Saturday, 31 December 2016
12 Days of 3DS-mas Day 7: Game Review: Skypeace
Game: Skypeace
Console: Nintendo 3DS
Developer: Sonic Powered
Release Date: 26th June 2014
Skypeace is a runner game which mixes the avoiding element of shoot 'em up games with the collection aspect of runners. Players attempt to avoid enemies, and collect coins and gems in combos, moving inside a 3x3 grid on the left hand side of the screen. There are 10 levels in total, with two characters to choose from, and various achievements to unlock.
Gameplay is fluid and fast paced, and although there's not a huge amount of content in the game, the difficulty escalates nicely across the levels and there's not enough variety in the game's overall concept to warrant more levels on the same themes. It'd be nice if there were more differences between the two playable characters, and some abilities or something to break up the gameplay a little.
Graphically the game is pretty sharp, and the 3D effect works nicely to give depth to the player and enemies within the sky. The music works well behind the game to provide an exciting and consistent presentation. The enemy designs could be a little more varied, and the coins which are collected could have a little more detail, but these are pretty minor issues.
Overall Skypeace is good for a budget game, but a little to short to be truly enjoyable. With more game modes, more levels, and a variation of enemies and collectable, the whole game would gain replayability and a sense of quality. I'd still recommend giving this a play if you have a 3DS, since it's currently just 89p.
Rating: 66/100
Grade: C
Friday, 30 December 2016
12 Days of 3DS-mas Day 6: Game Review: Bit Boy!! Arcade
Game: Bit Boy!! Arcade
Console: Nintendo 3DS
Developer: Bplus
Release Date: 17th April 2014
Bit Boy!! Arcade is a rather strange eShop game on the 3DS; firstly there's not any instructions for players to work out what they're supposed to be doing in the game. The level hub is presented as an open world which can be explored, with explanations of animation and game programming alongside the level selections. Each level has 20 phases, 10 regular and 10 action; regular phases see players rescuing Bit Boy's friends by moving around and collecting them, whereas action levels have a little more puzzling involved.
Gameplay is pretty bland with a Pac-man style to collecting Bit Boy's friends, whilst avoiding Shadowmen. During levels, and inbetween levels Bit Boy will talk with the giant floating head of the game's guide, in truly bizzare conversations. Whenever the guide attempts to explain a feature, Bit Boy says he knows what he's doing in a comically deep voice. This all happens whilst players are attempting the level, and is a major distraction from playing the game.
The graphical style of the game is bland with no real though behind the use of colours and uninteresting character and enemy sprites. The animation is pretty smooth, but it's not enough to make the visuals enjoyable. Musically the game also lacks any real sense of interest, with the conversations mentioned before often drowning out the game's music anyway. The game seems to be generally poorly put together, either in a rush or without play-testing.
Overall Bit Boy!! Arcade doesn't reward progression through the game at all; there's nothing fun to unlock or see, save for the knowledge you've done all the levels, the environments aren't worth exploring, the gameplay is similar to, but less exciting than Pac-man, and the overall difficulty level is far too easy. Maybe this game would appeal to very young children, but so does Mario, and he's much more fun!
Rating: 44/100
Grade: E
Thursday, 29 December 2016
12 Days of 3DS-mas Day 5: Game Review: AiRace Xeno
Game: AiRace Xeno
Console: Nintendo 3DS
Developer: Qubic Games
Release Date: 12th June 2014
AiRace Xeno is a "racing" game consisting mainly of time trials with a few additional bonus levels. Players fly high-speed airships through 2-4 laps of circuits, aiming for a fast time in order to win medals and unlock new tracks. In bonus levels players must guide their ship through rings within a certain time. There are no computer controlled opponents, and the ship's top speed is such that it's near impossible to control well whilst boosting, yet most time trial goals require players to be almost constantly doing so.
The handling is a little floaty for my liking, but understandable due to the nature of the airships. Without constant braking the ship flies a little too fast to reliably control and will often end up crashing into purposely placed track obstacles. The tracks are designed to resemble parts of an industrial looking space colony, and alien parts as far as I can tell, which is an interesting theme that could have been even further expanded upon.
Graphically the game can be a little bland, both in terms of colour and overall theme. Flying quickly through the environments is perhaps not the best way to experience them. Musically, racing is accompanied by an electronic soundtrack which doesn't do a lot to enhance the game experience, and only provides rare moments of joy for players. The 3D effect of the console helps a little to spice up the game, but it's not enough to bring the environments to life.
Overall AiRace Xeno could have been improved with AI opponents, a better progression through its main mode, more exciting environments and a little less focus on speed over controllability. That said, it's not an expensive game and there is some fun to be had with the time trials and tracks included. Fans of the Wipeout and F Zero series might get a kick out of the game, with its genre similarity.
Rating: 61/100
Grade: D
Wednesday, 28 December 2016
12 Days of 3DS-mas Day 4: Game Review: Proun+
Game: Proun+
Console: Nintendo 3DS
Developer: Engine Software
Release Date: 5th March 2015
Proun+ is a racing game (of sorts) where players guide a small ball along a track populated with obstacles. A full 360 degrees of rotation around the cylindrical track is possible, and so the game is all about dodging obstacles, and planning a route through. There are several level sets, designed for different speeds, each increase in speed making things a little harder than before. Levels are unlocked as players earn stars by beating goals which are specific to each type of level.
Race levels challenge players to beat other balls to the finish line over a number of laps, Points levels challenge players to string together combos of point scoring as well as avoiding obstacles and Endless levels challenge players to go as long as they can without hitting any obstacles. Although these are the only types of races, the three categories are alternated in such a way that it hardly ever feels limiting.
Graphically the game has it's own style which works well with the overall concept and makes the game an interesting and memorable experience. With the console's 3D capabilities also, there's a lot to enjoy from the overall sense of speed whilst completing courses. Musically there's some enjoyable tracks which play behind levels, and the ambience is generally fitting.
Overall Proun+ is an interesting and exciting game which offers a fairly unique experience to players, with a good amount of content and visually pleasing presentation. It's the kind of game which the eShop was designed for; just a little small in scope for a full release, but put together well enough that it's worth something.
Rating: 77/100
Grade: B
Tuesday, 27 December 2016
12 Days of 3DS-mas Day 3: Game Review: Dead or Alive: Dimensions
Game: Dead Or Alive: Dimensions
Console: Nintendo 3DS
Developer: Tecmo Koei
Release Date: 20th May 2011
Dead Or Alive: Dimensions is a compilation game of sorts, offering the stories of many other Dead or Alive instalments told through cutscenes and fights, more fighters than in any other game, and a variety of different game modes. For me there are many issues with the game that prevent it from being as good as it could be. Firstly, an issue with the series; besides being able to launch enemies down inventive drops and cause additional damage to them, Dead Or Alive's moveset and system feels underwhelming and unexciting to me.
In the main mode, character stories are told via lengthy cutscenes, resulting in each chapter lasting at least 20 minutes or more, with just 8-10 fights, that could be completed in under 5 minutes without the cutscenes. Unless you're super interested in the backstory of Dead Or Alive fighters, there's very little to enjoy about the poor voice acting, dramatisation and scripting, coupled with character mouths with don't move, and confusion as to what's even going on.
Arcade mode offers some enjoyment, but unlike a regular arcade mode, there are 6 courses of varying difficulty (all of them too easy) where the same few fighters are pitted against each other. There's a good variety of unlockables and a few other game modes, but compared to many other standard fighting games, Dead Or Alive: Dimensions finds itself lacking. I couldn't find anywhere to change the difficulty of the game overall either, which was frustrating as I didn't lose a single fight in my review playthrough.
Graphically the game looks pretty good for a handheld release, but there are small issues like mouths not moving when characters are talking, and odd movements in cutscenes. For all the characters the game features, none seemed particularly original or memorable, even from previous instalments which I've played. The music behind fights and cutscenes is generic and almost difficult to even comment on, but it's the awful voice acting that lets the game down even further.
Overall Dead Or Alive: Dimensions is a bit of a mess as a fighting game; it's two main modes both have big issues which let the down in terms of player enjoyment. There are many other ways in which the game could have gone about presenting character stories from previous games in a much better way, and including a standard arcade mode should surely have been a priority.
Rating: 60/100
Grade: D
Monday, 26 December 2016
12 Days of 3DS-mas Day 2: Game Review: Box Boy!
Game: Box Boy!
Console: Nintendo 3DS
Developer: HAL Laborotory
Release Date: 14th January 2015
BoxBoy! is a puzzle platformer released to the 3DS eShop, which sees players taking control of the titular character who can project boxes out from himself in order to overcome a series of platforming challenges. Initially these boxes are used to bridge gaps, but they can also act as hooks to reach high ledges, shields to deflect lasers and weights to hold down switches. Although the game remains fairly easy all the way through, there's some inventive thinking needed to collect all of the bonus crowns hidden in the game.
Although there's not a huge plot, that's to be expected from an indie looking platformer, even if it's developed by a larger company. The difficulty and level progression is good, and it's an excellent game to play on the go, rather than all at once. The controls are tight and easy to get used to, with simple button presses used to control Box Boy.
Graphically the game is pretty basic; 2D, in black and white, with squares making up most of the play areas. Although this is the style of the game, it's also pretty lazy in terms of what could have been done on the 3DS. There's no way to theme worlds with such a basic theme and colour palette, and with minimalist music behind it all, things can get a little boring in terms of presentation.
Overall BoxBoy! is a cheap, but tight and interesting eShop title. There are enough levels to enjoy it for a while, but it's not the sort of game you can sit down and play for hours, owing to its presentation and general easy puzzle solving. Considering HAL Laboratories have made some very good games in the past, this is somewhat of an unremarkable effort.
Rating: 68/100
Grade: C
Sunday, 25 December 2016
12 Days of 3DS-mas Day 1: Game Review: Rhythm Heaven Megamix
Game: Rhythm Heaven Megamix
Console: Nintendo 3DS
Developer: Nintendo
Release Date: 21st October 2016
Rhythm Heaven Megamix, the latest instalment in one of my favourite series of video games brings many new features to the table whilst bringing back classic minigames from its 3 previous instalments in addition to 14 completely new ones. The most obvious new addition is that of a story; other games in the series have featured a grid with a choice of minigames which unlock as the player progresses, but in Megamix, it's all about helping Tibby make his way back to Heaven World through restoring "flow" back to many different locations.
Story mode is surprisingly long with a good 7-8 hour completion time when playing normally. Alongside the story, challenge mode provides some good post-game content, with unlockables and achievements also helping to keep players interested. Unlike previous series instalments, the overall difficulty ranges from very easy to super tough where previously it had been more like easy to a little bit tough. This creates a better learning curve and allows players a deeper and longer investment in the game as a whole.
Smaller changes include a timing meter on the bottom screen of the 3DS, indicating how late or early players have pressed the buttons, more lenient scoring, and trials in the story mode levels constructed from old rhythm bonus games. The variety and quality of minigames available in this compilation is great and a big part of its appeal. For long-time fans of the series, and newcomers alike, there's a lot to enjoy and this instalment feels like the most complete and well rounded game in the series.
Graphically the game sticks to the cartoon style of previous entries, and the music is the main focus of the games so it's always top quality and enjoyable. Perhaps the only negative quality to the game is the fact that it provides enough enjoyment to new players that they won't check out previous games which are just as great.
Rating: 92/100
Grade: A
Monday, 19 December 2016
PC Action Puzzle Double Header: Duet and Rflex
Game: Duet
Console: PC
Developer: Kumobius
Release Date: 10th October 2013
Both of the games featured in today's review are action puzzle games with an arcade touch both in their gameplay and their overall difficulty. Duet tasks players with navigating two balls through an ever more complex set of falling blocks. The balls can only rotate on a circular path, clockwise and anticlockwise, so careful planning is required in order to make it through without any mistakes. If either ball touches a block, then the levels resets to the beginning instantly, to be tried again. In the top left corner there's the number of moves remaining in order to complete the level perfectly.
Each level is named after a stage of grieving, and there's a loose story which is narrated as players continue through the levels. Alongside story mode there's an impressive selection of additional modes with an epilogue, daily challenge, endless mode and more. This is important in a game where the difficulty can be overwhelming at times and a break from certain levels is needed. There's always the sense that the level is beatable with a good enough performance from the player, but some of the later levels are devious in how many blocks are thrown at players to dodge.
Graphically the game is similar to many indie games in its simplicity; the two colours against a black and white backdrop give clarity to player actions and leave no excuse for mistakes. The narration in the story modes is presented as text before levels, which could perhaps have been a little more creative. The music fits each set of levels well and provides a welcome bit of entertainment when repeatedly attempting difficult challenges.
Overall Duet is the type of challenging game which allows its players to relax into a trance like state and follow what's onscreen, dodging almost automatically after a while. It can be a frustrating or relaxing experience depending on different factors when playing, but I definitely enjoyed my time with the game, even if some of the later levels took a disproportionate amount of my time playing to complete.
Rating: 76/100
Grade: B
Game: Rflex
Console: PC
Developer: Wesley Le Ferriere
Release Date: 26th August 2015
Rflex is a fast paced block dodging game in which players control a pentagon which is inside a 3x3 grid of 9 dots. The arrow keys or WASD are used to direct the pentagon around the grid and avoid any incoming blocks which appear in patterns and pass through the grid. The player's score is recorded as the amount of time they spent without being hit by a block. The first level's goal is to last 60 seconds without being hit. This is harder than it sounds, as a fair amount of concentration is required to keep track of where the blocks are coming from.
The game features different levels of difficulty which range in speed and block patterns and generally become more and more impossible as they progress. I'm sure with enough practice any mode is completable, but unlike Duet, some of the harder levels in Rflex feel almost impossible without mind reading powers. This said with it's fast paced action and near-instant resets, there's always another try just around the corner, and it's easy to rack up hundreds of go's at the game without thinking too much about it, as the chase for the high score becomes addictive.
Graphically the game is very basic, bringing early arcade games to mind, especially with its imitation CRT screen bend. The grid moves around a little during gameplay which can be disconcerting when concentrating, but it adds a little more challenge. The soundtrack is very energetic and suits gameplay until players are able to relax into that almost trance like state of dodging blocks as they come, where a more relaxed set of tunes might be nice.
Overall Rflex is the type of action arcade game that gets played for 10 minutes at a time every now and then, in the hopes that you've somehow got better at it without practising. I can't see myself sitting down for hours in front of this due to its lack of depth and variety, but it's a fun little distraction nonetheless.
Rating: 67/100
Grade: C
Sunday, 18 December 2016
Game Review: Beyond: Two Souls
Game: Beyond: Two Souls
Console: Sony Playstation 3
Developer: Quantic Dream
Release Date: 8th October 2013
Beyond: Two Souls is one of the strangest games I've ever played, for many reasons. I knew what to expect from David Cage and Quantic Dream games; a cinematic element, QTE's and some outlandish plot elements and twists towards the end of the game. That said, I was still surprised by just how little gameplay and choice there actually was, and how little emotional investment I ended up with in Jodie, the game's main character, and in events as a whole. The game's timeline plays out like a Tarantino film, jumping all over the place, yet with little reason to do so.
The game begins with Jodie being pursued and wrecking a small town police station, as SWAT teams converge to surround her. With the help of Aiden, her friend on a spiritual plane who never leaves her side, she manages to escape, and we begin at the start of her life, growing up with what appear to be strange powers (which are actually just Aiden's actions). Players can control both Jodie and Aiden at various times in the game, and often the action cannot progress unless something is done on the spiritual plane by Aiden, in order to solve a problem.
Much of the time, the range of actions given to players is small and affects the overall plot marginally. An example of this is when Jodie decides to sneak out for the night and finds herself in a rough bar on the edge of town. Depending on what players do, she can either stay or leave, with the former resulting in a rather unpleasant experience for her, compared to simply leaving the bar after feeling uneasy. That said, the following chapters are unaffected by the choice made, and this is the case for several other seemingly big decisions made by players. Dialogue choices also seem to follow this rule; though there usually seems to be a wide choice of things to say, the responses will often be very similar, regardless of player choice.
The story itself is rooted in science fiction, with large gaps in time which aren't explained by the parts of the story which we do see. While it's safe to say that Jodie endures several important events during the course of the game, it's not entirely clear that her character is shaped by what happens to her, and the sparseness of actually storytelling is hidden by the constant time skipping. There are some important emotional moments within the game, but confusion and apathy meant that I felt next to nothing for Jodie by the time those moments arrived.
Graphically the game is impressive, with some of the best facial detailing on the Playstation 3, some well created environments and special effects, and movie-like dialogue sequences. If there's one thing the game succeeds at, it's looking almost as good as a movie; the characters are visually realistic and although the locations tend to be less detailed than they might be in real life, it's a good effort. Soundwise the voice acting is also of very high quality, with clips for all situations sounding natural and well voiced.
Overall it's easy to see what Beyond: Two Souls was trying to do, following Heavy Rain as Quantic Dream's next production. An over-reliance on help from Aiden, decisions which affect nothing, and a sub-par plot prevent the game from reaching it's full potential. There seems to be only one true ending, despite the choice of 5. Having sat through them all, it was clear to see that 4 of them had been thrown in as a failed attempt at branching paths in the game. I enjoyed a few parts of the experience, but much of the game was boring, predictable or destined to happen eventually, whatever choices I made.
Rating: 72/100
Grade: C
Thursday, 15 September 2016
Game Review: Gran Turismo 5
Game: Gran Turismo 5
Console: Sony Playstation 3
Developer: Polyphony Digital
Release Date: 24th November 2010
New games in the Gran Turismo series often fail to noticeably improve on their predecessors, having nailed the simulation handling model and provided a more than adequate selection of cars since at least GT4. While there were numerous small changes to Gran Turismo 5, they're tough to spot when first booting up the game, and make little impact on the overall gameplay. There's standard and premium cars, meaning that they've only improved a handful of cars from their previous models. Premium cars show damage far better than their standard counterparts, but it's nothing impressive for the times.
There's changeable weather on a handful of tracks, and the Top Gear test track is included though as an actual track it's fairly freeform in terms of navigation unless you're an avid fan of the show. Karts are included in the game for the first time also, along with licenses for Ferrari and Bugatti vehicles. DLC and the purchase of in game credits is perhaps the biggest change, making it now almost impossible to own all of the cars featured in the game without a tremendous dent in your bank account balance, or thousands of hours grinding credits as they've been rebalanced to favour the purchase of credits from the Playstation Store. For players still enjoying the game, there's no way to access any of the online challenges or races which featured in the game either.
Career Mode has been rearranged a little, now featuring levelling up for both the A-spec and B-spec modes, and 5 classes of racing, with 9 series per class for a total of 45 racing cups, in addition to the offline driving challenges which appear. This is significantly less than was featured in Gran Turismo 4, though the online races may well have made things more even whilst they were available. Cars bought or won in Career Mode are no longer unlocked for Arcade Mode automatically, and instead must be saved to Favourites to be accessed in that mode. This means that there's no neat way to sort and access the cars in Arcade Mode, and anyone who wants to enjoy the full range of cars available in Gran Turismo 5 (as I do) won't be able to.
The separation of A-spec and B-spec modes seems needless also; in Gran Turismo 4 players could compete in A-spec mode (where they drove the race themselves) or B-spec mode (where an AI driver drove the race, and levelled up according to experience) and a win in either mode would clear the race. In Gran Turismo 5, all races would have to be completed twice to clear Career Mode, which is not only repetitive, but the option to increase the race speed when the AI driver is racing has been taken away also, meaning longer periods of sitting and watching someone else race.
This isn't the end of the issues with the changes to B-spec mode; there are less options for giving instruction to your AI driver with just 4 commands; Increase Pace, Maintain Pace, Decrease Pace, and Overtake. I can't think of a time when you'd want to decrease the overall pace, and none of the commands seems to have much impact on the AI driver anyway, save for overtake, which he just won't do otherwise. This means that there's little to no enjoyment in B-spec mode, and you might as well just hand the controller to a friend and watch them play A-spec mode as it'd definitely be more exciting.
Graphically the game is good; there's not a huge improvement on Gran Turismo 4 on the face of things, but the premium cars look nice both inside and out, and there are lots of small improvements which aren't immediately obvious. Car sounds are generally good and add to the overall excitement of racing, and the music provided for background entertainment is enjoyable at times, though perhaps not as catchy as the tunes provided in previous instalments.
Overall the racing action in Gran Turismo 5 is as good as ever; there's more licensed series to enjoy, more cars and some new tracks, but it doesn't feel like as big of an improvement as it could have been. For those wanting something past the Career Mode endgame, there's not a lot to offer, and the track editor is particularly bare bones, with only sliders to edit your custom tracks. It's worth a play, but the microtransaction based economy will likely halt progress before all of the race series can be beaten.
Rating: 63/100
Grade: C
Sunday, 4 September 2016
PC Puzzle Double Header: Mini Metro and Hexcells
Game: Mini Metro
Console: PC
Developer: Dinosaur Polo Club
Release Date: 6th November 2015
The London Underground map is a wonderful piece of design which simplifies and easily conveys the information needed by passengers. Mini Metro's art style is heavily influenced by this design and almost instantly playable thanks to a near universal understanding of the tube map concept. In mini metro, stations of different shapes appear on the map, to be connected by player designed train lines. Passengers appear at stations, represented by the shape of station they wish to travel to, and are taken to the most efficient station of that type.
In normal mode, the game ends when too many passengers are waiting at a station for too long and it becomes overcrowded. In endless mode, the goal is efficiency and players strive to find the best way to connect the stations which appear. In extreme mode, the game ends when overcrowding occurs at a station, but any tracks placed are permanent, meaning that careful planning in needed in case new stations appear in difficult locations.
There are several cities to choose from within the game's main mode, each with their own set of problems such as overcrowding, rivers or islands, making it harder to connect the stations in an efficient way. After a week has passed in-game, players are awarded upgrades such as more trains, carriages, tunnels, and lines with which to build. There's a maximum number of lines which can be used, but it's possible to wipe the slate clean and redesign the train system in all but extreme mode.
Oddly shaped stations provide somewhat of a challenge, as while circles and triangles appear fairly often, pentagons and stars will be unique stations on the map, requiring connection to as many lines as possible to avoid complex journeys from outer stations. There are stats and video progressions available in the game, which can be interesting to follow, and contribute to the element of strategy within the game as players attempt to constantly improve on their previous efforts.
Graphically the game is very pleasing, taking big cues from the London Underground map and eloquently modifying the necessary features to make an easy to understand game. The soundtrack is gentle and fits well with the gameplay to convey a buzzing transport network viewed from an overhead perspective.
Overall Mini Metro is the type of puzzle game which may only appeal to a particular set of gamers given its lack of action and story, but as a transport based puzzle game, it gives a surprising amount of options and playability which I find myself coming back to again and again. It's not the type of game that I'll play for hours on end or every day of the week, but for an hour here and there, it's a wonderfully relaxing and visually pleasing experience.
Rating: 84/100
Grade: B
Game: Hexcells
Console: PC
Developer: Matthew Brown
Release Date: 19th February 2014
Hexcells is a puzzle game which shares similarities with the Microsoft classic Minesweeper. As a fan of Minesweeper it was fairly interesting to see the concept work with cells sharing 6 borders rather than 8 and a clean, minimalist design. As players progress through the game's 6 "worlds" new elements are added to keep the puzzling fresh, adding elements of sudoku and mathematics. Players are given gems for completing a level, the number of which is based on how many mistakes were made. A certain number of gems is needed to unlock each world, though nothing really changes from world to world, save for the slight complexity twists.
Hexcells is a very short game, with just 36 puzzles and can easily be completed in one sitting. I found myself getting a little bored of the concept by the end of the game, and it's definitely not something that you'll want to play for hours on end. While it's a clever adaptation of Minesweeper, little has been done to up the excitement or overall replayability. The greatest thrill came from solving a puzzle in a logical way without making any mistakes, but was about as thrilling as it sounds.
Graphically Hexcells is clear and neat, using just three colours. It's a predictable look for such a puzzle game but it works well and makes things easy to see. Musically too there's a minimalist soundtrack which is linked to button presses and events within the game. My biggest frustration with the title overall was the fact that the right and left click buttons are easy to confuse once deeply focused on the game, as the right click marks unlit spots, and the left marks lit ones. This resulted in a few avoidable mistakes, but ones which were perhaps my fault and not the game's.
Overall Hexcells is a competent but short and somewhat middle-of-the road puzzle game. It's since received two sequels which expand further on the formula, but might have been better released as a complete set of 108 puzzles instead of 36 per title for 3 fairly short games. I enjoyed my time playing but will likely never touch it again now that all 6 worlds are complete.
Rating: 66/100
Grade: C
Thursday, 23 June 2016
Davilex Double Header: London Racer Destruction Madness and Police Madness
Game: London Racer: Destruction Madness
Console: Sony Playstation 2
Developer: Davilex
Release Date: 14th October 2005
After releasing at least four crappy titles in the "Racer" series, Davilex decided that it was time for two more, within the space of a month. London Racer: Destruction Madness was the first of these and continues the trend of low budget and low quality games. Some of the assets from previous games return to give us the same low resolution recreations of London, Edinburgh, Paris and a few other cities. At the main menu, only Career Mode and Quick Race are available as options.
Career Mode presents players with races which they must beat to continue. Destruction Races are essentially normal races, except players may destroy their opponents to win by crashing into them or pushing the cars into obstacles. This is a long process, only sped up by the few weapon upgrades scattered around the track. The next two modes are fairly similar; Survival and Deathmatch both pit players against eachother to the death, but Survival is won by being the last car on the road, whereas Deathmatch is won once a certain number of kills is reached. Both of these modes can easily be outsmarted by simply hiding and letting the AI do most of the damage before swooping in for the kill.
Lastly there's the Crash and Bash mode where points are awarded for doing damage to the environment. Unfortunately there's no indication of which items are destructible and much of the time within this mode is spent wrecking your car for no real purpose. It's hard to outscore the AI in this mode, and it's where I gave up in career mode. The game's handling is by far the worst part, with completely uncontrollable cars to the point where even turning a corner or keeping the car in a straight line is near impossible.
The damage system is basic and there's no damage modelling, there's a small variety of items to collect and use but most of them are pretty uninspiring. The overall lack of action in all modes, coupled with an almost non-existent sense of speed contributes to an extremely boring feel to the game. It's hard to accurately describe just how cheaply made this title feels when playing, but imagine an iPhone made in China on the cheap, and you're in the right ballpark.
Graphically the game looks like a very early PS2 title, despite being released in 2005. The lighting engine is very basic, most textures are low resolution and there's a strangely sickening motion effect caused by having such a big rear-view mirror at the top of the screen. Musically it's incredibly repetitive, with some tracks repeating 4 times within a single race due to their short length. All other sounds are basic and fairly crappy.
Overall London Racer: Destruction Madness seems to hit a new low for the series; with 4 types of racing available, all of which are poorly executed, the worst handling yet, no sense of speed, uninteresting item pick-ups and poorly programmed AI. If the game had been made any more cheaply, I'm not sure it'd actually be able to run without crashing.
Rating: 5/100
Grade: F
Game: London Racer: Police Madness
Console: Sony Playstation 2
Developer: Davilex
Release Date: 28th October 2005
You'd be forgiven for thinking that a game released just two weeks after the monstrosity that was London Racer: Destruction Madness, and with a similar subtitle would be just as bad. For some reason though, Davilex saved the best instalment of the London Racer series for last as the only shared assets between the two games are the intro and menus. The main game is mission based, with the goal being to raise enough money from stopping and catching criminals to earn a fast car for the police to use, as the game starts with tired old police cars which are "all they have" as the game explains.
Each mission has a target, and players must roam around fairly undetailed and circular motorway maps where active criminal cars are around (indicated by a red marker) and can be chased down in order to earn money, or passive criminal cars, which must be scanned and then a mini-game passed, to catch. If the minigame is failed then a full chase ensues. Most of the minigames are super easy, but there's one which is almost impossible. In terms of variety there's not a lot to do, other than some checkpoint type missions, but the overall gameplay isn't awful.
The car handling in the game is far better than anything Davilex have ever produced and could almost be called normal by other developer's standards. The graphics aren't much to look at, but they're acceptable and there's some interesting depictions of the UK, France and Germany. Soundwise, the game's music is very basic, but by far the funniest thing is the voice clips when civilian cars are hit. Stereotypical British accents repeat phrases such as "Oi, I've done nothing wrong!" and "I'm innocent!".
Overall London Racer: Police Madness is actually fun, if only for twenty minutes or so, until you've experienced all the game has to offer. There's not enough variety for long term enjoyment, but it achieves a quality standard far above most Davilex games. It's baffling as to why they even decided to release Destruction Madness 2 weeks before this, but such is the nature of budget games.
Rating: 45/100
Grade: D
Tuesday, 14 June 2016
Collection Review: Sonic Gems Collection
Game: Sonic Gems Collection
Console: Sony Playstation 2
Developer: Sega
Release Date: 30th September 2005
Sonic Gems Collection has many of the assorted games which are difficult to get hold of or play normally from the Sonic Franchise. As such it's perfect for crossing some tricky titles off my list. There are also some titles which I'll be playing on easier formats or have already reviewed. For these I'll still consider them towards the collection's overall score, but won't be reviewing them in this roundup, for the sake of time and convenience.
The games featured in Sonic Gems Collections are Sonic The Fighters, Sonic CD, Sonic R, Sonic The Hedgehog 2 (Game Gear), Sonic Spinball (Game Gear), Sonic The Hedgehog Triple Trouble, Tails Sky Patrol, Tails Adventure, and Sonic Drift Racing. This is a good selection of unconventional Sonic games, especially the Game Gear releases, of which I've only played one, on the Master System. There are also bonus Mega Drive games which can be unlocked by playing ridiculous amounts of the game (12 hours or more usually), but I won't count these as regular content, since Streets of Rage and Vectorman are hardly regular Sonic titles.
Sonic: The Fighters
Game: Sonic: The Fighters
Console: Arcade
Developer: Sega
Release Date: 1996
A Sonic The Hedgehog fighting game is a strange concept when you think about it. Although the characters have got into their fair share of fights over the years, most of these were after the release of this arcade only game. Sonic: The Fighters features 8 playable characters who form the opponents of the first 8 stages of the game, with Metal Sonic acting as the final boss. Once players have beaten a stage, they gain a Chaos Emerald, and move on to the next stage. Once all 8 Chaos Emeralds have been collected, the Death Egg can be accessed as the final level.
The controls are simple and consist of punch, kick, throw and block commands. Movement for all characters is slow and clunky, and gameplay is very much of the button mashing variety. Usually a single attack is enough to defeat most enemies when spammed enough. There's a little difficulty with beating Metal Sonic, but it's nothing that perseverance won't overcome. In terms of character differences, each has a different throwing move, but otherwise punches and kicks are mostly the same, and there's little difference in feel between mascots.
Graphically the game is incredibly blocky, and reminiscent of the original Tekken in its movements and look. While there are many different arenas for fights to take place in, the backgrounds are always more interesting than the ring itself, with no destructible environments or useful location based attacks. The soundtrack is somewhat below par for a Sonic game with only a few enjoyable tracks to fight to.
Overall, as an arcade fighting game, Sonic: The Fighters falls short of what's expected. At many points it's far to easy just to mash the buttons and win, with strategic fighting sometimes even coming off worse. The block system is interesting, but is never allowed to expand with fights being far too short at their default length. There's a small amount of enjoyment to be taken from the game for Sonic fans, but that's about it.
Rating: 51/100
Grade: D
Sonic R
Game: Sonic R
Console: Sega Saturn
Developer: Traveller's Tales
Release Date: 18th November 1997
Sonic R is not a good game. There are people who have learned and mastered its slippery controls in order to speedrun the game, and some seem to enjoy the challenge of the game's obtuseness, but anyone looking for a quality Sonic racing title will be sorely disappointed. We've been treated in recent years to the Sonic and All Stars Racing Transformed series which blows this game out of the water, and comparing the two, there's very little to like about Sonic R.
The first thing to note about the game is its controls, players control their character's acceleration almost like a car, turning controlled on the same pad. There's a special move for each character, and many can jump over obstacles. The turning circle of all characters is huge and getting through a race without scraping along the sides of the track is near impossible. Hitting anything will make the character stop dead in their tracks, and constant inertia will prevent players from being able to steer in the direction they want to.
Graphically the game is very blocky and features low res textures for all of the track detail. The actual design and look of the levels is fairly varied and perhaps one of the best aspects of the game. The tracks themselves can be extremely confusing in terms of where to go, though usually there's multiple paths and confusion can often lead to a shortcut. The soundtrack, whilst not exactly fitting is enjoyable and well produced, but the sound effects of each character running, or particularly Tails flying are grating after a while.
Overall Sonic R is difficult to enjoy unless players have enough time with it to overcome the extremely dodgy physics and controls, find all of the hidden chaos emeralds and unlock the characters within the game. I wouldn't personally recommend doing so, but each to their own. At the time of release Sonic R was likely a comparatively average racing game, especially with all of the characters on foot, and 3D only just taking off. Thesedays we can look back and wonder just what went wrong with the benefit of hindsight.
Rating: 48/100
Grade: D
Game: Sonic Spinball
Console: Sega Game Gear
Developer: Sega
Release Date: 1994
I've already reviewed Sonic Spinball for the Mega Drive, which I found to be a fun break from the platforming Sonic The Hedgehog games, with some fun concepts and good progression for players who had the patience to make their way through all of its stages. As expected, Sonic Spinball on Game Gear has been simplified a little, and is a little less straightforward in terms of being able to see how to progress.
Just like the Mega Drive version, players control both Sonic and the flippers of the pinball machine, giving a twist on the regular pinball formula. Unfortunately most of the game is trial and error, with emeralds being collected with enough perseverance. It'd take a lot of exploring to make it to the next level; much more than in the Mega Drive version, and that means there's less interesting stuff to do in each level,
Graphically the game is far more basic than it's Mega Drive counterpart, as is to be expected for an 8-bit version of a 16-bit game. Sega seemed to have an obsession with putting their Mega Drive games onto the Master System and Game Gear back in the day, with many of their titles reaching both. The music is alright but nothing compared to the Mega Drive version, once again.
Overall Sonic Spinball for the Game Gear is a little disappointing for anyone who's played the Mega Drive version and seems as if it'd only appeal to someone who hadn't yet upgraded to the system, back in the day. As a slightly different version of the game it's interesting but somewhat inferior, and so perhaps a little unnecessary.
Rating; 60/100
Grade: D
Sonic The Hedgehog: Triple Trouble
Game: Sonic The Hedgehog: Triple Trouble
Console: Sega Game Gear
Developer: Aspect
Release Date: 31st October 1994
Sonic Chaos was a late game for the Game Gear, featuring easier gameplay than many of the main series instalments in the Sonic series. Sonic The Hedgehog: Triple Trouble is effectively the sequel, and features 6 more zones, each with 2 main acts, and a third boss battle act. There are fairly varied, though there's nothing that we haven't seen before in the Sonic series in terms of bosses or gameplay. There's a few interesting sections including a minecart section and a snowboarding section, but overall the main draw of the game is the multiple paths to be explored in each act.
Interestingly players will only lose some of their rings when hit by an enemy in this game; 30 for most enemies, and 50 for spikes. This gives some extra chances to the player, if they've collected more than 30 rings, and isn't really a bad idea, despite only being implemented in a few other games afterwards. The level design is interesting, and focuses on many different paths and levels of height; this makes the game somewhat too easy, as there's always another chance to finish the level. Another plus is the ability to play as either Sonic or Tails through the game.
Graphically the game is basic, especially for 1994; as the world was heading towards 32 and 64 bit systems, 8 bit graphics and sound just weren't as cutting edge. There's even sections of the game where the HUD disappears behind the level effects. Musically there's not a lot to like, as many tracks sound hastily put together and almost dissonant. Sound effects are pretty standard for the sonic series, if somewhat distorted.
Overall Sonic The Hedgehog: Triple Trouble can easily be enjoyed as a Game Gear exclusive, and 8-bit Sonic 2D platformer. While its visuals and music are basic, and the gameplay is fairly easy, everything comes together, just like in Sonic Chaos to provide a playable and interesting Sonic experience. It's definitely worth at least a single playthrough for Sonic fans.
Rating: 65/100
Grade: C
Game: Sonic Drift 2
Console: Sega Game Gear
Developer: Sega
Release Date: 1995
Sonic Drift 2 is a racing game featuring 6 characters from the Sonic the Hedgehog series, racing eachother in an Outrun-esque style, with big inspiration also coming from the Mario Kart series. While the original Sonic Drift isn't included in this collection, its sequel doesn't make a great case for itself or the series as a whole. The first issue is the Outrun style presentation of the game; the course comes towards the players rather than the cars actually seeming like they're racing on the track. This can make corners hard to anticipate and leads to a lot of going off track, even when braking and attempting to use the minimap which takes up half the screen for guidance.
Secondly there are items which can be used on opponents; Robotnik is constantly throwing mines from the back of his car, and movement tends to be very stop-start thanks to the sheer amount of obstacles created on some tracks. Winning a race is fairly random; I suspect strong AI rubberbanding, as a terrible performance is just as likely to yield a first place finish as a good one.
Graphically the game is basic in its 8-bit style, once again Sega seemed to have supported the Game Gear well past when its technology was cutting edge. Super Mario Kart's Mode 7 graphics helped it to become the classic that we know and love. The visual design also seems to be rather poor with the minimap and HUD taking up around 40% of the screen. The music for the game is fairly average with hardly any stand-out tracks.
Overall it's a pretty unenjoyable racing game; I was reminded of Woody Woodpecker racing on the Game Boy Colour and other such lacklustre titles. Even Sonic fans will find that the good track and character variety isn't enough to save the poor racing action. This one is to be avoided at all costs.
Rating: 30/100
Grade: E
Game: Tails: Sky Patrol
Console: Sega Game Gear
Developer: Sonic Team
Release Date: 28th April 1995
A Japan only release for the Game Gear with Tails as the main character, Tails: Sky Patrol couldn't have had less reach if it tried. Luckily, with it's inclusion on the Sonic Gems Collection, anyone can experience the obtuse difficulty of its gameplay. Tails must make it through five levels, starting with a training area, in order to defeat whatever evil is threatening the world this time. He is able to fly and carries with him a ring which can be used to defeat enemies and latch onto level effects.
Tails loses a life if he collides with the floor, runs out of energy or otherwise hits something and can't recover. Energy can be replenished by collecting sweets which are dotted around the levels. It's hard to explain why the game is so difficult, but I almost gave up inside of the training stage thanks to the level design going against most gaming logic. Mine carts which usually transport players to the next section lead to death, there's dead ends everywhere; meaning players have to learn the levels by heart to progress, and whether you're playing through at speed, or taking your time there's no less difficulty.
Graphically the game doesn't look too bad at all, especially for the Game Gear. The screen can be a bit cluttered at times with all the obstacles, collectables and level effects but the colours and backgrounds look nice. A contributory factor to the difficulty is also that not a lot can be displayed on the Game Gear screen while it scrolls, so players can only see a little way ahead at any one time. The music is whimsical but not particularly memorable or good, which seems to be a theme in many Sonic Game Gear releases.
Overall Tails: Sky Patrol is hardly enjoyable at all with a completely new control system to learn, poor level design and a clutter of obstacles and enemies thanks to the Game Gear's screen size. When the training area seems almost unbeatable, you know it's time to lower the difficulty just a little. It's a shame that I wasn't able to experience more of the game's four main stages, but there was just no way to get through without serious hours being put into a game that just wouldn't reward the effort.
Rating: 29/100
Grade: F
Game: Tails Adventures
Console: Sega Game Gear
Developer: Aspect
Release Date: 1995
With Sonic Team's effort for a Tails game coming up short, it fell to Aspect to develop something a little better. Tails Adventure was the result, a platformer which feels unrelated to the Sonic series as a whole, introducing new gameplay mechanics and with a far more generic feel overall. There's a Mario style overworld map, and the gameplay itself is more item based, with duck enemies as the main focus. It's almost as if Tails could have been replaced with any character and things wouldn't have felt out of place.
The game itself is competently programmed and designed with long, but engaging and varied stages where Tails must use the items and abilities which he acquires to progress. There's some puzzling required in places, and the pace isn't as fast as regular Sonic games, but this doesn't hinder the enjoyment. The controls are generally good and allow players to switch between their items and move around with little fuss.
Graphically the game is technically better looking than many other Sonic Game Gear releases, however the colour palette and imagination of the areas lets the game down somewhat. Musically there's no classic Sonic-esque sounds, but the soundtrack isn't terrible by any means, so it's stuck inbetween in a sort of mediocre zone.
Overall Tails Adventure is a welcome break from Sonic style gameplay, adding more depth to its platforming, with slower gameplay. It might have been a little better to create a new IP for this game however, as Sonic fans will likely be disappointed at the lack of classic Sonic gameplay, and non-Sonic fans are unlikely to check it out. Still, those that do will find a competent and fun little adventure.
Rating: 62/100
Grade: C
Those are all the games I'll be looking at on this collection, though Sonic The Hedgehog 2 for Game Gear and Sonic CD are also included, but I'll be looking at those separately. Overall as a collection, Sonic Gems is handy for collecting some difficult to find games, like the Game Gear exclusives, and Sonic The Fighters, which only appeared in arcades. For non-Sonic fans though, it might appear as a collection of fairly outdated and substandard games. The average quality of games isn't particularly high, though there's some that are definitely worth playing.
The emulation on the collection is average, with some running a little strangely. The biggest criticism I have of the emulation is that playing Game Gear games on a TV caused a little motion sickness, due to the small size of the screen. The extras included in the collection are well worth checking out, but take some earning when compared to other collections.
Collection Rating: 69/100
Collection Grade: C
Tuesday, 7 June 2016
Game Review: Sonic The Hedgehog
Game: Sonic The Hedgehog
Console: Sega Mega Drive
Developer: Sega
Release Date: 23rd June 1991
I've been waiting a while to review Sonic The Hedgehog; partly because it's a much loved video game and I wanted to give it the proper care and attention, but also because it can be pretty frustrating to reach the end of, and the 3DS re-release by M2 has a stage select option to overcome any silly mistakes. Having played both the original Mega Drive and 3DS versions, there's really not a lot of changes in the updated version except for a 3D effect (which looks great, but doesn't add anything in terms of gameplay). There's some options to enhance the game, such as including the spin dash, and changing the region, but I kept these off for the purposes of this review. There is a level select option on the original cart also, but the portability of the 3DS really helped me stay motivated to review this classic.
The first thing that comes to mind when thinking about Sonic the Hedgehog is speed. 3D games in the franchise have relentlessly reminded us of Sonic's speed, and Green Hill Zone; the first stage in this game would have you think that the rest of the game will be a speed-fest, but later levels have some real puzzle platforming to them, and require players to slow down and think about what they're doing to progress. Some later stages even seem to require a little memorisation to complete, with traps and enemies becoming ever more devious.
There are 6 levels in total in the game, each with three acts. At the end of the third act, there's a boss battle with Dr. Robotnik which once beaten leads to the next level. There are some interesting themes for the levels in the game; it begins on a bright and sunny beach in Green Hill Zone, passing through lava filled underground acts in Marble Zone, a casino theme in Spring Yard Zone, the ruins of ancient civilizations and water in Labyrinth Zone before finishing up with some metallic and industrial levels in Star Light and Scrap Brain Zones. There's a good amount of variety, with new enemies and plaforming challenges introduced in every level.
Bosses too are well varied, with many different strategies required to beat Dr. Robotnik on each level. Every now and then there'll be a part of a level which has been specifically designed to catch players out, and these can be frustrating but the level design on the whole is great. The controls too are very responsive, and any deaths can only be attributed to player incompetence. If players manage to collect 50 rings on any given act, they can reach a bonus stage where a chaos emerald can be collected.
There's no real explanation of the game's plot, as simple as it is and so the chaos emeralds can easily be missed, and the true ending missed out on. With 7 chaos emeralds collected, the game can truly be completed and the final ending seen. The game's overall difficulty is somewhere in the middle for the era; it's not terribly hard at any stage, but certainly won't be completed in a single sitting without some serious study of the later levels. This provides some old school replayability and can be fun for a challenge, but will mean that players end up knowing Green Hill Zone like the back of their hand.
The items dotted about levels in the game are useful and include invincibility, speed shoes, extra rings, and a shield. While this isn't a huge amount of items, there's something to be said for keeping it simple. Items are sometimes well hidden, and in this way exploration within the game is rewarded, with some hidden passages containing goodies. For a game where the only real controls are moving and jumping, there's a lot of nuance to the gameplay.
Graphically the game has many different colour palettes and themes across its stages, but always manages to look impressive and intriguing. The mechanical stages reminded me of Donkey Kong Country a little, and I wouldn't be surprised if Nintendo's franchise was even slightly influenced by them. The soundtrack is great and almost every zone has a memorable and enjoyable theme which adds to the ambience and tension of the level.
Overall Sonic The Hedgehog is a brilliant platform classic which launched Sega's incredibly competitive period with Nintendo. With its 6 zones it takes players on a journey, chasing the ever elusive boss, Dr. Robotnik, with platforming puzzles that require different ways of thinking and speeds to solve. While it can be frustrating to get through in places, and was clearly designed to be that way, there's an undeniable charm to the first game in the Sonic franchise. As much as I'd like to give the game an A grade, it lacks any story elements and would benefit from a slightly greater collection of levels.
Rating: 87/100
Grade: B
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