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Wednesday, January 2, 2019

Videogame Review, Superman 64 for the Nintendo 64 (w/ 3rd Party N64 Lookalike Controller)



Videogame Review, Superman 64 for the Nintendo 64 (w/ 3rd Party N64 Lookalike Controller)

Creativity may become a false memory.  I’m very interested in Superman’s talents in flying only as long as rings hanging in the air present obstacles for choosing in the sky and there’s a good deal of depth for leaning against the blue windy currents, wind roaring behind his back, the surrounding cityscapes offering a grim, ugly look which doesn’t relate to nice comic styles provided for in the strips.  Writers of comic books often have greed for true colors since excellence in beauty may be pardoned into actual content for dispute within these figures of speech provided for on superheroes although Superman on the Nintendo 64 resembles an ill-mannered alien as opposed to a human-like Martian.  Punches don’t amount to real damage and enemies don’t amount to tough defense.  Carrying a vehicle around on Superman’s back feels antiquated and silly in terms of 64-bit gaming when pedestrians lessen up as the innocent and become barriers of sorts.  My icy breath hasn’t felt like much: not much cold, not much freeze.  Earth in Superman’s world here fails to appear remarkable as a blue marble and instead whirs on a green horizon out of the programming company’s excuse for fiction, sky or “vault” made with vigor into a strange illusion, like a mirage that spreads across the lands into deep ends where thoughts won’t be counted in to a large degree while attempting to fill rings in the sky into visual, clicked disappearances.  Rings disappear in the sky.  Skies look more brilliant in Diddy Kong Racing than in Superman 64 and I can’t figure out why; perhaps, through and through, each type of geography serves as its vault on our gaming spree in Superman’s clothes as he launches his massive, athletic body into doorways, countertops, roofs, and skyscraper surfaces, and maybe going from one skyscraper to the next on constant collision detection schemes is way too much on Superman 64 when it’s compared to Super Mario 64, a videogame where we only fly to a few select locations and nothing more during good quality programming and feature presentation in 64-bits.  Mario Kart 64 also shows us the problem experienced when players go from fluttering, complicated video games in 2D to bad, dull-looking video games in 3D, and Superman 64 further exhibits that problem, only that gamers off and on in the late-90’s chose games due to 3D rather than good quality programming.  Fashion for 3D has left so many gamers in the hole for playing a nice touch and yet we’re exasperated by 3D games like Superman 64 which make Super Mario World (16-bit) seem more lovely and sweet, especially as we’re on task between the various programs for showing our moves against the notion of time- time in space, time in entertainment- during the whole onslaught of third-dimensional catastrophes.  Superman 64 has very few enemies, ugly buildings, and too many rings to fly through in sloppy defense for the hero’s mutant-like powers.  If there’s one really notable feature about Superman 64, it’s that the game shows bad stuff early on and throughout in great, firm weaknesses and as such I won’t be confused enough to play this N64 bomb too much, and that’s something I can’t say for other N64 games which present us with effects in decency but without charge or respect.  Music in the Superman game is awful, too.






https://youtu.be/DNpBwU3PTX8

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