Kirby’s Return to Dreamland

Kirby’s Return to Dreamland

Developer: HAL Laboratory

Publisher: Nintendo

Platform: Nintendo Wii

Released (North America): October 24, 2011

Released (Japan): October 27, 2011

Released (Europe): November 25, 2011

Released (Australia): December 1, 2011

Originally Played From: December 21, 2011 – March 16, 2012

Kirby is back with all-new Super Abilities!”

Return to Dream Land is a more traditional Kirby game than Kirby’s Epic Yarn. Kirby’s trademark ability to copy powers from certain enemies and objects returns.

The premise of the game is simple. A starship flies out of a wormhole when King Dedede and Waddle Dee try to steal a cake from Kirby as Meta Knight reads a book. When they see the ship, the investigate and meet Magolor, an alien who lost five pieces of his ship, the Lor Starcutter, and 120 Energy Spheres. These items serve as MacGuffins for the player to collect.

Magolor offers the gang a trip to his homeworld, Halcandra (eh? Ehh?), if they help him fix his ship.

Continue reading Kirby’s Return to Dreamland

Advertisements

Kirby’s Epic Yarn Part Two

Mushroom Run in Treat Land is full of tricky platforming!

Sweets Park is the cutest level EVER. Graham crackers, cookies drizzled with chocolate, tufts of frosting, strawberries, cake… and none of it is a lie!

Melody Town? The level that comes right after? Best. In. Forever.

It’s simply wonderful to integrate audiovisual stimuli into platforming. It’s compelling and rewarding.

The boss of Treat Land is Squashini. His stage is very inventive as well!

Continue reading Kirby’s Epic Yarn Part Two

Kirby’s Epic Yarn Part One

Kirby’s Epic Yarn

Developer: Good-Feel and HAL Laboratory

Publisher: Nintendo

Platform: Nintendo Wii

Released (North America): October 17, 2010

Released (Japan): October 14, 2010

Released (Australia): February 24, 2011

Released (Europe): February 25, 2011

Originally Played From: July 20, 2011 – September 24, 2011

Go behind the seams with Kirby!”

Continue reading Kirby’s Epic Yarn Part One

Castlevania: Symphony of the Night Part Eight: The Legacy

The Legacy of Symphony of the Night

SotN is a highly influential game, both within its franchise and gaming as a whole, but the immediate follow-ups to it were not fellow Metroidvanias.

Continue reading Castlevania: Symphony of the Night Part Eight: The Legacy

Castlevania: Symphony of the Night Part Seven: Item Spotlight

The Inventory

SotN has a great inventory of relics, weapons, armor, shields, and healing items. The following is a list of some of my favorite items along with whatever trivia I could dig up about them. As with the Beastiary in Part Six, the names in the original Japanese version are in parentheses. Some item descriptions changed between the original PS1 version and later ports to other systems. Continue reading Castlevania: Symphony of the Night Part Seven: Item Spotlight

Castlevania: Symphony of the Night Part Six: Trivia and Beastiary

The Subweapons

Agunea: A ring that shoots out lightning.

Axe: Simple and easy to use; is thrown in an upwards arc.

Bibuti: I had no idea what this thing was called until I read it in Hardcore Gaming 101 Presents Castlevania. It’s actually a mistranslation of “vibhuti” due to B/V confusion in Japanese. Bibuti are holy ashes (indicated by a hand holding a pinch of ashes) with poor range.

Cross: Basically functions like a boomerang.

Dagger: A projectile that shoots straight ahead.

Holy Water: Basically, a holy bomb. The flames that erupt from the bottle can hit enemies multiple times, and they are fire element instead of holy element. The range isn’t great, but the multiple hits can mitigate this fact.

Rebound Stone: Ricochets off of walls and can hit enemies multiple times. Seems to require a bit more skill to use than some of the other subweapons.

Stopwatch: Freezes or slows down enemies for five seconds. Continue reading Castlevania: Symphony of the Night Part Six: Trivia and Beastiary

Castlevania: Symphony of the Night Part Five

Lightning, It’s a Ball

Finally got past Galamoth. Some things I noticed:

  1. Lightning Armor does not protect you from the balls of energy he carelessly throws your way. In fact, neither does the Beryl Circlet. Using the Lightning Armor instead of, say, the Walk Armor will cripple your defense against his energy balls.

  2. He has way too much HP. It took about 10 minutes to defeat him. At least his death animation is spectacular.

  3. It says “RIP” on the floor. Did it say that in the regular castle? But then, it would be upside-down. Woah.

Now I’ve beaten all of the bosses except for Drac. Do I go after him next… or do I choose the impossible and go for 200.6% completion of the map? That which I’ve dreamt of ever since the PS1 version, and was always disappointed that I’ve never achieved?

Continue reading Castlevania: Symphony of the Night Part Five

Castlevania: Symphony of the Night Part Four: Reverse Moon

Got the Holy Symbol relic. It’s a snorkel. You, too, can “enjoy” the frustrating emptiness of the submerged parts of the Caverns. But you’ll go there anyway, because you need map completion percentage. Continue reading Castlevania: Symphony of the Night Part Four: Reverse Moon

Castlevania: Symphony of the Night Part Three: Succubus-ted

Clock Tower – Monster Spotlight: Karasuman and the Skull Lord, a giant, well-drawn and animated chattering skull.

Continue reading Castlevania: Symphony of the Night Part Three: Succubus-ted

Castlevania: Symphony of the Night Part Two

Enemies flash green when you hit them with a weapon or elemental attack type that they’re strong against. I don’t think I really appreciated that detail before.

Continue reading Castlevania: Symphony of the Night Part Two