Super Mario Sunshine review
This is the "shortened" version, as it's, uh, only 9.5 KB long. There were a couple paragraphs I took out since they seemed kind of awkward and were only mentioned for completeness sake. And since when am I ever complete? But if you really want to read the long version, it'll be up on GameFAQs sometime next week. As it stands, I'm kinda happy with the way it turned out even without them. What I'm not happy about is that it took so long to write. Then again, a computer dying on you would do that, wouldn't it? Sigh... Maybe I should write a short, easy review next instead of anothr massive one on a popular franchise...
Yeah right.
So next up, I think, will be Castlevania: Symphony of the Night. I've been putting this one off for awhile, unsure of exactly how to approach it. But after playing through it again, I realized something I never noticed before. In many ways, this game is the spiritual sequel to Zelda. The original Zelda. My favorite game of all time Zelda. The Zelda that Nintendo seemingly forgot about, preferring to redo LttP over and over again. Small wonder I like SotN so much.



bluberry Jul 8, 2006
Either way, neat review, though 6 seemed too high considering the amount of new assholes you tore it. I agree completely, though I liked Mario 64 a bit more than you seemed to have--SMS was dull and repetitive.
Genj Jul 8, 2006
zigfried Jul 8, 2006
//Zig
janus Jul 8, 2006
honestgamer Staff Jul 8, 2006
zigfried Jul 8, 2006
//Zig
Halon Jul 8, 2006
mariner Blogger Jul 8, 2006
Level 7 was hidden beneath a pond with no fairy in it. Both the game and the instruction manual beat you over the head that there were secrets in such places. Does it really take that much effort to put two and two together?
Level 8 was hidden in a tree that was right smack in the middle of the road. If there was one tree a person would try to burn, that's it. Oh yeah, and there were hints about that one, too. And the fact that it comes right after the level that gives you an item allowing you to burn stuff with impunity, making you more likely to try torching the woodlands.
You were told level 9 was in Spectacle Rock on Death Mountain. Even if you had no idea what spectacle meant, you knew it was in a rock in the upper regions of the game. And lo and behold, you come to a screen with two giant rocks on it, guarded by a different monster set than any other screen in the game. Dontcha think there might be something here?
Anyone who couldn't figure out how to beat the original Zelda doesn't deserve to play it.
And yeah, it should've been "manta." I suppose I'll go change that now. Thanks for catching it bluberry.
honestgamer Staff Jul 8, 2006
Genj Jul 8, 2006
I don't see SotN as a spiritual sequel to the first Zelda because Alucard doesn't have to bomb every wall to progress through a dungeon.
zigfried Jul 8, 2006
SOTN did a better job of mixing things up in its second quest.
//Zig
honestgamer Staff Jul 8, 2006
zigfried Jul 8, 2006
//Zig
jiggs Jul 8, 2006
The Legend of Zelda > Zelda Sequels
magicjuggler Jul 14, 2006
My main problem with Ocarina of Time was the dungeons were for the most part linear. You had to beat some dungeons before the rest would open up due to a cinematic. The combat engine was good for it's time though, what with the Z-targeting system and all.
My problem with Wind Waker was when the Counter ability was introduced in the game. Basically, right before an enemy would attack, a chime would sound and the A button icon would flash. You press A and Link would perform some super-stylish counter-move to do lots of damage while avoiding the hit he normally would have taken. The problem with this countering system is that for the most part, it kills the defensive game that Ocarina of Time was; while in OOT you would have to keep your guard up until you found an opportunity to attack, with Wind Waker, you could theoretically play combat blindfolded. This of course is my major gripe, as my other gripes include the game's complete dungeon linearity, the vast oceans you sail with nothing to do in them (think Suikoden IV), and that quite a few of the bosses were recycled from previous Zelda games. Tired of creating such inspired monsters like Volvagia or Phantom Ganon, Miyamoto? Just bring back the Moldorm yet ANOTHER time.