Pokemon X Review
For the last twenty years, Pokemon has been an unstoppable multi-media juggernaut that shows no signs of slowing down. If there is one video game franchise everyone is familiar with, it’s Pokemon. From TV to movies to comics to stuffed animals to the card game, it’s everywhere. With the recent reveal of the seventh generation and its starters, I’ve decided to go ahead and take a brief look back at the most recent release, Pokemon X. Why Pokemon X? Because it’s the only version I played at the time.
Story-wise, there really isn’t much different from previous entries in the franchise. You play as a kid on a journey across the Kalos region (based on real-world France) in order to capture Pokemon, battle them with other trainers, collect the 8 gym badges, battle the elite 4 and become the champion. The game does try to spice it up by adding in more characters to function as rivals of sorts, but aside from the default rival who will always be the opposite of your starting gender, these new characters never feel as developed as Blue from Gen I or Silver from Gen II. The new antagonists this time around are the flamboyant Team Flare. While they make grand statements about beauty and talk about how they wish to destroy the world and leave only the beautiful things around, they come off as fairly one note. On the other hand, their leader, Lysandre, receives a bit more character development, but he’s still nowhere near as memorable as Giovanni from Gen I, Archie and Maxie from Gen III, or most notably, N and Ghetsis from Gen V.
The core gameplay hasn’t changed much since the original generation; however, little tweaks have been made in order to improve the overall experience. For starters, HM’s now have a diminished role as it is actually possible to complete the game using only minimum number of them, but if you really want to get some of the more useful TM’s, you’ll have to go out of your way in order to discover them. Other exploratory aspects that have seen a shift include the addition of roller-skates. However, this has the unfortunate side-effect of making the bike borderline useless, as while the bike is faster, you slip on the skates just by moving the control stub. There also moments where you can ride a Pokemon in the overworld. However, these moments are brief and they come across as more gimmicky than unique.
Battling is where the real changes have occurred. Horde battles are a major addition to the series, in which of groups of 5 of the same species of Pokemon, often lower-leveled than your Pokemon, will attack you at the same time. Also new to the franchise are sky battles. In these, trainers send out only flying types or Pokemon that have levitate. Ground-type moves are rendered useless and your move pool is limited. Unless you’ve been training at least one or more flying types, don’t expect to run into these very often. The biggest game-changers are mega-evolutions and Fairy-types. As the eighteenth typing and a sweeper for dragons, fairy types completely change how the game is played as you’ll find yourself having to evaluate the new strengths and weaknesses in order to succeed against these types. Furthermore, several older Pokemon have been given a type change so you’ll often find yourself coming up with new strategies just to deal with these new typings. Mega evolution is the other game changer. By equipping certain Pokemon with a certain hold item, they’ll be able to Mega evolve into a temporary new form. These new forms can completely alter the flow of battle as they don’t just offer a simple stat boost. More commonly, you’ll find yourself with a new ability and a new typing which gives a new layer of strategy to battling. Another new element is the fact that TM’s are now multi-use items instead single-use as before. While some may argue that this makes the game too easy, it allows you to more easily create your Pokemon dream team. Speaking of dream team, Pokemon from all six generations can be captured in this game, providing the largest variety of Pokemon to build a team with. To further this, you’re even given a choice of one of the Gen 1 starters early in the game so the possibilities for your dream Pokemon team expand that much more. The last two major additions are the Pokemon-Amie and the Super Trainer. The Pokemon-Amie is a small mini-game that allows you to better build your relationship with your Pokemon team. While it may seem like just a silly touch-mini game, it actually allows you to better improve your relationship with your Pokemon and as result it can allow certain Pokemon to evolve faster and it also grants an experience boost the more your Pokemon like you. The Super Trainer on the other hand, is a series of mini-games dedicated to boosting your Pokemon’s base stats. Playing these mini-games can actually over power you Pokemon and, along with the Pokemon-Amie and the Exp. Share you get early in the game, you can find yourself easily sweeping through most of the other trainers in the game, especially since just about every trainer in the game only has 3 Pokemon in their team.
Graphics-wise, this is easily the most impressive looking game in the series’ 20-years so far. While there have been 3D games in the past such as Pokemon Colosseum, Pokemon XD Gale of Darkness, and the Pokemon Stadium games, Pokemon X triumphs through clever art direction and an art style that knows how to combine the art of previous games with some elements of the games. Furthermore, every single Pokemon is brimming with personality. The animations are vibrant and while they could use more variety, they do make the battles more interesting to watch. Unfortunately the same cannot be said for the overworld. Several of the towns feel largely interchangeable and only have a few buildings and features to differentiate them. The individual trails leading to each town also feel bland with a few exceptions such as one that has Pokemon popping out of the ground in the desert and another one that is constantly covered in rain.
Sound is another area that has received a major overhaul. The music is detailed and fits every situation with a particular favorite of mine being music that plays against the gym leaders. Attacks also have a satisfying crunch whenever they hit and it makes it clear when you get that super effective hit. Finally, several Pokemon sounds have been updated from their previous incarnations in the series which really serves to give a sense of newness to the older generations.
While the story and the characters are the weakest in the series and the overall exploration aspect feels toned in comparison to the rest of the series, this game comes recommended on the strength and improvements of the overall battle system alone. Along with Pokemon Y, this is the definitive Pokemon experience.
Saturday, May 14, 2016
Saturday, April 30, 2016
Donkey Kong Country Tropical Freeze Review
Donkey Kong Country Returns was one of my favorite games on the Wii and it is easy to see why. The plat forming was fast-paced, the graphics were well-animated and vibrant, and the tough-as-nails difficulty served to remind people that not only could Retro Studios pick up the slack after original developer Rareware left, but they could also continue the series into the modern day. Donkey Kong Tropical Freeze, Retro Studios’ second shot at the franchise, not only serves to improve upon the game mechanics of the last entry, but it shows that lightning can strike twice and Retro Studios has more than what it takes to continue this venerable franchise.
The story begins the same as any other Donkey Kong game, Donkey Kong is enjoying some down time with his friends, when all of a sudden a group of bad guys show up to ruin his day. It’s the same standard formula that has been seen multiple times across the other games in the franchise. One difference is the new villains, the Snowmad tribe, which serve as this game’s replacement for the Kremling clan. While it doesn’t serve to replace the previous villains of the series, they do offer significantly more personality than the previous villains, the Tiki Tribe, who had little to no personality to speak of. There is little to no story to speak of, outside of the intro and ending cutscene and most boss fights begin and end with a brief interlude showcasing some kind of humorous interaction between the Kongs and the bosses. Overall, this minimal approach to story works and doesn’t intrude upon the gameplay.
Gameplay has been improved upon significantly since Donkey Kong Country Returns. Gone are the motion controlled rolls which could easily send you plummeting into a pit and have now been replaced by button presses. This allows for improved precision in the controls and tighter gameplay. The level design also continues the proud tradition of tricky jumps and varied environments. Also back are the underwater levels, absent from the previous game. Unfortunately, they don’t fair as well as the regular levels. While the underwater sections serve to aid in the pacing of the standard levels, the levels that are strictly underwater can often feel sluggish and it can be difficult to maneuver around in them. A returning feature from the previous game is the ability to have another Kong ride on your back while traversing a level. While Diddy Kong makes his return, Dixie Kong makes her playable return since Donkey Kong Country 3 on the SNES and Cranky Kong makes his playable debut. Each of the three Kongs comes with their own unique ability such as Diddy’s jetpack which allows for a steady descent, Dixie’s ponytail which allows for a steady hover, and Cranky’s cane can be used as a pogo stick to cross hazardous terrain. Because of this, each Kong acts as more than just two additional hits and adds a significant amount of depth to the way that each level can be tackled.
The game world consists of a total of six areas and a seventh secret area that can only be accessed once you’ve collected all of the KONG letters in each world, including the two secret levels, as well as completing the hidden temple level which unlocks after having collected all of the KONG letters. The secret levels are often difficult to find and can require one to replay the level multiple times. Also back are the puzzle pieces from DKCR, and once again they serve as a means to unlock extra content such as artwork. Unlockable figurines can now be purchased using in-game currency directly from Funky’s flights which feature both the allies and enemies from throughout the game. Also purchasable include extra lives, Squawks the parrot who can help you find missing puzzle pieces throughout the levels, extra health for vehicles, extra health for the Kongs, a potion that grants a form of pseudo-invincibility, and even barrels of the other Kongs themselves. However, this game does not feature anything like the super guide from the previous so if you want to complete a level, you’ll have to continue going through it until you can complete it.
Finally, the presentation of this game is top-notch. The textures themselves haven’t changed too much from DKCR but thanks to the graphical power of the Wii U, the environments look much more vibrant than before. Furthermore, almost no assets are re-used from the previous game making everything in this game stand out that much more. Each individual level is covered with detail and makes the world pop out that much more. Returning is composer David Wise who originally worked on the classic Donkey Kong Country games. As a result, the music does an excellent job of fitting each world’s theme and setting the atmosphere.
Overall, Doney Kong Country Tropical Freeze is one of the greatest platformers made in recent memory. By improving upon the foundation set by Donkey Kong Country Returns, Donkey Kong Country Tropical Freeze is definitely a game made for fans. Just don’t expect a super guide to save you this time.
The story begins the same as any other Donkey Kong game, Donkey Kong is enjoying some down time with his friends, when all of a sudden a group of bad guys show up to ruin his day. It’s the same standard formula that has been seen multiple times across the other games in the franchise. One difference is the new villains, the Snowmad tribe, which serve as this game’s replacement for the Kremling clan. While it doesn’t serve to replace the previous villains of the series, they do offer significantly more personality than the previous villains, the Tiki Tribe, who had little to no personality to speak of. There is little to no story to speak of, outside of the intro and ending cutscene and most boss fights begin and end with a brief interlude showcasing some kind of humorous interaction between the Kongs and the bosses. Overall, this minimal approach to story works and doesn’t intrude upon the gameplay.
Gameplay has been improved upon significantly since Donkey Kong Country Returns. Gone are the motion controlled rolls which could easily send you plummeting into a pit and have now been replaced by button presses. This allows for improved precision in the controls and tighter gameplay. The level design also continues the proud tradition of tricky jumps and varied environments. Also back are the underwater levels, absent from the previous game. Unfortunately, they don’t fair as well as the regular levels. While the underwater sections serve to aid in the pacing of the standard levels, the levels that are strictly underwater can often feel sluggish and it can be difficult to maneuver around in them. A returning feature from the previous game is the ability to have another Kong ride on your back while traversing a level. While Diddy Kong makes his return, Dixie Kong makes her playable return since Donkey Kong Country 3 on the SNES and Cranky Kong makes his playable debut. Each of the three Kongs comes with their own unique ability such as Diddy’s jetpack which allows for a steady descent, Dixie’s ponytail which allows for a steady hover, and Cranky’s cane can be used as a pogo stick to cross hazardous terrain. Because of this, each Kong acts as more than just two additional hits and adds a significant amount of depth to the way that each level can be tackled.
The game world consists of a total of six areas and a seventh secret area that can only be accessed once you’ve collected all of the KONG letters in each world, including the two secret levels, as well as completing the hidden temple level which unlocks after having collected all of the KONG letters. The secret levels are often difficult to find and can require one to replay the level multiple times. Also back are the puzzle pieces from DKCR, and once again they serve as a means to unlock extra content such as artwork. Unlockable figurines can now be purchased using in-game currency directly from Funky’s flights which feature both the allies and enemies from throughout the game. Also purchasable include extra lives, Squawks the parrot who can help you find missing puzzle pieces throughout the levels, extra health for vehicles, extra health for the Kongs, a potion that grants a form of pseudo-invincibility, and even barrels of the other Kongs themselves. However, this game does not feature anything like the super guide from the previous so if you want to complete a level, you’ll have to continue going through it until you can complete it.
Finally, the presentation of this game is top-notch. The textures themselves haven’t changed too much from DKCR but thanks to the graphical power of the Wii U, the environments look much more vibrant than before. Furthermore, almost no assets are re-used from the previous game making everything in this game stand out that much more. Each individual level is covered with detail and makes the world pop out that much more. Returning is composer David Wise who originally worked on the classic Donkey Kong Country games. As a result, the music does an excellent job of fitting each world’s theme and setting the atmosphere.
Overall, Doney Kong Country Tropical Freeze is one of the greatest platformers made in recent memory. By improving upon the foundation set by Donkey Kong Country Returns, Donkey Kong Country Tropical Freeze is definitely a game made for fans. Just don’t expect a super guide to save you this time.
Wednesday, April 27, 2016
Thoughts on NX and Zelda Wii U Delay
Recently, it was revealed in Nintendo's latest financial results that the Wii U's successor, code named the Nintendo NX, is currently scheduled to be released March 2017. Furthermore, it was stated that the previously much-hyped and much-anticipated Zelda Wii U which was scheduled to be Nintendo's killer app for the 2016 holiday season has been pushed back even further. While the official press-release states that it is being done for the purposes of quality, it is no doubt being done so that the title can launch simultaneously for the Wii U and the NX. Furthermore, there are also mentions of production for the Wii U ending in 2018 which ultimately bugs me.
Nintendo has not done a good job of supporting the Wii U. While early on in the console's lifespan it saw alot of support from third-party developers, most of this was in the form of ports of PS3 and Xbox 360 games with tacked on features to take advantage of the gamepad. As time went on, however, third-party support eased off and now we're lucky if we get any kind of information on a new Wii U game that isn't published by Nintendo and isn't exclusive to the e-shop. First-party support has been just as barren, which is odd given the fact that Nintendo will frequently go to great lengths to differentiate themselves from the competition. Even worse is how few killer app titles are on the console. There is no equivalent to Super Mario Galaxy or Metroid Prime and even what looked to be the best reason for owning a Wii U is going to be ported to the NX. So few big name titles have even been developed for this console it makes me wonder why Nintendo even bothered to put it out on the market. But then when I looked closer, and the answer became simpler.
Developing for a handheld is not only more cost-efficient, but it also allows for more experimentation with little risk. Hence why there are more original and creative titles on the Nintendo 3DS handheld. But as a result, I feel that many of these titles, while still excellently done, suffer from the lack of power that they could have otherwise benefited from where they on a powerful console. The titles that stand out in particular are Kid Icarus Uprising, which could have benefited from a more fluid control scheme, Fire Emblem Fates which could have featured all three story lines on one disc as opposed to having to spread them across one cartridge and finally Super Smash Bros., which not only could have utilized the development time towards more interesting features, additional characters, improved physics, but also could have added smash run to the console version.
Now don't get me wrong, I love my 2DS (I'm about 15 hours into Pokemon X and I plan to have review up eventually), bu I feel that one of Nintendo's biggest strengths in the past was knowing how to balance portable and console titles. While some may disagree with me, I feel like in past generations, if a year went by without any notable titles on consoles, there would usually be a title on handhelds to keep us occupied. However, it seems that ever since the 3DS and the Wii U have been released, the entire focus has been on making sure that the 3DS has the unique and varied titles with the third-party support, while the Wii U has been left to languish in the dust with barely a mention.
Overall, this announcement has made me skeptical of Nintendo's plans for the future and I'm hesitant to say whether I'm excited for the new console. All I can say is that Nintendo needs to plan for the future better and they need to have a better outline as to what it is that they're going to be doing if they don't want a repeat of the Wii U or, worse yet, another Virtual Boy.
Sunday, April 24, 2016
Berserk Anime Series Review
Having recently played through both Dark Souls and Bloodborne recently, I felt the need to explore the source material which is the Berserk series. Anyone who is familiar with both franchises will immediately spot references left and right coming from the weapons such as the Greatsword, to enemy designs suchas the wheel skeletons and the Capra Demon, to items such as the Behelit being similar in appearance to the ever-popular Red-Eye Orbs which are used for invasions. As such, I chose to jump straight into the series through the most popular method which was the original 1997 anime.
For those who are unaware, Berserk tells the story of Guts and his journey with the Band of the Hawk as they fight in the 100 year war between the kingdoms of Midland and Tudor. Along the way, there are several twists and turns ultimately culminating in what can easily be described as the single most shocking ending in anime history. Overall though, what really sells the series is the writing and the overall development and relationships that these characters have with one another. As result these characters feel unique and like actual people with genuine flaws. Guts is an unstoppable badass who makes a habit of going through and mowing down any enemy that's in his path but he has trouble connecting with people. It's pointed out at one point that he has spent his whole life fighting that he has no idea how to do anything but fight. Casca is another good example of a deconstruction of a basic character type as while she is painted as the warrior woman, the show isn't afraid to paint her in a more vulnerable light. Finally, there is Griffith, the leader of the Band of the Hawk. While he is portrayed as being calm and collected and a brilliant strategist, he is also shown to be quite a sadist and he will frequently go out of his way to commit rather questionable actions.
The supporting cast is all incredibly likable and serves to further enhance the world and give more credibility to the world. The best characters are easily the other members of the Band of the Hawk, all of whom play off of the strengths of the main characters. The villains, meanwhile, are a bit of a weak spot of the series. The generals of the Tudor empire, while entertaining, are fairly one note and while one character in particular who I dare not spoil alludes to bigger things sadly doesn't get enough screentime to really do anything.
Music is another thing the series does incredibly well, especially in terms of setting the tone. The downside is there only about songs total. The upside is that they are all used to the fullest extent possible. Susumu Hirasawa, the composer for the series, really did an outstanding job with the series as he did not hold back and whether it is the soothing melody of the song "Guts" or the ominous nature of the song, "Behelit", it all fits the mood perfectly. The only complaint I have in terms of music is the opening. While the song itself isn't terrible, it is incredibly ill-fitting Engrish along with images which consist of Guts posing for the camera as if he were on the cover of Vogue. Contrast this to the more somber ending which has images of the main characters going by slowly, as if to foreshadow the fate of the Hawks.
If there is one downside, it's that the show's animation budget is pretty abysmal. The uses stills and reuses animation cycles as a means to save money and it's pretty obvious to see where the show cut corners wherever it could. In some scenes, however, it actually serves to add significantly to the atmosphere while in certain battle scenes it makes them awkward and disjointed.
One final issue I have is with characters that were cut which pretty much ended up shooting this adaptation in the foot. In the first episode, Guts ends up saving a young woman from a couple of soldiers. However, in the manga, he ended up saving an elf named Puck who becomes instrumental to the plot of the series. While some might argue that this was purely for stylistic reasons, this also meant that the series could not grow beyond the first 26 episodes that aired. The second character who was cut was an even worse choice was an even worse choice to cut because by removing him it opens up multiple plotholes towards the end of the series.
Ultimately though, despite all of my nitpicks, this a fantastic series that no one should pass up. Currently, the best place to watch it is YouTube, though it's looking to be re-released later this year on Blu-ray in anticipation of the new series which is set to cover the Black Swordsman Arc. Tune in Next week for my next review when I'll hopefully have my review of Donkey Kong Tropical Freeze up.
Monday, April 18, 2016
Update for future posts and the state of the blog
Well, considering
that this blog hasn’t really been active in the past three years I’ve finally
decided to come around and provide an update as to what’s been going on with my
life. Well for starters, I recently got another full-time and I am now living
with my girlfriend. As such, I don’t have as much time to really do much of
anything as I used to. However, I plan to update this blog more regularly
whenever I get the time as well as to provide updates on games that I am
playing and anime that I am watching (yes I do anime reviews now, how
original). I’ll try to post something new at least once a week, if not at least
every two weeks so I can have something going down the pipe on a regular basis.
The next update should come out by the end of this Friday so please look
forward to it.
Saturday, July 27, 2013
Guacamelee Review
Professional
wrestling and myself go way back. I still have fond memories of
watching big, hairy, sweaty, muscular men jumping on each other and
trying their best to show who was the bottom bitch.
Sure
is getting hot in here...
However,
I was more partial towards Mexican wrestling, not only due to the
lack of overblown dramatics, but also due to the emphasis of the
wrestlers themselves being treated as larger than life legends. Queue
Guacamelee, a game developed by Drinkbox Studios for the
Playstation 3. I'd be lying if I said that the premise alone, that of
an everyman becoming a masked luchador to save his kidnapped
girlfriend from an evil hellbent on world domination, made me cream
my pants if only because the words “masked luchador” were in that
sentence. So naturally it must suck, right? Well, if you went into
this expecting a deep and complex epic of a tale then of course. But
then again, we don't play Mario for the story.
A
Shakespearean masterpiece!!
In
all seriousness, Guacamelee
serves
as a fun little mix of old-school arcade brawling mixed together with
Metroidvania-style
exploration. And you know what, it works suprisingly-well. When it
comes to using your moves to explore new areas while simultaneously
laying the smackdown on any skeletons, chupacabras or demonic cacti
that come your way.
Kinda
like this
Honestly,
the gameplay works just fine. It never gets frustrating enough to the
point were I wanted to ragequit and the areas and environmental
puzzles were all designed in such a way that made me want to keep
playing to just to see the new environments. Furthermore, the
environments were all incredibly well-designed with references to
Mexican culture and the use of switching between the land of the
living and the land of the dead works excellently to further showcase
the variety and creativity of the puzzles.
All
that being said, the game has one major flaw that I feel goes
unaddressed by just about anyone who's played it, and that would be
this game's goddamn obsession with internet memes. Mentlegen, o rly,
and grumpy cat are all given mention whether they're given context or
not. It's all rather jarring and screams of a lack of any good jokes,
whether this was intentional or not. References to Cantinflas would
have made more damn sense.
Seriously,
you had access to THIS and memes were the best you could come up
with?
I'm
really just nitpicking at this point. In an age where brown and grey
have become the industry standard and linearity has become an
industry standard, I'm not ashamed to say that I had a lot of fun
with Guacamelee.
The game works and with a vibrant atmosphere and memorable soundtrack
it makes for a fun and cheap experience. Seriously, why the fuck are
you reading this. Go out and buy this now.
Just
give us less references to THIS!
Sunday, July 21, 2013
Humor in Video Games (and why it sucks)...
Video
Game Humor (And why it sucks)
This has
been a subject that I've been thinking about covering for some time
now. I was originally planning on saving it until after my Guacamelee
review, but after having played Scott Pilgrim extensively, I could
hold it in no longer. Video game humor is in a bad place right now,
and as long as writers keep relying on references as opposed to using
their actual fucking brains, I don't foresee there being much more of
a future in this damn industry.
Seriously,
enough of this shit.
I
first noticed this while I was playing Banjo-Tooie which I had just
so happened to have finished at around the same time as Guacamelee,
and while it did feature endless shout-outs to other Rare games, it
was never done in a way that seemed pandering or idiotic. They served
merely as cute little asides, as opposed to signs that the writers
are a bunch of internet obsessed retards that wouldn't know funny if
it rubbed its balls in their face.
Going
back to Guacamelee, when I first heard about this game, I was
initially excited because I couldn't wait to see what they would do
with the endless possibilities in the humor that could come as a
result of the setting and it's history, even if most of it would be
tacos and wrestling.
Maybe
that's going a bit far, but it's a start.
Instead,
we got an endless supply of internet memes. When grumpy cat in a
sombrero is the best you can do in terms of a joke, that's when
problems start to rise. After awhile, seeing refrences to Megaman,
Legend of Zelda, Castle Crashers, and the O RLY owl, I was beginning
to wonder whether these were sincere shout-outs or no one at Drinkbox Studios can
come up with any jokes. As a result, I began to wonder which of the
humor was genuine and which of it was capable of falling under
plagiarism. Other games do this as well: Scott Pilgrim vs the World;
Borderlands; Duke Nukem Forever; Jetpack Joyride; just to name a few.
It's gotten to the point where it's not even cute anymore and makes
me feel like all of the creators are a bunch of monkeys that browse
4chan in hopes of finding funny images.
A
hive of scum and villainy
As
a result, it all feels dated and out of place, lacking any form of
cohesion to the overall setting and narrative.
This
made me take a look at other games, I thought were funny or at the
very least funnier than what I mentioned. What I came up with, were a
variety of games that used different techniques to get their jokes
across. One of the best examples was Portal 2, and the “cake is a
lie” is not one of these. In all honesty, most of the humor of the
game comes from being trapped with a psychotic individual that wants
you dead all the while passively aggressively threatening you.
Funny
and Dangerous
Another
excellent example is Paper Mario 2, a simpler title that instead
relied on the ridiculousness of the situations you were placed under
and exaggerated the character's dialogue and actions based around it.
Then
there's this idiot
As
pictured above, Lord Crump is an excellent example of this game's
humor. In all essence, he's an incompetent jackass with little to no
understanding of the depth of the situation and has a tendency to
make things worse. It doesn't make him any less threatening, however,
as he proves constantly that he is a major danger to Mario and his
allies by stealing away the Crystal Stars and standing up to Bowser
of all people. Yet his ridiculous appearance and manner of speaking
create someone that is hard to be taken seriously, adding to the
games humor.
Finally,
the one game I feel did humor perfectly on all accounts was
Psychonauts. What I love the most about this little title is that it
uses the same humor as shows like The Amazing World of Gumball and
Regular Show: taking
abnormal characters and placing them in normal situations, in this
case being a summer camp for psychics. You get characters with
recognizable traits (foreign-exchange kid, preppy kid, the bully,
bully's sidekick, etc.) but they're all given even more varied quirks
with the addition of the setting and overall wackiness of the plot.
Humor
is not an easy thing to write. My attempts at humor have been
lukewarm in the past and I commend anyone that can successfully write
humor of any kind. That being said, please developers, put some
actual fucking effort into your writing. I know that making obscure
references to popular culture is both easy and entertaining, but it's
not what keeps a game's humor lasting and appealing. Just remember
that with wit, you'll keep us laughing forever, but with references,
it'll get old after five minutes.
Think
the difference between this,
And
this shit...
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