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Nintendo 3DS

Review – Gunman Clive (3DS)

The Good

  • Quick classic style gameplay
  • Interesting and different art style
  • Game becomes more complex than it initially feels

The Bad

  • Game can be frustratingly “cheap” in it’s difficulty
  • Not an overly long game with not a ton of replay value
  • Some mechanics such as the weapons could be a little more refined

In Depth

Gunman Clive is a game that harkens back to a simpler time of gaming.  There isn’t a super deep story going on and the levels are all relatively short.  It’s very “arcadish” at it’s core, with it’s time tracking and death tracking, that is to day, the idea is more to beat your high scores, than experience some deep endless story or gameplay.  This isn’t a bad thing mind you, and there’s more going on here than it initially seems.

The basic plot is that you are a cowboy in the west and your girlfriend, or wife or whatever has been kidnapped.  You chase out, armed with your trusty side arm to rescue her.  The basic controls and gameplay remind me a lot of the old Mega Man titles.  Not for crazy power ups or level selection, but just the basic jumping and shooting only straight ahead sort of mechanics.  The levels themselves are much more classic platform shooter, something akin to a Contra game, especially with the power ups you collect along the way.  The game starts out simple enough, there are opposing cowboys to shoot down, sometimes there’s rabbits or birds swopping in.  As the plot advances along though it becomes apparent there’s a lot more behind the scenes as you travel through levels with more and more crazy technology and eventually head off into space battling aliens.

The game is divided into several themed “worlds” with 5 or so levels in each world.  Each world can be completed in around a minute once you get the hang of things, though chances are you’ll spend longer on each level working it out.  Each time you die you simply return to the start of the level to try again, there are no lives here.  As the levels advance, things get more and more complex.  Enemy cowboys start hiding behind things for example, and later you encounter robot cannons and various environmental hazards such as spikes and electrical beams.

At the end of each world is a huge boss.  The bosses are all pretty interesting and varied in their mechanics and design, I particularly liked the giant transforming train robot at the end of the Train world.  All in all the difficulty across the board is pretty simple, a lot of the puzzles and traps though fall into the category of trial an error.  You play through learning the proper timing of everything until you manage to get through to the end.  The most annoying aspects involve the enemies constantly respawning if you slide their spawn location on and off the screen.  Also annoying is that sometimes enemies drop new weapons which are worse than the one you have, except you can’t avoid picking up the inferior weapon.

Probably the main gimmick of this title is the neat art style used throughout,  The entire game is rendered in this sort of yellow and gray hand drawn motif.  It looks pretty cool without being super distracting.  Despite it’s simpler art design, there’s a lot of fun complexity going on, especially in the bosses and as the world progresses into the later worlds.

Gunman Clive isn’t a super complex title, but it’s a fun little indie game platformer.  It’s not the most replayable game though unless you are into score challenges.  There is a “Play as a chicken” mode that unlocks after completing the game though.

Review – New Super Mario Brothers 2 (3DS)

The Good

  • It’s Mario, it’s pretty good in all the ways Mario is good.
  • The return of the Raccoon Leaf, generally reminiscent of SMB 3 all around
  • Build in mechanisms for if things get too tough

The Bad

  • It’s Mario…  It’s not a particularly original Mario either
  • There are a few tricky points but not much is super difficult, which makes the game go by pretty quick
  • The Coin Collecting aspect is interesting but serves little purpose

In Depth

If there’s one consistency in Nintendo’s world, it’s Mario.  I’m not even going to attempt to figure out just how many Super Mario Brothers titles there have been, let’s keep it at “a lot”.  A few years back for the original Nintendo DS, we got the first New Super Mario Brothers, a sort of, return to roots restart of the Super Mario Brothers franchise.  There have also been a few New SMB titles on the Wii and WiiU as well.  New Super Mario Brothers 2 comes to the Nintendo 3DS.

It’s not a remake of any previous title, despite the name, which can be a bit confusing, given how much Nintendo rereleases it’s old SMB titles.  I didn’t expect it to be a remake but they seem to have taken the same idea with the Yoshi’s Story series, there is a New Yoshi’s Story, that apparently isn’t a remake of the original as I had thought it might be.  Though not a remake, there isn’t a whole ton here that’s super original.  While the more old school Super Mario Brothers titles would get newer graphics and power ups and music, this game looks and feels very much like it’s predecessors, especially New Super Mario Brothers for the DS.  There aren’t even really any super original power ups in this title, the primary two being the Fire Flower and the Raccoon Leaf.

I really like the return of the Leaf, SMB 3 is one of my favorite titles in the series.  Of all of the ways Mario has been able to fly over the years I always felt like Raccoon Mario was a good balance between functionality and being too over powered like say, the Cape.  If you fail a level too many times you will be rewarded with the chance to use a White Raccoon Leaf, which gives you unlimited invincibility as well as (normal) flight power.  This isn’t always the best choice though hen trying to collect the Star Coins necessarily though, as some coins require you to perform tricky bounce maneuvers across enemies, with the White Raccoon power, you’ll simply push right through the enemies.  Also, while completing the stage with the White Raccoon lets you proceed, the stage will remain red and incomplete for actual completion percentage.

The real addition to the gameplay here is the coin accumulation.  In addition to score, you have a counter for how many total coins you have collected throughout the game.  The only real change that occurs as you collect coins however is that the pile of coins on the title screen will gradually grow larger.  This feature is similar to how Wario Land worked.  It might have been a nice twist to the classic formula for Wario or maybe the genie from Wario Land to show up, giving this coin total purpose, but sadly, it’s just the slightly tired 8-9 worlds with Koopa bosses.

Which is another nice nod to Super Mario Brothers 3, and Super Mario World, the return of Reznor and the Koopa Kids.  Bowser Junior was the villain of the first New SMB, instead Bowser’s other kids get to take control here, one in each world, just as you’d expect.

If you really like the coin mode there’s also the Coin Rush Mode, where you play 3 randomly selected courses with a very limited time set to see how many coins you can gather.  These coin records can be saved and shared via the Street Pass system, to let you try to beat other’s records.  It’s an alright additional mode, though nothing special.  You can also purchase additional course sets, which I believe is the first time a Mario game has had paid DLC.  Honestly, I don’t find the mode fun enough to justify buying more stages for it.  I’d rather just buy another title.

 The Verdict

What’s the final call here?  Well, it’s a decidedly adequate Mario Game.  It’s fun, it’s got some good references to older titles here and there, it’s everything you’d expect.  It’s also… everything you’d expect, with nothing overly new.