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May 5, 2008

Off the Cuff: Batman The Animated Series

Filed under: Off the Cuff — Tags: , , , , — Eric Barrett @ 9:50 am

I spent a lot of my formative years watching Batman the Animated Series. And I loved it. That show defined not only Batman but all superheroes with its atmosphere, stories, and characters. Every single cartoon or movie is chasing the standard that Batman: TAS set.

Even the artwork was brilliant. It was the first show that I actually noticed the animation style. And I still think it used shadows better than any incarnation of Batman I’m familiar with.

That’s a high bar.

And in recent years I’ve feared that maybe my memories were tinted by rose colored glasses. Maybe Batman: TAS wasn’t half as good as my mind recalled. After all, I thought Voltron was the best show ever – it was devastating to learn that it’s not.

Talk about crushed childhood dreams.

Well let me relieve the fear – Batman: TAS is still the standard to beat. Watching it on TV these last few weeks has reminded me just how brilliant it was. What’s surprising is the show’s probably better than I remember!

As a kid I enjoyed it because of the action, the art, and the “coolness” of Batman. But I instinctively knew there was something more there – I just didn’t now what. Now I can now fully appreciate the subtlety of the characters and artwork. I can enjoy it for the depth of the story telling and character development.

Batman: TAS is still the greatest superhero cartoon ever created. And may possibly be the best cartoon ever created.

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May 2, 2008

Still on the Shelf 2008 - Free Comic Book Day Rundown!

Filed under: News & Miscellaneous — Craig Reade @ 11:13 pm

Happy Free Comic Book Day, 2008!

 Check out my rundown of this year’s offerings at comiXtreme.com!

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May 1, 2008

Ti’Hat and the Vulcan: Chapter Fifteen

Filed under: Fiction — Craig Reade @ 12:23 am

voyager.jpg“This is incredible,” Kim said as he read the information that was displayed on his PADD.

“What?” Chakotay asked, as he sipped his drink. The two had decided to take a little break in the officer’s mess before the fleet would move on to Kalat.

“If this data is correct, we are lucky something like this did not happen a while ago. We seem to have been going through a part of space that the Borg have almost entirely conquered for over a month now. I thought that Kes had thrown us well beyond Borg territory. Perhaps it is not as well defined as we once thought.”

“Maybe the ’silent invaders’ the captain of the Quahi vessel we ran into a few weeks ago referred to were the Borg. The Borg don’t tend to talk to much.”

“You can add conversation to the list of things the Borg feel are ‘irrelevant,” Kim joked. Chakotay had to laugh along with him. “Ever tried holding a conversation with Seven of Nine? She can end one before you ever start it.”

Chakotay smiled. “Most of my conversations with Seven of Nine never go beyond ship’s business.”

Harry started with a nervous stutter, swallowed it, and continued, “According to this data. It will take us another two years to get out of the Borg sphere of influence!”

“What about the rest of the journey home? Are we going to have to make any long detours to stay out of Borg space?” Chakotay asked.

“I have no idea. The data Tuvok got doesn’t have anything like a map showing the boundary of space that the Borg have claimed. That would make sense, as the Borg don’t seem to respect any boundaries. But there are several star systems noted in the information, and the computer was able to extrapolate a map of the nearby systems. Seven has been converting the data for use in astrometrics, so we should have the area charted in the next day or so.

“It looks like the Borg are really worried about us, too. There are only two other cubes within a month of here. By all outward appearances, they do not plan to mess around. We are to be destroyed.”

Chakotay smiled. “Not if B’Elanna has anything to say about it. She is driving the Engineering department insane with all of the modifications she wants done. She’s having three different shield nutation programs installed, modifying all of the phaser banks, and trying to get reaction time on the impulse drive down by fifteen percent. I am glad I’m not down there right now. I am sure some of them haven’t slept since she came back on duty.”

“She probably has Borg on the brain now. I was talking with Oro, from the surface, and he told me some pretty tall tales about her. It seems that she has become something of a legend on Bint’Ari. One story had something to do with her killing fifty Borg in one battle,” Kim said.

“That doesn’t surprise me. She bottles up so much of her aggression that I am certain that once she let it out, anyone who stood in her way regretted ever even looking at her.”

“I hear they named her after an animal on the planet. Ti’hat, I think it was. Oro described it, and it sounded something like a large Tasmanian devil,” Kim explained.

“Well, I wouldn’t call her that, if I were you,” Chakotay smiled. “From you, she might take it as a joke, but I don’t think I would take that chance.”

“All senior officers, to the bridge,” Janeway’s voice said over the comm-system.

“Oh well,” Kim said. “Looks like the fun is over.”

——————————————————————————–

Kim and Chakotay walked on to the bridge in time to catch the end of the conversation between Janeway and the Khamish Colonel.

“The modifications your Ensign helped us make to our shields are completed, and are working well,” the Colonel said. “The auto-nutation program may fail, however, if the shields are hit too hard.”

“That is to be expected,” Janeway replied. “Your shield generators aren’t designed for constant frequency modulation. Honestly, I am surprised that your engineers were able to manage it at all.”

“There is not a lot that we cannot accomplish, Captain,” the Colonel said. “The fleet is ready to depart. We’ve taken on the last of the Guard units the Bint’Ari sent to accompany us, and all of the repairs are completed.”

“Excellent,” Janeway replied. “Let’s be on our way, then.” As the channel closed, Janeway ordered Paris to proceed towards the Borg planet at Warp 6. Unexpectedly, The Doctor strolled onto the bridge, and sat down at an empty console.

“Doctor, I am surprised to see you,” Janeway said. “Is there something wrong?”

“It was my understanding that the Chief Medical Officer had a spot on the bridge. I was merely following tradition,” The Doctor replied.

“Drove yourself out of sickbay, did you?” Paris snickered.

“Certainly the presence of my ‘copies’ contributed to the decision to leave sickbay. I had no idea that I was so annoying! The copies are being entirely unreasonable. None of them will submit to deletion, and none of them will shut themselves off, for fear that they will be deleted if they do.”

“A reasonable fear, Doctor,” Janeway explained. “The only reason that you are not being pressured to delete yourself is that when the malfunction occurred, you were the first to reappear, and you were the first to get to your holo-emitter, and haven’t taken it off since. How would you feel if one of your copies were insisting that you be deleted?”

“They are!” The Doctor exclaimed. “In fact, the only thing that they can agree upon is that I should be the first one to go.”

“Rest assured, Doctor,” Janeway interjected. “Your problem will be dealt with once we are safely under way.”

“I need to learn to stop trying to improve my program,” The Doctor mumbled to himself.

“Captain, ETA to Borg planet two-point-five minutes,” Paris reported. The fleet was moving along at impulse speeds, after stopping for a short time about ten minutes away from the planet. The Khamish Commander thought it best to come into range of the planet with all of the fighter deployed, in case the Borg attacked sooner than expected.

“Any luck on the sensors, Mr. Kim?” Janeway asked.

“I’m afraid not, Captain,” Kim replied. “I can’t figure out what it is the Borg are doing to jam us. I can get a clear picture of the planet, and the surrounding space, but the cubes I’ve detected keep disappearing and re-appearing from the sensors. It is like nothing I’ve ever seen before.”

“How many different cubes have you seen so far?” Chakotay asked.

“I’ve confirmed that there are at least two Attack Cubes and one Scout Class Cube,” Kim replied. “There could be a hundred more, though. It is almost like there is a layer around the planet that is totally cloaked. I’m not reading any matter what-so-ever between the altitudes of ten and fifteen kilometers.”

“Species 756 exhibited a similar technology,” Seven suggested. “It is possible that the Borg assimilated that species since my, ‘liberation’ from the Collective.”

“Any idea how to neutralize it?” Janeway asked.

“None,” Seven replied.

“One minute until we are in range, Captain,” Paris reported.

“Captain!” Kim exclaimed. “The sensor interference is gone! Suddenly, I have a clear picture of the matter in that altitude range.”

“Perhaps it was impairing their sensor readings as well,” Chakotay suggested. “Maybe one of the cubes that was outside of the belt detected us, and they turned off the sensor screen to get a better picture of us.”

“A reasonable hypothesis,” Seven confirmed. “Our experience with the sensor screen indicated it blocked all sensor scans, regardless of their source.”

“How many ships are you reading, Ensign?” Janeway asked.

“Five Attack Cubes, two Destroyers, and six Scout Class cubes,” Kim replied.

“Looks like we have them outnumbered by a few thousand,” Janeway half-heartedly joked, referring to the thousands of one-man fighters that surrounded the fleet. Notify the Colonel our scans, she might not have a clear read yet.”

“Can you get any details on the planet’s surface?” Chakotay asked. “If we are going to knock out the Borg planet-based collective network, we will need some information of the location of the transceivers.”

“There is still some sort of dampening field blocking details about the planet’s surface from our sensors,” Kim replied. “I can tell that the planet-bound Borg are operating under an extremely decentralized system, much like a cube itself. The ground strike units are going to have to use the information from Tuvok’s download as well as their own sensors to locate the transceivers.”

“Such an attempt would almost certainly prove futile,” Seven added. “There could be several thousand transceivers on this planet. An invasion force would have to be significantly larger to disable all of them.”

“That is a chance we are going to have to take,” Chakotay replied.

“Janeway to Tuvok,” the Captain said as she tapped her comm-badge. “Are the shuttles ready to launch?”

“The Hesoid, Heston, and Aust en are standing by,” Tuvok replied. “The last quantum torpedo is being secured inside of the Heston, and we should be ready to depart in ten minutes.”

“We’ll try to get you as close to the planet as we can,” Janeway replied. “Janeway out.”

“Status of the Borg fleet?” Chakotay asked.

“It looks like they’ve seen us. They are moving this way,” Kim reported. “But they have not tried to hail us.”

“It will not be long,” Seven replied.

“We are the Borg,” the monotonous voice was heard over the ship’s comm-system. “Lower your shields and surrender your ships. You will be assimilated. Resistance is futile.”

“I spoke too soon,” Harry said.

“Have the Khamish fighters engage the cubes,” Janeway ordered. “We need a distraction in order to get close enough to the planet for the shuttles to get into the atmosphere without a problem.”

“Fire at will, Ensign Young,” Chakotay ordered the young tactical officer. “And if you would avoid the attack cubes for the time being, Mr. Paris, that might be a good idea.”

The Khamish fighter pilots, eager for the confrontation, surged towards the Borg cubes at full speed. A few disappointed pilots stayed behind with their ships, to prevent an attack on one of the Mothers. The Mother ships, in the meantime, were maintaining a very tight formation, and managed to lock their shields together so that each ship would benefit from the shielding of the others. Voyager skirted the edge of the battle, to avoid getting into range of one of the Attack cubes.

Janeway glanced several times at Seven of Nine during the opening minutes of the battle, trying to read some kind of reaction on the woman’s face. Seven did not oblige her with any discernable response. She remained transfixed on the view-screen, blinking only when necessary.

“Signal the Captain of Delta Mother, Mr. Kim,” Janeway instructed. “We need her to break formation and follow us towards the planet, so that we can drop off the landing parties.”

“Aye Captain,” Kim replied. “Delta Mother and four fighter squadrons will be here in about a minute.”

“Captain,” Paris called from the helm. “I’ve got a Borg Scout heading straight for us.”

“Mr. Young, fire a spread of torpedoes as the Scout,” Janeway ordered. “Perhaps we can discourage it.”

Five torpedoes lanced out the rear of Voyager, and impacted the Scout one after another. The small cube shuddered under the force of the explosion, but it did not slow down. Several bits of the ship were blown off during the explosion, so it looked more like a jagged rock than a cube.

“Captain, it’s on a collision course,” Paris warned. “I’m trying to move out of its way, but the cube keeps adjusting its course to match mine. I can’t stay ahead of it.”

“Aft phasers, Mr. Young,” Chakotay ordered.

“No effect, Commander,” Young replied.

“Set up the frequency rotation program,” Janeway ordered. “They may have already adapted to our current frequency.”

“The Khamish fighters have arrived, Captain,” Kim reported. “One of the squads is dropping several anti-matter pods between us and the Borg Scout.”

“Has the Scout changed course, Mr. Paris?” Janeway asked.

“No,” Paris replied. “In fact, its about to hit that antimatter-”

The viewscreen flashed a bright white glow. The Scout collided with the antimatter pods, which resulted in a spectacular explosion. Voyager was far enough away to avoid being caught up in the antimatter reaction, but two of the fighters weren’t so lucky. The explosion damaged one of the fighters, which in careening off course, collided with the second fighter, destroying them both.

“Signal the fighters our thanks, Mr. Kim, and give the Captain of the Delta Mother our heading,” Janeway ordered. “Mr. Paris, take us to the planet.”

“Aye Captain,” Paris replied, adjusting the ship’s course.

“The Captain of the Delta Mother is following,” Kim reported. “One of the Borg Destroyers in changing course to intercept.”

“Is it on a collision course?” Chakotay asked.

“It doesn’t look that way. A few of the Delta Squadrons have turned to engage it,” Kim replied.

“More speed, Mr. Paris,” Janeway ordered. “We need to get the landing party off before we can engage the cubes.”

“Captain, we are receiving a message from the Delta Mother,” Kim said. “They are going to make a stand here against the Destroyer so that we can make a run for the planet.”

“So long as some of us get to the planet,” Janeway replied. “Let’s see it, Mr. Kim.”

The view-screen blinked to a view of the rear of Voyager, and the crew watched hopefully as the Delta Mother engaged the first of the Borg destroyers.

——————————————————————————–

The commander of the Delta Mothership signaled her intentions to Voyager and the Colonel before she made her move. The Borg were not just going to allow the fleet to land troops on their planet, she knew that all along. But the Major felt that the Borg would have a harder time sending ships to attack the enemies that were heading for their world. They had only expected the five Attack cubes, though.

“We are coming about, Major,” the Lieutenant at the helm reported.

“Excellent. Give me a view of the Destroyer.”

The small view-screen shifted to the cube. Small flecks surrounded the giant vessel, the flecks being the attacking swarm of fighters. Several groups of fighters moved in tight formation towards the cube, each carrying out a different set of orders, in order to bring down the big cube as quickly as possible.

The Destroyer, which was vainly trying to hit the fighters that were swarming towards it with disrupter beams, did something unexpected. Invisible to those on the Delta Mother, the cube opened up a small circle on the side of their ship, and released a tiny, spherical probe. The sphere targeted one of the Khamish fighters that was moving towards the cube, and collided into it. The resulting explosion was so large that it engulfed the entire squadron that surrounded the assaulted fighter.

“What the hell was that?” demanded the Major, who stared at the blinding explosion with amazement.

“Some kind of explosion, sir,” the Corporal replied. “The sensors are reading a high level of radiation emanating from the explosion.”

“Get a fix on that squad,” the Major ordered. “How many made it through that explosion?”

“Two sir,” the Lieutenant replied. “They were out of formation at the time with engine trouble.”

“What about the rest of them?”

“Destroyed, sir,” the Lieutenant replied.

“There were two hundred fighters in that squad,” the Major sighed. “All but two of them gone.”

“Major, two more explosions have been detected. We have lost all contact with Blue and Green squads.”

“They have to be using some kind of nuclear weapon, Major,” the Lieutenant said. “A nuclear reaction involving antimatter results in a huge explosion, much larger than a conventional nuclear explosion. Any ship anywhere near such an explosion centered in a fighter squadron would be engulfed.”

“Lieutenant, order the fighters to break formation and engage the cube at point blank range,” the Major yelled across the bridge. “They won’t use those nukes so close to their ship.”

“Alpha Mother reports four of their squadrons have been lost in similar explosions,” the Lieutenant reported.

“How long until we can fire?” the Major asked.

“One minute until the MF cannon is fully charged,” The Lieutenant replied.

“Launch the Bint’Ari landing ships, and send a squad to accompany them.”

“They will reach the surface in ten minutes,” the Corporal said. “They won’t have a chance out there! There are too many Borg ships out there.”

“I don’t see us having much of a choice!” The Major replied, angrily. “Keep your station!”

“Bint’Ari ships away,” the Lieutenant reported. “White Squad is accompanying.”

“Have the Borg responded?”

“No, I would imagine that the Borg believe that they are retreating.”

“MF cannon is charged, Major.”

“Fire it then!” The Major yelled.

Seconds later, a brightly colored bolt of energy leapt from the Delta Mother’s cannon, and shot towards the Borg Destroyer. It opened up into a broad net, and collided with the cube at close to the speed of light. After the bright explosion died down, the Captain could see the barely damaged cube start to move.

“What happened?” The Major demanded. “I thought you said that the cannon was fully charged!”

“It was!” the Lieutenant nervously replied. “It seems that the fighters were unable to completely lace the cube, and there was too little antimatter to begin the chain reaction.”

“Major!” the Corporal called. “Two more Borg ships coming in to our sector. A Scout and an Attack cube!”

“Fighter status!” The Major yelled.

“White Squad is gone with the Bint’Ari, and we have lost most or all of six other squads.”

“Request assistance from the Command Mother,” the Major ordered. “Full reverse! Get us away from here!”

The mothership began to move backwards, then shuddered to a stop. The engines grew louder as they futilely tried to push the ship backwards.

“We are caught in a tractor beam!” the Corporal called. “The engines are at their maximum!”

“Activate the shield nutation program!” The Major ordered.

“It’s off-line, Major,” the Lieutenant replied. “The strain on the engines overloaded half of the computer systems. We have no shields.”

The Major continued to bark useless orders, as the Borg cube cut into the Motherships hull with a thin beam, until it reached the engine room. The beam stopped a split second before the ship erupted into a spectacular explosion.

Star Trek, Voyager, and related properties are © Paramount Studio, and the author makes no claim towards them.

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April 29, 2008

Off the Cuff: the completist

Filed under: Off the Cuff — Tags: , , , , — Eric Barrett @ 9:15 am

 

I’m a completist.  And as the name implies, I like to complete things.  Those “things” don’t really matter.  It can be completing video games, reading the whole run of a comic book, or watching all the episodes of a TV show. 

The only thing I don’t like to complete is eating all my vegetables. 

But this can be a problem.  For example, what happens when something is horrible?  That’s when the completist is in trouble.  Suddenly he or she finds an internal struggle brewing.  Do I finish the <insert name of current obsession>?  Or do I cut my losses and run?  It’s a tough position for a completist to be in. 

Collecting comic books, despite an awful story, is probably the most commonly discussed example.  However I have one that’s much worse - I have an almost compulsive need to finish watching the entire run of a TV show.  This is especially true of anime.  

I tell myself, “I can stop anytime I want.”  But I can’t.  I’m stuck between wanting to turn off the TV and being committed to the end.   

For instance, I wasn’t a fan of Full Metal Alchemist, One Piece, Death Note, or Blood +, and yet, I kept watching.  In some cases I’m still watching. 

Part of the issue is that by the time I realize I don’t like a show, I’ve already invested 20 or 30 hours into it.  That’s a lot of time to simply say, “yeah I don’t care about what happens.”  But I know I’m lying to myself.  I want to know how it ends.  What’s the good of starting a story if you’re not going to finish it?

The other part is a total lack of options.  If I want to watch anime on TV I can either watch Cartoon Network…or buy my own.  So at the moment I am subject to the Cartoon Network programming overlords.  Which means watching anime that under my own powers, I wouldn’t be watching.

I suppose this is just the completist dilemma. 

So how about you?  What do you have trouble giving up even though you know you should?

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April 28, 2008

SOTS Grown-Up Gamer Review: Super Mario Galaxy

Filed under: SOTS Game Reviews — Craig Reade @ 9:19 pm

I figured it was time to actually name this feature - and this seemed appropriate. As much as I enjoy gaming, I don’t have nearly the same amount of time for it that I once had. I rarely, if ever, buy games on their release dates, and no longer can I spend an entire weekend playing through that brand new hot game that just came out. Darned relationships and jobs and responsibilities! Perhaps if I approach these reviews from that perspective, it will give my own reviews a little more of a unique appeal?

PLATFORM
Nintendo Wii
DEVELOPER
Nintendo EAD Tokyo
PUBLISHER
Nintendo
GENRE
Platform
# OF PLAYERS
1
Rating
E
U.S. RELEASE DATE
November 12th, 2007
MSRP
$49.99

Super Mario Galaxy

OVERVIEW

During the centenary Star Festival, Princess Peach is kidnapped by Bowser, and taken to the center of the universe. It is up to Mario to save her!

REVIEW

Boy, it has been a long time between reviews. What happened? Super Mario Galaxy happened!

Believe it or not, it had actually gotten to the point where I thought I was getting too old for some of these games. I didn’t have nearly the attention span I used to. When once I could play a game for an entire day - even go without sleep sometimes to get through a game, these days I barely muster the interest to play for an hour, maybe two. And too often I will play about halfway through a game and just get bored of it, and move on. Portal seemed to fly in the face of that, but that was only a couple hour game, hardly a fair measure.

Then came Super Mario Galaxy. When I first started playing this game, I feared the worst. Right out of the gate the game sent you into levels that made full use of the 3-D environment. Would the entire game be running around these tiny planets, sending you through an increasingly dizzy series of levels?

Super Mario Galaxy is a spiritual sequel to the groundbreaking Super Mario 64, and like that game, it is essential that you master moving through that extra dimension if you want to be successful in this game. Essential - but the game doesn’t beat it into the ground. There are plenty of levels where you aren’t expected to go upside-down and side-ways at all. And while one or two really challenge your virtual sense of direction, as long as you have a basic grasp of the controls needed when going around and beneath the mini-planets, you will be able to get through the game.

Of course, Super Mario 64 is the giant elephant in the room, so might as well get into that now. Super Mario 64 was a revolutionary game that put the Nintendo 64 on the map, and redefined platform games for another generation, and effectively killed the sidescroller. Super Mario Galaxy has been referred to as a true sequel to that game (ignoring Sunshine completely), and the buzz was that this game would do for the Wii what SM64 did for the 64. In some ways, it succeeded.

One of the most revolutionary aspects of Super Mario 64 was the camera control. You could spin the camera all around you, deciding for yourself which angle you wanted to see a particular challenge play-out. The system was not without its faults, but it was the one thing that really made the “fish bowl” style of play possible.

Super Mario Galaxy is a lot more restrictive with the camerawork. There are many cases where you can rotate the camera around - but you eventually learn to not even bother trying. So rarely is it actually useful that you eventually stop bothering. Most of the time, you just get an error that tells you the camera can’t be moved where you are standing. Overall, this isn’t a terrible problem though - the game camera generally does just fine with the exception of swimming - the camera motion there is atrocious. If there were more swimming in the game, that would be a real drawback.

Clearly, there is a added dimension in this game, which is something very comparable to Super Mario 64. But it is far from groundbreaking - it seemed a lot more gimmicky. I can’t imaging seeing the entire genre of platform games switch to this style - it would get annoying very quickly. Sure - it is a testament to technology that they were able to pull it off as smoothly as they did, but it is far from the groundbreaking advance that Super Mario 64 was.

Of course, there is the controls. You can’t talk about a Wii game without mentioning the controls. Like most first-party Nintendo games, Super Mario Galaxy makes effective use of the control style. This one naturally requires the nunchuck - which you use for your movement and crouching, while the A button on the Wii remote itself is your jump, shaking the Wii Remote is your spin attack, and pressing the B button fires a “star bit” (of which you collect thousands of during the game) at friend and foe alike. The controls are smooth and well laid out, but hardly revolutionary. At least, not when it comes to Super Mario Galaxy. There is nothing in this game we haven’t seen done equally well in Metroid or Wii Sports.

In short - there was nothing truly groundbreaking in Super Mario Galaxy, at least, nothing even comparable to Super Mario 64. But the thing is - it doesn’t need to be. It is a solid game that was remarkably fun to play.

The format is very similar to Super Mario 64, but with a little more story behind why you need to collect the stars. It would seem that comet that passes overhead every 100 years (the reason for the Star Festival) is in fact a star-powered mobile observatory operated by Rosalina. Bowser has stolen all of the stars from the comet, and it is no longer able to travel. In order to reach the center of the Universe and rescue Peach, Mario must quest for more and more stars, until the Comet Observatory has enough power to reach Bowser.

The striking similarities to Super Mario 64 aside, Super Mario Galaxy also includes aspects of other Mario games that have been absent. In what seems to be a superfluous addition, you now have lives, much like in previous games. You don’t die much - well, you do, but not nearly enough to make up for the easy 1Up Mushrooms you can find all over the place, but there is the occasional level where you find yourself dying, a lot. Along with that is the “death” music, that you find all the way back in the original Mario Brothers. As it was in that game, hearing that bar over and over as you struggle with a difficult section of a level is strangely motivating and flat out annoying. You dread to hear it again, and clench in frustration every time you know it is coming. It is rare, but occasionally you will have to back out of a level and get a few more lives before continuing on the difficult task.

The return of the Power Suits. This game features a Bee Suit and a Boo Suit, which are both fun to use. It also has a Springo Suit which was absolutely horrible to use - of course, it is part of the challenge of the game, but all of the other power suits were fun (even in previous games), and the Springo Suit was the first one I can recall ditching at the earliest opportunity. The Invincible Star is there as well, as well as the Fire Flower - the latter of which operating on a timer this time around like the Invincible Star. You can also pick up turtle shells once again and use them for various tasks, going back to Super Mario Brothers 2 for that one. A lot of old characters from previous games are back as well - even the Cheep-Cheep flying fish make an appearance. Overall, the inclusion of game elements from the whole range of previous Mario Games really adds a sense of completeness to Super Mario Galaxy, and makes it a much more complete game.

The graphics - well, as usual, they are simply gorgeous. Super Mario Galaxy seems to make full use of the Wii’s graphic potential, and like Metroid Prime - it will leave some gamers wishing that the Wii’s graphic capabilities were more on par with its other major competitors. There aren’t any shortcomings though - everything is well rendered and the game flows smoothly - any load time is so well hidden that you don’t even think about it. High marks all around there.

One of the best parts about this game is that it can be played in short bursts. You can play for an hour or so, gather a bunch of stars and put it away for a while, coming back later and not feeling lost at all. As someone without a lot of time on their hand, that is really refreshing. You can also beat the game with a preset number of stars, but if you are more the completist, there is a ton to do to complete everything in the game - and for a “Grown-up Gamer,” that is where the game really shines.

There are 120 stars in the standard game that you can get. Suprisingly, I was able to get them all without referring to a strategy guide once. Some are challenging to find - but they are far from impossible, and the game gives you plenty of clues as to where to find them. After you have beaten Bowser twice and collected all 120 stars, you can play through the game once again with Luigi. A few of the challenges are more difficult with Mario’s brother, but all of the stars are in the same place. The game seems a little more tricky with Luigi - he is a little clumsier than his brother (Mario stops on a dime - Luigi stumbles a bit and doesn’t recover from jumps quite as easily), a tiny added bit of difficulty that allows the game to retain a level of challenge the second time through. After gaining all 120 stars a second time, you unlock the “Grand Finale Galaxy” - which gives you access to a total of 242 Stars to collect. Even after all that, I am not sick of the game, and can imagine playing it again someday.

There is a slight multiplayer element - not enough for two serious people who want to dig into the game, but if you have a friend who isn’t too “game-saavy” who might want to play (girlfriends come to mind), they can pick up another Wii Remote and help you gather Star Bits. Star Bits are all over the place - and you can use the ones you collect to fire at enemies to stun them, and also to unlock a few extra galaxies. You gather Star Bits by running over them with Mario, or simply by pointing your Wii Remote at them. Your second player can help you along by gathering Star Bits for you with their Wii Remote, and can also fire those same Bits at enemies - essentially watching your back. They can also make you jump - in case of emergencies - and if timed right, both players can execute a super high jump. The latter isn’t really useful, but it is a fun addition if you want to play around with the game a bit.

BOTTOM LINE

This game is a blast - and well worth getting. It may not “make” the Wii as a viable console in the long-term on its own, but it definitely adds another outstanding title to a growing library of great first party games. This game is highly recommended.


Rating(out of 5):

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