Marvel Puzzle Quest — Issue 41

A mar­velous puz­zle journey

Ah, qui­et, placid Puz­zle Quest. We’ve seen many ver­sions of the clas­sic match-three game and yet, some­how, some way there’s a unique spin added that catch­es the eye and delights. Mar­vel Puz­zle Quest, the mobile jug­ger­naut from Demi­urge Stu­dios, is a spec­tac­u­lar extra move-laden free-to-play boun­ty for on the go.

I’ve played at least two ver­sions of Puz­zle Quest and they’re decent. Hav­ing that his­to­ry helps with con­cepts and under­stand­ing some of the intri­ca­cies of MPQ, but the base match-three con­cept is not hard, though. Your goal is to match three or more like-col­ored gems (green, black, yel­low, blue, red, pur­ple, and sil­ver) to dam­age your oppo­nent until they are downed. You can have a team of one to three char­ac­ters who will take turns match­ing gems against an AI-con­trolled team. From time to time, match con­di­tions vary — espe­cial­ly depend­ing on the mode or in-game event, but the main goal is gen­er­al­ly to take out your oppo­nent as clean­ly as possible. 

The Mar­vel com­po­nent comes in through char­ac­ters to col­lect from the sto­ried com­ic book com­pa­ny. Your team and the AI’s team will be com­posed of Mar­vel char­ac­ters rang­ing from the obscure to the most recent MCU-themed ver­sions, ranked in a five-star sys­tem. Char­ac­ters have three spe­cial moves — some­times with sub­sets and pas­sives — that must be unlocked. How you obtain them is where the pay aspect comes into play. Pric­ing can be steep when you’re try­ing to build a decent ros­ter, but it’s no worse than some of the oth­er options out in the mar­ket­place right now, and it has a more sat­is­fy­ing feel to com­plet­ing a col­lec­tion here. As a well-known Mar­vel doc­tor­al can­di­date, I have had a lot of fun pulling togeth­er a ros­ter with MPQ. I know most, if not all, of the char­ac­ters and their vari­ants (thanks, Loki!), and it’s decent work to keep track of who I have earned or am still hunt­ing down. In the year that I’ve been play­ing, I’ve cre­at­ed a spread­sheet that’s updat­ed dai­ly to track where my col­lec­tion stands. It’s that deep.

The depth of the puz­zle engine is also sur­pris­ing. It’s not uncom­mon to strate­gize moves, match­es and board set­up to max­i­mize poten­tial dam­age in a fight. The AI is well-bal­anced, enough that I rarely feel as though it’s unfair. I also very sel­dom lose match­es now that my ros­ter is about 80 per­cent com­plete. And in terms of ros­ter-build­ing, I also tend to get my fair share of rare and pow­er­ful five-star char­ac­ters. MPQ could eas­i­ly be a mon­ey sink, but it’s avoid­ed with a lot of devel­op­er bal­anc­ing behind the scenes.

The bal­anc­ing act also extends to the dif­fer­ent modes, and it’s a job well done. There are quite a few events to choose from at any giv­en time, and they’re fun to mill around in to improve your skills and earn rewards. You can join an Alliance, which is high­ly rec­om­mend­ed. The ben­e­fits from join­ing a sol­id squad can mean get­ting a rare char­ac­ter for free, or oth­er perks you might have to pay for nor­mal­ly. The modes are nice and pro­vide a change of pace. There’s a dai­ly mode fea­tur­ing Dead­pool with dif­fer­ent require­ments; Ver­sus mode, where you face off against AI-con­trolled avatars of real teams; Puz­zle Gaunt­let, where there are solu­tion-ori­ent­ed puz­zles against teams; Sto­ry events, where pre-deter­mined sto­ries play out through match­es and cut scenes; and, time-lim­it­ed events, where you and pos­si­bly your alliance join forces to take down a boss.

Demi­urge Stu­dios also does a great job with how the game looks, as well. MPQ has some of the best mobile graph­ics of any­thing on the mar­ket right now, and the use of actu­al run com­ic book cov­ers to rep­re­sent char­ac­ters is fan­tas­tic. The back­ground art also looks amaz­ing and crisp. Demi­urge out­did them­selves and for a sev­en-year-old game, it still looks sol­id and well done. The sound­track is nice, but it’s noth­ing to write home about. I usu­al­ly keep the music turned off, but it’s by no means terrible.

If you’re into Mar­vel, you’re going to love this. You’re going to drop a lot of mon­ey try­ing to build your ros­ter, and you’re going to have fun doing it. Even if you’re not into Mar­vel that much, you’re going to find some val­ue in this. It’s a good time wrapped up in a mobile game that plays well and pro­vides a lot in small pack­age. It’s a mar­velous play no mat­ter how you look at it.

Mega Man 9 — Issue 41

Blue Bomber relives glo­ry days in No. 9

Ah, Mega Man and Dr. Wily. Capcom’s con­tri­bu­tion to video game rival­ries have bat­tled through numer­ous episodes in the 8‑bit, 16-bit and first PlaySta­tion era. These infa­mous icons have tak­en their bat­tle of good vs. evil to anoth­er bat­tle­field: next-gen­er­a­tion con­soles. Like many fans of the Blue Bomber, I won­dered how Cap­com would present Mega Man and com­pa­ny to a new audi­ence while keep­ing ded­i­cat­ed fans like myself invest­ed in new adven­tures. Mega Man 9 hit the spot.

Mega Man 9 is exact­ly like pre­vi­ous Mega Man games of the 8‑bit era: Easy to play. Using the PS3’s d‑pad made me feel that I was play­ing on the NES with sim­pli­fied con­trols. When Mega Man defeats a Robot Mas­ter, he acquires that boss’ weapon which — along with his Mega Buster — make up the meat of his con­trols. I have only two issues with this fea­ture: You can­not use a charged Mega Buster blast like in Mega Man 4; and, you must acquire weapon pow­er-ups to keep the spe­cial weapons run­ning prop­er­ly. Mega Man does have help in his lat­est adven­ture with his help­ful canine, Rush, and allies Eddie, Beat and Roll, who sup­ply spe­cial gad­gets in exchange for screws via their shop between stages. Sav­ing all col­lect­ed screws when pur­chas­ing cer­tain items is a smart move. 

The graph­ics in Mega Man 9 are 8‑bit qual­i­ty and nos­tal­gic, which I com­mend Cap­com for doing. It looks like Mega Man of yes­ter­year, which is always a good thing. The music was also a win since it stayed with each stage’s design. 

I felt that as an old­er gamer, Mega Man 9 was not only sim­ple, but also fun. I didn’t have to wor­ry about time lim­its or oth­er friv­o­lous things that would induce rage quit­ting. Every­thing was Mega Man ori­ent­ed, just as it should be.

Mega Man 9 is a game for not only Mega Man fans, but also for those who want to expe­ri­ence 8‑bit gam­ing on a next gen­er­a­tion con­sole. Who­ev­er said that gam­ing clas­sics can’t keep atten­tion like new­er triple‑A titles obvi­ous­ly have not played a clas­sic series like Mega Man and cer­tain­ly haven’t run into Mega Man 9. 
Car­ry on, Blue Bomber. Car­ry on.

Retro Replay — Soulcalibur II (GameCube version) — Issue 41

Heart and soul of calibur

Some­times, when you’re the sequel to one of the great­est fight­ing games of all time, you need no intro­duc­tion and you’re allowed to have repeat praise heaped on your shoulders.

We pre­vi­ous­ly reviewed the PlaySta­tion 2 ver­sion of Soul­cal­ibur II in 4Q2010, yet here we are again talk­ing about it in glow­ing terms for the Game­Cube ver­sion. There isn’t much new to say oth­er than this port is just as beau­ti­ful as the PS2 version. 

With the addi­tion of Link to the cast for this ver­sion, the game is even bet­ter. Link fits right in with the pro­ceed­ings and man­ages to unbal­ance the game heav­i­ly in his favor. He’s the per­fect addi­tion, to be honest.

With a killer sound­track, beau­ti­ful graph­ics that hold up after 20 years, a deep sto­ry­line and supe­ri­or game­play to almost every­thing avail­able on the mar­ket at the time, Soul­cal­ibur II is a wor­thy suc­ces­sor in every way to one of the great­est fight­ing games ever made.

Sly Cooper & the Thievius Raccoonus — Issue 41

First time’s a steal for Sly Cooper

Ever since the now-Sony Inter­ac­tive Enter­tain­ment intro­duced the PlaySta­tion 2 to Amer­i­can gamers in 2000, the news sur­round­ing the new gam­ing con­sole ranged from a strong suc­ces­sor to the PlaySta­tion name to the “Dream­cast Killer,” refer­ring to Sega’s bow­ing out of mak­ing gam­ing con­soles for the home mar­ket. While this was true, Sony was build­ing up a rela­tion­ship with a lit­tle-known gam­ing stu­dio called Suck­er Punch to intro­duce a char­ac­ter that would suc­ceed Sony’s oth­er well-known char­ac­ter, Crash Bandi­coot. The result: “Sly Coop­er and the Thievius Raccoonus.”

Though we’re jump­ing into the remas­tered ver­sion for the PS3, the base game is a result of what would hap­pen if you put anthro­po­mor­phic ani­mals togeth­er with Ocean’s Eleven and Splin­ter Cell games. The sto­ry is that Sly Coop­er along with his team of Bent­ley Tur­tle and Mur­ray Hip­popota­mus are try­ing to recov­er the Thievius Rac­coonus, a scared book passed down in the Coop­er fam­i­ly that records skills and tech­niques used to steal valu­ables from oth­er thieves. 

At age 8, Sly was to inher­it the book, but a group known as the Fiendish Five appeared that day, killing his moth­er and father and tak­ing all the pages of the Thievius Rac­coonus, scat­ter­ing them across the world. Now old­er and wis­er, Sly, Bent­ley and Mur­ray begin their quest to recov­er the Thievius Rac­coonus and destroy the Fiendish Five. 

The game­play takes time to adjust to, but it is sim­ple. You can either use the d‑pad or left ana­log stick to con­trol Sly while using the square but­ton to use his cane to strike, and the X but­ton to jump and dou­ble jump. Sly also gets some help look­ing around his sur­round­ings with the help of the in-game cam­era by using the right ana­log stick. 

You pick up var­i­ous objects such as coins, extra lives, and bot­tled clues to cre­ate gear, solve puz­zles, and learn new skills. Sly also has a spe­cial sneak­ing tech­nique that acti­vates in times of need. Fair warn­ing: Sly does not have a life bar. If he falls in water or gets hit by an ene­my, you will lose a life. This adds to an already chal­leng­ing set­up. The graph­ics are well drawn and appear crisp in every lev­el while the cut scenes pay trib­ute to the Ocean movie series. Suck­er Punch took great care in the lev­el design, which made the game seem more like an ani­mat­ed movie. 

The music was ener­getic and relaxed enough for me to take my time play­ing espe­cial­ly when Sly per­formed a sneak­ing maneu­ver. The music was so top tier that I’m sold on a sound­track CD to make a playlist. Voice act­ing was excel­lent with Kevin Miller as Sly, Matt Olsen as Bent­ley and Chris Mur­phy as Mur­ray, adding to the theme of expert thievery. 

Sly Coop­er and the Thievius Rac­coonus is a game that aims high and grabs replay val­ue and fun. If you want to escape bore­dom and pull off a caper with the Coop­er gang with great rewards and brag­ging rights, jump into the adven­ture instead of try­ing to be a real thief. 

It’s a steal of a game.

Street Fighter V — Issue 41

Don’t call it a come­back: SFV cleans up after launch

I’m going to be intense­ly per­son­al for a minute: My life by the time of my mid-30s was not fun. It was a time of change, reboots in near­ly every area (part­ner, career, school again), loss and learn­ing from the mis­takes of my 20s. I’m good now, but it wasn’t with­out strug­gle and pain.
And the old­est entry in the fight game can com­mis­er­ate with me because they know what that time is like. Street Fight­er V is sit­ting at the bar with me, drown­ing its sor­rows because it and the series, too, went through it in its mid-30s and like me is doing much bet­ter than one could expect after the struggle.
SFV didn’t start out as mag­i­cal as it has become. The launch was mired in prob­lems and things just weren’t where they should be. The game’s sto­ry mode didn’t launch along­side the actu­al game and the net­code was ter­ri­ble. But what a dif­fer­ence time makes. 

The sto­ry, while still not as engross­ing as past entries, has improved. It moves the SF world mythos along and makes sense if you know the series’ past. Tak­ing place between Ultra SFIV and SF3: 3rd Strike, Char­lie wakes up in a tomb and is guid­ed to steal an item from Guile, which would help him defeat M. Bison. Third Strike boss Gill dri­ves the plot over­all, tying up the loose ends between SFII and the endgame of 3rd Strike, which is the known end of the series sto­ry­line-wise. I love that Gill is tied into this as it always seemed like he was out of place as the end of SF lore. I nev­er ful­ly under­stood why he was the boss of that tril­o­gy of games except as some­thing new for Cap­com to try because every­one was sick of M. Bison by that point.

While I’m impressed with the sto­ry, I’m more impressed with the pre­sen­ta­tion. Much like its pre­de­ces­sors, SFV looks gor­geous. The back­grounds are beau­ti­ful as are most of the char­ac­ter designs. Even the menus look good. Some­times, when I start the game, I take a sec­ond just to mar­vel at the main menu and how the modes are pre­sent­ed. And let’s talk about the sound­track for a sec­ond. The music is all-around amaz­ing. Every time I get in-game, I dis­cov­er anoth­er track that I feel like I haven’t pre­vi­ous­ly heard, and I fall in love all over again. It’s so good that it’s worth track­ing down and adding to your music collection.

While I love the game, there is a big sec­tion I don’t care for: the play style. I’m an Alpha purist, specif­i­cal­ly SF Alpha 3. That’s my Street Fight­er style and has been for years. How­ev­er, SFV plays kind of stiff — a lot like SFIV — and that’s hard for me to grasp. It’s playable, obvi­ous­ly, but it’s not my style of Street Fight­er play. And that’s OK. It real­ly doesn’t detract from the game’s abil­i­ty to shine or be Street Fight­er, but it’s not my per­son­al pref­er­ence to play. It is a lot of fun to watch being played pro­fes­sion­al­ly, though.

Street Fight­er V has come a long way as the most cur­rent entry in the series. Game ele­ments have got­ten a lot of pol­ish, whether it’s fix­ing the net­code or expand­ing the ros­ter with old favorites and skins allud­ing to long-dor­mant char­ac­ters. It’s now the flag­ship game it should have been, and it’s still rul­ing the fight game roost while every­one waits for the announced Street Fight­er 6. 

Some­times, with the strug­gle comes the rewards and SFV has more than earned its life fight money.