Saki did not return as an assistant trophy in Smash Ultimate …
Sin and punishment is one of the strangest cases in the Wii virtual console's history. This Treasure Co. project was a Japanese-only Nintendo 64 game in Japan, where Japanese protagonists voted in full English. It was only after the advent of the WiiWare that it saw a real English edition, complete with translated menus.
But digital distribution is a double-edged sword. With the prominent death of the WiiWare on the horizon, sin and punishment have begun to fall back out of reach. It's still available via Wii U's eShop, but considering that the switch doesn't have a virtual console in sight of Nintendo's current plans and it's just a matter of time until the Wii U eShop has the same fate as the WiiWare, it probably won't available forever. It's a shame, because it's one of the most ambitious iron shutters around and my favorite game to come out of the Wii Shop Channel.
Each level of this N64 shooter is split with voice-acted scenes that develop Sakis war against mutant Ruffians and oppressive armed volunteers. My understanding of his peers, Airan and Achi, is constantly changing with new information and development. To be so short, these scenes obviously occupy about 25% of a complete throughput, even though they always move at a fast pace. It is basically the basis of a 13-episode animation condensed into a 2-hour game. More specifically, the type of anime whose plot takes many weird turns with each major plot rotation. Like the kind of plot twists that I will share below!
To be fair, when Saki fought an armed volunteer captain who attacked by teleporting his own soldiers and throwing them as projectiles, I knew I was in for a weird ride. I didn't know that this captain would turn into a skyscraper Ruffian and got Saki to do the same as the continuing boss battle bathing Tokyo in a sea of his own blood (quickly to the side, it's very bold and progressive for an early 2000s game to be a kaiju protagonist). An arc later revealed the whole plot to be a trick of Achi, who wants to train Saki to be a weapon against his true enemies that we never see in this game, which of course leads to her utilizing the role of the main antagonist. Oh, and the last boss is a fake earth that you must destroy while protecting the real-world HP bar. Yes, this plot escalates stupidly quickly. I love it. Did I mention that Saki got control of his Ruffian form thanks to the power of love? Because it happens too.
This story quickly burns so much information that it is difficult to follow everything in one single play. I consider some of its charms, but it can probably be because I've played it several times and actually know what's going on in each cut scene. In any case, condensation of the plot can match the tempo of the game to be a better option for pulling out the short playing time with long display dumps. In this way, cutscenes work as breathers from the high-end gameplay rather than grinding the adrenaline speed.
Sin and Punishment has a simple but surprisingly deep control scheme for a 3D shmup. In addition to aiming, running and shooting, you can jump, switch sifting types, dodge roll and use melee attacks. Saki context-sensitive sword strikes are extremely intuitive, as they will happen automatically while continuing to quickly shoot at nearby threats. Yet, it is difficult to master the multitude of creative managers who interact with these abilities and their environments.
Each stage is full of meetings that provide new gimmicks and challenges, but they all build on An understanding of the core mechanics in an easy-to-understand way (okay, with an exception to a fast-regenerating jerk). An early boss is resistant to shots but is vulnerable to falling away from the scene, as indicated in the cutscene before it. Another scampers around in a circular arena filled with obstacles, requiring you to knock out their moves to set up your shots. Another one is most vulnerable to their own projectiles, which you have probably accidentally learned that you can reflect with your sword, just by attacking normally. These fights feel so intuitive but still different that it feels like you are constantly learning new tricks and making the game fresh all the time.
Adding this learning curve with different difficulty options and the freedom to practice each step from the Main Menu makes Sin and Punishment one of my favorite scores attack games all the time. There is so much unique hue for each meeting that I always feel there is room to develop better strategies, and by extension, room to rack up higher points.
Sin and punishment is one of the most wonderfully unique games I have ever played. It embodies a niche of older game designs that were ambitious enough to win a cult after not unlike any other Nintendo game. The difference is that this game finally saw the light of an English version. And that light fades.
Only digital games can circulate as long as their business pages exist. If these stores do not respond to the hardware's inevitable phase-out, they will eventually lose the availability they offer. When their stores go down, digital only games are immediately impossible to play without tracking down a console that already has it. It is much more expensive and more difficult than finding a single copy of an old game.
I do not regret Nintendo releasing one of my favorite games only through digital distribution, otherwise I would never even have played it. But I am disappointed that their Virtual Console policies continue to step back and accelerate the store's built-in shortcomings. The fact that I can't completely download the Wii U editions of exactly the same WiiWare titles or vice versa makes my collection unnecessarily more expensive than it is on business pages with cross-buy support.
Nintendo announced that they are "It is not possible to make the virtual console switch because they already have several other ways to sell classic games on it, but all these methods lack many previous Virtual Console releases. What most collectors and consumers are want is a single, reliable platform that will host a whole catalog of classic Nintendo games, not a lot of incomplete platforms, and compared to Wii and Wii U Virtual Console titles alone, all of Switch's classic game options are combined incomplete because they lack so many games that have not been unused from the others, even the Wii U only saw a gradual trickle of older WiiWare editions, a fraction of them there, if the switch continues on its current path, we have no reason to assume Sin and punishment will ever come to the switch, or even some of Nintendo's more popular N64 editions.
An onli nea business front itself has little say how long its game is available. But at least others maintain most of their libraries longer than the machine's shelf life. About Sin and punishment was a PS1 game that otherwise had the same location clothing, I would not fear its future as I do right now.
Sin and punishment ] is a good example of why Nintendo should adopt better digital distribution policies … or better online policies in general, really. It is unrealistically idealistic to hope for a future where all games will be completely preserved forever before entering in the next century or so, but Nintendo is … Nintendo. They are known for producing and publishing many of the most beloved games ever made. Their history of consumer unfriendly decisions on the internet does not estimate that they are kept to their competitors' standards, if not higher, thanks to their monolithic presence in the gaming industry. It would be a pity if something as big and unique as this game's English edition disappeared from existence just because Nintendo does not meet the standards set by Sony and Microsoft.
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