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  • Suffering Castlevania Fatigue

    It's hard to look a gift horse in the mouth, especially when it comes to Castlevania--I'd rather see an installment from Koji Igarashi's beloved franchise on the DS than yet another animal grooming game. But since the series has moved to the DS, I've been slightly disappointed. As good as Dawn of Sorrow was on its own terms, the game felt waaay too much like Aria of Sorrow, even within the limited Castlevania framework established over a decade ago by Symphony of the Night. (I'll go ahead and admit that, three years later, Dawn is a game I really need to re-visit, now that I'm even further removed from its predecessor.)

    My reaction was even worse with 2006's Portrait of Ruin which claimed to be a return to the roots of classic Castlevania that I never liked much to begin with.  I can't tell you if Portrait lived up to its promises, because my limited time with the game was spent pressing the character change button in order to annoy people in my immediate vicinity.

    "Charlotte!"
    "Jonathan!"
    "Charlotte!"
    "Jonathan!"

    You get the idea.

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  • The Ten Most Adventurous Sequels in Gaming History, Part 2

    Super Mario 64



    If you'd asked a young me to imagine a three-dimensional Mario Bros. game, I'd have pictured a screenshot from Super Paper Mario — essentially, the point-A-to-point-B linearity of classic side-scrolling Mario, shot from a different camera angle. Instead, Shigeru Miyamoto's first 3D adventure completely rewrote the rules of platforming, replacing the "get to the end" format with a variety of challenges set in one, open physical space. To a generation weaned on linearity, this was pretty overwhelming at first — I remember being plunked down in Bob-Omb Battlefield and wandering around like a chump for an embarrassingly long time. 64 was so different from its precursors that you arguably wouldn't call it a sequel, but bear in mind that no one knew at the time what the next generation of games would look like. Early 32-bit games like Bug and Clockwork Knight dressed 2D gaming in 3D clothes. As usual, that nut Miyamoto had something different in mind. — PS

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  • The Ten Greatest Fire Levels in Gaming History, Part 1

    Videogame designers have found a great deal of inspiration in elemental dichotomies. Wood versus stone, wind versus lightning, ice versus fire — these natural conflicts are excellent bases for compelling environments and rich atmospheres. What better than tangible extremes like hot and cold to convey a sense of place to a player? To celebrate the imminent arrival of summer, 61 Frames Per Second is going hot with our first top-ten list, looking at the greatest fire levels in gaming history. If you're sweating, don't worry — we'll get to ice soon enough. — John Constantine

    Super Ghouls 'n Ghosts — Crucible of Flame



    Nobody would subject themselves to the brutally difficult Ghosts 'n Goblins series if the games didn't feature Capcom's usual immaculate production values. Dying a hundred times in Super Ghouls 'n Ghosts' third stage, the Crucible of Flame (and you will) is made marginally more bearable by the brooding music (forever seared in my brain after a misspent youth) and the characteristically idiosyncratic twist on the usual "fire level" theme: instead of a generic inferno, the Crucible of Flame finds you in some kind of metallurgical hell. The stage has a lot of character; as fire levels go, it's more of an oozing, molten nightmare than a pyrotechnic fun fair. (In fact, some would say there's nothing fun about it.) A word of warning: it only gets worse from here. — Peter Smith

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  • about the blogger

    John Constantine, our superhero, was raised by birds and then attended Penn State University. He is currently working on a novel about a fictional city that exists only in his mind. John has an astonishingly extensive knowledge of Scientology. Ultimately he would like to learn how to effectively use his brain. He continues to keep Wu-Tang's secret to himself.

    Derrick Sanskrit is a self-professed geek in a variety of fields including typography, graphic design, comic books, music and cartoons. As a professional hipster graphic designer, his recent clients have included Nerve, Pitchfork and MoCCA, among others.

    Amber Ahlborn - artist, writer, gamer and DigiPen survivor, she maintains a day job as a graphic artist. By night Amber moonlights as a professional Metroid Fanatic and keeps a metal suit in the closet just in case. Has lived in the state of Washington and insists that it really doesn't rain as much as everyone says it does.

    Nadia Oxford is a housekeeping robot who was refurbished into a warrior when the world's need for justice was great. Now that the galaxy is at peace (give or take a conflict here or there), she works as a freelance writer for various sites and magazines. Based in Toronto, Nadia prizes the certificate from the Ministry of Health declaring her tick and rabies-free.

    Bob Mackey is a grad student, writer, and cyborg, who uses the powerful girl-repelling nanomachines mad science grafted onto his body to allocate time towards interests of the nerd persuasion. He believes that complaining about things on the Internet is akin to the fine art of wine tasting, but with more spitting into buckets.

    Joe Keiser has a programming degree from Johns Hopkins University, a tiny apartment in Brooklyn, and a fake toy guitar built in the hollowed-out shell of a real guitar. He writes about games and technology for a variety of outlets. One day he will stop doing this. The day after that, police will find his body under a collapsed pile of (formerly neatly alphabetized) collector's edition tchotchkes.

    Cole Stryker is an American freelance writer living in York, England, where he resides with his archeologist wife. He writes for a travel company by day and argues about pop culture on the internet by night. Find him writing regularly here and here.

    Peter Smith is like the lead character of Irwin Shaw's The 80-Yard Run, except less athletic. He considers himself very lucky to have this job. But it's a little premature to take "jack-off of all trades" off his resume. Besides writing, travelling, and painting houses, Pete plays guitar in a rock trio called The Aye-Ayes. He calls them a 'power pop' band, but they generally sound more like Motorhead on a drinking binge.


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