The US developer and Nintendo top brass - including Shigeru Miyamoto - discuss Samus's breathtaking 3D adventure
18:51Metroid Prime was today dissected and explained in a conference call boasting attendees from developer Retro Studios, Nintendo of Japan and journalists from across Europe. With the incredible first-person action title gearing up for release in Europe next month, staff members from East and West took the time to discuss the massive title in great depth.
The conference was preceded by a brief address from gaming legend Shigeru Miyamoto, who said of the project: "Like any other game by Nintendo, Metroid took a long time to create. But I can tell you the development process was very smooth." Both Retro and NCL then fielded questions from journalists, the full, must-read transcript of which we've provided below. Enjoy.
Answering the questions were:
(NCL)
Mr. Miyamoto
Mr. Tanabe
Ms. Tabata
Mr. Otani (co-producer) from EAD
Mr Minagawa (translator)
(Retro Studios)
Steve Barcia, Executive Producer
Mark Pacini, Lead Designer
Michael Mann, Producer
Karl Deckard, Senior Designer
Metroid has traditionally been more popular in the West than in Japan, why do you think this is, and do you think Metroid Prime will change this?
Barcia: When we were creating Metroid Prime, we were thinking about the worldwide market, and what would appeal to both the Western and Japanese markets. We took some of the best parts from the old game that we thought were important and upon that built a quality product.
What has NCL learned from its development partnership with Retro Studios, and has it made NCL more aware of what excites Western gamers?
NCL:How to make games that are cool and appeal to the West is something we've learned through working with Retro. But we know that there must be a difference in expression, as different things are cool in the US and Japan.
Those who developed the original Metroid game were very enthusiastic. But having worked with Retro people, their enthusiasm exceeds the original team - that's something else we've learned.
Did you ever envisage a multiplayer option for Metroid Prime?
Barcia: When we first came up with the game, we considered all possibilities, but we decided to focus on creating the best single-player game possible.
How difficult was it to turn a classic 2D title into a 3D adventure while retaining the feel of the original?
Pacini: When we first discuseed things with the core design team and were trying to decide what made Metroid Metroid, everyone came with something different that they felt was "Metroid." For example: exploration, a cool character and the mood of the game - things that Metroid were.
There are some things that are fun no matter if it's 2D or 3D. Those are the things we tried to bring from the original.
Then we tried to bring this to life in the first-person environment - and a lot of that had to do with the visors. Much of how the visor works came from the exploration part of the original.
Is a sequel to Metroid Prime your sole focus or do you have other projects in development at present? Can you tell us anything about the sequel?
Barcia:We are still working on the Japanese conversion of Metroid Prime and don't have the time to talk about the next game now.
Metroid Prime is an FPS that has received incredible praise across the board. How do you feel you've evolved the genre?
Deckard: We were trying to break away from the mould of FPSs actually. We felt that a lot of FPSs on console were similar and difficult to control and that the genre didn't translate from PC too well. Therefore we had a different set of goals for what we wanted to do. We were concentrating more on exploration and making it feel like previous games in the series.
If it was just a typical first-person shooter I don't think it would have felt the same as the rest of the Metroid franchise. So we had different goals in creating a first-person adventure
We have heard stories about the troubled development of Metroid Prime. How did you manage to turn the tides and finish the game this way?
Barcia: We focused the entire studio's efforts on Metroid Prime. Originally we'd had other projects in development, but didn't have the focus we needed to complete any of them, so making the studio's focus just on Metroid Prime is how we turned it around.
Did the GameCube controller have any influence on the innovative first person game controls in Metroid Prime? Or did you design the new control scheme first and try to fit it to the controller later?
Pacini: We had the unique privilege to design Metroid Prime for one console, therefore we started to develop for the new controller before GameCube was out. Our attitude was that Metroid Prime might be the first GC game people play, so we wanted to realise the uniqueness of the GC controller.
Did we design the game around the controller? To a large degree yes, but at the same time we wanted to breakaway a little from some of the other problems faced by FPSs on other formats. Dual analogue is a good control scheme, but we felt we'd try something a little more approachable for people who play this as their first first-person shooter. This steered many of our ideas.
NCL: When we designed the controller we were thinking in terms of games like Metroid Prime. When we started working with Retro on Metroid, we discussed which features could make use of the controller's unique features. And now you are going to see other games like Wind Waker, which were in our minds when making the controller. Nintendo titles always make best use of the controller.
By actually holding it it's not strange, very natural. The controller has been developed by Nintendo, therefore, for those who have had access to original Zelda and Metroid titles. We have made sure that by using the controller, the new games will still feel the same.
Did you work together with the creators of previous Metroid-games, or have you created Metroid Prime all on your own?
Barcia: We worked with both EAD and the original team. It was originally their game - we knew what we liked about it but it was a very collaborative effort in designing the direction of Metroid Prime.
Why was it not possible to release Metroid Prime simultaneously worldwide?
Barcia: This was simply not achievable at the same time. We've had to make the best effort to tailor certain aspects of the game for each territory and do the best job with each one.
What was the most frustrating aspect of developing Metroid Prime?
Pacini: I don't know about frustrating - we enjoyed the whole experience and were proud of how it turned out.
The level design is excellent. How much time did you spend conceiving the Tallon IV world?
Pacini: As far as the world is concerned, it pretty much took the entire project to make it as high quality as it is. The original idea was more of an overview of what we wanted the game to be, how large.
But as far as each individual level is concerned, it took quite a while to work out what to do in each room and so on. As far as coming up with the ideas for the worlds, that was the part of the initial development stage.
The 3D map is really useful. When did you decide to make it in full 3D?
Deckard: From the very beginning, we knew that was something we wanted to do. It fits the future-tech nature of Metroid Prime and makes sense as something Samsus's suit would feature.
During the Metroid development it is true that Retro cancelled all its other projects to focus on Metroid Prime? If so, what happened to all your other projects?
Deckard:We still have all of the material involved with the other projects, but our focus went on to completing this game to the highest quality.
How did you feel when Nintendo asked you to develop such an important game as Metroid Prime?
Barcia:Very enthusiastic - everyone had a tremendous sense of excitement.
Deckard: Most of us are huge fans of the original anyway. As soon as we found out we could get involved we started coming up with ideas.
Pacini: When it was announced we had the opportunity to have the project at Retro, it was around the same time as Star Wars: Episode I, so I was equating it with that. It seemed to me that it had that much anticipation. The excitement and possibilities it compassed were enormous.
Do you think it would be possible to introduce some type of multiplayer mechanics, or is that just impossible for the type of game Metroid is?
Barcia: It's possible, but it's something we have to investigate thoroughly.
Did you have any movies or games that inspired you?
Pacini: People see things in movies and games that are fun to do. Super Metroid itself is great fun - we're big fans so what better game to draw ideas from than this? As far as movies go, we're really big into looking at scenes in different movies and seeing how they can translate into a game. In particular, we were looking at any sci-fi with a powerful female lead - the Alien movies were obviously important here.
What feature of Metroid Prime makes you particularly proud?
Pacini: I think I'm most proud of the morph ball. It was by far the most challenging aspect of development. It's a staple of the original series and to have a fluid transition and fluid gameplay experience between first- and morph ball mode was extremely challenging, but which worked really well and defined many of the elements of the game. I'm extremely proud of that part in particular.
NCL: Of the initial experiments we carried out, a large portion of them were to do with the morph ball. It's not overstating the matter to say that if we could not have had success with the morph ball, the whole project might have been cancelled.
The morph ball experiments were that important, specifically the move between first- and third-person. What Retro showed us at the beginning was very smooth, much smoother than we expected. That was the time we realized this was a project which was going to work well.
There are nearly no loading times in the game - how did you do that?
Barcia:The engineers did a really good job, and we always wanted practically no load times. It's something we recognised early on and we worked towards that end.
NCL: Metroid moves very fast, whereas software from other developers on other platforms often suffers from long loading times.
There have been rumours about a Metroid film - do you know anything about it and which actress would you like to see in the role of Samus?
Barcia: Jennifer Garner! If you're listening... [laughs]
NCL:Mr. Miyamoto is going to be the hero! [long pause] It's a joke! [laughs] The fact of the matter is that with almost each title we developer someone offers a film opportunity or other. There are a lot of possibilities and rumours.
Metroid Prime received overwhelming positive feedback, achieving an average review score of around 97%. At which point during the development did you truly believe that Metroid Prime could be a hit?
Pacini: We could tell very early on in the level that is a pirate ship that this was gonna be a solid game.
NCL:We agree. Even before we started making the game we knew about the technology and the team at Retro, so knew the game would be successful.
What were the biggest difficulties during development of the game?
NCL:I wouldn't say we had difficulties, but what I should say is that at a very early stage we had to emphasise exactly what the game would be - a first-person exploration title. When we started working on it, didn't people say it would become just another FPS? We say it is a combination of various things like FPS, morph ball and exploration.
That kind vision has to be shared by all of the people in the team. There were many discussions to identify these specific goals.
My only comment is.. WHY??? Why does there need to be a Driver movie... haven't there been enough awful videogame movies? Yeah, sure, it COULD turn out good... but really what are the chances of that...
I hope it goes the way of the Doom movie and never happens... of course I wish the Metroid one would go that way too...
Donkey Kong was my favorite arcade game as a kid and I've loved just about every game in the series. (You know the exceptions.) Donkey Kong for Gameboy is one of my favorites. When it came out it was one of the first games to use the Super Gameboy adapter for SNES and that just heightened my enjoyment of the game. Not only was I playing a great game but it was in color and on my TV! Imagine that!
Graphics
Well it is a Gameboy game but it does look decent. Since it was adapted for Super Gameboy it looks okay on a GBC or GBA. At least better than original Gameboy games.
7.5
Sound
Once again, Gameboy has its limitations so the sound is mediocre. The music can get tedious and the sound effects are almost nonexistent. They will remind you of the original Donkey Kong, though, so that might be a plus.
6.0
Gameplay
Now we're getting somewhere. If you loved the original DK arcade game then you will love this game. It starts off by playing all of the first four levels of DK, and then things get interesting. Donkey Kong takes your girl, and you must chase him throughout different worlds. You go through world after world chasing after Donkey Kong. You must retrieve a key to open the locked door that he goes through in each level. Eventually, Donkey Kong Jr. comes along to give you some trouble. You collect the keys by using the enemies and objects you encounter in standard platform/puzzle fashion. I say standard fashion but don't get me wrong, it is extremely addictive. You will fight against Donkey Kong every few levels and it's a different challenge each time. Just play this game and you'll enjoy it.
9.5
Modern Appeal
Donkey Kong is an addictive game and even after you beat it you will find yourself playing just for the heck of it. You can go to any level you want as long as you've already been to the level. It is definitely my most played original Gameboy game.
Purchase Price
You shouldn't have too much trouble finding this one at a used game store or on eBay. Expect to pay anywhere between $10 - $15 for it.
Super Mario Bros. for NES. What more needs to be said? The game was pure fun. In Super Mario Bros. Deluxe the classic has been brought back with some awesome additions. This flagship title for the Gameboy Color is truly worthy of the Mario series.
Graphics
Mario Deluxe was one of the first titles for GBC so it looks pretty good, especially when compared to regular Gameboy games. It definitely has improved visuals over the NES title. The backgrounds look spectacular and the characters are equally as impressive. All in all it looks just as good, if not better, than Super Mario All-Stars for SNES.
8.5
Sound
You know the Mario sounds and there is no change here. What you heard in the original Mario Bros. you can expect to hear here.
7.0
Gameplay
It's Mario Bros. so you know the basic gameplay but some additions have been made that make this game well worth the purchase. For instance, in every level there are three optional objectives to complete besides actually completing the level. You need to find 5 red coins, a hidden Yoshi egg, and earn a certain score for the level. This makes the game almost infinitely replayable since it will take you a while to complete all of these objectives, but it's still fun. You can also unlock the Lost Levels which will prove to be quite a challenge to beat. There are also other extras such as a picture gallery, a race against Boo, and more. Believe me when I say you will love this game.
10.0
Replay Value
I already mentioned the replayability of this game. There are so many options that you will be enjoying this game for quite some time.
9.5
Purchase Price
This one should be easy to find either new or used. Expect to pay somewhere between $15 and $25 for it.
The Legend of Zelda : Oracle of Ages and Seasons Review
By Derek Miller
Just because I am including these two excellent games as one review doesn't mean they are so similar that it would be a waste to get both. Far from it. I highly recommend getting both of these extraordinary games. Not only do they provide two unique challenges but they also innovatively interact with each other. Get both of these games, it will be well worth the price.
Graphics
The graphics look good in these games, but won't blow you away, obviously since they are GBC games. The games look similar to The Legend of Zelda : Link's Awakening for GBC but include still-shot cut-scenes at important moments that give the characters a little more life. The graphics are good but they aren't what your focus will be on when playing these games.
7.5
Sound
Of course you'll find the original Zelda theme but there are also dozens of new themes. Each dungeon has it's own unique theme and they are all pretty catchy. The sound effects are nothing special but we are about to get to the part of the games that will really be your focus.
8.0
Gameplay
If you've played The Legend of Zelda : Link's Awakening then you will realize that the gameplay in the Oracle games is similar. It's not so similar that you'll feel like you are playing a rehashed game, though. There are many new items in both games that will hopefully be found in the Gamecube Zelda game simply because some of them are so cool. The new magnetic gloves replace the hookshot in Oracle of Seasons. Don't worry hookshot fans, the hookshot is still in Oracle of Ages. I considered myself a hookshot fan until I first used those gloves. They are beyond cool. Roc's feather makes a return but Oracle of Seasons also includes Roc's Cape, which lets you float for a bit after jumping. The games also contain two unique features: Oracle of Seasons allows you to change the seasons to complete your quest. Each season changes certain things in the environment. In Spring, flowers bloom which will lift you to higher points. In Summer, some lakes may dry up and climable vines grow on cliffs. In Fall, some pits may be covered by leaves and mushrooms can be picked. In Winter, water freezes over and snow covers the ground. In Oracle of Ages you can travel back and forth through time. Don't think this is a rehash of Link to the Past. In this you start out only being able to warp in certain places but eventually you can warp from anywhere. The games are also much harder then Link's Awakening. Some areas are going to have you stumped for quite a while. The bosses are also different from what you might have seen before. There are a few that are similar to bosses from other Zelda games but there are also many interesting new ones. Now for the really cool part : how the games interact. Once you beat one of the games there are many things you can do. For one, you can start the other game with four hearts instead of three, your sword, and the Hero's Cave is also different. You will also fight a second boss at the end of the second game although I won't say who. You can also take your rings, which are another cool addition in these Zelda games, from game-to-game. A really cool thing is passwords that you will be given by characters in the second game. You then tell these password to someone in the completed game to earn something cool. You can get a ring, the ability to carry more items, or even a completely new item. This really increases the replayability of these games. I'll always have something to play while on the road.
10.0
Replayability
As said above the connection between the games greatly improves the replayability. Instead of searching for those last heart pieces, you can search for passwords which seems much more fulfilling. In my opinion these are the most replayable Zelda games yet.
9.0
Buy/Rent
Buy them...both of them...now! You'll probably spend $50-$60 for the games new which isn't bad for two games, especially Zelda games. You will not regret your purchase for one second.
Since the first teaser trailer was shown at Space World 2000, Rogue Squadron 2 has been the most wanted game for Nintendo GameCube. Back at Space World no one even knew if it was a real game. Many thought that it was just a GameCube technical demo. Even Factor 5 wasn't sure they were going to make the game. However, when they realized how easy it was to develop on GameCube, and LucasArts gave them the go-ahead, Factor 5 began to work furiously to produce Rogue Leader so that it would be ready for launch. The ease of GameCube development helped Factor 5 immensely and it is doubtful they would have been able to reach their goal had GameCube development been as difficult as that of the Nintendo 64. When Factor 5 was finished they had one of the greatest looking games on any console, and arguably the best Star Wars game ever.
Gameplay
If you played the original Rogue Squadron, or many other Star Wars flying games such as Starfighter for Playstation 2, then you know the type of gameplay that Rogue Leader consists of. The controls, however, have been nearly perfected to perform with the GameCube controller. The main analog stick controls the direction of your ship, the d-pad gives orders to your wingmen, and the c-stick moves the camera around your ship. The three directional controls all work perfectly to control your ship in the game. The R-trigger speeds up your ship and if you push past the "click-point" your X-Wing will close it's s-foils. The L-trigger is the air-brake, the A button is the laser fire, and the B button your secondary weapon. There are some really cool secondary weapons in the game but I'm not going to spoil any of them here. You'll just have to find them in the game. There is an upgrade hidden in every normal level and the majority are weapons upgrades. The X button switches to the awe! some cockpit view. Absent in Factor 5's Battle for Naboo, the cockpit view is back, and better than ever. Every ship cockpit from the X-Wing to the TIE Fighter has been meticulously detailed to make them as close to the movie ships as possible. In the documentary hidden in the game they show a comparison of the trench run in the movie to that of the game. The cockpit in the game is so close to that of the movie it's unbelievable. The Y button brings up the targeting computer which highlights important targets in yellow and other enemies in purple. With these controls you will find it easy to fly around and the radar will ensure that you rarely get lost. The gameplay is pretty much the same as previous Star Wars flying games but this is the first game to try to recreate the trilogy. If you are a Star Wars fan you will love this game. I'm not really a Star Wars fan, but I liked the original trilogy, and that's all you need to be able to enjoy this game.
Graphics
Goodness do I really need to tell you how fantastic this game looks? Just look at a few movies online or the demo in a local store and you should be pretty convinced that it's a great looking game. However, you can't judge the game's graphics until you actually play it. Some, actually most of the levels in Rogue Leader, look simply incredible, and those that recreate battles from the movie look like they were taken off the film. The Battle of Hoth actually looks much better than the movie battle, which is explained in the audio commentary of the level. Volumetric fog is used in a few of the levels, but it is no more prominent than in the Imperial Academy Heist level. As you speed along the ground at night in your speeder, you are enveloped in the fog. If you get too deep in the thick fog it even becomes difficult to see. All you will be able to see is the blinking lights of the radar stations. It is incredibly realistic and shows off the power of the GameCube. This same leve! l can be played during the day or at night, depending on what time your GameCube's internal clock is set to. This is also the case with the training level on the planet of Tatooine, except Tatooine has four different time periods: morning, day, afternoon, and night. This feature was only used in two levels but it's pretty darn cool. Hopefully more developers will make use of the GameCube's internal clock in the future. The Battle of Endor level is another great one and features over 100 TIEs. Yes you heard me right. There are over 100 TIEs attacking you in one huge dogfight. What can top that? Well how about having to attack two Star Destroyers loaded with working guns? The games graphics are simply incredible, but are by no means perfect. There are rare instances in the game where there is slowdown. One level features dozens of AT-STs walking underwater. If you try to shoot them while underwater the game slows down to a near grind. It is obvious the game was somewhat rushed! , but this is really just nitpicking. The game looks great and, currently, is on par or better than the best looking games on any console.
Sound
Factor 5 is known for great sounding games and they surpassed themselves with this one. You need to find some way to play this game on a surround sound system because it is well worth it. You can hear up to 8 TIEs at the same time buzzing by you. You may think that doesn't sound like a lot but when you hear what it sounds like you won't complain. If 8 TIEs are flying around you won't have a clue where they are coming from because the sound is all around you. The included sound test features a single TIE which will fly around and off the screen to really show off your surround sound system. Apart from surround sound, the game features great music, sound effects, and voice. The original Wedge Antilles, Denis Lawson, is featured in the game and he provides a lot of new voice clips. There are also many good voice actors who sound just like the original actors. There are some points in the game, such as the Battle of Endor, where the timing is off on some of the lines, or lines a! re cut off, but throughout most of the game the voice acting is great. Many sound effects in the game are taken directly from the archives at Skywalker Ranch, but some generic sound effects are used as well. When you are flying in cockpit mode, you will hear the beeps and warning alarms of the cockpit, you will hear (and feel with the GameCube's built-in rumble) every shot that hits your ship, and every explosion near you will rock the room you are in, especially if you have surround sound and a decent subwoofer. The music in the game is masterful. Obviously many of John Williams' original Star Wars tracks are in the game, but the genius of the game is how they are mixed with the original tracks. Parts of the game will slowly alter the music depending on your situation. It may be hardly noticeable but that is only because it is pulled off almost flawlessly. For example, on the Attack on the Death Star level, when you are nearing the end of the trench run, the music becomes m! ore and more dramatic. This is the same as when you are nearing the power generator of the second Death Star in the final level. Simply put, the game sounds great.
Replay Value
As with the original Rogue Squadron, Rogue Leader features medals that you can earn by meeting certain goals. To earn a medal (Bronze, Silver, or Gold) in a level you have to beat it in a certain time, kill a certain number of enemies with a certain accuracy, only lose a certain number of friendly ships and your lives, and use your targeting computer sparingly. The gold medals are tough to get, but they are well worth it. There are 5 secret levels in the game which can only be unlocked with "medal points." Each bronze medal is worth 3 points, silver is worth 6, and gold is worth 10. If you got a bronze medal in a level and then a gold the gold would only earn you 7 additional points so don't think you found a loophole. In addition to the extra levels that can be unlocked, there are a lot of secret ships to unlock. I won't give anything away but I'll just say some of them are really cool. There are also many cool special features to unlock, including audio commentary, a docum! entary on the making of the game, and a harder difficulty mode. Gold medals alone will take you a long time to earn so if you are really committed this game will take you a while to master
Conclusion
This was the must have game at the launch of the GameCube and does a good job showing off the strength of the system. While it doesn't really bring anything new gameplay-wise, it is an excellent title and a must for any Star Wars fan.
FIFA's gameplay has only seen small improvements every year but the 2002 version includes perhaps the most significant improvement yet. The passing system has been changed so you now have the ability to pass the ball into space, and hopefully into the path of one of your sprinting teammates. This was a much needed addition to the series and significantly improves the gameplay of FIFA. However, FIFA still pales in the realism department to the International Superstar Soccer series and has an arcady feel to it. Also, even though the passing system has been changed, the computer AI still makes pinpoint passes straight to their players. Even on the lowest difficulty you will rarely see the computer make an errant pass. Once you play the game enough, though, it becomes fairly easy to defeat the computer. It's the fun of playing with 3 other people that makes the game really shine, though. You can fool computer AI, but playing against human opponents always presents a new challeng! e. EA has made many moves much easier to pull off in FIFA 2002. One-touches, stepovers, and one-two passes are now very easy to execute. One move they actually made harder, however, is the bicycle kick. Earlier FIFA games made this move much too easy to pull off and it's good to see that EA made it much harder to due, thus making it more realistic. One glaring change from previous versions would be the lack of in-game formation changes. Earlier versions allowed you to change your formations on the fly during gameplay. FIFA 2002, however, forces you to pause the game and change your formation in the menu. Not only does this interrupt the flow of the game but it also allows any human opponents you are playing against to see what formation you choose! Who knows why EA took this feature out of the game but hopefully it goes back in for next year's version. The ball physics in the game also seem to act a bit strange at times. A ball lobed into the air will miraculously change spe! ed and come to rest in front of the player it was going towards. There is also no training or penalty kick mode, two features that were included in previous versions. Although there is a Season mode, it does not allow you to call up young players or perform very many general manager duties. Transfers are pretty much the extent of the general manager duties you have. The game appears to be rushed since it has been stripped down but the features that were included are still pretty good.
Graphics
FIFA 2002 is probably the best looking soccer game out there right now. Although the actual gameplay is set from a distance away from the field and the players are small, the in-game animations are great. The players are modeled beautifully, even though the legs on all of them look pretty much the same. When it rains in the game you can really see this reflected on the players. They really do look soaked. You can also see them sweating when playing during the day. The shadows of the players are also top-notch and easily surpass the Playstation 2 version. Crowd animations are great and really make it look like you are really at a soccer game. One perplexing thing is that the crowd will chant for both teams, something pretty surprising for supposed home games. Some of the team uniforms are incorrect, as well, but it will probably only be noticed by the most hardcored soccer fans. The faces of the players are easy to distinguish and show great emotion. You can really feel the p! ain of a player when a slide-tackle takes his legs out or feel the frustration of the goalie when a teammate of his scores an own goal. Own goals are probably the funniest moment in the game. I suggest you score one just to watch the reactions of the players and announcers.
Sound
FIFA 2002 is once again announced by John Motson and joining him is Nottingham Forest's Andy Gray. They do an excellent job of commentary but it does get old pretty fast. Chances are after two or three games you will already start hearing some repeated statements from them. FIFA 2002 does include support for Dolby Pro Logic which sounds great on a decent surround sound system. You really feel like you are in the game with this feature. One quible with the sound is the crowd. They will inexplicabley cheer for both teams for some reason. I guess this is just a small problem and most people won't notice it but it is a problem nonetheless.
Replay Value
Although FIFA 2002 is seriously stripped down, multiplayer and the new unlockable tournamanet system make for a pretty good replay value. Multiplayer will always be fun as long as you have a few people to play with. And the World Cup Qualification mode, although it doesn't let you play in the actual World Cup Tournament, does unlock some pretty cool tournaments. Just name a big soccer tournament and chances are you can unlock it in FIFA 2002.
Conclusion
FIFA 2002 is a great multiplayer game and it will satisfy your soccer game needs for the time being. However, soccer purists will find the game lacking in many areas, and may want to wait until ISS or the next version of FIFA.
We all know that the Nintendo 64 doesn't really have many RPGs. Heck, I can count them on one hand. Let's see: Ogre Battle 64, Quest 64, Aidyn Chronicles, and Paper Mario. That is not a lot of RPGs. Luckily Ogre Battle 64 and Paper Mario are both excellent games and it is a tough task to choose which game is better. This review, however, is focusing on the sequel to Mario RPG for Super Nintendo. Mario RPG was a joint venture between Nintendo and Square. Obviously, Square had nothing to do with Paper Mario. Rather, Intelligent Systems did much of the work on the game, with Shigeru Miyamoto checking in from time-to-time. Paper Mario was labeled as a kiddie game from the start, mostly because of its strange graphics. Using 2D characters in a 3D world may look strange upon first glance but it was pulled off flawlessly to provide a unique gaming experience.
Graphics
The graphics, as stated above, are different. Mario and all of the other characters are flat, and simply rotate around their 3D world. This makes for some interesting effects, such as Mario floating down like a sheet of paper or spinning around a pipe. All of the graphics are crisp and there is little blurriness. There are the typical locations such as a desert, haunted forest, and snowy mountain and they all fit perfectly into the world of the Mushroom Kingdom. There is no slowdown whatsoever which is always a plus in today's bloated games. All-in-all, a game that looks like it could be a SNES game, but on closer inspection, its obvious that a lot of work was put in to make this game look great.
8.5
Sound
Typical Mario fare here. You'll notice a lot of rerecorded classic Mario tunes in the game as well as some interesting new tracks. The sound effects are nothing special, but fit into the role of a Mario game. Nothing much more to say about the sound department.
7.5
Gameplay
If you've played Mario RPG then you'll be pretty familiar with Paper Mario's gameplay. It differs from many RPGs in that you have more of an active role in battles. You have to press certain button combinations or do various other things to block attacks or make your attacks stronger. What differs from Mario RPG is the fact that Mario is the only character who takes damage. You can only have one ally in battle with you at a time and, while they can still attack, they do not take any damage and cannot be killed. While there is the rare time when your ally gets hit, he or she won't die, rather, they will be immobilized for a number of turns equal to the amount of damage they took. It's quite a refreshing take on the RPG battle system. Much of the rest of the gameplay is standard RPG gameplay with a little Mario thrown in. You walk around talking to people and performing different tasks, but you can also jump and perform Mario's various moves, some of which you will learn along the way. It's a fun game and, although it is a little short, it will keep you hooked for a while.
9.0
Replayability
There are tons of extras to be found in Paper Mario. You can try to discover the different recipes of Tas-tee, or try to find all the different badges, which are like relics from Final Fantasy III. The only problem is when you get to the end you save deep in Bowser's castle so it might take you a while to get out. Truthfully, at the time of writing this, I haven't tried yet so there might be a shortcut but it's still a problem. The game doesn't have the most secrets to find but there is still a lot of extra stuff to do.
8.0
Buy/Rent
Unless you plan to play this game for 24-30 hours straight then this is a buy. You could rent it again but this game is definitely worth the $40-$50 it costs. You'll find yourself coming back to play Paper Mario again and again. It is extremely reminiscent of all the great Super Nintendo RPGs.
Nintendo 64 gamers have asked for more RPGs and more mature games. Ogre Battle 64 delivers on both levels. Not only is it a deep strategy-RPG, but it also features mature characters in a deep story. Ogre Battle 64 has got to be one of the best games on the Nintendo 64. Even if you don't like traditional RPGs, Ogre Battle might still peak your interest. The story alone is enough to keep you playing and there are so many different possible story lines that you might never see them all. There are also many heroes you can meet along the way, and many of them may even join your army. Ogre Battle is a very deep game and it may be difficult to get into, but once you get into it you'll never want to put the controller down.
Graphics
The graphics in Ogre Battle are decent, but not spectacular. All of the characters look pretty good and are distinguishable, but the environments seem really flat and boring. Some of the spells look just spectacular, however. If you get sick of the spell animations, though, there is an option to turn them off which is even accessible during battle. All-in-all, a decent looking game considering the amount of information that was crammed into the cartridge.
7.0
Sound
The music in Ogre Battle is incredible. It's hard to believe that MIDI songs are playing. They almost sound as good as if they were being read off a CD. If you were a fan of Ogre Battle for SNES then you may recognize some familiar tracks. The sound effects are decent, but not spectacular.
8.0
Gameplay
Ogre Battle 64 is a tough game to learn, especially if you aren't familiar with the Super Nintendo version. Luckily, there is an extensive tutorial provided which lasts over half-an-hour. Much of your learning, however, will be on the battlefield. There you control your armies and try to complete a certain mission objective, usually taking over the enemy's headquarters. When you encounter an enemy unit you engage them in battle. However, these battles are not standard RPG-fare. You do not directly control the characters, rather, you give them a specific strategy such as "Attack Leader" or "Attack Weakest." As boring as that sounds it actually makes the game better than it would be if you controlled every character. It makes you feel more like you are leading the army if that makes any sense. There are also numerous characters, both good and bad, that you will meet along the way. They may or may not join you depending on your actions taken. This makes the game very interesting because it can change every time you play it. Words really do not do this game justice, so if you can find it then give it a shot.
9.5
Replayability
I have already played through this game three times since I got it and that's tough for a college student. You always want to try and see if you can learn from your mistakes and earn a better ending or try to convince characters to join your army. There are also many hidden secrets, including ultra powerful spells, in the game which you can only find by exploring the towns. This game may suck you in for a long time so be prepared.
9.5
Buy/Rent
You probably won't find Ogre Battle for rent anywhere but if you're lucky you may find it for sale at an videogame store but it will probably be $40-$50. Chances are you'll pay the same price on eBay for a used game so if you can find it at a store then try to pick it up, otherwise you can watch as the price for this rare gem continues to skyrocket on eBay.
I have got to be one of the biggest Indiana Jones fans around and when this game came out for the PC I had to have it. I was extremely disappointed. While the game was good conceptually the controls were so horribly awkward that it took away almost all of the fun. The Nintendo 64 version fixes these control problems, making the game a Tomb Raider-type game that is actually fun to play and doesn't need bouncing female body parts to sell. LucasArts and Factor 5 did a wonderful job porting this game to the Nintendo 64 and any fan of Indiana Jones will probably consider this the best Indy game made. Although that isn't saying much, Indiana Jones would make a worthy addition to your N64 library.
Graphics
The graphics for the PC version were pretty good, but, if you can believe it, the N64 version actually improves upon them. The expansion pak, although not required, is used to its full potential to create awe-inspiring landscapes and locations. There is a very long range of vision which produces little pop-up making to feel like you are actually at the archaeological sites. The lighting effects in the game are great, and don't feel like they are overused like they sometimes do in Rare games. The creatures in the game all look very realistic and there is no slowdown to speak of.
9.0
Sound
Factor 5 is known for great sound production and they don't disappoint in Indiana Jones. Ambient sounds pervade the game, making the locations feel all the more realistic, and instead of a constant sound track, ambient music is played when you enter new locations. Of course, the Indy theme is present and there are also various other tracks that get you into the mood of the game. Every character speaks and Indy even sounds like Harrison Ford, even though I know it isn't really him. Surround sound is used expertly in this game which makes it sound much better than its PC counterpart. This is easily one of the best sounding games on Nintendo 64.
9.0
Gameplay
The creators of the Tomb Raider series admitted that they were influenced by the Indiana Jones movies and the creators of Indiana Jones and the Infernal Machine admitted that they took the gameplay of Tomb Raider and applied it to Indiana Jones. I was a fan of the original Tomb Raider game but then the gameplay just didn't evolve at all. Putting Indiana Jones into the Tomb Raider formula just seemed to fit. The gameplay is solid. If you like the Tomb Raider games, at least in concept, then you'll love Indiana Jones. Platform jumping is done well and very rarely do you find yourself frustrated trying to accomplish make a jump or use the whip. The Legend of Zelda's Z-Targeting is implemented and changed slightly to help you aim both the whip and other weapons more accurately. The puzzles in the game will stump you a lot but you will always feel a sense of gratification when you solve them. There are treasures to be found in each level which will earn you IQ points which are needed to truly complete the game. It will take a lot of exploring to find all of them and is something I'm not even close to accomplishing yet. The game is a lot of fun and if you want Tomb Raider-type gameplay it's your only option on Nintendo 64.
8.0
Replayability
Indiana Jones takes an incredibly long time to beat, even for more experienced gamers, so you may not feel the urge to play it again right away. There are hidden treasures to find in every level, however, and this is a task that you probably won't accomplish the first time through. Most of the levels are huge, and fun to explore, making searching for the treasures seem like fun instead of a chore. And it's always fun to go back and shoot some Communist Russian soldiers.
5.5
Buy/Rent
Indiana Jones and the Infernal Machine isn't sold in retail stores so don't bother looking. It is available to rent, however, but it may be difficult to finish with just one rent. You can probably find the game used but be prepared to pay $20 to $35 for it.