Platformation Time Again # 9: Croc: Legend Of The Gobbos PS1 | PS4, PS5 | GBC

HISTORY

Given it’s quite well known how Croc came to be, i’m tempted to brashly summarize things, as most you already know this was originally a Yoshi game Argonaut Games (more famous for their collaborative work in the original Starfox/Starwing on SNES) proposed to Nintendo in 1994, only for it to be rejected, but instead they reworked the prototype (which was a mix of Mario Kart and Super Mario World called Yoshi’s Racing) into their own IP as 3D platformer, and since they cut direct ties with Nintendo after the original Star Fox 2 – which also had Argonaut involved in developmente – was cancelled, in 1996 they shopped around for publishers until settling with Fox Interactive, as they wanted to make a multimedia franchise out of it.

This is a very succint digest of the story… or is it?

Yes it is.

It said that since the Yoshi Racing prototype was presented in 1994, and it might have strongly influenced Nintendo with the “similar project” they had already in development, which would turn out to be – what else? – Super Mario 64….. but then again, this was said by Argonauts Games founder, Jez San, in 2013 Eurogamer interview, while in a 1997 interview he more cautiously – and correctly – said the similarity between the two games might have been completely coincidental.

Even more so since – as just pointed – Nintendo already had SM64 in development and it’s not like they were many example of 3D platformers before 1996, aside from the original Jumping Flash, which is still peculiar since it’s also a first person 3D platformer, and no, Beam Software’s Bug! was more of a 2.5D affair than a proper 3D platformer.

Continua a leggere “Platformation Time Again # 9: Croc: Legend Of The Gobbos PS1 | PS4, PS5 | GBC”

[EXPRESSO] Yoshi and The Mysterious Book NSWITCH2 | Creature Comforts

Yoshi games nowadays seem to have a bad rap and this subseries has definitely struggled to forge its own identity while people (allegedly) just wanted a “proper” Yoshi’s Island 2, and struggled to co-exist with another less challenging Nintendo platformer series, Kirby, somewhere above that but below the average 2D Mario in terms of difficulty.

Yoshi and The Mysterious Book more than Crafted World (also developed by Good Feel) looks back at the long time maligned N64 entry, Yoshi’s Story, in terms of taking risks and skewing the old classic formula for something a bit different, while building on the old gameplay basics that do make a Yoshi 2D platformer.

With the premise of helping a mysterious illustrated talking encyclopedia, Mr. E, we go inside his pages to basically play a saurian Mr. Attenbourough, as it ain’t much about reaching a level “exit” but researching the mysterious odd creatures (which you can then rename) that dwell inside the mustached tome, by interacting with them, which also means using the new gimmick of tailswiping a creature-enemy on your back and using its abilites, which range from spreading spores, blooming flowers, creating bubbles, exploding, etc.

It focuses so much on exploration and a puzzle-like usage of how the various critters interact with the enviroment that while there are some platforming challenges and fail states objectives in the various levels, there’s no real health bar or deaths per sé, which is undeniably a radical choice in addressing the often lamented low difficulty of Yoshi games.

Honestly, i think it works because it’s still a joy to explore the levels, find all collectables, and the creature usage isn’t a cheap gimmick, since it helps in keeping every level full of new little surprises and creative ideas, though it’s a bit on the short side.

Platformation Time Again: Summer Dong Expandion Pak

Enough foreplay, i guess.

Or actually, a teensy bitsy more, because Nintendo did release about everything DK related on their Classic catalogues/apps leading to Bananza’s release, but despite being announced as coming to Switch eventually alongside other N64 titles, the now infamous N64 adventure of the Nintendo primate was missing.

It will arrive on the N64 Nintendo Classics app (which requires the Expansion Pak tier of Nintendo’s online paid subscription) on June 3/4 (June 3 in the US, June 4 in Europe and Japan), so in a week’s time.

I was “Sun Tzu-ing” this occasion for a DK 64 review, i have the game on original hardware, bought years ago before the WIIU Virtual Console rerelease was a thing, i have finished it, and i have been itching to make a big ass PTA review/piece on it, and i do look forward to have a new fresh run and hopefully a better understanding of the game.

BUT since i have already all the schedule set and completed for June and July, and August being very short due to the usual summer break, i have elected to instead move the full lenght Platformation Time Again piece to September.

If Nintendo waited till now to release it, i really don’t feel bad in post-poning my article, i mean, the game came out in 1999, almost 30 years ago, at this point a couple of months won’t age Chunky Kong any further.

Not that you could corrobate that since he’s been M.I.A. since (or worse).

Jokes aside, i’m curious to see fresh reactions and opinions on its design, given it has become a very divisive game over the decades, in terms of platform games anyway.

Platformation Time Again #8: Yoshi’s Story N64

HISTORY

While nowadays the Yoshi Island subseries has mixed reception, the original sequel to Super Mario World was indeed (and still is) a classic, peculiar spin-off of the Mario formula, and Yoshi Story was the first follow up/sequel of sort to reiterate on the formula, developed by pretty much all the original team for the original Yoshi’s Island, minus Shigeru Miyamoto, here just supervisor instead of producer or director, that here being Hideki Konno, whose portfolio already included the original Yoshi’s Island and Super Mario Kart.

This one doesn’t have much in terms of production history or weird tidbits about its inception.

It was originally just called Yoshi Island 64 and meant for the ill-fated Japan only N64DD peripheral, the game – like many others – was moved from the floppy drive format to cartridge, and when revealed it was meant to also “flex” the 3D capabilities of the N64 alongside its 2D craft, which was peculiar of a stance to take when 3D was the new fangled tech and the industry was more than happy to join on the bandwagon of immediatly shaming the previous tech as obsolete junk in favour of “the future”, regardless the fact that in this case 3D turned out to be the future.

Also yes, you might remember this one in how Nintendo made the soundtrack available on a CD shaped like Yoshi’s face, similar to the one for Diddy Kong Racing.

While i possess a copy of its Virtual Console rerelease back on the Wii, i have used the version included in the N64 Nintendo Classics catalogue for Switch and Switch 2 (which requires to also have the Expansion Pak tier subscription), and yes, it was also available on the chinese N64-based IQue Player.

Continua a leggere “Platformation Time Again #8: Yoshi’s Story N64”

Platformation Time Again #4: Pac Man World/Pac Man World Re-Pac PS1 | PS4 | GBA

HISTORY

Pac Man needs no presentation, so ingrained as an icon of videogames from their golden era of the arcade machines, that even your grandma knows what it is.

But the 80s were far gone even back when Pac Man World released in late 1999 for the original Playstation, and Namco Bandai was struggling to find how to reinveint his legacy franchises or make new successful ones in the wake of the financial recession in Japan at the time.

Pac Man World was made specifically to celebrate the series’ 20th Anniversary, and Namco (not yet Namco Bandai) figured to play it fairly safe: 3D platformers were on the rise and “all the rage”, everyone with some cash to spare was throwing mascotte characters at the wall to see what would stick or syphoon some of the leftover bread from the success of Mario and Sonic, heck even Bubsy tried this new fangled substance known as 3D by injecting it between its bobcat toes.

So why the fuck not, since Namco did have a popular mascote character already, one that was iconic and synomous with videogames and not a pantless cat with a shirt, the formula had already had its success stories so there was a blueprint and a track record to try emulate, Pac-Man was becoming old enough to drink in most countries, so fuck it, we’re going platforming in tridimensional fashion… and it was a success.

Continua a leggere “Platformation Time Again #4: Pac Man World/Pac Man World Re-Pac PS1 | PS4 | GBA”

[EXPRESSO] Donkey Kong Bananza NSWITCH2 | Potassium Primus

Holy banana Batman, this is some primo 3D platformers with some bonkers mesh of a Red Faction style terrain-enviroment destructibility, an 3D DK platformer (with some stylings taken from both Mario Odyssey and Bowser Fury) that plays with the open world idea without being one for the sake of it, and often feels like the recent Zelda mainline games, with climbing, falling down and how it handles challenge rooms/levels.

The plot sees DK going on a island where they’re mining a new kind of banana-gem, encountering an odd talking rock, that (in a reverse Jojolion twist) turns out to be a very young Pauline, whom DK then travels with – Wreck It Ralph style – by exploring the many layes of an abyss leading to the planet core, where a special vein of “Banandium” is located, apparently able to grant any wish, which is why the greedy Void Kong and his underlings are also after it and want Pauline for unknown reasons..

Gameplay it’s a mesh of lot of things from DK games, Mario, other Nintendo games, and a lot more, but done in a way that is original, fresh, and unique, managing to feel and play new even when old time fans might see some crazy ideas as “remixes” of old DK staples (especially from the Country series), it looks great, runs mostly well, and it’s a treasure trove of stuff to find, all fun and constantly rewarding, it’s a massive world full of secrets to find, that is also constantly fun simply indulging how you can break almost everything in a level, even more with the weird “Bananza” transformations that go from “DK SSJ4” to weird hybrids.

I will have a proper review for it down the line, let’s just say this is a Switch 2 MUST HAVE.

Halfway (?) through Donkey Kong Bananza

So this is just a quick post, not gonna get into any detail since i would love to feature this into a Platformation Time Again big ass review, and i’m gonna do a quick EXPRESSO review once i beat the game…. which i apparently i’m just barely halfway through, from have i’ve been told, and that already is telling this maybe should have been the launch game, this is stuff that sells you on the console, that good.

(i’ve played platformers that were about the same lenght- can’t specify because the game doesn’t keep an internal playtimer – and nowhere as good AND dense of fun stuff to do)

It’s an impressive game, it’s basically a modern 3D DK game done by most of the core Super Mario Odissey team at Nintendo (which you can tell by how it handles costumes and special collectibles), with the main new mechanic being the ability to basically destroy and burrows almost everything in the level, almost mixing a touch of Red Faction destructible enviroment but done in a “sandbox” way, despite the game not being open world, the approach is that you’re encouraged, rewarded and if not required you might find unthordox ways to reach a certain collectable by digging in certain ways or tearing and throwing different types of terrains around.

Continua a leggere “Halfway (?) through Donkey Kong Bananza”

Platformation Time Again #3: Asterix & Obelix XXL 2 PS4 | DS, PSP

HISTORY

Since i’ve given a basic description/primer for Asterix & Obelix as a whole for the Platformation review of the fist XXL game, i won’t be repeating that, so i will simply refer you back to that if you are not too familiar (or at all) with the series.

What i will do is talk about the context of the platforming genre as the time XXL 2 originally released, because in just 3 years after the first Asterix & Obelix XXL came out, a lot happened.

As i said, even the first game felt kinda old fashioned compared to other platformers on offer at the time, heck, not even going back to the original Conker’s Bad Fur Day, in 2003 alone Jak II kickstarted the whole “teenage edgelord “phase of the genre, influenced to be “more mature” thanks to the rise in popularity of games like the 3D Grand Theft Auto games, and this was made even more clear when Sonic Team clearly saw Naughty Dog’s sequel “dark” turnabout and made the Shadow The Hedgehog game.

Continua a leggere “Platformation Time Again #3: Asterix & Obelix XXL 2 PS4 | DS, PSP”

Platformation Time Again #2 EXTEND: Asterix & Obelix: XXL (GBA)

Main Review

Asterix & Obelix: XXL

GAME BOY ADVANCE

As i said in the main article, dedicated portable versions of home console games were quite the norm back in the PS2 era, it was WAY before the Switch and hybrid consoles of its ilk were common places. Especially for (but not limited to) platform games, it was rarer NOT to see a Game Boy Color or Game Boy Advance version of a big budget multi platform IP on consoles and PC.

Heck, even that forgotten, pre-Lords Of The Rings film trilogy Hobbit game had one.

Had to cover all possible bases, squeeze out all the possible moolah, which Activision did to the extend of almost being an art form in itself, but indeed it was common to see a version sharing the same name and cover art of a console or PC platformer game but on a GBA cartridge.

Due to the system’ limitations, this usually meant basically doing either a redux version of the home console gameplay or an entirely new game also based on that specific license and idea, but in 2D, it was reasonable and expected, to a certain degree, to have the “dimensional downgrade”.

Sometimes they tried to “compromise” and opted for the ol’ “faux 3D on budget” choice of being isometric, like the first two GBA Spyro titles and the Banjo Kazooie: Grunty’s Revenge, to name the first ones that come to mind.

Continua a leggere “Platformation Time Again #2 EXTEND: Asterix & Obelix: XXL (GBA)”

So (not so) few words about Donkey Kong Country Returns HD

Planned to do this earlier but i got carried away and basically i’ve almost finished the game (most likely i’ve already did by the time this gets out), but i’m gonna chime in now, as there’s no planned full lenght review for this release of Donkey Kong Country Returns.. not a regular one, i’m preparing a full on Platformation Time Again piece but i would love to revisit at least the original SNES DKC trilogy before on that rubric (we can cover the Donkey Kong Land subseries later).

So here we go.

First, i’m glad we’re finally having a version of Donkey Kong Country Returns freed of the fuckin mandatory motion controls and not stuck on 3DS, as make no mistake, DKC Returns was and still is an amazing platformer and a worthy heir of DKC heritage/legacy, surpassed only by its sequel, Tropical Freeze, so damn good it almost make me ok with Retro not making a third one.

Also because, motion controls being optional this time around, the game is the same in terms of content (while incorporating the extra levels made for the 3DS port)…and the port mostly is ok.

Continua a leggere “So (not so) few words about Donkey Kong Country Returns HD”