Tag Archives: Action games

Mirage: Arcane Warfare Review

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It’s no secret I’m a big fan of Torn Banner’s Chivalry: Medieval Warfare. Oh it has some issues. Weird bugs that don’t affect game play. Advanced tactics the community is split on how fair or unfair they may be. But overall it is a good game that a lot of people loved. Seriously, it’s done fairly well over the last few years. While things are tapering off of it now, it was a great example of a big game from a small studio. If you never played Chivalry, give it a spin. It goes on sale on Steam a few times a year, for a really low price. It basically took the Battlefield style of game play, put it in a Medieval setting, and gave it a deep melee system. The unique controls are a cut above most any other sword attacks in other First person shooters. Letting you “steer” your attacks. Mirage takes these swinging mechanics, and implements them into a different setting.

PROS: Improved mechanics. New magical abilities. Character designs. Customization.

CONS: Server connectivity issues. Team Objective mode isn’t as deep as it is in Chivalry.

MASTERS OF THE UNIVERSE: The swords, and sorcery bring many reminders of the IP.

On the one hand, you can think of Mirage: Arcane Warfare as Chivalry with spells. But on the other hand, you really can’t. Mirage does carry over the mouse swinging sword fighting of Chivalry. You can swing overheads, swing horizontally, and stab. You can still steer the swings (The community calls this “dragging”) in any direction. This gives you a way to fake people out. Turning vertical , and horizontal swings into diagonal, or curved swings. Or speeding them up a bit. Or slowing them down a bit. The difference here is Torn Banner has altered the system mildly. In Chivalry it was possible to move the camera so wildly, skilled players could do helicopter swings, or arch so far back, their swords could hit people behind them. Of course equally skilled players could see this coming, and either block it properly, or even back pedal, and tire the tricksters out.

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But here some of the really extreme stuff is toned down. You still have plenty of depth, but you won’t be doing some of the over the top stuff. However, Mirage adds spells into the mix. This alters the combat significantly, and while many had their doubts, it works. In fact it works so well, that it really does accent the sword fights nicely. Each of the game’s six classes, can choose three of six spells. Each unique to the specific class. To keep the game from being spam heavy these have RPG style cool down periods. So if you use a spell, it’s going to be awhile before you can use it again. The cool down periods vary depending on the spell. Spells can also complement another spell, and sometimes that means complementing a spell cast by one of the other classes on your team. This adds all kinds of depth to a pretty cool system. On top of that, blocking has been beefed up a bit over Chivalry too. Not only can you block the melee attacks that come your way, but the spells as well! Just like Torn Banner’s last game, blocking requires knowing the timings, and aiming at the tip of the attack. So becoming proficient will take a lot of practice.

Each of the classes suits a different play style. There are six, each of which has their own pros, and cons.  The Taurant is a big brooding tank character. He gets heavy swords, and axes. He dishes out a ton of punishment on enemies, and his spells continue that theme. The Vigilist takes a lot of inspiration from the Knight class in Chivalry. She gets a shield, and pole arm. Her spells are focused a lot on defending the team. Like the giant dome she can put down, that is temporarily impervious to enemy spells. Then you have the Entropist. This class acts as a combat medic, while also being a great backup. He has spells that are centered around healing teammates, as well as some nice ranged attacks. The coolest spell he has will summon a magic carpet he can fly on, and attack from.

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Rounding things out are the Vypress, who is a faster, attack-heavy class. She can dual wield weapons, and she has spells focused on movement, and misdirection. She’s one of the weaker classes, but a skilled player can avoid, and parry a lot of stuff coming their way. The Tinkerer is speedy, and has spells that are great for booby traps. The Alchemancer is Mirage’s ranged class. You can either play him as a purely ranged character, who casts fireballs from afar. Or as a melee attacker. The thing to remember though is he is even weaker than the Vypress, and doesn’t have the speed on his side. Still his spells are great for supporting teammates, and quietly sneaking around.

One departure the game makes from Chivalry is in the weaponry. Where that game had a ton of weapons for each class to unlock, and debate over placing in a load out, this game doesn’t. There are still a lot of cool weapons in the game, but each class can only choose from a primary or secondary weapon. You can’t be swinging a mace, and then decide to switch to a hatchet. This is due to the importance of the aforementioned spells. Still, the weapons you can choose from, are all pretty interesting, and have their own stats. Some have better range, while some weigh less, and can be swung faster. Some do more damage, but are slow. And the weapons can be paired with spell combinations to some great effect after you’ve experimented, and practiced enough.

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Mirage has a lot of modes to choose from as well. There is the traditional Team Death match mode, where teams compete for frags. As well as a Last Team Standing mode called Arena. Here, teams go head to head until only one of them has any survivors. There are also a variant of Capture The Flag, where one team has to grab their randomly placed Jinn, and get it to their designated spot to have it planted. While this is going on, there are control points called Demiglyphs that can be held for bonus points.

Then there’s an actual Control Point mode, where you capture Glyphs, and Demiglyphs. If you hold the point long enough, you’ll get 20 or 10 points depending on the size. Glyphs are the larger of the two, so conventional wisdom would say to go for those. But sometimes grabbing the smaller point can turn the tide too. Then there is also a push cart mode, like the ones you’ve played in other games.

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The Team Objective mode in Mirage isn’t quite the same thing as it is in Chivalry. It still works a bit like a Rush mode in that attacking, and defending teams are given objectives to perform. And they’re still a combination of game types. But it isn’t as well concealed here, as the objectives don’t have the same compelling trappings, and the variety isn’t quite as nice.

That doesn’t mean that Mirage doesn’t have anything to grip you in terms of setting or story. It just doesn’t have the historical intrigue Chivalry did, or some of the Battlefield, Medal Of Honor, Joint Ops, or even some of the Rainbow Six games did. This game goes much more into the realm of high fantasy. So think more along the lines of Hexen, Heretic, Ziggurat, or classic CRPGs in terms of setting. Though there is a lot of inspiration from ancient Arabian architecture, and design here.

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All of this does mesh together really nicely. The swords, and sorcery will likely remind you of stuff like Masters Of The Universe, Willow, or even KRULL. The story centers around two civilizations who use magic to better their societies. Upon discovering one another, they begin to have reservations about their counterparts’ ethical standards in using magic. Eventually, tensions rise, and the two go to war with one another. Again, the design on display is beautiful. Where Torn Banner’s last game went for a more realistic look, this game goes for a cel-shaded look that is neither cartoonish or complicated. It feels closer to something like Borderlands than it does something like Team Fortress 2 or Overwatch. I just wish the game showed off the story through the tutorial rather than being something you had to read about on the game’s website. The tutorial isn’t much to write home about. It does give you a quick series of battles that get you acclimated with the basic controls. But that’s about all it does. If you’re coming into this for a campaign, you’ll want to be moving along. But if you like competitive multiplayer read on.

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Another really cool feature in the game is the customization. It isn’t quite as intricate as something like a WWE wrestling game. But it does have a fair amount you can customize. You can choose different helmets, headdresses, hair styles, skin colors, tops, accessories, and more for each of your classes. On top of that you can do this for each class in both factions. So if you want your Taurant to look one way on team purple, but a different way on team orange, you can! This gives the game a lot of personalization as you can try to make characters look the way you want. Again, not quite as deep as something Yukes would do in a wrestling game. But far beyond what many modern competitive shooters would do these days.

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When actually playing the game, most of the time things are a blast. The fine tuned swinging mechanics are wonderful, and they do combine with the new magic abilities quite nicely. Getting into a game with a group of people who communicate, and strategize can lead to some really gripping, competitive match ups. It’s one of the most fun experiences you’ll have. Mirage also supports LAN play, which makes it a great game to play with friends privately.  The audio here is also really good. The voice acting fits the look, and motif of the characters well, and the soundtrack has a nice orchestrated arrangement. It feels like the sort of thing you’d hear in an old black & white serial.

There is one big problem with the game though, and that is the unreliable servers. Most of the time you’ll connect to a game, and have a great time. But after a couple of rounds, you’ll find your ping inexplicably spiking. Going from a ping of 60 to a ping of 300 leads to a sudden rash of rubber banding, unsynchronized animations, and generally bad performance. Eventually, you’ll notice things smooth out, as your ping sinks back down to an acceptable level. But this can really turn off a player. On a day when you experience it once in a while, it is merely annoying. But on a day where it happens every other game, it will make you put the game down, and play something else. One can only hope Torn Banner can work this problem out sooner than later. Now it doesn’t appear to be as bad as what was reported about Ubisoft’s For Honor when that game launched (as that game didn’t even use dedicated servers). But it is still a blemish on an otherwise splendid game.

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As far as performance goes, it uses Unreal Engine 4, and seems fairly well optimized as of launch. My aging 760 card, and i7 4770k was able to run the game maxed out, and still crack 60 frames per second except in really frantic spots. Setting things lower made things get above 90. The biggest drain on resources appears to be the number of blood pools left by dead bodies, and the length of time corpses stay on the map. Regardless of your other settings, you can lower both of these things in the options, and you’ll see a noticeable performance gain. Obviously if you have a fairly old setup, you’ll want to move other things like texture quality, and draw distance down. As well, as shutting off Vsync, and lighting effects among other things. If you have something mid tier or higher though, playing on or near the highest settings shouldn’t be too much of a problem in most cases. Obviously, there may be some setups where this isn’t the case. But at least in my experience, performance really hasn’t been an issue.

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Overall, Mirage: Arcane Warfare is a really good game. I can certainly recommend it to anyone who enjoyed Chivalry’s melee combat, and is still open to playing other kinds of competitive first-person action games. Likewise, it’s a cool game for those who want to take a break from something like Overwatch, or a modern warfare themed shooter. It’s not character focused the way Overwatch is, and it plays completely differently. Likewise, coming from a more traditional experience is also a chance to be surprised. Mirage may share some similarities with these titles, but there are far more differences to be found. Good ones.

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Be that as it may, the server issues can be a bit of a turn off, and one can only hope Torn Banner is able to iron them out sooner than later. Otherwise, as fun as it is, it could be the realm of a niche player base rather than the fairly large following its pseudo-predecessor had. Still, even if the worst case scenario came to pass, the LAN play makes for an exciting game to play with friends.

Final Score: 8 out of 10

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Dark Chambers Review

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Ah, Gauntlet. A long running franchise created by Ed Logg. Games were put out by Atari, and (after the arcade division was sold to them by Warner Communications) Midway (which was ironically sold back to Warner Bros.) in the arcades, and a wide variety of platforms over the years. But there was an obscure game that inspired Ed Logg to create Gauntlet. That game was called Dandy.

PROS: Excellent play control. Challenging.

CONS: Two players instead of four.

WEIRD: The game came out after the one its predecessor inspired.

Dandy was one of the earliest arcade style dungeon crawlers. Created by John Palevich, it was part of Atari’s, Atari Program Exchange. Basically, a scouting program that allowed budding programmers, of professional or amateur levels to submit software. Software that met the criteria would become commercially available through a mail-order catalog.

Dandy was created while Palevich worked at Atari. The game made it through the A.P.E. process, and would be released for the Atari 8-bit family of computers. The game became a cult hit within Atari, and a scant two years later Gauntlet would build upon Dandy’s core ideas, and become the powerhouse it did. In fact, Ed Logg credited Gauntlet’s inspiration to Dandy in 2012.

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This is where Dark Chambers comes in. Years later, after Warner sold the home division of Atari to the Tramiel family.  Atari Corporation would finally release the 7800, and would re-release the Atari 2600 as a slim model that became known as the Atari 2600 Jr. By this point Nintendo had reinvigorated the home console market, and taken nearly every publisher along with them. Sega, and Atari would see scant support releasing too far behind Nintendo. Both companies would do fairly well for themselves in the console space, but would still fall very short of Nintendo’s performance.

In order to compete Atari would find itself going to its computer market space, and securing ports to fill the some of the void left by publishers that followed Nintendo. John Palevich’s Dandy would be retooled for the 7800, and 2600. It was given a new title to separate this version from its predecessor.

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Dark Chambers may not be quite as robust as Dandy or Gauntlet. But it is still one of the best games you’ll ever find for Atari’s two greatest home consoles. Like the other two games, you have to explore dungeons, look for treasure, items, and health. All while taking down enemies, and trying to stay alive.

Unlike Gauntlet, there aren’t any classes to speak of. There aren’t as many on-screen bad guys as in Gauntlet or Dandy. You’re also limited to two players in Dark Chambers. To compensate for this, Dark Chambers’ villains are more powerful, and take several forms.  You’ll find reapers, wraiths, skeletons, evil clerics, and more across the 26 stages.

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Much like Gauntlet there are teleportation devices that spawn in endless waves of enemies until you destroy them. Destroying them can sometimes leave a health pickup, a treasure, or even a power up. Power ups are broken down into three items. There’s a dagger. Picking this up makes your shots deal a lot more damage. These are the most important pickups because in later stages you’ll be running into newer, more difficult monsters.

Almost as important is the shield. Picking this up means that if you get hit you won’t take as much damage. But don’t get careless, because you can go down fairly quickly if you get cornered. Shields, or no shields. There is also a hand gun. This doesn’t give you an actual gun, but what it does do is make your dagger shots much faster. Finally, there’s the wick bomb. This basically acts as a smart bomb, and kills all of the enemies on the screen.

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But even with these power ups, Dark Chambers isn’t a  cake walk. Finding the exit in each of the stages gets harder as you find locked doors that require keys, maps that can prove to be pretty intricate, and difficult mazes to find your way through. The enemies in the game also don’t simply die. There is an enemy hierarchy. If you kill a skeleton for instance, it will turn into a zombie. You can then kill the zombie. What this means is some of the really tough enemies will go down the scale as you kill them several times, until they become zombies you can kill permanently. On top of all of this you only get one life. No continues.

Obviously the 7800 version of Dark Chambers is the better looking of the two versions. There are some great textures for background patterns, and the details on the enemies is really nice. It can hang with the NES versions of Gauntlet, and Gauntlet II in terms of visual presentation.  But the 2600 version of Dark Chambers isn’t a terrible looking game considering the divide in horsepower. Walls are single color lines, but the character sprites are pretty good, using shapes to a great avail. As such, characters may only be one or two color sprites, yet convey the impression that they’re a lot more detailed than they are. When you see the game in action, it comes off as pretty impressive in spite of its rudimentary graphics.

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Moreover, the 2600 version’s mazes are zoomed in, scrolling vertically, but not horizontally. There’s a really cool fade effect when moving horizontally into the next room. Because of this the 2600 version of Dark Chambers can sometimes feel like an Action RPG even though it very clearly follows the same gameplay cues the 7800 version does. By contrast the 7800’s mazes scroll in all directions giving the game a faster feel. It ends up feeling a bit closer to the original Dandy, or Gauntlet in this regard, though again, with its own distinct rules. To be honest it’s well worth checking out both of these versions if you have the opportunity.

Sound wise there isn’t much to talk about however. Neither version gives you much of anything in terms of chip tunes, and the sound effects are all rather generic. They get the job done for the kind of game it is, but there isn’t anything memorable in the audio department.

Beating either version doesn’t give you an ending, or credits. It just starts over with a higher difficulty level. However you can start the game on various difficulty levels. In the case of the 2600 version, the difficulty is represented by a teddy bear which becomes more grizzled as you choose higher difficulty settings.

All, in all I highly recommend Dark Chambers. Especially if you’re a big fan of any given version of Gauntlet. I would also implore fans of modern-day rogue-likes  to give it a chance so long as they own a 2600 or 7800. It’s a lot of fun, and the one life challenge can make the game even more compelling to those who love their video games tough.

Final Score: 8 out of 10

Werewolf: The Last Warrior Review

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Last week I looked at a rare, expensive, and weird shmup from Meldac on the NES. Well the Nintendo Entertainment System was home to many oddball ideas. As we get closer to Retro World Expo, I thought I’d dig through my collection for another NES game to showcase. Werewolf: The Last Warrior is not only a little strange. It’s also very cool, and is a game every NES collector, and owner should play.

PROS: Graphics, and sound. Very challenging.

CONS: Some will find it too challenging. This is definitely NES Hard.

RISE FROM YOUR GRAVE: Aside from one similarity it’s nothing like Sega’s Altered Beast.

Werewolf: The Last Warrior is awesome. You play a human who collects items, and then gets to turn into a werewolf, and mess people up. I know I’ve just described Altered Beast. But this is nothing like Sega’s arcade cab turned Genesis launch title. Because it isn’t a beat ’em up game. It’s an action platformer.

But many of the best NES Game Paks were action platformers. In fact many of the best video games of the era were action platformers. So what sets Werewolf apart from the pack? (I think I just made a pun.) A number of things. Right away one thinks of the RISE FROM YOUR GRAVE moments. Throughout the game you’ll find power ups that beef you up, grow your attack power, and of course let you be a werewolf.

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As a werewolf, you do a lot more damage to enemies, and you can do cool stuff like climb walls, do awesome backflips, and more. You become the werewolf by collecting enough red *W* symbols you find. They’re often hidden on pedestals you have to punch. You can actually become a super werewolf that the game names Warwolf. You can become Warwolf by finding enough orbs. Giving you an even bigger reminder that Altered Beast is a thing.

When you’re a super werewolf, you’re practically unstoppable. The game instantly feels like a Dolph Lundgren movie. You dispatch enemies quickly. You can super jump into areas you couldn’t before. But there is a kryptonite to your furry Superman. They’re blue colored *W* symbols. If you touch one you’ll go back to being a human.

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You do not want to be a human for very long in Werewolf. Everything, no matter how weak, will ultimately kick your ass. The game throws a ton of stuff at you. The roster of enemies on display is actually pretty large, even if they aren’t necessarily the most original. You’ll run into ninjas, goons reminiscent of the ones found in Rolling Thunder, soldiers, bad guys with jetpacks, and more.

Every one of the game’s five stages are broken up into two parts. Sometimes they’ll be straight forward. Other times they’ll be a maze you have to explore your way out of. At the end of the first part of any given stage you’ll fight a mini boss who kind of resembles Street Fighter’s Zangief. After you defeat him, you’ll move onto the second half. If you can beat the second part of the stage, you’ll go on to fight the boss.

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Each of the five stages also has something kind of archaic about them. The first time you play it you’ll try punching any where a power up may be, and this is how you’ll most often hit a blue power down, and screw yourself over. There are also some holes in the cut scenes you can nitpick. The story is that a mad scientist named Dr. Faryan has assembled a group of super-villains to take over the world, and you have to stop them. It’s the paper-thin B-movie plot you’d expect, but it isn’t air tight. For instance, in one scene you climb up the right side of a building to chase a Juggernaut knock off. The next portion of the stage you move left, and have to jump off of the left side. Yet the following cut scene has you falling off of the same side you climbed!

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Nitpicking  aside, the game is really challenging thanks to the cues it takes from Castlevania. It has the same slow, plodding movement as that game, and a lot of enemies showing up right when you need to make a pivotal jump. Blend that with some of the moments where the game kind of expects you to know to do something when it hasn’t shown you how, and it can get frustrating. That’s really the only major criticism here. Werewolf can be quite cryptic at times, and it will take you many attempts at it to figure things out. Especially if you manage to find the game cartridge, but not a manual.

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And no, it isn’t the biggest deal in an age where you can pretty much run an internet search for instructions, or a walk-through. But it does make one wonder what the thought process was when putting the game together. Still, Werewolf is a really enjoyable game in spite of the difficulty, and being sometimes unclear. The soundtrack isn’t particularly long, but the handful of chip tunes are really thumping speed metal send ups, with catchy melodic hooks. Which goes with stabbing jet pack wearing mercenaries,  countless henchmen, and ninjas very well. Just make sure you’re grabbing not just health, from fallen enemies, and mystery places. Grab any hourglass too. Each stage has a time limit after all, piling even more pressure onto you in this high difficulty contest.

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Between the music, mostly solid platforming, and the detailed sprite work on display it is one of the more engrossing games in the NES library. I’m honestly surprised it doesn’t get as much attention as some of the more expensive games of its ilk these days. If you’re collecting NES games, and have been eyeing stuff like Power Blade, and Vice: Project Doom, you should have this on your radar. It isn’t quite as polished as V:PD. There are some times where the cryptic nature forces a restart. But it is still a terrific game nonetheless.

Final Score: 8 out of 10

Senran Kagura 2: Deep Crimson Review

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As a game collector, I occasionally stumble into titles. Games I have no prior knowledge of. Or very little knowledge of. Like some of you this will begin online, and end in a storefront. Earlier this year, Mark Bussler over at Classic Game Room did an episode on Senran Kagura: Estival Versus for the PlayStation 4. A very bizarre, over the top hack n’ slash action game with an emphasis on endowed characters. I like to think I know a bit about esoteric games. But I had no idea that this was actually a series.

Imagine my surprise one day when I saw this sequel for the 3DS sitting on a store shelf. “They put a sequel out, on Nintendo’s handheld?” I thought. Well yes. Except this ISN’T the sequel to the PlayStation 4 game. After some research I discovered that the series oddly enough, started on the 3DS in Japan. So this game is the sequel to THAT game, and the one Mark reviewed on his show is actually a spin-off.

PROS: Great graphics, responsive controls, a simple combo system that isn’t mundane.

CONS: Some of the content isn’t for everybody. Can get a bit lowbrow.

COLLECTIBLE: Apparently the print run for this game wasn’t very high in the USA.

Senran Kagura 2: Deep Crimson is an arcade style hack n’ slash game. You’ll go through a variety of stages fighting hordes, and hordes of enemies. There are also, of course, bosses. As you play through the campaign you’ll be introduced to a wide variety of characters. Many of whom you will be able to take control of throughout the game.

The controversial gimmick in this series is where some folks may have some reservations about picking one of these games up. When you’re fighting enemies, you’ll find your attacks will rip their clothes to shreds. When they’re just about dead, they’ll be down to their undergarments. Your characters are subject to these rules as well. Take enough damage from opponents, and your clothes will be ripped to pieces. When you’re completely out of health you’ll be down to your underwear as well.

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The game plays the gimmick more for laughs, and less for eroticism. Even if the camera angles during transformations are peculiar. But like an R Rated B movie comedy on Cinemax in 1995, it can come off as kind of crass. Of course humor is subjective. Some are going to laugh at how over the top it is. Others are going to be totally confused. While some may even feel a little offended. The game is absolutely unabashed in its presentation. So again, this game is most certainly not for everyone.

Fortunately, there are enough good things about Senran Kagura 2 that action game fans may want to check it out. The fighting system isn’t the most technical, it’s actually fairly simple. But not so simple that things feel mundane. It feels a bit like the Rocksteady Batman Arkham games. You mix up attacks with a weak, and strong button which result in some really awesome combos. They aren’t deep, but the animations are brisk, and smooth. There’s also a nice variety of moves during these sequences as well.

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You can also jump, and do air attacks using the jump button with the attack buttons. There’s also a dash you can use. Finally, there’s a transformation sequence you can perform once you earn enough scrolls while playing. These are reminiscent of the transformation scenes from the old Sailor Moon anime. The off-putting difference being where the characters place their scrolls during these sequences. Once transformed you can then perform a super when you have enough of a meter filled. You use these by pressing the L button along with other buttons which do a variety of crazy animations. These are normally the kinds of things you can see in fighting games like Street Fighter V or Marvel Vs. Capcom 3.  There are even tag team combos you can do in some levels where you’re forced to toggle between multiple characters.

Senran Kagura 2 also has a couple of camera options when playing. By default the camera will stay fixed, and you can target enemies with the D-pad if you feel more comfortable locking on to them. If you’re playing on a 3DS (Sorry 2DS or 3DS XL owners) you can also use the optional Circle Pad Pro. This lets you run the camera freeform like a mouse, or a second thumb stick. The newest 3DS can also do this with its built-in Circle Pad Pro replacement. As I own the 2DS I really couldn’t test this option out, but I was able to play fine with the fixed camera.

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All of this makes for a hack n’ slash beat ’em up game that feels really good. Again, everything flows smoothly, and quickly. You quickly find yourself going from enemy to enemy seamlessly, and racking up crazy combos. Whether you come from classics like Double Dragon, Streets Of Rage, and Final Fight or modern games like God Of War, Devil May Cry, or Dynasty Warriors you’ll likely enjoy the fighting system here. Tamsoft were also the developers behind Onechanbara. But where that series can sometimes feel mundane, and repetitive this game doesn’t.

I think a major reason it doesn’t is because there is a wide variety of enemies on display, each with a different set of strategies needed to defeat them. There are various monsters, ninjas, soldiers, other students, and storyline characters to go up against. The vast number of playable characters also helps. Each character plays completely different from the rest of the cast. Some characters are faster, with attacks that do minimal damage, but also stun enemies so you can get in more hits. Others are slower with far more powerful attacks. Then you have others that fall somewhere in between. It can again, feel like a fighting game in that regard. You can try using the entire cast, or you can settle on one character you feel most comfortable with. Of course the campaign will make you play with each character as there are scenes that require particular characters for the storyline.

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The game has a fairly extensive campaign where you’ll follow the adventures of several stables. These are good, and evil students of Shinobi who rival one another. But as the story goes on you’ll discover that they also have common enemies. I don’t really want to give anything away, but it’s a halfway decent romp. It isn’t the most original story, and there are a lot of events you’ve seen dozens of times in other games. But I will give it credit for at least attempting to give each of the characters some personality beyond being simple eye candy. There are actual motivations, cares, fears, and some moments of genuinely funny dialogue. It has its share of common archetypes mind you. There’s the super serious personality, the hyperactive personality, the one that second guesses themselves constantly, the brash personality. But there are some original takes on them here.

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Don’t get me wrong, you’re not going to hold up the storytelling in Senran Kagura 2 alongside revered tales told in Portal, Half-Life, Deus EX, or System Shock 2. This is still a very silly, over the top game. But it does at least try to be more than a soft core button masher. That said, some of the extras don’t, like the  game’s costume decorator where you can pick the two outfits for any given character. You get to unlock new ones as you play the game. Some of them are actually pretty cool looking, while others are right out of Bikini Car Wash Company. Rounding out the extra features is the AR photo mode. This mode lets you take any of the player models, and super impose them over a photo you take with the 3DS camera.

Senran Kagura 2 also has a Co-Op mode, where you, and a friend can sync up your 3DS systems, and play the campaign together, or replay individual missions together. Back on the single-player  front, you can go back, and play any previous stage with any character to level them up. At the end of every stage you’re also given a rating. The better you do, the higher your score, and the more unlocks you’ll receive. Senran Kagura 2’s difficulty does start to really ramp up around halfway through the game. So going back, and replaying earlier levels with some of the newer characters you unlock isn’t the worst idea.

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In between levels you can also go back to a hub level, which changes between chapters. There are 5 chapters, each with several missions. Senran Kagura 2 is a pretty long game all things considered. The hub level lets you communicate with the characters for some back story dialogue. You can also choose to enter one room to go on missions, one for each of the various modes, as well as the options menu. Here you can change audio, and visual settings. You can also turn off the clothes tearing sequences if you want. You can also use the sub-menu on the touch screen to jump to any of these rather than walk around the hub.

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All in all, Senran Kagura 2 is actually a pretty fun, and challenging game if you can get past the exploitation B movie vibe of everything. There’s no full frontal nudity or intercourse on display so this doesn’t get into anything overtly pornographic. But it isn’t embarrassed about its suggestive camera angles, or dirty jokes either. Which is why  it still isn’t something for everyone. If, however you can look past the risqué elements you’ll find a pretty good action game, and R rated comedy underneath it all.

Final Score: 8 out of 10

Jet Gunner Review

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These days it isn’t hard to find a game with graphics inspired by the Nintendo Entertainment System. Some of them are terrible, others are pretty great, and some fall somewhere in between. Jet Gunner is one of the better ones you can add to your Steam library. Because it does give you what it promises, and even goes beyond.

PROS: Nintendo hard. Performs well. Very generous Easter Egg.

CONS: Lack of options.

JETPACKS: May be making a resurgence in games.

Jet Gunner does give you what it promises, an action platformer that will remind you of NES games by Capcom, and Konami. The story is simple. A giant brain controlling the world’s robots has gone mad, and attacked humanity. As the last human in the military you have to single-handedly destroy the robots, and brain. Basically, a B movie level plot that could have been in many NES games.

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Jet Gunner is an action platformer that has the pace of NES Contra, with enemies out of Super C, and Castlevania. It also has the re-spawning enemies, and jumping challenges of Mega Man. Keep in mind when I say this, I don’t mean they’ve lifted any sprites or designs. Rather, that these elements were clearly inspired by those games. Jet Gunner also does a few interesting things with these elements so it doesn’t feel like you’re playing a cobbled together pretender.

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There are sections early on that will keep you on your feet, or off of your feet. Buildings crumble beneath you. Cars try to run you down. Chunks of the scenery fall from above. This game can be ambitious at times. It also has a jetpack mechanic. Double jumping will launch you into the air. Some of the game’s platforming is built around it, putting you through jumping puzzles to get 1-ups, health or weapons.

The weapon variety is actually pretty nice. Again, it will likely remind you of the NES Contra games. There’s a machine gun, a spread gun, a flame thrower, a gun that shoots flaming buzz saws that boomerang, and others. Most of the weapons feel pretty useful except maybe for the spread gun. It shoots a high, and low arc. But nothing straight in front of you. Each gives only a finite amount of ammo though, so you don’t want to shoot these things haphazardly.

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The game also borrows an element from Shatterhand, and that’s giving you random robot helpers. Weapon pickups have two different colored boxes. One color gives you the gun, the other will spawn a robot helper with that weapon. Unlike Shatterhand, you don’t need to collect multiple letter combinations to get them. One box is all you need.

Across the six stages you’ll go through the usual video game locations, cities, jungles, oil refineries, and the like. But again each of them does something different to keep things from getting monotonous. Ironically things can still feel a little monotonous due to the lengths of the stages. Each gives you a lot to see, but go on for six sections each. Every stage has multiple bosses though. Each one of these ranges from a spin on a Contra boss to something creative, and original. When you find the former, you’ll just smile, and remember the stage 1 fortress, or the stage 6 Robot. But when you hit the latter you’ll be amazed, and wonder why every boss couldn’t be on the same caliber. The game also does save your progress after you beat each stage, and you can continue as many times as you want.

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Jet Gunner has a couple of minor bugs, in the vein of things you’d find in some actual NES games. At one point I glitched through a platform on the second stage. They’re very uncommon, and sparse so you won’t really see them very often. The only other complaints I had were the lack of options. You can run the game windowed, or full screen. You can also turn off Vsync to get better performance. But this is one of the rare cases I’d advise you leave it on because everything flickers, and you’ll be running into invisible enemies. You can play with either a keyboard or an Xbox 360 game pad. If you have any other game pad you’ll have to use an external mapping program like Xpadder in order to use it.

The graphics, and sound on display do very well to emulate the feel of an old NES Konami game. It uses a nice palate for backgrounds, and the foreground characters have a fair amount of detail. The characters are all one color though, so they don’t have some of the definition  some old games had. Still, it’s nothing to sneeze at. The music isn’t all that memorable, but it does fit the general theme of the game. Jet Gunner also has one hell of an Easter Egg. If you dig through the game folder, you’ll find it includes a second game. An entire second game. It’s cool to see any developer go the extra mile to give you value. You basically get two games without even realizing it.

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Overall, I’d say Jet Gunner is a worthy addition to your Steam library. It might not be the best looking indie game, but it does give you what is advertised. A challenging action game with NES inspired graphics. It’s fun to play, and while levels can get a bit long-winded, the length is mitigated by the ability to save, and continue. Plus you’re getting a second game included with it without even knowing about it. If you were to give this to someone, you could actually get away with saying “It’s the gift that keeps on giving.”.

Final Score: 8 out of 10.

Rogue Stormers Review

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A number of years ago, Black Forest Games had released Giana Sisters Twisted Dreams, an expansion pack, and a spinoff. These games of course were continuations of the classic cult Commodore 64 game. But back in the days of the sisters, Rainbow Arts had also made one game that wasn’t consigned to cult status.

That game was Turrican, a multi scrolling action platformer. It would go on to be a pretty big deal, with sequels appearing on various computers, and consoles. Including the Super NES. Of course not every game in that series would be a Rainbow Arts game. But the first one was. One of the biggest hooks was its jetpack. Something not a lot of games have done as well. It also came out at a time when action platformers were becoming the norm.

Many innovations were happening with arcade style games. A couple of years earlier Konami would release Contra. Before that Atari would merge fantasy RPG mechanics into a top down action game with Gauntlet. Going back farther than that, we can see Robotron would give us a new control scheme. What does any of this have to do with today’s game? Quite a bit.

PROS: Looks gorgeous. Frantic, and fun combat. Cooperative multiplayer!

CONS: Brutal difficulty.

HUMOR: There’s a lot of subtle, and not so subtle comedy. Stabbygale.

Rogue Stormers started life as an Early Access game on Steam. Originally called Diesel Stormers, Black Forest Games was forced to change its name during production to avoid a lawsuit by a clothing company. But regardless of the name change, the game carved out a niche for itself. It stayed in the beta program for two years where it went over a couple of major revisions.

The final game is a combination of action platforming, and rogue like titles. At first glance some might think it is a Risk Of Rain clone with a bigger budget.(If you’ve never heard of that game CheapBossAttack recently did an excellent review of the PSVita version.) But they would be wrong. Rogue Stormers does have some similarities with that game in that it has waves of bad guys, unlockable characters, and some randomized stages. But from there the similarities really begin to end.

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Rogue Stormers actually has more in common with the games I mentioned earlier. At its heart you’ll be playing a twin stick shooter. You move through the game with one stick, and fire with the second. You’ll also be equipped with a jetpack right out of Turrican that will let you hover for a few seconds after you jump. You can also dash along the ground or in the air. So even though you’ll be in the midst of a lot of chaos, you’re also given a pretty great level of control.

Your character also has their own specific special attack. There are five characters in total. Each one with their own pros, and cons. They act as individual classes as in Gauntlet. Just as that game had different characteristics in each class, so does this game. The first character is given a machine gun, and a damage booster. As you unlock more you’ll find an opera singer with a flamethrower. A bar waitress with a shotgun, a warrior with slime themed specials, and finally a sniper. Not only do these characters have different play styles, but they all have their own personality.

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There are two main ways to play the game, a single player story mode, and then there is a Co-op mode. The story mode tosses you into six stages before a final showdown. As in multiplayer, you’re never going to play the same level twice, even though the objectives are in the same order. The game will put you into a randomly generated stage made up of around 9-12 rooms. Every time you play you’ll have a different mix of rooms but with a unique objective for each mission. Because of this, each stage is its own little adventure. You have to explore the stage thoroughly in order to find the end. You can try to rush your way to the end, but if you aren’t very good at classic action games of yester year it isn’t very advisable.

Going through the levels, you’ll find there are a number of portals in rooms. Step around half way into any given room, and these portals will open up. Hordes of orcs, and other enemy types will attack. You’ll find some reprieve after you defeat any given horde, as you pick up health, and experience points. Each of these is important to collect, and this is also one of the reasons why you may not want to rush to the objective too quickly. The game starts you off with only so much health. Taking hits from anything can damage you, and while some small arms fire may not worry you at first, it does add up. You also only have one life per game. One life. Should you die, you have to go all the way back to the start.

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Fortunately, the levels, and enemy corpses are going to drop experience points. You get to keep your level going after deaths, and restarts. Most importantly, filling an entire experience bar will give you a randomly generated perk. You get to keep these perks even after you die, so eventually the difficulty may become a bit more manageable for you as you progress. I’m not very good, but even after five or so restarts, I managed to have a few. The other thing about the single life system is that it will again, hearken back to the 1980’s arcade game feel. Back then, if you ran out of lives you started over. Oh sure, there may have been the odd game that allowed for continues. But your low score was a sign to everyone that you spent a lot more than a token.

This can be seen as or a good or a bad thing, and there are valid reasons from either viewpoint. On the bad side, one might point out that the lack of continues may mean that some players won’t see a lot of what the game has to offer. On the other hand, the campaign is only six stages in length. The meat, and potatoes are really in the gameplay. Personally, while losing can be frustrating, it somehow doesn’t feel completely unfair. It’s an awful lot like a bullet hell shooter in that regard. Again, I barely beat games like R-Type, Abadox, Gradius, or Contra when I was a kid. When I did it was after hundreds of attempts, and continues. But there was a lot of fun to be had in that challenge, and I think there is here too. Considering that you do get some perks, and other characters you get to keep once you’ve unlocked them, it does get easier.

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That being said, this is still a pretty difficult game. Most players aren’t going to burn through it in 20 minutes. But stick with it, and you’ll feel vindicated when you finally complete a mission, or defeat a boss. In addition to perks, characters, XP, and health pickups, the game does have a number of awesome weapons, and items you can use during a play through. There’s the awesome spread gun, that feels right out of Contra. Handy for taking out small mobs, or dealing big hits on bigger enemies. There are portable land mines. There are cool remote turrets. There are attachments to your primary guns that cause extra damage to enemies.

All of the game’s weapons are fun to use, and feel useful. While you might find you like using one pick up over another, you’ll never feel the secondary weapon you have is worthless. Some of them might work on one particular type of enemy better than another. But everything is still very effective. You just need to take your time, experiment with weapons, and learn how they work against each obstacle. Once you become proficient with a few of these items, and discern some of the enemy patterns things can become quite addictive.Deaths go from rage quitting to “One more game.”. I also have a word of advice for you; always pick up gold drops.

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Gold drops are another important utility in the game. Each stage will have a hidden shop room you can use to buy temporary buffs for your character. You can find gold any number of different ways. Most commonly, you can raid the corpses of fallen orcs. But there are treasure chests, that have gold, and other items too. Some require a key, usually found by exploring. There are also red colored chests, and lottery machines you can use your gold on. I wouldn’t advise the red chests, as there’s a high chance you’ll actually lose health. But the lottery machines will often give you a secondary weapon or more gold. Secondary weapons can also be found by freeing prisoners peppered throughout the land. If you do choose to go spelunking for the shops, make sure you grind as much gold as humanly possible because some of the better items are pretty pricey.

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Multiplayer also makes the game a lot more palatable, as this gives the game more replay value. Basically, the co-op mode can be played online or offline. Up to four people can play together, and it’s everything in the story mode just with your friends or strangers. Offline co-op is one of the best things about Rogue Stormers. So few games have couch multiplayer anymore. Especially on the PC. It makes this game again, feel like being in an arcade in the 80’s or 90’s. Which is great. The rogue like elements actually help it in this regard. Were this a fully traditional experience, like Turrican or Contra, or Commando players could memorize where everything is going to hit them from after a while. Seeing how they recycle rooms here that can still happen. But you also have the rooms in different areas each time. There’s always a chance to be caught off guard.

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Rogue Stormers also has a story, though it’s pretty cut, and dry. We meet an evil orc, named Hector Von Garg. He convinces the kingdom of Ravensdale to turn against the Rogue Stormers, before enslaving everyone. Now the heroes fight to dethrone him. Throughout the game you unlock bits of story lore which come in the form of newspaper clippings. The story isn’t much to write home about, but the art, and character designs most certainly are. Everything feels new, and yet familiar. Sometimes things look right out of Warcraft III, with the exaggerated looks of the orcs, and yet the game has a lot of its own style. There are clearly influences from Warhammer, but again everything still has a distinct look. From the orcs in hot air balloons, to the magic squids you can fly. Backgrounds have the gloomy, dreary atmosphere you would expect in a war-torn fantasy world. The little details in the environments give this game a nice dose of personality.

The soundtrack, and effects are also really worth a listen. The mix of electronica, rock, and orchestrated music fits the dystopian environments brilliantly. It almost feels like a sci-fi film at times, which is probably fitting considering some of the steam punk influences with some of the game’s antagonists. Composer Jonathan van den Wijngaarden brings the same quality of work to this game, as he has in many a big budget title. The results are fantastic. If you’re a fan of ambient orchestration you might want to nab the soundtrack.

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The game also has a pretty respectable level of options for you to tweak. You can change your resolution, window size, and even a number of lighting, and texture quality settings. As well as change the level, and type of anti aliasing. I would have liked to have seen some more of these options available rather than general sliders for categories. But Rogue Stormers is still a cut above other games in this regard. On the plus side you can use any number of control options. I tested the game with a Steam controller, Xbox 360 controller as well as my trusty G402 mouse. All of them worked flawlessly. While I would still recommend you use a controller, if you don’t have one, you can still be effective with  a mouse.

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Performance is pretty good overall. Though I found in my case sometimes things would chug along at maxed settings during major explosions, or if a large number of enemies appeared in certain rooms. Dialing things down slightly did help. To be fair, I was also running the game while I had a lot of other things running on the machine. Nevertheless, If you are on an older machine, consider turning off the FXAA, and SSAO, it won’t look too much different, and you may avoid some of those drops. Other than that everything ran very smoothly, and performance was really nice. The requirements aren’t absurdly high either. Minimum specifications are almost a decade old as of this writing.

 

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While the combination of bullet hell shoot ’em up, action platformer, and rogue like elements may not sound like they’ll gel to some, here they do. Rogue Stormers is a lot of fun to play, especially with three friends. It probably isn’t going to set the world on fire, but it is something I recommend picking up. Particularly to anybody who loves golden age arcade games like Robotron, or fans of those old action games on the computers, and consoles of yesteryear. Although Rogue Stormers veers that way, fans of rogue like games still might want to check it out anyway. It does use the chosen elements of that subgenre very well. Even if you’re not one for any of those types of games you may want to give it a look. It’s different enough from either it still might just appeal to you.

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The only thing keeping it away from sheer impeccable status are the lack of online players, and a couple of very minor things akin to nitpicking . Like being forcibly warped to the other players if you disagree on where to go, or the sometimes finicky flying squid. Really nothing major. Of course if you don’t have friends over very often the lack of online players might be a sticking point. But, if you can convince a few of them to nab a copy, or you’re able to plunk down a little bit extra for a two-pack, you’ve got one of the most entertaining multiplayer experiences of the year. Online or offline, Rogue Stormers is a cult game worth joining. A very difficult one. But so was Demon’s Souls.

Final Score: 8 out of 10

Devil’s Third Review

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I know. I know. I’m late on this one. But I have a really good reason. I only recently managed to secure a copy. The game initially showed up stateside, where GameStop had a mere 420 copies nationwide. To say that the speculator market went insane over this is an understatement. For at least two months the game went for as much as $300 in online auctions. Nintendo quietly released more into retailers hands. The aftermarket price did fall a lot, but you can still pay as much as $80 for one. I lucked out, finding mine at retail last week, and it was likely the only new copy in my State.

The game has been a bit of a pariah since its release. Not only was there an initial speculator craze, that made a handful of second-hand sellers a considerable chunk of change, there was negative reception. There was a lot of negative reception. From other reviewers who hated it, to average players who hated it, the word of mouth got around fast. But is it really that terrible? Is it deserving of the ire not seen since the likes of The Garbage Pail Kids Movie?

PROS: Fun mechanics. Large weapon assortments.

CONS: Technical issues. Dumb A.I.. Microtransactions negatively impact multiplayer.

DTV: The action, and cheese are right out of a B-Movie.

Before I get into just why Devil’s Third is so reviled, I have to give a little bit of background. Way back in 2008, Tomonobu Itagaki left Tecmo, along with several Team Ninja members. He had announced he was leaving because he hadn’t been paid what he felt the company had promised him. He also announced he was suing them. Shortly thereafter he, and the others would form a new studio Valhalla Game Studios.

Valhalla would immediately begin work on Devil’s Third. In 2010 it was showed off at E3 for the first time. There wasn’t much focus on it compared with all of the other stuff at the show, but that wasn’t where the bad news would begin. During development, the game switched engines a number of times. The initial engine they started on had to be scrapped when the company they licensed it from went belly up. The game was then restarted on Relic’s Darksiders II engine. After awhile the team ran into other problems, and they moved the project to the Unreal 3 Engine.

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Things became worse for Valhalla in 2013 when THQ went out of business. During the sale of THQ’s assets the IP for Devil’s Third was given back to Valhalla. But they now had no cash flow to finish their game. Itagaki spent a year trying to find another publisher. Eventually Nintendo would pick it up. Nintendo would also dictate that Devil’s Third would be a Wii U exclusive.

Upon firing up the game you’ll go through the typical credit screens. One for Valhalla, one for Epic’s Unreal 3 Engine, and you’ll finally end up at a calibration screen. Before you can even get to the title screen you’ll be asked to move the screen borders to your TV’s actual borders. After that you’ll make your way to the title screen.

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The title screen has three menus. A single player mode, a multiplayer mode, and an options menu. In the options menu you can choose preset button configurations for the game pad. You can also revisit your border settings, volume, and contrast settings. One nice thing is the ability to tweak the sensitivity of the thumb sticks. It isn’t going to make it anywhere near as seamless as mouse look in a PC game. But it does give you a leg up on a couple of other games.

The single player campaign is a mixed bag. The story is right out of a direct-to-video action movie you’d find in a Best Buy bargain bin. In a war torn future, the global landscape has changed. The US was broken up into different territories, most of the world is in ruins, and an old cold war era terrorist has destroyed satellites. This has resulted in much of the world’s economies wiped out, as the decimation of the satellites has caused an EMP-like situation. Many computer systems are out, modern vehicles don’t work. Everything is in ruin.

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A US Official goes to Guantanamo Bay to release one old prisoner named Ivan who was involved with this old threat in a past life. So as Ivan you have to escape the prison (where your cell is a lavish apartment replete with guitars, and a drum kit for some reason), meet up with an old war hero, and fight your former allies for revenge. You go to all different kinds of locales in the campaign. Panama, Japan, a shipyard, are but a handful of them.

The game plays like a combination of Itagaki’s Ninja Gaiden games from Tecmo, Call Of Duty, and a hint of Max Payne for good measure. You can go into firefights using both melee weapons, as well as an assortment of guns, grenades, rockets, and other projectile weapons. You can actually do some pretty cool things with the system. Like Ninja Gaiden, enemies can be dismembered in various violent ways. Some of the projectile weapons cause them to explode into giblets. Swords, axes, knives, and pipes will often crush skulls, and chop off limbs. There are even a lot of cool canned animations for the melee attacks that make it feel even more like a fun Dolph Lundgren B-movie.

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Using the melee attacks will eventually fill a meter. Once full, you can activate a melee buff, that makes your attacks much more potent while your tattoos flash. There are some sections where you’ll have no choice but to use this mechanic as the game throws  you up against mini bosses that can withstand a lot of gunfire. The unfortunate thing if you come into this as a fan of modern hack n’ slash titles is that there isn’t much of a combo system.

Devil’s Third has two melee attacks. You can do light, or hard swings. Light swings do less damage, but you can get a few of them in in a short amount of time. Hard swings do a ton of damage, but have cool down periods between swings. These are only around a second, but in many situations that can feel like too long. You can also block incoming melee attacks. After you get two or three swings in, the aforementioned canned animations occur, usually killing an enemy. The problem is that there aren’t any of the intricate challenging combos you’re probably used to. Ninja Gaiden, Devil May Cry, Bayonetta, and God Of War, all let you do some pretty deep combos. Many of which could even help you those times where you found yourself completely surrounded. Not so, here. You can get a few light swings in, maybe combine them with a hard swing, and that’s about it. You do have the ability to throw your melee weapon as well, which can sometimes be beneficial.

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There’s also a pretty good dodge system in place, so you can dive out of the way of firepower,  peek out behind cover, and toggle a run command. The run command can also be used to parkour on certain surfaces to get to higher ground. You can also combine the movement commands with melee to perform an instant takedown that can be really handy in certain situations. Finally, you can slide to cover while running which is cool.

The shooting mechanics fare considerably better. Most of the guns, have a nice punch to them, and work the way you’d expect. Machine guns, sub machine guns, being best at medium range, shotguns being great at point blank, and everything being decent at a range. Explosives also have splash damage, so you have to be careful about shooting them too close. Devil’s Third also tries to keep itself from becoming monotonous by adding some turret sections, and a few sections where you use your X-Ray glasses to find traps, or to lock onto targets for air strikes. Some of these succeed in what they’re trying to do, others feel like busywork. None of them go on too long though.

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If there are any complaints to be had with the shooting, it’s that the right thumb stick’s responsiveness isn’t quite as smooth as in other games. It takes a little while to get used to. But while you’re acclimating yourself you can expect to miss a few shots, and get beat up by an enemy that probably seemed like easy pickings.

Speaking of enemies, there is a surprisingly large variety here. You’ll see your usual video game mercenaries. But there are Predator stand-ins, Resident Evil monster stand-ins, mech like super soldiers, enemy vehicles, and many more. Again, there is an issue that rears its head here, and that is the inconsistent A.I.. Sometimes you will find enemies have the most dead on aim in the game, or the best possible blocking times when you go to swing that emergency fire axe. But then you’ll get to the next section of the level to find the next run of henchmen are complete idiots. They will stand in the open practically asking you to shoot them in the face. Even when there may be a ton of optional scenery to duck behind.

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This can even affect the bosses sometimes. You could fight a boss in ten long battles, all of which you narrowly lose, only for them to become a pushover in fight eleven. It takes you out of the moment, especially after having to pull out all of the stops so many times. It’s almost as if the game just decides to randomly put you over for no apparent reason. But the inconsistent A.I. really isn’t the biggest problem with the game.

Those would be the technical issues. The game will randomly suffer from frame drops, and micro stuttering. Make no mistake, it’s infrequent. It isn’t a constant problem while you play through the campaign. But it can happen at the worst possible time, and get you killed. Even on the easiest difficulty setting. It doesn’t matter if there are 2 enemies, 60 enemies, or even no enemies. Your frame rate will go from an acceptable 30 frames per second down to 5 frames per second for around fifteen seconds. The conditions are arbitrary. It isn’t something where it happens when too much is going on for the Wii U to handle. It will randomly drop. In my play through I had it happen around ten times during the campaign. The campaign will get you between six to eight hours of play time depending on how fast you pick up the nuances. Difficulty settings honestly don’t impact the game much. In my case going from the easiest setting to the hardest one, I only noticed that enemies did more damage. The A.I. didn’t improve much, and they seemed to take only slightly more damage when I hit them.

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Some have really given the game’s graphics a hard time. To their credit, it does look like some of the earliest textures, and models were carried over from older builds to the final build on Unreal 3 Engine. You can probably notice it in the screen shots in this article. I won’t sugarcoat it. The visuals are pretty inconsistent. Ivan looks pretty amazing. There are a lot of little details on the model, and in some parts of the game you’d be forgiven for thinking you were looking at an Xbox One game. But then you have structures, and other models that have the complexity of a very early Xbox 360 game. Some of the textures aren’t as good as other textures. That is until you realize that the game has another technical issue. It seems like there is an issue loading textures. Go into one of these bland areas, and hold still for a moment. Eventually, things begin to look considerably better as details begin to show up on brick walls, marble floors, or painted surfaces.

While I don’t think it looks as bad, or plays as bad as some of the criticism would have you believe, you can’t entirely dismiss it. Devil’s Third does have some issues that really bring it down a lot. Having said that, I still had a pretty fair amount of fun playing through the campaign. It has a lot of problems yes, but they aren’t so bad that they make the game completely unplayable. It’s very simplistic fun, and that’s okay. If you can forgive the inconsistent graphics, and occasional frame drop, you can honestly find a fair amount of enjoyment in the campaign. Even if the A.I. goes from Einstein to dumbass out of nowhere.

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You can also find enjoyment in the multiplayer portion of the game. It has the typical modes you’ve likely come to expect. There’s a standard death match, and team death match mode. There is also a capture the flag mode, a bomb mode similar to the one found in Counter-Strike, as well as a fruit mode. This makes teams compete to capture fruit, and put it in a device for points. Finally, there is a Siege mode. This reminds me a lot of Sanctum, where you defend or attack structures in a map depending on your team. Moreover, Siege actually encourages players to form clans, as you can place structures in maps, and compete for territory.

Siege will give you the option to join a clan, or be a mercenary. If you join a clan you get the perks of having your base placements effect matches, as well as having a neat little icon next to your name. If you would rather play with your friends, you can also form your own clan, and invite them into it. When people ask you to join their clan, you’ll get an in-game email notification that you can accept or deny. If you opt out of being in a clan, and play lone wolf, you can still play Siege. But you will mainly be there to help whichever team you’re assigned to. You will get rewards for playing the mode however.

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Before you can play Siege you’ll have to get set up with gear, take a brief tutorial, and then fight through the other modes of your choosing until you reach level 5. But of course, this is where once again, there has to be a problem getting in the way of what could have been an excellent game. Microtransactions. I hesitate to say that the ones in Devil’s Third are as nefarious as the ones in a lot of free to play games. They aren’t. But by God are they still pretty dubious. The game has two forms of currency. In game cash you can use, and golden eggs. Golden eggs can be used to buy some items, while the cash is for others. You can also convert the eggs into cash. Beating the campaign gives you a lot of eggs, and winning or placing in matches gives you one to a few.  Finding all of the trophies in the campaign adds more. Thankfully, the weapons in multiplayer are all purchased with in game cash. So beating the game will essentially give you enough eggs to turn to credits to unlock every gun in the multiplayer.

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However, some things like multiple load outs for you to preset weapon combinations with, and costume pieces need to be purchased with eggs. Many of them require fifty eggs to unlock. The costume pieces also have negligible buffs, and nerfs on them. One shirt might take one less damage point from bullets while reducing you one speed point. The differences are so miniscule they rarely have any impact in combat whatsoever. They seem pointless to even be there. Really, they serve a mainly cosmetic purpose. But it doesn’t feel any better. Especially since you can pay real world money for eggs if you don’t want to grind out battles for eons. Siege mode also gives you a finite number of ammunition, so you’ll use the in game currency to replenish it. Again, another example of microtransactions  running amok. Thankfully, you’re still given plenty, and the rewards you get for playing generally cover you well enough. So you really shouldn’t have to buy any eggs to convert to cash to resupply with.

Prices for eggs will make you laugh your ass off, and ask the game if it’s serious. One hundred eggs will cost you $20. Go back to what I said a moment ago about how many eggs you need for a costume part. This means if you don’t want to grind your way to costumes you can easily spend a few hundred dollars. On nonsense. This is almost as bad as the technical issues, and for some players it might actually be worse.

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This is all disappointing because the underlying multiplayer game play is actually quite good. It makes effective use of the mechanics from the campaign, allowing you to use the same melee, movement, and gunplay. The maps are well designed for the different playable modes. I’ll go out on a limb, and say if not for the microtransactions this could have given some other online shooters on the Wii U some competition. It feels a lot like the multiplayer from Max Payne 3, minus the bullet time. In place of that are super weapons you can use for a short period of time after filling a meter. These do feel pretty beefy, and will have you cheering when you take people down with them. But they’re not win buttons either. You can still be taken out pretty easily when using them. Be it a shot from afar, or a sword from behind.

The technical issues from the main game do sometimes crop up here. Sometimes just before a round starts there might be a hiccup, and you’ll notice texture pop in. But outside of that, the death matches run really well. Interestingly, you can also plug in a USB keyboard to use in the chat room before matches. You cannot play the game with it though, so don’t expect to have a PC experience here. The game doesn’t support headsets or microphones though. Peculiar seeing how they went to the trouble of adding keyboard support. Anyway, in the grand scheme of things it doesn’t matter much since the most played mode is death match. The goal of which is to be a loner who racks up the most frags.

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Overall, I wouldn’t call Devil’s Third a completely terrible game. There are many issues that keep it from being an exceptional single player game. The microtransactions really hinder the online experience much more than help it. In spite of all of these problems though, I can say there is fun to be had here. The story, while full of plot holes, and clichés does live up the B-movie vibe it goes for. It’s still a riot to cut down waves of low level grunts with a shotgun, or an iron pipe. You’ll still feel an enjoyably surprising shock when a boss knocks a weapon out of your hands. The 75% of the time that the A.I. is smarter than a box of rocks it can be an exciting challenge. Especially when there are new tools given to you to try out. None of this is going to blow you away, but you’ll likely enjoy playing through it over a weekend.

Multiplayer actually is a blast though, which is why it is so disappointing to see it marred by a microtransaction system. The weapons, and mechanics are so enjoyable. Some of the extra costumes you can customize your character with do look cool. But they’re nothing anybody should spend real world money on. It’s the type of thing that should have been a  DLC pack you would find in a Call Of Duty game. If it had to be sold as an extra at all. The system here just nickel, and dimes you. It isn’t quite the level of a free to start game, since again, you can at least get all of the weapons by playing the campaign. But man, does it come ever so close to it. Beat the game, use the credits on the weapons, and enjoy the multiplayer that way.

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If after all of that you want to jump in, you can try to hunt down a copy like I did. But you can also buy it on the Nintendo eshop. In the end though, you’re getting into an average game. Nothing revolutionary. Nothing you haven’t seen elsewhere. But you’ve also played far worse. Although being average isn’t bad, there are many better games to choose from. If you do decide to play it anyway, you’ll have some fun. If you temper your expectations.

Final Score: 5 out of 10

Broforce Review

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Way back when The Expendables 3 was coming out in theatres, I reviewed a freeware game based on the film. That game was built upon today’s game as a spinoff. Why didn’t I talk about Broforce then? Well it was in Early Access back then. Which meant that the game wasn’t finished. Obviously I can’t review something that is incomplete. But, an exit from Early Access at the end of 2015, and a generous Christmas gift later, Broforce is technically done. Is it better than the free game from awhile ago? Yes it is.

PROS: Over 50 years of action movie nostalgia. Hilarious. Fluid controls.

CONS: Some may find it too repetitive. Insanely difficult bosses.

MISSING: A few noteworthy names.

Broforce is another in a long line of independent action platformers. You’ll be moving your characters from A to B, mowing down enemies, and fighting bosses. Initially you may come to the conclusion that it’s yet another budget title inspired by Contra, Ikari Warriors, and Commando. In some ways, that is a fair assumption. But stick with it for more than ten minutes. Before long you’ll find that it differentiates itself in a variety of ways.

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Right out of the proverbial box, the game tells you all you need to know. Broforce is a parody, and celebration of action hero movies. There are references to over 50 years worth of films. Of both the big budget blockbuster, and low budget, direct-to-video B movie variety. The game even references action themed television. Rambo, Robocop, Universal Soldier, and 007 films, are but a mere handful of the properties that see themselves lampooned.

Broforce has a pretty hearty selection of modes considering the kind of game it is. The primary mode is its campaign mode. Here, you will go on 15 missions, each with several stages. Earlier stages give you a handle on the basics, but they quickly ramp up the difficulty. In each stage you’ll also see captives. Freeing the captives is your ticket to unlocking each of the many playable action heroes the game has to offer. This is also the way to score 1-ups. When you lose a life, your next life will be a different character. You’ll never get the same character to show up twice in a row.

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After running through a number of stages you’ll face a boss character. These can range from beefier enemies you’ll face regularly in subsequent levels to over the top finales. Unfortunately boss fights are one of the few things in Broforce that might sour some players. That is because a number of them are just brutal. While they do have patterns you’ll eventually figure out, they aren’t intuitive. The first several times you attempt these fights, you’ll find the clues to victory are almost cryptic. You’ll feel very trial, and error at least initially. Once you finally do realize what you must do to win, these fights are still going to be pretty tough.

Beating a mission will take you back to a globe that looks like something out of Minecraft. You move a helicopter around it to go to the various missions. You can do some of these in whatever order you wish, but not all of them. There are also optional missions that crop up from time to time. You really should play through these for two reasons. First, you’ll get gear that can make things a little bit easier for you. Second, these stages require you to learn some of the more advanced movement techniques that game has to offer.

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These techniques are almost a necessity when you get to the final leg of the campaign, where dexterity is a must. You’ll need to be able to speed jump, wall jump, and shoot with expert timing. All combined with the basics you’ll learn early on. Each of the characters has three basic moves, and a special. You can jump, shoot, or use a melee attack. Special moves are tied to things they’ve done in, TV or film. Sometimes they’ll be of a better use in combat. Other times in movement. In either situation it’s going to pay to not only master them, but to plan on when to unleash them since each has a limited number of uses.

When you finally do beat the campaign, you’ll find you won’t be done. Because there are a host of multiplayer options, as well as a harder version of the campaign to play through. Ironbro mode allows you one life for each of the action stars you rescue. No continues. No mulligans. If Rambo falls off of a cliff, he’s gone forever. Considering how difficult the boss fights are, you can’t afford to lose a single hero in the normal stages.  But that’s not all. Aside from the two campaigns, you have an arcade mode that eschews the storyline. You also have multiplayer, both online, and offline for up to four players. You can play the campaign together, or play competitive modes. The game also includes the level editor used by the developers themselves! There are already countless maps up on the Broforce Community Workshop.

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Multiplayer is a lot of fun. Playing locally is especially fun, as it brings back the feeling of gaming with friends. As great as the online options are here, it was nice to see local couch or desk multiplayer included. Playing the game with friends is as frantic as playing Contra or Battletoads with a friend. Everyone will have to try spectacularly hard to stay together, and communicate strategies together, on the fly. The game also lets you drop in or out on the fly.

Playing online means you can either set up a private game that friends can join, or you can hop onto a public game, or host one. Playing privately is probably the best option short of couch play. But you never know who might play with you publicly. In the few games I joined, I found a lot of really skilled players, that made things a lot more cohesive. But being the weakest player in a few of those games, I’m not sure how much I contributed. Either way, it made an already fun game more entertaining. Though I must admit if you get into a group of fairly unforgiving people it could be less so. Fortunately, it’s easy to drop out if you find yourself paired up with anyone you don’t get along with.

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Versus modes come in two varieties. The first is a race mode that plays a lot like Giana Sisters Dream Runners. In the sense that you have to make the opponent fall so far behind they’re off screen. Doing this results in a win. But you’re also granted access to your weapons. So you’ll be killing enemies, and trying to avoid calamities the entire time. Some of these rounds can become pretty heated, so you might just want to play the race mode.

The second is a death match mode. Think of it like a combination of Joust, and Duck Game. You’ll run about an on rails scrolling stage, trying to kill each other. There isn’t much else to mention here. It’s nowhere near the depth of the aforementioned games, and you probably won’t get a lot of play time out of it as a result. Community maps help this a bit, but it still isn’t as fun as the campaign. Really, playing co-operatively is the best kind of multiplayer for the game, and it shows.

 

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The aspiring designers out there will also want to stay for the level building tools. Which is surprisingly intricate. You can use any of the game’s built in assets to make stages as simple or as complicated as you wish. You can also upload them to the Steam community. Again, there are hundreds of levels made by fans you can download, and install. So even if you don’t feel compelled to create your own stages, you’ll probably find a lot of ones you enjoy playing through.

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Broforce is a wonderful game, through, and through. While the campaign can get a little bit repetitive if you blow through it in a marathon session, it is still a blast. It makes a great party game when you have friends or relatives over. It even manages to be a lot of fun online with very few connectivity issues. It might not look quite as nice as other indie platformers in its league. But it has plenty of charm, and humor. It’s such a good time you probably won’t be bothered all that much.  It’s well worth the asking price. If you’re still on the fence you can always check out the Expendabros game. It will give you a good idea of what you’re in for, and costs you nothing. But for anyone who loves action games, and action films, Broforce is a entertaining ride worth taking.

Final Score:8.5 out of 10

Shovel Knight Review

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I know, I’m late to the party again. I can’t always help it. Once, again you probably don’t need me to tell you to play Shovel Knight either. It’s gotten all sorts of critical acclaim, and has done so well that the folks at Yacht Club Games have a physical disc version out for consoles. Not to mention the amiibo figure for fans of the Nintendo Wii U version.

PROS: Old school action platforming inspired by Mega Man & Duck tales!

CONS: High difficulty will scare away some. Anticlimactic end boss.

WHAT?: There’s a super secret mode for those who can beat the game.

So what can I say about Shovel Knight you might not know about? Probably not very much, but I’m certainly compelled to attempt it. Shovel Knight is a 2D action platformer with art, and music inspired by games that came out on the Nintendo Entertainment System. Most notably, the first six Mega Man games, and Duck tales.

The game also borrows ideas from Super Mario Bros. 3, and Zelda 2. Basically, if you were a big fan of Capcom or Nintendo, in 1987, there is a lot of fan service here for you. The game starts you out with some entertaining cinema screens to set up the action. You play a knight who goes into a depression after losing his comrade on a mission. He retires, and in his absence a sorcerer takes over the land. Fearing for their lives, many powerful knights align themselves with her, and plunder the surrounding kingdoms, each one taking a kingdom over.

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From here your knight picks up his trusty shovel (hence the name), and proceeds to go on a quest to take back the land. After an introductory mission, that helps get you acclimated to the controls, you’ll be placed on a map much like the one in Super Mario Bros. 3. There are mission stages, wandering enemies, villages, and bonus stages. Each segment allows you to play three missions in whichever order you choose.

Villages work the same way games like Zelda 2, the Ys series, and other action RPGs do. You can go into shops, get items to use in missions, level up your life capacity, weapons, and even interact with characters. Shovel Knight even adds a number of hidden secrets in the villages, as well as throughout the game. Some of them are almost necessary to find if you want to be victorious.

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As in the classic Mega Man series, you will face a boss at the end of each mission. The boss will have a pattern you need to analyze, and learn in order to defeat them. On your way to the boss, the stages are full of the tricky jumping, and challenging enemies you would expect. Much like Scrooge McDuck, and his cane, Shovel Knight has a pogo move with his shovel. He can also swing the shovel at bad guys, and use the money he finds in the stages to level it up. Also like Duck tales, there are hidden rooms throughout the stages that give you access to treasure, sheet music that you can bring to a minstrel, and hidden shops.

Finding these hidden shop items can be a Godsend. Some of them make getting through some areas much easier. In the case of some of the game’s bonus levels, they’re actually required. They can also deal higher damage on bosses than your shovel, or magic items you find in the towns. But the standard magic items are important too, giving you the secondary weapons that work better on certain grunts, or even bosses. Again, it certainly feels like Mega Man, except that the bosses aren’t the ones leaving you the weapons.

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Clearing the mission levels will break the barriers on the map (similar to Super Mario Bros 3’s locks), and open up newer areas. Again, revealing three more missions, and other spaces. The wandering enemies on the board are also worth going to. Most of them are mini boss affairs, but defeating them will give you a lot of cash, and a bit of background lore.

Speaking of cash, it is also important to collect as much as possible. It’s also important that you fail as little as possible. Shovel Knight doesn’t give you a traditional lives system the games that inspired it do. There isn’t a game over screen upon losing a certain number of lives. Instead the game takes away a big chunk of your money every time you die. It leaves some of that money hovering above your resting place for you to take back on your next attempt.  But each failure costs, more, and more until you have nothing left.

 

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The game also has a woman in one of the towns who keeps tabs on the gold you’ve collected, number of times you’ve died, among other statistics. It also gives you a final tally at the end of the credits if, and when you do manage to complete the game. Beating the game also gives you the chance to replay the entire game in the role of one of the bosses.

Shovel Knight does have a few minor differences between its versions. If you play it on Xbox One, it includes a showdown with the Battletoads. PlayStation 4 owners get a similar showdown, but with Kratos. Wii U players get a cooperative mode, while 3DS users get a list of challenges. If you play the game on your computer, you’ll have  a couple of performance options over the console versions. Console owners can also buy the game physically for a bit more than the price of the digital download.

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Any way you choose to go though, is going to give you a good time. I know I’ve mentioned similarities to some great classic games. That isn’t really a complaint though. Shovel Knight takes the best aspects of those old games. But it also does a lot of new things with them, including some well made puzzles built around them. I also didn’t talk much about the style of the game. If you haven’t played it, and are only looking at screenshots here, you might want to sigh at first. True, a lot of small businesses making platformers these days have gone for the look of an old system.

But Shovel Knight has some of the best sprite work around. It really does emulate the look of an NES very well. Better than many of its contemporaries. It also does a lot of clever visual tricks, and uses these tricks in the actual game design. For example near the end of the game, there is a section where a storm comes into view. During which, all you can see are silhouettes of characters, and objects. In this section many of the platforms are hollow, and you’ll fall through. It is only by looking for one specific detail that you can tell where you need to go.

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It does something similar in one of the boss encounters. Even when it doesn’t effect game play, it just nails the look of an NES game.  The palettes, the parallax scrolling, all make Shovel Knight feel like it could have been made by Capcom back in 1988. The music isn’t too shabby either. Yacht Club made sure that every song sounded like it is playing on an NES. Five channels, with the bending frequency noises, and orchestrated in some of the catchiest chip tunes in recent memory.

Again, all feeling like a late 80’s NES game made by Capcom. If you were a big fan of Mega Man, or Duck tales back in the day this is certainly a game that will be up your alley. It’s also going to be a great game for anybody who appreciates a great challenge. There are some very difficult parts in this game. But in all of the right ways. It’s the kind of challenge that will be infuriating at times. But also addictive enough that you will keep chiseling away at it until you’re victorious.

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If I have any complaints with Shovel Knight, it’s mainly that sometimes you’re going to feel a little bit off. You’ll feel like you should have been on a surface, but the game will disagree with you. It is mainly on one or two very rare occasions, that involve a very specific object that I don’t want to spoil for you here. Granted, I know the game has been out awhile, but there are still plenty of you who didn’t get around to checking this out yet.

But you should, because aside from that one grievance it’s a really good action platformer. One that is still being supported heavily by its creators over a year later. So much so that there are even free expansions yet to come for it.  If you missed out on it before, or are the sort who has to have a tangible copy of every game you own on a shelf, pick it up. The physical disc version came out recently, and doesn’t cost too much more than the downloadable version. If you choose to play the PC version however, I highly recommend a game pad. You can use a keyboard if so inclined, but things will feel a bit more natural for most players.

Final Score: 9 out of 10

 

Mighty Final Fight Review

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Toward the end of the original Nintendo Entertainment System’s run there were a number of great (and not so great) titles that came out as the Super NES was coming into its own. Capcom put out a number of these games as the console began to fall by the wayside in the last few years. Mega Man 6, Rescue Rangers 2, Duck Tales 2, and of course Mighty Final Fight.

PROS: All of the protagonists are here. Action translates well.

CONS: Short. A sharp difficulty spike near the end.

LEVEL UP: There is an NES Double Dragon style EXP system.

Mighty Final Fight came out at a time when the Super NES was seeing a number of arcade beat ’em up, and tournament fighter ports. Capcom had already ported the Final Fight arcade game to the console albeit with a number of things removed to be able to fit onto the cartridge.

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Knowing that the NES couldn’t handle the game, Capcom made this an entirely new game set in the same universe. Even though it is technically far less capable as the cut down Super NES port of Final Fight, in many ways it is a much better game.

Mighty Final Fight has an almost identical storyline. Mayor Mike Haggar’s daughter Jessica is kidnapped by the Mad Gear street gang. So he decides to take matters into his own hands, beating the crap out of every last criminal he sees. Until he gets to the boss of the entire Mad Gear operation. Joining him again is Jessica’s boyfriend Cody, and Cody’s friend Guy who was absent in the initial Super NES arcade port.

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So the NES game already has one leg up on its younger brother here. Game play is also pretty close to the Super NES. Characters can be grappled by approaching them diagonally, then they can be dispatched by any number of moves. All of the throws, pile drivers, and special moves are back.

Once, again pressing the attack, and jump buttons at the same time will execute a special move. Using these moves also takes away some of your life bar just like it does in other versions of Final Fight. But here is where the game begins to veer off into spin off territory. Mighty Final Fight takes a page from the NES port of Technos’ Double Dragon. You will see a meter on the lower right section of your HUD. Next to that is an experience counter.

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As you pummel bad guys you will raise the number of experience points. When you get to the maximum number, the bar will fill up further. Each bar within the bar you fill increases your health meter, your damage output, and decreases the amount of punishment you take upon being hit. Using grapple moves will give you more points. So playing as Haggar means you’ll want to be using pile drivers. Using Cody or Guy you’ll probably be doing a lot of throws. Interestingly enough, choosing Haggar starts you out with three full bars of experience, while choosing either Cody or Guy will start you out with one.

Leveling up to a certain point will also unlock an additional move for you to use. Unlike the arcade version of Final Fight or its ports, the weapons you can find in oil drums are character specific. Haggar will always have a hammer. Cody will always have a knife, and Guy will always have shurikens.

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Of course Mighty Final Fight also differs in the actual stage layouts. They keep the general theme of the arcade machine’s stages. The game even has a map similar to the arcade game’s in between levels. But you’re getting an entirely different run of levels. In the first stage you’re fighting through the streets, then a rooftop. Stage two you’re fighting your way to an area that resembles the next to last stage in the arcade version. Stage three is a section called Old Town which has some minor similarities to the arcade’s West Side stage.

At least in terms of style. Here there are sections with giant pits in the road, and the action leads to wrestling arena like the arcade machine’s second stage finale. Stage four feels entirely like an alien experience. It is supposed to be the factory district, but instead has a warehouse area. You also end up on an elevator leading to a bar. This brought me back to The Simpsons Arcade game moment near the end of that game’s graveyard level. The final stage is called the Bay Area but has little to do with the arcade game’s. Instead, it’s a hodgepodge of the arcade’s Uptown, and other parts of the game.

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Mighty Final Fight also rearranges the order of the bosses, and even replaces a couple of them. You’ll still fight Damnd at the end of the first stage. But after that you’ll see Abigail, then Sodom, then a palette swap of Sodom who is supposed to be his relative. You’ll still fight the same final boss in Belger, except this time he is a cyborg. Mighty Final Fight also makes you rematch two of the bosses on the way.

The game has a super deformed look, and goes for a bit more humor. Don’t get me wrong, this is one of the nicest looking games Capcom put out on the NES. But it might throw you off coming into it from any of the other Final Fight games. Everything looks like it was inspired from the Technos Double Dragon NES ports. Big heads with detailed, yet tiny bodies rule the character designs, and stages are incredibly short, yet filled with challenges. Many key enemies return for this installment, though not all of them. You’ll see Poison (who was edited in the Super NES port of Final Fight), Andore, J, among others. As I said before, the game play is almost identical, though you’ll only ever see two enemies at a time. That doesn’t make them any less cheap though. They’ll still try to sandwich you, and force you to memorize exactly when to throw an attack at them.

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The music in the game is pretty good. None of the arcade game songs show up, but the original songs here fit the action very well. Unfortunately they aren’t very memorable or iconic the way the mainline game’s soundtrack is. Sound effects are about what you would expect. Similar smacks, and smashes you’d hear in River City Ransom, Double Dragon, or Bayou Billy are here, and sound great.

There isn’t too much to complain about with Mighty Final Fight. Some might feel it could be a little bit longer.  It is also fairly challenging if you don’t remember exactly how to read enemy patterns in the series. Enemy attacks tend to hurt you a lot, and they’ll even use the environments to their advantage, kicking you into pits, or off of ledges. They’ll also sandwich you, forcing you to use your desperation moves.

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But over time you can become acclimated to these patterns, and once you start decimating them with enough of your grapple moves the game becomes a lot easier. Still, some may balk at the initial difficulty. The other thing to keep in mind is the cost if you’re a purist. In most cases an NES Game Pak will cost you at least $150. That’s just the cartridge. Expect to pay several hundred dollars if you find it with a box, and manual.

Fortunately there are other legitimate ways to play this. The Capcom Classics Mini Mix compilation on Game Boy Advance included it. This can be had for around $7. Or if you have the 3DS or the Wii U, the ROM is on the eshop as a download for a mere  $5.

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Mighty Final Fight is easily worth a recommendation for any fan of Beat ’em ups. It controls well. It retains the game play of the arcade cabinet it is loosely based off of. It’s one of the nicest looking games in the NES library. It also happens to be as fun, and interesting as later Final Fight games.

Final Score: 8 out of 10