Sunday, July 10, 2016

Mighty No. 9 Review (Wii U)


By now, if you have had any interest in the Mega Man spiritual successor Mighty No. 9, chances are that you’ve read the reviews from both critics and gamers. Upon launch MN9 was met with a slew of negative criticism and people crying fowl at the creators for not delivering the game that so many fans were expecting and waiting almost 3 years for. The game was funded through Kickstarter by 67,000+ backers and with over $4,000,000 donated. I could sit here and discuss all the negative aspects of a video game being funded on Kickstarter, but I won’t and I’ll simply say: If something is put on too high of pedestal, then how is it supposed to succeed when every part of it can be considered a shortcoming? 

That being said, I enjoyed my time with Mighty No. 9 on the Wii U. Is it a perfect game? No way. Does it take some getting used to and a few hours to fully appreciate. Yes.


As someone who did not back MN9, I didn’t know what to expect besides a Mega Man-like game. Having both owned the Mega Man Anniversary and Mega Man X Collection on Gamecube, I’ve been exposed to a good amount of Mega Man and have even beaten a few of these classic gems. I read little of what Mighty No. 9 was offering and barely followed the Kickstarter as the project developed into the game we now have in front of us.

MN9 is a cross between the classic Mega Man titles on the Nintendo and the Mega Man X series on the Super Nintendo. Movement is simple enough and involves a dashing mechanic that the X series was known for. As always, enemy robots can be shot until they’re destroyed, but a new mechanic involving absorbing enemies after they’re weakened, takes center stage this time around. When damaged enough, these enemies will glow either red, green, yellow or blue and offer temporary boosts to Mighty’s abilities after he dashes through them. Red will boost the power of his blaster and make shots travel through enemies, green will award a speed boost, yellow will decrease damage taken, while blue will slowly fill an energy tank-like item that can be used for filling the life bar at will.


After knowing this, there isn’t much to it. Navigate each stage successfully, reach the Mighty Robot Boss at the end, defeat him and move onto the next stage. The developers were going for a classic Mega Man feeling, which they both succeeded and failed in creating simultaneously.

Let me explain. The core aspects of what made Mega Man...Mega Man are here, with too much of an emphasis on some of the less desirable aspects of it. The biggest offender of this being objects that will instantly kill Mighty if he touches them. They come in the form of glowing, purple wires sometimes seemingly placed randomly throughout stages. There’s also falling towers in one level that will do the same, in addition to 2 Mighty Robot Bosses having an attack that will instantly end the fight if it hits you. As frustrating as it is to touch one of these objects and have to start over from the last checkpoint, they can be avoided easily with some practice. With the exception of these one-hit death traps, the level design for most levels is quite good. 

Too many of these purple spikes make for some frustrating times 

What I enjoyed the most out of MN9 was the platforming and run & gun gameplay. There was also enough variety from level to level where I never felt like I was doing the same monotonous tasks over and over again. The bosses of each level also require different strategies to overcome and some pattern memorization to boot. The powers you receive from them are also inventive and add some great new ideas to already existing Mega Man powers.

As much as I want to love Mighty No. 9, I simply cannot as it has too many faults.

Even though Comcept and Keiji Inafune surpassed every funding goal on their Kickstarter page for MN9, the game is unpolished and seems rushed. The graphical style is bland and looks as though it belongs in a PlayStation 2 game. The in-game explosions look horrendous (pepperoni pizzas!!) and the effects are all sup-par, while some of the bosses look extremely ugly close up.

 Did somebody order...pizza?

The music is forgettable at best, although there is an optional 8-bit soundtrack that can be turned on which makes it a lot better to sit though. The English voice acting is a disaster and in every way corny, with poorly thought out scripted dialogue. Luckily it can be turned off and instead replaced with Japanese voices (definitely a lot more authentic for this type of game) or even French if you’re in the mood for some more comical-sounding dialogue.

Another shortcoming is some basic in-game controls not being fully explained when you’re in situations where you need to use them. I think this was just an oversight and left out because they ran out of time to finish the game. Bosses can also be made laughably easy if you’ve acquired their weakness from another Mighty Robot boss. In past Mega Man games, even while using the weakness against them they still gave you a challenge.

 The boss fights make for some of the best moments in MN9

The Wii U version of the game also has significantly more slow-down in certain parts of levels especially when using the Battalion Blast power to blow up blocks in areas with multiple enemies around. The game will hiccup and result in some accidental death more than once.

There’s also a stage where you get to play as Call, Mighty’s sister, that has her floating around with a jetpack and ducking under enemy fire. It seems like they threw this into the game at the last minute for no possible good reason. Which brings me to my next point. A lot of the ideas they had for Mighty No. 9 seemed great in theory, but when it came to execution they just didn’t transfer well. The team at Comcept might have been a little too ambitious with the limited time they had. There's even an Online Race Mode and Co-op challenge mode, both of which I couldn't find a partner to connect with.

For $20, you could do far worse than Mighty No. 9. The game took me around 9 hours to complete, although I didn’t complete all the Challenge Mode levels (easily forgettable). What you’re given is an unpolished Mega Man/Mega Man X hybrid that could have benefited greatly from another year or so in the game development oven.

In the end I’m glad I played through Mighty No. 9. It gave me the Mega Man fix I haven’t had since Mega Man 10 came out in 2010. For anyone who likes the Mega Man games and isn’t expecting a mind-blowing brand new Mega Man experience then I can’t recommend Mighty No. 9 enough. For all others, I suggest waiting for a price drop (the $10-$15 mark is perfect!) before following Mighty into some dangerous ground filled with pizza explosions. Also avoid the Wii U version as it’s the worst one.

My Score 6.8/10

Monday, May 2, 2016

Miitomo: A Month Later

If you have been following my posts regularly then you know I have been religiously playing Nintendo's first mobile app Miitomo every day since its launch on March 31. I reviewed the app after a week of using it and posted my positive impressions and thoughts that it was a great social app, but not really a full fledged game. I gave Miitomo a 3.75/5 in my review, but was concerned with its staying power among apps that people use on a daily basis. It's been about a month since I started experiencing Miitomo, but has the fun I've had with the app remained after my increased exposure to it?

The short answer? Not really.
 The amount of friends you have left that are still playing Miitomo

Answering random questions each day can become very tedious even though the subject of these questions is usually different. Seeing friend's answers can be interesting, but only if they continue to use the app and answer the questions asked of them. I've already noticed a sharp decline in some of my friends participation in Miitomo based on the lack of new answers for me to read and comment on. What started as a wildly popular app that myself and others were curious about, has now become something that only the most die-hard Miitomo fans can care enough to open every day and devote time to.

It also doesn't help that the amount of reward given to players is far less than the amount of effort they'll have to put in to get these rewards. Coins that are available to purchase new clothing items from the shop are very limited unless you want to spend real life cash to get more. The interesting clothing items don't come cheap either. Some single pieces will cost close to 2,000 coins, while special costumes or full outfits will cost around 4,000 - 7,000 coins! That's an absurd amount, considering how few coins are awarded to the player. It may take weeks or maybe even months to accumulate such a fortune, by which point you probably won't be playing Miitomo anymore anyway.

 I'll have enough to get that Cowboy outfit when Autumn starts!

Today was the first day I can honestly say that I didn't care about clicking the Miitomo icon on my phone's home screen. The daily bonuses that kept me coming back for more just aren't as enticing as they used to be and my friends' presence in the app is all but nonexistent. I'm sorry Nintendo, but I don't think the popularity of Miitomo will last very long, even if you have reached 10 million users worldwide.

Nothing I can say or do will keep my friends playing Miitomo in the long run
  
That's not to say that Nintendo hasn't tried to keep us playing. They even recently began a Splatoon x Miitomo crossover that introduced new Splatoon themed shirts, shorts and other gear from the Wii U game that fans would love to get their hands on. In addition to that they also have new Miitomo Drop machines every few days with new clothing pieces.

When it all comes down to it, this gamer feels that Miitomo is on its way out, although it was a good first attempt at a mobile app for the Big N. Let's hope the Animal Crossing and Fire Emblem mobile games will turn out better!!

New Review Score for Miitomo: 2.5/5



Sunday, April 24, 2016

The Witness Review

Jonathan Blow's "The Witness" was the first game on Steam I downloaded after getting a new PC/gaming rig. I was so taken by Blow's last game "Braid," that I didn't wait for any Steam sales, or humble bundles to pick up his most recent creation. When I first experienced Braid on my Xbox 360, I was treated to a beautifully drawn 2D world with an appropriately matching orchestral score that was pleasant on the ears. As I journeyed through the game I learned more and more about the story of the character I was controlling through passages that were left in between levels and it wasn't until the very end of the game that I truly knew what was going on. I was left with one of the most clever twists in any game that I had played and as a result Braid has stuck with me since as a gaming experience like no other.


The same can be said for Blow's latest offering "The Witness." Taking place on an uninhabited island, the game thrusts you into a land that is begging to be discovered. The main concept of The Witness revolves around drawing lines to solve puzzles as you explore the unknown terrain. Right from the get-go the environment of the island is something to marvel over and the peace and tranquility portrayed within it is like no other game I've played. (All you hear are your character's footsteps as he walks and the sound of the wind and water running through streams). The puzzles start off easy enough as you're introduced to the basic concepts of how to solve them. After leaving the first tutorial-like area you are given the freedom to explore and visit whichever part of the island you wish. Wandering never felt so good! The beauty of having this freedom, allows you to move on when met with an overly tough puzzle or one that you just don't understand how to solve at that particular moment.

   
Oftentimes I found myself not even caring about the puzzles that were waiting to be solved around me, but instead the colorful and majestic pieces of scenery that were presented to me with each footstep I took. Each new area offered a different feeling of awe from the last, as well as new puzzle types. After admiring my surroundings for longer than I'd like to admit, I dove face first into the new puzzle presented to me. Despite not having any in-game guides or support characters to assist along the way, The Witness does a pretty good job of teaching the player the new rules that are introduced within new areas, but not always. Drawing a line from point A to point B will no longer suffice when new ideas come into the mix and you'll have to use your noggin to its full potential. Without spoiling too much, some puzzles require separating different colored squares when solving them, as well as drawing specific shapes in your solution.

That being said, The Witness is in no way an easy game to complete. Some of the puzzles I encountered, especially later in the game, were mind numbingly difficult and frustrating to boot. Some felt unsolvable and made me feel extremely dumb as I haplessly tried drawing line after line with no success. Even when I was successful, I found myself running out of steam as I got to the end of an area and had to resort to looking up one final solution as my brain could no longer function. I did have a lot of Aha! moments when I finally figured out how to solve certain puzzles, but at the cost of feeling like my head had a Vacancy sign posted outside it.  Nevertheless I felt extremely accomplished when I did solve them on my own.

When first introduced to the orange explosion shapes I was dumbfounded

The Witness is a type of game that is mentally draining and will put your problem solving skills in overdrive. Taking breaks in between playing for an hour or two were necessary for me to get my wits back in order and progress further through the game. When returning a day later, I found that some solutions came to me a lot easier after I had some time to rest my mind. Sometimes all I needed was a different perspective, especially when it came to the environmentally-based puzzles, which there were plenty of.

The main draw for me to The Witness was the sense of wonderment it offered and the mystery of why this island exists and who was here before you. I had a continuous inclination to go further and solve puzzle after puzzle to find new areas and uncover more information. There are various structures that are on the island including a series of tree-houses, a pyramid and a quarry to name a few. Statues of humans also exist as well as audio recordings that can be found and offer quotes from historically famous individuals that may offer some insight to what the island holds.


I don't remember the last time I thought so hard to solve puzzles in a video game and The Witness made sure that my brain was put to the test. The journey I took as I explored some of the most aesthetically pleasing environments is one that I will never forget, not just in a video game, but any form of entertainment.

The Witness cannot be completed in one sitting (at least not the first time playing) and took me a whopping 25 hours to complete from start to finish. That's not including every puzzle that was available as some weren't mandatory to complete to get to the end. As confusing and frustrating as the puzzles found in The Witness were I enjoyed my time with the game and was glad I got to the end of it.

Blow and his team's latest release continues to encompass the same high quality standards that were set with Braid almost 8 years ago. That being said its not for everyone, especially those who don't like puzzles or lack the extreme amount of patience required to do the ones found in The Witness. For those who love beautiful looking games and a sense of mystery/exploration, The Witness will be right up your alley and is highly recommended by this game reviewer.

I give The Witness 4/5 Stars   


The Witness was developed by Jonathan Blow and his team at Thekla, Inc. It was released on January 28, 2016 on both Windows and the PlayStation 4. It is available to download for $39.99 USD.


Thursday, April 7, 2016

Miitomo Review

Nintendo is a company that is known for its stellar games, memorable characters and intuitive new experiences that they offer to fans, both old and new. Those who have stuck with the company through the years have come to expect a sense of nostalgia with each release, as well as new and exciting ways to experience some of their favorite game series. Titles such as Super Mario, The Legend of Zelda and Pokemon are still relevant to this day thanks to Nintendo's constant dedication to immersive story-telling and fun and addicting gameplay mechanics.

2016 marks the year that Nintendo has journeyed into a territory they have never ventured into before: Mobile Games. Last year they partnered with mobile gaming giant DeNA, a company based in Japan and responsible for the Mobage platform, Japan's most popular cell phone gaming platform. Together Nintendo and DeNA hope to create and offer new and creative experiences for mobile devices (iOS and Android). Their first project together called "Miitomo," released worldwide a week ago. Me being the avid Nintendo fan that I am, I had to see what this new app was all about.


The name of Nintendo and DeNA's first mobile app is simple enough to pronounce and remember. I like to think of it as a combination of Nintendo's beloved Mii characters, which Wii owners were required to create in their likeness to play Wii Sports, and Tomo which was the prefix of Nintendo's popular offering on the 3DS, "Tomodachi Life."


Miitomo is a free download and is not so much a game, but rather an app which allows users to create a character in their likeness and interact with their friends who they are connected with via Twitter or Facebook and also have the app. This is done by answering questions about themselves and what's been going on in their life recently, as well as their opinions on various subjects. Their friends can then see the answers they gave and give them a like or even comment on those answers. In most cases these friends will then be asked the very same questions and their answers will be shared with the original person who answered.


The more you interact with your friends by hearing their answers and commenting the higher your popularity will go up, which will award various new clothing pieces that you can put on your Mii. In addition, there is a shop where more clothing items and props can be bought to give your Mii an outfit that you see fitting for them.


This creates many different possibilities for customization, as long as you have the coins for the items you want. Nintendo generously gives 2,500 coins to each new player of Miitomo to start. After that coins can be earned by interacting with friends and just by playing the game regularly as part of receiving daily rewards. Some of the more desired clothing pieces and accessories will cost a bundle, which means saving up is a must. Coins can also be purchased with real money, but most players won't have to resort to that as long as they're patient enough.

There's also a Miitomo Drop game that can be played using game tickets (also given to you by Nintendo when you start) or by paying 500 coins per try. In this mini-game you drop Mii characters and try to land them on spaces with new clothing items and accessories. It's a nice diversion from answering questions and commenting, which is what you'll be doing most of the time you're using the app.


Users are also given the ability to create Miifotos of their Miis. These custom photos allow the user to pick out one of the already available backgrounds (or use a picture that's on their device) and put together a scene using text and various expressions and poses. The possibilities are truly endless as you can see from the photo I have below. You can even share these Miifotos to your device or share them to Instagram or Facebook without exiting the app!




Overall, my first week spent with Miitomo was both entertaining and insightful. I learned a handful of facts and opinions that my friends had. I also took some silly Miifotos and acquired clothing pieces that made my Mii look both fashionable and completely and utterly ridiculous. So far I have played the game every day and have had fun with it. I always look forward to hearing more of my friends answers as well as seeing what new clothing items are available in the shop (there's always new items daily!) and seeing what new accessories and costumes pop up in the Miitomo Drop game (changes weekly).


Miitomo is more of a social app than anything and in that regard it succeeds in every way. If you're expecting a full fledged game with a lot to do then Miitomo isn't it. What little there is to do is fun, but may seem lackluster to some. It's staying power is also yet to be determined and will be gauged the further we get from its initial launch. 

As of this writing, I give Miitomo a 3.75/5 and can't wait to see what more it has to offer in the coming weeks.





Tuesday, February 16, 2016

The Intensity of The Binding of Isaac's Boss Rush

Unless you've been under a rock the past few months, or you just don't check out any of my updates (shame on you!) you should know about my obsession with The Binding of Isaac. Recently I got a powerful PC (Thanks Ryan!) and have been introduced to the wonderful world of PC gaming aka Steam! Up until this point I have been solely playing TBoI on my Wii U. I was only able to experience Rebirth and, as a result, was missing out on the new DLC Afterbirth that was PC only.

Let's just say I couldn't resist and downloaded both Rebirth and Afterbirth the first day I had my PC. It was also around this time that I discovered the hidden Boss Rush room that can be entered by reaching and defeating Mom's first form in under 20 minutes!

 Notice the clock icon? That means you still have time to get to the Boss Rush

This means you must clear the first 6 floors of the game (including bosses) pretty quickly. I've been playing Rebirth for months and I just discovered this was a thing. I always noticed the clock icon, but I had no idea what its purpose was. I got extremely lucky with the items I found during this particular run and managed to breeze through most of the floors with little to no hindrance. I was amazed to find a giant opening in the wall after defeating Mom, so I did what any Isaac fanatic would do and ran straight through the opening into a giant room. 

There were 4 special items all next to each other in a neat little square. Without much thinking I grabbed one and that's when all Hell broke loose!! Two bosses appeared out of thin air and started to mercilessly attack Lazarus(the character I was playing as). I though to myself, Oh shit what have I done? It was then that the gamer in me went into autopilot mode and started taking out each boss one by one. After I defeated both bosses, 2 more would appear, and then 2 after them, and then 2 more after them. The adrenaline took over.

Before I knew it I had defeated 30 bosses in a row...

What the blood and entrails of every Binding of Isaac boss looks like after being defeated

Damn did I feel like a badass! It's the secrets like this that keep myself and other gamers coming back for more when it comes to The Binding of Isaac. I felt so accomplished after clearing the Boss Rush room. They even awarded me a star after doing it. Now only if I completed the rest of the run after that...

A Gold(Black) Star for Me!

Other Isaac players, have you defeated the insanely challenging Boss Rush room? Did you even know it existed or were you a naive n00b like me? I want to hear about your experiences with Boss Rush so sound off in the comments section below!

Saturday, January 16, 2016

5 Things To Know About "Pocket Mortys" Before Downloading



I absolutely love the new mobile Rick and Morty game, essentially a Pokemon clone that takes place in the Rick and Morty Rickstaverse complete with characters and references to the show. Justin Roiland and Dan Harmon (the show's creators) even provided full voice work for all the characters that appear in the game.

Developed by Big Pixel Studios (a game design company based in the U.K.), Pocket Mortys is chock full of Rick and Morty characters, universes and jokes that fans of the show are sure to love, although newcomers will more than likely still get a kick out of it. Pocket Mortys is a marriage of two things I have a deep appreciation for, so that should make it the perfect game in my eyes right? Well yes and no. As much as I enjoy Pocket Mortys, there are a few aspects of the game that I didn't fully understand right away when first booting it up. The game is very much like a simpler version of Pokemon, but there are still significant differences between the two. Here are a handful of facts you should know about Pocket Mortys and what you'll be getting yourself into after downloading the free game on either your IOS or Android enabled device.

The game starts slow and limits the amount of Mortys you can recruit on your team, at least in the beginning

After the first tutorial, the game shows you how to recruit/catch a wild Morty, by weakening him and using an item known as a Morty Manipulator Chip to add him to your team. Initially they only give you that one chip to catch the first (Scraggly) Morty, after that it will be awhile before you get another one. It takes even longer for the MM chips to appear in the shop to be purchasable. If you ride it out and play for awhile though, Morty Manipulator Chips will be readily available for all your Morty catching needs! Also, your party will consist of 5 Mortys, not 6 as we are used to with Pokemon.


Evolution is not accomplished by leveling up your Mortys

As I originally assumed, this was not the case. Pocket Mortys instead relies on a combination mechanic at the Morty Day Care (the place you store your extra Mortys after recruiting more than 5) to “evolve” them. This is done by having 2 of the same exact Morty, for example 2 Self Defense Mortys, and combining them to create a newer, stronger Morty that's also of higher level. In this case Karate Morty will be created and added to your team. This makes evolution a little trickier by having players stockpile the first form of the desired Morty evolution chain to reach the final form, whether that be the 2nd, 3rd, 4th or 5th stage of the evolution. Finding the exact Morty you need might be difficult as the Mortys you find in each universe are randomly generated.


Micro transactions exist in the game, as well as optional video ads that give you more currency to spend

There are A LOT of other Morty trainers to defeat in each universe you go to and Pocket Mortys doesn't allow you to visit the healing center while visiting these universes until after you've beaten the boss of one. With the limited team you have to start with, this can make defeating all the trainers and the Boss Rick of each universe very difficult or even impossible without the proper healing and attack point recovery items. You can get more of these items by defeating a trainer, finding them on the floor, buying them from the in-game shop (which is accessible from anywhere in the game), or using real money to buy Blips and Chitz tickets, which provide more of these items as well as an additional Morty that can be added to your team. 


Unfortunately you'll use up these items quicker than you think and with most Morty attacks having a maximum attack point amount of 10-12, after a few battles you will have no more attacks left to use on your opponents. More of the game's currency can be obtained by watching video ads from the main menu, which provide 30 Smeckles for each ad watched. That's about 7-9 videos to buy 1 healing or attack point recovery item. These videos last between 15 and 30 seconds, but they are necessary to sit through if you want to give your Mortys a fighting chance. That is unless you want to ante up some real cash. Watching these videos was a minor hindrance, but one I didn't mind especially since I needed a break from the action.


Pocket Mortys is not the full Pokemon experience

This may not be necessary to say, but Pocket Mortys is not as deep as Pokemon. For one there are only 3 different types of Mortys (4 if you count the neutral type) and not every Morty even has a type-centric attack even if it is that type. The 3 types are Scissors, Rock and Paper and just like in Pokemon some attacks will work more effectively against certain Morty types than others. As an example, a Scissors type Morty will be effective with his scissors-based attacks against a Paper type Morty. It works the other way too with Paper Morty based paper attacks not being as effective against a Scissors type Morty. When it comes down to it, there is just enough variety to be interesting, but no where near as good as the possible amount of match-ups and weaknesses available in a Pokemon game.


Everyone's experience playing Pocket Mortys will be different

As I've said before, each universe you go to will contain 2-3 different Morty types to catch and add to your team. Since the Mortys that appear are randomly generated in each universe, this makes the game different for every person playing. I've already asked a few of my friends what Mortys they have found in their playthroughs, and for the most part their answers are all different. I'm very glad that this is the case and as a result everyone will have different Morty teams on their quest to become a Morty Master. Also Multiplayer will be available in a future update for the game, which will provide even more fun when trying to outwit your friend's and family member's Morty teams!



Have you downloaded the free mobile game Pocket Mortys yet? If so what is your experience playing through it? Do you agree with my points? Sound off in the comments section below!

Tuesday, December 1, 2015

The Binding of Isaac: Rebirth: One of My Top Games of 2015


I am holding my head in shame as I realize I was a few seconds away from defeating “It Lives!” for the second time in my gaming career. I damn the Curse of the Unknown that was placed on me at the start of this floor, which got rid of my life bar and left me to guess how much life I had left. I think to myself, maybe I should have saved my Head of Crampus special until the very end of the fight instead of the beginning...too late now as I stare at my defeated Cain character curled up in a ball on the floor still writhing in pain.

If any part of that last paragraph made sense to you, then congratulations! You're a fan of the Indie, rogue-like, randomly generated dungeon crawler The Binding of Isaac! The Legend of Zelda-like game was originally released on PC back in 2011 and was created by game designer Edmund McMillen, the same guy who brought us Super Meat Boy and a handful of other great games.


Super Meat Boy was probably one of my favorite games of 2010 when it was released on Xbox Live Arcade. It had it all: comedic writing, memorable music, an old skool gaming feel and a brutal difficulty. I would spend most of my free time playing Super Meat Boy either alone or with friends taking turns. A majority of the time we would be drawn to the more difficult games over the ones that could easily be completed. Challenge always won out over graphics and an engaging story. Our love of the early consoles played a huge part in constantly searching for that next hardest game. Beating these games, or even getting past one of the tougher levels brought such a huge sense of accomplishment and excitement to us, especially as young children going into our late teens. We lived for the challenge. 


After almost 100 percenting SMB, I was left to wonder What great game will come out next from Edmund Mcmillen? I loved this one! Not even a year after being introduced to Super Meat Boy and his girlfriend Bandage girl, I was given my answer. The Binding of Isaac was Mr. McMillen's next project and it came out solely on PC at the end of 2011. Not having a functional computer to play games on I knew it would be some time before I could experience Isaac's adventure for myself. So I sat and waiting patiently while the console versions were developed. Instead of the original game, we were given the bigger and better remake The Binding of Isaac: Rebirth which added tons of new content. It was released on Xbox One, Nintendo 3DS and Wii U this year on July 23rd.

Ever since downloading it, I have been in love with how addicting and rewarding the experience is. Every run I start turns out to be wildly different from the previous ones I have played. This is mostly in part to the huge list of items and bosses that are in the game. Each run is procedurally generated, meaning the layouts and locations of special gold item rooms and bosses will be different every time TBoI is played. It's literally a new experience every time I decide to turn the game on!


The difficulty that Super Meat Boy was so well-known for also makes a comeback in Isaac. Every time you get further in the game is an accomplishment in itself!

Have you tried out The Binding of Isaac yet? What are your thoughts and fondest memories of playing it? Let me know in the comments section below!