Showing posts with label video games. Show all posts
Showing posts with label video games. Show all posts

Friday, January 5, 2018

The Legend of Zelda: Breath of the Wild (2017) - Nintendo Switch


The Legend of Zelda: Breath of the Wild is the latest release in the Legend of Zelda series, which was simultaneously the final Wii U game from Nintendo and one of the launch titles on the Nintendo Switch, and hit store shelves on March 3rd, 2017 worldwide. The game was produced by mainline Zelda series producer Eiji Aonuma and developed by Nintendo EPD.

Breath of the Wild is a break from the usual Zelda formula and features a massive open-world environment and a bevy of new equipment for Link to procure and use throughout his adventure. Taking a page from the original NES game, Link is simply dropped into the world and given very little direction. The player can tackle the game in any fashion they want, trying to figure out the correct path to victory as they go.

The game was first announced to be in development as far back as 2013 and was meant to be the mainline Zelda title released on the Wii U. It had a slotted release date of 2015. This was initially bumped out to 2016, but was ultimately pushed out again to coincide with the launch of the Nintendo Switch to give the new console a heavy-hitter on release.

This decision, of course, ruffled a lot of feathers in the gaming community. There were many people who claimed they purchased a Wii U simply to get the next Legend of Zelda title that had been promised and felt burned that it would release two years later and on Nintendo's next system.

Any issues with the release of Breath of the Wild seemed to quiet instantly on March 3rd. The game has been universally touted as a wild success (pun intended), selling approximately 5 million copies as of September of this year across both platforms and taking home full marks from many of the biggest reviewing publications. As of writing this, the game has taken Game of the Year at the 2017 Game Awards.

Now with that out of the way, it's time for me to gush about how much I loved Breath of the Wild.

For years the debate of whether Zelda was an RPG or an action adventure title has raged across message boards on the Internet. Whichever side of the fence you're on in that fight, I find these games to be adventure titles and no game has allowed me to experience true adventure like Breath of the Wild.

The open world is both massive and breath-taking (again with the puns). I can remember in the opening moments of the game I actually felt daunted by the sheer breadth of it. The game opens in an area called the Great Plateau and - to put things into context - this area alone is larger than the entirety of Hyrule in Ocarina of Time! Then when I finally broke free of the Great Plateau and had the fullness of Hyrule to my disposal to explore, I felt completely overawed.

The beauty of Hyrule

The only thing I can suggest is that you just shed the old mentality of "do x, get y, beat bad guy, move to next area". This game has been made completely non-linear. You're given a loose idea of where to go next, but there's no reason you should follow that. Let the open road take you. See that strange object in the distance? Go there! What's up there on top of that mountain? Climb and find out! Just let the land lead you and you'll get so much more out of the experience than just trying to get to the end.

By the time I decided to finally finish Breath of the Wild I had clocked 115+ hours. For me, that is absolute madness. I haven't cracked 80 hours in a game in years, let alone over 100. I would just turn this game on and travel around from place to place for hours aimlessly. You're often rewarded for doing this, either by new items or Shrines, which act as the games puzzles. There are 120 Shrines hidden all over Hyrule and the only way you're going to find them all is to check every nook and cranny the map has to offer. That's what took me so long to finish the game, honestly. I had to have them all! Finally, I found all 120 and that's when I decided it was time to face the final boss.

My 120th shrine

If you find I'm being vague and explaining very little about how the game plays, you're right. I'm being intentionally nebulous, because I don't want to ruin anything for someone that may not have played the title.

In fact, I think I'm going to leave it there. This is my third full draft of this article. I've tried explaining every facet of the gameplay. I've tried gushing about my personal experiences. I've tried being over-analytical and pointed.

The hero of  Hyrule

The fact is that The Legend of Zelda: Breath of the Wild is a game changer. Or at least it was for me. I haven't done so yet, but I think I need to re-order my Top 10 favourite games of all time, that's how much this game meant to me. I can say this, without a doubt: Breath of the Wild is my favourite Legend of Zelda title of all time, ousting Ocarina of Time. And I've played a lot of them (except A Link to the Past - maybe we'll talk about that some other time).

Looks like it's time to face the final boss

So for me, this is a must-play. Whether you snag it on the Wii U or pick up a shiny new Nintendo Switch, I think you owe it to yourself to try this game. There's a lot of content here, so book out your calendar. And remember, let the adventure take you and enjoy.

Cheers,
R



P.S. I still have not played any of the DLC, but I plan to pick it up later this year, once I've played something else for a bit. I'll update on that when the time comes!

Thursday, January 5, 2017

Nostalgia Bomb! - Couch Co-op



What is it?
The term "couch co-op" is actually a retroactively applied term for what we used to fondly know as "two-player" or "multiplayer" gaming. From the earliest days of video gaming, many of the devices sold to the home market, and some arcade games, were built with a second controller so that friends and family could either work together toward a common goal or - and more often - face off against one another in their favourite games.

With the advent of online gaming and the ability for a video game console or a PC to connect two players across the globe the term "couch co-op" gained strides as a way of describing the old school method of playing a multiplayer experience, where two or more people would physically sit next to one another on a couch playing a game on the same device.

"Multiplayer" today

When did it start?
Whether you consider Spacewar! or Pong to be the first video game, both were two-player titles. In Spacewar! - developed on a PDP-1 computer at MIT in the 60s - two players would take control of ships and face off in against one another in space. In Pong, two players would control "paddles" and bounce a virtual ping pong ball back and forth for points.

Pong in all its glory

What about today?
The vernacular today is typically "co-op", short for co-operative, which - when you think about it - doesn't make sense, since most multiplayer games are actually competitive in nature. The issue is that it's all geared toward the online experience, which makes sense for two reasons: 1) the software/hardware developers get to make more money, because it requires each individual to buy a console/PC and their own copy of the game they want to play, and 2) most people are playing games solo nowadays so really this sort of thing is catering to the crowd.

Goldeneye 007 (N64) 4-player split screen

Some games still provide a couch co-op option with split-screen, but that sort of thing is going more and more the way of the dodo.

Why do I remember it?
I remember it because of all the great times I've spent playing multiplayer games with my friends in our parents' basements! I can't even begin to tell you all the games my friends and I have sunk hours upon hours into, huddled together on a couch, basking in the electronic glow of a CRT television.

Some titles that come to mind were Super Bomberman (which required the SNES Super Multittap so that up to four friends could get in on the action), Mario Kart 64, and Goldeneye 007. Halo 2 was another highlight, where my friends and I actually setup two Xbox consoles, cross-wired them with ethernet crossover cables, setup two different TVs, and played up to 8-player couch co-op together. The smack-talk was out of control!

The Multitap, which NEC/Hudson Soft actually released for Super Bomberman

Of course, Japan's was cooler

The old fogies like myself will always decry the problems with the current status of online co-op, but only because we have warm fuzzies over the memories of sitting in a room with our buddies, eating pizza, and playing games together. The reality is that with today's technology you and all your friends can be all across the globe and you're still able to see, speak to, and play games with anyone, thanks to the advances of online capabilities. All that said, there's a little something missing when you lose the "human element" involved with couch co-op and it's that something that I will always miss.

And that's why someday soon (unfortunately) couch co-op will be a blast from the past!


Hope you enjoyed,
R

Monday, October 24, 2016

RyHo Talks About Nothing: Nintendo Switch



After years of waiting we finally know what Nintendo's next home console will be: the Switch!

Check out my thoughts in the video!

Hope you enjoyed,
R

Friday, September 23, 2016

Castlevania: Symphony of the Night - Part 1



Hey everyone,

I'm sure I've mentioned this about a hundred times before, but I try to play Castlevania: Symphony of the Night every year in October for Halloween. This year I decided I'd try to stream it on Twitch and then post it to YouTube for a laugh.

My wife is expecting our second child in the coming days, so I'm fully prepared that this might not end up happening in October, but whenever I get to play for a bit I'll try to stream and record it and post the video clip here on Retro-Def.

I streamed the first hour on Twitch over a week ago, but then realized that the saved copy of the video had its audio muted due to copyright issues, so I went back and recorded the first hour of gameplay (because I'm nuts) and I've posted that to YouTube.

If you're interested in seeing some gameplay from the game or just hear me BS while I play some games, then give it a watch and let me know your thoughts or questions on the game, my commentary, and everything in between.

As always, I hope you enjoy!
R

Friday, September 16, 2016

RyHo Vs The Legend of Zelda - Part II

All ready for my quest!

So, if you've somehow stumbled upon this blog and don't know what's up, get yourself caught up here!

Over the past few months I've had a real bug to play The Legend of Zelda series after seeing footage for the next installment, Breath of the Wild, releasing in March of 2017 on the Wii U and Nintendo's next console, codenamed "NX".

In my last post I mentioned that the next game I'd be tackling was Majora's Mask, the Cartridge Club Game of the Month for July 2016. That didn't really go as planned. I booted the game up a few times, but didn't get nearly enough time with it. I definitely want to play through it again. I think I'd rather play through Ocarina of Time first, though. My wife got it for me on the 3DS last Christmas and I've been dying to replay it. Maybe I'll pick up the 3DS version of Majora's Mask after that and give it a whirl, who knows!?

That said, I did continue on with my quest to complete Zelda II: The Adventure of Link and I was successful! If you're ever going to call a video game "Nintendo Hard", Zelda II is the one to pick.

Barba or Volvagia of the Hidden Palace

What I would say about the difficulty of the game is this: it starts out pretty difficult, because you don't know exactly how to handle certain enemies and you need to level up. Once you start figuring out the tricks for taking out your foes, getting new spells, leveling up, and learning new attacks the game simply gets more and more fun. It can still be very hard at times, but it's never completely out of control.

Another thing to note is that if you die and hit continue, you may have to back-track quite a way to where you expired, especially once you get to the second continent, but you always keep your levels and items so you can pick up right where you left off. I've heard horror stories of people saving their game and losing levels, but that didn't happen to me.

A knight teaching you a cool new move!

My one major complaint about Zelda II is that there are a few parts in the game where you basically have to find something totally secret to advance. Like, a false wall in a dungeon or a hidden town tucked away in a forest. I had to consult walkthroughs to find these secrets and that's annoying. If you're trying to play the game without "cheating" I don't know how you'd ever figure these things out on your own. I think it must've been a dirty trick by Nintendo to sell Nintendo Power magazines back in the day! Maybe if I was 10 again I'd have no problem searching Hyrule over and over until I found these secrets on my own or heard about them from someone at school during recess.

This is what I'm talking about...

Regardless, my opinions on Zelda II have changed completely since getting to actually play through the whole game. I think it's definitely a difficult game at times, but well worth playing. Once you get a hang of fighting in the game it can be really exciting and fun.

Yeah, I know. I'm pretty awesome, right?.

So, the question now is, what should I tackle next? Logically the next game would be A Link to the Past, another game that I've ashamedly never finished and I've always wanted to play. I think I'm going to take a little break from The Legend of Zelda for a bit, though. My wife is days away from having our second child and I don't want to start up A Link to the Past only to put it down for a few months.

I'll definitely continue on in my quest to complete A Link to the Past, though! And when I do the best places to follow are right here on Retro-Def, on Twitter with the hash-tag #RyHoVsLoZ, and on Miiverse.

Talk soon,
R

Friday, August 19, 2016

Bravely Default (2014) - Nintendo 3DS


Bravely Default was originally released in Japan in 2012 as Bravely Default: Flying Fairy. What a mouthful! A subsequent re-release came out in Japan the following year with some upgraded features, which included a second save slot, the ability to speed up battle animations, and micro-transactions. These new features were being developed for the sequel, so this release was literally entitled Bravely Default: For The Sequel.

I say all of that, because this is the release we received in the West as of February 7th, 2014 under the (sort of) simpler title Bravely Default.

Bravely Default NA Box Art

The game began its life as a semi-sequel to Final Fantasy: 4 Heroes of Light on the DS and as a result Bravely Default feels very much like a Final Fantasy game. It was developed by Square Enix and Silicon Studio, known primarily for 3D Dot Game Heroes; a 3D adventure game with some Legend of Zelda DNA, which was released on the PlayStation 3.

The game revolves around a young man by the name of Tiz and is set in the fictional world of Luxendarc. In the opening moments of the game, Tiz's entire village is swallowed by a gaping black hole that opens in the earth and he is left as the sole survivor.

He is befriended by a young acolyte of Luxendarc's Crystalism religion, Agnés Oblige - the Vestal of Wind. Vestals protect and venerate the four Crystals, which are suddenly set into darkness.

It is up to Tiz, Agnés, and their fellow companions Airy, a fairy who aids Agnés in her duties as Vestal, Edea, the daughter of the Grand-Marshall of Eternia - the governing body of Luxendarc and direct opponent to Crystalism - and Ringabel, a mysterious man who has no memory, but possesses a book, which seems to contain notes regarding the future, to cleanse and protect the Crystals and save Luxendarc from certain doom.

The heroes of Bravely Default, (left-to-right) Agnés, Tiz, Edea, and Ringabel

The game features turn-based combat with a job system akin to Final Fantasy V, but with a twist: Brave/Default commands. It's a risk/reward system that allows players to either use up future turns for extra commands, which leaves them vulnerable until their Brave Points (BP) are restored, or to stockpile turns (placing the player in a defensive stance), which can be unleashed as extra commands later without penalty.

It's a refreshing take on a tried, tested, and true battle system. There's enough there that anyone who's played an RPG in the last 20 years will feel right at home, but even the hardened RPG-lover will need to learn the right time to use Brave or Default to defeat their enemies.

Tiz and Angés using the Valkyrie Asterisk
Edea and Ringabel using the Knight Asterisk

The game features a pretty straight-up equipment setup, as well. From the Final Fantasy games of old, you simply equip weapons, armour, and accessories. You can equip a full set of armour, which I like: shield, helmet, and body. If you're familiar with Final Fantasy V or Final Fantasy VI then you'll recognize accessories as items you can equip that give you different bonuses, like extra agility or strength.

The jobs in this game are called asterisks and they can be acquired when you defeat a new boss with that particular asterisk. You'll start out in a common job called Freelancer and work your way up. Many of the jobs you'll find familiar from older Final Fantasy titles, like Monk, Knight, and Black Mage, but there are also plenty of new jobs like Templar and Vampire to try out along the way.

The game plays out like any other classic RPG: you follow a fairly defined path as you play out the game's storyline, but in true RPG fashion there are plenty of sidequests. One nice feature of the game is that it will identify on the map where you need to go for a sidequest with a blue mark. This way you know where to start off the quest easily enough or know where to avoid if you want to skip it entirely. You won't want to skip these sidequests, however, because they will net you a new asterisk. If you play through the general game, you'll get a lot of the vanilla jobs - if you will - but going out in search of these sidequests will get you the really cool jobs.

I should mention that the sidequest to get the Vampire asterisk is one of the most difficult quests I've done in an RPG to-date!

The strength of Bravely Default doesn't just lie in its gameplay, but also the presentation. The game has a striking visual art-style that makes it stand out on its own. If you've followed Matrix Software's Final Fantasy III and Final Fantasy IV remakes on the Nintendo DS this game follows in that style, but cranks everything up to 11.

The town of Caldisla

The audio in the game is top-notch as well. The music is composed by Revo of Sound Horizon, and is modeled after classic games like Final Fantasy, Dragon Quest, and Romancing SaGa. It's sonic perfection and each track matches the mood and action of the game perfectly. Also, and rather surprisingly, the game features really good voice acting. You might find the script a little cringe-worthy at times, but the voice actors that portrayed all of the characters in the game were excellent.

The story was a pretty classic tale of "boy faces tragedy, finds friends to help him on his quest", but it was still very satisfying. One thing that I found cool was that they didn't shy away from references to religion. The game plays out like an allegory to Catholicism versus The State in common times, which back in the 90s would've been completely overhauled to drop any and all religious overtones.

That all said, there is a section of this game that can be beyond frustrating and for many could easily ruin all of the great points about Bravely Default that I've made above.

The game is broken up into chapters, which is fine. The serve as good beats to the storyline. However, when you reach Chapter 5 everything goes off the rails.

I don't want to ruin too much about the storyline, so I'll be intentionally vague about this issue, but starting in Chapter 5 you begin what my buddy BuriedOnMars dubbed so adequately (on his and RamVox's podcast, Retro Fandango) "Groundhog's Day". I can't imagine what the game's developers were thinking with this, but you essentially have to do the same thing over and over for four chapters.

What does that mean? You travel the world performing four main tasks. You also have the option of taking on a bevy of sidequests, which serve as a sort of boss rush mode, allowing you to take on the main bosses of the game again. Each time you enter the loop, the bosses are a little more difficult.

So what's the big deal? It's all padding. By the time you go through this exercise the fourth time I guarantee you will be completely sick of it. For my first two runs I actually took on all the sidequests, but if you do that you can easily add hours and hours onto your playtime and with really no benefit. If you want to level up, there are much better places to do so. And even if you avoid the sidequests and stay on task you're looking at 4 to 5 hours of padding minimal just to get to the end of the game. It's an obnoxious section and could easily turn someone off from finishing the game.

I had one other pretty major frustration as I reached the end of the game I'd like to air out, as well. Once you get through the Groundhog's Day scenario and you're at the actual final chapter of the game you'll begin to face some pretty powerful bosses, which is great! I love a challenge and Bravely Default was certainly loaded with difficult bosses along the way.

Airy, the aforementioned "Flying Fairy"

What bothered me was that the last few bosses are above and beyond any that you face before them. I played the entire game with pretty much the same jobs on my team and I liked my team. I learned all sorts of other jobs, but I pretty much stuck to the same eight (each character can have one job and support abilities from others that they've learned along the way). My jobs of choice were pretty standard RPG fare: White Mage/Spirit Master, Black Mage/Arcanist, Templar/Knight, and Dark Knight/Monk. So, basically two warriors and two mages, one for healing and the other for damage dealing. Also, I had all of my characters around level 90 (the highest being 99).

The problem is that in the endgame, the amount of damage that a Black Mage can dish out isn't nearly enough to finish off the bosses. Even with the extra boosts you get from having an Arcanist as your secondary asterisk, you can't possibly deal enough damage. You can rig the warriors to take a significant chunk out of your foes, but in the end it won't be enough.

I felt like the game forced me to use what I considered "cheap" tactics to get through. I had to make both of my "warriors" into Swordmaster/Pirates with the abilities Amped Strike and Free Lunch. This allows you to dish out max damage at all times. Then I needed to completely change my tank, in this case the Templar/Knight, into a support character that just buffed everyone to insane levels, and constantly heal with my White Mage. That last part I'm okay with, honestly, but I really like playing through the game with that sort of "basic" RPG team and to force the player to completely change their tactic at the end of the game just left me feeling cheated a little.

I know I've complained for the last few paragraphs, but I wanted to be completely honest about my time with Bravely Default. And the honest truth is that I loved this game. I loved just about everything about it. The reality is that all kinds of great games have some parts that are a pain and this game is no exception. I can't tell someone not to play an amazing 80 to 90 hour experience, because 4 or 5 hours of it are annoying.

The style of the game, the story, the gameplay, the music; all of it is top notch. This is the Final Fantasy game I've waited to play since Final Fantasy XII, and if I'm being really honest with myself, probably since Final Fantasy VI.

If you are an RPG lover and grew up with the Final Fantasy and Dragon Quest games of the 90s then you will fall right into place playing Bravely Default. In a world where I find the RPG genre ever-shifting into something I don't care for, this game was made for me. It's everything I loved from the old, with a refreshing new battle system that kept me on my toes right up until the final battle.

And when you finish Bravely Default, the story's not over! Square Enix and Silicon Studio have released the highly anticipated sequel Bravely Second: End Layer. The game is actually a direct sequel to the first title, which is something you don't typically see with Japanese RPGs. It picks up two and a half years after the events of Bravely Default and follows a whole new group of characters on a quest in the familiar terrain of Luxendarc.

Bravely Second's mysterious new protagonist, Magnolia Arch

I can't speak to Bravely Second: End Layer, as I haven't had time to play it yet, but if it's anything like its predecessor I think I'm in for a treat. Do yourself a favour and pick up the first game, Bravely Default, and give it a try. I think any RPG-lover will ultimately be pleased!

Hope you enjoyed,
R

Tuesday, August 9, 2016

Nostalgia Bomb! - Video Game Instruction Manuals



What are they?
Once upon a time when you got a crisp new video game you would receive a small manual in the packaging, which would give you some backstory for the game you were about to play, information on how to play the game, and occasionally some tips and tricks to help you out along the way.

An assortment of NES instruction manuals

When did they come out?
Video game manuals would have appeared in just about every home released video game going back to 70s, including standalone games like Pong and the earliest cartridge-based games, like those on the Fairchild Channel F, right up to today's modern consoles.

Mega Man 3 (NES) Instruction Manual

What about today?
I just said that manuals come with modern day console games, so why the heck is this a "Nostalgia Bomb"? Well, the era of high-quality colour manuals is a without a doubt over and done with. The rare game might release with a nice manual, but it's definitely not the norm. In some cases a game might release with some form of manual, but its completely bare bones. Many are just a black and white fold-out piece of paper with the controls written on them or just a slip of paper outlining how to find the "online manual", which is often just as barren as the fold-out.

Captain Toad: Treasure Tracker's instruction manual

Why do I remember them?
Lately I've been replaying the original NES Legend of Zelda games, most recently Zelda II: The Adventure of Link. As I was playing, I found myself more interested in the story behind the game, so I turned to the Internet to see if there was ever any backstory to the title. Sure enough, if you picked up the complete in-box game on the NES you would receive a full colour manual, which not only showed you how to navigate the world of Zelda II or how to fight using Link, but it also gave you a really nice background story, which included hand-drawn art depicting Link and how he begins his quest.

Zelda II: The Adventure of Link storyline from the manual

The manuals that came with 8-bit and 16-bit games were full of wonderful concept art and backstory that you couldn't necessarily get from playing the game. It was a sign of the times. These days, you don't really need to have the story of a video game explained to you in a paper manual, because you get it all from the game itself.

I'm not complaining so much that manuals have gone the way of the Do-do. I get it. If the story is present within the game itself, all you really need is to know the controls. Honestly, most games these days take you through a tutorial to teach you the controls, as well, so I can see why dropping manuals would save money and trees.

That said, I used to love opening up a new video game and breaking out the instruction manual. It was like a first peek into the adventure that was about to unfold, and in the case of an NES title it gave you an idea of what you were actually doing in the game, as often you'd just be dropped right into the game with little idea of what was going on and just playing the game solely for the gameplay.

Old school video game instruction manuals are definitely a blast from the past!

Hope you enjoyed,
R

Friday, July 8, 2016

RyHo Vs. The Legend of Zelda


A few weeks ago at E3 2016 Nintendo debuted gameplay footage of the next installment in The Legend of Zelda series, Breath of the Wild. They pretty much staked their entire E3 presence around the game, and it has been exalted as the Game of the Show by just about all the video game news sites that were in attendance.

The crux of Breath of the Wild is that it is a massive open world which players can explore anyway they want. For a while now astute gamers have been comparing images from previously shared clips of the game and stating how it appeared to have some similarities with older LoZ titles and it looks like they were right on the money.

BotW takes a lot of cues from the first games in the Zelda series, like the original The Legend of Zelda or Zelda II: The Adventure of Link. These games, although remembered fondly, are incredible difficult and players are basically given no instruction on what to do. You're presented with an open world and you have to try and figure out what steps to take next.


This was refined in later entries in the series, like A Link to the Past and Link's Awakening, where although you're presented with a fairly open world, you're give a defined path to walk through and aren't left completely on your own trying to figure out what to do next.

Watching the Nintendo Treehouse - Nintendo's in-house North American product development team - play through BotW at E3 hearkened me back to those old 8-bit Zelda titles and I found myself wanting to revisit them. So I did!

The first LoZ game I ever finished was the first one I played, Ocarina of Time. It's still my favourite, but admittedly I've never gone back and completely finished the titles that came before it. I've put several hours into most of them, but never made it to the end.

The other day I finished, for the first time, the original The Legend of Zelda and it was a blast! I had some help - I used a map someone on the Web stitched together with screenshots of the Overworld, and consulted a walkthrough a few times - but for the most part I tried to just play the game as it was intended. I could remember a few things I'd muscled through in the past; I quickly finished off the first dungeon - Level-1 aka The Eagle - and picked up some essential items, like Heart Containers, the White Sword, Magical Shield, and Blue Ring. After that, though, things got serious as I'd never played much further than that before. It took a little while, but I managed to get to the final dungeon, defeat Ganon, and save Princess Zelda!


I haven't made up my mind on whether or not I'm going to keep this train rolling and play through all the games I've missed in the series or not, but I pretty much instantly booted up The Adventure of Link and am slogging through that game now.

I've been posting my adventures to Miiverse and Twitter and you can follow along, if you'd like! On Twitter I've been hastagging the whole thing with #RyHoVsLoZ, so you can find it easily enough. Although I do own the original games on cartridge, I've been playing on my 3DS out of convenience, so I won't be livestreaming anything just yet, but maybe down the line I'll stream some Legend of Zelda goodness on my Twitch channel, as well. Who knows!


The game of the month for the Cartridge Club is actually Majora's Mask, a game I haven't played since it first came out, so I think I'm going to change gears soon and try to complete that game. I have played that one, as it came out after OoT, but it's been a long time and I'm anxious to give it another try.


So join me as I fight and puzzle my way through the many incarnations of The Legend of Zelda! I'm more than okay with a few tips as I play. Just keep the spoilers to a minimum!

Hope you enjoy,
R

Monday, May 23, 2016

RyHo Talks About Nothing: NX Hype

I've been watching and reading lots of vlogs and blogs about the Nintendo NX lately, so I thought I'd waffle about some of my thoughts on the current rumours surrounding Nintendo's next console.

More importantly, I recorded some video game footage and really wanted to come up with some idea for using it in a video!



Hope you enjoy,
R

Monday, May 2, 2016

RyHo Talks About Nothing: Unboxing the Nostalgia

For around 10 years or so now I've been lamenting that I lost (honestly, I think they were stolen) some of my absolute favourite video games from my collection, but because of re-seller prices I just couldn't bring myself to buy back. I've decided it's about time I picked them up again and this is the first in what will hopefully be a series of videos where I rebuild my collection.

Join me as I unbox the nostalgia!



Hope you enjoy,

R

Tuesday, December 22, 2015

My Favourite Games At Christmas II: Game Harder

Much like last year around this time I was doing a little gaming by the Christmas tree - one of my favourite things to do around the holidays - and once again I found myself reminiscing about Christmases past and some of the different memories I have with fresh new games that Santa Claus was nice enough to drop off under the tree.

Let's keep this new little tradition alive and I'll take you on a trip down memory lane, shall we?
Said Christmas tree
I can still remember when I first saw a Super Nintendo Entertainment System in action. It was the summer of 1992 and I had popped up to a friends' place to see if he wanted to come outside and play, but was instead invited in to check something out. He had the SNES hooked up and was playing Super Mario World.

I should stress that I had absolutely no freakin' clue that a new Nintendo had come out and the concept boggled my mind. I can remember being absolutely blown away by it. The graphics, the sounds, a new Mario game; I was floored.

I ran all the way home to my parents' house and began to blather on about this new, unbelievable Nintendo I'd just seen. There were four buttons! And buttons on top of the controller! And Mario spun as he jumped!

Although I don't remember the particulars of my Christmas list to Santa that year, I'd say the SNES was first and foremost on there. Once again, Santa is a badass and hooked me up with a bright and shiny new Super Nintendo packed in with Super Mario World and another game that I'll mention later on.

Over the next four years I played an innumerable number of SNES games. It was the system that introduced me to so many different kinds of video games. My bread and butter, however, was side-scrolling action platformers. As I've mentioned in my previous article, the Donkey Kong Country series became a Christmas staple for me and you'd be hard-pressed to find better platformers on the system. The year before Donkey Kong Country was released, however, I received another colourful, fun platformer for the SNES, but not one you'd expect: Cool Spot.

I can't for the life of me explain why, but I absolutely had to have this game. If you don't know, Cool Spot features the then popular 7-Up mascot of the same name. It wasn't uncommon back in the 90s to see this sort of thing. Yo' Noid, the mascot of Dominos, had a popular NES game and the California Raisins even had a game developed by none other than Capcom. Cool Spot was developed and published by Virgin Games for the SNES and Sega Genesis and was popular enough to get ported to the Sega Master System, Game Gear, Game Boy and Amiga and DOS PCs!

Could there be anything cooler?
The game is incredibly straight-forward, but try not to chuckle as I explain the premise: You play as one of the many Cool Spots and you're out to save other Spots who have been captured throughout each level. You can run, climb, jump, and shoot soda fizz in order to avoid and defeat the many pitfalls and enemies found in each level.

I know it seems ridiculous, but I'm telling you: I loved this game. My little sister and I would play Cool Spot for hours during the Christmas break. And it was no picnic! This was a tough game! It was well-designed with tight controls and some great stages. It took me quite a while to finish the whole game and I loved every minute of it! I probably wouldn't have admitted it at the time, but I always enjoyed getting games at Christmas that I could play with my little sis and, in a way, Cool Spot was the first one to start the tradition that would continue with Donkey Kong Country.

After all those great years with my beloved Super Nintendo in 1996 Nintendo released its successor, the Nintendo 64, and as you might recall from last years post I was right there playing one of my favourite games of all time, Super Mario 64.

In the meantime, however, my Super Nintendo wasn't just relegated to a drawer somewhere. It was still a permanent fixture of my bedroom and I was still using it to play my newest video game obsession, Role Playing Games. And if there was one thing the N64 lacked, it was RPGs.

The following year, 1997, was a big year for the RPG as one of the most anticipated video games ever was released on the Sony PlayStation: Final Fantasy 7. RPGs were on everyone's minds and I can recall pouring over issues of Nintendo Power hoping to see that Nintendo would finally be releasing a big Role Playing game like FF7 for its cardtridge-based powerhouse.

I would wait in vain, however, but a game would be released to the N64 that would curb my appetite, and that game was The Legend of Zelda: Ocarina of Time.

On Christmas 1998 I received a shiny, gold copy of Ocarina and thus began my absolute obession with that game. I played it morning, noon, and night for weeks. I was a teenager in 1998 and I had all the time in the world. It was a big year for me, actually. I also picked up a PSX and played so many incredible games over the next year, but I kicked it all off with Ocarina of Time.

Like I was saying, I slept and ate this game for the rest of my Christmas break and beyond. It was one of those titles that a friend of mine had picked up and we had the unspoken competition of who could complete it first (the same as with Super Mario 64). We would play for a day or two and then call each other up to check in and see how far each of us had gotten. If either of us were in a particularly charitable mood we'd trade secrets and tips to help the other along.

Shiny.
And you know what? Even though I played this game at a feverish pace I did take my time to enjoy it. I can remember whiling away time relaxing and fishing, diving off the waterfall near the home of the Zoras, or just riding around Hyrule Field on Epona, shooting arrows at Stalfos when the night fell. I had never played a game like it. I felt like I was fully immersed in a fantasy world and to this day I don't know that any game has ever sucked me in quite like The Legend of Zelda: Ocarina of Time.

Now let's take a step back to the day I first got my Super Nintendo. Like I said, I was a kid in the 90s, so of course I was not only obsessed with video games, but also the Ninja Turtles. I had thrown countless quarters into the various Turtles arcade games between '91 and '92 and when I opened up my presents that fateful Christmas I found a game I never expected to see: Teenage Mutant Ninja Turtles IV: Turtles in Time.

I un-packaged the Super Nintendo as soon as my family was done around the Christmas tree. I had a little Nintendo TV stand set up with an old TV in the basement. I can still recall how excited I was when I realized I could actually hook up the SNES to the TV at the same time as my NES using the RF Connector.

Of course I had to start with Super Mario World, but I had already played that game the summer before. I quickly changed my focus to Turtles in Time. This was a game I'd been playing in the arcade whenever I could and here I was about to play it at home! I had to be torn away from the TV to get ready to visit my grandmother's later that morning and all I could think about was getting back to that new SNES and play some more TMNT IV. When I got home later that evening, that's just what I did.

There was some differences with the arcade game, of course, but I expected that. It still looked amazing! I took my turns as different Turtles, but in the end settled on Donatello, who was my favourite of the brothers to play the video games as, even though I was always a Raphael guy. I went from present day New York City, into pre-history, the Wild West, and even the future!

Yeah, in hindsight, that is way cooler than Cool Spot!
I'm not certain if everyone just forgot about me being down in the basement or not, but there in the dimly lit room, basking in the glow of that old colour TV, I blasted my way through all the different eras of Turtles in Time.

I don't know how long I was down there, but I know that it was definitely very late when my mother finally yelled down to me that I had to go to bed. The "Just Five More Minutes Mom" Rule had to be invoked, though, because I was at the end boss, the Super Shredder! And then, just like that, it was done. I had defeated the Shredder and saved the world, yet again. I completed Turtles in Time the same day I received it, December 25th, and it is one of my fondest video game memories of all time.

Merry Christmas,
R

Friday, October 30, 2015

Resident Evil (1996) - Sony PlayStation

The original "long box" art
I first played Resident Evil not long after it had been released even though I had no idea what the game was about. My friend Cole (now contributor here on Retro-Def!) and I rented it back when he first got his PlayStation and I cannot recall for the life of me why we picked that game. If you have seen the cover art for it, it is infamously bad - something Capcom is known for - but we did and I'm so glad, because Resident Evil has become one of my favourite games and gaming franchises of all time.

It was developed by Capcom in Japan as Biohazard and directed by Shinji Mikami, who to this point had only done a handful of licensed titles, such as Goof Troop, Aladdin, and Who Framed Roger Rabbit?

Mikami has said that in making Resident Evil he was attempting to make a game like Sweet Home, which was a Japanese only title released for the Famicom. As a horror movie buff, Mikami has also stated that he was dissatisfied with 1979's Zombie, directed by Lucio Fulci, and wanted to make a game with none of the failings of that film. Couple that with being heavily influenced by George A. Romero and his films, it is not shocking that he delivered a horror game featuring... the undead!

Resident Evil follows an elite specialized police force known as STARS (Special Tactics and Rescue Service) who are investigating some weird murders that have taken place in the small community of Raccoon City. When communication with the STARS Bravo Team is lost, the Alpha Team is sent into the Raccoon City countryside, where the ground team is chased into an old mansion by a pack of monstrous dogs, ultimately losing contact with their helicopter.

That is how the player finds them self in The Mansion, the main location for the rest of the game. You can play as two characters, Chris Redfield or Jill Valentine, each of which has their own storyline and some minor changes in gameplay.

Barry and Jill taking on the undead!
The character models are all in isometric 3D and the player traverses The Mansion in what have become known as "tank controls". It can take a little getting used to, but once you get the hang of it it is pretty easy to use. Essentially you aim the character in the direction you want them to go using the left and right directional buttons and then move them forward or backward by using up and down. At the time Sony had not yet released the DualShock controller, which featured analog controls, but after that controller became available the game was re-released as Resident Evil: Director's Cut, which featured and Arrange Mode and DualShock controls. Honestly, though, they change nothing and I find it easier to use the d-pad.

The main crux of the gameplay is surviving, which is why these games have become known as Survival Horror, along with Mikami being dubbed as the Godfather of the subgenre. You have very few items at your disposal and you can only carry a handful with you at any time. You slowly work your way around The Mansion, unlocking different rooms, searching for useful items, and fighting your way through zombies, giant spiders, and all sorts of crazy monsters. You can store items in special lock boxes that you will find strewn about The Mansion and you can save your progress on typewriters, as long as you've got some ink ribbons tucked away. You will find several different weapons, but remember that ammo is scarce and must be used sparingly!

It is this scarcity of ammo and healing items that drives the tension and scares of Resident Evil. You never know what you will face around the next bend, nor what items you should have on you. The game features beats not unlike the ones you would experience in a horror movie. The music will sometimes drop in a room to keep you off guard for the next scare or you will be clicking away in a room looking for an item and a zombie will jump out of nowhere and attack.

Barry and Jill in the Resident Evil REmake
Resident Evil is the very definition of a slow burn. You will find yourself running circles around The Mansion and additional areas trying to find that one door you didn't unlock yet or that item you forgot to grab. It is not an action title, like the series has become. To truly enjoy it you have to let yourself get immersed in the setting and the story and take your time. When you do hit an action sequence, it is less about how many bullets you can pump into your opponent as it is just trying to make it out alive.

The writing can be a little hokey and that is one thing that has always intrigued me about the game. The actual story itself is fantastic. It has grown to be something much, much larger than I'm sure Mikami and his team ever anticipated. The only person I know that can actually really wrap his head around the story in its entirety is Cole. That said, the writing and dialogue in this game is infamously silly at times. There are incredible lines like, "You were almost a Jill sandwich!" and "... you, the master of unlocking..."

I used to think this was just due to translation, but when you think about the influences of the game - campy horror films from the 60s and 70s - one starts to wonder if Mikami didn't do this on purpose to pay homage to directors like Fulci and Romero. The game even opens with a B-movie introduction that certainly hearkens back to horror films of that era.

The Resident Evil series has gone on to be one of the most influential video game franchises of all time and is closing in on its 20th anniversary next year. The original game was actually remade for the GameCube in 2002, which was itself re-released and remastered on a number of modern consoles. There has even been a successful film franchise based on the property which is seeing its sixth title in 2017.

Mikami's newest title, The Evil Within
I am not a huge fan of how the series has found itself in the action genre, but there are still compelling titles coming out under the Resident Evil umbrella (see what I did there?) and I am certain that there will still be great games to play in the future.

Shinji Mikami no longer has anything to do with the series. He has gone on to make new Survival Horror games, his most recent title being The Evil Within, which has garnered pretty high marks both critically and commercially. He is still out there trying to scare anyone that dares to boot up one of his titles.

It all started with this campy little horror title on Sony's newest little fledgling system back in 1996 and although there have been many remakes and sequels I still think the original Resident Evil is relevant and anyone who likes to play video games should give it at least one play through.

Happy Halloween!
R

Friday, September 25, 2015

Metal Gear 2: Solid Snake (1990) - MSX2

MSX2 box art
When I first played Metal Gear Solid for the Sony Playstation in 1998, I was among the first in the general North American gaming public to do so, having gone to the effort of preordering it. It was one of the first games I'd ever watched video previews of online (something that's completely commonplace these days) and the official trailer Konami released for it had me, among many other gamers I'm sure, salivating in anticipation.

Like a certain someone in my age group and older, I had memories of playing the original Metal Gear on the NES and recognized it as something of a brilliant game given its fairly original premise and gameplay mechanics despite its primitive design and limited capabilities. I'd never played through the game in its entirety though; in fact I never came close. But still the combined experiences of playing through the very early parts of the game and watching someone else advance quite far were more than enough to make me realize retroactively what a special and unique game it was.

The impending release of this 32-bit, 3D sequel had me delving into as much history as I could find on the series (magazines like EGM were a great help in this regard) and I came to discover that not only was the NES game I'd played actually a somewhat inferior port of a previous MSX2 version released only in Japan but also that a sequel, also only released on Japan, stood between it and Metal Gear Solid. There had been no port this time and only the truly hardcore Western gamers who'd gone to great lengths to acquire the MSX system (which never caught on in the North American market but was essentially the standard PC in Japan in the mid through late eighties as well as in parts of Europe and South America) had any shot at playing this sequel: Metal Gear 2: Solid Snake. And even then they'd had to import it and play it in Japanese.

What came of all this was that one of the greatest 8-bit games of all time went almost completely unnoticed in the West and actually, given that by 1990 the MSX2 was nearing the end of its own life cycle, there weren't too many Japanese gamers who would experience it back then either. But the West would get its own sequel that same year on the NES: Snake's Revenge. The bad news was that this wasn't a true sequel at all and certainly didn't play like one. While developed by Konami and released under their Ultra imprint (oddly enough, while developed in Japan it was only released in North America), the game had zero involvement from series architect Hideo Kojima, which is absolutely apparent in the final product. In fact, Kojima was completely unaware of the game's existence until a chance meeting on a train with a fellow Konami coworker revealed it to him. This spurred him to create a true sequel, which I guess Konami wholeheartedly supported. This leads one to wonder exactly why they endeavoured to make Snake's Revenge without him in the first place. Whatever the case, Metal Gear 2: Solid Snake would not only relegate Snake's Revenge to the status of non-canonical sequel, it would also blow it out of the water in every respect.

Snake's Revenge for the NES
One of the reasons it is one of the greatest 8-bit games ever is simply because it packed in both graphically and sonically about as much as was possible on an 8-bit system. The MSX2 was pushed to its limits and it's apparent that a NES port would have struggled mightily to compare, had one existed. The game features a completely reworked engine to provide a much more elaborate game design than its predecessor. And while the first Metal Gear had the thinnest of stories, which was only very sparsely supplemented with dialogue and one lone plot twist near the finale, Metal Gear 2 offers a much more complex narrative, filled with what could be called cutscenes and lengthy radio conversations. For the first time we're given insight into Snake's personality and motivations. I'd even go so far as to say that the game actually features real character development as the story progresses.

At first Snake's dialogue might seem underdeveloped to veterans of the later games as he's actually pretty mature and polite - quite a far cry from the gruff, cynical character we know so well. But if you think about it, it only makes sense - Snake is younger here and while the events of Outer Heaven were certainly difficult and traumatic for him they weren't much compared to what he's going to go through. It's definitely what happens here in Zanzibar Land that molds him into the Snake of the Metal Gear Solid games. Apparently he was into women's figure skating back then, too.

So what is the story anyway? Here's the setup: It's several years after the events of Metal Gear (sometimes it's stated to be three years, sometimes four) at the end of the twentieth century, Christmas Eve, 1999 to be exact. The world is facing an unprecedented energy crisis with its oil supply going dry. But a Czech scientist, Dr. Leo Marv, has developed a new microbe capable of synthesizing petroleum. This comes to be known as OILIX. During a trip to the United States to discuss his findings with the international scientific community, Marv is kidnapped by agents from the nation of Zanzibar Land, a small nuclear-armed country in central Asia, hoping to use OILIX to cement their military dominance over the rest of the world. Once again FOXHOUND agent Solid Snake is sent in alone to rescue Marv and diffuse the situation, much like his mission in Outer Heaven. Also like the Outer Heaven incident, the enemy has a powerful deterrent to any nation or nations that might try to stop them by force - Metal Gear. This latest model is Metal Gear D.

Unlike so many of the games of the day, this extensive setup isn't just written in the game's booklet - it's all presented as an introduction once you start playing. Anyone playing Metal Gear 2 for the first time will quickly discover that while Metal Gear is the series' starting point, its alpha, it is Metal Gear 2 that truly laid the groundwork for all that was to come afterward. From a storytelling and presentation standpoint (extremely cinematic, particularly for an 8-bit game) as well as gameplay standpoint, it was a massive leap forward and practically everything that defines the Metal Gear series was established here. This was the game that introduced the ability to crouch and crawl, to distract patrolling guards by making noise and guards that could see in more than just straight lines. It was here that the radar showing your and enemies's locations was introduced along with an evasion mode following the alert phase. Long radio conversations (codec later in the series) were first established here, as well as dialogue reflecting Kojima's own personal views on various world politics, war and nuclear weapons.

Metal Gear 2's story and gameplay elements were so extraordinary that really, most of what happens in Metal Gear Solid is just a reiteration of them. When I was playing through Metal Gear Solid for the first time, I was blown away, as I imagine most gamers were. Now, I'm sure I still would have been had I played Metal Gear 2 first, but it couldn't possibly be the same. Why? Because when I stated that much of Metal Gear Solid was a reiteration of Metal Gear 2, I was being quite literal. Not only were elements I've already mentioned above again present in the new (Metal Gear Solid) game but even certain plot points, encounters and scenarios were actually lifted verbatim from the MSX2 masterpiece. Fight with a cyborg ninja? Check. Attacked by a Russian helicopter? Check. The need to backtrack through previously visited areas to advance further (more on that later)? Check-a-roony. There's way more than just that but I don't want to give everything away. But I will just mention that when I first played through Metal Gear Solid 2 and got to the part where on the Big Shell Raiden is contacted by a mysterious character warning him of invisible landmines in his path I thought "Oh, right. Just like in the last one where Gray Fox as the Ninja contacts Snake." Well, little did I know at the time that that scenario in the first Metal Gear Solid was just an echo itself from Metal Gear 2!

Metal Gear 2's Black Ninja
As to the gameplay, it's still based on the first Metal Gear but with more abilities, challenges and options. You're still sneaking around inside large bases (and some outdoor areas, too) with multiple floors and many doors requiring different levels of keycards to open. Being detected still brings an alert mode wherein you're chased by not only every enemy on the screen but also those of adjoining screens as well. Security cameras, trap doors, mines and other traps have to be negotiated and you're able to acquire different types of equipment to help you deal with them.

One tweak is that in the original Metal Gear you need to improve your rank, which is basically like gaining levels, so that you have a longer life bar and can hold more ammunition. This is accomplished by rescuing hostages being held in cells scattered around Outer Heaven. In Metal Gear 2 it's a little more straightforward - gone are ranks but you still gain the same perks upon defeating bosses - another element that would show up again in Metal Gear Solid.

Besides Marv and a couple other essential characters, there aren't any other prisoners that need rescuing. Replacing them are children - war orphans taken in by Big Boss (who is once again the primary antagonist - I probably should have mentioned that earlier) who will give you information and tips when you talk to them. In a weird, kind of sick twist, it's actually possible for Snake to kill them but you lose health if you do. The more children you talk to, the more is peeled back about Big Boss's character and for the first time in the series you learn that he isn't just a straightforward heartless villain. I will point out that the revelation that Big Boss is Snake's father isn't actually in this game and was only retconned later in Metal Gear Solid. But knowing that detail during the final confrontation certainly makes it a more emotional gaming experience.

The boss fights are expanded slightly too, usually there's a bit of dialogue from them after you defeat them and you can also get some background info on them from one of your radio contacts. None of the fights are too hard once you figure out what to do but they offer a nice variety of required tactics over the course of the game. The fight with the Hind D helicopter bears mentioning because although this is a 2D 8-bit game, it's done in such a way that the fight actually feels somewhat three-dimensional - testament to the innovation of Kojima - something we've all become familiar with over the years.

Original MSX radio screen vs. updated PS2 radio screen

As much as I must gush about the game's story, presentation and gameplay, I will admit that it isn't perfect. A significant amount of backtracking is required and some gamers can find that tedious. Usually, as someone with limited patience,  I'd be among them, but honestly, I enjoy this game so much that it really didn't bother me at all. Also, early in the game there is a swamp you must traverse and if you step into the wrong area, you'll quickly start to sink, which can lead to death if you don't backstep very quickly. This sounds like a pretty standard videogame challenge but I'll tell you now that there is no way visually to tell where you should and shouldn't step. Your route has to be figured out through trial and error. Again, this might be acceptable except that this swamp is four screens in size and you have to take a long, convoluted route to navigate it safely. Getting through it is easily the most irksome part of the game. For me at least.
As improved as the game's engine is over the original Metal Gear, for some reason Snake can still only move in four directions which, while not hampering you in any way while you play, just seems kind of weird given all the other changes and advancements.

Another "flaw" is something that is really no fault of the game. It's just a small story point. As the game was released in 1990, it presupposes that by 1999, the year in which it is set, the Soviet Union will still be around. One of the characters is a member of the Czechoslovakian Secret Police - an organization that was dissolved even before the Czech Republic and Slovakia became separate countries. But hey, no big deal. Also, the game's plot really makes NATO come off as a bunch of dicks. Genocidal dicks, practically.

While Metal Gear 2: Solid Snake is unarguably one of the greatest games of its era and one of the more influential games of all time, the fact that it was released exclusively on a dying system just when the 16-bit era was kicking off ensured that in Japan it would only make a small blip on the radar. And of course in North America, none at all. This has to be one of the bigger, well, I don't want to use a word as strong as tragedy so we'll go with "unfortunate occurrences" in gaming history as a plethora of gamers who were active at the time of its release, myself included, missed out on it altogether and didn't even learn of its existence until years later, let alone get the chance to actually play it. In 1998, with the buildup for Metal Gear Solid, a fan translation of the game was done along with an online version of its instruction manual but this also went largely unnoticed.

Snake crawling through a vent
The aforementioned facts also ensured that the game was released in limited quantities so these days it is a highly sought after and highly expensive collector's item. A copy will set you back around three hundred bucks US and that's without the box. A complete version could cost over five hundred, which is more than the MSX2 itself goes for these days. Thankfully, since 2006 gamers have had the option of experiencing this classic by way of Metal Gear Solid 3: Subsistence and later Metal Gear Solid The Legacy Collection.

A mobile phone version was released in Japan in 2004 as well and all of the changes made from the original version were carried over into the PS2 port. These included the addition of thermal goggles, increasing the amount of land mines you can place on one screen, revamped character portraits on the transceiver screen, frequency numbers being saved in a memory window after using them for the first time, name-changes for some of the characters and several more. Because of a few gameplay tweaks and a different saving system, I would assume the original MSX2 version is probably at least slightly more difficult to play through than the updated ports.

The fact that a twenty-five year old, 8-bit game that was barely acknowledged in its time let alone celebrated, could be so complex, well-presented and fun to contemporary gamers marks it as a truly special game. If you're playing it for the first time you'll find yourself marveling how it's so similar to Metal Gear Solid - an amazing game in its own right for a much, much more powerful console with what I can only assume was a much, much higher budget and longer development time. Not only does Metal Gear 2 "hold up" today, it actually shatters expectations of the uninitiated and rivals many current games in enjoyability. Play it any way you can, whether you're a Metal Gear fan or not.

Metal Gear!?
cole d'arc

Cole d'arc is a writer based out of Halifax, NS. He is a practiced blogeteer and professional lister at Five-O-Rama, is the man behind Cole Talks Comics on YouTube, and talks about movies and video games live from the Movie Discussion Pocket Dimension and The Final Dungeon