Happy Holidays, all. Today was the ending of my Xmas vacation time, so I'm back to my joyous bicycle commute. Several things happened over the holidays of note, but I'll chose to pick 2 at random.
Julian and Teething
Julian may or may not have been teething for the last week. The signs were all there - drooling, chewing, and misery... but he's only 4 months old. Also, don't let people understate how hard it is to deal with a teething child. He was outright miserable - it wasn't just the crying and lack of sleep - it was the heartbreaking whimpering of a baby in pain, with nothing to do but hold him. Either way, by some inexplicable miracle he seems to have bounced back (save for one backslide last night). As for his other assets, he continues to grow at an absurd rate, bursting his way into 9-12 month size clothes at under half that age. He's still mastering the fine art of sitting up, and is waging an ongoing war between frustration, laziness, and self-soothing when it comes to the skill of grasping and stuffing toys in his mouth.
He still loves his gym, and he's enjoying his "Sophie the Giraffe" - a French teether-toy made of natural rubber. He's been mauling it so hard he's given its face nostrils.
He's freaking awesome.
Super Mario Galaxy
Wifey bought me Super Mario Galaxy for xmas. The game lives up to the hype, it is awesome. The maps are constantly innovative, the minigame-esque puzzles are constantly startling and exciting, and the game never seems to frustrate me.
But of course, I'm a curmudgeon. You already know the sixteen flavours of awesome that SMG is. So, I'm going to grouse about the minor flaws I've found in the game, because flaws are far more interesting than excellence.
First off, the game is easy. Maybe this is because I already ran through Mario 64 multiple time and am twice the age of the target audience, but I didn't break a sweat until the third Bowser fleet. I find myself frugally storing up ammo, simply because most adversaries are simple enough to dispatch manually, and the star-bits are generally ineffective against the ones that aren't. Still, the game is really, really picking up now (although I'm well-over halfway through, I think), for example the the Ghost race got my heart going, and I'm starting to shoot my way through some of the tougher brawls.
One thing I notice is that the game is pretty tight on revealing the old 64 moves - it seems to assume you remember how to triple-jump, long-jump and black-flip (the punch-related manoevers are long gone, along with the punch-button). I could see the game being much harder without that knowledge. On the other hand, the wall-slide means that wall-kicks are actually possible and no longer insanely frustrating.
The game revealed an odd insight about my taste in games: I hate games that are based on secrets. If you gamed during the late NES through to the early N64 era, you remember secret-oriented games. The heart-tanks and upgrades of Megaman X. The various goodies of Mario 3. The switch-blocks of Mario 64. These things drive me batty - it's not just that they frustrate you with backtracking and nasty challenges that were intended to be simple based on a previous pick-up. It's that they screw you up in other games. In Galaxy, I find myself squeezing every level to the fullest, leaving no foe unsmashed, no corner unchecked, and so-on, simply because of the risk I might miss some essential secret needed to make the gameplay a proper experience. Galaxy seemed pleasantly bereft of these features ... until I found a (*SPOILER FOLLOWS*) "green star" in the Floating Fortress level, which apparently unlocks some sort of Trial Galaxy. Also, I can't seem to figure out how to re-rescue Luigi from the first galaxy. (*END SPOILER*)
This sort of stuff drives me batty - it sets off a twisted OCD in the hindquarters of my brain. I keep reminding myself that Galaxy isn't like that - I'm probably just missing a few hidden worlds, not essential crap like the gun-upgrade of Megaman X. Galaxy is kind - the bee suit is right in front of you on the bee world - you don't have to track down some absurdly-hidden switch-block to enable it a-la Mario 64.
Hell, maybe that's why I find Galaxy so much easier than 64 - not that the game is simpler, but because it's so much more pleasurably straightforwards. There is no endless meandering trying to ferret out an ambiguous objective - the game is generally linear. Still, I do occaisionally miss that feeling of first arrival in Thwomp's Castle in Mario 64, where I first got that sensation of "wow - this looks cool. Let's go exploring!".... but on the other hand, Galaxy delivers so much more fun-per-second, the payout is definitely worth it.
To me, that's where the game is really paying off. Fundamentally, there seems to be three approaches to gaming these days:
1) Short and sweet movie games. Deliver constantly new whiz-bang content, but have under 10 hours of play.
2) Endless repitition. Sixteen million variations on the same damned theme.
3) Get lost. The player spends so much time getting from point A to B or finding the next objective that they heardly spend any time actually _dealing_ with said objective, and so the content is stretched out.
Galaxy is none of the above. It is endlessly fresh and fun.
Galaxy Review AddendumThere were three nits I have to pick that I missed in the review:
1) Spare lives are pointless. They don't get saved, they don't get recorded, and since half the time the Princess has a letter full of them waiting for you when you log in, you're never short of them. This wouldn't be a nuisance except the game is full of little side-puzzles for which the reward is an extra man. Worthless.
2) I haven't tried it, but the "second player" job seems pretty dull. There are a lot of parts in the game where starbits are absent or useless, and starbits are the only thing player 2 does. Speaking of the wiimotes, the "shake to spin" gimmick is cute, but a button-mapping as an alternative would've been nice.
3) The camera. It still has all of the flaws of the Mario 64 version - it seems like whenever I want to use the left/right buttons to rotate, it tells me I can't. The first-person look mode has a limited field-of-view, which is similarly frustrating. And even worse, the camera controls under water are terrible whenever you want to do a fine movement - the arrow buttons totally fail to work, and the camera does not adjust to face the same direction as Mario. Even the painful whirling of Monkeyball's camera during fine-motions would've been preferable to the terrible underwater camera behaviour. Still, it beats the Sonic Adventure series.
On the other hand, shell-riding underwater is holy-crap-lots-of-fun, so underwater levels still kick ass.