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["The Best" Awards] ["The Worst" Awards] |
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"Since I'm
such a big fan of losers, I present to you their ilk..." |
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Loser
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Castlevania:
The Adventure / Dracula
Densetsu for the classic Game Boy!
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Now why am I here again?" |
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Forgetful, are we?" |
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All right, then. Let's talk storylines: Castlevania: The Adventure is an odd creature; as an early entry into the Game Boy library, it came to us without much in the way of backdrop. No hero names, no defined timeline, no connection to past games--nothing. In other words: Its creators (or, more likely, its localization team) were too cheap to even tack on the last-minute motif of 'Dracula has been waiting for you' or even 'Dracula is back, and this time, it's personal!' Rather, the game had no real place in the lineage until two years later, when it became convenient to provide it lore in light of an imminent sequel--Belmont's Revenge. Until then, Konami made no real correction when people obliviously dubbed the hero 'Simon,' as they always do, and it probably didn't even care. Then they say, 'No wait--that's Christopher Belmont, you see' and expect us to give it a pass. So the game doesn't even have its own real story, which is inexplicable when you consider the already fragile nature of the series' continuity. And they wonder why no one knows what the hell is going on in these games. It's not unforgivable, no--but it is a sure sign of laziness on the part of some group, and such sloppiness is the reason why no one can actually identify me! Life is so unfair." |
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Oh, well. At least I'm not you, whoever you are. No offense." |
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(Sob) |
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Now, for those of you still conscious, we welcome our next speaker for this evening. Her magic is great. Her link to nature is astonishing. Her legacy indelible. You've got it, folks--please help me in welcoming the lovely Maria Renard, whose accomplishments throughout this fine series are indeed broad!" |
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"Did you
just call me a 'broad'?" |
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"So you're
saying I'm fat?" |
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"So you're
saying I have a squiggly nose?" |
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There were days he wouldn't even come home. Could you believe that he went out of his way to avoid me?" |
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Why don't you just come out and say it?" |
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I gave him the best three days of my life, and what's my reward? He leaves me for that 8-bit floozy. And you think I'm 'bitter' about it? Think again, buster!" |
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Look--I'm sure everything will work out. If not, you could always get a job picking nails out of overpasses." |
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"Maybe you're
right." |
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"Don't push
it." |
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"So I'm fat?" |
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So they dragged me out of the castle, right when Dr. Phil is talking about obsessive-compulsive disorder and people who make giant lists of inanimate video game habitants, to talk about the very worst in stage design? I think it's quite simple: Back in the day, people who made video games were sadists. Oh, yes--while you were falling into a gap, to your death, for the eleventh time after being nipped by that perfectly placed raven, they were in a room somewhere in Japan, at a roundtable, laughing maniacally into the camera of life. Forget conventionality--these diseased few would torture us with the aforementioned enemy placement, boring means of platforming, no application of fun ideas, or very flawed execution of what may have been good ideas under more competent conditions. Whatever the case, the creators of the following five games probably don't like us too much:
You could click the link, or you could for
once just talk to me. You know--if you would just talk things
out once in a while, maybe we wouldn't have these problems. Is it so
hard just to call and say 'hello'? I mean, here I am alone in this castle,
the years falling off the calendar like quicksilver, and you're never
here. All my friends' husbands take them to Baltic City every
weekend! I want a divorce."
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Page 13: The Award for Worst Stage Design
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