Saturday, 30 January 2016

Arcade Collection Review: SNK Arcade Classics Vol. 1 (Part 2)

Now to continue with the SNK arcade goodness; with plenty of enjoyable games in the first part of this review, there's now some more sports titles thrown into the mix alongside the classic SNK fighters and beat 'em ups.

Neo Turf Masters


Game: Neo Turf Masters
Console: Arcade
Developer: SNK
Release Date: 1996

Golf is a difficult genre to make a game from; too technical and no-one will be able to play the game, too easy and those well versed in golf (who are likely your main target market) won't want to touch it. Neo Turf Masters strikes a balance between these two extremes with an easy target aim system, and auto club selection, meaning that players can see where and how hard they're likely to hit the ball. However some of the holes are difficult enough to still give problems to players and it can be very difficult to judge the movement of a putt.

Players begin on the final day of a tournament and must score well enough to move their way up the rankings. At each hole they must judge the best direction in which to hit the ball and then set the strength and timing meters so that the ball lands on the fairway, or green. Putting is a little different and only requires timing, though the aim is much more of a guess than with driving. An arrow indicating the maximum distance the ball could go with the current club would have been a very useful inclusion.


Graphically the game looks great for 1996; though it's not trying any sort of 3D graphics, the 2D effects look far superior as clumsy 3D polygons would have been an insult to an SNK game. The music is funky and almost what you'd expect from this sort of arcade game. The announcer can get a little shrill and tiring at times, but it's bearable.

Overall Neo Turf Masters is the sort of sports arcade game that was nearly spot on, but could have done with being a little easier in places. Since it's an arcade game, the timed shots leave players little time to think about what they're going to do, and it's easy to fall behind on the leaderboards with a few poor shots.

Rating: 68/100
Grade: C

Samurai Shodown


Game: Samurai Shodown
Console: Arcade
Developer: SNK
Release Date: 1993

As I mentioned in the previous part of this review, SNK fighting games are generally very difficult to progress through. This is no problem if you're willing to spend hours practicing, but for those who'd rather have a little fun attempting to outwit some challenging but not over tough AI, there comes a point in the game where continuing would take more practice than it's worth.

Controlwise there are light, medium and heavy slashes and kicks available to players as basic moves as well as various special moves which are pulled off with quarter turn combinations. On the Wii controller it's annoying that there are only 4 viable buttons as heavy slashes and kicks both require awkward combinations of buttons to be pressed. In addition to this, the kicks are rarely particularly damaging or useful so it's best to stick to slashes.


Graphically the game is detailed, interesting and on a par with the other games in the collection; attack animations are varied, as are the character designs and there's action which occurs in the background every now and then, a little like Street Fighter. Musically too the game is on a par with other SNK titles, with fitting but not overly memorable tracks playing behind fights.

Overall Samurai Shodown has a unique selling point in that its fighters are all wielding swords of some sort, but the combat is very similar to many other games and doesn't benefit from the difficulty in progressing through the game. Once players come up against a character they lose to 3 times in a row or more, they're more likely to quit than continue training.

Rating: 55/100
Grade: D

Sengoku


Game: Sengoku
Console: Arcade
Developer: SNK
Release Date: 1991

Sengoku is one of the strangest arcade games I've ever played. Players take on the role of a warrior, attempting to stop the second coming of a powerful warlord who was defeated 400 years ago. Most enemies make reference to Japanese mythology and the game is made unique by the player's ability to transform into a different warrior at any given time until their life bar runs out as that warrior. At random times during the game, players will be transported to another dimension to fight possessed townsfolk.

The action is pretty boring with a just a single attack button, despite the choice of characters to play as. There's various power-ups, though none seem to make the action any more fun, with ranged attacks and weapons simply doing the same job as the regular attack. The random transportations to another dimension are pretty irritating, and overall there's no explanation of anything that's going on.


Graphically the game has interesting colours and enemy designs, though the backgrounds seem to be intentionally vague with strange colours. Despite the clarity of the sprites and decent animations, I'd have preferred for it to be clear what was going on in the game. Musically the game is incredibly weird, with what I can only describe as Japanese folk moaning accompanying the sections in another dimension.

Overall Sengoku is a boring and overly long game with strange elements and themes that just don't seem to work particularly well. There's no investment for players in the quest to vanquish the warlord, switching between characters is temporary and provides no real advantage over enemies, and the random teleportation interrupts the flow of gameplay.

Rating: 44/100
Grade: E


Game: Shock Troopers
Console: Arcade
Developer: Saurus
Release Date: 1997

Shock Troopers is a shooting game in the same style as Metal Slug. Players make their way through a choice of 3 different courses to their objective in the centre, through 6 stages. Within these stages are many enemy soldiers who must be eliminated with the use of guns, power-up weapons or special weapons. The plot is explained through cutscenes after each level and while basic is better than most of the game plots featured in this SNK collection so far.

Gameplaywise there are similarities with Total Carnage, though here movement and aiming direction are one and the same, meaning that at times players must move toward their enemies to shoot at them. The range of guns featured is impressive, and each of the 8 characters have a different special weapon. Some of the bosses can take a huge number of hits to kill, and there's often a lot going on onscreen, but with a generous health bar, health upgrades and unlimited continues it's bearable.


Graphically the game has a cartoon feel to its sprites, with basic but recognisible locations playing host to the combat. In the jungle section there's part of a level which takes place on a motorbike, and another whilst climbing up the side of a structure. These changes of pace are nicely placed so as to give players a break from the relentless combat. Musically the game provides a fitting soundtrack, though there's a lot of noise from the constant shooting and explosions.

Overall Shock Troopers is an enjoyable and fairly replayable experience thanks to its short overall length, choice of paths and characters, and fast active gameplay. While twin stick control would have been nice, the lack of it isn't something that ruins the game, and there's enough power-up weapons and special weapons to explore and cause mayhem with.

Rating: 86/100
Grade: B

Super Sidekicks 3 - The Next Glory


Game: Super Sidekicks 3: The Next Glory
Console: Arcade
Developer: SNK
Release Date: 1995

Super Sidekicks 3: The Next Glory is a football game, where players can choose to play as a wide variety of teams, in many different competitions. With very short games, the emphasis is on creating chances in order to score; most fouls are overlooked with only the most heinous of tackles interrupting play. If the scores are level at the end of a game, the player is given 3 options, a repeat of the game, a sudden death game where the first goal wins or a penalty shootout. If either of the first options are chosen and still result in a draw, they are removed from the choices after the 2nd game, and eventually players would be forced to play penalties.

The controls are simple with buttons for shooting, high and low passing, two types of tackles and swapping players. Play feels very natural and most of the time controlling players and pass directions is intuitive. The only time where play feels a little out of control is in the penalty area of either team, where it's more of a mad scramble to score/defend. Arrows at the edge of the screen to indicate offscreen players would also have been nice, but it's not bad overall.


Graphically the game looks great in the SNK style; there's no attempt at 3D or anything new for the time but the player sprites and effects when goals are scored look very detailed and there's a real sense of quality in the visuals. The menu music featured is fun and upbeat, though games are only accompanied by the sound of the crowd and a few announcements from a commentator.

Overall for 1995 this is a very polished arcade football game; FIFA 95 could have learned from some of the aspects of this game, though the incredibly short game time does somewhat ruin the chance of players actually having enough time to score a goal and win the game. Other than this though, there's a lot to enjoy and it's not particularly difficult, unlike many other SNK games.

Rating: 75/100
Grade: B


Game: The King of Fighters '94
Console: Arcade
Developer: SNK
Release Date: 1994

The King of Fighters '94 combines fighters from The Art of Fighting and Fatal Fury (seen in the last part of this review), and makes teams of three fighters each competing against eachother in various locations around the world to be crowned the king of fighters. The game's unique selling point is that once a fighter has been beaten, the next steps into the ring and so on until all three fighters have lost. The remaining fighter in the ring after one has been beaten gains a health bonus.

The controls are much like other fighting games with heavy and light kicks, an evasive move and a special heavy move as well as quarter turn special moves for ranged attacks. In contrast to The Art of Fighting and Fatal Fury, movement and hitting the opponents seem to be much easier, and the overall difficulty level seems to be far more manageable.


Graphically the game looks great with detailed arenas, fighters, move animations and more. The establishing shot of each arena has a depth effect and really adds to the feel of the fight. The music featured in the game has a high level of energy and makes for a tense atmosphere behind the fights; there's a rock influence to most of the soundtrack, which combines with a slight electronic feel also.

Overall The King of Fighters '94 is by far the best fighting game featured so far on this collection, as the fighting experience is intuitive and enjoyable. Although we now take SNK's high quality visuals for granted, it's important to note that in 1994, there weren't many other games that looked as good as this in both the arcade and home console forms.

Rating: 71/100
Grade: C

Top Hunter


Game: Top Hunter
Console: Arcade
Developer: SNK
Release Date: 1994

Top Hunter is an intriguing Beat 'em Up featuring a quest to save 4 planets from the tyranny of evil rulers before finally defeating their boss. There are 2 stages one each planet before a final boss rush to end the game. Each stage is fairly short, but has 2 planes of play which both the player characters Roddy and Cathy can swap between, as well as most of the enemies featured in the game. This adds an element of strategy as some power-ups, switches and score bonuses require clever plane swapping to collect.

Roddy and Cathy have basic punching moves, throws, jumping attacks and quarterturn special moves as their moveset, with the ability to command a giant robotic body if taken from an enemy in various parts of the game. This variety of moves allows players a choice of attack, and though there's no defensive option, the action is generally fast enough for this not to be an issue. The bosses featured in the game are fairly varied, and only the final boss seems to be a little difficult, in contrast to many of SNK's other titles.


Graphically the game looks beautiful with detailed backgrounds and a good sense of which plane is which in terms of the foreground and mid plane. Characters and enemies have large sprites and are animated well. The overall difficulty level is entirely manageable and players shouldn't struggle to beat the game, especially with unlimited credits. The music is pretty average, and gets a little lost behind all the action, but there's some enjoyable tunes for each section of the game for those who listen out.

Overall Top Hunter is a great arcade game, providing a unique twist on the Beat 'em Up genre with it's dual plane approach, and combining this with great graphics, short but engaging levels and a perfectly matched difficulty level. If I had to recommend a single game from this entire SNK collection, it'd probably be this.

Rating: 86/100
Grade: B

World Heroes


Game: World Heroes
Console: Arcade
Developer: Alpha Denshi
Release Date: 1992

Throughout this SNK collection, medals are available for beating games and completing various tasks. By earning 10 medals from the past 15 games, World Heroes is unlocked for play and completes the 16 games available on the disc. While I'm not a fan of locking away content for players to complete objectives to release, it is at least fairly simple to acquire the necessary number of medals to play this game.

World Heroes is a fighting game featuring fighters from all around the globe in a very similar style to Street Fighter II. So similar in fact that there's even a few lookalikes in the game's cast, and it plays rather similarly too. While many fighting games took their inspiration from Street Fighter II, it's important to have a unique selling point for your fighting game which this unfortunately lacks. The action is clunky and somewhat slow, and each fighter has a couple of moves which are clearly more effective than any of the others, leading to repetitive button mashing rather than true strategy.


Graphically the game looks great; better than Street Fighter II in any of its console releases at least, with many frames of animation for each character and interesting locations in which to battle. The soundtrack is a little lacking, with generic music for this type of game, and the era in which it was released. There are some fun special moves, but nothing mirroring the excitement of fatalities in Mortal Kombat.

Overall World Heroes is an incredibly average fighting game released in the boom after Street Fighter II's impact on the world, and as such it suffers somewhat from trying to copy the successful formula. It's fighters are forgettable and it's really just another fighting game to put on the pile. It's a shame that this was the game which trying to hard to gain medals unlocked, as Metal Slug or something of that sort would have been more of a reward.

Rating: 60/100
Grade: D

So that brings us to the end of the SNK arcade collection, and there's been a wealth of choice for fans of fighting, beat 'em up and sports games. There's no doubt that graphically, SNK's games were impressive and generally fairly difficult to beat, but none of the games featured on the collection were genuinely horrible, and 4 of the 16 games even made it into my arcade top 30.

With a collection of Metal Slug games released on the PSP shortly before the release of this collection, it'd have been silly to put more than a single version of the game on here. There's a good variety of the type of games that players have come to expect from SNK, and it's fairly representative of arcade games in the 90s as a whole.

The extras included with the collection are mainly unlockable, and there's a great deal of art, videos and music to unlock for those who actually check on those sort of features. Overall this is a solid collection of gaming history from a company whose games are pretty difficult to play in their original arcade format without a lot of money and searching for Neo Geo consoles.

Collection Rating: 79/100
Grade: B

Tuesday, 26 January 2016

Arcade Collection Review: SNK Arcade Classics Vol. 1 (Part 1)


SNK's arcade output is often somewhat forgotten about, with Taito, Namco and Capcom to name a few publishing many giant games of the arcade era. SNK's Arcade Collection on the Wii looks to remedy this by presenting 16 games for the Neo Geo AES. In addition to the games, there are unlockables such as Art, Music and Videos for players to discover more about the games featured on the collection. Although it's name would imply that a second volume was also in the works, the sequel turned out to be Vol. 0, featuring games which predated the Neo Geo AES, and was released only in Japan. I'll be playing the games in alphabetical order, with a summary of what I think of each game individually before rounding up my notes on the collection as a whole.

Art of Fighting


Game: Art of Fighting
Console: Arcade
Developer: SNK
Release Date: 24th September 1992

Art of Fighting is a fairly derivative fighting game which brings little to the table, considering the time of its release. With Street Fighter II in arcades a year prior, even its bonus stages don't feel quite as fresh as they might. The story is your standard fighting game fare, and gets pretty boring at times; you're trying to get information out of various people and apparently none of them feel that non-violence is even an option.

Punches and kicks are the main attacks, with a throw option and some difficult to execute special moves. Most of the time I was trying to execute special moves, nothing would happen but every now and then in regular combat a special move would occur without any effort being put into a button combination. The fighting action felt passable, but not much better or worse than many of the other fighting games of the time.


Graphically the game is very similar to the style of Street Fighter II, with cartoon like sprites and attacks. The characters are huge on screen and give off a sense of being zoomed right into the action. The game's music is tense but not overly memorable, and with the rate of striking and voice clips in the game, it's often buried under other sound effects.

Overall Art of Fighting is a pretty mediocre fighting game which isn't helped by its high difficulty level and linear progression through the fights. Since 6 of the 8 characters are locked at the start of the game, there's also little variety in available fighters. I'm sure SNK fighting game fans will look past the glaring issues with the game, but I just can't.

Rating: 43/100
Grade: E

Baseball Stars 2


Game: Baseball Stars 2
Console: Arcade
Developer: SNK
Release Date: 28th April 1992

Baseball Stars 2 is a sports game featuring one of my least favourite sports to play inside of a videogame. This isn't to say that all baseball games are inherantly flawed, but the slow pace of the 9 inning match coupled with a generally low scoring rate doesn't seem to make for the best video game experience. Unfortunately this is the case with the game also, as though its possible to score home runs, they're few and far between (I managed 2 in 18 innings), and pitching/fielding is literally willing the other team to get out as fast as possible in most cases.

There's an interesting element to the game if players choose to stick with it, with management options, training players up, limited power-up bonuses and a league to win. It'd take a long time to play the full number of matches to win the game overall, though by that time overall mastery of hitting home runs might have been achieved. It's a difficult balance though because hitting constant home runs is boring, but not being able to hit any is frustrating.


Graphically the game looks great, in the classic SNK cartoon style which makes it all the more exasperating that the gameplay could be far better. The animations are smooth and the style is fitting for the arcade experience. The music featured in the game is repetitive but enjoyable enough. There's some commentary of sorts, but it's nothing astounding.

Overall Baseball Stars 2 could have been better in many aspects, but making a video game about baseball is fairly tough. With slightly easier home run hitting, a faster pace of play and exaggerated scores and actions, perhaps it could have been the arcade baseball experience which I feel would suit the game best.

Rating: 45/100
Grade: D

Burning Fight


Game: Burning Fight
Console: Arcade
Developer: SNK
Release Date: 20th May 1991

There are many similarities between Burning Fight and the Streets of Rage series as a whole, as well as many other beat 'em ups of the time. While its difficult to say who had which ideas first, it's fairly clear which game did them better. Burning Fight has 5 stages, each of which has a boss and some of which have mid bosses. At the end of the game there's a boss rush before the final boss, so it's perfectly reasonable to expect to fight the bosses two or three times within a single run of the game.

The enemies too are fairly generic with a few different types of look and attack, but none who require much strategy to mow down. In fact hammering the punch button seems to be the only real mode of defence in the game; players are often ganged up on, and forced to fight three or more enemies at a time, making it almost impossible not to take damage of some sort. The lanes are somewhat iffy and the overall feel is that of frustration and lack of control.


Graphically there's some great destructible scenery and some nice bonus levels where the gameplay is changed up somewhat. The characters look pretty good and the animation is smooth. Musically the game has some interesting parts but overall it's one of the weaker aspects. The levels feel like long slogs of enemies and the difficulty levels leaves players blasting through their credits; despite their infinite nature, it's still a pain to reset every 2 minutes. The game knows how difficult it is, since there's an achievement for beating it in under 30 lives!

Overall Burning Fight seems to play like a poor man's version of Streets of Rage 2; the sprites are big, there's guys on motorbikes, a lift scene, three characters to choose from and a range of moves to pull off, but only punches and sometimes kicks are effective, hitting and beating opponents is clunky and sometimes it's impossible to get a hit in with many of them fighting either side, and the story is literally lifted from the original Streets Of Rage. Not so good.

Rating: 51/100
Grade: D

Fatal Fury


Game: Fatal Fury: King of Fighters
Console: Arcade
Developer: SNK
Release Date: 1991

The games so far on this SNK collection have been fairly difficult; Art of Fighting was a difficult arcade fighting game, as is Fatal Fury: King of Fighters. The action feels better than Art of Fighting by a long way; there's clearly executable special moves, and the movement flows nicely, but in terms of difficulty it's perhaps even worse. After the third fight, things become almost unwinnable with the opponent spamming his special attacks, predicting any incoming blows and generally winning.

After a great deal of trying to beat the fight I gave up, as I assume many on an arcade machine would do. It's fine to have difficult arcade games, or even video games in general, but where people have a choice to give up and move on, 9 out of 10 times, they will instead of trying to perfect their skills against a game which is trying to hide its lack of actual content and grab as many quarters as possible. I'm sure a large amount of practice would yield its rewards, as it doesn't seem like a bad game in many other respects, but there's just no incentive for me to spend a disproportionate amount of time on a single game.


Graphically the game looks great, very much like it was influenced by Street Fighter II. There's some fun locations and special attacks features, and as with all SNK games on the collection the animations are smooth and enjoyable. Musically the game stood out as a little better than the previous few games, but nothing remarkable in the grand scheme of things.

Overall Fatal Fury's fatal flaw is its difficulty, preventing players from getting much further than the start, though the game looked fairly short anyway. I'm aware that many arcade fighting games are pretty difficult, but this game feels unfairly so, and very much more frustrating. Hopefully the SNES version that I own will be better!

Rating: 56/100
Grade: D

King of the Monsters


Game: King of the Monsters
Console: Arcade
Developer: SNK
Release Date: 1st July 1991

King of the Monsters is a fighting game based on the kaiju film genre, of which Godzilla is perhaps the best known example. Players take control of gigantic beasts and settle their differences in several cities across Japan. There are 6 monsters and 12 rounds in total, meaning that players fight each monster twice, including a palette swapped version of themselves. The choice and variety of monsters featured in the game is good and seems to have taken inspiration from many films of the kaiju genre.

The gameplay is good and features many different fighting moves, executed with combinations of the punch/kick/jump/run buttons. The aim of each fight is to drain the opponent's health meter and pin them for a 3 count. Players can collect power orbs to power themselves up, but there appears to be very little effect when doing so. As the rounds progress players do less and less damage with their attacks while enemies gain ever more health, leaving the final rounds as an undeniable slog compared to the first few. It's not so much difficult as repetitive, though continues will be needed to complete the game.


Graphically the game is reminiscent of the Rampage series which had a similar idea though the goal was solely destruction rather than combat. In terms of graphical quality, King of the Monsters is one of the less impressive SNK games, but it was also released earlier than many of the other games on this collection. The music is noticeably action orientated and works well to set the mood for the game.

Overall while there's little replayability, and fighting each monster twice to beat arcade mode isn't ideal, pitting huge monsters against one another in a city setting is always going to create epic battles. The controls are responsive enough for the most part, and it's only later fights which can frustrate players by stacking the deck in the AI's favour.

Rating: 70/100
Grade: C

Last Resort

Game: Last Resort
Console: Arcade
Developer: SNK
Release Date: 1992

Last Resort is a shoot 'em up with various powerups and bosses, without any real originality or storyline. While it looks very nice, the colour chosen for the player's ship and the upgrade spheres that fly around it make it almost impossible to keep track of against the backgrounds and with other enemies moving around, making the game itself far harder than it needs to be.

Players can choose from the ship's regular shots, as well as those of any power-ups they've collected and a charged shot from the upgrade sphere once it's been collected. The charged shot seems particularly hard to aim, as the upgrade sphere moves in the opposite direction that of the direction input on the controller for the main ship, and as such most of the time its best to use the regular shot with any upgrades that have been gained.


Graphically the game has a vivid colour scheme and memorable bosses and backgrounds. It's a shame that the player ship and all allied vessels aren't more clearly marked though as the lack of contrast makes playing the game far harder than in needs to be. Added to this, there are many explosions and small objects flying around which are of no consequence to the game, further confusing the visuals. The music is rock based and fits well with the game, providing a tense feel to the battle.

Overall Last Resort isn't a bad game, but rather one which could have been far more enjoyable with a clearer sight of the player ship, as most of the other aspects are good. If you've got the patience to endure a few silly deaths from losing track of your own position then this is a game worth trying.

Rating: 62/100
Grade: C

Magician Lord


Game: Magician Lord
Console: Arcade
Developer: SNK
Release Date: 1990

Magician Lord is a strange game both in terms of its genre; SNK usually stick to fighters, Beat 'em Ups and sports games, and its content; there are many instances of religious imagery and words. Players take control of a character who can shoot powerful magic from a staff, and transform into different beings with the aid of power-ups. Each level must be explored and the boss room found, before a fight with a mini boss, and then the level boss themselves.

There's some good variation between levels and the scenery and enemies presented are interesting and fairly unique. The controls are simple, allowing players to shoot, jump and move around only. While most bosses require a little strategy to beat, many of the other enemies can simply be defeated with a shot from the staff, or other attack if powered up.


Graphically the game is bright and easy to understand; sometimes enemies are placed in frustrating locations, and some ceiling attacks occur without much warning, but there's not a lot to complain about overall. The music has a fantasy adventure feel and definitely goes well alongside the gameplay, completing the audiovisual experience.

Overall Magician Lord is a fun platform style game, and is only really spoiled by its lack of real variety in bosses and level design. Past a certain point, the game becomes a little monotonous, and it's not likely to hold players attention for the hour or so needed to make a full run through the game. Other than this though, there's a lot to enjoy and for an arcade game of 1990 it's definitely above many of its contemporaries.

Rating: 73/100
Grade: C
 
Metal Slug


Game: Metal Slug
Console: Arcade
Developer: SNK
Release Date: 18th April 1996

Metal Slug is a running and shooting style combat game where the aim is to take out your enemies an survive through six stages whilst freeing hostages, downing planes and destroying tanks. At points in the game you're provided with your own tank (and a boat at one point), which can be useful, and there's plenty of power-ups such as a shotgun, flamethrower and heavy machine gun with which to neutralise enemies with.

In terms of difficulty there's a lot happening onscreen and it can be difficult to keep track of all threats. SNK were also renowned for their difficult arcade games; it took me 32 continues to beat the game, which at 5 lives per continue is around 160 deaths. I could probably have done a little better, but this should illustrate just what a bullet hell players will face, even on normal difficulty level.


Graphically the game looks great, with cartoon style animation and character sprites. It's incredibly smooth and all characters and objects have interesting motions when they are killed. Stylistically this is one of the best games of its kind, as the style doesn't impact at all on the feel of control and destruction that players get from the game. There's some exciting and action orientated music behind the game, though it's mostly obscured by the sound of gunshots.

Overall Metal Slug is a great example of its genre and offers a lot of fun to players who don't mind either learning its ins and outs, or keeping one finger on the continue button. It's perhaps a little difficult to be truly replayable but there's definitely an enjoyment factor. The variety in level design is good, though a few more enemy types might have helped the game to feel like there was more content.

Rating: 85/100
Grade: B

So that's half the games on the collection; you may have noticed the theme of graphically beautiful, but fairly difficult games coming from SNK. With 8 more games in the next part of this review, that's sure to continue, but hopefully the level of playability will remain high as it was with Metal Slug and King of the Monsters.

Monday, 18 January 2016

Game Review: Need For Speed: The Run


Game: Need for Speed: The Run
Console: Sony Playstation 3
Developer: EA Black Box
Release Date: 18th November 2011

Featuring a race from San Francisco to New York as its main story mode, Need For Speed: The Run evokes memories of Cruis'n USA and other games which have attempted this sort of idea. Players take control of Jack, who is in debt to the mob after having been lent the starting capital for his business. After being kidnapped, Jack escapes via a QTE sequence and begins his journey with the intention of winning the 25 million dollar jackpot, helped along by his business partner and former girlfriend, Sam, via satellite link.

Every stage of The Run mode is a point-to-point style race, with players starting in whichever position they were last in overall, tasked to overtake a set number of opponents, battle rivals or complete time trials in order to make up time. There are three major checkpoints along the way; Las Vegas (where players aim to be 150th), Chicago (where the aim is to be 50th) and New York (where the aim is to win). Players can't fail in reaching these stages in the required positions as each individual race must have its victory conditions met to continue.


The locations featured throughout the journey look beautiful and there's a nice variety of settings as players make their way across America. The main mode is by no means long, and can be completed in 2 or 3 sittings, depending on the player's dedication. There's a huge selection of cars in the game, though not all can be selected in The Run mode, and some are even locked until players have completed several online achievements.

The handling of cars feels almost perfectly matched for the style of the game; it's possible to reach massive speed and not have to worry too much about losing control of the car. Overtaking is relatively simple and braking is always effective enough to make cornering easy. Nitrous is featured in the game and recharges as players drive aggressively, with upgrades when players hit XP milestones.


Every now and then, the action will be interrupted by a cutscene or QTE, expanding the story. It's hard to say whether these detract from the game at all; they certainly don't feel at home in a Need For Speed game, but I probably wouldn't have questioned them if this was a standalone game from another series. The story isn't too heavily pushed onto players, and it only seems to affect a few races in total.

A bigger problem for the game is just how much AI rubberbanding features in races. Much of the time when leading a race, and travelling at a car's top speed, opponents will cruise by and overtake, despite the unfairness of such a move. Conversely, completing much of the final race of the game with R2 only half depressed can still result in a victory with a final burst of speed. Challenge Series also suffers from these problems and is far more boring than The Run mode, despite being somewhat like an arcade mode from games of the past.


Graphically the game is lovely and features the very best of America's landmarks and sights; I loved flying through 'Hurricane Alley' and the plains. It's true that there's not a lot of stages with major excitement and players looking for a true arcade racing experience may be disappointed, but the sense of speed and lighting effects featured in the game are some of the best I've seen in the seventh generation of consoles.

Overall, Need For Speed: The Run breaks away from the traditional circuit racing formula of the Need For Speed series and presents an interesting and fairly original idea for a main mode, which features a cinematic story that may interest some players. Challenge Series and Online mode present rather more pedestrian levels of interest, and show that the developer focus was leaning somewhat towards the online modes, with the XP system and constant profile badge unlocks. Despite this I'd gladly play through The Run mode again in a few months thanks to some high octane racing action and beautiful landscapes.

Rating: 80/100
Grade: B

Sunday, 10 January 2016

Game Review: Auto Modellista


Game: Auto Modellista
Console: Sony Playstation 2
Developer: Capcom
Release Date: 6th December 2002

In many ways Auto Modellista is a pretty unremarkable racing game; it features 7 levels of competition with races and competitions to complete in each, a certain number of which must be won to progress. Players have a choice of Japanese cars which are upgradable and can be tuned to suit the circuit which racing is taking place on. Cars can also be customised visually with spoilers, body kits and decals. The main difference between this and other racing games is its cel-shaded art style.

Instead of attempting a realistic look of any kind, Capcom decided to make a racing game which appears to have come off the pages of a comic, or out of Jet Set Radio's world. This means that the entire game world, the tracks and the cars racing on them look amazing, and with some nice sense of speed effects to top things off, it's a very pretty game to look at, especially for 2002.


The game's main mode focuses on winning a few races from a selection which feature the game's 6 tracks in their forwards and reversed configurations. Despite a large-ish selection of cars, there's only a few that I'd consider choosing as my main vehicle and there's nothing that isn't in Gran Turismo or other racing games. The user interface for the main mode is laid out pretty badly and navigating through it can be a struggle; simply upgrading your car comprises three or four screens worth of options.

It doesn't take long for simply winning races and upgrading your car to get boring; the AI is too easy, and the races become longer and longer as the main mode goes on. Despite there only being 7 levels, there's no incentive to continue and complete the game, although it could easily be done in a single sitting. Arcade mode offers little more than the main mode, allowing players simply to play around with the entire selection of cars on offer.


The graphics of the game impact fairly heavily on the overall car handling; there's a huge sense of speed, but braking is swift and the car very rarely is out of player control. Only the hairpins of the uphill and downhill courses offer any real challenge in terms of steering. In terms of competition and challenge, a second human player is probably the best option for a truly exciting race experience. The music behind the racing action is pretty average and less memorable than I'd have liked it to be. An odd addition to the game is the constant 'encouragement' of an announcer, almost Dancing Stage style.

Overall, while Auto Modellista is an incredibly beautiful and visually original racing game, it's lacklustre main mode, awful UI, and easy AI make it a chore to play through once the inital buzz of the artwork has worn away. Depite the acceptable range of cars, there's not nearly enough tracks to race around and most of the tracks included in the game are outshone by the inclusion of Suzuka circuit anyway.

Rating: 62/100
Grade: C

Thursday, 7 January 2016

Game Review: Turbo Dismount


Game: Turbo Dismount
Console: PC
Developer: Secret Exit
Release Date: 10th January 2014

Turbo Dismount is trial and error style high score based vehicular crashing sandbox game with a variety of levels built in, and many more available from the Steam workshop. There's also a choice of cars, crash test dummies and obstacles to cause the maximum amount of carnage. Gameplay is simple; pick a level, set up your vehicle, rider and obstacles, then set your speed gauge and watch the mayhem unfold. Or not. It's all about planning and retrying until something huge happens.

Most of the inbuilt levels are designed well and present players with many opportunities for different crashes in a variety of the game's vehicles. Other levels are based around a singular gimmick like a big jump, or a loop the loop, but still present opportunities for playing around with the game's obstacles. There's only a couple of the inbuilt levels, and maybe 2 or 3 of the vehicles which present very little opportunity for fun. With the Steam Workshop levels, this isn't so much of an issue, but there's no such luck for vehicles; players are stuck with what they're given.


That's not to say there isn't a good variety and selection of vehicles, but there's definitely tiers of usage. The fastest ones often present the most opportunity for chaos, followed by those which can easily be fallen off, followed by the rest of the selection, with the slowest options trailing behind even them. I found myself picking many of the same vehicles for most of the levels of the game; only some of the workshop levels were creative enough to reward abstract vehicle choice.

The obstacles provide for some creative thinking, as players are able to launch themselves at walls, straight upwards, or into 10 bowling pins if desired. The combination of so many variables, including the character poses and preset/manual steering means that there's a huge amount of possibilities for playing any level, especially when the dismount speed and timing are taken into consideration.


Audiovisually the game gives off a distinct style, with orange and brown hues dominating much of the look of the game, and funky music giving a real 70s vibe to the experience. While there's not a lot of detail on other cars or crashable objects, there really doesn't need to be; in many workshop levels where there's lots of stuff onscreen, the game tends to drop in frame rate, so it's not hard to work out why many of the preset levels are fairly simple.

Overally Turbo Dismount is a fun sandbox game for crashing vehicles with; if you like getting on global leaderboards, then it's probably not the game for you - my best was around 5000th place on a level. This means that its really up to the player's interest level and attention span as to how much enjoyment they can get from the game; without any real completion goals, playing around until you get bored is the name of the game.

Rating: 73/100
Grade: C

Wednesday, 6 January 2016

Mobile Game Review: Neko Atsume


Game: Neko Atsume
Console: Mobile
Developer: Hit-Point
Release Date: 20th October 2014

Sometimes you need a break from games with a lot of action, or from playing 48 NES games in the past 2 weeks. Sure, there's Animal Crossing or Tomodachi life that you can dip into, but where are all the cats? The answer is on Neko Atsume, the kitty collecting game which is gripping the nation (well, sort of). I understand that some gamers would hesitate to call this a game, but I think we can safely say that despite very little "action", an enjoyable and entertaining piece of software which players interact with is a game.

Neko Astume is played in the player's yard where there's a food bowl and spaces to set down toys which will attract cats. There's a large selection of toys and food that can be placed down, and different combinations of the two will attract different cats. The currency of the game is fish; grey and gold, which makes it seem as if the game will be microtransaction based, but it's actually very easy to acquire fish of both types with very little effort.


Once cats arrive and begin to interact with the toys in the yard, players can take photos of each cat, or the scene as a whole, but unfortunately can't do much to truly interact with them. Once a cat has visited several times, there's a small chance that it'll give players a memento to signify their friendship. If players check the app a few times a day, getting most of the non-rare cats mementos is pretty easy.

A yard expansion is sold in the shop, allowing more cats to visit, and a second food bowl to be placed. There's also the option to decorate the whole play area in a few different styles, though this doesn't make a huge difference to which cats visit. There's a large variety of cats featured in the game, with a current total of 49.


Graphically the game is drawn in a cute cartoon style and each cat has a very similar body type (save for one food thief who shall not be named!). While the markings vary from cat to cat, perhaps a few size differences would also lend some interest to collecting the entire set. The music of the game is very much reminiscent of games like Animal Crossing, and gives the same relaxed and playful feel.

Overall Neko Atsume isn't a game for everyone; if you're after thrills or challenging gameplay then this isn't for you. It's also something that wouldn't work at all on a home console, or even a portable one, for that matter; it's such a perfect fit for mobile gaming, due to the nature of checking back every now and then for cats. It's cute, and a fun distraction from whatever it is you're doing and a different type of game to nearly everything we're used to.

Rating: 76/100
Grade: B

Tuesday, 5 January 2016

12 Days of NESmas Finale: Front Line, Tiger-Heli, Magmax and Star Force (#12)


Game: Front Line
Console: Nintendo Entertainment System
Developer: Taito
Release Date: 1st August 1985

Front Line is scrolling shooter game in which players make their way through a battlefield on foot to their tank and then drive their tank far enough into enemy territory to make them surrender. After this has been achieved, the game loops and so the total playtime for a single completion is around 3 minutes. For any game this is a very short amount of time to be looping around after, and it's really a shame there's not some more levels included at least with some different terrain.

One of the game's main issues is the lack of ability to aim in a different direction than you are moving; with just the single control pad on the NES, players are forced to turn wherever they'd like to shoot, making progress that little bit harder. As a twin stick shooter this game would have felt far better. Players have a choice of grenades or bullets from their gun to defeat enemy soldiers, which I suppose is better than only one weapon choice.


Graphically the game is very simple with most sprites and objects drawn in what I can only describe as somewhat of a wonky style. Soldiers look odd as they walk, and the tanks are very simple shapes which require a little imagination. As for sound, there's only the noise of the player's footsteps, grenades an gunshots to enjoy which get old pretty fast.

Overall Front Line could have done with some technological advances before its release to improve the playability and amount of content featured in the game. While the idea of battling both on foot and from a tank is a good one, it's not enough without tight controls, good music and sound or even a few looping levels.

Rating: 30/100
Grade: E


Game: Tiger-Heli
Console: Nintendo Entertainment System
Developer: Micronics
Release Date: 1986

Tiger-Heli is a helicopter based shooter game where players make their way through some bland and repetitive landscapes shooting tanks and trying to avoid being shot themselves. There are power-ups which can aid players in their mission, and most non-enemy objects are slightly destructible for some extra points.

The movement of the helicopter is a little stiff, and it can be difficult to avoid the tank shots as they occur, since the screen scrolls continuously. The worst feature of the game is the lack of proper checkpoints, with only a few landing pads where players recover briefly before taking off again and continuing. Because of this, the game becomes a slog and its runtime feels like far longer than it needs to be, and less exciting.


Graphically the game isn't much to look at, with simple effects for houses, water and grass. The sprites are slightly better but still aren't great, even for the NES era. The music which accompanies gameplay is surprisingly good and probably my favourite part of the entire experience.

Overall, a little more excitement would have helped Tiger-Heli to be less monotonous. With NES games it's important to present as many different levels, landscapes and enemy types as possible because with most games looping around after a short while, the enjoyment level will decrease with each replay of the game. Instead, Tiger-Heli is just an average shoot 'em up for the time.

Rating: 58/100
Grade: D


Game: Magmax
Console: Nintendo Entertainment System
Developer: Nihon Bussan
Release Date: 1986

Magmax is an interesting shoot 'em up game which takes place on 2 planes; there's the above ground level where players can move freely around on the ground, dodging and shooting enemies and collecting parts to make their robot bigger, or the underground/sea level where players do just the same, but this time able to move around in a different 2 dimensions; up/down and right/left. Neither area is harder per se, but there's the option to swap between them at grey holes, though its possible to stay on a level if desired.

There's a boss which appears after a while, only requiring some persistent shooting and dodging to beat before the game loops. While it's fairly easy for a shoot 'em up of it's kind, whilst playing Magmax, you get a sense of fun that's often absent from far harder games of the genre. The upgradability of the your robot, added to the different game levels which occur concurrently make for a fresh experience for the time. A nice feature is that the parts of the robots which are collected act as extra lives, disappearing when they take a hit from an enemy.


Graphically the game isn't much to look at, with the overground level somewhat reminiscent of Exitebike, but the underground sections look much more like a contemporary shoot 'em up. The music isn't the best either, with some fairly experimental and ultimately grating tunes to listen to, but it's nice to see a different accompaniment for both the underground and overground sections as well as some boss music.

Overall Magmax is a breath of fresh air when compared to most other NES shoot 'em ups and as such is more enjoyable as a game today. Whilst there's not a huge amount of replayability and the game loops after an easy boss, the time I spent playing was far more pleasing than many of the other games I've played in the past 2 weeks on the NES.

Rating: 70/100
Grade: C


Game: Star Force
Console: Nintendo Entertainment System
Developer: Hudson Soft
Release Date: 1987

Star Force is the final game I'll be looking at in this NESmas feature; a shoot 'em up with plenty of enemies, bases and bonuses to target, but one where the colours chosen for the player's ship and the background were too similar causing difficulties with actually being able to see the ship. The game features areas, each with their own boss which can be pretty easily dispatched with a few seconds of shooting and dodging.

Unlike many shoot 'em ups, it's hard to tell quite what you're meant to be doing, apart from shooting everything in sight. There are capital letters in boxes, and small letters in boxes which appear from time to time, and get counted at the end of each level. I assume the goal is to pick up all of them, but they don't seem to make a huge amount of difference to gameplay.


Graphically the game is pretty good, aside from the main issue of terrible visibility. The sprites of enemies, and general locations featured behind gameplay are interesting and work well with the space theme. As you can probably see from the picture above, this isn't much good when you can't see enemies or bullets flying towards you.

Overall the game is ruined by one of its few flaws, as game overs occur far more quickly when players can't see what they're doing. It's a shame that no-one in the development team caught this issue before the game's release, as it could have been far better of a game.

Rating: 49/100
Grade: D

As a final round-up of the games I've played in the last 12 days, here's a table featuring everything that's been reviewed, in score order. There's been some great games, and a few that were shockingly bad, but overall most games had at least some promise or sense of unique gameplay and fun.

#1 Adventure Island



B 80.05
#2 Balloon Fight



B 75.20
#3 Joust



C 73.38
#4 Hogan's Alley



C 73.02
#5 Pac-man



C 72.02
#6 Wild Gunman



C 70.35
#7 Magmax



C 70.15
#8 Mario Bros



C 68.80
#9 Binary Land



C 66.05
#10 Excite Bike



C 62.85
#11 Arkanoid



C 62.50
#12 Nuts & Milk



C 62.30
#13 Yie Ar Kung Fu



C 62.05
#14 Hyper Olympic



C 62.02
#15 Battle City



D 61.95
#16 Devil World



D 61.85
#17 Dig Dug



D 60.95
#18 Kung Fu



D 60.27
#19 BurgerTime



D 59.10
#20 Tiger-Heli



D 58.80
#21 Space Invaders



D 57.35
#22 Road Fighter



D 57.10
#23 Life Force



D 56.50
#24 Mappy



D 55.30
#25 City Connection



D 54.60
#26 Popeye



D 54.10
#27 10 Yard Fight



D 51.60
#28 Duck Hunt



D 50.90
#29 Circus Charlie



D 50.90
#30 Star Force



D 49.50
#31 The Legend Of Kage



D 49.30
#32 Flappy



D 46.85
#33 F1 Race



D 45.95
#34 Galaga



D 45.30
#35 Donkey Kong Jr.



D 45.30
#36 Karateka



D 45.05
#37 Spy Hunter



E 40.00
#38 Exerion



E 39.30
#39 Baseball



E 36.60
#40 Donkey Kong 3



E 34.20
#41 Zippy Race



E 33.60
#42 Galaxian



E 33.60
#43 Chack N Pop



E 33.60
#44 Golf



E 32.20
#45 Bird Week



E 31.10
#46 Bomberman



E 31.10
#47 Front Line



E 30.55
#48 Urban Champion



F 28.50