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‘Mario Tennis Aces’: A Lot of Power, Not Enough Finesse

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[dropcap font=”” size=”1″ background=”” color=”” circle=”0″ transparent=”0″]T[/dropcap]ennis is a sport that has a certain expectation of artistry and flair in its performance. Much like a ballet dancer, there’s a delicacy towards the raw power in tennis, resulting in a refined finesse that is often seen on the court in world-renowned tournaments such as Wimbledon. Obviously, much like Mario Kart isn’t Formula 1, Mario Tennis Aces isn’t Wimbledon. However, while Mario Kart remains a racing game, Mario Tennis Aces never really becomes a tennis game.

mario tennis aces

Mario and Donkey Kong: Having never quite settled their rivalry, they challenge one another to a game of tennis.

That’s not to say there’s no fun to be had, as it remains a well-executed game, just maybe not in the way that was expected. The court designs have taken a shell out of Mario Kart’s tracks and have become a personality on their own. A personal favorite has been the court on the ship, where the mast in the center could be used to redirect the ball. These quirks bring that Mario Kart vibe to the tennis court, with outside influences and environmental oddities affecting how the game is played. One great example is the match against Shy Guy at the train station in adventure mode. During the course of the game, crowds of people with luggage would run across the court and block your shots, changing where you placed the ball.

The impact of a topspin or a slice has the same outcome

This becomes a problem when the game mechanics are designed around power rather than technique. While the dynamics of the courts are fun, Mario Tennis Aces isn’t designed with maneuvering the ball around the court in mind. Using the mast on the ship court to redirect the ball in the opposite direction becomes irrelevant when the gameplay isn’t designed around working your opponent (rather, it’s designed around building up for a powerful star or zone shot to overwhelm your opponent).

mario tennis aces

Mario Tennis Aces features text proclaiming “Good!”, despite its “Not always so good” quality.

While it looks flashy and exuberant, it creates a one-directional gameplay that can become tedious pretty quickly. Essentially, the player is left rallying with the opponent until one of them pulls off a star or zone shot. While there are variations of basic shots the player can utilize, the impact of a topspin or a slice has the same outcome, they contribute to the rally until a special move is played. Working the opponent around the court is subsided by the trick shot, which is a special move that allows the player or opponent to jump or cartwheel across to the other side of the court to hit the ball, which as guessed, creates a powerful shot.

A successful block should become a tactical advantage, not a mere delay in the masterclass of Rafael Nadal

It is possible to block a special move, but to do so drains energy from the same power gauge needed to produce a special move. This becomes a slightly unbalanced mechanic, as blocking a shot appears to use more power than the special move that the player is attempting to block. What ends up happening is one of two things: the player blocks successfully, but is now at a disadvantage when it comes to filling up the power gauge and producing a star shot of their own, or the block is unsuccessful, and after three tries the racket is broken and the player has lost the match. A better mechanic would have a successful block increasing the power gauge, creating an opportunity for the player to win the rally rather than being left inundated with powerful shots for the remainder of it.

mario tennis aces

Chit-chatting with a penguin at a train station whilst playing tennis: A standard situation for Mario.

It’s the boss matches in adventure mode that suffer the most from the block mechanic. While most boss matches are great fun and quite simple to get through, there is the occasional power gauge drain from all the blocking. The problem is, boss battles are timed affairs, and missing the ball gives a five-second penalty. When there’s a continual onslaught of special moves and the power gauge has been drained from blocking, the player will have to accept the five-second penalty which can be incredibly costly. A successful block should become a tactical advantage, not a mere delay in the masterclass of Rafael Nadal.

Mario Tennis Aces has a lot of potential, but hits a double fault where it matters most: the tennis. While it serves up a great deal of personality, the absence of genuine tennis play and skill to win matches gives some aspects of the game the wrong kind of love. Mario Tennis Aces remains a lot of fun, particularly multiplayer, which utilizes all the mechanics that make the Switch a fantastic console. However, with less power and more finesse, it could have been game, set, match.

Lost his ticket on the 'Number 9' Luxury Express Train to the Ninth Underworld. Has been left to write articles and reviews about games to write off his debt until the 'powers that be' feel it is sufficiently paid.

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This Heart’s on Fire: ‘Death Stranding’ and Heartman

Death Stranding has no shortage of your standard Kojima weirdos but one that almost no one is talking about is the eccentric Heartman.

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Death Stranding

*This article contains spoilers up to and including Chapter 8 of Death Stranding*

Over the course of Hideo Kojima’s wildly ambitious Death Stranding there are a whole cavalcade of intriguing and intoxicating characters for players to meet and acquaint themselves with. From the guy with the weird goalie mask to the lady with the magical umbrella, there is no shortage here of your standard Kojima weirdos but one that almost no one is talking about is Heartman.

Portrayed by writer-director Nicolas Winding Refn, best known for Drive, Heartman brings the game to a dead halt when you finally meet him face to face in chapter 8 but the reprieve comes as a welcome comfort to the player. Having just crossed a treacherous mountain range and survived a second trip to Clifford Unger’s war-torn beach, most players will welcome a little down time, and Heartman is there to provide it.

Death Stranding
It’s immediately clear that Heartman’s home is something special from the moment Sam walks through the door. Lit with a ring of holographic fire, the foyer of the mansion is immediately welcoming in the hostile environment of the snowy mountains. However, it also has a sort of clinical detachment to it. This is by design, as reality for Heartman is merely a distraction — downtime to be filled.

Yes, Heartman comes with the tragic backstory players will no doubt be expecting but like most of them in Death Stranding, his is a real treat. Delivered partly through voiceover and partly through flashback, Heartman reveals how he lost his family to a terrorist attack while in the hospital for a heart operation. When he flatlined during the operation, though, he was able to find them on the beach before being whisked away back to reality.

Obsessed with finding them again and joining them, Heartman now spends his life in 24 minute intervals: 21 minutes of life, 3 minutes of death. Every 21 minutes Heartman journeys to the beach by flatlining himself with a personal AED, only to be resurrected 3 minutes later. During those 3 minutes though, where time is altered by the elastic effect of the Death Stranding, he seeks out his family and makes observations on how the beaches and the after life work.

Death Stranding
Bizarre as all of this is, it makes Heartman a truly fascinating character. Since his life is mainly confined to 21 minutes at a time, he has collected hundreds of books, movies, and albums which can be experienced during that tiny window of time. His study is brimming with them, stacked on the ceiling high bookshelves that surround his work area. Also in the study are eerie recreations of frozen corpses, old family photos, and a host of other curiosities, each of which will earn the player likes from Heartman for noticing them.

Of course, this is the most interesting part of the meeting. As Heartman continues to explain his theories, a counter occasionally appears in the bottom corner of the screen, showing how long Heartman has before he will flatline again. When the moment of truth finally comes, he lays himself down on a chaise lounge, turns over a golden hourglass and dies before your eyes. As the Funeral March begins playing from an old record player, Sam must keep himself busy for 3 minutes while he waits for Heartman to return to the land of the living. It’s a truly brilliant moment, as a counter appears in the bottom corner again, and the player must simply take in Heartman’s eccentric home from a first person perspective for 3 minutes uninterrupted.

What would be boring as sin under the wrong direction becomes a welcome moment for the player to just sit and absorb this strange, yet comforting, place. Then, after three minutes have elapsed, Heartman reawakens and picks up from where he left off as if nothing out of the ordinary had occurred. He even breaks the 4th wall as he continues to talk, swatting away the timer when it appears on screen again and adding likes to your counter in real time.


There’s really nothing like the meeting with Heartman in all of Death Stranding — but then, there’s nothing like Death Stranding really in the realm of gaming either. With its long periods of walking between haunted destinations and its deliberately cryptic mythology, the game is like a series of tone poems and intellectual treatises mashed together into a post-apocalyptic courier sim.

Heartman then, with his heart-shaped lake and pink-lit study, is just one more piece of Kojima’s mad puzzle here but what a piece he is. Who would have thought the most normal looking member of Death Stranding‘s bewildering cast would end up also being one of its most interesting? Certainly not this writer. Still, Heartman and his eerie, purgatorial existence make for one of the nicest surprises in the game.

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Five Best New Pokémon Designs from ‘Pokémon Sword and Shield’

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Much like Pokémon Sun and Moon before, Pokémon Sword and Shield is an adventure full of fascinating surprises. Some of those many surprises across the Galar region are the new pokémon you will come up against. While many of the designs in the eighth generation were a sorry sight to behold, here are five that should stand the test of time as welcome additions to the ever-growing franchise.

Flapple

When I first encountered an Applin, there was a stark realization across my mind that Pokémon had ran out of ideas. Here I was, with my then Sobble, about to fight an apple with eyes. It was about as baffling as the ice cream cone back in Black and White, which looked as if it was designed by a child. But for not the first time, I was wrong, and instead of becoming three apples or a pear, Applin actually has a fantastic evolutionary journey.

Throw a sweet apple at Applin, and it’ll evolve into a Appletun, which is an interesting evolution in its own right. But when you throw a tart apple in its direction, it evolves into something so much better, with the result becoming the Flapple we see above. A tiny dragon using the broken apple it burst out of to flap around in the air is a creative concept to say the least, and certainly helped to change my early judgement on the apple core pokémon.

Sirfetch’d

Farfetch’d has been an unfortunate pokémon ever since its illustrious debut on Pokémon Red and Blue. A weak pokémon that was rare by virtue of being delicious, Farfetch’d has been a pokédex filler ever since. Luckily, in the Galar region, the Farfetch’d are a little more feisty, with a new typing to match.

With a little patience and a shovel of goof fortune, you can evolve your Galarian form Farfetch’d into Sirfetch’d if you manage to deal three critical hits in one battle. The odds are increased if you catch a Farfetch’d holding a leek, and then further increased at level 55 when your Farfetch’d learns leaf blade. For what it’s worth, the hard work does pay off. Sirfetch’d is a fantastic design and suits the theme of Pokémon Sword and Shield honorably. The evolution that Farfetch’d always needed has been worth the two decade wait.

Galarian Corsola

For all the demonic ghost pokédex entries and back stories, the Galarian form Corsola hits most close to home. While the change is largely a new colour and a sad face, the reasoning can be a little more tragic.

There are no secrets about the destruction of the coral reefs across the world due to climate change. It only takes a change of a degree in temperature for the coral to expel the algae that gives them their unique colouring and become the bleached white. While the coral isn’t dead immediately, if left in that state, it does eventually starve to death. Hence Galarian form Corsola represents more than the sum of its parts, and its a clever message Game Freak has left in Pokémon Sword and Shield about the destruction of our ocean ecosystems.

Grapploct

Ever since Hawlucha, I have a bias towards Mexican wrestling pokémon. They’re fantastic. Clobbopus and Grapploct are no exception, and the only reason I’ve chosen Grapploct over Clobbopus is because of way Grapploct swam like a hungry Olympic swimmer to announce my destruction.

While its base stats are actually average, the confidence it showed to pursue me on my journey across the sea certainly left a stain. The design of Grapploct itself is so consistent with fighting type pokémon that it’s one of the least lazy designs in Pokémon Sword and Shield, and for all the prayers to Arceus, there are some hopelessly lazy designs in this generation.

Corviknight

This is going to be huge statement that might rile up a number of pokémon fans, but for me, Corviknight is the best designed bird pokémon. The whole concept fits the brief, from the armour on its head, to its seamless fit into the inspiration behind the region.

It’s no secret that the Galar region was inspired by England, from the train system to the architecture, there are pieces of Ol’ Blighty everywhere in Pokémon Sword and Shield. Some of those influences are seen in the pokémon themselves, and none express that more than Corviknight. The raven has a lot of folklore behind it, particularly its presence in the Tower of London. It is said that if the ravens were to leave the tower, then the destruction of England is imminent. As such, not only does Corviknight look like a formidable bird pokémon, it actually has a clever reason behind its design.

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‘Donkey Kong Country’ – Still as Difficult, Demanding and Amazing to This Day

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Donkey Kong Country

Donkey Kong Country: 25 Years Later

Back in 1994, Nintendo was struggling with their 16-bit Super Nintendo Entertainment System, which wasn’t selling as well as they’d hoped it would. With the release of the Saturn and Playstation on the horizon, the Super Nintendo needed a visually impressive and original title to reinforce its market dominance. After three years of intense competition and heated rivalries, Nintendo desperately needed a hit that could prove the Super NES could output graphics on the same level as the forthcoming 32-bit consoles. They teamed up with Rare to produce Donkey Kong Country, a Mario-style platformer, and the rest, as they say, is history.

Donkey Kong Country is a game held in high regard and with reason. Monumental! Monstrous! Magnificent! Use any term you want, there’s no denying how important this game was for Nintendo and Rare. The graphics for the time were above and beyond anything anyone would imagine possible for the 16-bit system. For a two-dimensional side-scroller, Donkey Kong Country conveys a three-dimensional sense of dept. The characters are fluidly animated and the rich tropical environments make use of every visual effect in the Super NES’s armory. Each stage has its own theme, forcing players to swim underwater, navigate through a misty swamp, swing from vines, or transport DK using a set of barrels (cannons) to advance. And let’s not forget the mine cart stages where you ride on rails and use your quick reflexes to successfully reach the end. Every level has little nooks and crannies too, hiding secret areas and passageways that lead to bonus games where you can earn bananas and balloons, which you can trade in for additional lives. And in Donkey Kong Country, you’re not alone; your simian sidekick Diddy tags along for the adventure. You control one character at a time, and each has his own unique strengths. Donkey Kong can dispatch larger enemies with his giant fists, while Diddy can jump a little higher than his bulky cousin. It isn’t the most original platforming feature, but it works. The two heroes can also rely on various animal friends to help guide them through their adventure. Predating Super Mario World: Yoshi’s Island, Diddy and DK can also ride on the backs of Rambi the Rhino, Winky the Frog, Enguarde the Swordfish and more!

What’s really impressive about Donkey Kong Country is how it has withstood the passage of time. In 1994, Donkey Kong Country’s visuals were spectacular with its rendered 3D models, lively character animations, detailed backgrounds, and a lush jungle setting, and while some would argue the game is dated, in my eyes it still looks great to this day. Kong has heart, and he’s willing to show it in a game made with wit, excitement and moments of visionary beauty. Meanwhile, the soundtrack by David Wise is guaranteed to win listener’s over. Practically every piece on the soundtrack exudes a certain lyricism that has become a staple of Rare’s games – from its upbeat tropical introduction to the unforgettable climax which secures its place as one of the Super Nintendo’s most memorable boss fights. The result is an apt accompaniment to the colorful characters, tropical landscape, and tomfoolery that proceeds.

What really stands out the most about Donkey Kong Country after all of these years is just how challenging this game is.

But what really stands out the most after all of these years is just how challenging this game is. Donkey Kong Country is a platformer you can only finish through persistence and with a lot of patience. Right from the start, you’re in for one hell of a ride. In fact, some of the hardest levels come early on. There are constant pitfalls and Donkey Kong can only take a single hit before he loses a life. If your companion Diddy is following you he will take over but then if he takes a single hit you lose a life and it’s back to the start of a level. Needless to say, the game is unforgiving and requires quick reflexes and precise pattern memorization to continue. This game requires so much fine precision that it will definitely appeal to hardcore platforming veterans looking for a challenge and those that do are in for one hundred eighty minutes of mesmerization, astonishment, thrills, chills, spills, kills and ills. The only real downfall of Donkey Kong Country is the boss battles. Yes, Donkey Kong Country gave us some memorable villains such as Dumb Drum (a giant Oil Drum that spawns enemies after it hits the floor), and The Kremling King (who is responsible for stealing Donkey Kong’s Banana Hoard), but these enemies have very basic attack patterns and far too easy to defeat.

It’s one of the rare, great works of art that stands up endlessly despite repeated playthroughs, each time revealing something new.

Donkey Kong Country

Along with its two SNES sequels, Donkey Kong Country is one of the defining platformers for the SNES. The game looks great and sounds great and the platforming, while incredibly difficult, is still very fun. Rare did the unexpected by recasting a classic Nintendo villain as the titular hero and it paid off in spades. It’s one of the rare, great works of art that stands up endlessly despite repeated playthroughs, each time revealing something new.

The beauty of the original is that there’s more to it than the oversized gorilla. Donkey Kong Country is truly amazing!

– Ricky D

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