Upon the release of Pokémon: Blue Version and Pokémon: Red Version(Game Freak, 1996), a new craze swept through playgrounds. An entire generation grew up either playing Pokémon, watching the anime, playing the trading card game, and watching the feature-lengthmovies as clever marketing saw it become a massively lucrative and popular multimedia powerhouse. Accordingly, February 27th is now internationally recognised as “National Pokémon Day”, which I expanded to an entire month of Pokémon this February.
Released: 12 April 2023 Originally Released: 14 December 2000 Developer: Nintendo EAD Also Available For: Nintendo 64
A Brief Background: Pokémon’s status as a cultural phenomenon wasn’t just due to savvy marketing. It was thanks to a slew of merchandise and ancillary media, such as the popular trading card game, that the franchise dominated an entire generation on the Game Boy. Pokémon first made the jump to 3D two years after the original games released with the Japan-exclusive Pocket Monsters’ Stadium, a limited proof of concept initially created for the ill-fated Nintendo 64DD that was quickly followed by Pokémon Stadium (Nintendo EAD, 1999). Impressing with its lauded 3D rendition of the turn-based battles of the mainline games and ability to transfer Game Boy data via the underutilised “Transfer Pak”, Pokémon Stadium became a best-selling Nintendo 64 title. This success naturally led to a follow-up, first showcased at the 2000 Nintendo Space World festival and which expanded the concept to incorporate Pokémon from the second-generation games. Like its predecessor, Pokémon Stadium 2reviewed well; the game was largely seen as superior to the original, despite including many of the same features and issues, though its sharp difficulty spike was criticised. Like the first game, Pokémon Stadium2 was stuck on the Nintendo 64 for decades and extremely expensive to buy, until it was finally made available on the Nintendo Switch Online + Expansion Pak in 2023.
The Review: Like its predecessor, Pokémon Stadium 2 is a collection of mini games, battles, and various options to gawk at your favourite Pokémon in 3D. In the original release of the game, players could again copy over Pokémon from the Game Boy games (all six versions) to take them into 3D battles against computer-controlled opponents or their friends in single or team-based contests. Of course, this option isn’t available in the Nintendo Switch Online version, but you can still use “rental” Pokémon (though, unlike the CPU’s Pokémon, these can’t be renamed and you can’t change their moves). Although all 251 Pokémon are represented in the game, you won’t get access to Legendary Pokémon Mewtwo, Mew, Lugia, or Ho-oh until you clear each of the game’s various battle modes. Rental Pokémon all come with four moves that have decent Type-coverage and try to accommodate different battle styles. For example, your Pokemon may sport a Physical and Special Attack move, a move to buff their stats (speed, defence, etc), and a move of a different Type (such as Ampharous, an Electric-Type, using Dynamicpunch, a Fighting-Type move). If you pick third-stage evolutions (Typhlosion, Lantern, Houndoom, etc) or Legendary Pokémon, your Pokémon will boast better stats (which you can now view when selecting a Pokémon) and more powerful moves, but these moves may have a greater chance of missing or will have less Power Points (PP). This time around, you can visit Earl’s Pokémon Academy and read through various tutorials (presented as “lectures”) to learn the controls and battle mechanics. You can also view stats and details about each Pokémon in the Library, learning about what each move does and viewing details on Type advantages, making it much easier to pick a diverse team and plan your attack strategies. Type advantages are key to scoring wins and, in Pokémon Stadium 2, you’ll need to factor in the new Dark- and Steel-Type moves and Pokémon. Dark-Types finally level the playing field against the all-powerful Psychic-Types, for example, and Steel-Type Pokémon can cut through Rock-Types.
New Types, items, and moves spruce up the battles but the core gameplay remains unchanged.
As ever, moves deal additional damage if you score a “critical hit”, but your Pokémon may also take recoil damage. You’ll need to be mindful of status effects such as being paralyzed or poisoned, though the game’s still rigged so no two Pokémon can be frozen or asleep per battle. As before, you’ll put together a team of six but only battle with three. You’ll see which Pokémon your opponent has but won’t know which ones they’ve picked, though I did find that Trainers and Gym Leaders tended to favour Pokémon of a certain Type this time (when challenging Falkner, for example, he and his underlings mostly used Flying-Type Pokémon). Still, you need to be mindful of enemy Pokémon surprising you with unforeseen moves and dragging battles out with moves like Protect, Disable, and Attract, which can cost you turns. The battle system has been tweaked here to incorporate items; when selecting you team, you can have them hold a single item that will passively take effect in battle. This will restore some health points (HP), or cure status effects like confusion, paralysis, or poisoning; however, you cannot manually use these items, and your opponent also holds the same items. Winning without receiving any damage earns you a continue should you be defeated (though abusing the save state feature greatly aids in this regard) and conquering the four “cups”, each with their own level restrictions and one of four PokéBall-themed trophies. The Gym Leader Castle returns, now pitting you against the Johto Gym Leaders and your Rival (who battles with Mewtwo, Ho-oh, and Lugia!) This time around, each Gym Leader has a different number of underlings you must battle beforehand, and Team Rocket even gatecrash the castle, forcing you to battle them. Besting all the Johto challengers unlocks the Kanto Gym Leader Castle, where you must face the Kanto Gym Leaders, Elite Four, and resident champion, Red, though you won’t have to battle past their understudies. Sadly, there is no big boss battle against a Legendary Pokémon this time around, though you’ll still unlock a much more challenging “Round 2” mode by winning all the cups and besting the Gym Leader Castle. There is a new cup on offer, Challenge Cup, where you’re forced to battle with a set team of Pokémon, and the “Event Battle!” mode is strictly for players with a game cartridge installed. Battles are as basic as before; since the items are limited, you can still get stuck if you’re hit with status ailments and it’s still way too easy to sweep your opponent’s team in a few hits.
Game modes are slightly expanded but it’s primarily a graphically improved copy of the last game.
There are more options to alter the game’s difficulty and you can even create your own rules for free battles and the expanded move and Type pool does mix things up. However, you’ll still be facing non-stop battles to get to Round 2, which can get tedious. The overly enthusiastic announcer returns, though can again be disabled, and Pokémon still don’t scream their names, which is much more true to the source material than the anime. While the returning 3D models aren’t much different, Pokémon Stadium 2 also brings the Johto Pokémon to life, allowing Lugia to dwarf the likes of Spinarak and even the battlefield. Though the new moves are also represented, the Pokémon still have limited attack animations, however the textures and details have been given a boost thanks to the Nintendo 64 Expansion Pak. Pokémon Trainers are still just profile pictures rather than 3D models but the battle display has been tweaked to include pre- and post-game comments from your foe and even mid-battle statements to better mirror the mainline games. Many of the Pokémon you face will again sport bizarre nicknames and even different palettes, but the arenas are just as empty as before. However, there are more of them and they have more detail and variety going on; even the PokéBall intros and outros have been made more grandiose and the menu screens are far more visually interesting. However, it’s still all very similar to what came before and just feels like a graphical glow-up rather than actually rendering arenas full of animated spectators. Remixes of all your favourite Pokémon themes try to keep battles fun and engaging and the introductory cutscene, title screen, and main map have been spruced up, but again it’s just presenting the same game in a slightly more appealing way instead of addressing the monotonous gameplay flaws. Once again, many game modes are locked off in this version. You can’t visit the Pokémon Lab to organise or bring in Pokémon from the Game Boy games, you can’t visit the “My Room” mode to see a 3D representation of your bedroom from the second-generation games, and you can’t utilise the “Mystery Gift” feature to earn items or decorations for your room.
In the absence of other modes, read up on gameplay mechanics and enjoy some new mini games.
Again, most annoyingly, you cannot access the GB Tower, so you can’t play the first- and second-generation Pokémon games or utilise the speed-up features you unlock through battle. The Hall of Fame and picture mode also seems to be missing, though you can view all 251 Pokémon from the academy, essentially giving you a 3D PokéDex, and take part in quizzes to earn Medals (presumably for bragging rights). A whole new batch of mini games are also on offer here; each has three difficulty levels, with a fourth unlocked by playing on “Hard” mode. There’s another quiz here, too, and you can challenge the “Mini-Game Champion” mode where you play through each mini game, rolling dice beforehand to determine how many “Tokens” are needed to win and competing for the top score. Some mini games are similar to those from before; Pichu’s Power Plant, for example, has you tapping A or B in conjunction with a direction to charge electrodes like Thundering Dynamo and Tumbling Togepi sees you rolling across a treadmill avoiding obstacles, like Run, Rattata, Run. Otherwise, you’ll be tapping A to fly about as Golbats, bashing other players and collecting hearts, tackling rival Hitmontop out of a sumo ring, pressing A at just the right time to slice through falling logs, and dashing various PokéBalls into goals for points. There’s a four-way version of Pong (Atari, 1972) in which you ricochet balls using Mr. Mime’s Barrier, you’ll be running laps around a dirty track with Donphan, counting Pokémon as they march past, and gathering up presents to fill Delibird’s sack. You’ll also be catching falling eggs and avoiding Voltorb with Chansey and playing a version of musical chairs in Eager Eevee, tackling Aipom and avoiding an exploding Pineco when they appear in the middle of the arena. Since I didn’t play Pokémon Stadium 2 as a kid, I have less nostalgia for these mini games but they’re a decent enough distraction. Technically, though, they’re better and more challenging than the last game. As before, you’ll be awarded with special prize Pokémon for beating the game’s battle modes; you’ll even unlock a “Move Relearner” mode, though you obviously can’t take full advantage of any of this since you can’t plug in a Game Boy game.
The Summary: As I said, I never got to play Pokémon Stadium 2 as a kid. I enjoyed the novelty of the first game, and was still playing the Game Boy games, but I think the game was just too difficult to come by or I was spending my money on more fulfilling Nintendo 64 experiences at the time. However, the second-generation games are my favourites so I was excited to see some of my favourite Pokémon, like Typhlosion and Lugia, come to life in 3D. In this regard, Pokémon Stadium 2 doesn’t disappoint; the new Pokémon all look great and the graphical bump provided by the Expansion Pak spruces up the visuals and makes battles a bit more engaging. Sadly, the arenas are still very bland and the game is basically a carbon copy of the last, flaws and all. Once again, it’s just a constant stream of non-stop battling with little to break the monotony. Incorporating items and allowing players to view details of the Pokémon, moves, and Types was great but it’s again all very limited. You’re limited by moves, by levels, and by your customisation options and these issues are only exacerbated in this version since you can’t access the Game Boy titles. To make matters worse, there isn’t even a big battle against, like, Lugia and/or Ho-oh. Sure, the Rival has these Pokémon but that’s not as epic as facing off against Mewtwo. The new mini games are a step up, for sure, and I liked how the overall presentation was much improved over its barebones predecessor. However, it’s still the same game at its core; you battle over and over for cups and trophies, then do it all over again in Round 2. The Rocket takeover was a fun inclusion; I would’ve liked to see that expanded on, maybe even looped in as a rudimentary story mode. Ultimately, I’d say this is the version of Pokémon Stadium you should focus your time and energy on because of the improvements it brings to the table, but it still falls way off the mark of giving a true 3D Pokémon experience and can’t help but disappoint as a result.
My Rating:
⭐⭐⭐
Rating: 3 out of 5.
Pretty Good
Did you ever own Pokémon Stadium2 back in the day? What did you think to the graphical boost and the inclusion of items? Did you enjoy the new mini games? Were you disappointed that the core gameplay remained unchanged? Did you ever best all the cups and Gym Leaders? Would you like to see another title in the series? How are you celebrating National Pokémon Day this year? Whatever your thoughts on PokémonStadium2, drop them below and check out my other Pokémon content.
On 21 February 1986, The Legend of Zelda(Nintendo EAD, 1986) was first released in Japan. The creation of legendary game designer Shigeru Miyamoto and Takashi Tezuka, The Legend of Zelda launched one of Nintendo’s most popular franchises. This year, I’ve been dedicating every Friday to Nintendo’s most famous silent protagonist, Link and his vast and enduring fantasy world of sword and sorcery.
Released: 13 February 2015 Originally Released: 27 April 2000 Developer: Grezzo Original Developer: Nintendo EAD Original Version Also Available For: GameCube, Nintendo 64, Nintendo Switch, Nintendo Wii, Nintendo Wii U
The Background: An instant classic upon release, The Legend of Zelda (mostly) went from strength to strength as the concept was refined and expanded throughout Nintendo’s handheldventures and 16-bitera. Following a long development period, the franchise made a phenomenally successfuljump to 3D with The Legend of Zelda: Ocarina of Time (Nintendo EAD, 1998). Following its success, Nintendo originally sought to create a remixed version for the ill-fated 64DD peripheral, which would eventually become the “Master Quest” version of the game. Designer Eiji Aonuma was unenthusiastic about this, so series creator Shigeru Miyamoto challenged the team to create an entirely new 3D Zelda adventure using Ocarina of Time’s assets in just one year. Aonuma recruited designer Yoshiaki Koizumi to adapt his concept of a time loop gameplay mechanic; Koizumi also (literally) dreamt up the idea of the impending threat of a falling Moon. Realising that Ocarina of Time’s players would be a little older, Aonuma purposely aimed for a bleaker, more melancholy tone for the game, which was bolstered by the Expansion Pak that allowed the game to run much smoother and boast more complex visuals compared to Ocarina of Time. The Legend of Zelda: Majora’s Mask was a critical and commercial success; reviews praised the new gameplay mechanics and it quickly gained a reputation as one of the darker, more sombre entries in the franchise. Following a handful of re-releases, and the success of Ocarina of Time’s 3D remake, Nintendo and Grezzo immediately began work on giving Majora’s Mask the same treatment. Alongside graphical improvements, the team purposely aimed to make Majora’s Mask3D more accessible and included numerous quality-of-life features that were criticised by some. Despite this, the game received positive reviews praising the updated visuals, mechanics, and new elements and the game retained its status as one of the franchise’s most under-rated entries.
The Plot: After saving Hyrule and being returned to his childhood, Link is jumped by a Skull Kid and has his horse, Epona, stolen. Pursuing the thief to the bizarre world of Termina, Link must manipulate a three-day cycle to stop the possessed sprite from destroying the land.
Gameplay and Power-Ups: The Legend of Zelda: Majora’s Mask is a 3D action/adventure game that’s built upon the same game engine as its predecessor, Ocarina of Time, and therefore shares many of the same controls, gameplay mechanics, and features. In a rarity for the franchise, players control the same Link is in the previous game, though returned to his child body (and you can change his name when starting a new file) and exploring a bizarre new land filled with many familiar, but noticeably different, characters. Link’s goal is simple: he has three days to stop the possessed Skull Kid from destroying Clock Town and all of Termina with a giant, nightmare-fuelled moon. To do this, players journey to four areas adjacent to Clock Town, tackle the dungeons (or “Temples”) found there, and defeat the bosses within to awaken the Four Giants, the only beings physically capable of pushing back the Moon. However, your mission is compounded by the ever-present time limit, the drama and side quests of the various non-playable characters (NPCS) Link meets, and the numerous magical masks he obtains along the way. Link’s abilities will be immediately familiar to any returning Ocarina of Time players: A sees you talk to NPCs, open chests, and interact with the environment while B lets you attack with your sword, swiping, stabbing, and even jumping when used in conjunction with A. The Left Trigger activates “L-Targeting”, allowing you to lock on to enemies, NPCs, and other targets and expands your attacking options by letting you raise your shield to deflect attacks and projectiles with the Right Trigger, side hop, backflip, and leap into action.
Though a child, Link is as competent as he was as an adult with his weapons and items.
You assign different weapons and items to the X and Y buttons, while other items are assigned to the I and II slot on the touchscreen for easy use. By default, your trusty ocarina and, later, the Pictograph Box are selectable from the top and bottom left of the touchscreen, which is also where you’ll find your map, health (represented as hearts), magic meter, and item and mask menu. Though a child, Link eventually acquires many weapons he utilised as an adult. These are found within the game’s Temples and are often necessary to defeat the mini boss and main boss within, as well as being used to solve various puzzles. You can acquire the Hero’s Bow and a variety of elemental arrows, allowing you to attack enemies from afar, hit switches, burn objects, and create ice platforms where indicated. Bombs and Bombchus are used to blow upon walls and discover secrets, Deku Sticks allow you to light torches, Deku Nuts briefly stun certain enemies, and you can snag on to certain targets and parts of the environment with the Hookshot to cross gaps or bring items to you. Magic Beans can be planted to create platforms to new areas, the Lens of Truth will reveal hidden paths and secrets while draining your magic, and you can capture life-restoring Fairies or store various potions in one of Link’s many bottles. Players can also strengthen their sword by following a specific side quest; though the Razor Sword is only temporary and will eventually dull, it can be further (and permanently) upgraded to the Gilded Sword. Similarly, you can earn yourself the massive Great Fairy’s Sword and obtain the light-reflecting Mirror Shield, and eventually purchase large Powder Kegs to destroy larger boulders. Link can also expand his inventory with bigger quivers, bomb bags, and wallets. Though you lose all your Rupees and ammo stock whenever you travels back in time, you can bank your Rupees in Clock Town and will find plenty of ammo by cutting up grass and defeating enemies.
Link’s masks afford him unique new abilities, though the controls can be finnicky and clunky.
The Ocarina of Time is again used to manipulate the flow of time. You’ll need to travel back in time multiple times as you’ll get a game over once you reach the end of the third day. Luckily, you can speed up and slow down the flow of time to give yourself more time to complete tasks or jump to specific time periods to complete side quests. Other ocarina songs warp you to the various Owl Statues across Termina, where you can also manually save your game, call Link’s trusty steed, Epona, once you rescue her, access certain Temples, and heal disturbed or unquiet spirits to obtain new masks. Majroa’s Mask big gimmick is the mask system; Link will assume three distinct forms (a Deku Scrub, a Goron, and a Zora) throughout the game, each with different playstyles and lacking his traditional weapons. Deku Link is small and spritely, spitting bubbles from his nose and using Deku Flowers to launch into the air and temporarily fly about like a helicopter. Goron Link is big, slow, and powerful, smashing foes with his fists, slamming the ground, and barrelling along in a spiked ball to cross gaps. Zora Link is sleek and agile, easily cutting through water, walking across the seabed, and tossing boomerang-like fins from his arms. Well, I say “easily” but Zora Link can be finicky to control, often ploughing into walls and being a pain. Each of these forms has their own musical instrument in place of the ocarina and is used not just in their main Temple, but to solve other puzzles and complete side quests, such as purchasing Deku deeds, competing in high-speed, aggravating Goron races, and racing against beavers. Link’s other masks all have special abilities, too, such as the Bunny Hood doubling his running speed, the Blast Mask exploding like a bomb, the Great Fairy’s Mask attracting Stray Fairies, and the Captain’s Hat allowing you to command Stalchildren. The Stone Mask renders you functionally invisible, the All-Night Mask keeps you awake, and the Giant’s Mask transforms Link into a hulking giant for a kaiju-esque boss battle. With the exception of the three main masks, all these masks are optional and obtained through side quests, but it pays to acquire them all to make your life (and the endgame) so much easier.
Termina is full of NPCs, mini games, and side quests that will reward you handsomely.
Termina is full of NPCs, all of whom have different thoughts on the current situation and different issues to deal with. Over the course of the three days, you’ll interact with them several times, with key events being recorded in your handy-dandy Bomber’s Notebook so you can keep track of what’s going on and when. This functionality is great for new players and for people like me, who like to efficiently complete the game’s side quests as quickly as possible. Because of the time travel and three-day loop, you’ll repeat certain events and trigger certain cutscenes multiple times, requiring you to rescue old ladies and injured witches, follow shady characters, and retrieve certain items to complete side quests. Many side quests are ongoing, requiring multiple steps (such as reuniting Anju and Kafei, which will take you right up to the last minute of game time and sees Link and Kafei working together to solve switch-based puzzles in Sakon’s hideout) or occur at specific times (such as the surreal defence of Romani Ranch against alien invaders!) Other quests are more low-key, such as using the Bremen Mask to engross little chicks, defending Cremia’s milk delivery from the Gorman Brothers, besting the various shooting galleries and fishing holes, and delivering fish to the Marine Research Lab. Other side quests can be quite involved, such as reuniting the frog choir, using all of Link’s transformations to form a band, digging up treasure with Dampé, and challenging the mini bosses to a rematch. You’ll also be using all your weapons and skills in Gold Skulltula Houses, taking pictures with your Pictograph Box, visiting Gossip Stones, and answering the Keaton’s quizzes. Your reward for these endeavours is either a new mask, a Piece of Heart to extend your maximum health, a bottle, or some Rupees, all key items to assist your adventure.
The four Temples are packed with new and familiar puzzles and fitting gimmicks.
Each Temple houses not just a new weapon and the usual map and compass, but fifteen Stray Fairies which must be freed and collected, usually by enticing them with the Great Fairy’s Mask. Find them all and you’ll earn Link’s patented Super Spin Attack (hold B to charge up a magic-draining spin attack), double your magic meter, increase your defence, and earn the aforementioned powerful (if unwieldy) Great Fairy’s Sword. It’s worth collecting these as you explore the Temples to avoid having to return later. Time is always against you in Majora’s Mask, so be sure to play the Inverted Song of Time to stave off Termina’s inevitable doom. Though the game only has four Temples, getting to them is a task in itself: Link must follow cheeky monkeys and sneak into the Deku Palace, feed and soothe the Goron Elder’s son and then use the Lens of Truth and Goron Lullaby to bypass the Biggorn protecting Snowhead Temple with a blizzard, mess about finding seven Zora Eggs to summon a giant turtle to reach the Great Bay Temple, and battle through the undead minions of Ikana Canyon and scale up a puzzle-landed rockface to reach the Stone Tower Temple. While each contains many recycled elements from Ocarina of Time (torches, switches (timed or otherwise), climbable and destructible walls, etc), each also boasts a maze-like structure and fitting gimmick. Woodfall Temple is full of poisonous water and large gaps you must fly over as Deku Link, Snowhead Temple features both lava and ice, ramps to careen over and weighted switches to pound as Goron Link, and a large central pillar that needs to be brought down to reach the boss. The Great Bay Temple is, obviously, water-based, featuring a maze of rushing currents, jet streams, and propellers. You must use the Ice Arrows to create platforms and solve puzzles and pay attention to the helpful colour-based indicators to know where new paths have opened up. The Stone Tower Temple is two dungeons in one, featuring a gimmick where you flip the area upside down to access new areas, light-based puzzles using the Mirror Shield, and plenty of opportunities to use the Elegy of Emptiness to create a soulless duplicate of Link to press down switches. As you’d expect, each Temple also contains a mini boss, a warp point, numerous small keys to open locked doors, and a big Boss Key to access the Temple guardian.
Presentation: Even in its original Nintendo 64 incarnation, Majora’s Mask had Ocarina of Time beat hands down when it comes to visuals. Although the game always had a bit of a blurry look thanks to it taxing the console (and the Expansion Pak) to its limits, the graphical upgrade was apparent right away in something as simple as Link actually having his sash and his jumping animations being more dynamic. In the 3DS version, the visuals are as improved as they were in Ocarina of Time 3D, reducing the blur in favour of clarity, adding more emotion to Link’s face, and allowing players to immerse themselves in the world (and induce a headache) with the 3D slider. At first glance, Majora’s Mask seems like a smaller sandbox to its predecessor; you spend a lot of time in one central location and there are only four Temples, after all. However, the opposite quickly proves to be true; not only are there more NPCs onscreen at any one time, their personalities, positions, and roles change across the three-day cycle, adding an unexpected level of depth and emotion to this bizarre adventure. In addition to a day and night cycle and each area of Termina sporting different weather effects and seasons, the world is far more diverse than before. Great Bay, for example, is a vast beach home to the Pirate’s Cove, Gerudo Lagoon, and Zora Cape, a coral-like town that puts Zora’s Domain to shame. Similarly, the Southern Swamp sees Koume and Kotake offer a boat ride through the sweltering foliage, a confusing monkey-filled maze, and the nigh-impenetrable Deku Palace, where the woodland folk don’t take kindly to strangers.
Termina is a diverse land with many areas to explore and environmental effects.
Easily the most impressive area, for me, was Snowhead Mountain. Like Zora’s Domain, Termina’s Goron population have been crippled by inclement weather; in this case, a raging blizzard. Snow and ice covers the environment and the weather has claimed many Goron lives and hides many secrets but, unlike in Ocarina of Time, the snow will melt when you best Snowhead Temple, just as the Southern Swamp with become more habitable. Sadly, travelling back in time undoes these actions and you’ll need to beat the Temple bosses again to re-restore the lands, but just the fact that you can undo the damage done to Termina and see NPCs celebrating in their newfound lives adds so much more gravitas to the game. It compels you to journey on and assist more NPCs, which rewards you with more lore and items, and makes Termina so much richer compared to the more stagnate Hyrule in Ocarina of Time. Ikana Canyon is a desolate, dangerous area filled with undead monsters, rolling rocks, an abandoned village, and the forgotten ruins of Ikana Castle, with its light-based puzzles and spooky inhabitants. The Stone Tower that leads you to the Stone Tower Temple is quite the feat, requiring you to scale it in various creative ways, all before you even flip the Temple on its head to tackle it upside down. Even exploring Termina Field is an adventure in itself; all sorts of respawning enemies lurk in the grasslands, and you can visit the observatory, Romani Ranch, and discover numerous hidden areas all by experimenting with your weapons, mask abilities, and exploring the rich and detailed world. Although the Song of Soaring, Bunny Hood, and Goron abilities make traversal simple, you can rescue Epona and race around on her as Young Link to tick off another desire from Ocarina of Time (though I admit that I rarely used her since she can’t access every area).
This is easily one of the darkest and most bizarre Zelda adventures.
Majora’s Mask is easily one of the most bizarre and bleak Zelda adventures. Right from the beginning, the story starts with a melancholy tone, with Link wandering the lands in search of Navi, only to have his horse and ocarina stolen by the Skull Kid and his mischievous fairy companions, lost in a strange land, and transformed into a Deku Scrub! Like in Ocarina of Time, Link is partnered with a fairy, but Tatl is no Navi; she’s rude, obnoxious, and rarely gives much help when searching for an enemy’s weak spot. Over the course of the game, the two find common ground as Tatl’s concern for her friend and her brother, Tael, grow, and Link’s courage is called upon again to aid the aggressive and slightly demonic Happy Mask Salesman in retrieving Majora’s Mask. Most interactions take place using the in-game engine and simple text boxes, but horrific (thankfully skippable) cutscenes play every time you put on a transformation mask, suitably dramatic cutscenes play when Temples rise up or NPCs are laid to rest to increase Link’s abilities, and you’ll get helpful reminders when day turns to night turns to day and the countdown to destruction looms closer. Speaking of which, the grim-faced Moon looms ominously overhead, growing closer and closer and causing small earthquakes. NPCs become more fearful or flee as the game progresses, and woe befall anyone who lets the timer runs out and must watch the Moon obliterate the land! While many of the assets, models, and elements are recycled from Ocarina of Time, they’re all much improved, with characters constantly on the move and doing their own thing, which you can track with the Bomber’s Notebook. Many musical cues and tracks return as well, though the Termina Field Overture is far more bombastic and engaging for me, and each area boasts a fittingly twisted soundtrack that’s both familiar and unique. The 3DS version changes up the presentation a bit, redesigning the countdown timer, area intros, and tidying up the graphics and assets to really make the colours pop, add helpful guidelines to certain areas, and even mixes up the puzzles and locations of certain items.
Enemies and Bosses: In keeping with the recycling of Ocarina of Time’s assets, Majora’s Mask returns many enemies from the previous game, such as the shield-sucking Like Likes, bat-like Keese (also in fire and ice variants), crab-like Tektites, Poes, Wolfos, crow-like Guays, Peahats, Octoroks (and their larger cousins), Deku Babs, Lizalfos and Dinolfos. Anyone who’s played Ocarina of Time will know how to tackle these enemies, which usually comes down to firing arrows or strategic use of L-Targeting, and the same is largely true of many of the new enemies featured here. You’ve got your normal, smaller foes like beetle-like Hiploops, electrical Dragonflies, Giant Bees, and skeletal fish, but you’ll also contend with strange foes like the Dexihand, Eyegore, and Goron-like Nejirons. Snappers are best taken out by lying in wait in a Deku Flower and exploding up beneath them; snowball-tossing Eenos are susceptible to Fire Arrows; the various ChuChus can be popped to quickly earn health and ammo; and you’re better off simply defending against or firing arrows at the “Real” Bombchus that scurry about. Some enemies will better test your swordsmanship, such as the Garos and returning Gerudos and Iron Knuckles (who attack faster and more aggressively as their armour is destroyed), while you can command the Stalchilds and even avoid or converse with Gibdos and ReDeads with certain masks. Similarly, you can bypass the Death Aros altogether with the Stone Mask, must switch to sub-weapons or play the Song of Storms when touched by a Blue Bubble, and keep an eye out for the vulture-like Takkuri flying around Termina Field to avoid having your items stolen.
Even familiar mini bosses require a bit more strategy to overcome.
Each Temple houses at least one mini boss who must be overcome, sometimes multiple times, usually to obtain the Boss Key or the dungeon’s weapon. Many of these will be familiar not just to players of Ocarina of Time, but also long-time Zelda fans: Dinolfos and Iron Knuckles appear more than once and fit into this category, for example, but Majora’s Mask sees the return of series staples such as Wart and Wizzrobe. Wizzrobe is fought multiple times in multiple Temples, teleporting about, creating illusionary doubles, and attacking with fire or ice magic. Wart appears in the Great Bay Temple and is, as usual, a giant eye surrounded by bubbles that Link must destroy to get a clear shot at its pupil, while being mindful of it firing them as projectiles and bouncing around in a frenzy. The Gekko appears twice in the game, first riding a Snapper and attacked via a Deku Flower and then encased within a giant, gelatinous substance that must be frozen with Ice Arrows and shattered to attack the slippery devil. In the Ikana Graveyard, Link chases the gigantic Captain Keeta, fending off his lackeys and hacking the giant’s legs to get his attention. You must avoid his swipes and flaming barriers and pelt him with arrows to stun him, but the main issue here is keeping up with him so he doesn’t flee (but that’s what Hylia created the Bunny Hood for!) Stone Tower Temple is home to two more tough mini bosses: first up is the Garoa Master, a teleporting assassin who drops from the ceiling and attacks with a charge. Stay away from his attacks to strike back when his guard is lowered, and be sure to keep your distance when he’s beaten as he’ll blow himself up with a bomb! Defeating him earns you the Light Arrows, which are key to dispelling the bats protecting Gomess. Gomess attacks with a scythe that can cut through your shield, so be sure to jump-slash his exposed heart when you see an opening.
Bosses have been redesigned to have new phases and weak spots, which can be aggravating.
Naturally, you’ll have to best each Temple’s boss to awaken one of the Four Giants and acquire their remains. If you played Majora’s Mask on the Nintendo 64, you’ll be in for a surprise here as each boss has been fundamentally changed, somewhat simplifying them and expanding their attack patterns to allow for new ways to beat them. First up is Odolwa, a manic swordman who dances about and strikes with a gigantic blade. Originally, you’d use arrows or bombs to stun him and strike with your sword, but now you must brave being roasted alive as Deku Link to attack from above, exposing a big slimy eye that is a recurring weak spot for the 3DS version’s bosses. I always found Goht one of the more annoying bosses; the fight takes place on a never-ending track filled with ramps and Magic Jars and sees Goht gallop along, tossing bombs, causing rocks to fall, or summoning a thunder bolt. You’re encouraged to race after him as Goron Link, picking up speed to ram him and topple him over to attack his exposed eye, but you can actually just stand by the entrance and pelt him with arrows or even toss a bomb at him to speed things up. Gyorg was initially a pretty simple affair, testing your patience by having you wait on the central platform to shoot him as he jumps over then ram into him as Zora Link. Now, there’s a second phase that’s completely underwater; you must desperately avoid the mines and detach them to stun Gyorg, blasting his giant eye where possible, something made quite troublesome with the clunky swimming mechanics. Similarly, Twinmold is completely different; originally, you’d be forced to don the Giant’s Mask and attack the worm’s heads or tails with your sword while keeping your magic topped up. Now, you only earn the Giant’s Mask after pelting the boss’s first phase with arrows and must stomp about as Giant Link engaging Twinmold in a fist fight, then grab its tail when it’s stunned. Again, this is a much more aggravating boss battle because of this; Giant Link is a slow, lumbering character compared to the slipper Twinmold and your magic drains very quickly, causing the fight to drag unnecessarily.
Majora’s many forms and difficulty are rendered mute with the overpowered Fierce Deity Mask.
Once they’re all beaten, you must return to Clock Town on the final day and play the Oath to Order. This summons the Four Giants and stop the Moon from falling, but causes the Skull Kid to freak out and the demonic Majora to assume full control. You’re then transported to the strangely idyllic Moon’s surface, where you must challenge four short, troublesome obstacle courses themed around each Temple. If you’ve collected every additional mask, you can trade them all in here and gain the Fierce Deity Mask, which can only be worn in boss rooms and transforms you into a hulking adult equipped with a massive sword that fires magic-draining energy beams when L-Targeting. This is the only way I’ve battled the game’s final boss, Majora itself, which has three distinct forms: Majora’s Mask, Majora’s Incarnation, and Majora’s Wrath. You can tackle each using arrows and bombs and traditional tactics, but I never have. I simply L-Target the weird, increasingly grotesque demon and fling sword beams at it until it’s defeated. Its attacks include charging at Link like a buzzsaw, shooting a reflectable beam of fire, circling at super-fast speeds, firing energy blasts, dodging your conventional attacks, and attacking with two disturbingly organic tentacle-like whips. Majora also attacks using the boss’s remains and by summoning spiky, spinning tops and can cut through your shield if you’re not careful, but none of this is a concern with the overpowered Fierce Deity Mask.
Additional Features: There are fifty-two Heart Pieces to find all around Termina; some are hidden in secret holes, some are up trees or require your weapons to access, some are gifted to you as rewards, and some require you to complete side quests. You’ll be dancing with the Rosa Sisters, giving a weird, disembodied hand some toilet paper, stopping a timer at exactly ten seconds, checking mailboxes, and besting the shooting galleries to acquire these helpful upgrades. Your main objective throughout the game is to acquire all the different masks, which requires interacting with all the NPCs and keeping an eye on their routines with the Bomber’s Notebook. While some masks are more useful than others, each has a specific function and will allow you to get other masks, Heart Pieces, or rewards depending on who you interact with when wearing them. Similarly, it’s worth seeking out the upgrades to Link’s sword, wallet, and items, if only to further explore the world, and making sure you bank your Rupees before resetting the three-day cycle. You’ll also find many Gossip Stones placed all over that will give you hints if you interact with them while wearing the Mask of Truth, and the Sheikah Stones return from Ocarina of Time 3D to provide you with more detailed directions if you get stuck. The manual save system has been revamped, with additional Owl Statues appearing in the game (though you can’t warp to all of them), and some of the rewards and side quests have been changed. Most notably, Link can now acquire seven empty bottles (which is, admittedly, a little excessive), with the last gifted after completing a new side quest involving the Gorman Troupe. Another new feature is the inclusion of two fishing holes, which you can either pay to use or acquire a pass to fish for various fish, though there are no rewards tied to this beyond trying to snag the legendary Lord Chapu-Chapu. Since the game resets when you go back in time, there’s no Boss Rush Mode this time around and, sadly, the developers didn’t see fit to include a mirrored Master Quest mode, though you now have three save slots instead of just two.
The Summary: The debate about which game is better, Ocarina of Time or Majora’s Mask, is seemingly never-ending and, honestly, it’s a tough choice. Majora’s Mask is definitely a more daunting challenge; I can play through Ocarina of Time with my eyes closed but I’ve never beaten Majora’s Mask without a guide, purely because I want to complete all the side quests before facing Majora at the end and have the overpowered Fierce Deity Mask on hand. Yet, Majora’s Mask is such a step up in terms of visuals, scope, and world-building. Termina feels alive in ways Hryule does not and the stakes feel so much higher since you can see how the impending doom affects the different NPCs. The three-day cycle is as daunting as it is annoying at times, resetting all your hard work but also pushing you to restore the next area and save this bizarre land. Majora’s Mask may seem smaller due to its more focused approach, but the game and its land is as big (if not bigger) than Ocarina of Time, expanding upon and improving every element of its predecessor and really making you feel the gravitas of its bleak narrative. Link may not acquire any new weapons here, but the mask-based gameplay mixes the formula up in surprising ways, changing Link’s form and altering the way you play (even if the controls can be a struggle at times). The 3DS version makes way more changes to the original game compared to Ocarina of Time 3D and, while some (like the simplified bosses and tweaked controls) can be frustrating, the benefits outweigh these issues. The expanded Bomber’s Notebook, being able to jump to specific time periods, and the changes to side quests help make the game accessible and fresh for old and new players, in my eyes. Ultimately, I think Majora’s Mask is a dark horse of the franchise; it’s an incredibly engaging experience, packed with side quests upon side quests, and more than stands alongside its predecessor as one of Link’s finest (if surreal) adventures.
My Rating:
⭐⭐⭐⭐⭐
Rating: 5 out of 5.
Fantastic
Have you ever played the Nintendo 3DS remaster of Majora’s Mask? If so, what did you think to the graphical overhaul and additional features included? Which of the masks and many side quests was your favourite? Would you like to see this version ported to the Nintendo Switch to make it more accessible? Did you own Majora’s Mask back in the day? If so, did you ever tackle the final boss without the Fierce Deity Mask? Were you a fan of the three-day cycle? I’d love to hear your memories of Majora’s Mask so leave a comment below and go check out my other Zelda content!
Upon the release of Pokémon: Blue Version and Pokémon: Red Version(Game Freak, 1996), a new craze swept through playgrounds. An entire generation grew up either playing Pokémon, watching the anime, playing the trading card game, and watching the feature-lengthmovies as clever marketing saw it become a massively lucrative and popular multimedia powerhouse. Accordingly, February 27th is now internationally recognised as “National Pokémon Day”, which I expanded to an entire month of Pokémon this February.
Released: 12 April 2023 Originally Released: 30 April 1999 Developer: Nintendo EAD Also Available For: Nintendo 64
A Brief Background: Pokémon was an instant cultural phenomenon when it first released. It wasn’t just because of the games, which cleverly encouraged players to “Catch ’Em All”; it was the slew of merchandise and ancillary media that made Pokémon a household name. Right from the beginning, Pokémon was followed by spin-off games; whether it was the incredibly popular trading card game or other videogame genres, like pinball, Pokémon dominated an entire generation, especially on the Game Boy. Two years after the original games released, Japanese Nintendo 64 players were treated to Pocket Monsters’ Stadium. Originally intended as a launch title for the ill-fated Nintendo 64DD, the game was limited to only forty playable Pokémon but set the template for 3D Pokémon battles. Pokémon Stadium was its successor, incorporating 3D models and animations for all 151 Pokémon and being chosen for international release over its predecessor, much like how the inferior Pocket Monsters: Green Version was superseded by its successors. It was HAL Laboratory president Satoru Iwata who studied the Game Boy source code and converted it to work on the Nintendo 64, though Pokémon Stadium’s other big selling point was its ability to communicate with the Game Boy using the unique (and sadly underutilised) “Transfer Pak” to import copies of Pokémon from the handheld titles. Pokémon Stadium was generally well received at the time; reviews largely focused on praising the 3D models and impressive adaptation of the turn-based battle system, though criticised the annoying announcer. Though a best-seller, and followed by a superiorsequel in 2000, Pokémon Stadium was stuck on the Nintendo 64 until it was finally made available to modern gamers, via the Nintendo Switch Online + Expansion Pak, in 2023.
The Review: Pokémon Stadium is a 3D Pokémon adventure in which players could upload copies of the Pokémon from the Game Boy games and battle it out in 3D against computer-controlled opponents or their friends. Since the Nintendo Switch Online version lacks connectivity with the Game Boy games (which aren’t even available on the Nintendo Switch Online as of this writing), you’re limited to using “rental” Pokémon, which can’t be renamed or customised in any way. When you first start the game, only 149 Pokémon are available to rent but you’ll gain access to Mewtwo and Mew by clearing all the game’s battle modes. Each rental Pokémon has four moves, with the third-stage evolutions (like Blastoise and Charizard) sporting better stats (higher attack and defence, for example) but wielding more unreliable moves (such as Fissure, a one-hit knockout move that can miss four times out of five) or moves with less Power Points (PP), such as Fire Blast and Mega Beam. Although I mentioned stats earlier, you can’t view the stats for any Pokémon in the game, rental or otherwise. You have no idea how strong your Pokémon is beyond the level they are and you have no options to improve their stats. The best you can do is use moves that buff them in battle, such as Swords Dance, to increase your chances of attacking before your opponent, or ones that de-buff your foe (such as Sand Attack to reduce their accuracy). As ever, Type advantages are a key factor in battle; Fire-Type moves are “super effective” against Grass-Type Pokémon, for example, which have the edge over Water-Type Pokémon. Many moves also have a chance of landing a “critical hit” for extra damage, missing, hitting you with recoil, or causing status effects. Pokémon can be burned, frozen, put to sleep, paralysed, and poisoned and you have no way to solve these ailments as there are no items here (though the game’s rigged to ensure no two Pokémon can be frozen or asleep in a battle).
All your favourite Pokémon are brought to life to battle in 3D.
The limitations don’t end there, either. Although you assemble a team of six Pokémon, you only ever battle with three. Similarly, while you can see your opponent’s available Pokémon, you have no way of knowing which ones they’ve picked so it’s best to assemble a diverse team. Luckily, every Pokémon has a diverse move pool consisting of elemental attacks, status-inflicting attacks, buffs, or alternative elemental attacks (Marowak, for example, not only has Ground-Type moves but also uses Fire Blast, a Fire-Type move) to provide additional coverage in battle. If you win without taking a single hit, you’ll earn an extra continue to battle on should you be defeated (though the Nintendo Switch’s save state feature can mitigate this). When taking on the titular Pokémon Stadium, you compete in one of four “cups”, each imposing level restrictions, to win one of four PokéBall-themed trophies by gaining six consecutive victories. The Gym Leader Castle has a similar setup, except you only have to win four battles (besting three underlings before challenging the Kanto Gym Leaders, Elite Four, and your Rival) and there are no level restrictions. Besting all these battles unlocks a final super boss battle against Mewtwo, in which you take six Pokémon in battle to beat him, unlocking the much tougher “Round 2” mode and changing both the title screen and the main menu accordingly. Battles are pretty basic; once you get over the fun, colourful, cartoonish animations of the Pokémon, you start to see how limited your options are. You can’t do anything but power through if your Pokémon is poisoned, its moves are disabled, or it gets confused and attacks itself. Type advantages can see you sweep entire teams, but the diverse move pools mean you can’t underestimate opponents, especially if you chose poorly when assembling your team. Finally, battling non-stop can get really tiresome; it’s definitely a game best played in little spurts rather than trying to beat everything in one sitting as the novelty quickly wears off.
While the visuals are decent, gameplay quickly becomes tiresome.
The grating announcer doesn’t help; this overly enthusiastic guy will spout the same exclamations over and over, chastising you if you take too long or pick the wrong Pokémon and screaming praise for every correct decision. Luckily, you can turn him off from the options. Unlike in the anime, Pokémon don’t scream their name when in battle (except for a Pikachu imported from Yellow Version), but this actually makes the game more appealing in my eyes. Pokémon are rendered in full 3D and exhibit a lot of personality; Mr. Mime actually mimes when idle, Onix’s body rotates and squirms, Muk is all sludgy and gooey, and Primeape dances about ready to fight. Rival Pokémon often sport rudimentary nicknames and alternative colour schemes and, while they only have a handful of animations, these work for the moves they perform, which are all brought to life in suitably dramatic fashion even if physical moves (like Mega Punch and Slash) don’t actually connect with the opponent as the Pokémon stay on each side of the arena. You never see the Pokémon Trainers except in profile pictures before and after battle and, while audiences react and make noise in arenas, you won’t see any spectators (at least, not clearly, anyway). Arenas are largely empty and underwhelming, to be honest; some are suspended over water or lava, some are inside, some outside, and you battle Mewtwo in a surreal sky landscape, but there’s nothing to really see as the focus is squarely on the 3D Pokémon models and their attack animations. This is fine and it all looks good and more accurate than the depictions in the anime, but again it’s all quite bland and tiresome after a while. The game is bolstered by renditions of the classic Pokémon theme, battle music, and other in-game tunes, which are always fun to listen to, but the introduction movie is incredibly basic and just showcases a few Pokémon models flying about.
While the mini games are fun, many of the game’s best features are now missing.
Of course, it’s not all battling in Pokémon Stadium, but that is half of the story in this version of the game. Normally, you could visit Professor Samuel Oak’s lab and organise or trade in Pokémon from the Game Boy games, but you can’t do that here. Most notably, you used to be able to access the GB Tower and play the original games on your TV screen, with options to speed up the gameplay at hand, but that’s also not available. Since you can’t import Pokémon, you can’t get the special Surfing Pikachu, though you’ll still be awarded with one of eight semi-rare Pokémon each time you clear the Gym Leader Castle. You can still visit the Hall of Fame and view the Pokémon character models up close, though you must best the Gym Leader Castle with all 151 Pokémon to do this (which also earns you a Psyduck that knows Amnesia). Luckily, you can still visit the Kids Club and play the many fun mini games on offer, either against the computer or alongside your friends. Here, you’ll copy Clefairy’s dance instructions, gobble up sushi with Lickitung, race against Rattata, cast Hypnosis against other Drowzee, see how any times you can get Magikarp to splash, charge up a dynamo with Pikachu or Voltorb, defend against incoming rocks with Kakuna and Metapod, toss Ekans like a ring, and dig into the ground with Sandshrew. These mini games are only short but they’re quite fun and addictive; the timing can be a little off at times and other times you must pay attention to not drain your health bar, but it’s enjoyable enough battling alone or against friends. I do wish the game did more with these, though, like maybe had a random mini game play during the cups to let you earn single-use items or some kind of buff. Other options include a gallery (another limited feature where you can photograph Pokémon to view its model, though you obviously can’t print these anymore), the ability to jump straight into a CPU battle, and unlockable stickers for the gallery when you beat “Round 2”. Beating the Kids Club’s “Who’s the Best?” mode on “Hard” unlocks the “Hyper” difficulty, but it can’t be denied that the game’s appeal and longevity suffer with this version since you can’t access the GB Tower.
The Summary: I remember when Pokémon Stadium was announced and first released. It was the first time I can remember pre-ordering a game, and all my friends and I delighted in seeing our portable Pokémon brought to life in 3D. It was a big deal then, but it can’t be denied that Pokémon Stadium hasn’t aged well, hence this shorter review. It’s certainly still a lot of fun and a nostalgic high to see those early 3D Pokémon models, which were reused for many years after and are actually more lively than in some of the modern games, and I loved that they made noises like the in the Game Boy titles rather than screaming their names like in the anime. There are a few options available here, but Pokémon Stadium is essentially a glorified party game. When you’re not battling for cups and trophies, you’re battling the Gym Leaders, a friend, or the computer. When you’re not doing that, you’re playing mini games which, while fun, aren’t enough to sustain your interest for longer than half an hour or so. Without the GB Tower functionality, Pokémon Stadium loses a lot of its replay value, and you’re forced to focus on the repetitive and tiresome battling. With limited options, no items, and no room for customisation since you can’t import your portable team, the battling just appears very shallow and basic. As a 3D representation of Trainer and Gym Leader battles, it’s serviceable but Pokémon Stadium only does a rudimentary job of representing that one aspect of the mainline games. It’s fun enough in short bursts, but even then it can be tedious hearing the same announcements over and over and essentially just hitting A again and again to spam super effective moves since it lacks the depth and complexity of its far superior portable counterparts.
My Rating:
⭐⭐
Rating: 2 out of 5.
Could Be Better
Did you enjoy Pokémon Stadium? Were you excited to see your team brought to life in 3D back in the day? Which of the mini games was your favourite? What did you think to the limited battle options and repetitive gameplay? Did you ever fill up the Hall of Fame and defeat Mewtwo? Are you disappointed that so much of the game is inaccessible in this version? Would you like to see another battle-centric 3D Pokémon game? How are you celebrating National Pokémon Day this year? Whatever your thoughts on PokémonStadium, feel free to leave them below and check out my other Pokémon content across the site.
On 21 February 1986, The Legend of Zelda(Nintendo EAD, 1986) was first released in Japan. The creation of legendary game designer Shigeru Miyamoto and Takashi Tezuka, The Legend of Zelda launched one of Nintendo’s most popular franchises. This year, I’m dedicating every Friday to Nintendo’s most famous silent protagonist, Link and his vast and enduring fantasy world of sword and sorcery.
Released: 9 February 2023 Originally Released: 4 November 2004 Developer: Capcom / Flagship Also Available For: Game Boy Advance and Nintendo Wii U
The Plot: Apprentice blacksmith Link accompanies his childhood friend, Princess Zelda, to the Picori Festival, where monsters are unleashed by the evil wizard Vaati. With Zelda petrified, Link teams with wise-cracking magical hat Ezlo and assists the pixie-like Minish people in restoring the legendary Picori Blade to confront the threat.
Gameplay and Power-Ups: The Legend of Zelda: The Minish Cap is a traditional, 2D, top-down action/adventure game in which players take control of Link (or whatever they choose to name him), in the “toon” style of his Wind Waker counterpart, and embark on a quest to save Hyrule, and the Princess Zelda, from new sorcerer on the block, Vaati. As a Game Boy Advance title, the controls are as basic as it gets and akin to the previous handheld Zelda titles. You equip any of Link’s weapons and items to either A or B and then use that button to attack, defend, hit switches, solve puzzles, and whatever else your items are capable of. The Right Trigger performs a roll, speeding up your travel time, and also performs similar actions to A (like speaking to non-playable characters (NPCs) and opening chests). R is also the only way to open locked doors, which can be clunky as it would’ve been easier for Link to simply manually use any keys he possesses. The Left Trigger also performs a dedicated function, fusing “Kinstones” with NPCs, which I’ll detail in a bit. The + button pauses the game and brings up your inventory screen, the pretty basic map (which uncovers the more you explore and highlights notable areas), a subscreen showing how close you are to extending your health bar, total Mysterious Seashells and Tiger Scrolls, and allows you to save the game or enter “sleep” mode. As I’ll also get into in a bit, Link is joined by a hat-shaped companion, the insolent Ezlo, who constantly interrupts your gameplay to offer blindingly obvious advice that would make Navi blush. Also like Navi, you can choose to ask him for a tip by pressing -, though I’d just as soon never speak to him again. As you’d expect, Link acquires his standard sword and shield but the enigmatic Grimblade Brothers will teach additional sword techniques, such as a rolling attack, the aerial downthrust, and patented moves like the Sword Beam and Spin Attack. Some of these are more like padding, though, such as Link having to learn to attack with his sword when running with the Pegasus Boots.
Link’s traditional and new weapons are brought to colourful, cartoony life.
Many of Link’s recognisable weapons return here and function exactly as you’d expect. The bow and arrow lets you to hit eye switches and take out Eyegore statues, bombs blow up walls and discover new areas, and you can purchase a boomerang to stun targets or hit switches. This can be further upgraded into the Magical Boomerang, allowing you to manually direct it. Eventually, you can swap out the regular bombs for remotely detonated ones (though there are few benefits to this) and obtain the optional (and missable) Light Arrows for extra arrow damage. The Flame Lantern lights up dark areas, ignites torches, and burns certain enemies and spider webs. The Roc’s Cape lets you jump and glide short distances, the aforementioned Pegasus Boots let you run really fast, and the Ocarina of Wind warps you to any Wind Crests you’ve uncovered. The Minish Cap debuts three new items: the Cane of Pacci (which flips certain enemies and objects and creates temporary boosters in holes to launch you higher), the Gust Jar (which sucks up enemies, propels you across gaps when used on spring mushrooms, and turns lily pads into rafts), and the Mole Mitts (which dig through dirt). The Flippers, Grip Ring, and Power Bracelet are all passive items that don’t need to be equipped to use and let you swim and dive, climb certain walls, and pick up and toss jars and such, respectively. Link can capture life-restoring Fairies or store potions in bottles, increase his total bomb and arrow inventory with bigger bags and quivers, and also carry more Rupees by finding bigger wallets. Link’s sword is progressively empowered as you acquire the four Elements, duplicating Link into as many as four copies to push bigger blocks, step on or slash switches, and attack enemies, as well as fire a special beam that restores petrified NPCS. Finally, you can upgrade the shield into the reflective Mirror Shield, though this requires awakening a sleeping Biggoron and waiting for him to finish chewing on it.
Link’s shrinking ability doesn’t live up to its potential, and Kinstones are overused.
Link’s newest gimmick in The Minish Cap is the ability to shrink to microscopic size, courtesy of Ezlo’s magic. This is performed primarily at magical tree stumps and allows you to enter small holes, climb small steps and vines, and access out of the way places. When shrunk, you’ll interact with the pixie-like Picori tribe (or “Minish”) scattered throughout Hyrule (once you’ve consumed a Jammer Nut, that is) and be given additional side quests and assistance from them. In this form, Link takes more damage and his weapon usage is limited, but he can talk to animals and cross small lily pads. Occasionally, Minish Link enters Armos statues to activate or deactivate them and the action frequently zooms in to follow him up rafters, into the Minish towns, and through enlarged (from your perspective) areas, like in Honey, I Shrunk the Kids (Johnston, 1989). Apart from this, Ezlo is more a hinderance than anything; he’s obnoxious and rude and demanding and pops up to point out the obvious, severely dumbing down puzzles and interrupting the gameplay. The other big mechanic here is Kinstones; as you slash bushes, defeat enemies, and open chests, you’ll find several coloured Kinstone pieces. These are fused with certain NPCs to alter the overworld in different ways. This may involve spawning a treasure chest containing another Kinstone, or Magical Seashells, or a Big Rupee, or even a much tougher gold enemy for an additional challenge. Fusing removes vines to open new areas, parts waterfalls, drains ponds, and even spawns in NPCs for you to trade and train with. You can buy Kinstones, but they cost a lot and it’s not really worth it as you’ll inevitably find them on your travels, and none of the main variants are necessary to complete the story, though the benefits (extra hearts, Rupees, and training with the uncovered Grimblades) can be worthwhile. Specifically, fusing with Din, Farore, and Nayru spawns Lucky Butterflies which, when touched, increase your digging, shooting, and swimming speed. The only time you’re required to fuse Kinstones is when you find golden ones, such as in Cloud Tops, where you navigate a maze of clouds, floating about to find different halves of golden Kinstones to activate five propellers and be blasted up to the Palace of Winds.
I would’ve liked to see more creative use of the duplication feature in puzzle solving.
Link’s shrinking ability isn’t just used on the overworld; you’ll frequently shrink in Dungeons to reach new areas and progress. As ever, Dungeons contain a map, compass, and new weapon to aid your journey, as well as secret areas, switches, and stairways to other floors. Sometimes, you’ll drop or push blocks to lower levels; others, you’ll push levers to let in sunlight to melt blocks. Frequently, you must eliminate all enemies to open doors, or push jars or statues onto switches for the same effect, though it’s much more likely you’ll be duplicating Link to solve these puzzles. Tornados carry you across bottomless pits, moving platforms carry you across gaps, and floors are often covered in collapsing tiles, spikes, or rolling spiked logs that must be avoided. You’ll jump up to mesh bridges (and down through certain holes), hop up and across cloud platforms, push ice blocks into place, cross gaps using powerful wind blasts from propellers (in conjunction with the Roc’s Cape), and spring across chasms with the Gust Jar. There’s a giant rotating barrel in the Deepwood Shrine which must be rotated to progress, high-speed mine carts in the Cave of Flames that you redirect with switches, the Fortress of Winds is a veritable labyrinth of floors and dirt, the Temple of Droplets is a largely pitch-black mixture of ice and water, and the Palace of Winds offers the constant threat of falling to your doom. For the game’s final Dungeon, Vaati corrupts Hyrule Castle, transforming it into a monster-infested Hell filled with recycled enemies and hazards from previous Dungeons. While largely inspired by A Link to the Past and Link’s previous handheld entries, it’s in Dark Hyrule Castle where I saw some of the strongest parallels as exploring the Dungeons, battling Darknuts, and restoring the petrified NPCs was very similar to Link’s celebrated 16-bit adventure. Sadly, only two of the Dungeons are Minish-sized (the Deepwood Shrine and Palace of Droplets). Though you don’t really notice as you’re exploring these Dungeons, the developers did include larger variants of common enemies as boss battles. Still, I feel they didn’t take full advantage of Link’s new miniature perspective in these (or other) areas as the shrinking mechanic was more of a gimmick or hinderance a lot of the time.
Presentation: I’ll be the first to admit that I never really cared for TheWind Waker’s cartoony aesthetic. It’s grown on me over time, but I much prefer the more realistic, fantasy-orientated style of Link’s other 3D adventures. However, it works really well here; probably better than in 3D. Link is super expressive; from his grunts and yells (carried over from this 3D titles) to his messy bed hair, his look of sheer panic on a runaway minecart, and the way he races around when on fire. He’s a jaunty little cartoon sprite, bobbing along and reacting to everything around him. Ezlo is very animated as well, popping up on Link’s head to react to and comment on their surroundings or the plot, and all the NPCs are similarly cartoony and fun to behold. Many will be familiar to long-time Zelda players, such as Malon (with her milk cart and nearby farm), Dampé the grave keeper, Ingo (now a real estate developer), and Gorons intent on ploughing through a rocky underpass. Many characters fuse Kinstones with you to solve a personal crisis, such as the overworked mailman, the librarian searching for lost books, and a poor man haunted by a restless spirit. The Minish Cap is a little light on new races but there are anthropomorphic characters to find, animals to chat to (as a Minish), and, of course, the gnome-like Picori tribe. These peaceful little sprites have a main village and live in little mushroom houses or up in the rafters, their homes made out of barrels, walls made of books, and heating provided by flickering candles. When Link is turned microscopic on the overworld, a helpful bubble indicates where he is. Though his actions are limited, he has full access to his arsenal when the game zooms in, casting dirt paths with the shadows of grass and blocking his path with chestnuts and such. Minish-Link must avoid cats looking to swipe him and relies on lily pads to cross water until he gets the Flippers, and you must be on the lookout for small holes, paths of flowers, and flappable objects to progress and shrink or return to full size.
The “Toon” style really suits the traditional Zelda aesthetic and brings Hyrule to life.
The Minish Cap’s overworld and Dungeons are heavily reminiscent of A Link to the Past, mixing locations such as ruins, a swamp, and Hyrule Castle itself with areas I’m more familiar with from the 3D games, like Lake Hylia and Lon Lon Ranch. Mt. Crenel acts as a Death Mountain substitute, featuring falling boulders, climbable walls, tornados to fly you about, and a Minish mine where Melari repairs the broken Picori Sword. Like the Swamp of Evil, Castor Wilds is a murky swamp full of thorns; you’ll need the Pegasus Boots to navigate this area, and shrink to clamber inside Armos Statues within the maze-like ruins. Finally, the Flame Lantern lights your way in the desolate Royal Valley, which contains a looping maze in its haunted forest. Aside from the Minish Village, Cloud Tops and the Palace of Winds and the Temple of Droplets impressed me the most, visually. The other Dungeons are very formulaic, despite some fun perspective and depth effects, but these three have you up in the clouds or high in the sky or navigating a frozen labyrinth, respectively, which really mixes up the formula. Dark Hyrule Castle is similar, putting an ominous spin on the palace’s ornate rooms and recycling all previous hazards, but I was disappointed that the Dungeons didn’t utilise Link’s new miniature perspective to make their visuals and layouts standout more from the likes of A Link to the Past. Instead, The Minish Cap often resembles a toon-ified version of that game, doing little to stray from the usual stone trappings of those Dungeons and being a little too familiar at times. Still, there are fun touches, like the Biggoron atop Veil Falls, the big bell in the bustling Hyrule Town, guards to sneak past, and occasional weather effects. The game’s story is all relayed though text boxes, as usual, but key events are told using stained glass murals, Wind Waker-style art is showcased in the end credits, and the sprite-based cutscenes are full of cartoony life. The music is as infectious as ever, with familiar and slightly tweaked classic Zelda tracks at the forefront (many I mostly recognised from A Link to the Past and Ocarina of Time), though new areas and Minish locations have a spirited flavour that adds to the game’s whimsical, fairytale-like charm.
Enemies and Bosses: All of Zelda’s most recognisable enemies make a return in The Minish Cap, though redesigned to evoke the toon style of The Wind Waker. This is most evident in the Moblins, who charge with spears or fire arrows and have much more life and detail compared to past 2D Zelda titles In some cases. This ups the challenge represented by some enemies, such as the various Dark Knights you’ll encounter. These are essentially mini bosses and swarm Dark Hyrule Castle, defending against your attacks and landing powerful sword swipes and even boasting a charged thrust. Your best bet against these enemies is to hop over them with the Pegasus Boots and attack from behind, a tactic mirrored when facing the Ball and Chain Soldiers. Other enemies require strategic use of your other items, such as using the Gust Jar to suck up and fire out the annoying Peahats or pull the masks off Helmasaurs, tossing your boomerang at Sparks, or using the Cane of Pacci to flip Spiked Beetles and attack their vulnerable underbelly. Like Likes masquerade as Rupees and steal your items, Keatons and Takkuris make you drop Rupees on contact, Madderpillars (also a kind of mini boss) fly into a rage with you bop their noses and attack their tails, and you’ll even encounter Bob-ombs and Lakitus. ChuChus fry you, Floor and Wall Masters return you to the Dungeon entrance, and Octorocks and Deku Scrubs are subdued by deflecting their projectiles. Cloud Piranhas snap at you from the clouds, fake doors crush you, and Acro-Bandits leap from the ground in a swaying tower. You’ll also battle elemental Wizzrobes, who teleport about shooting ice, fire, or lightning; Stalfos leap and toss their bones at you; and Slugglas drop from above. By the time you reach Dark Hyrule Castle, rooms are filled with an assortment of these enemies. Though you can often simply bypass them, you’ll need to defeat a gauntlet of them before Vaati completes his macabre ritual to reach the petrified Princess Zelda in the finale.
Too few bosses require the shrinking mechanic, but they’re mostly big, fun challenges.
The Minish Cap is surprisingly light on bosses; four of its five main bosses guard an Element, which empowers your sword and duplicates Link, relinquishing a Heart Piece to extend your life bar. The first boss you battle is a gigantic green ChuChu; well, it’s actually a regularly sized one but you’re in Minish form, so it appears huge. A blue variant appears later in the game too, now sporting electrified skin, but the tactic of sucking at its “feet” with the Gust Jar and whacking it with your sword when it’s stunned remains the same. Next, you face the turtle-like lava dinosaur Gleek, which sits in a pool of lava and spits fireballs in a circular motion. You must run behind it and flip its shell with the Cane of Pacci to race up its neck and attack the crystal on its back. In retaliation, it rains rocks and breathes fire, making the fight more difficult as it progresses. Mazaal is the only one of the main bosses to incorporate the shrinking mechanic in. A strange, disembodied Aztec head and fists, he is stunned by shooting and slashing the jewels on his hands (which try to crush and hit you). You then shrink, enter his head, and attack the glowing pillar to deal damage. As the fight progresses, you use the Mole Mitts in his head and dodge a Shrink Ray attack from his eyes. The Big Octorok is fought in a shallow pool that it freezes, reducing your traction and making avoiding its pellets much harder. Well, I say “avoid” but you actually smack these back with your sword to stun it, allowing you to set fire to the petal on its back. This causes rocks to rain down and the Big Octorok to freak out; it also charges, spins around, and creates a smokescreen to limit visibility. Finally, the Gyorg Pair are easily the most unique boss in the game. This fight takes place in the skies of Hyrule on the back of two manta ray-like creatures. When riding the red one, you must dodge the smaller blue one and its fireballs and duplicate Link to attack the red one’s eyeballs. You then hop to the blue one, slashing its eyeballs, and repeat, watching for smaller green variants that fly past.
Vaati assumes some familiar forms in his attempt to spread darkness throughout Hyrule.
After battling past the many Darknuts that haunt Dark Hyrule Castle, you’ll finally confront the master swordsman and corrupted sorcerer, Vaati. Vaati takes many forms, one similar to Agahnim, one like Arrghus or Vitreous, and one like Nightmare’s final form, Dethl. The first form, “Vaati Reborn”, morphs him into a dangerous sorcerer protected by many small, spinning eyes. These encircle him, distracting you as he shoots fireballs, and must be destroyed to expose his big, eyeball-like weak spot. After enough hits, he encases the eyes in protective shields that must be sucked off with the Gust Jar. The eyes also fire vertical laser beams (just stand between them) and Vaati erratically teleports, making him a harder target to hit. For his second form, “Vaati Transfigured”, fought immediately after in a psychedelic landscape, Vaati takes his obsession with eyes to the next level. In this fight, you shoot arrows at the small sphere surrounding the central body to uncover four red eyeballs. You must then duplicate Link into the same formation and attack, continuing your assault when he’s stunned. However, Vaati spews destructible spiked balls and a spread of electrifying balls, which can be tricky to dodge especially considering his large hit box. After he’s defeated and Princess Zelda is revived, Dark Hyrule Castle collapses and Vaati’s true, final form, “Vaati’s Wrath” emerges. In this form, he pursues you, again firing balls of electricity, and sends his extendable claw arms under the ground to attack. When one pops up, stun it with the Cane of Pacci, shrink down, and venture inside to destroy the one real bladed eyeball amongst the fakes to literally disarm him. Repeat for the other arm and Vaati sends four electrical orbs your way from the small eyes in front of him, as well as a spread of larger orbs. To win, simply avoid the spread and duplicate Link in a line to deflect his smaller shots with your sword (the timing can be tricky), which will stun him and soon end his dreams of conquest.
Additional Features: As you’d expect, there are forty-four Pieces of Heart to find all around Hyrule. Collecting four will extend your life bar, so they’re worth seeking out. While some are just lying in the open, others require your items to reach or are gifted by fusing Kinstones. Opening chests, defeating enemies, and cutting grass also sees you collect Magical Seashells. Unlike the similar items from Link’s Awakening, these are essentially infinite in number (though your inventory maxes out at 999) and are traded for figurines in Hyrule Town, similar to the Pictobox side quest in The Wind Waker. This is quite a time-consuming task, however, as you must speak to the proprietor, set how many Magical Seashells you wish to trade (with the percentage of a new figurine increasing the more you wager), and then pull a lever to get an egg-like capsule containing the figure. The more places you explore and the more NPCs you meet, the more figurines you can get, with your Magical Seashells being replaced by the Carlov Medal once you obtain all 136 figurines. This, in turn, opens Baris’s house, gitfting you another Piece of Heart and the Phonograph, which acts as a sound test for the game. Similar to the Magical Seashells, there are a near-infinite number of coloured Kinstones to find. Fusing with NPCs unlocks new areas and gifts rewards that aid your quest, and completing all fusions awards you with a Tingle Trophy. Clearing the game earns you a Triforce stamp on your save game file; you can have up to three of these and also change the language to suit you. Finally, the Nintendo Switch version lets you play the European and North American releases (with subtle differences between them), rewind should you make a mistake, and create save states at will, dramatically reducing the game’s already low difficulty.
The Summary: I’ve wanted to play The Legend of Zelda: The Minish Cap for the longest time. Finding a physical copy was expensive, even unboxed, so I consoled myself with the knowledge that it would be another Zelda game that passed me by…until I upgraded my Nintendo Switch subscription and finally dug into it. Visually, the game is very impressive; colourful and lively, The Minish Cap is like playing a cartoon and I really enjoyed how it translated a Wind Waker aesthetic onto a traditional Link to the Past formula. The core gameplay is as reliable as ever; Link has some fun new toys to play with that mix things up, like the Gust Jar and Mole Mitts, though I do feel these could’ve been emphasised more. Similarly, the shrinking mechanic became tedious after a while. Generally, it’s simply anther way to get from one place to another and fuse with different NPCs rather than changing the puzzles in a meaningful way. Likewise, while the graphics represented these sections well, I think the developers could’ve done more with it, such as more bigger enemies and obstacles that meant using the duplication feature in interesting ways, rather than just hitting switches. Ezlo was also a pain in the ass, thankfully rectified in the post-game, and the Kinstone fusing got old quickly, too. This mechanic replaces traditional fetch and trading quests and is used as a shorthand for everything, limiting your exploration options and adding an element of grinding. The bosses were fun, if too few in number, but Vaati wasn’t the most enigmatic or threatening villain and the story felt uncharacteristically low stakes for a Zelda game. As a spiritual successor to A Link to the Past and the handheld games, The Minish Cap does well and the core Zelda gameplay is always enjoyable, but I don’t think this one lived up to its full potential and it ended up being more of a chore at times.
My Rating:
⭐⭐⭐⭐
Rating: 4 out of 5.
Great Stuff
Was The Legend of Zelda: The Minish Cap a staple of your Game Boy Advance library back in the day? Were you a fan of the Wind Waker art style and, if so, what did you think to the way it was implemented here? Did you enjoy the shrinking mechanic and the Kinstone fusions or did they become tedious for you, too? Did you ever fuse every Kinstone and collected every figurine? What did you think to Vaati as a villain? Would you like to see the Minish return? Which Zelda game is your favourite and how are you celebrating the franchise this month? Whatever your thoughts, share them below and be sure to check out my other Zelda content on the site.
Upon the release of Pokémon: Blue Version and Pokémon: Red Version(Game Freak, 1996), a new craze swept through playgrounds. An entire generation grew up with Pokémon, as clever marketing saw it become a massively lucrative and popular multimedia powerhouse. Accordingly, February 27th is recognised as “National Pokémon Day”, which I expanded to an entire month of Pokémon this February, which is even more fitting given that February 6th is the day that Mew gave birth to my favourite Pokémon, Mewtwo!
Released: 10 May 2019 Director: Rob Letterman Distributor: Warner Bros. Pictures Budget: $150 million Stars: Justice Smith, Ryan Reynolds, Kathryn Newton, Bill Nighy, Suki Waterhouse, Ken Watanabe, and Rina Hoshino/Kotaro Watanabe
The Plot: When his ace detective father goes missing, Tim Goodman (Smith) reluctantly teams up with his Pikachu partner (Reynolds) and aspiring report Lucy Stevens (Newton) to unravel the mystery.
The Review: Pokémon: DetectivePikachu takes place in Ryme City, a bustling, neon-drenched metropolis billed as a utopia for humans and Pokémon alike to live and work together in harmony. The city was built by billionaire tycoon and Pokémon advocate Howard Clifford (Nighy), a disabled visionary who poured his heart and soul into protecting Pokémon and fostering positive relations between them and humans. Much of this is related to the audience during Tim’s train ride to the city and in a format not unlike the “Welcome to the World of Pokémon” introductions included in many of the animated features, and is a fun way to show how Ryme City sets itself apart from other regions and locations. There, Pokémon battling is banned and people are discouraged from having PokéBalls. The relationship between humans and Pokémon is supposed to be more symbiotic and mutually beneficial, though that doesn’t stop everyone Tim meets asking where his “partner Pokémon” is. We’ve seen similar cities to this in the videogames and anime; indeed, the idea of humans working alongside Pokémon has been present since the first games. However, it’s presentation in this decidedly Blade Runner (Scott, 1982) inspired environment is not just to stuff in a load of Pokémon cameos but also to acclimatise viewers to the idea that, in this world, Pokémon are real and integrated into society. Still, the world of Pokémon: DetectivePikachu should be instantly recognisable to series fans and the film thankfully doesn’t bog down its run time with heavy handed exposition into its mechanics. This may be somewhat alienating to newcomers but it’s pretty clear from the title and the presentation who this film is aimed at, and I appreciate that it embraces the concept and plays it straight. It also has some tenuous ties to both the anime and the videogames: Mewtwo is said to have “escaped form the Kanto region” twenty years ago and Pikachu tearfully sings the anime’s original infectious theme song at one point, meaning the film can easily be seen as an extension of one or the other (or both, if you like). Layman viewers are tossed a bone in the main character, Tim, who is noticeably distinct from every other character he meets in that he doesn’t have a Pokémon partner and seemingly has no interest in the creatures.
Distraught Tim reluctantly partners with Pikachu to investigate his father’s death.
Again, this isn’t something new; the animated features often include characters either wary of or disinterested in Pokémon. Tim was an avid Pokémon fan as a kid; young Tim (Max Fincham) followed and participated in battles, collected the cards, and lived the Pokémon life. However, that all changed when his mother died; this drove a wedge between him and his father, who threw himself into work with the Ryme City Police Department, leaving Tim to be raised by his grandmother (Josette Simon) and grow up resenting both his father and the Pokémon he preferred to spend time with. Rather than growing up to be a Pokémon Trainer, Tim takes up a tedious job in insurance and has no interest in partnering with a Pokémon but ends up lumbered with his father’s cheeky Pikachu partner when he travels to Ryme City following his dad’s sudden death. Tim’s clearly shaken by his father’s demise and wrestling with conflicting emotions. He struggles to express himself when meeting with Harry’s friend, Lieutenant Hideo Yoshida (Watanabe), who relates that Harry always loved his son. This is little comfort to Tim, who’s clearly rattled at being denied the chance to get some closure and just wants to get home as quickly as possible. The deerstalker-garbed Pikachu completely upends that, however, since Tim can strangely understand the pint-sized detective. Tim initially reacts to this with shock and horror, believing he’s either going mad or has been adversely affected by a mysterious purple gas he discovers in Harry’s apartment. Even when he accepts that no one can understand Pikachu but him, Tim is reluctant to assist the Pokémon in figuring out what happened to his partner. Believing he lacks the same detective skills and expertise as his father, Tim repeatedly shuns Pikachu, who latches onto him out of desperation since he’s suffering from amnesia but feels it “in his jellies” that there’s more to Harry’s death than the media and the police want to admit. Pikachu’s insistence is infectious, and Tim reluctantly agrees to help with his investigation, aiding Pikachu by talking to humans for information while Pikachu interrogations Ryme City’s Pokémon. Though he’s uncomfortable carrying Pikachu on his shoulder and indulging his hairbrained theories, Tim proves a great asset when they question Harry’s informant, a Mr. Mime, leading to a hilarious moment where Tim threatens (through pantomime) to light the Pokémon on fire!
Aspiring journalist Lucy helps Tim and their investigation leads them to Clifford Howard.
Tim also provides Pikachu with the strongest lead in their muddled case when he’s accosted by aspiring reporter Lucy Stevens and her Psyduck (Michael Haigney). Struggling as an unpaid intern repeatedly ignored and chastised by her peers, Lucy is desperate to break a big story and senses that something’s amiss about Harry’s death. This is primarily because she has acquired several vials of the purple gas Harry was investigating, a strange substance known as “R” that temporarily drives any Pokémon that inhale it into a blind rage. Though he claims otherwise, Tim is clearly smitten by Lucy (and, honestly, I don’t blame him) and, while he doesn’t tell her the truth about Pikachu, he does review her notes and work with her to figure out what’s going on. Pikachu tries to help Tim flirt with and grow closer to Lucy, but despairs when Tim proves to be awkward around her and lack game. However, Lucy doesn’t seem to mind and finds the troubled young man charming, even when he’s stumbling over his words or making a fool of himself. While Yoshida believes Harry perished in a car crash, Clifford’s advanced holographic technology shows the detective survived and that both Mewtwo and Pikachu were at the scene, compounding the mystery further by naming his resentful son, Roger (Chris Geere), as the one behind the R. Thanks to Lucy’s digging, Tim learns of an abandoned research facility where Mewtwo was held against its will and harvested to synthesise R, and all signs point to the genetically engineered Pokémon turning its wrath on its captors and, by extension, Harry, who was contracted to capture it. Though this is clearly the big break Lucy has been looking for, she never abandons Tim in favour of getting her scoop like some fictional journalists. Indeed, they remain united throughout the film, working together to help each other, though Lucy continues to run into obstacles when she desperately tries to warn Ryme City’s inhabitants about the R gas in the final act.
Though suffering from amnesia, Pikachu is determined to solve the mystery of Harry’s disappearance.
Since he isn’t a detective, Tim’s at a loss about how to investigate his father’s death and even more helpless at uncovering proof that Harry survived. Thankfully, Pikachu is more than capable of carrying the bulk of the detective work. Though he’s suffering from amnesia, he’s no less determined to root through newspaper clippings, articles, photographs, and unturn any stone to find some kind of connection. Fuelled by caffeine and an insatiable lust for solving a good mystery, Pikachu tackles the investigation with gusto, chattering a mile a minute and standing up to any challenge. This bites him in the ass when he and Tim infiltrate an illegal underground Pokémon battle run by Sebastian (Omar Chaparro) and Pikachu’s forced to battle a voracious Charizard to get information from Sebastian, a sequence that showcases Tim has retained knowledge of Pokémon battles, but the amnesia has caused Pikachu to forget how to fight! Pikachu’s stunned to see he was at the scene of the crash and heartbroken when the Pokémon Comprehensive Laboratory (RCL) footage suggests that he betrayed Harry and led to his death/disappearance by freeing Mewtwo. Tim, Pikachu, Lucy, and Psyduck’s desperate escape from RCL sees them eluding not just a contingent of Greninja but also nearly crushed to death by giant Torterra masquerading as a forest, further results of the RCL’s horrific Pokémon experiments. Pikachu is gravely injured during the escape, which deeply upsets Tim. Despite him shunning Pikachu, and all Pokémon, he comes to connect with the adorable pint-sized detective and is devastated at losing him, both because he considers him a friend and partner and also because he’s the last link to a father he never knew. Luckily for them, some local Bulbasaur guide them to Mewtwo, who heals Pikachu and adds a touch more exposition to what really happened before being ensnared by Roger’s drones. However, this brief glimpse leaves Pikachu despondent and he wanders off, believing he’s a danger to everyone, only to stumble upon the crash site and realise it was the Greninja who attacked Harry’s car, not Mewtwo, and rush to help Tim confront the true mastermind behind the film’s events.
The Nitty-Gritty: Given the movie’s title, it should be no surprise that Pokémon: DetectivePikachu is primarily a mystery story. There’s the obvious mystery surrounding Harry’s unexpected death, which evolves into a mystery about whether he survived or not, what happened to him after the fact, and what role Mewtwo and the Cliffords played in it all. Pikachu, Tim, and Lucy are united in investigating this conundrum, which intersects with all their lives: Lucy’s been investigating the R gas, which was found in Harry’s apartment and produced at RCL, with each step piecing more of the puzzle together for them. Along the way, they’re hounded by numerous obstacles: first, the R gas turns some Aipom rabid, showcasing how dangerous the gas can be, then Tim and Pikachu have to survive a battle with a similarly enraged Charizard, and finally they face persecution from Roger and his minions as they seek to recover Mewtwo and cover up their tracks. All the while, they’re shadowed by Clifford’s mysterious and unnerving bodyguard Ms. Norman (Suki Waterhouse), who turns out to be a Ditto in disguise, and forced to flee from every confrontation since Pikachu cannot remember how to fight and Psyduck’s powers are too unpredictable to be reliable. This means Pokémon: DetectivePikachu doesn’t have many traditional Pokémon battles or mechanics, a fact only exacerbated by Ryme City outlawing battles. Indeed, Sebastian’s arena is the closest thing we get to seeing Pokémon battles; the rest of the time, the characters are fending off or running from Pokémon driven into a frenzy by R. It’s an unusual approach but it seems to serve the narrative well. This isn’t the traditional story of an aspiring Pokémon Trainer earning badges and overcoming a nefarious team of criminals. It’s a young man desperately trying to figure out what happened to his estranged father in a colourful and chaotic world where Pokémon of all shapes and sizes exist.
Many Pokémon are brought to life but the effects often suffer as a result.
The idea of doing a live-action Pokémon movie had been doing the rounds for some time and many aspiring digital artists had tried to show how the concept would work on the likes of Deviantart, with these efforts being pretty close to the final result. Pokémon: DetectivePikachu is stuffed with all kinds of Pokémon, from Machamp and Snubble working with the police department, to firefighting Squirtles and various Flying-Type Pokémon soaring through the skies of Ryme City. Charmanders walk the streets, Jiggypuff (Rachael Lillis) sings karaoke, Greninja hunt our protagonists, and gigantic Torterra shift the very landscape and it’s all taken entirely in stride. There’s literally nothing unusual about these creatures wandering around as they like and the integration of Pokémon into human society is fun to see, though the CGI can be questionable at times. It’s obvious that most of the work went into bringing Pikachu to life; he’s the most detailed, expressive, and nuanced of all the film’s Pokémon. Everything from his little red cheeks, his glassy and vivid eyes, and the tufts of fur on his body are beautifully brought to life, and he interacts seamlessly with Tim at all times. The same isn’t true of most other Pokémon, unfortunately. While Gengar looks great rendered as a gaseous, leering spirit, Charizard, Machamp, and even Psyduck appear a bit too cartoony. This is largely because the filmmakers stick very closely to the Pokémon’s original designs, which is commendable and definitely brings them to life, but results in them sticking out against the more realistic backgrounds. It’s a bit like Who Framed Roger Rabbit (Zemeckis, 1988) but, whereas it made sense for the Toons to appear as living cartoons, it doesn’t quite work for these supposedly real creatures to appear so fake. I definitely think it works for the most part and I’m impressed that Pokémon: DetectivePikachu includes so many Pokémon and integrates them so well, but I do wonder if the effects might’ve been better served by focusing on a handful of Pokémon. Like, maybe if Ryme City were a little different and Pokémon are largely banned and Clifford was trying to change that, so you’d only see a few different types of Pokémon, freeing the animators to make them look as good as possible. It’s a minor thing, but a noticeable one, for sure.
Tim stops Clifford’s mad plot and Mewtwo finally reunites him with his father.
Sadly for me, the Pokémon who suffers the most from this is Mewtwo. Appearing sleek and eel-like, it lacks the armoured, menacing appearance it usually exudes, though it’s no less threatening in its actions. Once again captured and experimented on, Mewtwo flies into a rage and destroys its facility, but is unable to save Harry from the Greninja attack. However, his loyal Pikachu offered to house Harry’s consciousness until Tim could be brought to Mewtwo to reunite Harry with his recuperated body. These revelations all come after it’s revealed that Clifford’s Ditto has been posing as Roger all along (or, at least, for much of the film) and that Clifford was behind everything. Interestingly, Clifford’s goal isn’t world domination or power; it’s to transfer his consciousness out of his crippled body and into the most powerful Pokémon of all. Successfully possessing Mewtwo’s body, Clifford unleashes the R gas throughout Ryme City using a balloon parade, turning all Pokémon feral and leaving them susceptible to his Psychic powers. Again, this isn’t to control them, but rather to use Mewtwo’s hitherto-unknown ability to merge a human’s consciousness with a Pokémon to literally unite the two species in a forced harmony and allow humanity to “evolve” into a better form. While the mismatched Pikachu battles Mewtwo atop the balloons, having rediscovered his Electric-based attacks, Tim fends off Ms. Susan, who assumes various forms (including an unsettling masquerade of Lucy) and removes Clifford’s control device from his prone body, breaking his connection to Mewtwo. Sadly, Lucy isn’t much help during all this as she’s infused with her Psyduck while trying to get the panicked civilians to safety, but she’s charged by the real Roger to break the story after Mewtwo restores everyone to normal. This includes Pikachu and Harry, who returns to full health as Ryan Reynolds and is delighted when Tim decides to stick around and build bridges with his estranged father.
The Summary: Pokémon: DetectivePikachu has a lot going for it. I really liked the design of Ryme City, how it mixed old and new technologies and East and West in its makeup and echoed the tech-noir design of Blade Runner to be both sleek and futuristic but also grimy and dangerous at the same time. I quite liked Tim’s character and his arc; it’s nothing especially ground-breaking but I think Justice Smith did a great job with the character’s emotions and charming awkwardness. I loved Kathryn Newton; she’s super cute and I liked that they didn’t have her simply be obsessed with her career and screw Tim over for her big break, though she does get a bit shafted in the finale. Ryan Reynolds was also great as the wise-cracking, coffee-obsessed Pikachu. Pikachu is as adorable as ever but given a fun edge through his snarky demeanour and obsession with cracking the case and figuring out what happened to his memories and his partner. It was a bit of a shame to not follow a more traditional Pokémon story and characters, but I think it works well for Pokémon’s first live-action outing. I feel the movie appealed to both long-term fans and newcomers by choosing this format and it help make the presence of these cartoonish creatures more acceptable by focusing on them as just an everyday part of life. Sadly, the effects can be a bit hit and miss; like I said, I think the filmmakers overreached a little by featuring a few too many Pokémon and the CGI does suffer at times as a result. Pokémon: DetectivePikachu also struggles a bit with its pacing; it seems to drag a little in the middle, making exciting sequences seem lifeless in the process, and I wonder if this could’ve been prevented by having Lucy be a Pokémon Trainer and thus injecting some traditional battles to keep the pace up. Still, it’s a fun and heart-warming film that appeals to kids and has some fun content for adults (mostly in Ryan Reynolds’ depiction of Pikachu), and it’s worth it just to see Bill Nighy go on a maniacal rant while possessing Mewtwo’s body!
My Rating:
⭐⭐⭐⭐
Rating: 4 out of 5.
Great Stuff
Did you enjoy Pokémon: DetectivePikachu? What did you think to the depiction of Pokémon in a live-action aesthetic? Did you like the mystery surrounding Harry and Tim’s depiction as reluctant partner to Pikachu? What did you think to Ryan Reynolds’ portrayal of Pikachu? Were you disappointed that there weren’t more traditional Pokémon battles? What did you think to the CGI and was your favourite Pokémon included here? How are you celebrating National Pokémon Day this year? Whatever your thoughts, drop them in the comments below and be sure to check out my other Pokémon content.
January sees the celebration of two notable dates in science-fiction history, with January 2 christened “National Science Fiction Day” to coincide with the birth date of the world renowned sci-fi writer Isaac Asimov, and HAL 9000, the sophisticated artificial intelligence of Arthur C. Clarke’s seminal 2001: A Space Odyssey (1968), being created on 12 January. Accordingly, I dedicated all of January to celebrating sci-fi in all its forms.
Released: 30 September 1998 Developer: DMA Design
A Brief Background: Developed by DMA Design, the team behind classics such as Lemmings (1991) and the original Grand Theft Auto (1997) and who would go on to be rebranded to Rockstar North to spearhead the subsequentGrand Theft Auto franchise, Body Harvest had a tumultuous development history. An early example of open-world gameplay, Body Harvest was initially planned as a launch title for the Nintendo 64. Unfortunately, the complex nature of the ambitious gameplay mechanics prevented that. Language barriers also caused issues for the Dundee-based team, who drew inspiration from B-movies and sci-fi classics when conceiving the time travel plot. Nintendo of Japan had many notes regarding this, wishing the narrative to be simplified, and the initial idea to incorporate role-playing mechanics was ditched in favour of a more mission-based structure. While Body Harvest received only average reviews, it’s been praised as a hidden gem for the console thanks to its many gameplay mechanics and replay value.
First Impressions: Body Harvest is one of the Nintendo 64’s more obscure and ambitious titles, primarily because it takes place in a very large (if, often, very empty) open world and affords you a great deal of freedom regarding exploration. As related through the open text and cutscene, you take control of genetically engineered soldier Adam Drake, who battles bug-like aliens who routinely return to Earth to harvest humans. With the aid of a time machine, Adam (and therefore the player) visits various historical locations over a 100-year period before confronting the enemy head-on on their artificially created comet. Body Harvest is a 3D, third-person shooter with puzzle solving elements and vehicular sections, and a lot of back and forth between locations sprinkled in as aliens teleport in and attack the area. Players can interact with their environment (open doors, pull levers, talk to non-playable characters (NPCs), check drawers and chests for goodies, light candles, etc) with A, fire their current weapon with Z, and hold the Right trigger to enter a targeting mode to better blasts alien bugs. While shooting in this mode, you can press C-Left or C-Right to dodge roll out of harm’s way or press C-Down for a complete turnaround. You can switch weapons by pressing up and down on the directional pad, take calls from Daisy (who alerts you to alien attacks and objectives), and view a larger (though surprisingly unhelpful) map from the pause menu. A mini map is also present but, while it shows you vehicles and enemies, it’s not the best at pointing you in the right direction so you’ll be doing a lot of jumping between active gameplay and the pause map to make sure you’re going in the right direction. Adam can swim, but not for long, and can replenish his health, ammo, and fuel by grabbing pick-ups dropped by enemies or found in people’s houses
Blast alien scum in this fun, but clunky and incredibly challenging, obscure N64 title.
Adam starts the game with his default pistol (which has infinite ammo), but you can also grab a machine gun, shotgun, rocket launcher, and TNT for blowing up boulders blocking your way. Each level hides three Weapons Crystals and three Alien Artifacts; finding the crystals grants you a unique, powerful alien weapon and finding the artifacts allows you to replay the boss battle. You’ll also make use of the Sun Shield, another infinite ammo weapon that burns up bugs and lights torches, and hop in various vehicles with C-Down. Each vehicle handles differently, with trucks chugging along, motorcycles blasting away at breakneck speed, and tanks crashing through gates and trees. Most vehicles see you switching to the machine gun by default but tanks fire an infinite gatling gun or mortar cannon, though you must keep an eye on your fuel and vehicle health. You can also jump in fire engines to extinguish fires and, eventually, pilot various planes and even the all-powerful Alpha Tank. A degree of auto aim helps with the shooting sections, which are where Body Harvest shines. It can be hectic attacking bugs as they’ll attack buildings and eat or capture NPCs, forcing you to quickly take them out to add to your high score and keep from failing because the environment has been too badly damaged. Each stage is broken up into at least three sections, separated by a boss battle (against an alien “Processor”) and a shield wall. The only way you can save the game is by defeating these bosses, meaning you can lose a lot of progression very quickly if you don’t stay healthy. Adam (and the game’s vehicles) can be a bit clunky to control, moving very slowly and utilising “tank” controls. He’s also quite fragile, falling down dead from sustained attacks and even drowning if you stay in water for too long, with no lives, checkpoints, or respawn points to help you if you make a mistake.
Solve puzzles, save NPCs, and blow up large alien Processors to progress.
I played Body Harvest as a kid and loved it. Something about the graphics, as blocky and simple as they are, and the bug-blasting action really stuck with me, even though the game was always difficult. You get two difficulty settings (“Hero” and “Zero”), though the game cannot be completed on “Zero” and is pretty unforgiving at times no matter which one you pick. Adam is a big, lumbering target, vehicles struggle to turn and get up hills, and ammo isn’t exactly plentiful. There are some puzzles to deal with, too, like searching for keys or pulling levers to lower bridges. As long as you enter every building and chat with NPCs, you should figure these out but Daisy’s not much help at delivering specifics so an online guide is recommended. There are also some handy-dandy cheats to help you out; by naming one of your three save files ICHEAT, you can activate these with in-game button presses. These grant you all weapons, stronger firepower, weaken bosses, turn Adam into his dark doppelgänger, and even make him dance. Sadly, while you can fully replenish Adam’s health, there’s no invincibility, which really handicaps my ability to overcome Body Harvest’s immense difficulty curve. It’s not even really the difficulty; it’s the lack of check- and save points that really cuts the legs out from the game. Thus, unfortunately, I couldn’t even clear the first stage, which takes place in Greece in the 1900s. It didn’t help that the game’s thick with fog and slowdown, but I gave up shortly after beating the first Processor. Just getting to this had me wandering around the ruin-strewn valleys looking for a key to the military hanger, putting out fires, and being crushed by alien mechs. These all explode in a spectacular splatter of alien gore, which is very satisfying, but it’s not very fun when you’re at full health and then get clobbered down to nothing. I blew open the boulder, jumped in the Panzer tank, and defended the monastery and village from attacks, but got screwed by the mortar-firing Humber and died shortly after exploring an underground passage.
My Progression: I was determined to beat Body Harvest on at least the “Zero” setting but failed miserably. It’s just a very tough, obtuse, and clunky game. The map seems very big from the map screen, but the environments are quite small, which is actually helpful as you’ll be doing a lot of backtracking and exploring. Looking ahead on the Greece stage, it seems you eventually get a crash course in aviation, have your first run-in with Adam’s alien twin, and take control of a boat to reach new areas. I was screwing about trying to find a boat when I died on my last attempt, so I don’t think I was too far from the second Processor but my motivation for trying dwindled after this death. If the game employed a lives system, these issues would be immediately circumvented. Indeed, it’s very unusual to play a Nintendo 64 game that doesn’t have a lives system and it unfortunately makes Body Harvest unnecessarily difficult and inaccessible. You can use the ICHEAT and refill health code to help, but it’s not going to do you much good if the “human” damage bar fills up or you get caught in a crossfire, ending your run and forcing you to restart from the last save point (or, worse yet, the level’s start!)
Unfortunately, the game’s too difficult for me to experience the later stages and bosses.
It’s a shame as there are some unique and fun looking stages later in the game. Players travel to the swamp-like Java, an American city, hop in a Scud missile launcher in frigid Siberia, and blast around the alien’s home comet in the all-powerful Alpha Tank. There, if you survive the onslaught of aliens and their projectiles, you’ll confront their mastermind, a brain in a jar, and Adam’s doppelgänger, who apparently transforms into a monstrous form. You’ll pilot a gun boat, test drive an experimental submarine, and commandeer a UFO to track down and destroy Black Adam’s (not that one) doomsday devices. It all sounds, and looks, very thrilling and I wish I could’ve experienced it with some kind of level skip or invincibility cheat, or if the game were a little more forgiving or had a lives system. Honestly, your best bet is to get a Gameshark or similar cheat device as Body Harvest is one of the toughest games ever, never mind on the Nintendo 64. It’s insane to me, honestly, that the game is so punishing. By the time Body Harvest came out, regular save points were well established on the system, either using the cartridge or a Memory Pak. There’s no excuse for not allowing manual saves or dropping in more save points to help players out but, again, simply having a lives system would’ve been enough. Start Adam with three lives and have him pick himself up or respawn after a life’s lost, then hide lives in buildings or behind score points. Instead, I’d wager very few players managed to get past Greece and, even then, were probably stunned to find the game ended prematurely on the “Zero” difficulty.
Body Harvest is at its best when you’re blasting aliens or driving around and blasting aliens. The on-foot sections and puzzles are clunky and boring, the environments don’t lend themselves to exploration, and the visuals are subpar considering some of the titles that were available at the same time. I’d love to see more of it but it’s too frustrating to keep me motivated to try so, sadly, it goes back on the shelf as a piece of nostalgia that I cannot crack. The alien bugs look great, as do the vehicles, but buildings and character models are very basic, blocky, and forgettable. Even Adam doesn’t impress with his plodding orange armour and inability to jump or control well. The sheer amount of wandering about, pulling levers and exploring, probably explains why the alien processor isn’t much of a fight, especially in the thick-hide of the Panzer tank. It just sits there, firing energy bolts, and blows apart after a few hits. If you collect the level’s unique alien weapon, these battles are apparently even easier, though I don’t think you can access the weapon in the first area alone. But perhaps you had better luck. Maybe you easily blasted through the levels despite the lack of save points. Perhaps you easily assembled the Weapons Crystals and took out Black Adam. If so, I’d love for you to tell me how in the comments.
January celebrates two notable dates in science-fiction history, “National Science Fiction Day” on January 2 and Arthur C. Clarke’s HAL 9000’s birthday on January 12. Accordingly, I’m dedicating January to celebrating sci-fi with an event I call “Sci-Fanuary”.
Released: 8 October 2021 Developer: MercurySteam / Nintendo EPD
The Background: Despite popularising the “Metroidvania” subgenre and the hefty praise heaped upon the franchise, it’s fair to say that the Metroid series (Various, 1986 to present) is one of Nintendo’s under-rated properties. The original release is known as one of the greatest games ever made, to say nothing of the universal acclaim shown to its 16-bit sequel and successful jump to 3D first-person shooting. After suffering a blow with the poorreception of Metroid: Other M (Team Ninja/Nintendo SPD, 2010) and Metroid Prime: Federation Force (Next Level Games, 2016), Metroidbouncedback with Metroid: Samus Returns (MercurySteam/Nintendo EPD, 2017), a remake of the divisiveMetroid II: Return of Samus (Nintendo R&D1, 1991) that was successful enough to see MercurySteam develop a new Metroid title. Conceived as a sequel toMetroid Fusion(Nintendo R&D1, 2002) and initially developed for the Nintendo DS, producer Yoshio Sakamoto wanted to place further emphasis on stealth gameplay but the project remained dormant for several years when initial prototypes failed to meet his standards. After much speculation, the project was eventually revived for the Nintendo Switch, largely thanks to MercurySteam’s work on Samus Returns. Returning to the series’ roots with a 2.5D perspective and forcing players to swiftly and silently avoid mechanical pursuers, Metroid Dread aimed to live up to its title by marrying the traditional exploration and combat mechanics of the series with a constant sense of dread. The result was a warmly received title that was praised for its return to form, vast exploration options, and challenging gameplay and bosses.
The Plot: The Galactic Federation dispatches versatile Extraplanetary Multiform Mobile Identifiers (E.M.M.I.) robots to investigate the X Parasites. However, when the E.M.M.I. go haywire, Samus is deployed, uncovering a sinister plot by rogue Chozo to exploit the Metroids.
Gameplay and Power-Ups: Metroid Dread is a 2.5D action/adventure game very much in the style of Super Metroid (Nintendo R&D/Intelligent Systems, 1994) in which players once again assume the role of famed bounty hunter Samus Aran, fresh off Metroid Fusion, and navigate the many corridors, caves, and laboratories of the creatively named planet ZDR, picking up new items and upgrades and returning to previous areas to obtain even more items or progress further. As ever, Samus comes equipped with her arm blaster, which you fire with Y. Later upgrades allow you to charge up a more powerful shot by holding the button, and you can also switch to Samus’s missiles with the R trigger, holding it to fire and using the L trigger to freely aim with a laser sight. B allows you to jump; holding it lets you jump higher while the Space Jump and the Screw Attack allow infinite jumping and a spinning attack. Samus can slide under narrow gaps or past certain enemies with ZL, transform into her Morph Ball with the same button when standing still (or tilt the left stick down when crouching) and gains the ability to jump, place various bombs, and cling to certain surfaces while in this form with the Spider Magnet ability. Samus’s weapon and suit upgrades are managed from the + menu, where you view an expanded map, which is unlocked at various map stations (though the onscreen mini map is extremely useful). The + menu also allows you to view your mission log and place helpful markers on the map. You can enter a separate menu with – to alter in-game settings such as the rumble feature, use any compatible Amiibos, load previous checkpoints, or quit to the main menu.
All Samus’s old and new abilities are nothing against the E.M.M.I, who require a special cannon.
All of Samus’s signature abilities make a return in Metroid Dread. They’re once again waiting at various Chozo Statues and will open up the game in various ways, such as allowing free movement when underwater and resisting extreme heat or cold. You’ll grab the Charge Beam for a stronger charged shot, the Wide Beam to fire three simultaneous shots to open certain doors, the Diffusion and Plasma Beam to fire through the environment and destroy tougher, metallic enemies, and the Grapple Beam to swing or hang from certain blocks and platforms and shunt blocks out of the way. Samus can also utilise various missiles, freezing enemies with the Ice Missile and targeting multiple enemies or weak spots at once with the Storm Missile. Unlike her beam shots, these use up ammo so you’ll need to defeat enemies to refill your stock or find upgrades to increase your maximum capacity. Samus’s newest weapon is the Omega Cannon, a situational, finite upgrade acquired by defeating various eye-like Central Units. This temporarily allows you to hold L and Y to fire a concentrated beam that eventually melts metallic shielding and hold L and R to charge the Omega Blaster, which you must then fire with Y to dispatch the aggravating E.M.M.I. robots encountered throughout ZDR. In multiple instances, Samus will enter an E.M.M.I. Zone and must stealthily avoid the clambering, relentlessly E.M.M.I. Until she gets the temporary Omega Cannon, her only hope of avoiding detection is the Phantom Cloak (which consumes Aeion energy to allow temporary invisibility by pressing in the right-stick) and the new Parry function. When E.M.M.I. or other enemies attack, there is a brief flash that’s your indication to tap X. This will Parry the attack, stunning the enemy and allowing you to one-shot them for additional resources, stun them, or deliver massive damage. It’s absolutely essential that you master this technique as some enemies are a chore to fight without it, though the timing required to stun the E.M.M.I. is so tight that you may never get it right. Samus can also find upgrades that allow her to run at super-fast speed, shift past sensors and across gaps (again at the cost of Aeion energy), scan her environment to uncover hidden blocks, and even obliterate enemies and obstacles in the final escape sequence of the game.
ADAM’s advice will direct you to the next area or terminal that needs activating.
As ever, you’ll grab ammo and health orbs from defeated enemies, who respawn when you leave the screen, and can find upgrades the increase your maximum health, missile, and Power Bomb capacity. You won’t find and upgrades for the Aeion meter as it automatically refills over time, but you can still find ammo and health restoration points all over ZDR, as well as interfaces where you are given hints and objectives by the initially condescending ADAM. This also allows you to manually save your game and a waypoint marker will appear on your map, with teleporters, elevators and other transports allowing for a degree of fast travel. However, you will be revisiting several areas of ZDR over and over again, particularly the elaborate halls of Ferenia, a once thriving Chozo temple. As you obtain new abilities, previously impassable ways open up. You can squeeze through gaps and blast around small tunnels with the Morph Ball, clamber up or cling to blue surfaces with the Grapple Beam, and blow up or run through blocks, and better navigate underwater. For such a large and interconnected map, Metroid Dread is surprisingly linear; areas are often impassable due to flaming obstacles or debris, forcing you to go a certain way, though you can acquire abilities and upgrades out of order if you’re persistent enough. Large areas are a death sentence without the temperature resistant suit upgrades, many areas are seeped in darkness and require you to power up generators, awakening enemies and hazards, and you’ll redirect thermal flows to reach new areas more than once. Other times, you’ll blast several targets to open doors, push or drag them out of the way entirely, or use temporary platforms or your Phase Shift ability to bypass gaps or breakable blocks. Typically, though, the game has a very clear structure that it rarely deviates from. You enter a new area, restore power or redirect thermal flow, maybe blow open a glass corridor or dodge flaming or buzzsaw hazards, and endure a gruelling E.M.M.I. Zone until you destroy the E.M.M.I. and gain a new ability to repeat this process in another area.
Presentation: Overall, Metroid Dread looks really good. The whole game has a dark, foreboding feel to it that’s reflected in its ominous soundtrack and the various environments, which are either dank or in disrepair or swarming with monstrous enemies. Samus herself looks both familiar and different; she’s had a bit of a glow up and doesn’t come to resemble her usual orange and red colour scheme for some time. Her suit changes colour and reflects the environment around her as you progress, which was a great way to add to the ambiance and visually show her becoming more powerful and capable. Though largely silent, taking in ADAM’s patronising tone and the exposition spouted by the likes of Raven Beak and Quiet Robe, she does utter a line at one point (though in the Chozo language) and screams in agony when defeated, her suit exploding and revealing her form-fitting costume beneath. Although the game doesn’t make a great first impression with its surprisingly plain title screen, motion comic-like opening, and long loading times, the pre-rendered cutscenes showcase Samus’s capabilities and wary nature through her body language and action-focused mentality. Each E.M.M.I. is introduced through a suitably ominous cutscene that showcases its different abilities, such as increased shielding or speed or climbing ability, and everything becomes very tense when you’re trapped in an E.M.M.I. Zone, desperately trying to escape to the nearest exit before it inevitably skewers you with its spiked appendage.
While the game looks and sounds great, it’s rare that areas make much of a visual impression.
While character and enemy models are very impressive and detailed, I wasn’t massively impressed with the variety in the game’s environments. Sure, there are some nice touches here and there, like rain and water raging outside Burenia, Chozo Soldiers scampering about in the background, various wildlife (from insects to writhing tentacles to disgusting slug-like barriers obstructing doors), and areas changing as they crumble and collapse around you, but there are often far too many dark, samey corridors and areas for my liking. While you’ll venture into dripping caves, explore flooded laboratories, wade through lava, and frantically flee from extreme cold, many areas are just the same dark, futuristic locations repeated over and over. You’ll quickly see a pattern of having to traverse these foreboding areas, repute with sparking power lines and small jump scares, and restoring power to them or redirecting thermal energy to access new areas, with little separating one area from the next. Similarly, the E.M.M.I. Zones are all largely indistinguishable, being very cold and grey and military in their appearance, with only more complicated layouts changing things up. Maybe there’s some water, or more E.M.M.I. probes, or you need to slide and destroy blocks a bit more, but the general look of each E.M.M.I. Zone doesn’t change much, which is odd considering the E.M.M.I. have different colour schemes. Thankfully, Ferenia and the Itorash are on hand to mix things up a bit. These ornate, gold-themed Chozo environments are filled with large Chozo statues, banners, windows, and a sense of grandeur that are in stark contrast to ZDR’s other more bland environments, though again you revisit Ferenia so often that each screen starts to become indistinguishable. I think it would’ve helped a lot to give each area a more prominent theme. Like, have a dark, dishevelled lab but just on one section of the map, lump the frozen and water sections together, combine the caves with the lava/red-hot sections, and maybe do a little bit more to make things feel more varied than they actually were.
Enemies and Bosses: ZDR is crawling with bug-like enemies for you to Parry away and blast with your arm cannon. Many are small and simple cannon fodder, like the slug-like Plys, amorphous blobs, squid-like creatures, spider-like Yampas, swarming eels, and various burrowing insectoids that chase you in narrow tunnels and fly out of the dark. While these are easily bested with your basic attacks, larger enemies (like the crab-like Muzbys and rock-encrusted Obsydomithons) require your Parry to stun and defeat. As you progress, robotic enemies become more prominent; large tetrapot robots blast at you with a powerful eye beam, the spherical Autclast causes flames to burst across the ground, and E.M.M.I. probes either float in place or explode when you get close, dealing damage and giving away your location. When exploring Ghavoran, you’ll encounter the whale-like Hecathon that slowly floats overhead, draining your health with its wide energy beam; a similar enemy awaits in Burenia, but even basic enemies become a formidable threat when Raven Beak unleashes the X Parasites. These gelatinous blobs infect any onscreen enemies, turning them into gooey zombies that absorb a great deal of shots and utilise additional attacks. While you can defeat them in much the same way as before, you must absorb the X Parasite that’s released to refill your health and/or ammo or else it’ll simply attach to another enemy or cause another foe to spawn, which can be quite a headache. Interestingly, though, neither the titular Metroids or the traditional Space Pirates appear as enemies in Metroid Dread.
Fights between the Central Cores, E.M.M.I.’s, and Chozo Soldiers quickly become laborious.
Easily the most persistent foes in Metroid Dread are the E.M.M.I. robots. There are six of these bastards to contend with, with each encounter being more difficult that the last. Similar to the SA-X from Metroid Fusion, Samus can only avoid the E.M.M.I. upon first entering an E.M.M.I. Zone since her weapons are useless against it. If it catches her, you can try and Parry its instant-kill attacks but the timing is so tight that I rarely managed to succeed. Instead, you must flee through the E.M.M.I. Zone until you find the Central Core. These eye-like mechanical spheres float overhead while numerous projectiles fly at you from the walls and ceilings. You must blast the Central Core with missiles and your charged shot to destroy it and temporarily gain the Omega Cannon, but even then it’s not so easy to put the E.M.M.I. down. Not only does the Omega Cannon take time to charge, the E.M.M.I. are ridiculously fast and often shielded, meaning you need to get some distance and use the Omega Spread before you can even fire your kill shot. E.M.M.I. are soon joined by probes that give away your location, scamper across walls and ceilings, squeeze through gaps, and can even freeze or outright kill you with their spotlight. The Phantom Cloak helps you avoid detection, but keep an eye on your Aeion meter and avoid touching the robots as it’ll instantly give you away. Over time, they become more aware of your presence, and you have less room to charge your shot, though it’s always a relief to blast them in the head and put them down for good. As if the dread caused by these persistent assholes isn’t bad enough, you’ll also be forced to battle numerous Chozo Soldiers, both mechanical and organic and sometimes faced with two at a time! These nimble, heavily armed and armoured warriors leap about the screen taking shots at you and charge with a lance, hiding behind a shield and crashing to the ground from above. Luckily, you can Parry their attacks if your timing’s right and use the Storm Missiles to deal a lot of damage very quickly, but you’ll have to watch out for a massive mouth laser and a wide goo attack when they become infected by the X Parasite and increase in their aggression.
Monstrous bosses require all of your skills to get around and dish out damage.
Other, more monstrous bosses also await on ZDR. Corpius (a horrendous mixture of a lizard and a scorpion) lashes with its tail, requiring you to jump or slide under it and pepper its ugly face with missiles or a charged shot. Corpius also boasts an acid spit and the ability to turn invisible, though a shining weak spot remains for you to target, and you must cling to the walls to avoid its acid belch. When it reappears, you have a small window to Parry its attacks and deal massive damage, provided you remember to keep hammering R during the Parry sequence, which is true for all subsequent boss battles. Metroid Dread also includes a rematch with the gargantuan Kraid. At first, he’s chained up and can only swipe at you or rain claws from above (which you can shoot for resources). Blast his head, avoiding his fireballs, and the battle descends to a lower level, where you must rain fire on Kraid’s bulging belly button, which spews purple blobs and splash damage. After enough hits, you must scramble up the temporary platforms to the magnetic strip above to hit his head, which is easier said that done given how much crap is on the screen (though you can make quick work of him if you grabbed the Morph Ball out of sequence). While in Burenia, you’ll battle the tentacled mollusc Drogyga. This takes place entirely underwater and sees you blasting Drogyga’s orbs and tentacles until a button lights up. You must quickly blast it to lower the water, then use the overhead grapple point to reach another and drain the water entirely, leaving Drogyga briefly vulnerable. You must repeat this multiple times and be quick to avoid its massive tentacle counterattack or Parry its attacks for additional damage, which is good practise for the more aggressive and versatile Escue. This enlarged, X-empowered winged beetle shields itself with an electrical field and lunges at you with an attack that can be tough to dodge. Escue also fires destructible orbs that either home in on you or cause massive splash damage, and even keeps up its attack when you whittle it down with missiles and charged shots, reducing itself to a hardened shell of X that spits out smaller parasites and must be bombarded with Ice Missiles.
As they become bigger, more aggressive, and tougher, bosses will test your mettle to the limit!
While exploring Cataris, you’ll’ve noticed the corpse of a massive, mutated spider-like creature in the background. You’ll fight one of these, Experiment No. Z-57, to defrost the region, with the battle taking place in multiple phases. At first, Experiment No. Z-57 lingers in the background, firing a massive mouth laser that briefly irradiates the floor and taking a massive swipe at you. The Space Jump and Storm Missiles are essential here, as is a successful Parry when Experiment No. Z-57 comes into the forefront to take a shot at you. Parrying initiates the second phase where you blast its limbs to keep it from charging a powerful shot, then frantically Space Jump to avoid screen-filling plasma waves and a double-sided claw swipe, before initiating another Parry sequence that should finish it off. Similar to Escue, Golzuna is an enlarged, X-empowered variant of a typical enemy, the Muzby, now completely invulnerable thanks to its rock-like hide save for a single weak spot on its rear. Due to its bulk, Golzuna is slow and difficult to jump over; it charges at you and fills the screen with explosive pink orbs, restricting your movements. Staying on the move is the key to this battle, which eventually reduces Golzuna to a hardened shell that, like with Escue, is destroyed with Ice Missiles. After several encounters, you’ll eventually confront the maniacal Chozo, Raven Beak, aboard the Itorash in a true test of your skills. In the first phase, Raven Beak is shielded by a golden aura and completely invulnerable. He’ll launch a devastating three-hit melee attack, bathe the arena in a health-sapping red beam, and spawn giant orbs that can be destroyed for resources, but take multiple shots to pop. When he stands at the far end, you must Parry his rush to deal damage; similarly, when he taunts, get in close and immediately Parry his attacks to move to the next phase. Here, Raven Beak is much faster and there is no health or ammo to help you. He spawns wings, darts at you (easily slid under), fires a big charged shot (easily dodged), or spews a stream of shots that you must desperately Space Jump to avoid in a circle motion, all while bombarding him with Storm Missiles. The final phase is much like the first, but Raven Beak sports faster, more powerful attacks and a barrage of energy waves. Again, you must hit your Parries and unload all your missiles and charged shots at least three times to win. With no checkpoints between phases and very little health and ammo, this is a gruelling final bout even with maximum health and ammo capacity.
Additional Features: While you require all of Samus’s weapon and suit upgrades to clear the game, many of the health and ammo-increasing power-ups can be missed. These are marked on your map and it’s highly recommended that you seek them out as you’ll need that extra ammo and health in the later stages, and Samus tends to take quite a bit of damage even with expanded health. If you look at your save file, you’ll see a percentage completion counter for the number of items you’ve found. Your map indicates where items can be found in each area and finding 100% in all areas unlocks art to view in the game’s ‘Gallery’ mode. As is usually the case for a Metroid title, you’ll see different endings and unlock different artwork depending on how fast you beat the game and on which difficulty. At the start, you can pick between “Rookie” and “Normal” mode, and you’ll unlock “Hard” mode after your first playthrough on “Normal”. This is selectable when beginning a new game, though your original save file can be returned to at any time, allowing you to seek out items you’ve missed. You can also unlock and play through a “Boss Rush” mode and grant yourself health and ammo refills using Amiibos. However, there are no other costumes to unlock, data files to scan, or hidden collectibles to find beyond the health and ammo upgrades.
The Summary: I was excited to get stuck into Metroid Dread. After largely enjoying four of the classic Metroid titles and being impressed by the detailed, moody 2.5D aesthetic, I was eager to get to grips with this more traditional Metroid adventure. Graphically, the game impresses; I may not have liked how samey many environments were or the repetitive gameplay loop, but the depth to each screen and the attention to detail in the ominous lighting, foreboding atmosphere, and detailed character models was very impressive. The controls are tight and responsive; I wasn’t a big fan of the aiming system at times, and the Parry mechanic became laborious as enemies became faster and more aggressive, but Samus has never controlled better, overall, than here, in my experience. I even enjoyed how comparatively linear the game was. I rarely felt like I was lost and enjoyed exploring, even if I potentially played out of sequence at times. Sadly, though, I did not enjoy the E.M.M.I. encounters, which quickly became a frustrating chore, with little variation except it getting harder to line up your shot. I also didn’t like how the E.M.M.I. basically killed you the moment they grabbed you. I liked the tension (the “dread”, if you will) at times, but I wonder if these sections might’ve been better if restricted to certain areas. Like, maybe you travel to Cataris and avoid an E.M.M.I. the entire time. Or if the encounters had been more varied and less restrictive, like maybe an E.M.M.I. stalks you throughout Ghavoran, causing cave-ins and changing the environment as you go. Similarly, the Central Core battles were all basically the same, which is a shame considering how varied the other bosses were. I think merging the E.M.M.I. and the X-Parasite concept might’ve worked better; maybe E.M.M.I. nanobots infect enemies instead of the X, just to mix things up. It’s hard not to be a little disappointed by the gameplay loop in Metroid Dread. It’s fun the first few times but there’s only so many times you can restore power, flee from and destroy an E.M.M.I., then fight a boss before it starts to feel repetitive.
My Rating:
⭐⭐⭐
Rating: 3 out of 5.
Pretty Good
What did you think to MetroidDread? Did you enjoy the E.M.M.I. encounters or did they start to become annoying for you as well? What did you think to the Parry mechanic and the more linear nature of the game? Which of the bosses and upgrades was your favourite? Did you ever get 100% completion? Which of the Metroid games is your favourite? Whatever your thoughts, feel free to leave a comment below and be sure to check out my other Metroid content across the site.
January celebrates two notable dates in science-fiction history, “National Science Fiction Day” on January 2 and Arthur C. Clarke’s HAL 9000’s birthday on January 12. Accordingly, I’m dedicating January to celebrating sci-fi in an event I call “Sci-Fanuary”.
Released: 19 June 2024 Originally Released: 9 February 2004 Developer: Nintendo R&D1 Also Available For: Game Boy Advance (Original); Nintendo 3DS, and Nintendo Wii (Virtual Console)
A Brief Background: Metroid(Nintendo R&D1/Intelligent Systems, 1986) owes its creation to Nintendo’s success with their industry-saving Nintendo Entertainment System (NES), producer Gunpei Yokoi and directors Satoru Okada and Masao Yamamoto collaborated on the title, andAlien(Scott, 1979). Alongside Castlevania (Konami, 1986), the game birthed a videogame subgenre dubbed “Metroidvania” and Metroid was praised for its challenging gameplay. Since being recognised as one of the greatest games ever made, Metroid spawned numerous sequels and spin-offs and was ported to many subsequent Nintendo consoles. Nintendo (and Metroid) veteran Yoshio Sakamoto oversaw the development of this Game Boy Advance remake, which came about when someone working on Metroid Fusion(Nintendo R&D1, 2002) suggested portingSuper Metroid (Nintendo R&D1/Intelligent Systems, 1994) to the console. The developers fittingly sought to return to the franchise’s roots, while still adding new elements to make the game feel fresh and modern. Principally, this involved placing greater emphasis on the story, allowing players to pick between difficulty settings, providing Samus with a new form-fitting suit, and adding an epilogue to the story. Reviews for the enhanced remake were largely positive; its content and features and refined controls were praised, though many complained of its short length and that newcomers would get more from it. Still, Zero Missionwas said to be one of the best Game Boy Advance titles and it finally found a life outside of its system once Nintendo made it available through their online consoles.
The Review: Metroid: Zero Mission is a Game Boy Advance remake of the original game, following essentially the same narrative structure (bounty hunter Samus Aran explores Zebes, conquering monstrous bosses to confront Mother Brain, leader of the Space Pirates) and offering the same power-ups, but with a decidedly 16-bit glow up that basically reimagines the original game as though it were a 16-bit title. Consequently, the game looks, sounds, and plays almost exactly like Super Metroid and Metroid Fusion, enhancing Samus’s abilities with moves like the Speed Boost, Spineshark, and ledge grab and allowing her to better dispatch her enemies with an expanded move set, one ripped entirely from those aforementioned games. You fire her trademark blaster arm with B or X (eventually acquiring power-ups that allow you to charge a shot, temporarily freeze enemies, and fire through enemies and obstacles), jump with A (again upgrading this to the iconic Screw Attack and Hi Jump Boots), hold the Left trigger to stand in place and aim in multiple directions, and quickly acquire the Morph Ball to squeeze through tunnels. As you’d expect, you can acquire upgrades that let Samus jump and lay bombs in this form and upgrade her suit to reduce the damage she takes or resist extreme heat and acid pools. Zero Mission adds not only a mini map to the main screen but a large, detailed map for each area of Zebes, expanded whenever you find a Map Room and easily allowing you to see where you need to go (thanks to Chozo Statues highlighting your next objective) and any hidden secrets to find or bosses to confront. Pausing the game lets you review this map, see Samus’s currently available weapons and upgrades, and enter sleep mode. From the main menu, you can select up to three save slots (manually saving in various save rooms) and choose to play on either “Easy” or “Normal” mode.
Alongside the 16-bit glow up, Samus sports some returning and new abilities.
Thanks to the graphical upgrade, Zero Mission is almost completely indistinguishable from the original Metroid and aesthetically has much more in common with Super Metroid and Metroid Fusion as a result. The basic layout is still there (go left at the start of the game and you’ll still find the Morph Ball, for example), with you still ploughing through hallways, dropping down vertical shafts, and riding elevators to explore Brinstar, Norfair, Kraid’s Lair, Ridley’s Lair, and Tourian, but each area is far more visually interesting compared to its 8-bit predecessor. Lava and acid bubbles beneath you, platforms crumble, enemies constantly spawn, and you’ll be backtracking and finding alternate routes as your abilities expand, as always, all while traversing various rocky, mechanical, and ominous environments. Backgrounds are given far more depth and detail, rain effects sweep across the terrain, volcanic caverns smoulder, and enemies are far more detailed (and much bigger) this time around. The game’s story is also given an upgrade with partially animated sequences, Samus’s inner monologue, and in-game graphics providing suitably dramatic cutscenes. The soundtrack has also been upgraded, featuring 16-bit versions of Metroid’s tracks and various remixes that work in tandem with the graphical improvements to again allow the game to stand side-by-side with its 16-bit counterparts. Areas also have new gimmicks, such as the Morph Ball Launcher (which blasts you to new areas), overhead zip liners, and power generators and Chozo Statues that require your Morph Ball and recharge your health and missiles. The Speed Boost is incorporated to break through walls and reach new areas, some doors are barred by grotesque eyes, you’ll occasionally have to unleash small bugs to clear out vine blockages, dead bodies, discarded carcasses, and creeping vegetation are commonplace. Indeed, the entire world seems much bigger and more alive and dangerous than ever thanks to the updated visuals and ominous soundtrack.
New bosses and Super Metroid inclusions basically make this an entirely new game.
Those familiar with Metroid may also be surprised to find a few new enemies here: the hopping Barisutes act almost as mini bosses with their tough armour plated hides, larva-like Kiru Giru fill narrow tunnels and must be baited in to attack their underside with bombs (or shot from below), and Space Pirates shrug off even your strongest missiles. These appear alongside improved versions of the original enemies and Samus will have to hunt down, freeze, and explode every energy-draining Metroid in Tourian if she hopes to escape. Zero Mission also boasts five new bosses in the main portion of the game: two of these are gigantic, spiked, worm-like creatures that burst through the environment or up through acid, lunging at Samus and firing spores or spikes. The first, the Deorem, uses its spiked body to box you in and must be shot in its eye when it appears. The second, the Mua, lunges from an acid pit, giving you a small window to target its pulsating weak spot. Norfair itself later attacks by ensnaring a Kiru Giru in vines and unleashing spores. You must freeze the Rippers in the arena to hop to and attack the vines to send the enslaved creature crashing down. This monster lands in Ridley’s Lair, sheds its skin, and mutates into a grotesque wasp, the Imago, that flies around its nest, charging about and firing spikes from its stinger. You must use yourself as bait and then pelt the stinger with missiles to finally end it. Metroid’s classic bosses also appear in their respective areas, but they’re now reimagined duplicates of Super Metroid. Kraid is a gigantic, bulbous beast you must shoot in the head and mouth while hopping to temporary platforms, while Ridley flies about breathing fire, striking with his spiked tail, and trying to get his claws on you. Samus still braves a nightmare of projectiles and lava hazards when confronting Mother Brain, whose glass case must be shattered with missiles before you can attack her single eye, but her eye blast and the knockback from the swarming projectiles makes this a tricky affair.
A tense stealth section and all-new bosses await in the extended finale.
After making a desperate escape from Zebes, Samus’s ship is attacked and crash lands in the all-new Chozodia sector. Robbed of her armour and abilities, Samus has only her form-fitting Zero Suit and a crappy pistol on hand, meaning players must sneak past Space Pirates, laser traps, and spotlights, desperately running to safety when they inevitably trigger the alarm and only being able to briefly stun enemies. This is quite a tense and frustrating section; when you’re spotted, an alarm sounds, all doors lock, and Space Pirates chase you relentlessly. You can hide behind pillars or in dark corners, but it can be tough to find these when you’re in a panic and the Space Pirates sometime crawl through alternate paths or blast through destructible blocks to find you. Eventually, Samus makes it to the main bridges and the Chozo Ruins, where her mettle is tested by a holographic, lighting-casting projection. Make sure you don’t attack when the mirror of Samus is in the sphere as you’ll take damage. Instead, target the central sphere when images appear and you’ll regain all your abilities, and more. Previously, you’ll have explored different Chozo Ruins and acquired “unknown items” that were incompatible with your suit; these are enabled here. This allows you to plough through Space Pirates with ease with the Plasma Beam, continuously jump with finnicky Space Jump, and freely move through liquid with the Gravity Suit. You’ll also acquire the Power Bombs here and it’s advisable to backtrack to use these new abilities to uncover previously hidden expansions to your health and ammo. When you’re ready, you challenge Mecha Ridley which, though intimidating and powerful, is actually a pretty anti-climactic final boss. You can simply jump over its claw swipes, fireballs, and lasers and pummel the glowing core on its chest to defeat it with much less trouble than its biological counterpart. Samus then has five minutes to make it to an escape shuttle to finish the game, and players are of course treated to different ending images depending on how fast they made it to the end and how many power-ups they acquired. Completing the game also unlocks an additional gallery mode and, impressively, a fully playable port of the original Metroid.
The Summary: Given I much prefer Samus’s 16-bit adventures to her original game, I was pleasantly surprised by Metroid: Zero Mission. The game is similar enough, but different, featuring a far more visually appealing graphical style that perfectly matches its 16-bit counterparts and updates the original game to be comparable to its successors. If anything, I feel like more could’ve been changed; the Chozodia was a fun addition, but it was more of an unexpectedly epilogue that served as padding. Perhaps if each area featured stealth sections where Samus was reduced to her Zero Suit as part of a Chozo test it might’ve helped with the game’s pacing. The new bosses could’ve been fought at the end of these sections, with the “unknown item” power-ups being rewarded and allowing Samus to get progressively more powerful, as usual. It was a tense and surprising inclusion, though, one that fundamentally changed how you play. I just wonder if more could’ve been done with it, perhaps allowing players to try the whole game with the Zero Suit? The other changes were very welcome (except for the Spineshark; I’ll never enjoy that ability), especially to the returning bosses. Sure, seasoned Metroid players will have a distinct advantage but recreating the Super Metroid battles made these bosses far more intimidating and epic. It’s a shame Samus didn’t get any new abilities beyond the standard Super Metroid ones, which again I feel could’ve been addressed by emphasising the Zero Suit more, but Zero Mission does a fantastic job of bringing the original Metroid up to par with its successors. As if that isn’t enough, you unlock the original game, so anyone who doesn’t like the changes can just play the original game after!
My Rating:
⭐⭐⭐
Rating: 3 out of 5.
Pretty Good
Have you ever played Metroid: Zero Mission? How do you think it compares to the original game? Did you like the graphical upgrade and the changes to the bosses? What did you think to the Chozodia section, and do you agree the pacing was a little off? Did you ever get the best ending and play through the original Metroid? Which Metroid game is your favourite? Whatever your thoughts, feel free to leave a comment below and be sure to check out my other Metroid reviews.
January celebrates two notable dates in science-fiction history, “National Science Fiction Day” on January 2 and Arthur C. Clarke’s HAL 9000’s birthday on January 12. Accordingly, I’m dedicating January to celebrating sci-fi with an event I call “Sci-Fanuary”.
Released: 8 March 2023 Originally Released: 18 November 2002 Developer: Nintendo R&D1 Also Available For: Game Boy Advance (Original); Nintendo 3DS, and Nintendo Wii (Virtual Console)
The Background: Nintendo introduced gamers to Samus Aran in August 1986. Her debut title was celebrated for its challenging gameplay, is now regarded as one of the greatest games ever, and helped popularise the action/exploration “Metroidvania” subgenre. Nintendo followed Metroid with the Game Boy-exclusive Metroid II: Return of Samus(Nintendo R&D1, 1994), a contentious and divisive title whose narrative nevertheless directly influenced Samus’s jump to Nintendo’s ground-breaking 16-bit console. After two years in development, Super Metroid(Nintendo R&D1/Intelligent Systems, 1994) was universally praised for its impressive visuals and tight gameplay, becoming a must-have title for any Super Nintendo owner. Despite this, it would take over ten years for Samus to receive another solo title, with the first footage of “Metroid IV” being shown at the 2001 E3 convention. The team behind Super Metroidreturned forMetroid Fusion, introducing a mission-based structure to the gameplay to guide players towards objectives rather than them having to figure things out blindly as before. The developers also took the opportunity to revamp Samus’s appearance and the way she replenished her health and missiles, as well as simplify the controls compared to Super Metroid. Like Super Metroid, Metroid Fusion received critical acclaim; the gameplay, graphics, and mechanics were praised, though many were disappointed by its short length. While Metroidventured into the 3D arena after Fusion, a sequel came less than ten years later, and the game eventually became available outside the Game Boy Advance (albeit digitally) as Nintendo branched out into virtual consoles.
The Plot: While exploring planet SR388, bounty hunter Samus Aran is attacked by the parasitic “X” organisms. Though saved by a Metroid-based vaccine, Samus is physically altered. Despite this, she investigates a Biologic Space Laboratories (BSL) space station overrun by the X, now led by “SA-X”, an X parasite mimicking Samus at full power!
Gameplay and Power-Ups: Metroid Fusion is a 2D, action-orientated exploration title that takes a lot of inspiration from Super Metroid. As in that game, you (as Samus Aran) will be exploring a vast space station home to numerous elevators and hidden tunnels to various high-tech laboratories, caverns, flooded and lava-filled areas, and other regions, all infested by the X parasite. This time around, Samus’s abilities are restricted by her superiors, represented by a station computer that gives the player objectives, points you in the right direction, and offers advice about how to tackle each area. In this regard, Metroid Fusion is the most linear Metroid game so far; the station computer warns you of nearby hazards, says what weapon or upgrade you need to overcome them, and highlights your objective on the game’s map screen. That’s not to say you won’t be backtracking and searching high and low for secret passages and hidden power-ups, but it definitely helps to have an in-game system guiding you along. This, in conjunction with the helpful mini map and the larger full map (accessed with the + button), means it’s easier than ever to navigate the station’s different environments, at least at the start of the game. The + menu also allows you to review Samus’s current suit, abilities, and weapons, refresh yourself on your current objective, and enter sleep mode if you ever need a break. As always, Samus can only save at designated Save Stations (though you can make liberal use of the Switch’s save state and rewind feature to compensate for this) and she can replenish her health, and missile and bomb ammo, at various Recharge Stations. Defeated enemies will also replenish these, but things are a little different this time around. When defeated, enemies release an X parasite that must be collected to refill your health or ammo. If you linger too long, it’ll spawn another enemy, or a tougher variant, adding a level of anxiety that was missing from the previous games.
All of Samus’s abilities return, though she’s strangely light on new tricks.
Samus’s abilities are limited at the start of the game, narratively explained by her being fragile following her encounter with the X. To begin with, you can fire her trademark arm cannon with B or Y, holding the button to charge it and aiming in all directions. A allows her to jump, and she’ll jump higher the longer you hold the button, and you can enable precision aiming while holding down the Left trigger. As you explore the game’s locations and defeat bosses, you’ll gradually regain all her signature abilities. Samus will gain missile upgrades that deal additional damage, open different doors, and even freeze enemies, eventually allowing you to charge up a wider shot by holding the R trigger. She can also morph into a spherical ball to pass through vents and narrow tunnels, eventually dropping bombs and hopping to higher tunnels. Her arm cannon can be upgraded to increase her rate of fire and pass through enemies and walls, shredding enemies who normally take multiple shots to defeat. Her jumping ability can also be enhanced, allowing her to jump higher and continuously and adding her signature “Screw Attack”, though abilities like the Space Jump can be difficult to master due to the finnicky timing required to sustain her jumps. This is equally true of Samus’s aggravating wall jump, which is just as frustrating as in Super Metroid, though thankfully I found it wasn’t necessary to clear the game. Samus’s suit can also be upgraded to withstand extreme temperatures, allowing her to enter frozen areas, freely move through water, and even endure lava. While Samus’s suit will change with each upgrade, she doesn’t showcase anything new her with two exceptions: Samus can grab ledges, making platforming and entering tunnels much easier, and absorbs the different coloured X parasites to refill health and ammo. However, her maximum health, missile, and bomb count can still be expanded by searching around. While you’re told how to use all these abilities and the map even highlights when there’s something in each area, you’ll get no direction on how to use her wall jump or her “Shinespark” ability. The Speed Boster lets Samus crash through certain blocks, but you can press down when she’s at full speed to store that energy and then direct her to smash through higher blocks, which I found extremely aggravating and difficult. I still don’t know why simply jumping while running and pressing A at a wall isn’t enough to pull off these manoeuvres.
Activate consoles, clear areas of hazards, and stay far away from the SA-X!
The level layout of Metroid Fusion again owes a lot to Super Metroid, with long vertical shafts, bio-organic areas, and ominous facilities being the order of the day. Puzzles are generally solved using Samus’s abilities; you can uncover destructible blocks by blasting the environment or laying a Power Bomb, though sometimes you need to find an alternative route to access them. Lifts, doors and tunnels will take you to new areas, with the game’s bosses often wrecking the environment and forcing you to take a longer path around blockades or hazards. Samus will be constantly searching for Data Rooms, Navigation Rooms, security consoles, and the like to discover her objective, restore power to an area, or unlock coloured doors. Sometimes, these will remove obstacles such as water or encroaching darkness from an area, though her suit upgrades often circumvent these. Sometimes, you’ll need to drop Power Bombs to break open tubes; often, you’ll be climbing ladders or clinging to overhead rails; occasionally you have to race against a timer to solve overloads or escape areas; and you can again freeze enemies to make temporary platforms. Enemies respawn after you leave a screen, as ever, but the unique X parasites revive corpses or spawn new enemies while you’re on the screen. Some doors are barricaded by disgusting, energy-shooting eye growths that need to be destroyed, some blocks and platforms crumble under your feet, and some areas are veritable mazes that have their pathways hidden within the foreground. Easily the biggest edition to the game is the nigh-unstoppable SA-X, a twisted doppelgänger of Samus that occasionally stalks the corridors or wrecks the background. When the SA-X appears, take the computer’s advice and stay out of sight or run as it can drain your health in seconds with its advanced abilities. On the few occasions when you’re chased by the SA-X, you can use your Ice Missiles to (very) briefly freeze it, adding a great deal of tension to the game in these instances.
Presentation: Visually, the game also owes a lot to Super Metroid and its Aliens(Cameron, 1986) inspirations. The BSL space station is ominously empty, often devoid of music, and home to a huge docking bay (where Samus’s ship is parked), a series of large ventilation shafts, and elevators that take you to the station’s other areas. As you progress, you’ll return here a few times and explore new areas, such as the Sub-Zero Containment area that houses Ridley’s frozen husk, a teeming Habitation Deck (where Samus frees the friendly Dachoras and Etecoons from confinement), and the sprawling Reactor Silo, with Samus exploring each to tackle various issues with the space station. There are six “Sectors” to explore, all accessed by a main elevator system (though you can take alternative paths when this system fails or is inaccessible) and each with new areas to uncover as you expand Samus’s repertoire. You won’t explore these in numerical order, and you’ll also have to backtrack to them both as part of the story and to find all of Samus’s upgrades and power-ups. Sector 1 is a cavernous area, featuring rocky platforms spotted with vegetation, not unlike SR388, where Samus initially has to find and destroy atmospheric stabilisers to dispel the mist filling the area. Later, she ventures into mechanical hallways similar to Tourian, discovers Metroid husks in lava-filled caves, and battles Neo-Ripley in a large, cargo hold-like room. Sector 2 is like a Mayan temple, full of ancient ruins completely overtaken by foliage. Plants, vines, and flowers swarm the environment, creating a jungle-like feel and masking pathways, and these are married with a coral reef-like subsection. Sector 3 is both a sweltering laboratory and an arid desert, featuring a desolate, muddy aesthetic and a baking boiler room that threatens to destroy the entire station.
The surprisingly chatty Samus visits some interesting, if familiar, locations.
Sector 4 is basically an aquarium; it features a blue theme, lots of water, exposed power nodes that’ll sap your health, and beautifully detailed underwater sections full of anemones and a tranquil water effect. Sector 5 is a frozen laboratory filled with glass panels in the background and that’s eventually wrecked when an X-infused creature, the Nightmare, escapes captivity. Sector 6 is another cavern, but this time dank and dark, save for areas sporting vivid mushrooms. It’s also home to a restricted laboratory; Samus needs a beam upgrade to enter, where she’ll find various Metroids held captive. These are then unleashed when the SA-X arrives and blasts the environment, forcing Samus to make a desperate escape up a shaft while avoiding the panicked jellyfish. The SA-X and other bosses are prone to affecting the game’s environments; they’ll crash through walls, block off doors, and seal off some areas, forcing you to either escape, find alternative paths, or battle them in enclosed areas. Metroid Fusion focuses on story more than any previous game, featuring lovely cutscenes at the start and at various points throughout the story that showcase the SA-X’s power and Samus’s reaction to the events happening around her. This is further reinforced through various cutaways that detail Samus’s inner thoughts as she thinks of her former commander and ponders her newfound physiology. The game’s soundtrack is a further extension of Super Metroid; remixes of classic Metroid themes are featured, as are ambient sounds and suitably ominous tracks, but nothing really stood out to me as particularly new or memorable. Everything looks and sounds and plays really well, but the game owes so much to Super Metroid that it almost feels like a remake at times. I would’ve liked to see more variety in the locations and more effort put into the soundtrack, rather than playing it so safe.
Enemies and Bosses: The BSL space station and its six Sectors and various areas are teeming with all kinds of alien lifeforms that are all hostile to some degree thanks to the X. The theme here is bugs and vegetation, as every enemy is some kind of insect or mollusc or plant-life turned monstrous, with only a few exceptions. We’ve got scuttling bug-like Gemmers, slug-like Choots that spring up from the ground and lazily float down, crab-like Dessgeegas that jump at you sideways, weird coloured balls floating around pumping out toxic gas, the Xenomorph-like Genesis creatures pouncing from above and below, and the armoured Gerubus crabs that need missiles to be dispatched. Piranha-like fish, tiny snails, and even zombified corpses are all infected by the X and, occasionally, stronger versions will be spawned upon defeat or you’ll need to defeat enemies a certain way to open up doors. Some enemies will be more than familiar to players of Super Metroid: the crustacean-like Evirs swim about firing projectiles from their tails, worm-like Funes snap at you from walls, and the Space Pirates even make an appearance. Kind of. The Zebesians are functionally the same, clambering up walls, firing shots from their claws, and even resisting your shots unless you charge up a beam or blast them from behind with missiles. Each defeated enemy releases an X parasite that must be collected, but you’ll also encounter blue X parasites that damage you until you upgrade your suit. Metroids also make a brief appearance, though they’re more of an annoyance than a threat as they simply knock you back rather than causing damage.
The X parasites assume some monstrous forms to keep you from your full arsenal.
There are twelve bosses to battle in Metroid Fusion, though one is encountered twice. Many of the bosses will not only be familiar to Super Metroid players but are simply super-powered X parasites. Defeating them reveals their true form, the eye-like Core X, which floats around firing lasers or protecting itself with spikes or electricity. Defeating this restores your health and ammo and bestows a new ability, but their inclusion essentially means every boss fight is a two-stage affair. The first you encounter, the Arachnus X, is an armadillo-like creature that stomps around, rolls at you, slashes with its pinchers, or unleashes an energy wave attack. Luckily, there are small tunnels you can retreat into to avoid these, though you’ll need to be wary of its widespread fireball attack, and it’s only vulnerable from the front and to your missiles. Next, you’ll battle the weird, plant-like Zazabi X, a strange jellyfish-like tentacle that hops around and tries to squash you. While it’s overhead, you can shoot up to bombard it with missiles but be sure to move as it saps your energy if it envelops you. Serris X presents quite the challenge. This serpentine beast bursts from the ground and circles the screen, taking up a lot of real estate and getting faster the more damage you deal to its head. You’ll then have your first encounter with the Security Robot B.O.X., a crab-like walker that charges you and spits bombs that spew fire plumes. Luckily, there’s a rail overhead you can grab to fire missiles into its opening from above, which eventually causes it to flee. When you battle it again later, these overhead rails are essential to avoid the electrified water in the arena, and it now sports a missile barrage in its arsenal!
Gigantic, disgusting bosses will test you patience and skill.
Since you get a lot of experience battling Core X’s, targeting their eyes and dodging them as they float about, the Barrier Core X doesn’t pose much of a problem beyond being bigger, surrounded by smaller variants, and retreating to the water. The giant spider, Gedo X, is much more formidable; if this thing gets you in its mandibles, you’re in for a bad time! Luckily, you can retreat to the corners of the cargo bay in your Morph Ball to leave it bouncing around aimlessly. Gedo X also spits a spew of fireballs you’ll need to avoid and eventually starts dropping garbage on you, so you’ll need to dodge this as well as you frantically target its head with Super Missiles. Plant Core X reminded me of the Mother Brain battles from the first two games. This tangled mess of vines and thorns has infested a Chozo Statue and is protected by spore-spitting flowers and carnivorous plants. Pieces of the boss fall off and become hazards as you pepper it with Super Missiles and, while the spores eventually stop, the creature rears to life and blasts you with Plasma Beams! Like SA-X, Nightmare X’s threat is foreshadowed as soon as you venture into Sector 5 and see its shadow flying about it. Later, it wrecks the area and you’re forced to confront it, where it’s revealed to be this gigantic, bio-mechanical…thing that takes up most of the screen! Nightmare X hovers around erratically, fires a barrage of lasers from its arm/wing/things, and is only vulnerable to Super Missiles and the Charge Beam, and only in its mewling face. You must lure it to one side of the room and clamber up the ladders to attack it, marvelling as its face bleeds and degenerates as it takes damage, but your missiles will be useless when it engages it gravity-warping abilities so make sure to switch to the Charge Beam.
Some familiar faces, a formidable doppelgänger, and a ghastly Metroid beast await in the finale.
After a tense, manic escape from the Restricted Zone that sees you blast the SA-X into space, you’ll come face-to-face with an X masquerading as Samus’s archenemy, Ridley. Another gigantic sprite, Ridley flies about the place and charges at you, testing your reaction time and agility. It also breathes fire and tries to grab you. While this drains your energy, you can pummel it with Super Missiles to deal big damage, though it’s also recommended to use the Charge Beam. Eventually, the shrieking creature crumbles and you defeat one more Core X before finally facing SA-X. This X is a perfect copy of Samus in her classic suit and with all her abilities; it pops up throughout the game searching for you or chasing you down, decimating you with its Screw Attack and Ice Beam. You can finally settle the score in this fight but the SA-X is fast and powerful and you can only damage it with a fully charged Plasma Beam. Your Ice Missiles briefly freeze it but the window of opportunity is very small so be ready to Screw Attack to safety. After enough hits, it mutates into a monstrous form, one much easier as it simply tries to crush you, but it surprisingly saves you in the final fight when it sacrifices itself to empower you in the battle against the Omega Metroid. This gargantuan, insectile, alien monstrosity rips through the docking bay and is fought against a time limit. Initially, it’s invulnerable, but the SA-X’s Ice Beam lets you to damage it. However, you need to hit hard and fast and escape to safety. If its slashes land, you’ll be stun locked and killed in seconds or waste valuable time, so rush in, blast its head, and quickly retreat to end it. With the timer ticking down and the Omega Metroid’s huge hit box, this can be a frustrating test of patience and sadly lacks much strategy beyond shooting and retreating.
Additional Features: Scattered all around the space station and its Sectors are numerous power-ups that will increase your maximum health and the number of missiles and Power Bombs you can carry. These are invaluable as the game progresses and tougher enemies and specialised hidden blocks become more prominent. You’ll gain all of Samus’s weapon and suit upgrades by defeating bosses, Core Xs, or from the odd Chozo Statue, so you don’t have to worry about missing anything. Maps are automatically provided when you interact with the Navigation Room or activate consoles as well, and as ever you can utilise the Nintendo Switch’s save state and rewind feature to drastically reduce the game’s difficulty. You get three save slots with Metroid Fusion and each one tracks your completion percentage, which is tied to how many power-ups you’ve found as well as how quickly you’ve played through the game. These factors also impact the ending you get upon finishing the game, with five on offer in the North American and European versions and eleven in the Japanese version, ranging from seeing Samus pose in her suit to showing off her form-fitting blue suit. If this is incentive enough for you to challenge the game again and finish it faster, then by all means go ahead, but there is nothing else on offer here, which is a bit of a shame as it would’ve been nice to see an SA-X skin or Samus’s blue suit form unlocked.
The Summary: Although I’ve played a few Metroid games now, I still feel unaccustomed to the franchise. Nostalgia and a longing for Super Nintendo games means Super Metroid is probably my favourite of the series, so I was naturally very pleased with Metroid Fusion. As mentioned, the game has so much in common with Super Metroid that it’s basically a remake, with Samus’s abilities copied wholesale alongside many familiar locations and bosses. I didn’t expect the call-backs to Metroid II though, that was pretty neat, and I enjoyed seeing the game’s environments change as you explore the space station. There’s always something happening, be it an overload or a power drain or an escaped monster, and it’s a fun reason to backtrack and try out Samus’s new abilities. Pitting you against a ticking clock was a great way to break up the action, and adding an element of danger to defeating enemies with the X parasites was a neat touch, too. I also enjoyed the threat of the SA-X; this formidable double increases the tension and causes nothing but trouble throughout your adventure. Unfortunately, I don’t think it was utilised enough. There were some areas where the SA-X was entirely absent, and I think running from it, sneaking around it, or engaging with it multiple times would’ve helped the game stand out more from Super Metroid. Like, one of Samus’s power-ups could’ve been left lying in the open and be stolen by the SA-X and maybe you have to sneak around to retrieve it. Or you’d see it in the background or something. I would’ve liked to see more done to each area, too, to properly embrace each theme. All of them share similar high-tech features, just with different colours, which was a bit disappointing. Still, I imagine this was a great Metroid experience upon release as Super Metroid wasn’t available on the go like it is now and it still holds up really well as a companion piece to Super Metroid that does just enough to make it unique.
My Rating:
⭐⭐⭐⭐
Rating: 4 out of 5.
Great Stuff
Did you enjoy MetroidFusion? Did you like how similar it was to Super Metroid or would you have liked to see it stand out a bit more? What did you think to the SA-X and do you think more could have been done with the concept? Which of the areas was your favourite? Did you ever achieve 100% completion and Samus’s true form? Which Metroid game is your favourite? Whatever your thoughts, feel free to leave a comment below, and be sure to check out my other Metroid reviews across the site.
January celebrates two notable dates in science-fiction history, “National Science Fiction Day” on January 2 and Arthur C. Clarke’s HAL 9000’s birthday on January 12. Accordingly, I’m dedicating January to celebrating sci-fi with an event I call “Sci-Fanuary”.
Released: 7 June 2024 Originally Released: 22 July 1994 Developer: Minakuchi Engineering Also Available For: Game Boy and Nintendo 3DS
A Brief Background: Notorious for its high level of difficulty, Mega Man(Capcom, 1987) represented Capcom’s shift away from the arcade scene and into the burgeoning home console market, eventually establishing a franchise that expanded to the Game Boy in 1991. Capcom outsourced development to Minakuchi Engineering, whom they reunited with for the Blue Bomber’s subsequenthandheldventures after a brief collaboration with Thinking Rabbit left series artist Keiji Inafune allegedly disappointed by their efforts. Mega Man V was the last of these efforts, and was said to have taken the longest to develop of the Game Boy titles. Furthermore, Infaune struggled to create new designs for the game, particularly the debuting “Stardroids” and Mega Man’s newest robotic companion, Tango. Mega Man V was also one of the first games developed specifically to connect with the Super Game Boy peripheral, allowing players to experience the game in full colour on their televisions. Seen as one of the system’s most ambitious titles, Mega Man V is largely regarded as one of the best in the franchise’s handheld library, demonstrating better graphics, mechanics, and narrative elements. Although this didn’t lead to a collection of the portable Mega Man games, these were all eventually ported to Nintendo’s online shops and services.
The Review: Mega Man V retains the core gameplay mechanics of its predecessors and main console titles, charging players with battling through four initial stages and powering the fighting robot Mega Man up before heading into space to take on four additional stages and Robot Masters. Consequently, the controls remain unchanged (with one exception): B or X fires the Mega Buster, which can be charged to unleash a stronger shot. This time, Mega Man flings out his fist thanks to his creator, Doctor Thomas Light, upgrading his abilities since his usual charged shot won’t work against the game’s new Stardroids. However, the “Mega Arm” is functionally the same as the old charged shot except it deals additional when it flies back to Mega Man and it can be upgraded to snag items and pass through walls. B is for jumping, with Mega Man jumping higher when underwater or in outer space, and down and B performs a slide that’s useful for avoiding hazards and attacks. There’s no longer a recoil to the charged shot, which is a bit of a shame, but you’ll still collect P-Chips to trade in for upgrades at Dr. Light’s lab between stages. These allow you to buy those upgrades for the Mega Arm, refill some or all your weapon energy, replenish your health, or purchase a 1-up or E- and S-Tanks to refill your health and energy on the go. Enemies drop most of these items upon defeat, though your chances of getting them are again more restricted since they also drop P-Chips (which are mostly useless with the Switch’s rewind and save state features). These goodies may also be found in stages by taking alternative paths and destroying certain walls, and Mega Man’s little friend Eddie and mysterious brother Proto Man occasionally gift items. Mega Man’s robotic bird companion Beat is absent, so you won’t have to worry about collecting any letters, though four crystals are hidden in the later stages that will grant you the Power Generator, which halves the usage cost of your Special Weapons. Finally, if you exhaust all your lives and use a continue, you’ll gain the Turbo Accelerator for your Mega Arm to help you out.
Mega Man V mixes things up with some unique bosses, weapons, and items.
Brace yourself for a shock but…Mega Man V features all-new Robot Masters and Special Weapons! Yes, for the first time in Mega Man’s handheld career, the stages and bosses are all new (save for some inspirations from previous games). Like previous Robot Masters, Terra’s Stardroids are weak to specific Special Weapons, making the game more difficult depending on the order you challenge them. They’re all fought in enclosed arenas, as usual (though Mega Man V gives you more room to manoeuvre than the previous Game Boy games) and all fought again during the endgame. I started with Mercury, a Stardroid with liquid metal properties who transforms into blobs but who you can put down with the regular Mega Arm (or, later, Salt Water). Mercury grants you the Grab Buster, which leeches health from your target, though the Mega Arm alone was enough to take down Neptune, who simply hops about like a frog. Weak to Photon Missile and Electric Shock, Neptune bestows you with the Salt Water shot which, while slow, damages enemies with splash damage (a common mechanic in this game). Salt Water also gives you the edge over Mars, who fires the slow but very powerful Photon Missiles and even lays mines across the floor. Like the Crash Bomber, you must time Photon Missile shots to defeat Venus, who mostly just stomps about but gets some serious airtime when he’s filling the screen with explosive bubbles. The Bubble Bomb is one of the more useful Special Weapons thanks to it travelling upwards, making it perfect against Pluto when he pounces to the ceiling, and Jupiter since he’s always hovering overhead. Jupiter fires a concentrated beam of electricity and is invulnerable in this state, a weapon you can use to fry enemies up close. Saturn was next; a big target, he tosses a ring, slides at you, and sucks you in with his Black Hole attack, which Mega Man uses with explosive effect. Defeating Pluto nets you the Break Dash, which sees you charging across the screen to barge through enemies and walls. It’s also great against Uranus, who you fight in close quarters. Defeating him grants you the Deep Digger which, like the Super Arms, lets you toss certain blocks.
New mechanics and hazards make this the most unique of Mega Man’s portable games.
You’ll also obtain an additional Special Weapon by defeating Terra; the Spark Chaser is like the Gemini Laser in that it ricochets about and is best saved for the game’s true final boss. Beat may be gone but Rush is still here; unfortunately, you get Rush Coil and Rush Jet quite late in the game and they’re nowhere near as useful as before. Mega Man V finally addresses Rush’s potential by having you fly about in a sidescrolling shooter to approach and then blast into Doctor Albert Wily’s newest space station. Mega Man also gets a new robotic companion right from the start of the game. Tango is summoned with a charge attack and will spin about the screen to attack anything in range, though I honestly had little use for this and kept longing for the Rush Coil to reach out of reach goodies. While you’ll find many familiar hazards in this game, such as bottomless or spike-ladened pits, insta-kill spikes, moving and disappearing platforms, and rising tides, there are a fair few different obstacles to overcome. Mega Man spends some time either out in space or dealing with gravity mechanics inside, not unlike his encounter with Gravity Man. The floor threatens to crush you rather than the ceiling coming down, and you’ll do your fair share of tricky platforming up in the clouds. Water rushes at you and pipes vent steam, rocket-powered blocks drive you towards ceiling spikes, snow and ice make platforms slippery, and rocks and girders drop from above. Except for Metall’s new annoying shield and sniper variants, all the enemies in Mega Man V are new. There are robotic apes that hop up and down and toss bananas, bubble-shooting crabs that push you to your doom, fan-like owls, walking bombs, spiked turtles, and armoured foes who are invulnerable when charging. Many attacks feature splash damage, which is an additional hazard, though Mega Man V handles slowdown and screen tearing much better than its predecessors. Mega Man will also battle some bigger mini bosses, including an attack helicopter, a giant cannon, and a Sphinx-like wall that constantly threatens to drop you onto insta-kill spikes.
New bosses exhibit a lot of character and offer a new challenge.
Battling past the first four Stardroids sees you confront Terra in a strangely deserted base. Here, he sics an upgraded Yellow Devil, the “Dark Moon”, on you. While his body parts are still tricky to avoid, the battle is the same as in Mega Man in that you must time shots of the Photon Missile to hit his eye and the hardest thing about this fight is all the waiting around to land hits. Defeating the second set of Stardroids sees Terra finally face you in battle for “[mettling]” with his plans. Terra teleports about, fires his Spark Chase, and can briefly freeze you but, for all his hype, he’s easily defeated with the Deep Digger. Mega Man and Rush then blast at the exterior of Dr. Wily’s space station (something that’s tricky to do as you can only attack its laser-firing mouth) before Mega Man battles through a gruelling torture chamber within and encounters the four previous “Mega Man Killers”. While each is weak to one of Mega Man’s new Special Weapons, the fights are unchanged: you still fire at Enker when he holds his sword aloft, still target Punk’s head as he pogos about, still jump over or slide under Punk’s buzzsaw-like attack, and must still avoid Ballade’s Ballade Cracker. Still, it was nice to face them again and I liked the added touch of seeing copies of each held captive in the stage. With them defeated, you’ll take on Dr. Wily’s newest, biggest mech in a four-stage battle. The first two see you avoiding giant robotic fists, blasting its wrist eyes with the Grab Buster and avoiding its homing missiles. Next, you’ll find the Brain Crusher impervious to all your attacks. Instead, you must avoid its missiles and destroy the Pikashus before their gravity attacks drive you into the ceiling spikes, then fire at the walking bombs it spits out to deal damage. You’re then forced into a tight, spiked corridor and must hop over Dr. Wily’s ground shots and pummel his glass dome to finally put him down. However, in desperation he awakens the ultimate Stardroid doomsday weapon, Sunstar, who frequently destroys the ground and forces you to drop to lower areas. Weak to the Spark Chaser, Sunstar boasts a particularly devesting arm cannon, fires scattered shots and tiny sparks, and spins at you like a buzzsaw.
The Summary: Well, it took five games, but the developers finally gave Game Boy players something unique to get their teeth into. Mega Man V is the first of the handheld titles not to shamelessly recycle and reuses bosses, stages, and weapons from the previous games. Instead, it presents an all-new (if familiar) narrative pitting Mega Man against the planet-themed Stardroids and giving you new Special Weapons to play with. Unfortunately, as ever, I had little use for these outside of boss battles; you can use them to make stages easier, but I got along just fine with the Mega Arm. Similarly, it’s a shame Tango wasn’t used more; like, he could’ve let you climb certain walls and perhaps fulfilled the Grab Buster mechanic. However, I was glad to finally see a sidescrolling shooting stage implemented with Rush (including a boss battle, no less) and Dr. Light’s items were much more useful, giving me an incentive to collect at least some P-Chips. There’s a greater emphasis on story in Mega Man V, with many sprite-based cutscenes and dialogue boxes, which are bolstered by the best pixel art in the portable series. Unfortunately, while stages are more detailed than ever, there wasn’t much variety or logic to them. Like, Mercury could’ve been any other underwater base stage, Saturn had an Aztec theme, and Jupiter went with electricity instead of raging storms. Venus and Mars mixed things up with their weird, tumour-like enemies and spinning gears, respectively, but I feel the developers could’ve done a lot more with the space theme. Still, I really enjoyed Mega Man V, particularly the rematches with the Mega Man Killers and the new antagonists. Terra and Sunstar were a nice change of pace and even Dr. Wily’s presented a bit differently in his boss battles. Mega Man V is what we should’ve seen from some of the Blue Bomber’s previous handheld titles; familiar elements in a new setting. This, it feels less like you’re playing a downgraded version of the home console games and more like a unique experienced tailored to the Game Boy.
My Rating:
⭐⭐⭐⭐
Rating: 4 out of 5.
Great Stuff
Did you own Mega Man V back in the day? Were to happy to finally see some original content for the Game Boy? What did you think to Terra and the Stardroids? Were you disappointed that the developers didn’t do more with the planet theming? Which of the new Special Weapons was your favourite? How would you rank Mega Man’s portable adventures? What are your plans for celebrating the science-fiction genre this month? Whatever opinions on Mega ManV you have, leave them below and be sure to check out my other Mega Man reviews!
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