KoeiTecmo and Team Ninja‘s legendary action series, Ninja Gaiden, debuted on the Arcades and the NES in 1988. While the former was an arcade beat ’em up, the latter featured a trilogy of Castlevania-inspired platformers. As a result, Ninja Gaiden saw success with its NES trilogy.
However, after the initial release of the series, as well as the SNES remake, Ninja Gaiden fell off the map. Despite Team Ninja’s decision to put Ryu Hayabusa into their hit Dead or Alive fighting game series, Ninja Gaiden would remain buried for more than a decade. However, two years after the release of Capcom’s popular 3D action title, Devil May Cry, Team Ninja decided to bring Ryu Hayabusa back from the dead.
Ninja Gaiden Rebooted
Featuring similar action, yet fine-tuned with incredible speed and bloodier animation, Ninja Gaiden came out on Xbox in 2004. Known for its ruthless difficulty, the title was followed shortly after by two successful re-releases: Ninja Gaiden Black and Ninja Gaiden Sigma, the latter which was an HD-upscaled release for PlayStation 3.
Ninja Gaiden would become a hit 3D Action series throughout the 2000s. Team Ninja would follow up with 2008’s Ninja Gaiden II for Xbox 360. Unfortunately, internal issues would force series Producer, Tomonobu Itagaki, out from Team Ninja. His colleague, Yosuke Hayashi, was in charge of Ninja Gaiden Sigma 2 and the sequel, Ninja Gaiden III.
Since 2013, Ninja Gaiden has not seen a new game released on any platform. Team Ninja has since focused heavily on the Dead or Alive series. One theory might suggest that Ninja Gaiden III’s poor reception has kept Team Ninja from wanting to risk releasing another title.
Another theory might come from Team Ninja exerting their efforts into their latest hit series, Nioh. Derived from Japanese mythology and history, Nioh took the elements of Dark Souls while adding its own hardcore take. Furthermore, it features its own set of references and Easter Eggs.
Now that Nioh 2 has been released, Team Ninja may have freed up their schedule. While Nioh 2’s DLC will still come out over the next year, players want to know if they will return to Ninja Gaiden. With a new console generation coming, players want to return to playing as the world’s most badass ninja.
Keep in mind that the time span between Ninja Gaiden III: The Ancient Ship of Doom (NES) and Ninja Gaiden (Xbox) spanned 13 years. While only seven years have passed since the release of Razor’s Edge, one can only hope that Team Ninja has not forgotten about their stellar action series that helped put them on the map.
Which Ninja Gaiden title was your favorite? Let us know in the comments below. Also, be sure to follow our social media channels below for the latest gaming content to take with you!
When the Metroid series debuted in 1986, on the NES, space warrior Samus Aran took the galaxy by storm. The Metroid series has underwent evolutions several times. Moreover, it’s gone through near decade-long hiatuses several times since its inception.
Therefore, as a long-time Metroid fan, I want to address the best Metroid games in the series. While Nintendo’s intergalactic series remains highly prolific, the gap between the chaff and the wheat might greatly surprise you.
It comes as no surprise that Super Metroid remains the series’ standard. Longtime fans swear by Super Metroid as the epitome of the series. Evolving from its 8-bit predecessors, this title introduced the mapping system, beam-stacking, and some colossal boss fights.
Super Metroid not only redefined the Metroid series but also gaming as a whole. At the time of its 1994 release, this 24-megabit title was Nintendo’s largest game to date. It also began the modern-day Metroidvania formula thanks to its use of a mini-map. While Metroid on NES introduced gaining abilities to open up new paths, Super Metroid perfected that formula.
The title was known for its massive boss fights, beautiful animation, and diversity in level designs. From the caverns of Planet Zebes to the underwater terrain of Maridia, Super Metroid created incredible and varied worlds. Even though it could be beaten in 8 hours or less, Super Metroid offered replay value for speedrunners, item hunters, and those who simply wanted to pick up and play it again. Best of all, it was polished in a way that still holds the series’ standard. As a result, Super Metroid remains one of the best games on the SNES.
After Super Metroid, the series spent eight years in hiatus before returning to the Nintendo GameCube and Game Boy Advance. Metroid Prime not only debuted the series in 3D but in first-person as well. Dubbed a “First-Person Adventure” by Nintendo, this title offered more elements than your standard FPS title. Exploration, platforming, and puzzle-solving made up the game’s core concepts.
Metroid Prime continued much of the same action Super Metroid introduced players to. The familiar beams from past titles offered new abilities. Wave Beam was electric and Plasma Beam was fire. These were key in not only solving puzzles but utilizing strategies against enemy weaknesses as well. Furthermore, Missile upgrades allowed these weapons to utilize more powerful abilities such as the Wavebuster and the Flamethrower.
Additionally, Metroid Prime featured more fearsome, gigantic bosses and massive locales. While the artifact hunt near the end might have added some unnecessary padding to the game, Metroid Prime was indeed the longest game in the series at the time. With that being said, Metroid Prime became one of GameCube’s finest hallmarks and a defining title of the 2000s.
The sequel to Super Metroid released on Game Boy Advance at the same time as Metroid Prime. While Prime served as a midquel within the series, Fusion (dubbed “Metroid 4” in the opening) saw Samus taking on the Biologic Space Labs (BSL) to hunt down the X-Parasites.
Metroid Fusion brought much of Super Metroid’s wonderful gameplay and animations to the handheld system. Samus would also gain new weaponry such as the Ice Missiles and Diffusion Missiles.
But what made Metroid Fusion stand out more than anything was its sense of terror. The atmosphere in Fusion indicated you were being stalked by a powerful clone known as the SA-X. This killing machine could end Samus’ life with only a few hits. Along with the music and the bosses that destroyed entire sections, Fusion had the player gripping their handhelds in suspense throughout the game.
Metroid: Zero Mission
Developed as the remake to the original NES Metroid, Zero Mission offered a new story with the upgrades seen in more recent titles. Not only did it feature the gameplay similar to Super and Fusion, such as maps, but it played incredibly fast.
Zero Mission not only served as a wonderful reimagining of the original Metroid, however. It also added a new chapter after the battle with Mother Brain. This new part featured a stealth mission that would also show the origin in Samus’ story.
Moreover, Zero Mission did incredible justice to the boss battles, powerups, and locales of the original Metroid. It was a massive improvement in every way to the original title. As with Fusion, Zero Mission was a stellar game for the GBA.
Metroid Prime 3: Corruption
The Metroid series’ debut on Wii featured a new control scheme. Developed around using the Wiimote + Nunchuck, players could aim with the controller for accurate precision aiming. Corruption also introduced a new suit power which would briefly power up Samus.
Metroid Prime 3: Corruption included voice acting for the first time in the series. This served as a vehicle for one of the most plot-driven entries in the series. Samus met new hunters that were part of her mission and would even interact with them.
Much like the games before it, Corruption featured impressive boss battles, abilities, and gorgeous locales. Unlike Metroid Prime 2: Echoes, however, the player wasn’t forced to get lost and look around for nothing for over an hour. It also did not include a massive fetch quest divided between two worlds. Corruption flowed wonderfully by taking the best parts of its predecessors.
Samus Returns was fittingly named as it ended the second major hiatus of the Metroid series. Featuring larger areas and Aeion abilities, Samus Returns continued to build upon the formula. While reintroducing Metroid evolutions, these served as boss battles with various patterns to challenge the player.
While Samus Returns wasn’t the prettiest game, one could suggest the visuals weren’t as gorgeous due to the limitations of the 3DS hardware. However, Samus Returns played incredibly well and featured the fast-paced gameplay Metroid fans enjoyed. Moreover, the final boss was an incredible surprise for players including those who had played Metroid II for Game Boy.
Three years after the release of Samus Returns, I’m eagerly awaiting Nintendo to announce a new Metroid game. Even if we get a 2D title before Metroid Prime 4 – more likely than not at this point – I’m always ready for more. I feel that the series had its ups and downs. While the lower points of the series weren’t exactly stellar, the best games were among some of the greatest of all time.
What’s your favorite Metroid game? Do you have a favorite boss fight? Let us know in the comments below.
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The beat ’em ups of yesteryear recently made a return to form with the release of several prominent games. Also known as Brawlers, this 2D side-scrolling genre began in the ’80s. With or without platforming action, the characters could jump, punch, kick, throw, and use weapons against hordes of enemies. The genre became famous for 2-4 player co-op and fighting against powerful bosses.
Brawlers of the 80s and 90s made their presence known on Arcade machines. Titles such as Double Dragon II, Teenage Mutant Ninja Turtles, and Final Fight were but a few major names of the era. When Capcom’s Final Fight was ported to the SNES with limitations, Sega went onto create their own title. Following their own Golden Axe and Altered Beast titles, Sega created one of the most prolific beat ’em ups on the Genesis: Streets of Rage.
Unfortunately, Beat ’em ups began to phase out of popularity in the late 90s which was during the rise of 3D gaming. With the exception of few titles, the genre became a sort of novelty and less of a norm. With the release of recent games, such as Streets of Rage 4, however, perhaps the gaming industry may see a new revival of the genre.
3D Beat ’em ups
While names like River City Ransom, Streets of Rage, and Double Dragon became synonymous with the genre, 2D beat ’em ups were not the only titles. The mid-2000s boasted several titles that featured similar gameplay. One example was Clover Studios’ God Hand. Despite being only one player, this cult classic became a favorite among those who played it.
Another was Mortal Kombat: Shaolin Monks. While reimagining the story of Mortal Kombat 1 and 2, this title featured 2-player co-op, juggling combos, and even Fatalities. Much like many titles featured here, Shaolin Monks never received a sequel or a re-release.
3D beat ’em ups began to take form in one particular series. Sega’s Yakuza series adapted the fighting style for its combat in the series. Additionally, using skill trees, Kiryu can unlock new abilities. Plus, Yakuza animated the fights and special moves with ass-kicking technique.
2D beat ’em ups in the post-2000s.
Viewtiful Joe lead the example of a 2D brawler during the big wave of 3D titles. This single-player adventure served as a platformer/brawler hybrid. Its stylish VFX moves, cel-shaded visuals, and overall charm won the hearts of many players. Viewtiful Joe would continue with several sequels and spin-offs before quietly disappearing from the gaming industry.
Meanwhile, developer Vanillaware created beat ’em up/JRPG hybrids such as Odin Sphere. Original a spiritual successor to their 90s beat ’em up, Princess Crown, the developers would later follow-up with Dragon’s Crown. The latter title not only featured multiple lanes but 4-player co-op as well. Vanillaware’s titles, which were published by Atlus, would be remastered on the PlayStation 4.
Sega re-released their Saturn classic, Guardian Heroes, on Xbox 360. The Xbox Live Arcade release featured updated visuals and gameplay. The controls came inspired by fighting games while the fantasy setting falls in line with similar titles such as Golden Axe. Guardian Heroes is still available to play for Xbox One owners.
Studio 5pb and MAGES’ Phantom Breaker: Battle Grounds serves as one of the highlight beat ’em up titles released in the last decade. This anime-inspired game came from a spin-off of Japan’s fighting game, Phantom Breaker. The studio is also known for the visual novel, Steins;Gate, which was successfully adapted into an anime. As a result, Kurisu Makise is featured as a playable character.
More recently, several companies would make attempts to revive the genre or add a throwback. WayForward revived the Double Dragon series with Double Dragon Neon. Several years later, Arc Systems Works, as well as Double Dragon series creator, Yoshihisa Kishimoto, would release Double Dragon IV. Despite attempting to revive a classic, the title would come out to unfortunately lukewarm reviews.
Scott Pilgrim vs. The World
Perhaps the most pressing title that sparked interested in the genre once more was Scott Pilgrim vs. The World: The Game. Based on the graphic novel and movie, Scott Pilgrim largely paid homage to River City Ransom. The title allowed players to enter shops, bash enemies with unconscious enemies, and level up their stats. The art style also took cues from the River City series.
In addition to making references to multiple popular games, it ended up being widely successful. Unfortunately, the title was pulled from digital markets.
However, more recently, series creator Bryan Lee O’Malley mentioned that Ubisoft, developers of the game, have contacted him likely in talks for a re-release of the title.
One of the saddest things about the genre is how developers incorporated licensed franchises into beat ’em ups. While Konami’s titles – Teenage Mutant Ninja Turtles, The Simpsons, and X-Men were all re-released in the 2010s, the same could not be said for other classics of yesteryear. X-Men: Mutant Apocalypse remains unreleased since its debut on the SNES.
This beat ’em up/platformer hybrid allowed you to play as 5 different X-Men which all featured their trademark abilities. Similarly to Capcom’s Street Fighter II, each character utilized button input commands for their special attacks. Featuring over 15 different stages and boss fights, X-Men: Mutant Apocalypse was surprisingly well-polished for a title licensed from a comic book series.
Meanwhile, although one TMNT game made the re-release, the same could not be said for Teenage Mutant Ninja Turtles III: The Manhattan Project (NES) or Teenage Mutant Ninja Turtles IV: Turtles in Time (Arcade/SNES). Both titles succeeded and improved upon the arcade classic and were hallmark brawler titles for their respective systems.
While Turtles in Time Re-Shelled made an attempt to remake the original classic, it was only a half-baked attempt to do so. However, more recently, a new TMNT arcade game came out developed by Raw Thrills. The game may be found at your local Bowlero or Dave ‘n Busters.
Future of the Genre
With the recent releases River City Girls and Streets of Rage 4, developers attempt to bring back a genre many once thought died. Furthermore, the recently-released Battletoads brings hope that, once more, beat ’em ups will return.
While it feels pleasant to relive those days, players want developers to remain consistent with their works. Instead of just reliving the past for nostalgia, we want the developers to continue evolving on these brands. Players want to see Streets of Rage, Ninja Turtles, and Double Dragon become a thing once again.
It’s up to the developers to create quality titles, polish them, and market them to get more players to try their games. Old-school fans will always flock to these titles. But if they want to continue growing the fanbase, they’ll need to keep evolving. When you consider the quality of life improvements gaming has evolved with, along with the technology we have in games today, we might be starting off with the strongest era of beat ’em ups in history.
What was your favorite beat ’em up? Let us know in the comments below. Also, make sure to follow our social media channels to keep up with us and take our latest gaming content with you!
You will find our review shortly after the introduction. In addition to our review of the game, you will find useful tidbits of information covering River City Girls. Plus, this review will address the beat ’em up genre and the direction it’s moving in.
River City Girls is a 2D beat ’em up developed by WayForward. Known for the Shantae series, WayForward adapted the River City Ransom (NES) title which is known as the Kunio-Kun series in Japan. Featuring animated cutscenes by Studio Trigger, River City Girls features classic 2D pixel artwork along with anime transitions for the opening, boss fights, and endings. In addition, you will find part of the story told through manga-like cutscenes.
Despite its good intentions, I believe River City Girls falls short of its potential. While it features incredibly strong brawler action, a few issues hamper an otherwise decent revival of the 2D beat ’em up genre. However, the classic style gameplay remains both the focal point and the game’s strongest suit.
The game starts off with Misako and Kyoko receiving a mysterious text that their boyfriends have been kidnapped. Contrary to the stories of games, like Double Dragon, the premise of the story reverses the role.
Perhaps the most pressing part of the story comes from the game’s ending. It turns the entire plot on its head in a surprising way and emphasizes the girls’ true role. I give major props to WayForward for this one.
Misako and Kyoko play foil to each other throughout the game. These single-track-minded women just want an excuse to throwdown. Despite their idiocy, you can’t help but feel charmed by their tenacity.
Unfortunately, I did not find much of the story and dialogue to be amazing. Aside from a little bit of witty banter, I found it to be cringeworthy. While much of the boss dialogue feels like wasted banter, one particular character, Godai, seriously bothered me.
Your resident creeper-stalker feeds you information while trying to get into your good graces. Even without Godai, much of the dialogue in cutscenes felt like forced humor. I honestly wanted to skip most of it but didn’t want to leave out any possible useful information.
One of the high points of River City Girls comes from the artwork. The character designs and backdrops feature well-drawn details. I’m especially particular about the shop designs. Several shops have their own art of the girls shopping while a different shopkeeper takes their order.
River City Girls features 2D sprite artwork somewhat reminiscent of the 16-bit era. However, I’ve seen this style before used in multiple indie games which it honestly feels more like than a mainstream title. While WayForward tends to use a more cartoonish art style for their flagship series, Shantae, this reminds me more of games like Katana Zero.
What I strongly dislike, however, is how small the text is on the menu. The menu is displayed on the character’s smartphone. However, I had to come up to my 52″ HDTV just to check inputs or side-quests that I could not read from my usual sitting position.
Unfortunately, I also ran into multiple frame-drops throughout the game. They didn’t prevail literally the entire game but were noticeable when they did. Even after a year’s release, I’m surprised WayForward still has not patched them out.
You’ll feel a solid amount of satisfaction breaking your fists on enemies and crashing weapons over their heads. However, I found some sound effects lacking. I don’t get why an enemy slamming a hammer on concrete produces no sound. On the other hand, bashing enemies feels satisfying as you might expect and keeps you wanting more.
Despite middling feelings on the sound effects, most of my enjoyment came from the music. Much of it was catchy and, along with a number of sound effects, featured 8-bit cues you would hear in the NES River City Ransom. Several of the vocal sounds featured some catchy beats you would enjoy while fighting.
This game presents its beat ’em up gameplay in a manner that says the genre never even left. It feels so seamless to beat down enemies with combos, throws, stomps, and weapon attacks. Despite this, however, the game will not count your combos.
One of my favorite parts of gameplay was the ability to recruit enemies to join you. If they surrendered, you could grab them and enlist them as summons. Similarly to Marvel vs. Capcom, they would hop in, use their signature attack, pose, and hop out. You would not be able to use them for a set time.
My problem came from the inconsistency of combos, however. This isn’t Tekken, but you will maximize your damage by juggling your enemies. Unfortunately, your timing must change based on enemy types. This threw me off multiple times.
Another problem I had came from how invincibility frames work. Congratulations to the developer for not giving the characters invincibility frames while using throw moves. It makes them useless when you’re getting pounded in the back of the head. From my experience with other games in the genre, this is a big no-no.
Also, I had a moderate issue with the equips. The Frilled Bra and Frilly Bottom might be the only useful accessories I used. Everything else gives around a 5% increase or a 5% chance to activate. These passives were so useless that you could easily get through the game without using them. I wouldn’t bother buying them and would save your money for the Dojo or healing items instead.
Unlike other beat ’em ups, this also features an RPG system where you equip gear, level up, and can use items to heal. For anyone who remembers Scott Pilgrim vs. The World: The Game, this is where these elements came from. The Scott Pilgrim game paid massive homage to River City Ransom and used many of the mechanics as well.
Let me also mention this game is full of load times transitioning between each screen. If it was another large area, I could understand that. But I feel they put no effort into good transitioning for a 2D game released in 2019. This will likely annoy you especially if you’re making trips back to shops to pick up items or new moves.
This game is best experienced with a friend. However, not everyone is big into beat ’em ups. If you’re flying solo, you might have a harder time with it than others. Unfortunately, if you’re looking for others to play with, this game does not feature online co-op.
However, for a 2019 brawler, this feels woefully outdated. Multiple games of its genre, released in the last decade, feature online co-op. Even the recently released Streets of Rage 4 features online co-op. I do not understand why WayForward opted not to release a feature such a basic option in a multiplayer game released today.
This game encourages a level of exploration. Unlike the stage-by-stage games prevalent within the genre, the River City titles have you moving through destinations in multiple directions. You can also find statues of Sabu and destroy them. Completing the quest of destruction unlocks the true hidden final boss fight.
Additionally, you can unlock New Game Plus. Doing so not only lets you carry over your gear from the first playthrough but you can also unlock two characters. Riki and Kunio, the main characters of River City Ransom, become available.
However, this will otherwise not change much regarding the game itself. The only other incentive is a cat side-quest that unlocks infinite SP. Keep in mind, however, that Riki and Kunio are only a glorified palette swap. Nothing about the story changes as the sequences are still voiced by the girls.
The Future of the Genre
River City Girls was the first game in which I recall to pave the way forward for brawlers in the current generation. Previously, WayForward released Double Dragon Neon for PS3 and Xbox 360. Plus, Double Dragon IV came out to a lukewarm response. WayForward’s advertisement at least shined a light on a bright and colorful attempt to bring attention to the new game.
One year after its release, we now have Streets of Rage 4. Sega’s shining star beat ’em up series came back after a 25-year hiatus. Furthermore, even Raw Thrills released an arcade-exclusive TMNT title that pays homage to Konami’s titles of the past.
2D beat ’em ups feel largely obscured by their 3D evolution. Modern games include Platinum Games’ Astral Chain or Sega’s Yakuza series. It’s hard to find the interest generated in beat ’em ups in an era without the 90s interest of arcade games. However, the demand for the genre remains real and strong enough for developers to take notice. The genre is not dead and, with this momentum, might become a mainstay for the decade once more.
Also, the creator of Scott Pilgrim noted that Ubisoft, developers of the game, reached out to him.
Overall, River City Girls excels in combat despite several flaws hampering both gameplay and story alike. I found it hard to put down as I was pummeling enemies, bosses, and even cars. It even served a heavy enough challenge for me to retry bosses several times over.
However, its addition of annoying dialogue, incredibly short length for a game released in 2019, and a few bothersome issues to gameplay made me want to end the game once I was over halfway through.
While it was cool back in Double Dragon to have enemies that looked like Arnold Schwarzenegger in the 80s. No, it is not funny today to have these same enemies that make “Ahnold” noises with Terminator references.
WayForward’s cheap humor stems from the Shantae series which is hit-or-miss. They could do without forcing comedy and that alone would boost the grade. If you want a better, cute beat ’em up based on anime aesthetics, you could always go with Phantom Breaker: Battle Grounds.
However, if you’re after a beat ’em up and you don’t mind the cheesy dialogue and voice acting, then go right for it. Even then, it features undeniable charm from the character designs. It’s at least 8 hours of fun enemy-bashing and button-mashing.
To summarize, I recommend it for enthusiasts of the genre or those seeking to play some couch co-op action with a friend or a loved one. You’ll enjoy the music, the cutscenes, and the retro homages. It’s easy to pick up and play. However, I don’t think it qualifies as being a game for everyone.
In this era, there are scarcely any releases you will find in the genre besides re-releases of classics. If you passed up River City Girls, you wouldn’t miss much more than some solid aesthetics for an otherwise alright game in the genre. Depending on the systems you own, you could download classics like Double Dragon II, Streets of Rage 2, or even Teenage Mutant Ninja Turtles IV: Turtles in Time. If you want a modern release still available on current systems, Phantom Breaker: Battle Grounds would surely endear you.
However, if you like beat ’em up action, then these issues might not stop you from trying a decent brawler. I recommend it to enthusiasts of the genre but I wouldn’t expect it to be anything impressive outside of the aesthetics and your standard brawler fanfare. Despite this, it should still entertain you for a few hours. While it’s not a bad game, it could truly be better.
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Welcome to the newest column for All Cool Things. I’m starting a new column blog where I discuss what I’m clearing off my backlog every week! If you find something you’re playing on our list, we would love to hear your thoughts.
Without further adieu…
I’m no pro at Tekken. I love the character design, music, and gameplay. But I’ve never really played it competitively.
However, I live in a part of Georgia that plays it heavily. It’s one of our top 3 fighting games along with Street Fighter V and Dragon Ball FighterZ. I managed to host a 10-player tournament once but I didn’t compete in it.
Despite that, I’m on a Trophy run right now. I hate admitting that I play a fighting game casually. But I’m trying to finish collecting Trophies. I’ve done all the single-player mode achievements. The 3 Special Battles one was detestably long and random.
The only Trophies I have left are the 1 Ranked Match, 10 Ranked Matches, and win a tournament battle. I main Miguel and he’s the only one I play. I’m vaguely familiar with his style yet I haven’t even incorporated Savage Stance into it yet. Despite being new to the competitive meta, I’ve already managed to send one ragequitter packing.
Odin Sphere: Leifthrasir
Even though it came out in 2007 for PS2, I always wanted to play this game. I loved Vanillaware’s Dragon’s Crown for PS3. Ever since I played Dragon’s Crown, I’ve become a huge fan of George Kamitami’s work.
Right now I’m still only on the Valkyrie story. I love hearing all the familiar voices from the games I recently played. It might be because both Persona and Odin Sphere are developed and published by Atlus that these games share voice actors.
This game still looks beautiful as heck. Even with the remastered visuals, though, I can still tell this is a PS2 title by the mouth movement animations. That’s not a bad thing by any means.
Moreover, I can tell how much Odin Sphere influenced Dust: An Elysian Tail which is one of my favorite indie games. The hand-drawn style and 2D beat ’em up gameplay both showcase similarities between the two.
Once I beat Odin Sphere, I plan to jump onto Muramasa Rebirth for PS Vita. I had the Wii version but sold it shortly after I played it. But now I can try the definitive version of Muramasa before Atlus’ next game, 13 Sentinels: Aegis Rim comes out.
As always, I’m playing Smash. I don’t get how I can’t let this game go. Even though everyone hates online mode – and rightfully so – I can’t seem to stop logging onto Elite Smash, play a few rounds, and call it a day.
Despite everyone’s online complaints, Nintendo did manage to patch the game’s online. However, this was honestly too vague to decipher what they meant by patching the online experience. We know it isn’t rollback netcode. But at the least, Nintendo also said they would continue patching the game’s online mode.
Fire Emblem Heroes
Did you know I enjoy gacha? Yeah, only this one and maybe a little bit of Dr. Mario World. Even as gorgeous as the Final Fantasy gacha titles look, I’m not allowing myself to get hooked on another one. That especially goes for spending any money on them.
I’m so far behind that I haven’t played much since the latest update. I’m probably missing out on a ton of orbs. Unfortunately, not only is the Pirate banner the only one that interests me, but I haven’t landed a solid 5-star in weeks now.
It’s demoralizing to the point I hardly care. Moreover, none of them give you the 40 summons + 1 free one. Why even introduce this feature if you’re not going to implement it every month? Good thing I didn’t subscribe to Feh Pass.
…Although I admit that my lazy self could also use those continuous auto-battle features. Not to mention I’ve been tempted to buy those beautiful Resplendent units.
Fist of the North Star: Lost Paradise
Finally, after beating Persona 5 Royal, I’m ready to commit to another long game. I haven’t touched a Yakuza title since Yakuza Kiwami 2. I plan on beating this one before I move onto Judgment. Then I’ll start Yakuza Remastered Collection afterward.
I love Fist of the North Star. I finished the anime series before FotNS2. Yakuza is filled with references to the series so it doesn’t surprise me that RGG Studios would want to adapt Fist of the North Star into a game.
I’m only past the intro but it’s fun so far. It’s standard Yakuza side-quests and beat ’em up action with tons of violence. Plus I’m using the Kiryu skin. Interesting fact, Kiryu’s Japanese voice actor is also Kenshiro’s. It fits perfectly all things considered.
Well, that’s a wrap for my play log this week. Maybe one day I’ll finally get back to Dragon Quest IV. I would like to play the rest of the series.
In the meantime, what are you playing this week? Reply with your games in the comments below.
Castlevania: Aria of Sorrow is a 2D side-scrolling Metroidvania title. Developed by Konami and released in 2003, this title was produced by Koji Igarashi (IGA) who was renowned for the 1997 hit, Castlevania: Symphony of the Night. Featuring the artistic talent of Ayami Kojima, and music by Michiru Yamane, this title brought the Symphony team together for another experience on Game Boy Advance.
With that being said, I recently beat Aria of Sorrow for over the dozenth time. As my favorite Game Boy Advance game, I wanted to go back and play it to see how well it’s aged. In today’s era, IGA released Bloodstained: Ritual of the Night, the spiritual successor to his Castlevania titles. Therefore, I figured I would return to celebrate one of his best works and see how it stacks up with his latest endeavor.
Aria of Sorrow takes place in 2035 and is set decades after the final defeat of Dracula in 1999. When college student Soma Cruz vanishes from the Hakuba Shrine, he appears at the entrance of Dracula’s Castle. Caught in a solar eclipse, he is greeted by his childhood friend, Mina, and the mysterious Genya Arikado. The latter brought Soma to the castle to discover the truth behind his soul-stealing powers.
The title introduces several characters which include both friendly and hostile faces. Perhaps the most pressing thing about Aria is that it is not your traditional “end Dracula’s reign” game. In fact, Aria of Sorrow may have perhaps the biggest twist in the series’ history.
Aria of Sorrow brings together the new protagonist, Soma, Yoko Belnades, a descendant of Sypha Belnades from Castlevania III, the Belmonts, and Dracula’s son, Alucard, together to help stop Dracula’s evil once more. As Soma, you will venture through the castle in order to uncover the truth behind your powers. Plus Aria of Sorrow features multiple endings including a particularly engaging Bad Ending. For a 2D Metroidvania title, it features an astounding plot.
Konami released Aria of Sorrow mere months after Castlevania: Harmony of Dissonance. While the latter featured bright, colorful visuals, Konami sacrificed the audio quality. While Harmony of Dissonance had wonderful melodies, composed by Yamane, it could only handle playing 8-bit chiptune music. Aria of Sorrow managed to not only feature gorgeous visuals but did so without downscaling the sound quality.
In Aria of Sorrow, the animations stand out wonderfully. Soma’s coat animates well with his movements while enemies engage him with various attacks. Plus the Soul system offers creative animations for each of your abilities.
Perhaps the excel point of Aria’s visuals include its gorgeous background decor. Each area wonderfully separates itself from the others and looks beautiful, majestic, and gothic. You will certainly appreciate the background pseudo-lighting effects as well.
If you enjoy strong gaming soundtracks, Aria of Sorrow delivers in spades. Michiru Yamane’s soundtrack stands strong to include “Castle Corridor,” “Heart of Fire,” and features subtle remixes of “Cross Your Heart” and “Bloody Tears.” One of my favorites includes “You’re Not Alone” which plays near the game’s ending.
Aria of Sorrow follows the side-scrolling Metroidvania formula set forth by its predecessors. The game encourages you to explore as you fill in your map, break hidden walls, and gain abilities to open up new areas. You can double-jump, transform, slide, and even fly as a Bat.
Combat involves hacking and slashing while equipping new weapons. You can use swords, lances, knuckles, and even firearms. Despite setting itself apart with the use of Guns, the long-range weapons feel remarkably apropos.
Perhaps the most pressing and significant part of the gameplay involves the Souls mechanic. As Soma wields the Power of Dominance, he can absorb the soul of any enemy he defeats. Similar to the Persona series, each soul comes with different abilities. You can equip up to three at a time to configure various combinations.
Between the souls and weapons, players can use a variety of combinations to play in their own style. This mechanic opened up the door to the Glyph system used in Castlevania: Order of Ecclesia as well as the Shards used in Bloodstained: Ritual of the Night.
After beating Aria of Sorrow, you unlock Boss Rush Mode, Hard Mode, New Game+, and Julius Mode. Boss Rush mode lets you fight against all of the bosses in the game. Clearing within various time limits grants you powerful weapons, such as Excalibur and Positron Rifle.
Unlocking Hard Mode allows you to play with or without a new file if you so choose. New Game Plus will carry over all except a few souls to your next playthrough. Players seeking a challenge can also input NOUSE and NOSOUL to restrict the use of items and souls, respectively. Furthermore, New Game Plus also allows players to discover new weapons not seen in the first playthrough. Clearing the map 100% also features extra dialogue in the ending.
Finally, Julius Mode continues the tradition of unlocking a character to play through the game as them. In this case, players can use Julius Belmont who uses MP for sub-weapons. Julius comes armed with the Vampire Killer whip, a super jump, and a teleport-dash that resembles Akuma’s from Street Fighter. He’s fun to play and quite powerful. Unfortunately, as per tradition with IGA’s extra character modes, I wish they added dialogue to move the story forward.
How does it fare today?
Koji Igarashi released Bloodstained: Ritual of the Night in 2019. The side-scrolling Metroidvania title featured the spiritual successor to his Castlevania titles. When Konami underwent their worst years, and rebooted Castlevania as Lords of Shadow, IGA left to form his own studio, ArtPlay.
Bloodstained offers much of the charm you could expect from Castlevania. It features similar gameplay and progression. The side-scrolling gameplay and exploration, and epic boss battles feature series’ hallmarks. Plus it even recently added Zangetsu Mode which echoes the second character mode of IGAvanias.
However, I don’t think its visual polish ever got better than a lighting upgrade before its release. Even in HD, the game looked fairly standard to me. Despite a visual facelift prior to release, I still never found myself impressed with Bloodstained’s visuals as much as I did with Aria of Sorrow’s sprite work.
Plus some parts of the game weren’t properly utilized. If you needed to swim underwater, you found the ability through progression in Aria. Bloodstained makes you kill a random water enemy to gain the swimming ability and I feel that was one of the pacing issues I had with it.
However, I do recommend Bloodstained for any Metroidvania fan. Anyone wanting a callback to IGA’s best games will find plenty of love and polish in Bloodstained. Overall, though, while Aria of Sorrow is one of best IGA’s games, Bloodstained does well on its own as a Metroidvania side-scroller.
My only gripe with Aria of Sorrow is that it’s a bit short. To this date, Castlevania: Symphony of the Night is still the longest game largely thanks to the Inverted Castle. Moreover, it was developed on the PlayStation which held more memory than the GBA. Despite this, Aria of Sorrow is a clean, polished adventure from start to finish. Plus, Aria of Sorrow rewards players with an incentive to beat the game more than once.
The Soul System remains one of the best gameplay mechanics ever introduced. I love being able to combine and customize which abilities I can use. Projectiles, support skills, and passive abilities were all organized easily and user-friendly.
The variety also gave life to endless combinations and I enjoyed getting to pick and choose what to use. Plus the weapon system went a step above Symphony of the Night’s. Greatswords were much larger and the weapons offered much more variety.
Overall, Aria of Sorrow just felt like a nice, complete package. It was a polished, near-perfect little game that I’ve come back to for over 15 years. It’s my favorite title on the Game Boy Advance and one I recommend today. However, with the exception of the Wii U eShop release, Aria of Sorrow was never released outside of the Game Boy Advance. Despite this, I highly recommend Aria of Sorrow. If you enjoy side-scrollers and Metroidvanias, track this game down. I hope you will enjoy it as much as I do.