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        <pubDate>2026-04-06 16:26:50</pubDate>
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                <title><![CDATA[Review: The Wonderful 101]]></title>
                <link>https://novogamer.com/articles/review-the-wonderful-101-Z83YOwA5B0</link>
                <description><![CDATA[<p style="text-align: justify;">When I was a kid, I was a huge fan of the Mighty Morphing Power Rangers. I watched the show religiously, got a ton of the toys (ESPECIALLY the Megazords), and I even dressed up as the Red Ranger for Halloween a few times. But as I grew up, I started to drift away from the series because I ended up enjoying video games more due to the much greater variety that was available to me. Then a few years ago, I saw the E3 trailer for <strong>The Wonderful 101</strong> and as I watched it, a huge wave of nostalgia hit me HARD. For the first time in a long time, I felt like a kid again.</p><p><img src="https://novogamer.com/images/archive-broken-image.png" alt="" style="float: left; margin: 0px 10px 10px 0px;"></p>Released on September 15, 2013 exclusively for Nintendo's Wii U console, <strong>The Wonderful 101</strong> is a massive action beat-'em-up by Platinum Games, the genius developers behind Bayonetta (and Viewtiful Joe and Okami when they were still called Clover Studios). You play as a team of Power Ranger-like super heroes called the Wonderful Ones as they fight off a massive alien force called GEATHJERK and prevent them from successfully invading and destroying Earth while you yourself are recruiting citizens and more Wonderful Ones to help you fight off the alien menace.<p><span style="line-height: 1.45em; background-color: initial;"></span></p><p><img src="https://novogamer.com/images/archive-broken-image.png" alt="" style="float: right; margin: 0px 0px 10px 10px;"></p>The way you fight is with the characters' Unite Morph abilities which grow in power the more team members you have. The reason behind this is you use temporarily use your teammates to increase the size, range and strength of the ability or weapon being used. To activate these powers, you have to draw the shape that represents it either by tilting the right control stick in the appropriate directions, or by literally drawing the pattern on the Wii U's Gamepad. Each power even has their own unique set of skills.<ul><li><span style="line-height: 1.45em; background-color: initial;">Unite Hand can turn gears and ignite itself to throw fireballs</span></li><li><span style="line-height: 1.45em; background-color: initial;">Unite Sword can cut cables, unlock diamond shaped keyholes, repel lasers and act as a lightning rod</span></li><li><span style="line-height: 1.45em; background-color: initial;">Unite Gun can hit distant and unreachable targets</span></li><li><span style="line-height: 1.45em; background-color: initial;">Unite Hammer can pound switches, break floors and protect against arial fire</span></li><li><span style="line-height: 1.45em; background-color: initial;">Unite Whip can be used to swing from certain points and can rip spikes from their mounts</span></li><li><span style="line-height: 1.45em; background-color: initial;">Unite Claw can be used to scale walls, pry open doors and can occasionally freeze enemies</span></li><li><span style="line-height: 1.45em; background-color: initial;">Unite Bomb can temporarily slow time to a near standstill in a given radius</span></li></ul>In addition to the seven powers listed, there are also several defensive and mobility-type Unite Morphs than can be upgraded in the shop. Using these powers in the right places and at the right times can help you get the best score of Pure Platinum at the end of each mission.<p><img src="https://novogamer.com/images/archive-broken-image.png" alt="" style="float: left; margin: 0px 10px 10px 0px;"></p>The story is also surprisingly deep for a Power Rangers inspired game. The war between the Wonderful Ones and GEATHJERK that is currently happening in the game is actually the third to happen in the story with one happening twenty years prior and another one before that by another twenty years. There is also internal conflict between the main seven Wonderful Ones and with a small boy named Luka who hates the Wonderful Ones claiming that they couldn't save his mother from dying. This hate drives him to find a way to help GEATHJERK so he can get his revenge. Plus there is another group of aliens, a band of space pirates known as the Guyzoch lead by one known as Prince Vorkken who acts by his own personal reasons. It all portrays a sense of distrust toward each other and the anger Luka displays clouds his judgement as he wants nothing more than to see the demise of the Wonderful Ones. It's all quite saddening when you think about it.<p><img src="https://novogamer.com/images/archive-broken-image.png" alt="" style="float: right; margin: 0px 0px 10px 10px;"></p><p style="text-align: justify;"><span style="line-height: 1.45em; background-color: initial;">Now my favorite part, the Boss Fights. Each of these fights are unique and interesting, sometimes even being dramatically overdone to the point where it keeps trying to top its own wackiness. A couple of these fights even play homage to the </span><strong>Punch-Out!!</strong><span style="line-height: 1.45em; background-color: initial;"> series of games which amused me to the point of laughing. I just wasn't expecting anything like that at all. All of these fights also start with a cutscene of Wonder Red initiating his suit's Infinity Form which greatly increases his power and endurance for the duration of the fight. Whenever this scene happens, I always find myself mimicking Red's movements</span><span style="line-height: 1.45em; background-color: initial;">. It's just one of those things that made me feel like I was a kid again sitting in front of the TV watching Power Rangers and eating some sugary cereal.</span></p><p style="text-align: justify;"><span style="line-height: 1.45em; background-color: initial;">All in all, this game has been an invigorating experience for me. The controls were great, the music was fantastic and each level was extremely well made and had something unique to offer from it. The camera's isometric view might cause some viewing issues during close up shots, but it can be zoomed out in some cases where that happens. Still, I highly recommend you pick up this game because this underrated title has been one of the most fun games I've played in years. But until then, I'll be seeing you.</span></p><p><span style="line-height: 1.45em; background-color: initial;">Score:</span></p><p><img src="https://novogamer.com/images/archive-broken-image.png"></p>]]></description>
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                <author><![CDATA[Archive]]></author>
                <guid>Z83YOwA5B0</guid>
                <pubDate>Fri, 06 Mar 2015 05:25:00 +0000</pubDate>
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                <title><![CDATA[Review: Star Fox Zero]]></title>
                <link>https://novogamer.com/articles/review-star-fox-zero-Z8QgwLBV56</link>
                <description><![CDATA[<p style="text-align: justify;">The wait is finally over. After nearly a decade after the release of <strong>Star Fox Command</strong>, we are finally treated to a brand new Star Fox game that isn't a re-release or an enhanced port of an older entry in the series. HOWEVER, it unfortunately isn't a new addition to the story as it is a full on reboot of the series' timeline. In addition, I have also had an unfortunate lack of self-control as I often found myself reading early reviews of the game before its official release, and almost all of them say the exact same thing: They "disliked the game's gimmicky controls" or it is "failed to recapture the spirit of the original." Well I played it thouroughly and in this review, I intend to disprove those so-called <em>professional</em> reviews that likely never gave the game a chance.</p><p style="text-align: center;"><strong>JUST A HEADS UP<br>Unlike my past reviews, this one contains major spoilers to the game's rebooted story.<br>If you do not wish to be spoiled on the game's altered plot, please stop reading now.<br>YOU HAVE BEEN WARNED</strong></p><p style="text-align: justify;"><span class="redactor-invisible-space"><img src="https://novogamer.com/images/archive-broken-image.png" alt="" style="float: right; width: 451px; height: 254px; margin: 0px 0px 10px 10px;" height="254" width="451">Now as I was saying, <strong>Star Fox Zero</strong><span class="redactor-invisible-space"> has been completely rebooted and everything in it was re-imagined from scratch. Shigeru Miyamoto has even described it has being neither a sequel or a prequel, so I guess that would be an apt enough description. The game for the most part has the same design as the previous games where you would either fly down a predetermined path and shoot anything that impedes your progress, or have free-range flight where you need to actively hunt down your targets. But an additional level element was added to the game to make it feel a little more cinematic: Target Mode, where the target enemy is always the focus on the TV screen. This is where the game's new control gimmicks come into play.</span></span></p><p style="text-align: justify;" rel="text-align: justify;"><span class="redactor-invisible-space"><span class="redactor-invisible-space"><img src="https://novogamer.com/images/archive-broken-image.png" alt="" style="float: left; width: 501px; height: 155px; margin: 0px 10px 10px 0px;" height="155" width="501">Unlike <strong>Star Fox 64</strong> or <strong>Star Fox Assault</strong>, <strong>Star Fox Zero</strong> has a brand new control scheme that tries to take advantage of the Wii U GamePad as much as possible. The GamePad's screen always has a first person view from the cockpit of the Arwing, the radio transmissions from your squad-mates and enemies only come from the GamePad's speakers, and aiming the targeting reticle<span class="redactor-invisible-space"> is primarily done with the GamePad's gyro sensor. In addition to these GamePad gimmicks, the controls were mixed up a bit as well in an attempt to try and emulate the controls of a fighter jet (all steering is on the left stick, thrusters and rolling is on the right stick, and the ship's guns and bombs are on the ZR and R buttons respectively). And if that wasn't enough, there are three vehicles that each have different controls with two of them having the ability to transform which alters their controls even further. With these new controls and gimmicks, it makes the game feel a bit awkward and confusing to play, especially during the Target Mode segments where the camera focuses entirely on the enemy. It all makes it feel not fun...AT FIRST.</span></span></span></p><p style="text-align: justify;" rel="text-align: justify;"><span class="redactor-invisible-space"><span class="redactor-invisible-space"><img src="https://novogamer.com/images/archive-broken-image.png" alt="" style="float: right; width: 448px; height: 253px; margin: 0px 0px 10px 10px;" height="253" width="448">You see, this game had a very unusual form of Stockholm Syndrome on me. After I did a few missions in the game (about 2 hours worth) and played through some of the alternate paths, it all suddenly clicked for me and the controls finally started to make sense. From that point on, I was starting to enjoy the game <em>much</em> more than I was previously. The action was fast and exciting, the varied gameplay styles were a nice change of pace, and the environments were creative and colorful. I was even able to finally enjoy the music as well as most of them were remade from <strong>Star Fox 64</strong>. The amiibo features were also quite fun; playing as the Retro and Black Arwings gave the game a new challenge to it I was hoping for. It's just a shame that after I had gotten used to the controls that there is no multiplayer (local OR online) outside of the local Co-Op Mode (which is basically a Han & Chewie mode where one pilots the ship and the other mans the guns).</span></span></p><p style="text-align: justify;" rel="text-align: justify;"><span class="redactor-invisible-space"><span class="redactor-invisible-space"><img src="https://novogamer.com/images/archive-broken-image.png" alt="" style="float: left; width: 448px; height: 253px; margin: 0px 10px 10px 0px;" height="253" width="448">Now the story and level progression is where this game takes an unprecedented turn. Unlike <strong>Star Fox 64 </strong>which is where <strong>Zero</strong> gets most of its inspiration, the game is mostly linear with branching paths having little to no impact on the ending of the game. This is a rather big oversight as <strong>Star Fox 64</strong> had a great reward system where in most stages if you did an unknown additional task during the level such as killing a certain number of enemies before the end or by keeping a certain character alive, you were given the opportunity to take a harder path which would lead to the true final battle and the canon ending of the game. Because that is no longer the case, there is now a lack of motivation to unlock the alternate paths (even though I did it anyway). In addition to this, many of the stages from the original game have been renamed, removed or completely changed to fit the new story. The Nebulae Sectors are now Alpha, Beta, and Gamma instead of X, Y, and Z; Area 6 has been replaced with a new Sector which appears to be a black hole called Sector Omega; Aquas, Katina, Macbeth, and Bolse are completely absent; and the biggest offender, Venom has been reduced to the size of a small moon and remodeled to be a Death Star like device. This last bit right here is why I can safely say that <strong>Zero</strong> is a reboot and not a re-imagining; it makes the plot of <strong>Star Fox Command</strong> completely null and void. That being said, I still really liked the level design and I loved the boss fights.</span></span></p><p style="text-align: justify;" rel="text-align: justify;"><span class="redactor-invisible-space"><span class="redactor-invisible-space">Now the post-game content is probably where a lot of players will get the most enjoyment assuming they stuck around long enough to beat the game. Finishing the main story once will unlock Arcade Mode which is a one sitting play-through of the game with no system map, and only ONE life. You can collect three gold rings to store an extra life for later, but they unfortunately don't stack. That means, one extra life is all you can keep at any one time. This, and the fact that the game keeps track of your high-score and all of the different flight paths you take during a single run is what Miyamoto was talking about when he and Platinum were trying to make the game as replayable as possible. And every time I beat it, I can't help but shed a tear whenever I see that dedication to Iwata in the credits.</span></span></p><p style="text-align: justify;" rel="text-align: justify;"><span class="redactor-invisible-space"><span class="redactor-invisible-space"><img src="https://novogamer.com/images/archive-broken-image.png" alt="" style="display: block; margin: auto;"></span></span></p><p style="text-align: justify;" rel="text-align: justify;"><span class="redactor-invisible-space"><span class="redactor-invisible-space">All in all, <strong>Star Fox Zero</strong> is quite fun, but only after you get the hang of the controls. As such,  I will not be giving this game a star score like I usually do since it is very much an acquired taste due to the steep learning curve. The remade story completely changed the timeline for the earlier made games, but if Nintendo were to continue the series, I'm sure they could figure out how to reintroduce old characters and worlds. Now the physical version of the game also came with <strong>Star Fox Guard</strong> as a bonus, but I'll cover that another time. But until then, I'll be seeing you.</span></span></p>]]></description>
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                <author><![CDATA[Archive]]></author>
                <guid>Z8QgwLBV56</guid>
                <pubDate>Fri, 13 May 2016 10:41:00 +0000</pubDate>
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