I know I only have maybe five or six readers, and I'm not even sure all of them are really paying any attention anymore, but I'm still gonna go ahead and apologize for not posting anything for Sunday. I promised I'd try to get at least one something up every day, and I failed all (five or six) of you miserably. But to be fair, I did have my reasons! One of those reasons is actually a pretty funny story, and the punchline is . . . veeerrrry drunk.
The other reason is that I'm thinking about taking weekends off from the blog. I've got other things in my life, y'know! And one of those things is actually playing the games that I intend to review for YOTGR. Another is trying to get a new job (horrors!), and yet another is just staring at the wall, contemplating the abyss. Oh, right, and I usually go visit my parents on most Saturdays.
Still, weekdays I'll be keeping up with YOTGR a bit, and as it's Monday, I'll be getting on posting something entertaining here in a bit.
But speaking of YOTGR, I'm thinking about changing the name. "Ye Olde-Timey Games Review" was something I just came up with after a few moments of thought when I decided to do this, and while I still kinda like it, it's a bit unwieldy. I think the place needs a punchier sorta name. I'm not sure exactly what kind of punchier sorta name just yet, but I'll hopefully figure something out soon enough.
Monday, June 21, 2010
Saturday, June 19, 2010
Sonic CD
Platform: Sega CD
Developer: Sonic Team
Released: 1993
Genre: Platformer
The Game
For one month every year, the Little Planet, home of the Time Stones, appears over Never Lake. Intent on harnessing the power of the planet and its stones, Dr. Robotnik takes over the place and starts doing his mad scientist thing. Sonic, as the designated hero, zips his way up to Little Planet and starts kicking robot booty.
Sonic CD (or Sonic the Hedgehog CD when its mama wants to make sure it knows it's in trouble) is the product of an interesting set of circumstances. It was developed by good ol' Sonic Team, the group responsible for making most of the Sonic and Sonic-related games in existence . . . but only part of Sonic Team. Yuji Naka, one of the most prominent members of the team, had himself a fit, grabbed up a bunch of the best and the brightest from Sonic Team, and went over to the US to start working with Sega Technical Institute on developing Sonic the Hedgehog 2. Naoto Oshima, the actual creator of Sonic, took what was left of his team and started developing Sonic CD.
Originally, the two were supposed to be the same game, but eventually they branched off from one another (quite wildly, I'd say) and became their own thing. So how does the CD side of the equation hold up? Well, let's see.
The Characters
Sonic the Hedgehog is the same rude blue dude as always, the somewhat callous but still heroic figure who beat Robotnik once and aims to do so again. The tools at his disposal are his super speed, his cutting quills, and a new figure-eight extra fast running move that was not in the first Sonic game and has never, to my knowledge, ever been seen again. He just revs up his legs in a figure-eight cycle and then blasts off. Whee!
Dr. Robotnik is the goofy but still somewhat threatening evil genius bent on dominating all in his path and turning everything and everybody into robots. He appears at the end of the third zone in each area with a new mecha monstrosity with which to smash, slice, crush, or puree Sonic.
Amy Rose got her introduction here in Sonic CD, though for American audiences she was renamed "Princess Sally", I suppose because Sega thought that American kids wouldn't understand why Sonic would have a love interest that wasn't Sally from the animated Sonic series made by DiC Entertainment. The fact that Sally and Amy look look absolutely nothing alike besides both being female didn't seem to deter them. Anyway, Amy is a young pink hedgehog with a complete and utter crush on Sonic, though Sonic does not return her affection in any way whatsoever. Her entire purpose for being in the game is to follow him around in a couple of the early stages while cartoony hearts float around her head, then get abducted by Metal Sonic.
And speaking of Metal Sonic, he's Dr. Robotnik's newest creation, a machine shaped like and (almost) as fast as his namesake. He is the primary antagonist in the Stardust Speedway level, in which he and Sonic compete against each other in a deadly race.
Besides these four, there are the usual array of evil robots trying to drill, saw, spike, or beat Sonic to death and - if you save them from a nasty Metal Sonic hologram - a bunch of happy, peace loving animals that bounce about the screen, forcing the player to consider if those mushrooms they ate just before starting the game had gone bad.
The Writing
What writing there is I cannot fault. It's a pretty interesting setting . . . a tiny world in temporal flux. Sadly much of the rest is pretty much boilerplate. An evil twin (albeit a very cool one), unrequited love, bid to take over the world, so on and so forth. Structuring one entire zone into a race was fairly inventive for the time, tho', so good on 'em for that.
The Gameplay
First off, let me say that I am a complete and total old school Sonic fanboy. The first one I played was Sonic 2, and almost every 2D Sonic I've played has made me quite happy. So it was that I sat down with Sonic CD with the expectation that I was going to have more or less a pretty good time. But . . . I didn't.
Oh, it was alright, I suppose. There were some interesting ideas going on in the game. But overall I found myself constantly frustrated, and it wasn't until I was almost finished that I realized why.
See, Sonic - both the character and the game series - is all about speed. Wooshing around like a maniac, grabbing rings and kicking 'bot butt. It really goes without saying, but I'm saying it anyway, and the reason I'm saying it is because Sonic CD isn't about speed.
It was when I was jumping from an inconveniently situated pit to an inconveniently situated ledge to another inconveniently situated pit et cetera in the Metallic Madness level that I came to this realization. One of the gameplay conceits of the game is that Sonic's temporal state on Little Planet has some leeway. If he touches a lamppost marked "Past" or "Future" and then keeps up his top normal running speed for a certain amount of time without stopping, he will shoot into either the past or the future where the zone layout is a bit different, the enemies are altered (or, in some cases, no longer present at all), and Sonic can make the future better by destroying the robot manufacturing machines in the past, thus eventually going on to get the Good Ending. Because of the need to run without stopping in order to time travel, the stages are built specifically to be a hurdle in this process. Even in areas where there aren't any timeposts nearby, there are little obstacles in the way that will keep Sonic from reaching and maintaining his top speed for very long.
Thus Sonic in Sonic CD is slow, and my brain rails against the entire concept.
Now, I like a thinking game as much as the next braniac. I rather enjoy puzzlers, games that test my wits and force me to figure out the optimal positioning to do whatever it is I need to do to proceed. But that's not what I play Sonic for. I don't go to McDonald's for their Chinese food, y'know? So it is that this game in which I have to pick out a good spot for an extended run, clear it of enemies, find a timepost, and hang on to the charge long enough to pull off a temporal jump just so I can go on a scavenger hunt instead of just blast through from beginning to end doesn't feel like a Sonic game at all. The entire gameplay mechanic has been toppled by a new paradigm of level design built to accommodate a new story element, and it bothers me.
I understand, of course, that this was actually very early in the game and it wasn't known at the time that Sonic 2 would pretty much forever place its stamp on all future Sonic titles, pushing the whole speed thing even further, perhaps even to ludicrous levels. Maybe if I had played Sonic 1 first and then went straight to Sonic CD, I would have been able to handle the change and even come to prefer it. But things didn't happen that way and I'm looking back at the game from the standpoint of being used to Sonic moving so damn fast that he leaves the screen at times because the camera simply can't keep up.
But I think you all get the point, so I'll stop harping on it. Instead, I'll go on to say that the temporal jumping is rather nifty and I found myself trying to make the leaps even when I didn't actually do anything ending-altering with it. The music and scenery changes enacted by those leaps made it worthwhile enough for me.
I also found the shrink ray areas in the last stage to be absolutely delightful. Running around as teeny tiny Sonic was both a blast and utterly hilarious. I kind of wish they'd had those rays in more areas of the game.
While I may not have enjoyed Sonic's new paradigm, I totally dug Robotnik's. Instead of just finding different ways to wail on him, you have to instead find different ways of getting to where you can wail on him. Eh . . . that sentence might not make too much sense right now, but you'll get it when you actually play the game. Just trust me, it's interesting.
I also liked the special stages, though I was a bit rubbish at it at first. I finally got the hang of it and got my first Time Stone, however, so yay me!
The Challenge
Even though they slowed things down a bit and put more environmental dangers in the way (hell, I'd say 75% or more of the game was entirely environmental dangers with only a handful of 'bots thrown into each level just to make things interesting), it's still a Sonic game in many other ways, and I've been playing those for more than half my life. I pretty much blasted right through it, with only the last stage giving me any sort of real trouble. Relative Sonic newbies might find it a bit harder, but not terribly so, I don't think.
The Sights
I read somewhere that Sonic CD was one of the only games on the Sega CD that looked worth a damn, and now that I've played a couple of other Sega CD games, I can definitely see where they're coming from. The game doesn't really try anything fancy (most of it would look right at home on the Genesis), and where it does it keeps the fanciness pretty understated. The result is deceptively simple, hiding subtle beauty wherever you look.
Once again I praise the special stages, and I was almost shocked at just how good their pseudo-3D look came off. Also wonderfully done were the animated sections at the beginning and the end of the game. Very reminiscent of animation in the Sonic OAV from way back, and I'm kind of curious now whether or not it was made by the same people. Not curious enough to actually look it up, mind.
If there's one place this game does not disappoint, it's in the looks area.
The Sounds
Dreams Come True, the composers of the music from the first two Sonic games, has spoiled me. Every bit of music in the series gets compared against the masterpiece that is the Sonic 2 soundtrack especially . . . but this does hold up well on its own rights. I liked the main theme - Sonic Boom by Pastiche - especially and may be playing it every once in a while and humming it to myself in the shower.
I've come to understand that the soundtrack I heard while playing the game isn't the original, and that there was some big hullabaloo over the change when it was first released over here in the states. I might end up joining the haters if I ever hear the original Japanese soundtrack, but for now I'm quite happy with what we got myself.
The Bottom Line
I want to like this game. I really really do. But I just can't get over my own preconceived notions of what a Sonic game is and isn't supposed to be. If it were something completely different, like a fighting game or an RPG, then maybe it wouldn't be a problem, but it's just too close to a regular title in the series for me to not see the differences.
Still, it's a gorgeous game, the music's pretty cool, and there are some few gameplay changes that I can get behind, so I'm gonna grade this one "well above average". I did beat the game but haven't gotten the Good Ending yet, and I find myself not entirely disgusted with the idea of giving a Good Ending run another try later on.
Short 'n' Sour - Kid Icarus, Golden Axe (Genesis), and Dragon's Lair (Sega CD)
Hello and welcome to the first installment of a new feature here at YOTGR . . . the Short 'n' Sour review. See, as much as I love old games, there are some that I simple just can't stand. It may be a long standing hate rooted in many many many many hours wasted sitting in front of a TV, computer, or arcade machine as I tried to plug my way through a game that was either unforgivingly difficult, poorly written, buggier than a roach motel, had a frustrating gameplay mechanic, or was otherwise Just Plain BAD. Or it could be a new hate, a fresh loathing for some bit of video game scum that I had somehow managed to avoid, be it through luck or purposeful deselection, until the day I foolishly decided to try and play it with intentions on reviewing it.
Either way, as I will almost always have only horrible, nasty, soul scarring things to say about games I absolutely despise and probably haven't ended up playing them all the way through, I figure making full reviews of them based on annoying fragments to be a waste of time and not entirely indicative of the game as a whole. Instead I intend to lambaste them in as few words as I can, and not even give them the dignity of having a post all to their own, having to share each SnS entry with two other horrible, soul crushing games.
I will most likely step on more than a few toes with some of my SnS reviews, as there will undoubtedly be some classic favorites out there that I shall cruelly and heartlessly toss into the garbage as if they were naught but dry turds scraped off the bottom of my boots. I may make some enemies. I may get some death threats. But my hate shall not be denied! FEEL MY HATE!
Are you seated comfortably?
Then let's begin.
Kid Icarus
Platform: Nintendo Entertainment System
Developer: Nintendo R&D1
Released: 1987
Genre: Platformer
The Game
You're an angel (or something) named Pit, and you're trying to defeat the goddess of darkness, Medeusa.
The Good
Nothing. Absolutely nothing. This game has no redeeming qualities whatsoever. If you like it then you are a bad person and you should feel bad.
The Bad
You've played Super Mario Bros., right? You know how hard the eighth world of that game is? Well, just imagine that the very first level was as hard as that one, and every level after that is also that hard. That is what Kid Icarus is like. Teeny tiny platforms, monsters that take forever to kill because they're immune to your shots half the time, a hero character who's sloppy control makes it seem like he's on ice all the time, rooms that serve no purpose or offer you items that you can only afford if you've spend at least half an hour farming hearts in one spot, an insta-death pit that's always at the bottom of the screen even where you absolutely know you just left a platform that would make it only a two inch drop at most, etc. etc. etc. I only (barely) made it to the second level before quitting in disgust.
Having played so many NES games, I'm pretty much inured to the completely featureless black background, but I'm going to bitch about it anyway because I'm bitter. I know Pit is supposed to be in the Underworld or whatever, but bleh. They could have at least tried putting in the hint of a stalactite or stalagmite in there somewhere, right?
Bad challenge level, bad graphics, bad mythology, bad controls, bad game. And if you win with 100% completion or whatever? Your reward is Pit getting a kiss from the goddess of light? Yah, sure, okay.
Go to hell, Kid Icarus. You deserve everything the Captain N cartoon did to you.
Golden Axe (Genesis)
Platform: Sega Genesis
Developer: Sega Probe
Released: 1989
Genre: Beat 'em up
The Game
The evil Death Adder has taken the King of Yuria, the king's daughter, and the fabled Golden Axe hostage and has threatened to destroy all three if the people of Yuria do not accept him as their ruler. Bent on defeating this vile being are a dwarf, a barbarian (named "Ax Battler", I shit you not), and an amazon warrior chick.
The Good
It's definitely a pretty game, I'll give it that. Not quite as good as the arcade version, but a worthy enough port. It's got a hot chick in an armor bikini, and that's all that really matters when it comes to good graphics, right?
And I suppose the challenge level isn't that bad, except . . .
The Bad
Oh, you want to constantly try to flank me and take me out from both sides, even going so far as to moving at almost the exact same speed as me so you always stay almost on either side of me unless I take the time to bop one of you assholes one across the noggin? That's fine! But now you wanna start doing that cheap ass run-and-kick move over and over again, especially every time I manage to get on one of the creature mounts for even a second? That's fine, too! 'Cause I'll start doing that bitch shit maneuver right back at you, over and over and over again until the entire game is nothing but seeing who can pull off the dash move first and most often! But don't worry, just for shits and giggles I'll try to hit you with a few normal combo hits until I end up trying to clonk you on the top of the head even though your head is actually about a foot away from where I'm trying to hit, and then you just up and hack at me before I can manage to get my character to stop beating uselessly at the gahtdamned air! That's fine!
That's just fucking fine!
Maybe someday I'll go back and actually finish this one up and give it a full, proper review, but right now all I want to do is strangle one of those little magic potion dropping imps until it shits out its own spleen.
Dragon's Lair (Sega CD)
Platform: Sega CD
Developer: Advanced Microcomputer Systems
Released: 1983
Genre: Interactive Movie
The Game
WHAT THE-?!
The Good
HOW DID THAT-?!
The Bad
FUCK YOU, DON BLUTH!!!
Either way, as I will almost always have only horrible, nasty, soul scarring things to say about games I absolutely despise and probably haven't ended up playing them all the way through, I figure making full reviews of them based on annoying fragments to be a waste of time and not entirely indicative of the game as a whole. Instead I intend to lambaste them in as few words as I can, and not even give them the dignity of having a post all to their own, having to share each SnS entry with two other horrible, soul crushing games.
I will most likely step on more than a few toes with some of my SnS reviews, as there will undoubtedly be some classic favorites out there that I shall cruelly and heartlessly toss into the garbage as if they were naught but dry turds scraped off the bottom of my boots. I may make some enemies. I may get some death threats. But my hate shall not be denied! FEEL MY HATE!
Are you seated comfortably?
Then let's begin.
Kid Icarus
Platform: Nintendo Entertainment System
Developer: Nintendo R&D1
Released: 1987
Genre: Platformer
The Game
You're an angel (or something) named Pit, and you're trying to defeat the goddess of darkness, Medeusa.
The Good
Nothing. Absolutely nothing. This game has no redeeming qualities whatsoever. If you like it then you are a bad person and you should feel bad.
The Bad
You've played Super Mario Bros., right? You know how hard the eighth world of that game is? Well, just imagine that the very first level was as hard as that one, and every level after that is also that hard. That is what Kid Icarus is like. Teeny tiny platforms, monsters that take forever to kill because they're immune to your shots half the time, a hero character who's sloppy control makes it seem like he's on ice all the time, rooms that serve no purpose or offer you items that you can only afford if you've spend at least half an hour farming hearts in one spot, an insta-death pit that's always at the bottom of the screen even where you absolutely know you just left a platform that would make it only a two inch drop at most, etc. etc. etc. I only (barely) made it to the second level before quitting in disgust.
Having played so many NES games, I'm pretty much inured to the completely featureless black background, but I'm going to bitch about it anyway because I'm bitter. I know Pit is supposed to be in the Underworld or whatever, but bleh. They could have at least tried putting in the hint of a stalactite or stalagmite in there somewhere, right?
Bad challenge level, bad graphics, bad mythology, bad controls, bad game. And if you win with 100% completion or whatever? Your reward is Pit getting a kiss from the goddess of light? Yah, sure, okay.
Go to hell, Kid Icarus. You deserve everything the Captain N cartoon did to you.
Golden Axe (Genesis)
Platform: Sega Genesis
Developer: Sega Probe
Released: 1989
Genre: Beat 'em up
The Game
The evil Death Adder has taken the King of Yuria, the king's daughter, and the fabled Golden Axe hostage and has threatened to destroy all three if the people of Yuria do not accept him as their ruler. Bent on defeating this vile being are a dwarf, a barbarian (named "Ax Battler", I shit you not), and an amazon warrior chick.
The Good
It's definitely a pretty game, I'll give it that. Not quite as good as the arcade version, but a worthy enough port. It's got a hot chick in an armor bikini, and that's all that really matters when it comes to good graphics, right?
And I suppose the challenge level isn't that bad, except . . .
The Bad
Oh, you want to constantly try to flank me and take me out from both sides, even going so far as to moving at almost the exact same speed as me so you always stay almost on either side of me unless I take the time to bop one of you assholes one across the noggin? That's fine! But now you wanna start doing that cheap ass run-and-kick move over and over again, especially every time I manage to get on one of the creature mounts for even a second? That's fine, too! 'Cause I'll start doing that bitch shit maneuver right back at you, over and over and over again until the entire game is nothing but seeing who can pull off the dash move first and most often! But don't worry, just for shits and giggles I'll try to hit you with a few normal combo hits until I end up trying to clonk you on the top of the head even though your head is actually about a foot away from where I'm trying to hit, and then you just up and hack at me before I can manage to get my character to stop beating uselessly at the gahtdamned air! That's fine!
That's just fucking fine!
Maybe someday I'll go back and actually finish this one up and give it a full, proper review, but right now all I want to do is strangle one of those little magic potion dropping imps until it shits out its own spleen.
Dragon's Lair (Sega CD)
Platform: Sega CD
Developer: Advanced Microcomputer Systems
Released: 1983
Genre: Interactive Movie
The Game
WHAT THE-?!
The Good
HOW DID THAT-?!
The Bad
FUCK YOU, DON BLUTH!!!
Friday, June 18, 2010
Splatterhouse
Platform: TurboGrafx-16
Developer: Namco
Released: 1990
Genre: Beat 'em up
The Game
Rick and Jennifer, a couple of good ol' university kids, get caught out in a storm and decide to take refuge at the scariest, creepiest, most weirdest private residence in the entire town, West Mansion. Once inside, they are beset upon by numerous monsters who mortally wound Rick and steal away with Jennifer for undoubtedly nefarious purposes. Rick wakes up in the basement of the house some time later, alive thanks to a sentient object known as the Terror Mask (or "Hell Mask", if you live in a non-wussified country), which binds itself to his face and transforms him into a hulking monster. With the power of the mask at his disposal, Rick starts to tear his way through West Mansion and the monsters that inhabit it in search of his girlfriend . . .
Splatterhouse is the first of a trilogy and the only one of which was on the TurboGrafx-16 Entertainment SuperSystem, with the other two being made for the Sega Genesis. A remake is currently in the works and due out for the PS3 and XBox 360 later this year, and supposedly the remake package will also include all three of the original games.
Due to the violent nature of the game, a lot of content was either changed or removed outright when it was ported over from Japan. This includes swapping weapons out (a meat cleaver became a 2x4, for instance), toned down violence, and the removal of a few screams, amongst other things. But don't worry, there's still a fair amount of gore and horror to be had.
The Characters
Rick is a university student who nearly gets killed, gets fused with a sentient mask that turns him into a brutal monster, and rips West Mansion a new one.
Jennifer is Rick's damsel in distress girlfriend. She gets kidnapped by monsters at the beginning of the game.
Dr. West is a parapsychologist who's been missing for a while, owns West Mansion, and only gets a mention in the backstory. He might be the end boss of the game, but there's really nothing to indicate whether that's true, or if it isn't, what might have actually happened to him. For all we know, the dude's just off having a vacation somewhere, blissfully unaware that his house became a creepy spook joint while he was out.
The Terror Mask is a self-aware mask that can make people mutate into giant super-strong monsters, and it seems to have plans and motivations of its own, but it's left openended as to what those might be.
The monsters . . . man, I don't know. Maybe they'll explain it more in the other two games. And even if they don't, it seems that the remake will delve further into the mysteries of the mansion, at least. But as far as this game goes, all that's revealed is that they are monsters and they aren't very nice.
The characterization is so thin as to be virtually non-existent. The people are more or less just props for the setting.
The Writing
Having the main protagonist also be the main savage monster of the story is a nice spin, but in the end this is basically your standard low-grade horror movie plot. Monsters take girl, hero battles monsters, so on and so forth. There's a minor twist here and there, but nothing too far out there.
And this is one of those games where that's all it really needs. If more story gets added on in the sequels, that's cool, but this game is more about splattering monsters against the wall than some hoity-toity storyline.
The Gameplay
Pretty straightforward and, in some cases, somewhat disappointing fare. Rick can punch. He can jump. He can kick. He can jump and kick. He picks up the occasional weapon, but they only last for the one level they're picked up on, and they're more just for the cool splatter animations than actual necessities most of the time. There's one, the wrench, that's only found in one spot and can only be used once, as a throwing weapon. Since at that spot in the level there's usually one of the nasty ghoulies right within punching distance anyway, it's fairly pointless to even bother picking the damn thing up.
The Challenge
The game only rarely takes cheap shots, but when it does it can be particularly annoying, especially the ones dealt out by the final boss. Most enemies can be taken out by a single hit as long as you've got a weapon in your hand, and even when you don't have a weapon most of them only need two or three hits at most.
The main challenge, as with a lot of lazier games of the mid eighties to mid nineties, is remembering where everything is. The baddies only rarely switch up their positions from one run through to another, so making it through any given level without getting hit is just a matter of rote memorization. It's fairly noticeable throughout the rest of the game, but it's most blatant in the very last level where all you have to do is time your jumps over burning logs and your dashes under burning guys as they jump over you. No punches or kicks until you reach the final boss . . . just the simple rigors of an obstacle course.
The game is pretty challenging, but not for good reasons.
The Sights
Before this, I had never played a game on the TurboGrafx-16 before. To be truthful and to my shame, I was only barely aware that the system even existed at all. But having gotten a look at Splatterhouse, I'm looking forward to getting to know it. The animations are a bit weak (Rick doesn't really jump so much as he stands still and then suddenly launches up in the air without moving his legs at all), but the sprites and backgrounds are pretty well rendered, almost up to the quality of a Genesis game. The splattered forms of the monsters were pretty neat looking, and the entire house was well decked out with a grisly horror feel.
The Sounds
There were a few voice bits in there, which I wasn't really expecting, mostly extremely short phrases from Jennifer. The music was alright, getting across the sort of B horror movie vibe that most of the game seemed to be going for.
The Bottom Line
Eeeeeeeeh . . . I won't say I'm sorry that I played Splatterhouse or anything, but I really just don't feel it offered anything unique or interesting enough in a beat 'em up game. The fact that I know that I got a watered down version of the game is also sort of a turn-off, making it feel just that much blander, as the violence is supposed to be the main draw of the game.
Overall, it was an average game at best, worth one play through but not any more than that. Hopefully the sequels have some more substance to them, or at least more style. I think I'll also seek out an unfiltered version of the game to see if the changes really made a big difference.
Thursday, June 17, 2010
News: This Ain't Your Daddy's Space Paranoids
So, did you guys and gals hear about the new Tron movie coming out sometime around the end of this year? It's called Tron: Legacy, and here's one of the trailers just in case you don't believe my senile ramblings. Welp, little did I know that my review of Discs of Tron from yesterday was going to end up being somewhat topical, but it seems that the fine people at Propaganda Games are working on making a new tie-in video game called Tron: Evolution. Here, check it out:
Strangely, I find it somewhat reminiscent of the gameplay in Spider-Man 2 for the PS2, and I'm okay with that. The main attack mechanic at these early stages is the iconic ID disc, which it seems can be upgraded in various ways. I'm holding out hope, however, that you'll eventually be able to pick up different types of weapons as well as you go along. As regards the combat system in all . . . well, it's too early to make any real judgments, but I'm cautiously optimistic.
This? Wellllll . . . this I'm not so enamored with.
I love lightcycles, don't get me wrong. Just like every other kid who grew up watching the original Tron film, I found the the lightcycle game to be hypnotically cool. Even as an adult, my fascination with the system continued . . . the geometrical precision of it, the sleek look of the bikes, and the system of elimination of the opposition all made up for an extremely awesome game. I've downloaded and played several version of the lightcycle game, both officially licensed and not, and one of my favorite games on a Tron based MUD that I used to play was the ASCII who-types-the-fastest version of lightcycles.
But this? This is just a racing game. And I generally despise racing games or anything that has most of the trappings of a racing game. As much as I love the Grand Theft Auto series, I dread the inevitable drag race missions that encrust it like nasty little barnacles. As much as I love Final Fantasy VII for its setting, characters, and whatnot, I hate the motorcycle-riding escape from Midgar that sits at the end of the game's opening act. And now I'm gonna have to go ahead and get all geared up to hate the level (or, goodness forefend, levels) of Tron: Evolution indicated in this video.
One of the greatest parts of the lightcycle arena was the claustrophobic feel it evoked, a feeling which became more and more prominent as the game went on and the field grew ever smaller and more cut off as a winding maze of light trails were laid down. Racing along in a single direction with no sharp right-angle turns and apparently very little chance that you'll hit enemy light trails for any serious amount of damage . . . well, it just takes all the fun out of it.
That said, it is at least consistent with what can be seen of the lightcycle race shown in this Tron: Legacy trailer, but honestly all that really does is make me more pessimistic about the movie as well.
Still! As I said, cautiously optimistic. I might have preferred a direct remake of Discs of Tron, but I suppose I can give Tron: Evolution the benefit of a doubt for now. (via GameTrailers.com)
Strangely, I find it somewhat reminiscent of the gameplay in Spider-Man 2 for the PS2, and I'm okay with that. The main attack mechanic at these early stages is the iconic ID disc, which it seems can be upgraded in various ways. I'm holding out hope, however, that you'll eventually be able to pick up different types of weapons as well as you go along. As regards the combat system in all . . . well, it's too early to make any real judgments, but I'm cautiously optimistic.
This? Wellllll . . . this I'm not so enamored with.
I love lightcycles, don't get me wrong. Just like every other kid who grew up watching the original Tron film, I found the the lightcycle game to be hypnotically cool. Even as an adult, my fascination with the system continued . . . the geometrical precision of it, the sleek look of the bikes, and the system of elimination of the opposition all made up for an extremely awesome game. I've downloaded and played several version of the lightcycle game, both officially licensed and not, and one of my favorite games on a Tron based MUD that I used to play was the ASCII who-types-the-fastest version of lightcycles.
But this? This is just a racing game. And I generally despise racing games or anything that has most of the trappings of a racing game. As much as I love the Grand Theft Auto series, I dread the inevitable drag race missions that encrust it like nasty little barnacles. As much as I love Final Fantasy VII for its setting, characters, and whatnot, I hate the motorcycle-riding escape from Midgar that sits at the end of the game's opening act. And now I'm gonna have to go ahead and get all geared up to hate the level (or, goodness forefend, levels) of Tron: Evolution indicated in this video.
One of the greatest parts of the lightcycle arena was the claustrophobic feel it evoked, a feeling which became more and more prominent as the game went on and the field grew ever smaller and more cut off as a winding maze of light trails were laid down. Racing along in a single direction with no sharp right-angle turns and apparently very little chance that you'll hit enemy light trails for any serious amount of damage . . . well, it just takes all the fun out of it.
That said, it is at least consistent with what can be seen of the lightcycle race shown in this Tron: Legacy trailer, but honestly all that really does is make me more pessimistic about the movie as well.
Still! As I said, cautiously optimistic. I might have preferred a direct remake of Discs of Tron, but I suppose I can give Tron: Evolution the benefit of a doubt for now. (via GameTrailers.com)
Fun: Three Princesses, No Waiting
Nothing says "old school gaming" like the princesses from the Super Mario franchise, right? Peach and Daisy have been around for, like, ever, and though I wasn't exactly fond of Rosalina at first since she's relatively new and I am both afraid of new things and angry that new things even exist, I have to admit that she's grown on me. And by that, I mean that I am willing to overlook her horning in on the other princesses' action because she is quite attractive for a video game character.
Anyway, the point of me babbling on about P, D, and R is to point y'all's attention to some quality entertainment starring these three fine ladies!
The Three Little Princesses by Yves "The Bourgyman" Bourgelas is a fun little romp revolving around Rosalina's attempts to survive the insane attentions of Peach and Daisy, who have basically kidnapped her so they can have a sleepover. It's filled with slapstick, situational comedy, and hilarious cartoony visuals that are fun for the whole family! And it's all finished up, so you can read it from beginning to end right away, which I hear is pretty nice. If you like your humor light, frothy, and filled with people being comicly oblivious to the feelings of others, then T3LP is the comic for you!
The Three Not-So-Princesses by The Artrix (who's real name escapes me at the moment and I'm too lazy to bother looking it up) was inspired by T3LP, but Artrix is taking his offering in a far more depressing and disturbing yet no less entertaining direction. No longer princesses, Peach, Daisy, and Rosalina now share a flat in the dystopian city of Rothingham, working for their livings and generally having a rotten, miserable time of it. Other characters from the games - such as Wario, as seen in the page above - have popped up in this alternate universe, and there have been hints of more to come as the comic goes along. If you like your humor dark, sarcastic, and guaranteed to crush the souls of everyone involved, then T3NSP is the comic for you!
Me? I like 'em both. That probably says something about me.
Something like, "That Jim guy sure has good taste in comics".
Anyway, the point of me babbling on about P, D, and R is to point y'all's attention to some quality entertainment starring these three fine ladies!
The Three Little Princesses by Yves "The Bourgyman" Bourgelas is a fun little romp revolving around Rosalina's attempts to survive the insane attentions of Peach and Daisy, who have basically kidnapped her so they can have a sleepover. It's filled with slapstick, situational comedy, and hilarious cartoony visuals that are fun for the whole family! And it's all finished up, so you can read it from beginning to end right away, which I hear is pretty nice. If you like your humor light, frothy, and filled with people being comicly oblivious to the feelings of others, then T3LP is the comic for you!
The Three Not-So-Princesses by The Artrix (who's real name escapes me at the moment and I'm too lazy to bother looking it up) was inspired by T3LP, but Artrix is taking his offering in a far more depressing and disturbing yet no less entertaining direction. No longer princesses, Peach, Daisy, and Rosalina now share a flat in the dystopian city of Rothingham, working for their livings and generally having a rotten, miserable time of it. Other characters from the games - such as Wario, as seen in the page above - have popped up in this alternate universe, and there have been hints of more to come as the comic goes along. If you like your humor dark, sarcastic, and guaranteed to crush the souls of everyone involved, then T3NSP is the comic for you!
Me? I like 'em both. That probably says something about me.
Something like, "That Jim guy sure has good taste in comics".
News: Nintendo Becomes Remake King
I bet you were hoping for a screenshot from the Goldeneye remake, weren't you? Weren't you?! Well, since that's what everyone's buzzing about and because I'm an ornery old cuss that happens to like the Lufia series better than Goldeneye (that's right!), you get a picture of a whiny elf girl talking in Japanese instead. Or one of them there foreign languages, anyway.
I tend to automatically tune out all the E3 shenanigans that come my way, mostly because it's pretty depressing hearing everyone salivate over all the new, shiny toys that I won't get to play with until several years after they get released. I just can't get excited about stuff that's so far out of my reach that it takes the light emanating from that stuff at least a thousand years to reach my position in the video gaming universe.
But IGN and Nintendo are starting to school me rather harshly that if there was any year an old school gamer like me should be paying attention to that big old expo, it's most definitely this year. The Starfox 64 remake that I talked about yesterday really should have tipped me off on what was happening, but I'm kind of slow on the uptake. Along with developing all new installments in several of their oldest and most vaunted series, Nintendo is also working on a nice little stable of remakes, updates, and ports of old games as well.
Besides the aforementioned Starfox, there's the aforementioned Goldeneye do over for the Wii that's on everyone's minds right now since it sold roughly 10 billion copies and everyone on Earth and every other inhabited planet in the entire universe would gladly bend themselves over and allow the N64 James Bond classic to lavish their orifices with whatever it has that passes for an enormous penis. For those of you who couldn't penetrate that horrifically tortured metaphor, it means that people really really liked the original game and are apparently very excited about its upcoming remake.
And why shouldn't they be? Even though I wasn't as completely wowed by it as everyone else, even I could see that it was a pretty well constructed and definitely fun and entertaining game. Further, they're replacing ol' Pierce Brosnan with newest and coolest Bond actor Daniel Craig, updating all the graphics to insanely gorgeous levels, and adding new gameplay mechanics that will, amongst other things, emphasize stealth even more than the original did. There doesn't seem to be much reason not to be excited. I mean, look at this:
Seriously. That's just pretty. (via IGN)
But now that I've pandered to the masses, I'd like to get all of my fellow old school RPG players to please turn their attention to the front of the class, because Nintendo is working on a remake of Lufia II: Rise of the Sinistrals to be called Lufia: Curse of the Sinistrals and to be released on the DS. Now, there are going to be changes, of course, as there are with virtually every remake ever remade (the battle system, for example, is going to be action RPG rather than turn-based RPG style), but apparently the characters, storyline, and the like are going to be kept intact. Which is cool, because the Lufia series has always run some pretty good storylines with pretty good writing and characterization.
And I gotta say, it sure looks like they aren't going to be skimming on the graphics for this one.
Hopefully this is just the start of a revitalization of the entire series, which I figure is most likely the case since they're starting with the first game chronologically instead of just doing Lufia & the Fortress of Doom right off the bat. While Lufia may not hold quite the same obsessive shrine-like spot in my shriveled black heart that Final Fantasy occupies, I still hold it in very high regard and wouldn't mind seeing more extra pretty versions of it gracing the television and/or DS screens of the world. (via IGN)
Man, I'm starting this whole "hard-hitting old school gaming reporter" bit off right on IGN's teat, aren't I? I might need to think about looking into some other gaming news sites unless I start getting some of those sweet IGN bucks coming my way.
Subscribe to:
Posts (Atom)