4. Super Mario 3D All-stars - [Switch] Mario is the quintessential video game. Where once it might have seemed appropriate to call him the Mickey Mouse of gaming, Mickey's best work, like his relevance, is increasingly a thing of the past while Mario keeps dropping masterworks like
Mario Odyssey and
Mario 35. Better to say that Mickey
wishes he could be the Mario of cartoons. And now Mario's branching out into theme parks? One look at those beautiful real world recreations of the mushroom kingdom and Mickey must be peeing his pants. It's only a matter of time before the mustachioed madman inevitably takes his rightful place as the king of all entertainment. As proof of his worthiness, we got 3 of the all-time greats right here...
talk about value!
Super Mario 64's brilliance has not faded at all. There's an indescribable pureness to the creativity here, more so even than other Mario games, and I think it's because of this entry's trail blazing nature as an early 3D platformer. There were no established norms back then, no obvious template to follow for how 3D platformers were put together. Rather, those things were being defined right before your eyes as Nintendo unlocked a whole new dimension of fun. While a typical developer might have tried to translate 2D Mario games straightforwardly into 3D and simply have Mario run to the end of a course to reach a goal post, Nintendo boldly strode forth into this new frontier and built playgrounds of possibility. That's how we got magic moments like an icy slide race with a penguin, surfing over lava on a koopa shell, and a giant eel swirling above us with a tantalizing star on the tip of its tail.
I've always been a
Mario Sunshine apologist. I have a deep love for the game and often come to its defense. But over many years of constantly doing that, my protests have gotten weaker as I've gradually been gaslit into thinking it can't be as good as I remembered, not with so many detractors. After my first playthrough in 15 years, I'd say there's a great lesson here. Don't get swept up in groupthink, trust what you know and especially what you can test.
Mario Sunshine is still awesome.
Mario's moveset is so empowering in this game. Just by doing a flip jump into a wall bounce and then activating Fludd's hover nozzle you can land precisely on a tight rope crazily high above your starting point. Or you can swirl the analog stick like you're Zangief doing a spinning pile driver, and just spray water omnidirectionally at all the bad guys and mud in the area. You can keep spraying and spinning to keep winning, or turn that spin into a higher than normal spinning jump, which lets you come down slower for a precise landing or hell, you can just cancel that into the hover nozzle as well and float outta there to wherever you please. You can even just spray water in front of you and dive into to it, sliding for miles and miles on your belly like a kid using a hose and tarp to make their own slippery slide in the heat of summer.
It's Super Mario funtimes!
More so than the other games in the collection,
Sunshine benefits greatly from the jump to HD because it has huge, lovingly detailed environments to explore filled with beautiful graphical effects. It's breath taking to climb high atop whatever lush part of Delfino island you find yourself in and look down to see red coins and patrolling enemies spread out far below, each of them reflected in the shimmering water. The game looks great in HD, but this new visual crispness also brings to light something else. Looking down from the Bianco Hills one can see quite clearly the floating girder platforms of Ricco Harbour. Cast your gaze about while standing atop those girders, and it's easy to make out the Ferris wheel of Pinna Park off in the distance. All the different explorable regions of Isle Delfino are beautifully connected, in a way that makes me think of
Dark Souls, and how you can stand atop a hill in Lordran and clearly see the other areas of the game from your vantage point. And that got me thinking. What if the similarities don't end there? What if
Mario Sunshine is the
Dark Souls of Mario games? And all its haters need to do... is
git gud. Praise the sun(shine!)
While still great,
Mario Galaxy was actually the weakest part of this collection for me. It looks superb in HD, and the Switch's pro controller does an excellent job of using its gyro capabilities to simulate the Wii remote's waggle powers, but that's just the problem.
This game has way more waggle than I remembered! In my memory it was typically brilliant Mario platforming with the added joy of leaping between the competing gravitational pulls of different planetoids, and then a few segments focusing on motion control tossed in to increase variety. In reality, waggle is ever present, and Mario's pimpin' platformin' powers take a backseat to pointing at and collecting star bits, pointing and shooting star bits at things, pointing at and grabbing stars to pull Mario towards them, balancing on a ball, and constantly spinning to deflect/activate/attack/jump/pretty much
everything. It's not that the motion controls are poorly implemented, they're fine, but I've hung up my Wii remote and never looked back. I'd prefer challenges centered around Mario's moveset than the wii remote's features.
To get the final star, you have to collect every single star a second time as Luigi
But there's another elephant in the room when it comes to
Super Mario Galaxy, and it's not just a problem with that game, it's the biggest problem with this whole collection. It's a little something called
Super Mario Galaxy 2. Galaxy 2 isn't just better than
Galaxy 1, it does everything so much better that it makes
Galaxy 1 feel like it's not even a game anymore -
Galaxy 1 is reduced to a proof of concept for what
Galaxy 2 will be.
Galaxy 2's omission from this collection is a glaring one, and I can't in good conscience rate this game any higher on this GotY list with such an important 3D all-star missing. Putting that one blatant flaw aside, there's not much to complain about. Each of these games has camera issues to varying extents, and they're basically unchanged when very minor changes like increasing the draw distance on red coins in
Mario 64 would have really improved the player's experience. Even so, this collection is well worth picking up, whether you're returning to these classics after many years or experiencing them for the first time.
5. Xenoblade Chronicles: Definitive Edition - [Switch] It's been 10 years since this Jrpg masterpiece graced the Wii, and reassessing
Xenoblade after all this time, it has carved out an even bigger place in my heart. I now consider it not just a modern classic but a game that is personally very dear to me, and I reflect on its cast and story and environments and music and even its battle system with a gentle fondness usually associated with important real life experiences.
Xenoblade is a game where a genuinely lovable party of heroes journey together on an adventure that starts in their quaint little colony and takes them across a spectacular world
before escalating to a crazy interstellar finale. Along the way there's touching moments of joy, sorrow, humour and awe. It's a truly amazing experience, so it's no surprise our official
Neogaf hypethread got carried away and overhyped the release of this game.
Which isn't to say the game doesn't deserve a lot of hype, but while this release is the best version of this game that exists, it has a crucial flaw that prevents it from being the true "definitive edition" of
Xenoblade, or I would have ranked it higher on this GotY list. I'm talking about the visual experience. Not the anime character designs, which look great. I know some people are upset about that, but hating anime in Jrpgs is like being a sports fan who can't stand the site of athletes. Characters, textures and effects all look good or good enough, as you can see from these screenshots. The problem is that while the switch is capable of making a high definition version of
Xenoblade,
this isn't one. The game runs at 720p, but only when the camera is still and nothing crazy is happening, once you swing the camera around or a lot of action occurs on screen the visual output drops to a fuzzy 540p. Now I'm not the kind of person to get all snooty about tech,
but we've had an SD version of Xenoblade for 10 years. The implied promise of releasing a definitive edition on the Switch is that the game will be updated, and in most areas it is. So what the hell happened with the graphics?
You can tell there's a beautiful game here, despite everything. If they port XCX from the WiiU and drop its resolution, I'll be so pissed off
Coincidentally, I played through
Xenoblade Chronicles X on the WiiU quite recently. I dropped the game when it first released way back in 2015 because I was so disappointed with how inferior the characters and story were compared to the very same Jrpg classic we're discussing now, but I loved
XCX for what it does differently when I came back to it with fresh eyes. The true stars of
XCX aren't the cast but the Overdrive battle system and the beautiful planet Mira, which is another incredible Xenoblade world you can get happily lost in. Except in
XCX, you get to pilot a mech, soaring above its vastness to find mountaintop secrets and floating islands. Or you can transform and roll out as a car, zipping around Mira's beautiful fields, forests and deserts. The whole time you're doing so, the game remains both sharp and smooth, despite being on the crusty old WiiU hardware.
When you play both titles and compare them, it's pretty obvious how the 2015 game looks so much better than the 2020 game.
XCX, like so many games with massive worlds, loads the geometry, objects and enemies around you as you move through it, and you often hear the WiiU straining loudly as it frantically reads from the disc in an attempt to load everything fast enough to keep up with your exploration. Frankly,
it can't keep up - it's not rare to run over to where you know an npc character hangs out and find yourself standing there for what feels like 10 seconds before they load in. So it looks sharp and runs great, but compromises were made. No doubt the more powerful Switch could give us an amazing looking definitive edition of
Xenoblade if it was custom built for the platform using similar methods and trade offs.
But that's not what we got. Whether it's Giza Plains or Eryth Sea or Valak mountain, you can warp around any of these huge locales faster than you can blink, because every enormous map in this game is fully loaded in all the time when you're exploring it. Rather than faithfully but efficiently recreating
Xenoblade's world for the Switch's hardware, they copy-pasta'd each huge environment from the Wii and tried to brute force a HD version. Nintendo hardware not being known for raw power, the result is that the game cannot even maintain 720p, the lowest res that can possibly be called HD. A tragedy when one thinks of how beautiful and engrossing
Xenoblade's world is, and how much its gorgeous scenery deserves to be glorified in high resolution. Yet not all hope is lost, I guess. There's a lot of rumbling about a "Switch Pro" that may address this, and there are various third party Switch graphical enhancers that mitigate the problem somewhat, I'm told.
But it's not right to call this the definitive edition. In an age of 4k, I'm being incredibly reasonable by setting the bar as low as 720p for being the acceptable update to the visuals of a 10 year old game, and Nintendo still didn't meet those expectations. A better name would be
Xenoblade Chronicles: Cashgrab Edition.
And yet it's still the best version of this Jrpg classic.
Xenoblade's enchanting music is remastered, sounding even better than it did before. The inventory menu is prettier and more user friendly. Crucially, this is also true of the HUD during combat. It's so clean and easy now for you to see how long an enemy will be toppled, or what status effects are active, or whatever other information would be useful when making your decisions. One crucial improvement to be thankful for with the new HUD relates to something called "spike" damage. Some enemies reflect damage back at their attacker when struck. In the case of certain monsters, the effect may be so strong as to insta-kill you, leaving the player confused as to what actually just happened.
XCDE solves this by having a graphic around the enemy's name showing that they have the spike effect active so the player can plan accordingly. All these quality of life improvements help make the game more enjoyable, and it also has new content like a time attack challenge mode that rewards you with new outfits for your characters, and
Future Connected, a playable epilogue story.
"Born in a world of strife! Against the odds....we choose....to fight! Blossom Dance!"
If I have to explain just why
Xenoblade is so special, it seems to be many good things combining together a little too perfectly to amount to more than the sum of their parts. Each environment you explore has its own excellent theme music, but the game also has a day and night cycle. So wherever you are, after you're treated to a beautiful sunset, a night time variant of that area's theme music will play that is appropriately spooky or tranquil depending on the location. Maybe it wouldn't all seem
just right the way it does if the level design wasn't so full of secrets and surprises and minibosses and other cool things to find, but since it's a joy to explore these levels, that joy that is enhanced by the music and its variations. Similarly, the story is a grand old tale, but would it be so enthralling if the characters you journeyed with weren't themselves so well defined and endearing?
Your party members in
Xenoblade Chronicles are some of the best characters to ever grace a Jrpg. Sometimes it feels like the same 5 American actors do the English dub for every single Japanese game, so it's refreshing to hear the unique and charming British voices that breath life into
Xenoblade's cast. But it's not just how great they sound,
it's what they're saying. I really like when characters have good banter between them during not just story scenes but also in combat.
Persona does this quite well, but I think
Xenoblade might be the best game there is when it comes to this sort of "battle banter." Whether they're encouraging, praising, ridiculing or chastising each other, Shulk and the gang sound like a bunch of friends getting along. Their combat narration really contributes to defining their personalities and relationships.
There's more than just the way they talk to each other that establishes who these people are though. One of the disappointments that initially made me put down
XCX when I first tried it was the fact that character classes were handled in a more generic way compared to
Xenoblade. In
Xenoblade, the character
IS the class. What I mean is, each character has a totally unique moveset and the way those abilities are used in combat seems to translate smoothly from everything you know about their looks, personality, and role in the story.
Take Shulk. He's got the Monado, a magical sword of destiny so powerful it can see the future, but he's also a skinny little tech geek. So that leads to him playing like something of a glass cannon. He has all these damaging or useful battle arts, but since they're likely to draw aggro from enemies, you have to be strategic about when to use them because Shulk is so squishy that he doesn't want enemy attention if he can avoid it. That's where Reyn comes in. Shulk's big, dumb, muscular friend is the perfect tank, and Reyn has all sorts of abilities that draw enemy aggro to him and allow him to protect Shulk and others. Which isn't to say you're confined to only playing Reyn that way. If you set up his equipment, gems and skills properly, Reyn can be a devastating damage dealer.
But that also works logically for his character. It makes sense that a big, beefy, hothead who can tank a lot of damage can also be a great fighter. Or take Riki - a furry little mascot critter known for being bizarre and funny, Riki's range of abilities also capture these traits. He can do things like play dead to trick enemies into ignoring him or do a silly dance of encouragement that charges everybody's gauge up. His battle arts are still powerful and interesting, they're just weird. Like Riki.
There's a level cap of 99 - for you. There are 5 superbosses that exceed your limit and you will need special gear and a strategy to defeat them
Beyond the way each character's unique abilities fit into the battle system, another brilliant aspect of how combat works in
Xenoblade is the way it incorporates real time and turn based elements. Many games try to take the deep, satisfying strategic payoffs of turn-based combat and combine them somehow with the sense of immediacy and action that comes from real time combat, with varying results. It's hard to make work - These are things that just don't naturally fit together. But
Xenoblade does it pretty well, because of the Chain Attack mechanic. The normal flow of combat is real time, with auto-attacks and battle arts being used by you and your enemy as you duke it out. Once the party gauge is filled, however, you can Activate Chain Attack, a kind of team super move where the action pauses and you get to make turn based decisions. It also refreshes all your arts from cool down and starts building the chain multiplier, which allows to keep increasing the damage you do more and more as long as you can link arts of the same colour together in your Chain Attack.
A lot of Chain Attacks end with Reyn's ridiculous Sword Drive attack
There's a lot of amazing stuff you can do with Chain Attack and the other combat mechanics in the game, they really are another aspect of what makes
Xenoblade so special. But that comes with an asterisk, unfortunately. The battle system is super deep and rewarding, but also complicated and obtuse. I don't think I ever would have understood all the power that was at my fingertips if I didn't watch experts on youtube break down the nuances of how combat works. Unless you're quick to understand complex systems, I'd recommend you do the same. Many youtube creators are careful to avoid serious spoilers, and once you grasp how everything works a little light bulb will go off in your head and you'll be inspired to dive deep into the game and try out various tricks and combinations.
As for
Future Connected, the epilogue story, it's...okay. The name may suggest grand implications, but this isn't some story Monoliftsoft have been dying to tell, it's more of a "what can we do with these things?" story. None of the interesting stuff foreshadowed in the original game regarding Melia's destiny is explored, and the whole adventure basically amounts to going back to her city and killing a monster that has taken over it before she is coronated. That's it. You don't get to hang out with all your beloved party members and see what they're up to, except of course for Shulk and Melia. Even the setting for the game, the Bionis shoulder, was chosen because it was a location that had already been created for the original game and got cut. It's just a hunk of explorable territory, it has no special connection to the story or anything. Anyway, I don't want to be too harsh. It's still a beautiful area, and it has amazing music,
especially the new battle theme that incorporates jazz flute. There's lot of bosses and some superbosses to fight, and the new nopon are cute and funny. It's worth playing if you've already purchased
XCDE, but it doesn't amaze the way the main game does.
And the main game truly does amaze. Coming back to
Xenoblade after all these years, I really did enjoy it even more than the first time. That's the mark of a true classic. And hey, if they ever make a real definitive edition, I'll probably triple dip. Guess I'm a Xenophile like that.
6. Streets of Rage 4 - [PS4] I'll forever love the old school beat'em up. From your
Double Dragons and
Final Fights to
The Simpsons arcade game and
Combatribes, I've got a soft spot for them all. There was nothing more magical for me as a kid than being surrounded by arcade machines and seeing all their beautiful glowing pixels portray the most brutal and satisfying street violence imaginable. The screams, the blood, the chime of inserted coins jingling in my ear...ah, youth. But times change. The once satisfyingly simplistic punches and crunches of classic beat'em ups now seem dated and shallow. Maybe this beloved genre is best left in the past?
Lizardcube says no.
A few years ago, Lizardcube brought
Wonderboy 3 roaring back from the 80's with a gorgeous new art style. Returning to that timeless classic was a joyous nostalgia trip, and I'm happy to say they've revitalized another Sega treasure this year, not just as a remake with amazing visuals but with a totally awesome new entry.
Streets of Rage 4 lovingly cherishes the past with tributes, references and inclusions that prove they "get" what was so great about the old games. But at the same time, it brings something new in the form of a Platinum-esque combo and ranking system. The result is a game that can be enjoyed on multiple levels. You can play through it casually in one afternoon with a buddy for a few laughs, or you can obsessively master every stage and do advanced techniques like bouncing an enemy off a wall and catching him on the rebound to keep your 70 hit "Out of this World" combo alive and achieve the coveted S-rank as you pursue that tantalizing platinum trophy. Fine work by Lizardcube here. And if they want to make it a hat-trick, there are plenty of dormant Sega franchises that could use some love.