Showing posts with label DS games. Show all posts
Showing posts with label DS games. Show all posts

Monday, February 24, 2020

Alice in Wonderland for the Nintendo DS: a hidden gem with a few flaws

People have been telling me for years that Alice in Wonderland for the Nintendo DS was one of the dual-screened system's hidden gems.

So, why did I wait until a couple of weekends ago to find out if I agreed with their assessment? Honestly, I dragged my feet on playing this version of Alice in Wonderland up to now because I found its box art repulsive. That's a terrible excuse, I know, but it's the truth. Plus, all that really matters is I eventually pushed my stupid biases aside and gave the game a chance.

Actually, I gave it more than a chance; I finished it--and in three days, no less. What did I think of the seven-plus hours I spent with Alice in Wonderland? The gist is I adored it. It's not without flaw, though, so keep reading if you want the full story on this portable puzzler-platformer.

Five things I loved about Alice in Wonderland

Its art style is surprisingly astounding--Imagine the gothic cartoonishness of Tim Burton's The Nightmare Before Christmas mixed with the chunky, cel-shaded adorableness of Capcon's Okamiden. That's about what you get, visually speaking, from the DS version of Disney Interactive Studios' Alice in Wonderland. Not exactly what you expected from a throwaway licensed game, right? Me neither. But, boy, did I appreciate the unasked-for effort developer Etranges Libellules put into this 2010 release's aesthetics.

It's no cakewalk--Disney may have published this tie-in to the 2010 film of the same name, which the above-mentioned Burton directed, but it ain't no kiddie game. No sirree. That's not because the few enemies you encounter in Alice in Wonderland are tough to topple, mind you. Rather, it's due to the fact that it's not always easy to figure out where to go or what to do next. On a related note, one of the first things that went through my mind after I started this title was that it would flummox most youngsters. Hell, I think it would flummox most older players, too. I appreciated the challenge myself, but I have a feeling some folks will walk away from it in frustration.

It's the perfect length--One of the main reasons I finally got off my butt and booted up my long-ignored Alice in Wonderland cartridge was howlongtobeat.com suggested it would take me around 10 hours to finish. Anything under 20 hours is especially appealing to me these days, so I was thrilled when I reached this game's credit roll in just over seven hours. If that sounds too short to you, consider this: I'll definitely tackle Alice in Wonderland DS again down the road. Not simply because I enjoyed it the first time around, but because I think I'll enjoy it even more the second time around thanks to everything I learned in my earlier playthrough.

It's more than yet another Metroidvania--At its heart, Alice in Wonderland is a member of the ever-popular Metroidvania genre. But it's a bit more than that, too. For starters, you explore and re-explore the game's multifaceted world map not alone, as you do in most such games, but with a partner (Alice herself) in tow. Also, you don't lead her around as the same character for the whole adventure. At various points, you join forces with three other "guardians" you can switch to whenever you'd like. Even better, each one gives you access to special moves that help you do things like cross gaps, remove obstacles from your path, and see the flipside of a level.

It makes ample use of the DS' touch screen--If you tend to like games that put the DS hardware through its paces, you should love Alice in Wonderland. Pretty much every aspect of this title is controlled via the touch screen. You use it to move the protagonists, fight enemies, interact with the environment, and more. You can even use it to mark interesting locations on the map so you can return to them later. It all works surprisingly well, too--though I'm sure it helps that Alice is a fairly slow-paced game that favors brainpower over reflexes.

Five things I didn't love about Alice in Wonderland

Some might say it uses the touch screen a little too amply--Why? Because you pretty much only use the DS' touch screen while playing Alice in Wonderland. You can't use its directional pad or buttons to control characters or battle baddies even if you want to do so. I can't say that kept me from having a blast with the game, but I also can't say I wouldn't have had an even bigger blast with it if it had allowed me to, say, use my 3DS' circle pad instead of its touch screen to move the white rabbit and his blond, bug-eyed charge left and right.

Fighting enemies isn't much fun--After my first hour or so with Alice in Wonderland, I groaned every single time the background ripped open and baddies poured out of the swirling vortex that tear revealed. The resulting battles never proved to be overly difficult; in fact, I don't remember losing a single one. As a result, I'm not sure why the game includes them--or includes so many of them, at least. In my humble opinion, the overall experience would've been a lot more pleasant if Alice either offered up fewer of such fights or filled them with fewer enemies.

It can be pretty confusing--Alice in Wonderland doesn't always do a great job of explaining how things work. The game's "jigsaw system" is a great example. Early on, I had no idea what I was supposed to do with the puzzle pieces I uncovered during my travels. I eventually figured things out, but I got close to throwing in the towel a couple of times before then. I doubt that was the intention of the title's developers.

I wish the jigsaw system had more depth--This system is seriously cool in theory, if not always in practice. As I just mentioned, you collect puzzle pieces as you traipse across Alice in Wonderland's numerous stages. Whenever you come across a new one, you plop it onto the world map. How you connect it to the existing pieces determines which level, or which part of a level, you can access next. Unfortunately, the aforementioned map is small, so you barely get to explore the potential of this intriguing system before your journey comes to an end.

The soundtrack is a real bummer--Given Alice in Wonderland's visuals (not to mention its Tim Burton connection), I expected its soundtrack to be equal parts ominous and quirky. Instead, it's tepid and orchestral. Don't get me wrong, it's far from terrible, but in my mind it's at odds with the overall vibe of this darkly whimsical adventure.

See also: 'Six reasons all the people who suggested I'd hate A Witch's Tale were wrong'

Thursday, November 21, 2019

15 Nintendo DS games you should think about starting in honor of the system's 15th anniversary

It's hard to believe the Nintendo DS came out 15 years ago today.

Some of you may be surprised to hear I haven't been playing this dual-screened, touch-enabled system since that date.

The truth is, I waited a couple of years before jumping into the fray. In fact, I waited until I was about to head out on a business trip and worried I'd be bored during my down time, so I bought a white DS Lite and a copy of Animal Crossing: Wild World to keep lethargy at bay.

It didn't do the trick. Nor did it transform me into a Nintendo DS fan. What did? I honestly can't remember. All I know is I turned a corner at some later point and never looked back.

I've bought and played and loved a ton of DS games in the ensuing years. The ones named and discussed below are among my favorites.

If you're looking to celebrate the 15th anniversary of the Nintendo DS' release, I'd highly recommend starting one--or more--of them as soon as you can.


A Witch's Tale--Although the word of mouth on this game is pretty poor, I had an absolute blast with it last month. It's a role-playing game with turn- and touch-based battles plus a few other interesting twists. It's also fairly short, especially as far as RPGs are concerned. The cherry on top of this pixel-filled confection: the protagonist is a girl. A bratty girl at the beginning, to be sure, but her attitude improves by leaps and bounds as A Witch's Tale progresses.

Contact--I finally played this Grasshopper Manufacture-made game (after keeping it at arm's length for ages) because I liked its EarthBound-esque aesthetic and its European cover art. I quickly discovered that it plays nothing like Shigesato Itoi's classic. This ARPG manages to hold its own anyway, though, thanks in large part to its intriguing, fourth-wall-breaking story and unique costume system.

Dragon Quest Heroes: Rocket Slime--This is another of those games that I long ignored simply because it annoyed me that everyone and their mother seemed to adore it. I got over myself eventually. I'm glad I did, too, as I now consider Rocket Slime to be an all-time fave. Why? You play as one of the Dragon Quest series' iconic slimes, for starters. Plus, the writing is silly and the tank battles that end each stage are scintillating.


Final Fantasy: The 4 Heroes of Light--This Matrix Software-developed game has its detractors, but it's my favorite DS RPG. Yes, it's got a few issues, which I briefly touched on in this old post, but it makes up for them with its overall appearance, its creative job system, and its ear-pleasing soundtrack. If you're looking for a role-playing game that harkens back to the glory days of Final Fantasy IV or V, pick up a copy ASAP.

Ghost Trick: Phantom Detective--Most folks call this Shu Takumi creation a visual novel, and while they're not wrong, I do think they're selling it a bit short with that description. Ghost Trick is more of a puzzler than an adventure game, if you ask me. After all, your main task while playing it is to, in the simplest terms possible, quickly connect dots while time clicks away. Don't worry, it's a lot more interesting and engaging--and difficult--than my pithy description here makes it sound.

Hotel Dusk--This CiNG-developed point-and-click game should've become a break-out hit like chart-toppers Animal Crossing: Wild World and Brain Age. I guess the masses just weren't interested in solving novel-worthy mysteries after they were done running errands for furry villagers and training their gray matter. That's too bad, as Hotel Dusk offers players a lot more than an enjoyable whodunit. It also offers them a fascinating cast of characters and some killer tunes.


My World, My Way--You might think of this DS title as being similar to both A Witch's Tale, mentioned earlier, and the much-maligned Super Princess Peach. It's like the latter in that both games' protagonists use their emotions to battle and even interact with enemies as well as alter their surroundings. And it's like the former in that it's a decidedly unconventional RPG. There's no real overworld to traverse in My World, My Way, for example--just small areas that open up as you complete various tasks and actions. Admittedly, this part of the game can be tedious, but you shouldn't find it so tedious it ruins the rest of the adventure.

Okamiden--Capcom may not consider this title to be an actual sequel to its highly revered, but lowly selling, Okami, but don't let the lack of a "2" at the end of its name fool you. Okamiden is a worthy follow-up to the company's original Zelda clone. There are a few elements here that are sure to give some hardcore Okami fans pause--the chibi-fied visuals, in particular. Still, the DS' touch screen is the perfect canvas for the series' "Celestial Brush," and that alone should sway most skeptics.

Phoenix Wright: Ace Attorney--I'm sure some of you will have a hard time swallowing this one. After all, the very same game can be played on far more modern and accessible devices and systems than the DS. This is the last release of the original Ace Attorney that features pixel-based graphics, though, and that alone makes it the go-to option for folks who still have a dual-screened, Nintendo-branded handheld.


QuickSpot--A few months ago, I asked folks on Twitter to recommend some fun, under-the-radar DS titles. Two people I both like and respect suggested I try this one. And do I did, though I was hesitant at first. QuickSpot--Unou no Tatsujin: Soukai! Machigai Museum in Japan--is one of those spot-the-difference or photo-hunt games. Not exactly my cup of tea. What separates this one from the ho-hum pack is that it features a plethora of beautiful illustrations produced by the wizards at Namco. There's not much more to it than that, to be honest, but that was enough for me to spend a full five hours finishing its 100-plus stages (images?) a few months back.

Rhythm Heaven--Rhythm Tengoku diehards aren't aways kind to the series' first sequel. Me, I adore it. Sure, it's not the definition of perfection like its GameBoy Advance predecessor, but it's pretty wonderful all the same. That's especially true of this game's aesthetic, which matches and maybe even exceeds that of the original. I personally think the vast majority of Rhythm Heaven's new tap- and flick-based mini-games are stellar, too.

Style Savvy--I'm fully aware that most, if not all, of this game's sequels have surpassed it in terms of both graphics and content. Still, I think the 2009 original is worth checking out for one simple reason: you play it with your system held sideways. So, if you're like me and you're a sucker for book-style DS titles, give it a try. An added bonus: used copies are dirt cheap these days.


Tetris DS--Some will tell you the GameBoy version of Tetris has yet to be topped. Am I a member of that group? I'm not sure, to be honest. Regardless, I think the argument could be made that this DS iteration deserves the title of "best Tetris game ever," too, thanks to its Nintendo cameos, underrated soundtrack, and bevy of inventive modes.

The World Ends With You--There are all kinds of reasons you should play The World Ends With You if you haven't already. One is that it's a Square Enix title but isn't called Dragon Quest, Final Fantasy, or Kingdom Hearts. Another is that it oozes style. And then there are the unique setting, the eclectic soundtrack, and the frenetic dual-screened battles. The mobile and Switch versions of The World Ends With You also feature those first two components, of course, but you'll only find the last one on this DS cart.

Touch Detective--Like a lot of people, I was first attracted to this point-and-clicker's Beetlejuice-esque art style. OK, so I also liked its anthropomorphic mushroom character, Nameko (Funghi outside of Japan), quite a bit. On a less positive note, the cases you're tasked with solving in this BeeWorks-made game can be a touch confusing. Everything else about it is so silly and charming and bizarre that I think it's worth a go anyway if you have even the slightest interest.

Are there any DS games you'd recommend that I failed to point out in this post? If so, let me know about them in the comments section below.

Wednesday, October 23, 2019

Six reasons all the people who suggested I'd hate A Witch's Tale were wrong

Shortly after I announced on Twitter that I was starting through A Witch's Tale, my old podcasting pal Mollie Patterson sent me a GIF of Morgan Freeman nodding his head and saying, "Good luck."

She wasn't the first to warn me away from this Hit Maker-developed, Nippon Ichi Software-published Nintendo DS RPG. In fact, I'd say most folks have responded negatively whenever I've expressed an interest in it.

Still, I'm the sort of bloke who prefers to come to his own conclusion about such things. So, true to form, I stubbornly stuck my long-ignored cartridge of A Witch's Tale into my trusty 3DS a couple of weeks ago and prepared for the worst.

Eighteen-ish hours later, I'm here to tell you those naysayers were wrong. Or at least they were wrong to believe I'd hate the game.

On the contrary, I loved it. The more time I spent with A Witch's Tale, the more I enjoyed it. And now that I'm done with it, I can honestly say it's been a highlight of my year. Here are a few reasons why.

It looks lovely--At first glance, A Witch's Tale isn't anything special, aesthetically speaking. Oh, it's colorful and cute, but so are countless other DS titles. What eventually set it apart from the ho-hum pack in my mind was how it deftly combines charming spritework and deliciously lush backdrops. Usually I'm not a fan of this kind of commingling, but it produces eye-popping results with such regularity here that it's easy to embrace.

Its battles really grew on me--Early on in my playthrough of A Witch's Tale, I found its turn-based battles rather annoying. It didn't help that every single action required me to utilize the system's touch screen. I'm fine with that in some DS gaming situations, but it can make for slow-paced fights when shoehorned into an RPG like this one. That's what I thought in the beginning, anyway. My opinion on the matter changed mightily a little later on, though--so much so that I actually relished the occasional tussle as this quirky adventure approached its conclusion.

I especially like how "ancient magic" works in A Witch's Tale--The element that slows down this game's battles the most is called ancient magic. To unleash one of these bigger-than-usual spells on the enemies lined up in front of you, you have to correctly trace a "rune" on your DS' touch screen. It's a source of frustration at the start, as screwing up--and thus failing to send forth a ring of fire, a torrent of water, and the like--is easy as can be if you race through the experience. In time, though, I came to appreciate the careful nature of this aspect of A Witch's Tale--mainly because it keeps you from spamming high-powered magic and forces you to use at least a smidgen of strategy while taking on baddies.

The locations you explore in it are a breath of fresh air--OK, so A Witch's Tale does feature the requisite "snow area." Even then, though, it's more Christmas-y than wintry. The rest of the locales on offer here are not so clichéd. My main--and almost only--complaint with this part of the game is it almost entirely ignores the Halloween-ish Shadow Town. Also, you don't fight any enemies there, which I consider an even bigger missed opportunity. Shouldn't this be where me and my bad-ass doll posse battle the final boss--or at least challenge her second-in-command?

The text is surprisingly witty--No one with any taste is going to tell you A Witch's Tale features the best writing around. They should tell you it's far better than average, though--or far better than you're probably expecting it to be. Speaking of the latter, I went into the game with fairly low expectations in this regard, so that may be why it impressed me as much as it did. At any rate, the thing I like most about this title's localization is that it convincingly transforms the pigtailed protagonist from an annoying brat to, well, someone who still tests your patience but is a lot more likable overall.

It's a properly bite-sized RPG--Although I don't mind playing a lengthy RPG now and then, I far prefer playing ones that take 20 or fewer hours to finish. A Witch's Tale fits this criteria, if only just, but that's not all. It's also designed to accommodate shorter stints of play. Rather than give players an overworld to traverse, it offers them a hub--the aforementioned Shadow Town--that conveniently connects each of the game's six lands. Those lands are fairly well contained, too. Sure, it's possible to get lost in them, but mostly they ensure you move on to the next well before the current one overstays its welcome.

Does all of this mean you'll love A Witch's Tale as much as I did if you give it a try? It could. I think your chances of matching my positive experience will be best, though, if you're the type who likes games that dare to do things differently--even if it doesn't always produce, or even approach, perfection.