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Showing posts with label Nintendo. Show all posts
Showing posts with label Nintendo. Show all posts

Monday, July 7, 2025

Mario Kart World Review: How Do You Follow-Up One of the Biggest Games Ever?



It’s not often that I am (relatively) on top of the zeitgeist in video games, playing the new big-name release of the moment while also having a lot of detailed thoughts about it, so I figured I’d take advantage of it and get out my thoughts on ‘Mario Kart World’, since they’re weirdly complicated.

Let’s just get the obvious out of the way: following up ‘Mario Kart 8’ was always going to be a tall order. It feels easy to forget that, given how much the game has become a fixture of the gaming landscape, serving as the most recent mainline entry in the series for over a decade. It’s maybe also easy to lose sight of just how defining a landmark it was that landscape, too; the Mario Kart series has long been one of Nintendo’s blockbusters, but MK8 took it to absurd levels.*
    *It’s not essential to this column, but I love number-based trivia too much to pass some of this up, even if the data is a little less comprehensive than sports stats. MK8 was the best-selling game on two straight Nintendo consoles. On Wii U, it sold nearly 8.5 million copies, which still put it 2.5 million ahead of second place on the console. On Switch, it octupled those numbers, crossing the 68 million mark and landing over 20 million ahead of the second-best seller, the most recent Animal Crossing. It more than doubled the sales of ‘The Legend of Zelda: Breath of the Wild’ and ‘Super Mario Odyssey’, the big new entries for Nintendo’s two flagship series. It sold roughly as many copies as every single new mainline Pokémon entry on the console combined (Sword, Shield, Scarlet, Violet, and Legends Arceus). It still regularly pops up on Nintendo’s monthly best-seller lists, despite being a decade old. And combining the two versions’ sales, it appears to be the fifth-best selling video game of all-time. There’s even a chance those numbers will go up for a little bit longer, since the most recent update seems to have been from the end of March.

    Even setting aside the crazy objective stats for the more subjective evaluations, as a long-time fan of the series, I think it’s pretty easy to call 8 Deluxe “The Definitive Mario Kart Game”. Even when the original game was released, I was already inclined to that idea; the 32 base-game courses include many of the best tracks in series history, and I think the overall set is easily the best one all-around. The retro levels all feel improved from their original incarnations, the game always looked gorgeous and stylish, the new mechanics are interesting and allow for a whole bunch of exciting course designs, and the racing feels as fun as ever and balanced in a way that not every entry in the series has been. 

    The later DLC and Deluxe version only turned things up a notch, adding another 16 strong courses that stood up to the originals, debuting the new 200cc game mode, and fixing some of the original short-comings (the weak battle mode, a thin roster). And the Booster Pass additions of 2022-23 were maybe not as universally strong as the ones that came before, but there were still some standout levels in there. And moreover, it was a full 48 new courses, doubling the tracklist in what was already the biggest game in the series and revitalizing interest in a game that was over eight years old at that point.



    I don’t think it’s a stretch to say that the final version of Mario Kart 8 Deluxe feels more or less like the perfect version of what the series had been doing up to that point. So the obvious question was always: where do you go from there? I think everyone who liked the series thought that. There was always going to be a next Mario Kart entry eventually, so what would that look like? 

    Wednesday, May 7, 2025

    The Legend of Zelda: Echoes of Wisdom's Map is a Blessing and a Curse

     

    It’s been a little while since I wrote about video games, huh? My most recent one at this point was my two-part review of 'Cassette Beasts'; I’m still pretty happy with that one, and developers Bytten Studio have gone on to some big things with the game since then (including multiple updates, an entire multiplayer mode, some DLC, and even a BAFTA nomination). I’ve actually been working on a lot of video game pieces in the time since then, but it can be slow-going.

    It probably doesn’t help that what I’m covering in those pieces are indie games, and those can bring special challenges. Since they aren’t as big, you do kind of have to introduce people to the game to some degree, which is kind of its own art. Some of them are small enough that they won’t have much attention, and I want to do them justice since they might not get all that much coverage outside of that. But even the ones that get more attention, I’d like to do more than just give a recap and a basic recommendation; I want to bring something unique to the discussion, y’know? That in and of itself makes for more effort, and on top of that, I can feel a little out of practice sometimes.



      Instead, I figured I’d do something a little easier, to sort of work my way back up to those pieces. See if I can kind of shake off the rust a little. What if I covered a single, bigger game, something that I didn’t really have to explain or contextualize, and only tackled a few things rather than feeling the need to delve into every part of it?

      So to that end: ‘Legend of Zelda: Echoes of Wisdom’ came out last year, and I had a pretty good time playing through it! It’s more or less a perfect attempt to bring the more open-world feeling of “Breath of the Wild” to the 2D Zelda format, which is a wild achievement in game design that breaks the traditional format open in some interesting ways. Nintendo once again tapped Grezzo to develop this one, and they bring back the toybox art style that they used in the ‘Link’s Awakening’ remake from back in 2019. It’s still gorgeous, and I’m so glad that there’s now an original game in the series using that look.

      I’ve wanted to see a game with playable Zelda for ages now, but I had always kind of taken Nintendo’s explanation of (paraphrased) “we want a game that stars Zelda to play differently than the games starring Link” to be more of an excuse for why it hadn’t happened yet. But the Echoes system is actually a fascinating choice, and I enjoyed it a lot. Scouring the map for every possible item to copy felt like an interesting twist on the traditional Zelda hunt for items, especially since some of those new echoes ended up granting you movement options that opened up the map.

      Thursday, November 18, 2021

      An Appreciation of Pokémon, for the Series' 25th Anniversary

      Back in January, in my 2020 Video Game Round-Up, I made a brief, non-indie game digression to talk about Pokémon, specifically the expansion content for Sword & Shield versions. I was a pretty big fan of both the Isle of Armor and Crown Tundra DLCs, but then again, I am also a much bigger fan of Generation VIII than most people. So, with new Pokémon games on the horizon (both the Generation IV remakes Brilliant Diamond and Shining Pearl later this month, and Pokémon Legends: Arceus in early 2022), plus the added context of a few other games I’ve been playing lately, I figured I would expand a little more on what I like about Gen VIII* and the series as a whole.

      *I have no idea what the breakdown of the readership of Out of Left Field looks like, so for anyone who needs a quick primer on which years and games each generation refers to, the series’ Wikipedia page breaks it down in several ways.

      It’s come up a few times here (most recently in that 2020 Round-Up, and as background for my review of the wonderful Lenna’s Inception*), but I am a huge fan of Pokémon, going all the way back to the days of Red and Blue. I started right when the Gen I games came to America, and have played every generation of games since then, as well as a number of spinoffs. And as you may have picked up from my discussion of glitch-hunting and such from the Lenna’s Inception article, I was reading different fan sites and forums about the series for a lot of that time as well.

      *Speaking of, some good news on that front: Bytten Studio’s follow-up, the monster taming RPG Cassette Beasts, was picked up by publisher Raw Fury (they’ve published some solid titles; I believe I’ve mentioned Dandara and Townscaper here in the past) and will be coming to consoles as well as PC. I’m still super excited for this one!

      I say all of that not as any sort of brag, but 1) to emphasize that the series means a lot to me; and 2) because I know my opinion on Sword & Shield is not at all common among fans, although it is partially the result of that long relationship with the games. There are a lot of changes Gen VIII brought that elicited fan ire, but one thing that stood out to me as I read a lot of it was how familiar it all seemed, usually in stark contrast with how it was presented.

      Most of the things in Generation VIII that often got cited as “franchise ruining” felt a lot like reiterations of past changes and disagreements within the fanbase. Complaints about an incomplete Pokédex? Gen III received criticism at its launch when there was no ability to transfer your Pokémon from Gen II, and Gen V received similar criticism when it tried to focus on an entirely new set of monsters. Complaints about the graphics? Possibly even more common, from long standing complaints about the games remaining in an overhead, 2D spirited style, to complaints any time the games introduced-then-removed motion in battle sprites, to complaints the moment they switched to a 3D style, with an understated resurgence in opinions that they should just return to a 2D style (although I’ve even seen disagreements there on whether such a switch should be back to pixel art or to animations).*

      *My own, long-held opinion on graphics in video games (in general, not just Pokémon) is that the industry as whole is way too concerned on graphical performance and “realism”, especially at the highest level, and that we have long passed the tipping point at which the effort and money still being dumped into achieving these things are not worth the marginally better visuals that result (especially given how many other aspects of the game could use that extra focus). The Pokémon games could do better here, of course, but their greatest constraint at this point is probably more related to short turnaround times for the developers, rather than any sort of commitment to a house art style or graphical engine on Game Freak’s part.

      I could go on about the variety of complaints, but my larger point is that each of these complaints has existed before, usually across multiple generations, and it hasn’t stopped people from determining different entries are their personal favorite. Any belief that Gen VIII will break from this pattern strikes me as unlikely. And as long as the series remains committed to its aggressive release schedule (of new Generations every three years, with remakes and third versions or DLC in the intervening years), each new generation is going to be more iterative, with its own new flaws, failed experiments, and successes.

      As a result, in my opinion, the different entries are all fairly equal in quality, and your opinion of each entry will heavily come down on how much you liked or disliked the tweaks and fixes it brought in that specific iteration (as well as some degree of personal nostalgia). So, with that said, what personally do I look for in my own rankings? Generally, a decent number of new Pokémon, with preferably not too heavy a focus on legendaries.* A well-thought-out, engaging region to explore. Some interesting new features and quality of life improvements. An installment that mostly stands on its own, without leaning too hard on past games. A lot of these are kind of vague, but it’s really kind of a “know it when I see it” situation, rather than a hard-and-fast rubric, and I’m fine deviating from it to give extra credit for other aspects that each game does well.
       

      Thursday, March 5, 2020

      2019 Game Recommendation Round Up

      Sure, it's early March, but I wanted to give stuff I played at the end of the year a chance, so here we are.

      I wrote several things about video games I played in 2019 over the course of the year. There was my review of Alwa’s Awakening, a solid little Metroidvania title (and I’m excited for Eiden Pixel’s sequel, Alwa’s Legacy, which should be coming later this year). In other Metroidvania writing, I took more of a narrative approach in breaking down Lunar Ray Games’ Timespinner. I looked at Brace Yourself Games’ Crypt of the Necrodancer follow-up, Cadence of Hyrule. If you like music games like that, there was also my recent review of Simogo’s Sayonara Wild Hearts. And that’s not even counting my articles of things I played prior to 2019 that only went up this year, like my look at Wandersong, or my three-title look at genre mash-ups. (And even older than that, I wrote about A Hat in Time from Gears for Breakfast over two years ago, which came up again this year thanks to a new level releasing back in May and a new Nintendo Switch port dropping last October).

      But that still only wound up being a small slice of things I played in 2019. So I wanted to do some quick wrap-ups on other good things I saw last year; maybe I’ll come back later and write more about one or more of these if the right idea takes me, but for now, I want to at least give them a shout-out.

      Tuesday, September 3, 2019

      Forget Genres, Cadence of Hyrule Seamlessly Mashes-Up Entire Series

      I’ve been slowly working my way through some of the indie game backlog on my Switch, and wanted to do a few shorter reviews of games that especially jumped out at me, starting with something I hinted was coming in my last piece on video games: Brace Yourself Games’ Legend of Zelda spin-off, Cadence of Hyrule.

      (The music is of course great, as both series are known for their soundtracks. So why not check out a sample as backing music while reading this review?)

      One of my earlier favorite pickups for the Switch was BYG’s original Crypt of the Necrodancer, a game I had heard a lot of good things about but never gotten around to trying. It went on sale on the Switch, so I decided to finally try it out on a whim. And I wound up getting a lot playtime out of it! I had always been sort of iffy on dungeon crawler and roguelike/roguelite games for various reasons, but Crypt took the best parts of those two genres and used them to balance each other out, all set to a banging soundtrack that made it an even more interesting rhythm game.

      Giving each move in the dungeon crawler the strict time limit of a beat in a song kept you from overthinking and over-optimizing every move, and tying the dungeon sizes to the length of songs kept them from becoming too sprawling or overwhelming and made the threat of having to start over not feel completely dispiriting. Conversely, the rogue-lite elements mean you get to try different styles of play rather than just following your optimized plan, and there’s only minimal planning you even could do before tackling each level, plus the music helped to telegraph enemy attack patterns so that you learn how to navigate each world quicker. On the whole, it was a really neat little system.

      Meanwhile, I’ve written before about my love for The Legend of Zelda series, especially the 2D entries. I’m always excited for more entries into whatever-that-genre-is-called (maybe I’ll tackle that issue another day), but tying it to Crypt of the Necrodancer’s systems posed some interesting clashes. Legend of Zelda isn’t really known for small procedurally-generated worlds, or for losing all your gear regularly and starting over, or for randomization, or for strict rules on movement, or any number of other things that could have tripped up the developers. When the game was first announced, all of those questions and more made it seem interesting, but like something that would be more of a novelty, something like a new Crypt of the Necrodancer but with Link plopped in as in Soul Calibur II, or a Zelda spin-off with added focus on music instead of, say, multiplayer.

      Instead, though, Brace Yourself Games hit the perfect balance of the two; Cadence of Hyrule feels like both a Zelda game and a Crypt sequel, with enough new ideas brought to the table to make it not feel like it solely belongs to one series or the other. Areas were the two might have clashed have been reconciled in ways that keep them feeling true to both games. It really is a hybrid of the two series, which on the whole makes it feel like a new and exciting experience.

      Tuesday, April 23, 2019

      Alwa's Awakening Is a Solid Little Indie Metroidvania

      My last few indie game reviews have been really, really big, in different ways, touching on big, thematic stuff and more in-depth analysis. But doing only deep dives on the best of the best is exhausting and limiting, in a lot of ways, and I think there are also a lot of smaller titles that are incredibly solid and deserve love and attention, too, even if they aren’t in my running for whatever the video game equivalent of the Oscars or Pulitzers would be.

      So this one is more in the vein of my Blossom Tales review, which is fitting since there are quite a few similarities. Alwa’s Awakening, by first-time developer Elden Pixels, is an incredibly well-designed little throwback number that has clearly learned from the best. An 8-bit Metroidvania/platformer that feels like the perfect distillation of the genre, playing it on my Switch made me feel a connection with my younger self hunched over my Game Boy, while at the same time feeling like it’s own distinct unique thing rather than a recreation of a specific classic.

      Of course, that nostalgic feel makes sense; Elden Pixels really feels like they’ve taken an old-school approach to designing things here. There was definite attention paid to focusing the game on specific set of elements the designers wanted to include and an emphasis on refining them, rather than letting the scope of things sprawl out of control. The player character only has two abilities in the start of the game, a jump and a staff attack, and every ability that you unlock over the course of the game is a spell that you cast with that staff attack. Not only that, but the game decides to pare that spell list to just three, with improvements to those three being the late-game finds that finally open up the entire map to you. There's a beauty in that level of straightforwardness.

      And there’s a deeper deliberateness in all of that. It becomes very clear what types of abilities you’re going to be finding, as you come across areas of the map that are clearly kept inches out of your reach. Every challenge feels like a puzzle that you can solve if you just piece it all together, whether it’s dead ends that clearly just need one more tool, or learning the trick to spotting fake walls, or even finding ideal strategies for toppling bosses.

      There are other nice things about their world design besides just the puzzle aspects, too. The different sections of the map are distinct enough in their design to stick in your mind and make it easy to remember spots to return to later. And the map is a very solid example of Metroidvania game design; secret tunnels connect you to areas you didn’t know would come back up, branching paths make you feel clever when you find them and explore them fully, everything is connected enough that it doesn’t take too long to get anywhere from any of the warp points which makes jumping between areas to further explore not a problem, and all of that good stuff.

      Too many games in this genre stray into making things too linear, but Alwa’s Awakening has the good sense to leave things open and let you explore at your own pace with only general checkpoints for you to go towards at your leisure. You can poke into various parts of the map pretty early, a nice preview for what’s coming and a good way to get a sense of how things are laid out, and most of them have secrets to reach even if you can’t do much else yet. It’s all appropriately twisty and turny, and you can really jump ahead at your own pace in some areas (sometimes with ways forward that are clever enough that you feel like you may have accidentally broken the sequence the designers intended, even when it is all part of the plan).

      The non-gameplay elements are all solid as well, if a little basic. Most of the character designs are lovable, if a little basic (particularly main character Zoe). Most of the story elements are pretty standard, but there are enough interesting hooks in everything that it certainly feels like the team is capable of more with more time, resources, and experience. The interludes in towns or up mountains add some nice variety from the dungeons and tunnels that make up the rest of the world, and again, with more time, I’m sure Elden Pixels would come up with a host of more interesting locals and characters to populate them.

      The makers clearly studied their fundamentals of game design from the best, especially of the Game Boy/NES era, and applied that to creating their own vision of that style. All in all, it was enough to keep me coming back for ten hours or so in an attempt to find every secret and still leave me wanting more, which is always a positive experience. The things Alwa’s Awakening is good at are enough to grab your interest, and even it’s weakest points are never weak enough to make you feel like the game is missing out on anything. I look forward to seeing where Elden Pixels goes from here.

      Thursday, December 6, 2018

      Super Smash Marvel Ultimate: Continuing the Hypothetical Series to the Present

      Three years ago, I had some fun with my love of Marvel and the Super Smash Brothers series to make a series mashing them up (one, two, three, four). In each case, I looked at things like when each game in the Smash Bros series came out, the size of the rosters, and where Marvel stood at each of those release dates to come up with what I think is a reasonable approximation of what a hypothetical Super Smash Marvel series would have looked like.

      With the highly-anticipated Super Smash Bros Ultimate coming out this Friday, I figured that now would be a perfect time to continue the series. After all, Nintendo has already announced exactly how big the roster will be even after DLC, so we know exactly how much space we have to work with, and this has been a pretty big year for Marvel (including five of the top ten grossing movies of the year being based off of Marvel properties, and the still-upcoming Into the Spider-Verse garnering a ton of early praise), so we should have some new possibilities to choose from.

      Thankfully, there are a lot of roster spots open this time as well. Throughout this series, I’ve been matching my roster sizes to the Smash Bros games, but I haven’t been removing characters like they have. So, for example, when the games added eighteen new characters in Super Smash Bros Brawl, I only added thirteen characters to Smash Marvel Brawl since I wasn’t also removing five characters. However, for Ultimate, Nintendo is bringing back every playable character that has ever been in the series. Counting the six upcoming DLC characters (only one of which, Piranha Plant, has been announced), plus including the new echo fighter character as distinct options, that leaves us room for 82 characters in Smash Marvel Ultimate, or 22 more than I featured in my last go-around.

      Also of note, this will be the first Smash-Marvel entry will I won’t have to reconstruct where Marvel characters’ popularity stood at the time, which might make filling all those slots a little easier. So with all of that lead up out of the way, let’s get started on our monumental task.

      Tuesday, September 4, 2018

      Celeste Perfectly Unites Story, Theme, and Gameplay

      Continuing my ongoing attempt to highlight and analyze amazing indie games (especially those on the Switch), I would like to discuss one of the year’s best titles, Celeste by Extremely OK Games (previously of Towerfall fame*). For anyone curious, I played the Switch version, but it’s available on pretty much any platform you’d want to play it on.

      *Which, it was recently announced, is itself coming to the Switch at the end of September, if you haven’t tried it yet and are looking for an excuse; it’s wonderful in its own right!

      Celeste is a rare beast, a game that is mechanically tight, incredibly well-designed level-wise, and fun to play while also being an incredibly moving narrative and thematic experience. For those who haven’t heard of it yet, the premise is pretty simple: a girl named Madeline arrives at a remote peak (the titular Celeste Mountain), looking to escape some sort of (initially undefined) personal trauma by climbing it. Along the way, she meets a variety of figures that aid her in her journey, with the entire story rendered in some simple-yet-beautiful pixel art graphics, and with one of my favorite game soundtracks supporting the whole thing.

      The game is an incredibly tough platformer, challenging players in a variety of ways while also being one of the more forgiving games of its kind. Save points are frequent in the normal course of a level and carry through between sessions, and on top of that, the game has a variety of options to tweak the challenge in almost any way imaginable so that anyone can feel comfortable playing it, regardless of whether or not you’re the type of person who can beat a classic Mario game in ten minutes. That in and of itself is pretty notable; Game Makers Toolkit has more on these features, which is definitely a worth a watch.

      If you’re at all curious about it and want to go in unspoiled of the deeper plot details, I would absolutely recommend trying it! From here on out, I’ll be getting pretty deep into the nitty-gritty of the story.

      Tuesday, August 7, 2018

      Blossom Tales: The Sleeping King Is an Interesting Indie Homage to 2D Zelda Games

      A big part of my love for the Nintendo Switch is that it’s a platform highly conducive to indie games. Sure, the big titles like Super Mario Odyssey and Splatoon 2 are incredibly fun, but they’re only part of the experience. Smaller titles like Battle Chef Brigade or Crypt of the NecroDancer or Celeste (more on this one coming soon) have comprised a large chunk of my playing time as well. I like that Nintendo has begun to do more to showcase these titles, which often wear their inspiration from earlier Nintendo games on their sleeve, and Nintendo’s support has made the Switch all the more attractive for independent studios.*

      *This isn’t to say that it’s perfect; in fact, I have a lot of opinions on how they can improve their support for these types of games. But it definitely beats the system that’s in place for indie games on, say, Steam, which appears to be “approve everything, and then release something constantly with no notice”.
      One of the big success stories from this set up has been Blossom Tales: The Sleeping King from developer Castle Pixel. The game did well enough on Switch to keep the company open after it got lost in the massive shuffle on Steam. It’s not hard to see why it likely resonated with Nintendo fans, though: the game is a clear love letter to the 2-D Legend of Zelda games and others like them. A Link to the Past, in particular, is a clear influence, which is a big part of what convinced me to pick up the game initially; ALttP was my introduction to the Zelda series, the one I’ve played through the most, and still probably my personal favorite entry.

      And Blossom Tales definitely feels like playing it’s inspiration, which took me through a weird roller coaster of emotions while playing the game that I wanted to break down because of how unusual they felt. Castle Pixel has done a great job in making a game that feels cozy and familiar, but bright and new simultaneously. The Kingdom of Blossom is a pleasant place to explore, filled with diverse locales to discover; large enough to feel satisfying, but with a helpful and tastefully-restrained fast travel system that hits the fine balance of making reaching every last corner not feel like a chore, but also not making it feel like you’re just skipping by the entire map. The story is pretty straightforward, but with an added Princess Bride-esque framing device of a grandfather telling his children of the adventures of new knight Lilly, which is both charming and a useful reminder of what to do when you pick the game back up.

      Wednesday, May 9, 2018

      Remembering Meteos: A Retrospective

      The other day, there were plenty of people on social media who were discussing their “Gamestruck 4”. For those who missed it, the inspiration for the conversation was the day before, when movie streaming service Filmstruck started a hastag asking people for to name the four films that “defined them”. From there, other people began applying the thinking to other mediums, hence “Gamestruck 4”.

      With that background out of the way, I decided to think about it some. Video games have been a large part of my life, so which four could be the ones that most “defined” me, whatever that meant? There were a lot of contenders. Super Mario World, as the first video game I played, was a starting point. I’ve probably put more hours into the Super Smash Bros and Mario Kart series than any other games. I’ve written about my love for series like Mario, Pokémon, and Backyard Baseball in the past, all of which had major impacts on my formative years. There are more modern titles that remind me of why I love the medium, like Super Mario Odyssey, A Hat in Time, and Undertale (which I’ve wanted to write about for years, but still have no idea where to even start). Or, I could pick games that are highly representative of genres I like, or which line up with my aesthetic tastes.

      There were some interesting titles there, some of which included games that I hadn’t thought about for years. Golden Sun was a big one, an old Game Boy Advanced RPG with a sprawling fantasy epic at its core centered on a group of magic users traveling the world. I spent a lot of time on that one, but of course, I already had a potential RPG representative in Pokémon. Then, there’s games like Tetris and Tetris Attack; I love puzzle games, but especially ones like that.* But what about something that could combine those aspects?

      *I have no idea what the official subgenre name is. “Match Three Games” seems like the style, but name that doesn’t really apply to Tetris. Wikipedia suggests “Tile Matching”, which seems the most accurate even if I’ve never heard it used before. Of course, I’m also fond of my mostly-buzzword-yet-technically-not-wrong descriptor, “rougelike puzzle games with permadeath”. 

      And that’s when I remembered Meteos.

      For those who weren’t fortunate enough to try it, Meteos was a 2005 Nintendo DS puzzle game created by Q Entertainment (and under the design lead of the brilliant Masahiro Sakurai, of Super Smash Bros and Kirby fame) in the same genre as Tetris. But whereas Tetris felt (to young me, at least) like something basic and ancient, even primal, that had always existed in some form or another*, Meteos felt distinctly new.

      *And to be fair to young me, Tetris predated me by nearly a decade, so it was pretty close.