After the latest Nintendo Direct made a slight mention of Super Mario Bros. finally coming to the Nintendo Switch, the Goomba Stomp staff have decided which characters they would love to see make the roster…but probably won’t. Get ready to smash and punch your way through these notable Nintendo personalities, and leave a comment to any character you’d like to fight alongside in the next entry to the Super Smash Bros. series.
Ever since Cloud was announced as a DLC character for Smash 4 the floodgates have been thrown open as far as possible new fighters go. It demonstrated that Nintendo and Square Enix have quite the comfy relationship and that point has only been further proven with Square Enix developing Octopath Traveller for the Switch. More importantly, however, is that The World Ends With You: Final Remix is being made for the hybrid console, making one of the best JRPG’s of all time relevant again just in time for the game that relishes in celebrating gaming history.
If our stereotypically, spiky-haired protagonist, Neku, made it into the Smash roster I would fanboy into orbit. The telekinetic powers granted to him by the various pins he equips offer a plethora of possibilities in regard to how Neku could attack. Fireballs, ice pillars, earthquakes, psycho-slashes, twisters, pressure mines; the list goes on. Being a psychic user he may share some similarities with Smash mainstays Ness and Lukas, but Neku can differentiate himself by mixing in his flashy, hip-hop inspired melee attacks for a hit-and-run style zoner.
As an added bonus, we can add in Sho “Pi Face” Minamoto as an assist trophy so he can use his trademark megaphone to shout so many trigonometric terms that those caught in his path are forced to jump off the stage to end the madness. (Matthew Ponthier)
Of every character adopted into Super Smash Bros.’ ever-growing roster, few have brought with them such an intense degree of surreal whimsy as Snake. Introduced in Super Smash Bros. Brawl as an amalgamation of Metal Gear Solid’s two co-leads, Snake sported the head of Big Boss, the body of Solid Snake, and virtually no recognizable moves from his home series. He had access to his crawl, CQC, and the iconic cardboard box that’s served as almost a mascot for MGS, but the majority of his weapons were removed due to their realistic imagery. Fans could kiss goodbye to Solid Snake’s SOCOM, the incredibly useful tranquilizer gun, and Big Boss’ knife. On paper, losing access to Snake’s guns would naturally lead to a disjointed character, but this limitation paved the way for one of the best move sets to grace the series.
Acrobatic, fluid, and with a considerable amount of weights to his movements, taking the time to master Snake’s play style will almost certainly guarantee a high win rate. Unfortunately, while just about every playable character returned in Smash 4 either in the base game or as DLC, Snake was one of the few omissions. While the series is in no way, shape, or form still the juggernaut it was by the time of Smash 4’s launch, in large part thanks to Hideo Kojima’s firing, reintroducing Snake into Smash 5 could only do good for his image, and the game itself. With an already developed play style and Konami still looking to keep the series alive (see: Metal Gear Survive,) this might actually be the best moment to include Snake as a guest character once again. It would be a sign of good will on Konami’s part, showing fans they still care about keeping the series’ legacy alive. Plus, it’d just mean reintroducing one of the most creative characters in the franchise. (Renan Fontes)
Even though it came out at the tail end of last year, Xenoblade Chronicles 2 was precisely the hardcore JRPG experience that the Switch needed. Apart from a truly gripping story, the game’s greatest strength was its myriad of memorable main characters and rare blades. The list of potential picks for Smash is a long one; what fan wouldn’t love to see Tora and Poppi, Nia and Dromarch, or even Malos in the game? Seeing as XC2 will likely only get one series representative for its Smash premiere, however, Rex makes the most sense as the face of the game. Not only is he at the crux of the game’s plot (along with Pyra and Mythra), but he’s also a genuinely likable, goofy character that would be a great juxtaposition to much of the roster’s more serious combatants.
As weapons, Pyra and Mythra are really interesting characters in their own right. They’re something of a Dr. Jekyll and Dr. Hyde, with gentle and sweet Pyra being the perfect juxtaposition to the more tsundere, battle-hardened Mythra. Since Pyra is technically a lesser form of Mythra, and Mythra also has an ultimate form, Rex could work similarly to how the Pokemon Trainer did in Brawl. Pyra could be the light form, Mythra the middle and the ultimate version of Mythra the heavy. Furthermore, Rex’s move set could correspond to Pyra’s default move set in the game. This would open up the possibility for Rex to do things like Topple opponents or inflict twice the damage if they’re facing away from him. Rex could charge downwards at someone in his salvaging gear for his Down-B and could Launch someone with his Up-B. And the Final Smash? Calling down a massive stream of ether energy from the heavens via Siren. If the preliminary sales of Xenoblade Chronicles 2 are anything to go by, it’s likely a fairly safe bet that we’ll see a Rex reveal trailer as we move into the summer months. (Brent Middleton)
I humbly nominate Madeline, the lead character from Matt Thorson’s platforming mountain of awesome-ness, Celeste, for inclusion in the newest Super Smash Bros. As a character, Madeline has mountain-scaling chops that would make even the Ice Climbers weep. Madeline is smart and believable, already a beloved icon after only one game. Her standing move-set feels ready-made for Smash – all about precise air dashes which are essential to the Smash landscape, and throw in some assists from Mr. Oshiro, Granny, Theo, Dark Madeline, and some impossible strawberries, and we’re halfway up the mountain. The classic and smart 16-bit look and feel of Celeste lends itself to a perfect new Smash stage, complete with seemingly impossible platforms, jumps, and disappearing pink clouds. Moreover, Celeste is a game that deserves to be honored – its remarkable gameplay was enough to make it great, but it is further lifted up by a compelling storyline and meaningful themes that are deeply reflected in the action and gameplay. What better way to send home Nintendo’s glorious new commitment to high-quality Indies than to include one of its newest and dearest? Madeline is ready to climb into Smash and punch Mario in the face, and I’m ready to reach the peak beside her. (Marty Allen)
The hero of Nintendo’s BoxBoy! series may only have four pointed ends, but after headlining a successful trilogy of puzzle games on the 3DS, he’s definitely a star. It’s time to consider this adorable little square a part of the franchise stable, and the best way to validate his significance is to put Qbby in the ring. Sure, his unique ability to kind of clone himself into a string of boxes might not at first seem like it can compete with the kind of bombastic attacks that swords, fireballs, laser blasts, umbrellas, etc. can offer, but Qbby isn’t some one-trick poly[gon]. As seen in BoxBoy! and its two sequels, BoxBoxBoy! and Bye-Bye Boxboy!, there are a wide assortment of special blocks that Qbby can create in order to bring the hurt to his foes. Rocket boxes, bomb boxes, portal boxes, and whatever other weird ideas Sakurai could have could make Qbby an extremely flexible character, regardless of the rigidity of his shape.
The stark aesthetics of this simple box/boy hybrid would be a welcome addition to an insanely colorful cast. As a casual player who often picks characters based on arbitrary reasons, I could see myself choosing Qbby purely for his ability to stand out from the rainbow pack. Seriously. Anyway, the little guy is a HAL creation, and with that studio developing the Switch version, finally acknowledging all the good work he has put in just makes sense. (Patrick Murphy)
Eric Cartman’s, the Coon
The Smash Bros. series has included some pretty wacky third party characters over the years. We’ve seen Sonic, Solid Snake and Pac Man all go head to head with Mario and Link. So with the announcement of a new Smash Bros. for Switch, what characters could we see? Nintendo currently has third-party deals going on with Bandai Namco and Ubisoft. Could we see someone from Soul Calibre or Code Vein make an experience? Could we see the Rabbids or even Bayek of Assassin’s Creed Origins?
What if they went even further? What if they made their craziest third party character announcement yet? What if Eric Cartman’s alter ego, the Coon, was in Smash Bros. for Switch? A South Park character in Smash Bros. may seem way to obscure and nonsensical to be real, but there is some logic behind the hope. In the same Nintendo Direct as the Smash Bros. announcement, South Park: The Fractured but Whole was announced for Switch, with a release date of April 24th. South Park creators Matt Stone and Trey Parker are self-proclaimed video game enthusiasts and may be interested in having the Coon star in one of gaming’s biggest franchises. As mentioned before, Ubisoft recently created Mario + Rabbids for Switch and so may have some pull with Nintendo, and The Fractured but Whole was made by one of their studios.
Maybe this is just wishful thinking. South Park has a tendency of being… provocative, which may not line up with Nintendo’s family-friendly formula. Yet Bayonetta, a highly sexualized character, was in the Wii U roster. The Coon’s up close and personal skillset would work great in Smash Bros., and just imagine how funny it would be to hear Cartman poke fun at all of Nintendo’s other I.P. (Chris Bowring)
While a behatted gentleman known for his intellect might not seem like an optimal pick for a Super Smash Bros. game, Professor Layton would make for an intriguing addition to the roster. Given the Layton series’ almost exclusive appearance on Nintendo handhelds and developer Level 5’s close relationship with Nintendo, adding Layton to Super Smash Bros. shouldn’t pose the same difficulty as adding other third-party characters has in the past. The Professor’s adventures in the Layton series provide plenty of source material for Nintendo to develop a very creative moveset, as he has brandished weapons as diverse as swords, pipes, and slot-machine guns. Add in sure-to-be-hilarious taunts provided by Layton’s English voice actor, Christopher Robin Miller, and everyone’s favorite gentleman would be sure to impress in his Smash debut. (Izsak Barnette)
The Legend Of Zelda: Twilight Princess may lack the iconic artistic and thematic direction of prior three dimensional Zelda’s, but it boasts bundles of brilliant bits regardless. From grandiose dungeons, to ingenious items, to quirky gimmicks; The Legend Of Zelda: Twilight Princess is a dazzling installment in the expansive fantasy franchise. Its greatest asset, however, is delivered in the form of a sassy, quip cracking imp called Midna. Assisting Link on his perilous quest to thwart Ganondorf’s heinous ambitions, Midna’s aloof persona progressively crumbles as she begins to care for Link. Being supremely more expressive, humorous and relatable than other Zelda deuteragonists (sorry Fi, I’ve got nothing against you per say, you’re just a tad boring), she exists to this day as a fan favorite amongst the series’ countless classic faces.
Midna’s proven to be a hotshot with her hair, the end of which manifests as a hand (which is useful for grabbing, bludgeoning, clobbering and pummelling foes). She can also utilize the twilight in an abundance of creative ways, from hopping through portals to riding wolves. Beyond The Legend Of Zelda: Twilight Princess, Hyrule Warriors has granted players an expanded showcase of the degree of ass kickery Midna is capable of, and it’s due to said ass kickery that she’d be a perfect fit for Super Smash Bros., whooshing around Final Destination via her twilight trickery and battering her opponents with a mighty swoop of her hair. (Harry Morris)
It’s perhaps a Scrödinger question until Super Smash Bros. is released, will there be ARMS characters included? It seems unlikely at first, but after considerable thought, personalities like Min Min would be the perfect fit for such a game. It would be an insult to this relatively successful new title if some of the battlegrounds weren’t based on some of ARMS’ best arenas, an opportunity I’m sure Nintendo won’t miss.
What makes Min Min more likely than her other ARMS counterparts is that she is known for additionally using her feet to fight, ensuring more flexibility into her Super Smash Bros. moveset. Min Min also has an aesthetic that would adapt well to the series, with her arms and body resembling a traditional Chinese dragon. Ribbon Girl and Spring Man would also be good additions, but if there could only be one character from ARMS then Min Min it is. (James Baker)
The heir to the renowned Vampire Killer and of the Belmont clan, Simon Belmont may have became the most famous vampire hunter but he has yet to make an appearance in the Super Smash series – and chances are, he never will. With the use of his whip in eight directions, and holy water, an axe and the crucifix as secondary weapons, Simon Belmont could bring a refreshing fighting style to the fray. He’s iconic for Nintendo fans, having been around since the NES days and one of the most famous video game characters of all time. If anyone deserves to represent Konami, it’s Simon Belmont who has been there from the very start of the Castlevania series. (Ricky D)
‘Life is Strange 2’ Episode 5 Review – “Wolves”: A Worthy Send-off
The final episode of Life is Strange 2 may take a while to get going but it does offer a solid conclusion to the Diaz brothers’ journey.
Life is Strange 2 hasn’t made any bones about being a political game over the course of the last year. The 5th, and final episode, “Wolves”, doesn’t just continue with this message, it doubles down, and in a big way.
Set near the Arizona-Mexico border, “Wolves” follows the Diaz brothers on the final leg of their journey. Having escaped from the cult that held Daniel up as a messianic figure in the previous episode, Sean and Daniel are camping out in a sort of pop-up town filled with outsiders like themselves.
The location provides Life is Strange 2 with its final breath of relaxation before the story enters its high tension endgame, and it’s a much needed reprieve. Unfortunately, it does seem to go on a bit longer than the player might like, and that makes things drag a smidge.
To give you some idea of how long you’ll be spending in the village, 4 of the 6 collectibles are found here. So, yes, this starting area is the main place you’ll be spending “Wolves” in. To be clear, the area isn’t bad per se. There’s a lot to see, a scavenger hunt to go on, and a few interesting characters to speak with, including a surprise cameo from the original game. The bummer of it all is that players will be feeling the time here more laboriously simply because there isn’t much of anything happening.
In the 2nd or 3rd episode of this story it’s perfectly fine for an extended bit of down time. Episode 3, in particular, benefited greatly from allowing you to settle into the setting and get to know a diverse and likable new group of characters. However, by the 5th episode, players will be so eager to see how things are gonna settle up, they won’t be able to get out of this area fast enough.
On the upswing, once Sean and Daniel leave the village, the story moves at a pretty solid clip to the credits. As the key art and trailer for “Wolves” might suggest, the Diaz brothers do indeed challenge the border wall in the final leg of Life is Strange 2. Where things go from there, I won’t spoil, but rest assured that Daniel will absolutely go through the crisis as you’ve trained him to do.
By this I mean, you will see the final results of your choices throughout the game, and they’re pretty impressive. With 4 possible endings, and 3 possible variations on those endings, Life is Strange 2 can ultimately play out in a variety of ways. How yours plays out will, of course, depend on the choices you’ve made and how you’ve influenced your brother throughout your journey.
Either way, though, Life is Strange 2 closes off “Wolves” with an emotionally satisfying and generally fulfilling conclusion to your journey. It might be a necessary evil that the events can’t be intense the whole way through, being that this is not an action or combat-focused game, but the fact that things take so long to get going in the final episode is a bit of a problem.
Still, fans worried that Life is Strange 2 might fail to stick the landing can rest easy. “Wolves” might not be the best, or most satisfying, episode of the series but it does what it needs to do and it does it well, particularly in the back half.
‘Yaga’ Review: A Bittersweet Fairy Tale
Some games feel perfectly suited to their genres, as if they fulfill every ambition that their genre could promise. On paper, Yaga from the developer Breadcrumbs Interactive, should be one of those games. This roguelike RPG is meant to bring traditional Slavic folktales to life, and its procedurally generated structure allows the game to change in every playthrough, just like how the ancient fairy tales it’s based on can change in every telling. Yaga immediately shines on a conceptual level, but as a game, the most important question remains: will this fairy tale be enjoyable to play?
From start to finish, Yaga uses the rich source material of Eastern European history and folklore to create a vibrant, fantastical world. The entire game is framed as three elderly women telling the story of Ivan, a heroic blacksmith who has been stricken with the curse of bad luck. These women spin a fanciful yarn, one in which Ivan is constantly plagued by horrors from traditional fairy tales such as the hideous One-Eyed Likho, along with more realistic foes, such as a corrupt, overbearing Tsar. The game thrives on this balance between history and fantasy. Its world is filled with peasants who face daily, universal struggles with war and agriculture, while massive ogres and goblin-like Vodyanoys haunt the surrounding wilderness. This mixture creates a strong setting that finally gives Slavic history and mythology its long-overdue representation in games.
“Take the presentation and story together, and Yaga becomes a playable portrait of the lives and superstitions of Eastern European peasants.”
The frame story always remains the same: Ivan will always have to serve his Tsar while avoiding bad luck in every playthrough. However, beyond these core details, the old women are extremely flexible storytellers, often switching events around or changing story beats entirely. In some playthroughs, you may discover a woman raising an enormous chicken; in others, you may instead encounter a band of thieves waiting to rob you. You will frequently face important decisions to make that will dramatically impact the outcome of your quest. yes, you can always break into monster hideouts with hammers blazing to slay every creature before you; but more often than not, you are also given the opportunity to peacefully talk your way out of these toxic situations. Even more dramatically, oftentimes the game will zoom out to the old women storytellers and allow you to choose how they tell the rest of Ivan’s story. Yaga is at its best when it doubles down on this player freedom. It makes every moment engaging and allows its stories to truly come alive.
Yaga’s writing and presentation only serve to make this world even more striking. It features a distinctly dark sense of humor – for instance, a man may ask you to push a boulder into a well behind his house, but he will neglect to tell you that he has also thrown his wife into the bottom of that well ahead of time. Much of this dialogue is even written in rhyme, enhancing the otherworldly, fairy tale atmosphere. On top of that, nearly all dialogue is fully voice acted, with most voice actors delivering some eccentrically charming performances that make the game feel as if it’s a playable Disney film. The visuals look like they’re taken straight out of a Russian children’s book of fairy tales, while the music incorporates traditional instruments and language into an electronic, hip-hop fusion soundtrack that captures the cultural heritage that Yaga focuses on while connecting it to modern culture. Take the presentation and story together, and Yaga becomes a playable portrait of the lives and superstitions of Eastern European peasants.
However, this leads to the gameplay. Quests may be randomized each time you play, but nearly every one of them takes the same general format. One character will request help, and then Ivan will have to venture out into the world to fight some demons or recover an item. Worse yet, the levels are just as randomized in their procedurally generated design, and not in a particularly clever way, either: most of them likewise follow the same formula, being little more than arenas full of enemies connected by copy-and-paste environments. Many paths in each environment lead to nothing more than pointless dead ends. The combat has a satisfyingly simple basis, with basic moves like long- and close-range attacks, roll dodging, items to use, and a variety of different weapons to equip, although his trusty old hammer is generally the best choice. However, while this simplicity makes the combat enjoyable on its own, there is very little depth to it, and the inherently repetitive design of the mission only serves to highlight how paper-thin combat can be. Most battles involve little more than hacking away at enemies until they die, which becomes increasingly repetitive by the end of the roughly ten-hour campaign.
At the very least, the robust customization system helps add a little intrigue to the combat. As a blacksmith, Ivan is naturally gifted with the ability to craft weapons for himself to use. By scavenging parts and items from fallen enemies and treasure chests around the world, Ivan is able to create the most powerful weapons. Crafting is simple to use yet extremely ripe for experimentation, requiring only one base item and a handful of accessories to create unique new items. With dozens of components to discover and use in your forging, there are plentiful opportunities to create the best possible weapons.
“All told, Yaga achieves a bittersweet ending: it’s bitter as a game but sweet as a fairy tale.”
The crafting system would be the standout aspect of the moment-to-moment gameplay if it weren’t foiled by another one of the game’s systems: Bad Luck. Ivan has been cursed with perpetual Bad Luck, which grows constantly throughout the game – whenever something good happens, Bad Luck is sure to increase. Whenever the Bad Luck meter fills all the way, Likho will appear and strike Ivan, generally breaking one of his weapons or stealing his money.
On paper, this mechanic makes sense, since it prohibits the player from becoming too overpowered and also fits into the folklore style off the story. In practice, however, it is an infuriating limitation on player progression and invention. It effectively punishes players for putting thought and care into their weapon crafting and character-building – at any moment it can all be washed away in bad luck, so what’s the point? Considering how enjoyable the crafting and combat systems are, it’s a shame that Bad Luck seems to exist solely to diminish the very best parts of the gameplay, leaving the game feeling like it cripples itself.
Your enjoyment of Yaga depends heavily on what experience you want out of it. If you’re looking for a deep and satisfying RPG, then it likely won’t deliver. Although it features satisfying combat and customization systems, the frustrating randomization of its level design and Bad Luck system only serve to foil these good qualities. If you are instead looking for a faithful, fleshed-out image of Slavic cultural heritage, portraying both the harsh realities of peasant life along with its fanciful folklore, then Yaga is a clear triumph thanks to its emphasis on player choice, its excellent writing, and its beautiful hand-drawn visuals and inventive soundtrack. All told, Yaga achieves a bittersweet ending: it’s bitter as a game but sweet as a fairy tale.
‘Resident Evil 3: Nemesis’ — A New Height to Survival-Horror
If we can forget that Nemesis was a poorly designed rubber goof in the Resident Evil: Apocalypse movie, we can easily state that he is the apex predator of the series. The follow-up to Resident Evil 2 had quite a few expectations to fill and, for the most part, Resident Evil 3 delivered. While not so much a fan-favorite as RE2, there was a lot to like about RE3. The return of RE‘s Jill Valentine, some new intuitive controls, and, of course, theNemesis.
RE3 marks the first time in the series where you are limited to one character – Jill. Through this, the story is slightly more focused and straightforward – despite the plot being all about Jill trying to leave Raccoon City. RE3 director Kazuhiro Aoyama cleverly sets in pieces of RE2 to make this work as both a prequel and a sequel. If you’ve never played RE2 – shame on you – you would not be able to scout notable tie-ins such as the police station. With a large majority of the building still locked up, Marvin Branagh, the wounded police officer who helps you in the second game, is still unconscious and has yet to give anyone the keycard which unlocks the emergency security system.
Where RE3 really shines is in its latest entry of Umbrella Corps. bio-engineered tyrants called Nemesis. The hulking tank brought a new dimension to the series, invoking more cringe-inducing terror and stress than ever. As if zombies and critters jumping through windows weren’t bad enough, now you have to worry about an RPG-wielding maniac busting through a wall and chasing you around the entirety of the immediate environment – and chase is certainly brought to a whole new level indeed. It became a running joke when you would encounter a handful of zombies, but could escape unscathed by simply running into another room. Nemesis, on the other hand, will continue his pursuit no matter what room you run into. At the time, this brought a whole new level of detail in the genre. Knowing that at any given moment he will just appear and will certainly derail whatever key or plot item you’re quested to look for made Nemesis a very intense experience.
Resident Evil 3 is the pinnacle of the series and the last of old-school survival-horror.
The gameplay also takes a few different approaches in this game. There will be moments when you encounter Nemesis, or certain plot occasions where you will be prompted to make a decision. It was a great alteration to the series, as it added new layers and weight for the player. Another addition to the gameplay came in the form of control although as minute as it sounds, is having the ability to turn a full 180 degrees – yes you read that correctly. Resident Evil quintessentially coined the term survival-horror, and survival certainly predicates the genre. There will be times – if not numerous times, you will run out of ammo. When those moments used to occur, you would have to make your character turn in the slowest fashion imaginable to make a run for the door and to safety. It was those moments back then that would pull the player away from the action. With the addition of the quick-turn ability- which was actually first introduced in Capcom’ Dino Crisis game – it gave the player the chance to just cap a few zombies and dash creating more seamless and dynamic gameplay.
The level design of Resident Evil 3 is grand, if not grander than RE2. A lot of the setting and scenery take place in the open air of the city and a few other places around the vicinity. RE and RE2 mostly took place indoors, and those settings helped create unique moods especially when it is all about tight corridors adding a more claustrophobic feel. Aoyama definitely went with a bigger setting and atmosphere in the follow-up. The game takes you through a police station, a hospital, a local newspaper office, a clock tower and a factory. More often than not, though, people tend to forget the scope and grandeur of RE3. Not to mention you can only… spoiler… kill Nemesis with a Rail-Gun at the end.
Resident Evil 3 is the pinnacle of the series and the last of old-school survival-horror. It took everything that it did so well in the previous titles and made it bigger and better. Nemesis encapsulated fear and dread in ways rarely experienced at the time. The scene where he popped through a window and chased players through the police station has always remained a nostalgic moment, much like anything that comes through a window in the RE series. In fact, a bit of advice for anyone playing the first-gen of RE titles: beware of windows.
Editor’s Note: This article was originally published on May 16, 2016.
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