Showing posts with label Sega. Show all posts
Showing posts with label Sega. Show all posts

Sunday, 2 December 2018

Game Review: Yakuza 6


Game: Yakuza 6
Console: Sony Playstation 4
Developer: Sega
Release Date: 17th April 2018

It's been a while since I've reviewed a game on this blog; playing too many games in a short space of time can really burn out the desire to play anything. So this year I've dedicated my gaming time to experiencing longer and more immersive games, mainly from the Yakuza series. If Sega are to be believed, Yakuza 6 is the final console instalment of the series, and the last Yakuza game to feature Kazuma Kiryu as its protagonist. He is, after all 48 years old by the time that the game takes place in 2017.

The game's plot revolves around firstly uncovering the mystery surrounding a hit and run involving Haruka Sawamura, Kiryu's 21 year old adoptive daughter. Through attempting to find the father of her baby, a far bigger secret's existence is uncovered and the second half of the game sees Kiryu and some small town yakuza defying the wishes of everyone around them to reveal perhaps the greatest political secret Japan has ever kept.


Unlike Yakuza 0 and Kiwami, 6 runs on a completely new game engine; the Dragon engine. Upgraded graphics are the first thing to note, as the game looks gorgeous and fighting is smoother than ever, with larger spaces in which to do battle. Another impressive feature is the removal of load times for interiors, meaning fights can spread into shops, restaurants and anywhere Kiryu can run to. The upgrade system has also received an overhaul and now features five categories of EXP which can be used to buy new moves, attributes and skills.

The tonal balance of the game is just as two-sided as any other Yakuza title; a fairly serious and shocking quest for the truth in the main storyline is balanced with ridiculous side quests, engaging distractions and mini-games and so much to do that it's easy to sink another 10-20 hours into postgame, just for the sake of completion. On a side note, some of Yakuka's best substories happen in this game, which is really saying something.


Interestingly Yakuza 6 features cameos from particularly famous Japanese actors including Beat Takeshi (Battle Royale, Takeshi's Castle) and Hiroyuki Miyosako (Kamikaze Girls), borrowing both their likeness and voices to add star power and a higher budget feel than ever before. The character writing in the game feels more than ever as if every story relevant character has clear motivations, goals and reasons behind their actions as the game leaves no thread unresolved by the very end.

If you're into the Yakuza series, I'd definitely recommend giving this game a go; prior completion of Kiwami might give a good insight into some of the recurring characters though. If you've never played a Yakuza game, you'd likely be better off to start with Yakuza 0, simply as there's no prior story with that instalment. However you look at it though, the game design, writing, visuals, music and concept all come together to prove once again that video games can and will continue to be art.

Rating: 98/100
Grade: A

Sunday, 22 April 2018

Game Review: Yakuza Kiwami


Game: Yakuza Kiwami
Console: Sony Playstation 4
Developer: Sega
Release Date: August 2017

After declaring Yakuza 0 the highest rated video game I've ever reviewed on this blog, it seemed only right to check out Yakuza Kiwami, an HD remake of the original Yakuza for PS2. The events of Yakuza 0 lead up to and somewhat set up the beginning of Yakuza Kiwami, and having played the prequel first helps with investment into a few of the character's struggles. To share too many plot details would be to spoil the once again near perfect pacing and tonal balance of game, but just as with Yakuza 0, there's many moment of tension, conflicted emotions and of course hilarious sub-stories.

After 10 years of imprisonment, Kiryu returns to 2005 Kamurocho to find that things have moved on from the 90s and that once again his help is needed to control Yakuza in-fighting, as he searches for answers to the mystery behind a missing 10 billion yen. Since Yakuza 0 and Kiwami share a game engine, gameplay is functionally very similar between the two games, and the fighting engine hasn't changed all that much, though the level-up system is now based on exp. rather than money.


The PS2 version of Yakuza had some pretty poor graphics, fixed camera angles in parts, loading screens before all fights, and a pretty low effort translation. Yakuza Kiwami fixes all of these issues, and more resulting in the definitive version of the game. This isn't just an HD remaster, this is a true remake and improvement which means that there's almost no merit to going back and playing Yakuza on the PS2 anymore. The graphics are excellent, there's a sense of Kiryu getting back used to fighting as you upgrade his abilities, and the storyline is once again amazing.

Overall Yakuza Kiwami is well worth picking up if you played and enjoyed Yakuza 0, or if you enjoyed the PS2 original. The mass of additional content in the PS4 version, including the Majima everywhere missions and several other features really enhance the game and give it a lot more replayability. While the plot isn't quite as standalone or epic as Yakuza 0, the writers were basically constricted to the plot of the original and there's still a ton of epic and cinematic moment which occur in the game.

Rating: 89/100
Grade: A

Sunday, 14 May 2017

Game Review: Yakuza 0


Game: Yakuza 0
Console: Sony Playstation 4
Developer: Sega
Release Date: 24th January 2017

Having only played a little of the first game in the Yakuza series, I didn't really know what to expect from a PS4 prequel, released over 2 years ago in Japan, where the series is far more accessible and popular. In no way did I expect Yakuza 0 to be completely engaging and accessible to franchise newcomers, have such a perfect tonal balance or the kind of storyline pacing which puts it in contention for my Game of the Year, in the very year Shenmue III is set to be released.

So let's back up; at the most basic level, Yakuza 0 is a story driven, beat-'em up influenced game where 99% of issues are solved with combat. Luckily, with 3 main fighting styles for each of the game's two protagonist's, weapons, fighting style upgrades and tons of money to be earned for beating down opponents in various ways, there's enough variety to keep the core combat engaging throughout the game's 17 chapters, as the plot drives events and player interest forwards.


As with most Yakuza titles, the game takes place on the streets of Kamurocho, a fictional take on Kabukicho, a Tokyo red light district, bustling with activity, people and most importantly Yakuza. There's a serious graphical upgrade on all previous versions of the district, and the sense of detail is awesome, especially for such a small setting when compared to most modern games. The sense of familiarity players gain by the end of the game with the streets only serves to deepen their emotional connection with the story.

I don't plan on spoiling anything in this review, since the storyline is such a big part of the game's appeal, but rest assured, though there's a lot of reading and watching to be done in the game, it's a gritty and epic cinematic tale that could easily have been too serious. That is, if players didn't have the option to indulge in karaoke, bowling, running a hostess club, investing in real estate, disco dancing, watching "erotic" videos, playing classic SEGA arcade titles, visiting a telephone club, gambling, racing remote control cars, fishing and completing ridiculous but simultaneously hilarious substories. Yeah, there's a lot of distractions from the main story, but here's where the perfect tone balance is struck, since players choose when and how they wish to break up the seriousness of the main game.


An interesting element of the game is the dual protagonists; the game switches between them every 2 chapters for the most part, and waits a long and tantalising time to have their storylines intersect. There are plenty of plot twists, and personally I saw hardly any of them coming. The real estate and hostess club portions of the game work similarly to one another, and form an optional and generally enjoyable addition to the story, though the mechanics of KIryu's real estate section are far weaker than those of running Majima's hostess club.

Completion points are earned in game for reaching pre-determined milestones. Some of these will occur naturally during gameplay and others are borderline impossible without putting a lot of time into the game. Unless you're dying to get 100% completion, this isn't really an issue, and CP can be exchanged for items, power ups and business skills. For me, it worked well as a list of things to do in the game; allowing me to be sure that I'd seen and done everything to my own standards, if not to that of gaining a completion point.


Each protagonist is able to develop friendships with people around their district and once maxed out, these each have some sort of bonus. An example of this is reaching the maximum friendship level with Emiri at the Bowling Alley. Once this has been done, bowling three strikes in a row (also known as bowling a turkey) will reward Kiryu with a literal turkey. Well, a chicken. Who can become a real estate manager; a perfect example of Yakuza 0's off the wall humour. 

One of the most obvious improvements on past games is the amount of characterisation given to many recurring characters. Japanese only, subbed dialogue allows players to pick up on the mood in a less awkward and disjointed way than badly dubbed English dialogue. The Yakuza lieutenants who serve as antagonists in different portions of the game have their smug and untouchable demeanour almost shouted at players from their highly detailed expressions. 



Yakuza 0 uses many different styles of cutscene, with completely voiced and rendered scenes, text based scenes and graphic novel style panels. This doesn't tend to get in the way, but can feel a little tonally inconsistent. To fully voice such a text heavy game would surely have been far too expensive though. With such a detailed recreation of Japanese streets, you can almost feel the ambience at times, though the game is pretty light on truly great musical accompaniment. With forgettable electronic music during fights and muzak behind sub stories, only the main story is treated any sort of engaging soundtrack.

Overall though, I'm pretty sure this will be my favourite game of 2017. The story was so engaging, the substories and minigames providing a hilarious and contrasting tone, all set in beautifully recreated parts of Tokyo and Osaka. I cannot recommend this game enough; if you're looking for something to get stuck into, this is definitely the one.

Rating: 98/100
Grade: A

Thursday, 19 January 2017

Game Review: Sega Rally Championship


Game: Sega Rally Championship
Console: PC
Developer: Sega
Release Date: 11th October 1994

It's not very often that a game with very little content is able to wow its players into complete satisfaction with its gameplay alone, but Sega Rally Championship achieves this feat easily. Featuring just 3 main stages with a bonus stage for coming 1st at the end of the third, and two main cars, there's really not a lot of variety in terms of content, to explore. The arcade handling of the cars and the layout of the stages featured is simply sublime; fast paced rally action with exciting overtakes and a challenging goal of finishing 1st after just 3 stages.

The first stage, 'Desert' features corners of easy difficulty, the next stage, 'Forest' is a little more unforgiving and features a few difficult corners. The final main stage, 'Mountain' features many twists and turns and a tough uphill hairpin in its middle section. Finally the bonus hidden stage 'Lakeside' is the hardest of them all, featuring a lot of long corners which require expert braking to remain in the lead and win the overall rally, and game.


Graphically the game is very impressive when observed at speed; the grass and rocks rush by and the blurry textures seem almost to be a speed effect. At slower pace however, and at certain times in the game the textures are less impressive, looking dated and low res, and sometimes even popping in and out. The music featured in the game is excellent and really fits the fast paced mood and racing action, and conveys the classic Sega soundtrack feel.

Overall Sega Rally Championship is about the best players could wish for from a 1994 rally game; exciting racing and sounds, a good challenge and some nicely varied tracks are only held back by the lack in quantity, of content. It's a real case of quality over quantity, and this means that it's still enjoyable despite it's lack of depth.

Rating: 84/100
Grade: B

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

Saturday, 4 June 2016

Game Review: Sonic Adventure 2


Game: Sonic Adventure 2
Console: Sega Dreamcast
Developer: Sonic Team
Release Date: 18th June 2001

Sonic Adventure 2 had a big act to follow as the sequel to Sonic Adventure, the first true 3D outing of Sonic the Hedgehog, and in my opinion one of the better games in the Sonic series as a whole. While the original had a few issues such as having to trudge through stages as Big the Cat and E101 to unlock Super Sonic, stages based on those of Sonic, Knuckles and E101 (loosely) appeared in Sonic Adventure 2 as part of Light and Dark stories, which contained stages for the three characters in each team in rotation.

Sonic and Shadow's stages contain the core gameplay you'd expect to find in a 3D Sonic game, with platforming, ring collecting and jump attack boss battles. Tails and Dr. Robotnik's stages are similar to those of E101 in Sonic Adventure, controlling a mechsuit around the levels and using lasers to bring down enemies in order to continue. Finally Knuckles and Rouge play almost identically to Knuckles stages in Sonic Adventure, with 3 of a certain thing to collect and a radar indicating the proximity.


There are some stages within both the light and dark stories which are really fun to play such as City Escape, Aquatic Mine and Green Forest. Unfortunately there are also some irritating stages which don't play so well such as Eternal Engine, Crazy Gadget and Meteor Herd. For these stages it's really up to the player as to how much patience they have in order to get through and play the better stages waiting beyond. Sonic Adventure's problem was whole characters with annoying stages, but Sonic Adventure 2 has good overall stages with some that need to be tolerated.

Depending on how players like to complete the games, this can be a good or a bad thing. With Sonic Adventure, nearly all of Sonic's stages were good, but anyone wanting fun gameplay from Big the Cat or E101 would have been disappointed. Here the character roster has thankfully been thinned down to three gameplay styles, two of which play consistently well. The level design overall is fairly good with plenty to do and see. I've never really bothered too much with the chao garden but it's clearly superior to the one featured in the first game.


Graphically the game looks good; while there's moments where the camera will zoom in on a particularly low resolution part of the level, when playing normally all of the stages give a good sense of size and scale, but feel less connected to the overall events of the plot than the stages of Sonic Adventure. Soundwise the voice acting is predictably bad, as it always is, and there's often interruptions while other characters are speaking and badly mixed sound levels.

Overall Sonic Adventure 2 can be fun to play; if it was a part of your childhood or you just have particularly fond memories of the game then you're likely to get some enjoyment out of running through the dark and light stories. If however you've never played the game before, or don't like 3D Sonic games, then there's not much to impress or change your opinion. Between Sonic Adventure and it's sequel there's really not a whole lot in terms of quality.

Rating: 79/100
Grade: B

Thursday, 10 March 2016

PSP Puzzle Double Header: Bubble Bobble Evolution and Puyo Pop Fever


Game: Bubble Bobble Evolution
Console: Sony Playstation Portable
Developer: Opus
Release Date: 29th September 2006

Bubble Bobble is an arcade game series which began in 1986 and received various sequels as time continued. While the gameplay of the original was fairly simple, subsequent games added various features to the series, and Bubble Bobble Evolution is no different. The game features Bub and Bob, the two protagonists in separate but linked castles, working their way through each floor, consisting of 3 themed sections with doors leading between them. If that sounds complex, then it sort of is, considering that I haven't explained any of the gameplay mechanics yet.

Bub and Bob are both able to blow bubbles which can flick switches, trap enemies, and carry items between sections. In this way, bubbles are an integral part of the puzzle solving mechanics of the game, along with jumping between platforms and flicking the switches in the correct order. The goal of each level is to clear the path to the lift, and then enter and move up a floor before switching to the other character and doing the same.


Players can choose to go through the game with tutorial hints helping them every so often, though this doesn't guarantee that they won't fail anyway. Any contact with enemies takes away health, and sometimes it's rather difficult to avoid. Health can be regained by trapping enemies in bubbles and then popping them, but this slows the pace of the game and isn't something I found myself doing very often.

After each floor there's a boss stage, the quality of which varies between boring and semi-broken and fairly competently programmed. With only bubbles to attack enemies, there's not a lot of variation in these stages design wise, though the bosses themselves do change. The overall puzzling in the game can also be somewhat complex with various planning required across each section of the floors featured.


Graphically the game is presented in a cartoon style which is a little tacky; the enemies and details featured don't have a particular theme, and even with themed sections to each level (i.e. Autumn, Winter, Summer), the designs aren't exactly inspired. Small gripes like being able to see a square image border around bubbles when many are blown at once also detract from the visual experience. Musically the game isn't anything special with some playful themes here and there.

Overall Bubble Bobble Evolution is a slightly confusing and poorly put together game which doesn't feature too much of a story or motivation for completing it's puzzles. The themeing and features of the levels seem almost random at times and having to move both heroes up each floor and fight bosses twice can become monotonous. While it's clear that some effort was put into the game, it might have been better without the Bubble Bobble license as an original game which would have been more free to explore some common sense gameplay features.

Rating: 60/100
Grade: D


Game: Puyo Pop Fever
Console: Sony Playstation Portable
Developer: Sega
Release Date: 19th May 2006

Puyo Pop Fever is one of many releases in the Puyo Puyo series, including Dr. Robotnik's Mean Bean Machine. The aim of the game is to build combos which once cleared will release nuisance puyos onto the opponent's screen, inhibiting their ability to score combos themselves. Players drop coloured puyos onto the bottom of the screen, attempting to connect 4 together horizontally, vertically or combinations of both. The skill in the game is in not immediately going for connections of 4, but leaving 3's to be completed by falling puyos, thus earning combos.

Each of the game's difficulty levels features a certain amount of opponents who increase in difficulty as players continue. The easy level of difficulty requires little to no skill to beat, and is incredibly short, the medium level isn't particularly challenging until the final boss which has the ability to end player's turns in literally 2 moves. Until this point in the game, players don't need to worry too much about stacking up lots of combos or reaching "fever" mode.


Graphically the game isn't particularly impressive, with cartoon like cutscenes and background for the puzzling action to take place against. The characters featuring in the story are varied, but the story itself is literally a series of bumping into enemies and playing Puyo Pop against them, and not much else. There's some fitting, if a little forgettable music which plays behind gameplay, which sets the tone for the entire game really; it's a competent puzzler but nothing that'll revolutionise the genre.

Overall Puyo Pop Fever can be fun to get into, and working out how to pull off combos effectively gives a nice change from simple Tetris-like games, but there's really not much more to do in the game. Tetris was a universal concept due to its simplicity and ease to get better at, whereas it feel like Puyo Pop has a threshold above which it can be fairly boring and below which players have no hope of beating the bosses of medium/hard mode.

Rating: 62/100
Grade: C

Saturday, 12 December 2015

Game Review: Nights: Journey Of Dreams


Game: Nights: Journey Of Dreams
Console: Nintendo Wii
Developer: Sonic Team
Release Date: 18th January 2008

As the first game in the Nights series for 11 years, Nights: Journey of Dreams had no real obligation to keep the gameplay or ideas of the game particularly similar to Nights Into Dreams. Luckily though, the core concept stayed much the same, with flying being the main focus of most levels, interspersed with sections where Nights takes a different form, or the two main characters must continue onfoot in order to complete the level.

The story follows two kids; Will and Helen, both experiencing worry and transferring it into their dreams, where it manifests in certain ways which influence the world around them. Nights and the two main characters must save Nightopia, the dreamworld in order for things to go right in the children's waking lives. While their stories are played separately, the overall plot intertwines their experiences and features a secret ending, as long as players get a C rank or above on every stage in the game.


The gameplay is unique to the Nights series, as players control a dualized form of Nights, who has merged with one of the main characters. The goal of flying levels is to fly through rings and collect blue orbs, to catch up with another character, or solve a puzzle. There are a few types of recurring levels; chase levels see Nights imprisoned at the start, needing to chase down enemies with keys to set himself free, Octopaw levels have combo goals where flying through an amount of rings is necessary to pass the level. Usually there's a level which involves saving Nightopians from danger, and there's also some levels where Nights must transform, or the kids must progress on foot.

The problem is that in the game's 4 worlds, each level appears once, with two forms of its boss fight. Over the course of the two stories this means that each type of level is played 8 times at least, which can get pretty repetitive, especially with the similarity between the two children's stories, and the fact that the game repeats its tutorial levels and explanations for things already unlocked in the other character's dream.


Graphically the game looks very nice in its cutscenes, and nearly as good in its gameplay. The characters might look a little strangely designed, but the world has some nice details, and is impressive for a Wii title. The music featured is good at times, but didn't impress me as much as any Sonic soundtrack or other Sonic Team creation.

Overall Nights: Journey of Dreams is definitely a fun game initially, avoiding excessive use of motion controls as long as you have a nunchuk or Gamecube controller handy, but depending on how quickly you tire of its repetition, concept, or slight design flaws, it may be a shortlived sense of enjoyment.

Rating: 62/100
Grade: C

Friday, 4 December 2015

Sports Review: Tennis Masterpost

Tennis is a sport that most people have only a passing interest in, but there are plenty of games dedicated to the sport nonetheless. One of my first Dreamcast games was the original Virtua Tennis which is a pretty classic arcade version of the sport, but there's plenty of other types of tennis game around.


Game: Tennis
Console: Nintendo Entertainment System
Developer: Nintendo
Release Date: 14th January 1984

Tennis for the Nintendo Entertainment System was never going to be the most technically impressive game in this review, but it doesn't play particularly badly for its time. Players can face off against the computer on their own, or with a friend and try to win 3 sets worth of tennis (which as it turns out, is quite a lot). Serving is difficult to judge as the ball goes up, and falls back down in an understated manner, leaving players to figure out when it's at a prime height for hitting.

Returning the ball is slightly easier, provided that your timing and placement is as the game wants it to be. Sometimes shots which seem like they should work yield a very weak push and other times a last ditch attempt at reaching the ball will fire it into an unreachable spot for your opponent, winning the point. It gets a little easier with practice, but it's still essentially random most of the time.


Graphically the game is as you'd expect from the NES, basic player sprites with a white clump of pixels representing the ball and Mario as referee because of course Mario's gonna be the referee. Annoyingly he calls every point scoring shot as in or out, no matter how obvious but the music is generally good despite a lack of other sound.

Overall it's a pretty solid effort for the NES, better than the Atari 2600's idea of Tennis, and way better than Super Tennis on the Master System which couldn't be controlled no matter how much practice was done with the game.

Rating: 52/100
Grade: D


Game: Virtua Tennis
Console: Sega Dreamcast
Developer: Sega
Release Date: 12th July 2000

Virtua Tennis is an undoubtedly arcade Tennis experience, offering Arcade, Exhibition and World Tour modes and some of the most enjoyable tennis gameplay you're likely to find. Although there's now 7 games in the series, it's interesting to note that at the time of this release there was nothing like Virtua Tennis around; the speed it plays at, and the fast paced gameplay were unmatched on the PS2, or any other console of the time. This is perhaps due to the fact that the game appeared in arcades before coming to home console, but the port is of such good quality that it has to be given some credit too.

Arcade mode challenges players to win 5 tournaments, each of the Grand Slams and a final Sega Pro Final, with the matches consisting of a selectable number of games up to 6 and as low as 2. There's an adjustable difficulty level for players finding things too easy, though there's some level of challenge on every level above Easy. With single player and doubles modes, allowing players to play with their friends or a computer, there's some replayability provided too.


World Tour mode continues the arcade feel of the game with no calendar system, but rather training activities which earn players money, tournaments which consist of a single game against an opponent and shops where doubles partners and upgrades for arcade mode can be purchased. Completing training or winning matches will level up the completed activity, or those around it. As players win matches their rank will increase, and eventually they'll gain the chance to play the secret players Master and King, who are essentially the bosses of the game.

While this makes for a fairly short World Tour mode; I got from being ranked 200th to 60th in an hour or two, the later matches are longer and more difficult, and each level of training helps players to master their technique in the game. The removal of an in game calendar means that players can attempt matches in whatever order they want, and retry immediately upon losing a game or failing a training activity.


Graphically the game is pretty excellent with only the player's faces lacking in particular detail. For the most part the action unfolds at a good frame rate, and the courts and other small details look great. Soundwise the game excels with a driving rock accompaniment that enhances the action and makes every point feel like it counts. Every song is enjoyable and that's fairly rare for a game of this type; there's even a Sonic-esque Sega feel to the music at points.

Overall Virtua Tennis is a great arcade tennis game. Too many sports games focus simulation and in the process lose some of their fun, but there's no such problem here. Fast paced action, driving rock and an excellent World Tour mode make this a contender for best tennis game I've played, however with many more instalments of the series to go which I haven't yet given a go it's hard to say whether it can be outdone.

Rating: 87/100
Grade: B


Game: Roland Garros 2001
Console: Sony Playstation
Developer: Carapace
Release Date: 1st June 2001

Before doing any research on this game I was under the impression that Roland Garros was a tennis player. In a way I was correct, but the name as it's used in the title of the game refers to the alternate name of the French Open. Any ideas I had of playing as Roland Garros, or indeed any other notable tennis player of the time were soon put to rest with a completely fictional cast of tennis players to choose from. I assume they weren't able to the license to anyone's name, but it's a bit poor nonetheless.

The gameplay is strange when compared to most tennis games; firstly the action is very slow, almost as if everything's taking place in slow motion. At first I thought this was due to the limitations of the Playstation in 2001, but I think it's to accommodate the controls, which are the other strange aspect of the game. Players must select their shot before even running towards the ball if they want a chance of hitting it, then direct their shot with the analog stick and hope that the timing and positioning is right when the ball is finally struck.


After a little practice, I figured out that players need to be near enough the ball to initiate their shot (nothing will happen if they're too far away), then a shot must be selected; there's a choice of a slice or a lob, and finally the shot is directed within the opponent's court. It's not actually too bad of a system when everything's working in your favour, but it doesn't take many missed balls to start cursing the control scheme either.

In terms of game modes players can choose from a single match, a tournament or practice. Matches consist of 1, 3 or 5 sets (you'll be playing for a long time if you select 5 sets) and are scored in normal tennis fashion. Tournaments start from the Quarter Finals and so consist of 3 matches in total and unlock new characters and courts when won on each difficulty level. There's no real players to unlock as far as I can tell, and it'd take forever to unlock everything considering the speed of gameplay.


The above screenshot doesn't do the game graphical justice, but it's surprisingly difficult to find images from the game online without shots from other games. The players and courts look alright, they're nothing special, especially for 2001, but for a game on the Playstation it can be excused. Soundwise there's not much to go on, though and it became fairly humourous to me that only one shot had a grunting noise associated with it.

Overall, if Virtua Tennis hadn't already been out a year when this was released, with Virtua Tennis 2 well on its way, it might have been forgiveable. As things stand its a slow and fairly progression-less game with awkward controls, no licensed tennis players and very little else to do. Perhaps if this was the only tennis game you'd ever played, it might be bearable and even nostalgic, but otherwise there's little value.

Rating: 60/100
Grade: D


Game: Virtua Tennis 2
Console: Sega Dreamcast/Sony Playstation 2
Developer: Sega
Release Date: 24th October 2001

Virtua Tennis 2 is pretty much more of the same when it comes to the Dreamcast version of the game; the same game modes are included and arcade mode plays essentially the same also. World Tour Mode is the only thing that's been changed particularly. In terms of gameplay, the AI is a little less predictable and this leads to longer rallies in games, but the frame rate is far more prone to horrendous dips, meaning that parts of matches can be played at 10fps or so.

In World Tour Mode, a calendar has been added which governs the events that players are able to enter, there's stamina which governs the amount of training or events players are able to do before resting, and there's a levelling up system which affects all aspects of the created player's game. Female players have been added, and its compulsory to create one male and one female player at the beginning of World Tour mode, which means having to juggle training and competitions for both of them, which can get annoying.


The game looks a little better than its predecessor perhaps, but not enough to make it a better game. There are a few new courts and events, but other than that its very similar to the original Virtua Tennis. Soundwise it's definitely weaker with more of an electronic rock feel, and overall as a game it just doesn't feel like a sequel that builds on anything that was good about the first game, which is a shame.

The Playstation 2 version of the game seems to be very similar, though there are less frame rate issues. It does however look worse than the Dreamcast version which often tended to happen with ports to the PS2 of this nature, like Crazy Taxi, and others. Because of this it'll receive the same score as the Dreamcast version.

Rating: 83/100
Grade: B


Game: WTA Tour Tennis
Console: Sony Playstation 2
Developer: Konami
Release Date: 26th March 2002

Interestingly for 2002, WTA Tour Tennis featured exclusively female players from the pro tour, except for the notable exclusion of Venus Williams for no apparent reason, despite her being world #2 at the time. Serena Williams is in there, as are all the other female pros of the era, but I guess that's just the way things go with copyrights and trademarks. There's a small choice of modes but the main event of the game is meant to be the World Tour Mode.

The other mode allows players to play a single game of tennis, for a limited number of games or sets, with a choice of players from all the unlocked professionals. The gameplay is a little fiddly and not as arcade based as Virtua Tennis, but generally it works and seems to play like a knock off version of Virtua. The professional players are pretty fast around the court and can serve and hit the ball fairly well for the most part.


So onto the World Tour Mode; as there was a tournament pretty much straight away I thought I'd see how this mode differs from the single match mode. It turns out that upon starting a World Tour save file, your player is basically useless, with an F in almost every stat. It's possible to do training to slowly raise your stats but it's not interactive, and simply advances to the next day with RPG like exp gain. The stats increase so slowly that upon finishing my World Tour session, only half of the stats had got up to an E rank, with the other half still at an F.

At one point, I trained my player too hard, leading to a ruptured tendon which ruled her out for 4 months. This would be fine if the game didn't advance on a day-by-day basis, meaning that I had to spend around 50 days simply doing the most basic training available, not being able to improve my stats, or enter competitions. For around 20 minutes of real time, there was literally no gameplay save for pressing X to advance through the days training and rest.

The World Tour Mode ends up being far too much like a management game, and without years of practices, players created in the mode are so far below useful in the game, it's almost like a joke. My world tour player ran so slowly in competitions that she'd hardly get halfway across the court to a ball on the other side, and that's just inexcusable for a main game mode.


Graphically things are okay, but behind everything there's music which sounds like it belongs on the Gran Turismo Career Mode home screen. Where Virtua Tennis has driving rock tunes, WTA Tour Tennis decided that easy going jazz funk was more appropriate for a fast paced sporting event. It makes the game seem far cheaper and more like a budget title to me, despite being developed by Konami.

Overall WTA Tour Tennis is a huge disappointment; its career mode could easily have been good with some training minigames, less risk of injury, less time needed to recover from injuries, better progression and stats not making all the difference between good players and bad. Admittedly that'd be quite a lot to change, but the game legitimately feels 20x better in the single match mode, when playing with pros.

Rating: 39/100
Grade: E


Game: Smash Court Tennis Pro Tournament 2
Console: Sony Playstation 2
Developer: Namco
Release Date: 28th May 2004

Smash Court Tennis Pro Tournament 2 takes a fairly arcade approach to tennis with short arcade matches and a "Turning Point" feature in its World Tour mode, meaning that players often end up playing 4 or 5 games of tennis per match, instead of the full match. This can be a positive, as it means players don't have to sit through a huge amount of tennis every match just to progress through tournaments, but it also means that they have less control over the final result of matches. Usually winning most of the turning point games will guarantee overall victory.

The gameplay is pretty good, though not as quick as the Virtua Tennis series. There's an element of timing to each stroke and well timed shots will earn players a "Nice" rating. Serving is a particularly realistic element of the game, and works a little better than even Virtua Tennis 2 with aces being difficult but not impossible to attain. Although arcade and exhibition modes are pretty fun, the meat of the game is in the World Tour mode.


A little like the World Tour mode of WTA Tour Tennis, players start from scratch; ranked 200th in the world and are able to train and enter events. Unlike WTA Tour Tennis though, the created player is fairly good at tennis already, and can easily play against opponents of similar ranks. For each match played, the computer calculates the score up until a turning point, where players are given a mission and allowed to play. Examples of missions include serving an ace, winning consecutive points and getting a certain percentage of 'nice' shots. The mission doesn't necessarily have to be completed to win the set (unless that's included within the mission goal), but will earn players extra exp. if completed and sometimes auto win the set.

Training consists of minigames, much like Virtua Tennis and these give players experience points, which along with the experience points from matches can be used to upgrade player stats which helps them compete against higher ranked opponents. In very little time my career player was able to qualify for the finals of Wimbledon and was only stopped by the world #7 and very difficult missions, but it was good to be given the chance to progress. Overall the World Tour mode can get a little samey, but it's fairly enjoyable even when compared to Virtua Tennis.


Graphically the game looks great and there are only a few minor complaints; most of them involving the menus and user interface. The game's music is mostly funky rock tunes which fit well with the general atmosphere of the tennis matches. Every now and then a member of the crowd will audibly shout joyfully or whistle, which is a nice touch although it's not perfectly executed, so things can sound a little strange through headphones.

On the whole, Smash Court Tennis Pro Tournament 2 is an impressive and feature packed game with plenty of licensed players, some added Namco bonus players and great controls. There's not much to dislike other than the fact that the World Tour mode doesn't let players control the entirety of the match, but rather selected moments. Personally I prefer a shortened match that I'm fully in control of, but this arcade idea might appeal to some.

Rating: 77/100
Grade: B


Game: Virtua Tennis: World Tour
Console: Sony Playstation Portable
Developer: Sumo Digital
Release Date: 7th October 2005

This review's going to be fairly short, since Virtua Tennis: World Tour isn't much more than an updated version of Virtua Tennis 2 for the PSP. The graphics are worse, the load times are far longer, and the gameplay is made more difficult by the lack of real control options between the d-pad and the PSP's awkward analog stick. World Tour mode is exactly the same as the one featured in Virtua Tennis 2, and there's very few changes elsewhere. It's really a shame that more wasn't done to optimise this title for the PSP instead of making a quick port.

Rating: 72/100
Grade: C


Game: Virtua Tennis 3
Console: Sony Playstation 3
Developer: Sega
Release Date: 23rd March 2007

Virtua Tennis 3 saw the franchise into a new console generation; with HD graphics and more gameplay possibilities. The gameplay options for the most part, however stayed the same with World Tour and Arcade modes being the main features, with Minigames and Exhibition matches providing extra content. The tennis featured in the game has taken a step back from the pure arcade style of the first two games, to include some realism in how long rallies last, the percentage of ace serves and the reach of most players. 

World Tour mode follows much the same format as in Virtua Tennis 2, with a preset calendar and players rankings determined by the matches they win in tournaments. There's now a mail display which shows messages from the coach, and a training academy where the game's basic and more advanced playstyles are explained and exp. can be gained towards player skills. Doubles partners are no longer contracted but simply chosen before a tournament, and there's various chances to be talked to by the famous players featured in the game, though no chances to respond. 


The AI difficulty and player stat progression are the main elements of World Tour mode that I found to be problematic. At the start of the campagin, players will compete against any of the included pro players in the Challengers tournaments, usually easily beating them, despite having very basic stats before completing much of the training. As the game progresses and the player makes their way below the 100th mark or so, they compete against the same pro players in more professional tournaments, with better stats, and yet not only do the same players play far better (which is fair enough in terms of difficulty curve, but damages the realism somewhat), but the player's shots are far less effective, they hit less aces and good shots and overall any stat increases seem to be useless. 

These issues really put me off playing any further in World Tour mode, and they affect arcade mode in a way also, as it's far too easy, and then too hard with very little space inbetween to be genuinely and enjoyably challenging. This is a shame as there's some good tennis to be played in the game, and players have to think carefully and strategically about how to win points, however after enough play the AI can be worked out pretty easily. 


Graphically the game looks great; more realistic and nicer than ever, although at times it can be difficult to track the ball with all the lighting effects that are in use. The soundtrack is a little more disappointing as its made up of remixes of the Virtua Tennis 2 soundtrack which sound worse than the originals and new, ill-fitting music which is far too happy with no real tension about it. 

Overall Virtua Tennis 3 is a bit of a let down if you want to actually play it for any serious amount of time. Exhibition matches with friends or a light hearted delve into World Tour mode can be fun, and there's a huge amount of new training minigames, but there's no reward for putting the hours into the main mode. 

Rating: 74/100
Grade: B


Game: Rockstar Games Presents Table Tennis
Console: Nintendo Wii
Developer: Rockstar Games
Release Date: 19th October 2007

Whilst technically not lawn tennis, Rockstar Table Tennis fits rather easily into this review, with its many similarities in control and career mode progression options. Its a shame I don't own the Xbox 360 version as it'd be interesting to compare how the game plays with and without motion control, but we appear to be stuck with it for now. 

The main game mode is tournament mode where players contest several matches in order to progress to the final and win the tournament, unlocking new outfits for the player they've selected as well as different Table Tennis arenas. While these aren't exactly exciting unlocks, most of the enjoyment from this game comes directly from the gameplay rather than unlocking extras. 


Initially the gameplay seems like a lot of fun. Even with motion controls, there's a good range of shot options (the d-pad controls spin), the A button is used for a soft shot, and the B button is used as a focus shot when players have filled their focus meter. The nunchuk can be used to control either player movement or shot direction, but this is one of the few games that seems better without, as there's not a great range of player movement anyway at a table tennis table.

Once you've been playing for a while though, players may notice that its almost impossible to hit the ball off the table, and as long as no silly shots are made, it's fairly likely that the CPU player can be beaten. Which reduces the game to a simple "press a button to return the ball" type experience, or more aptly "swing the Wiimote to return the ball". Once this effect has been observed, there seems little point in continuing with the game as there's not really much else to it. 


Graphically the game looks really nice, with realistic visuals and a good amount of different players and arenas. Unfortunately there's not quite so much interest or familiarity with table tennis venues as there is with Wimbledon and other lawn tennis venues. Soundwise the game is a little quiet with only the sounds of the ball being hit back and forth accompanying games.

Overall Rockstar Presents Table Tennis can be enjoyable, but seems like more of a imitation of playing table tennis as players lack real control and skillful shot options. It seems like it'd be pretty difficult to make a good table tennis game, considering how frustrating it might be if the game was fully realistic, but this leans a little too much towards being automated for convenience, which ruins the overall experience and replayability of the game. 

Rating: 60/100
Grade: D



Game: Sega Superstars Tennis
Console: Sony Playstation 3/Nintendo Wii
Developer: Sumo Digital
Release Date: 17th March 2008

In a fairly obvious attempt to copy Mario Tennis, Sega released their own All Stars tennis game featuring many of their classic franchises in its characters and courts. Although the game has tennis in its title, and does indeed feature the ability to play games of tennis, its Superstars career mode plays far more like a party game than anything else, or perhaps a collection of minigames such as those featured in Virtua Tennis. 

The tennis aspect of the game plays fairly well; characters are divided into Speed, Control, Spin and Power specialists with a few all-rounders, and although these don't make a huge amount of difference, I spent most of the game playing as Beat from Jet Set Radio, partly thanks to his huge speed around the court. The games of tennis I did play were fairly fun, with an arcade feel though I wasn't such a fan of the power-ups and super moves included; though they fit with the game's theme, they can make things a little unfair at times. 


The themeing of the courts and their respective score and time counters is a nice touch, changing to reflect each game being referenced, but unfortunately Superstars mode which features the courts for its minigames is wildly unbalanced in terms of the amount of minigames in each game's "world", and ends up feeling very little like a tennis game after 5 or 6 zombie or graffiti based missions, even if they are based on actual tennis play. 

Every now and then there are tournaments in each zone to unlock a new character, but even then they're either pretty short or have the difficulty turned up to 11. The AI in doubles matches is appalling and will play as if you're not there 90% of the time, leaving you to hit the 10% of balls it decides that it doesn't want to hit, no matter how close they are to you. The game also commits the cardinal sin of using an alphabetic grading system, with A being a mission clear, and AA and AAA grades available for performing better. This is annoying on two counts because a) it's impossible to get a grade below B without failing so that might as well be an F, and b) for anyone who's a completionist it means hours trying to get those illusive AAA grades. 


The selection of characters is generally good, with appearances from Alex Kidd, Gilius, Gum, Pudding and other slightly more obscure characters from Sega franchises. Non playable characters are also in good supply, with courts from Outrun and House of the Dead, but no players. Shenmue is a notable but thankful exclusion, since I'm unsure that Ryo Hazuki's name needed tarnishing with this sort of frivolity. It's a shame though that Sega acknowledge the amount of truly memorable franchises they have the rights to, in this game and yet seem to care very little about anything other than the Sonic series in the modern age. 

On the Wii there's a choice of three control schemes; motion control without a nunchuk whereby players are moved around automatically and need only swing to hit the ball, motion control with a nunchuk whereby the left hand controls movement and the right strokes, and traditional play where the wiimote is held sideways and used like a proper controller. Needless to say the last method is the only real acceptable one. The graphics look fairly similar, it's not too much worse than the PS3 version. 


Graphically the game looks pretty good; the courts and characters are detailed nicely and the animations are top notch. The music consists of remixes from the various franchises that provide the courts in the game, and the only real letdowns are the cringe-inducing voice clips that most characters have been given. 

Overall Sega Superstars Tennis could have been a far better game with more focus on the tennis aspect and less on the party game side of things. For the Wii, any hint of motion control makes the game more of a chore, but it controls pretty well on the PS3. It's okay for a few sessions here and there but the main Superstars mode isn't really rewarding enough to stick with and there's very little meat to the game elsewhere.

Rating: 63/100
Grade: C


Game: Virtua Tennis 2009
Console: Sony Playstation 3/Nintendo Wii
Developer: Sumo Digital
Release Date: 9th June 2009

The Playstation 3 and Wii versions of this game are very different; so much so that I'll be giving them separate parts in this review. Firstly we'll take a look at the Wii version which is obviously graphically inferior to the Playstation 3 version, but when the players faces first appeared onscreen I was taken aback at just how low quality they were. The developers definitely could have done better than this for the Wii, as such poor images impact on the overall feel of the game. 

Gameplay on the Wii is motion controlled, with the nunchuk attached to move around the court. Shot direction is based on timing, and a meter appears for every shot which swings from one direction to the other. Wherever it's stopped will be where the ball goes in the court, and anywhere not on the meter will result in a miss, There's a chance the ball will go out of play if hit too early or late, or if the player is too far away from the ball's position. It's a little difficult to get used to, but not a bad system once players are over the intial hump.

(Virtua Tennis 2009 - Wii version)

What's truly unforgivable though is the frame rate. In almost every match it manages to dip to about 10fps for a few seconds, which makes timing the meter far more difficult and obviously impacts the flow of the game. If it hadn't been for this, I might have been willing to give the games the same overall score, but it makes the Wii version the worse of the two. 

The Playstation 3 version is much closer to the control scheme of Virtua Tennis 3, although the ridiculous amount of dives that occur have been far reduced and players now stumble instead of diving. This means that each rally is easier to win and doesn't drag on too long. The action is generally good and there's a far better frame rate than the Wii version, though every now and then there's some lag. On the whole though I'd have to recommend getting the Playstation 3 version if you're considering buying this game, for the tighter controls and lack of real frame rate issues. 

(Virtua Tennis 3 - PS3 Version)
World Tour mode is pretty much the same as in Virtua Tennis 3 though now each tournament has a singles and doubles event and players can choose whether to enter both, or just one of the events. Many of the existing minigames have been rethemed, but remain the same in content, and there's a 100 place amateur ranking to climb up before hitting the pro rankings, but other than this most things remain the same. A nice touch is that not all actions take a week on the calendar, so it's possible to train a few times a week. This is counterbalanced by the fact that a week's rest at home recovers about 1/3 of the player stamina bar (which I find pretty silly). 

Overall Virtua Tennis 2009 is probably the best tennis game so far, if we're talking about the Playstation 3 version. The controls and tennis is tight, there's some nice unlockable legends in the arcade mode, and some actual challenge in the harder difficulty settings. The game's arcade edge has been brought back with the removal of the excessive diving from Virtua Tennis 3, and there's a great selection of licensed pros to choose from and face. 

Rating: 85/100 (PS3 Version)                                         Rating: 68/100 (Wii Version)
Grade: B                                                                          Grade: C


Game: Virtua Tennis 4
Console: Sony Playstation 3
Developer: Sega
Release Date: 10th May 2011

Virtua Tennis 4 is a strange beast; while it's true that all the Virtua Tennis games in the series so far have changed up the gameplay somewhat from game to game, this instalment changes the most, and seriously reformats the World Tour Mode. The most obvious change is that gameplay has slowed down once again so that sometimes the action feels almost as if it's in slow motion. There's also a new concentration bar which fills when players perform specific types of shots, that when full allows a super shot to be used. 

Despite the slowdown it's more difficult to predict where opponents will hit the ball for returns, and often it's too late to get to the ball once players have committed to a direction. This is perhaps realistic, but sometimes its incredibly frustrating when you're right by the ball and the game refuses to hit it. Thanks to this the arcade element of the games is almost completely removed, as the gameplay has become slow and more simulated, with badly timed balls more likely to be called out. 


World Tour mode is completely different from any of the previous instalments; players complete 4 seasons on tour in Australia, Africa, Europe and America, with a major tournament to win in each territory as well as 2 other satellite tournaments. Inbetween these players move in a board game style with "move tickets" dictating where they land. The main goal is to earn Stars which increase the player's rank overall, and these can be gained by winning matches, and completing press events such as meeting fans and donating to charity. At the end of the season there's an awards ceremony where players can also earn stars.

Other than matches and star events, players can land on training spaces where they may increase their levels and unlock different play styles. It's unclear as to whether raising the levels makes gameplay any easier, but for the first season or so players are forced to play without the use of the special shot meter, due to needing a level 10 in any area to unlock a specialism. This is annoying as the game berates players for not winning the few matches and tournaments they're allowed to play in. Ultimately there's far too little tennis and far too much messing around in this mode, though it may be a fun change up from the regular World Tour at first. 


Graphically the game is pretty breathtaking at points, though the slow speed of gameplay is unfortunate at points. The range of clothing and accessories featured is vast but ultimately I changed my World Tour player's clothes twice so it wasn't of much use that I had a huge range of choice. Soundwise the game's stopped recycling old soundtracks and written some new jams, most of which are good. The new training minigames are also pretty enjoyable, though not as plentiful as in other games. 

Overall Virtua Tennis 4 is a disappointment if you like arcade style tennis games, and I found that the longer I played, the less I seemed to like the game. Capping World Tour Mode at 4 seasons is a silly decision, as I felt little desire to play through it all again, and arcade mode is pretty much the same as ever. The idea of sequels is to improve on the previous game, and in this respect Virtua Tennis 4 fails. 

Rating: 71/100
Grade: C

So in summary the complete list of tennis games I've reviewed from best to worst looks something like this;

#1     Virtua Tennis DC


B 87.20
#2     Virtua Tennis 2009 PS3


B 85.40
#3     Virtua Tennis 2 DC


B 83.60
#4     Smash Court Tennis Pro                        Tournament 2 PS2


B 77.95
#5     Virtua Tennis 3 PS3


B 74
#6     Virtua Tennis: World Tour PSP


C 72.65
#7     Virtua Tennis 4 PS3


C 71.95
#8     Virtua Tennis 2009 Wii


C 68.45
#9     Sega Superstars Tennis PS3


C 63.6
#10   Roland Garros 2001 PS


D 60.75
#11   Rockstar Table Tennis Wii


D 60.65
#12   Tennis NES


D 52.50
#13   Tennis A2600


D 51.80
#14   WTA Tour Tennis PS2


E 39.60
#15   Super Tennis MS


F 10.00