda flew by me.
3/5 Stars

Justice League
I then went ahead and tried to work through the Justice League series... and I kinda got bored by Season 2. I went in well-aware people didn't think Season 1 was very good, so I at least tried to power through it, as hard as it was. But while what I saw of Season 2 was certainly an improvement, I eventually quit out of boredom. My biggest issue with the series is the production values. Coming off of the hand-drawn animation and meticulous orchestration of BTAS and STAS, Justice League's crummy MIDI score and digital animation felt like a massive downgrade, and the action just lacked zero impact. I don't really care about the characters either, it feels like they're all so focused on the task at hand every episode that over a season in and I just didn't have any attachment to them or their dynamic. The fact that every episode was a two-parter meant the pacing was horrendously slow, and while I heard Unlimited doesn't have this issue (along with generally being considered better), I just couldn't bring myself to slog through the first series any further. I think I just don't care much about the DCAU outside of Batman: The Animated Series.
2/5 Stars

Dungeon Meshi: Season 1
Dungeon Meshi is easily one of the most hyped-up anime adaptations of the year. I've heard so many incredible things about the original manga, so I was excited to check out the anime, especially after learning it'd be produced by Studio Trigger. And yeah, it really is that good. Dungeon Meshi stands out among the usual fantasy fare in anime for the sheer attention to detail in its world-building, diverse character designs, and cast of likable but flawed adult characters. It does get off to a bit of a slow start, with the first half of the season being fairly episodic and light, but after a pretty spectacular midseason finale, the second half of Dungeon Meshi's first season really strikes a strong balance between gripping drama, hilarious comedy, inventive dungeon monster recipes, and bonkers Trigger action. With the release of the season finale, it was announced that we'd get a Season 2 to finish up the story, which also makes this the longest Trigger anime and the only one to have more than two cours. Great season of anime, one of my favorite shows of the year, and I can't wait to see how the story resolves in the next season.
4/5 Stars

Curb Your Enthusiasm: Season 12
Curb Your Enthusiasm finally ended and it was, once again, fine. I think the show kinda dropped off after Season 7 (barring the fluke that was the Spite Store season), and while Season 12 isn't as poor as 5, 11, or 9, I did find it pretty unremarkable for the most part. It had some neat cameos like Matt Berry and David Levy, and was pretty consistent and reliably funny throughout, but I wouldn't really call any of its first eight episodes all that spectacular. The arc of Larry going on trial for giving a voter a bottle of water was pretty neat and a big improvement over last season's arc, but it didn't get as much focus as I would've hoped. However, the season did end on a really strong note. Ken/Kendra was easily one of the funniest episodes of the season, it had everything. The hilariously realistic chaos of Larry getting covid, some of Susie's most ruthless insults, Matt Berry being himself, the titular Ken storyline, and Leon coining the term "We too'd". 

The series finale, No Lessons Learned, was as expected, a recreation of the infamous Seinfeld finale. I hate the Seinfeld finale, but it worked here for a number of reasons. First off, it just fits Curb better. Larry David is more blatantly an awful person, the show gets so cartoonish that Larry being put in prison doesn't feel as jarring, and the show doesn't have any clip shows outside of this one. But also, Larry instead ended the finale with him being let out of prison over a clerical error, so we get the "life goes on" ending that Seinfeld should have always had. The episode was called No Lessons Learned and yeah, that's the perfect ending to Curb. Larry has never learned his lesson, and he never will learn his lesson, and that's how it goes.
3/5 Stars

Strange Hill High
Strange Hill High is one of those shows that I kinda just randomly stumbled upon on YouTube only to be immediately drawn in by the character designs, and the more I looked into it, the more I was convinced that this was something I need to watch. Strange Hill High is a British stop-motion animated comedy with an artstyle inspired by Japanese vinyl figures, co-created by Josh Weinstein of The Simpsons fame, with the ever-hilarious Richard Ayoade playing one of main characters. And yes, it is as incredible as that sounds. I can not understate how fresh and unique this series looks, all of the characters boast these really simple but appealing designs that conveys their personality perfectly. The puppetry is consistently ambitious and the production values are high throughout between some elegant CGI integration for mouth movements and frequent destructible scenery, and did I mention the character designs are absolute peak? The figure designs really tap into that early 2000s pop art style I keep raving about all the time (which is apparently called "superflat pop"?), and it creates this strange feeling of nostalgia despite this being a show from 2013.

Of course, great visuals means nothing without great writing, and Strange Hill High is a very funny show. The main premise involves three students who go to the titular high school and investigate weird happenings ranging from a school clock that can turn back time, to..., to... There isn't much of an overarching storyline, but the individual episodes are so inventive and surprising that it's just fun to see what the show tosses at you next. The writing is incredibly sharp and witty, with an impressive joke-per-second ratio and a charming sense of self-awareness. For what's supposed to be a children's show, the writing feels a lot more Adult Swim, in a good way. It's very unhinged and offbeat in a way that constantly catches me off-guard. The cast of wacky students and teachers are immensely charming and likable, especially the main trio who are all wonderfully voice-acted. The perky and naive Becky is probably my favorite character, but the witty slacker Mitchell works as a great protagonist, and Ayoade's performance as Templeton is predictably consistently hilarious. My one gripe with the writing is that some episodes kinda spiral out of control by the end into sheer convolutedness, but even then it remains fun.

While only 26 episodes (which is still a lot by British TV standards), Strange Hill High manages to squeeze so many brilliant episode ideas, top-notch gags, and wonderfully inventive visuals into its short runtime. It simultaneously feels like it came out ahead of and before its time, and was an unpredictable delight from start to finish. I've noticed increasingly more people are became aware of Strange Hill High this year and I'm here for it, it's a series with some serious cult classic potential that you should absolutely watch.
4/5 Stars

Laid Back Camp: The Movie 
Okay, this one's a bit strange. So I watched the Laid-Back Camp movie around when it came out in the west, but since I didn't have as much to say about it, I decided to jot down my thoughts and add it to the next season's review. Little did I know I would be shifted to another medium by the time Season 3 came out (which I still haven't watched yet), so I thought this was as good a place as any to finally release my review of the movie:

Laid-Back Camp seems like it might be a weird series to give a film, considering its general lack of plot, but I like the approach they took. The main plot of the Laid-Back Camp movie is that the cast are now adults. Chiaki calls them together to set up a camping ground in Yamanashi, during which they relive their own high school memories. It's very simple and there isn't much in the way of conflict, but you don't watch Laid-Back Camp for the story. You watch it for the lush backgrounds, calming and optimistic tone, comfy music, and most importantly, the characters. I loved getting to see the whole cast as adults, it's something we rarely see from a slice of life show and the crew went all the way with it. The characters are more mature and adult, but still very much themselves, almost as if they've all completed their character arcs. Rin is still an introvert, but she's less averse to interacting with people. Nadeshiko is still an extrovert, but she's less aggressive about it and her tone of voice has grown more gentle. The ways in which the characters have grown into adulthood makes perfect sense too, like Nadeshiko selling camping goods, Aoi being a teacher, and Chiaki getting drunk. The movie also expands on the show's themes of technology supplimenting how people engage with nature, with the characters branching out towards Zoom calls and FaceTimes for communication, and a PR robot serving as a somewhat important plot point. As a whole, I really enjoyed the movie. It's more Laid-Back Camp goodness, but with a unique twist that helps it stand out.
4/5 Stars