Sunday, September 9, 2012

SUPER MARIO SUNSHINE REVIEW

Mario is an institution. How many videogame characters are recognized ahead of Mickey Mouse? Just one. It's his instant accessibility and the courageously groundbreaking design of his platform games which continues to excite and astound fans of the series.

With Super Mario Bros. 3, Nintendo created an iconic platformer with beautiful design, intelligent pacing and flawless execution. With Super Mario World it did it all again on a new platform employing a completely different structure. With Yoshi's Island, it managed to sideline the character who drives the series and still produce one of the best 2D platformers to date, and with Super Mario 64 it shattered illusions and sold a million N64s. But what about this installment?
 



Suck it, Power Stars!
Ignoring for the umpteenth time previous conventions, Super Mario Sunshine is set in the aftermath of Mario 64, as our hero and his entourage depart Peach's castle and embark on a much needed vacation to the beautiful tropical island of Delfino. But trouble is afoot as soon as our heroes' feet touch the runway. A silver brush-wielding Mario has emblazoned the entire island with graffiti, and unleashed terrible paint-spewing monsters to transform the delicate setting further. This will not stand, of course, but before Mario can do anything about it of his own accord, he's thrown into jail, accused of performing the heinous act himself, and sentenced to clean the entire island. The only way to prove his innocence is, ironically, to carry out his sentence, and to try and figure out along the way just who or what is responsible.

To aid the cleanup operation, Professor E. Gadd, who you may well remember as the mad gadget-building scientist in Luigi's Mansion, has equipped Mario with a water gun backpack, which can be used to fire water in a stream ahead of the plumber, or be shot down underneath him like a jet pack.

Remember what happened last time Mario had a pineapple? Yeah, we don't either.
 
The controls are very much the same as Super Mario 64. Mario can perform the same three-stage jump he could in Mario 64, he can perform a backflip jump - useful for reaching high platforms in confined spaces - by running one way then quickly snapping the stick back and jumping the other, and he can pound the ground by jumping and then pressing the L trigger. Furthermore, he can slide around like a demented penguin on ice, and he can also scale heights by jumping from wall to wall - very Crouching Tiger.       
 
Of course, the control system is about as perfect as we could have hoped. Mario's adventures still involve performing otherworldly tasks in peculiar settings to collect stars (or "shines" in this case), and control of him is very simple and easily picked up. Even the addition of the water backpack doesn't cause any difficulties - you'll quickly get the hang of switching between modes, hovering over gaps and using the jetpack mode to reach areas you didn't think possible. You even develop clever little shortcut moves, like performing a backflip jump and then using the jetpack to climb a few extra feet onto a bit of netting in the harbour level, or performing a three-step jump to get maximum distance and then jetpacking the rest of the way across a ravine. It's all very intuitive and you'll fall in love with the changes as if they'd been there since the very first Mario titles.

Goopy goopy goopsters YEAH!

Sadly though, Super Mario Sunshine's one major failing is in the control department, specifically the camera. The camera in Super Mario 64 was almost perfect - the several step technique with the yellow "camera buttons" as they became known wasn't quite perfect, but it was very close. Sunshine's camera gives you more freedom, allowing complete rotation via the C-stick, but it never quite gels. The camera always needs minute adjusting, and so you feel like you're playing with two thumbsticks and not one - and juggling face button moves like jumping and backpack modes whilst keeping the camera in check can be maddening, and leads to failure more than enough times throughout the game. The camera also has a tendency to clip into scenery here and there, and all in all feels a bit too messy and unreliable. Not something we're used to in Mario releases.       

Levels are not simply hidden in houses and behind portraits though - Mario has to first collect enough shines that his nefarious counterpart will expose himself and open up another level. The first few times, levels are opened as M-shaped portals on statues and buildings. Mario finds a big splotch of paint, defeats a painted plant mini-boss and then unlocks the portal, allowing him to visit various areas of Isle Delfino and continue the cleanup operation. After a while though, level portals vary from sneakily hidden green tubes to human cannons and even peculiar sunbeams.

Mutant Pirahna Plant wearing a diaper. Beware.
Level design is typically Miyamoto. Unlike Mario 64, objectives on a given level have to be completed in a certain order - although you can tackle levels in any order once you've unlocked a few - and levels literally morph into different versions of themselves with each shine you collect. For example, journey to the top of the windmill on the first level and usurp a petulant paint-spitting plant and you'll come back to find the entire lake splattered in paint, and have to use lilies as makeshift rafts in order to get to coins and other platforms.

Naturally, there's a great deal more to Mario Sunshine than beating bosses, bopping enemies on the head and cleaning paint. The sheer variety in level design and objectives will keep you coming back for more even if you think you're bored. Complete a series of objectives which goes something like boss encounter, elastic band puzzle, flying plant encounter, metal lattice climbing, octopus-taming and fruit juggling, and you'll find even more variety in the backpack-less levels.

Mario's nemesis, whose identity is borne out in an explosive rollercoaster ride (no exaggeration) of a boss encounter after a couple of hours, occasionally steals Mario's pack and leaves our hero to fend off obscenely difficult old-school 3D platform levels. These gradually get harder and harder, with moving platforms, spinning blocks to climb and hugely tricky, pixel-perfect jumps to perform, and after a while they go completely mad, taking place in a Pachinko table, on the back of a flying sand-block bird and worse. You'll run through lives like confetti as you battle to beat them, but you always seem to have accrued just the right number to beat them...       
 
Of course the gameplay is the defining aspect of the game, and we've been happy to let you imagine the game in a Mario 64-style setting because, whether you're happy about it or not, that's what we have here. The graphics are post-Mario 64 but only by a short distance. At its heart, apart from increased resolution and a bit more texture and character detail, the game looks ostensibly the same, but it's the fine details which keep the game fresh and exciting, and the way Nintendo's artists have chosen to wield the Cube's power.
 
What is a Yoshi SUPPOSED to eat, exactly?

The first thing you'll realize is that it runs at a smooth 60 frames per second, and that the draw distances are absolutely huge. Levels are enormous, and unlike the N64, the Cube can handle almost the entire vista on screen at any given time, with islands in the background, countless enemies patrolling the screen and palm fronds, frothing water and shiny reflective platforms. The water effects throughout the game are certainly stunning - from the way it flows and trickles as commanded from Mario's backpack to the way it laps up on the beaches and parts in waves as Mario wades or splashes into it, and the softness of the reflections - it's a real eye-opener.


     

SCORING

GRAPHICS: 9.0  Character and enemy animation reaches a new high. Mario, the Princess, Toad, Yoshi and others all look incredibly cute as they move, and Mario's shiny nemesis is like something out of Terminator. Was going to go for a cheesy quote, but decided against it.

Okay seriously WTF is a Noki?!?

SOUND: 9.0  The soundtrack is typical Nintendo - mixing old tunes and new to create a tropical crescendo - and backs every level with almost unfettered success. 

MULTIPLAYER/ONLINE PLAY: N/A

 CONTROLS: 8.0  Very smooth in some instances, very clunky in others. Overall, a nice improvement from the Mario 64 days, but it comes at the price of reliability, especially with the camera.

GAMEPLAY/PLOT: 9.5  Fairly weak plot, but that's a standard for Mario games. The real winner here is in creativity points. For once it isn't just, Bowser kidnapped Peach. Well actually it is, but you get arressted!


OVERALL: 9.1


I didn't know they did cast photos for video games!
Perhaps not as genre defining as Super Mario 64, but an achievement in its own right. Mario, Nintendo, and platforming game fans alike can appreciate this near masterpiece of a game.

To say that there has been an air of expectancy surrounding Super Mario Sunshine is like saying that plumbers don't wear ties. It seems almost pointless to draw attention to something so glaringly obvious. This is the sequel to Super Mario 64, the game which launched a platform and reminded the world that Shigeru Miyamoto makes the best platform games.

Super Mario Sunshine couldn't hope to shatter boundaries and reshape the genre for a second time, but it could and has managed to provide one of the biggest and most entertaining platform games since its illustrious predecessor. The best game ever? No, but you'd be a fool not to give it a go. Meanwhile, the rest of us are waiting for this:


Until next time...


WE ARE...CULLINATION!

Saturday, September 8, 2012

R.I.P. Nintendo Power

An era ends today.

With over 20 years of published issues under their belt, Nintendo Power Magazine is soon to be no more.

Coming to light over the last 10 days, it's now official: Nintendo has chosen not to renew their licensing agreement with Future Publishing and has reportedly no intentions to take over the publication itself. Future has been responsible for publishing Nintendo Power since they acquired the licensing rights back in 2007.

Reportedly "difficult to work with," Nintendo is said to have taken no interest in working with Future on expanded online initiatives to strengthen the Nintendo Power brand. Editors and staff members were told that the magazine would be shut down sometime last week and have since begun transitioning to other Future publications.
Originally launching way back in 1988, Nintendo Power was a staple for every gamer. Old issues were filled with tips, tricks, and industry news.

We will be sad to see her go. From our standpoint, this is an outrage! Let us know how you feel and leave your comments below.


Special thanks to thedom42 for providing special insight into this news.


WE ARE...CULLINATION!


THIS WEEK IN CULLINATION (9/8-9/15)

Greetings from Cullination!

Did everyone enjoy their week? We did! You guessed it, it's time for another update from us at Cullination, with lots of colorful pictures and videos to look at/drool over/get distracted by/not do the work you're supposed to do because of! If that made no sense to you, you're just like us! You should be scared, but if you're not, read on my friends, read on.

 
RECAP

Last week was a pretty busy week for us. The week kicked off with a special edition of Poke-Focus that tied into our subsequent HeartGold release of our showdown with Ho-Oh. It was our very first legendary covered in the series and the feedback has been great so far!

Also on Cullination Corner, we released a long overdue review for Pokemon FireRed and LeafGreen, from the good old GBA days. To finish off the week, we had a fresh new Video Game and Comic Book of the Week for you, highlighting the original Super Smash Bros from its humble N64 days, and a Frank Miller classic, Daredevil: Born Again. Here, look at some pretty pictures, free of charge!







On Youtube, we released Part 2 of the Pokemon Colosseum Epilogue, featuring the conclusion of our first trip to the old and destroyed Snagem hideout. Noe joined us in commentary as we tracked down Cipher Peon Bluno and managed to snag his Croconaw without putting so much as a scratch on him.



To cap the week off, our much anticipated showdown with Ho-Oh was released in Part 34 of our ongoing Pokemon HeartGold walkthrough, to go along with Poke-Focus #20 released a few days before.



Last for the recap section is our updates to cullination.net. For those of you who follow us on Twitter, you will have seen that we updated the FAQ page, the About page, our home page and even added in a Staff page. Things look even more professional than before, and we hope that these minor changes will improve your navigation of our site as well as the overall aesthetics.

Look at that sexiness. Just freaking look at it.


That was the past, so let's switch our focus to the upcoming events of the week! We begin on Cullination Corner, where we have quite a few updates coming your way in the next 7 days.

 
NEW THIS WEEK

Lugia: The leprechaun to Ho-Oh's rainbow.
 
First, we have Poke-Focus #21, where we will be continuing our special legendary edition and covering Ho-Oh's Silver and SoulSilver counterpart, Lugia! For those of you following our HeartGold walkthrough but are following along while playing Soulsilver (since they are essentially the same game), we thought it to only be fair that we include Lugia. If you plan on using him on your team throughout the game, or simply are contemplating including him in a competitive set, you're going to want to check out our analysis and comparison with his HeartGold brethren.

Another week means another edition of Video Game and Comic Book of the Week, so make sure to check back towards the end of the week for highlights of one of our personal favorite games from the N64 era in Star Fox 64 and another awesome comic, Green Lantern: Rebirth!

He has the POWER!!!


Foxes fly fighter jets now. Get over it.


















In the Game Review department, we have a Super Mario Sunshine review ready for release mid-week - and as one of the most acclaimed games in the Gamecube's history, you won't want to miss it!

Also known as, "Mario has a backpack. The game."

On Monday, we have something a little different planned for our viewers here on C.C. Admittedly, our Comic section has been lacking lately, but no more! We have something fresh and different from your standard review. Produced and created by Shawn, we are proud to introduce Cullination Comics! We don't want to spoil it all for you, but if you love comics, we're positive you can appreciate what we have planned. Check back on Monday and see for yourself!

Actually, we're not Jewish.

Last but not least, we have some miscellaneous and news articles to throw into the mix this week as well!

On the Youtube scene, HeartGold Part 35 will be released over the weekend, which will include the beginning of our journey towards Victory Road. LeafGreen Part 11 will follow, in which we reach Lavender Town, do some exploring, and begin our travels towards Celadon City and our fourth Gym badge! In LeafGreen Part 12, we will be adding a new member to our team after exploring some of  Celadon City, but because of time constraints, this episode may be pushed to the beginning of the following week.

That's it for this week guys. Make sure to follow our Twitter and Facebook updates for up to date info on all of our releases across all of our sites. This week will be a big one for us, as things are really going to start picking up around here. Enjoy the week!

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If you have any suggestions for us, we would LOVE to hear from you. You can contact us through our emails listed on the brand new Staff page, or simply use the Support tab and have one of our representatives get back to you.



WE ARE...CULLINATION!


Thursday, September 6, 2012

Video Game and Comic Book of the Week

VIDEO GAME OF THE WEEK

SUPER SMASH BROS.



The original Super Smash Bros. game for the Nintendo 64 quickly became a classic title.  It was so popular that two more sequals came from it (and soon to be a fourth). 

Nintendo always had so many characters for their company.  Super Smash Bros. was the first time the world got to see twelve of Nintendo's most popular characters in one game. 

Since Super Smash Bros. was released, it brought millions of friends together.  Whether you loved each other or hated each other, everyone would get together to play this classic "fall off platform" fighting game.

COMIC BOOK OF THE WEEK

DAREDEVIL: BORN AGAIN



Daredevil: Born Again is another classic title in the Daredevil series.  The story follows the early life of Matt Murdoch.  It was by Frank Miller.

Matt Murdoch at a young age watched his father, "Battling" Jack Murdoch, get brutally murdered by a couple of thugs.  Matt decides to take the batman approach and avenge him.  He becomes blind due to a freak accident.  When he wakes up in the hospital, he feels a cross worn by a nun, whom he beleived was his mother.  Matt goes on to law school where he friends Foggy Nelson.  Like I said, the story tells the beginning roots of "The Man Without Fear."



WELL, THOSE ARE THE COMIC BOOK AND VIDEO GAME OF THE WEEK.  SOUND OFF IN THE COMMENT SECTION BELOW TO TELL US WHAT YOU THINK.  WE ARE CULLINATION!