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Bubsy: The Woolies Strike Back Review

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Every now, and again there will be a remake, or a reboot that just makes you ask yourself “Why?” Sometimes it’s a property that is universally reviled. Other times it’s something that wasn’t so bad it could make a Worst Of list, but not particularly good either. But to the surprise of everyone, someone, somewhere, decided to do it anyway.

PROS: It’s good. Seriously! It’s good!

CONS: Unbelievably short. Recycles a lot from a much more noteworthy game.

RETURN: The game promises Bubsy will.

Bubsy is one such franchise that falls under this scenario. Back in the days of the Super NES, and Sega Genesis, Accolade brought out their own mascot. The hope was they would have a game that could rival the two biggest franchises in the platformer genre. But while Bubsy wasn’t the horror show some folks make it out to be, it wasn’t great either. There were some problems on its quest to out-Sonic Sonic The Hedgehog. It had collision issues at times. It relied a lot on blind jumps that often led to cheap deaths. Every stage had multiple paths, but these paths could be confusing, and sometimes even malicious. Some would take you to traps, others would even go to the beginning of a stage!

A lot of the folks who complain about Bubsy, forget it did well enough to warrant, a sequel, a spinoff for the Atari Jaguar, and another sequel on the PlayStation in the form of Bubsy 3D. Hell, there was even a short-lived cartoon pilot, and a comic book series. But then, the series went dormant. Over time, popular opinion on these games soured, and these days it’s rare to hear anyone heralding any of them as an essential game in the genre. Still, when compared with some of the other Sonic, and Mario clones of the time, the first three Bubsy games weren’t all bad.

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So now around two decades later we have Bubsy: The Woolies Strike Back, and; it’s honestly not that bad. In some ways, it’s actually quite good! The new Accolade, (which owns some of the original Accolade’s IPs) hired Black Forest Games to give us this new game. For those who don’t know, Black Forest Games is the studio that gave us the excellent Giana Sisters: Twisted Dreams, and its expansion pack a few years ago. So Accolade chose a studio wisely.

Bubsy is a 2.5D platformer that runs on the same engine Giana Sisters: Twisted Dreams did. In fact, it has a lot of the same hallmarks, and mechanics. No more blind jumps, or awful hit detection. In this new Bubsy, you’ll know your mistakes are on your end. Stages are straightforward, but they do retain the idea of different paths. However there is no longer the brisk running of the old 16-bit games. Bubsy runs along at a slower pace these days. But this isn’t a crawl either. The camera is much better in this game too. No longer do you have to worry about blindly falling into a chasm, or bumping into an enemy.

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As in first game, the Woolies return. Obsessed with yarn, they steal the world’s supply, including Bubsy’s private reserve. So you’ll go across three worlds, each with five stages on your mission to stop them. When you fire up the game you’ll get a brief storybook segment explaining the simplistic story arc. From here you’ll start the game. You’ll see a map with a path through it. Each of the regular stages marked by a red ball of yarn, and boss stages marked by a purple one. Defeating a boss opens the next world, and you’ll repeat the process.

Each stage will give you achievements for meeting three metrics. Not losing any lives, entering a yarn room, and finding every T-shirt. When you’re in any given stage you’ll go around trying to get as many yarn balls, and T-Shirts as possible. You’ll also need to find a certain number of keys, if you want to be able to open the yarn room. The T-shirt mechanic is a little bit different from the way it was in the old games. Instead of having several types, here your first acquired shirt will allow you to take a second hit before dying. Any shirt you find while you’re able to take a second hit, will net you a 1-Up.

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So you’ll go along trying to find the end of any given stage while accomplishing these metrics. You don’t have to meet any of them to complete a given level, but it can help by boosting your score, and the number of lives you have in reserve. Each of the stages will have a variety of Wooly threats. Some of them will appear on foot, others will hover around on jetpacks. Sometimes you’ll find one in a small saucer shooting at you. In addition to the Woolies themselves, you’ll contend with spike traps, water hazards, and even killer sand sharks. A lot of sections with these dangerous environments employ many of the obstacles introduced in Giana Sisters: Twisted Dreams. There are fans that can push Bubsy up if he’s floating above them. There are sections with falling boulders. Near the end of the game, there is even a section where a room fills with lava, before draining it, and filling it again. Even one of the enemy types cribs an attack pattern from the knights in Giana Sisters: Twisted Dreams.

That isn’t to say the game is nothing more than a re-skin. There are plenty of differences. For instance, the deep, world shifting, and puzzle mechanics are exclusive to Giana Sisters. There aren’t many super secret areas, in the extent of that game. And the focus in that game was a lot more on challenging areas, and secrets than in Bubsy. Bubsy still tries to go more toward the 16-bit games’ feel. You’re going to try to find the fastest route possible unless you want to hunt down every last ball of yarn, and T-shirt, all without dying. Still, after playing Black Forest Games’ flagship franchise, you will definitely notice when one of its mechanics makes an appearance here.

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Visually, Bubsy looks quite nice. The game hits the Saturday morning cartoon look even the old games tried to go for. There are all kinds of nice visual touches throughout the backgrounds. There are even a few clever sight gags if you take the time to try to find them. The same dry comedy, and corny wordplay humor also return from the old games. Every now, and again you’ll see the character break the fourth wall (sometimes literally) with a joke. They even reference some of the criticism laid at the feet of the old games. One example is when the hero excitedly reminds the audience about how falling from beyond a certain height in the old games would kill him. There are also the expected cat themed pun titles for each stage. Boss fights are pretty fun encounters too. You’ll have to learn some intricate patterns in the later fights, but all in all they’re pretty fun.

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The audio is easily the strongest part of the game. They contracted the great Chris Huelsbeck to compose the game soundtrack, and it’s wonderful. Every stage has some catchy, bouncy New Wave, Synth-Wave, and Synth-Pop tracks that stick with you long after you’ve stopped playing. The sound effects are very nice with high quality explosions, splashes, and Saturday morning cartoon effects. The presentation is just great. Honestly, over the course of the game, you’ll have a good time.

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Unfortunately this iteration of Bubsy does have one major issue, and that’s its relatively short length. Part of this is due to the small sizes of the earlier stages. If you don’t make too many mistakes, and you’re not out for every last collectible they don’t take long to finish. The difficulty level is also very, very easy. For most players anyway. If you’re someone who has played a lot of platformers, you can probably clear the game in under two hours time. There are a couple of reasons for this. First, are the large number of lives you can stock up. You start with nine (because you’re a cat.), and if you don’t make a lot of mistakes by the end of a given stage you can have nearly twenty.

The other is in the boss fights. When you die, you don’t start the boss fight over again. You’ll re-enter the chamber, and the boss will have the amount of health it had when you died last. For most people, if you have more than five or six lives, you’ll get through these fights with little issue. Players obsessed with completion may squeeze out a bit more time. If you’re looking to collect every last trinket, maybe you can pull it off in three hours. Ultimately, some people won’t mind this. But most people likely will. If you’re someone in the latter camp, you may want to pick up another platformer you haven’t played yet instead. For example, Black Forest Games’ own Giana Sisters: Twisted Dreams is one of the best platformers to be released in recent years, and as good as this game is, Giana Sisters is still leagues better overall.

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But if you’re a big fan of the Bubsy games in general there’s nothing really bad here. It’s short, and it borrows heavily from a better game. But it’s still pretty good. Just know you’ll have to spend a lot of time re-playing it in speed runs to maximize your enjoyment out of it. The best audience for this game is probably younger children who are just getting into platformers. It’s got enough challenge for them, with plenty of charm, and atmosphere. Upon completing the game there is a hint that there will be another game in the series. If, and when Accolade brings it out, hopefully they’ll address the short length, and commission some more unique ideas. Bubsy’s latest endeavor isn’t a bad game, but there are a lot of better options in terms of the amount of content, and challenge.

Final Score: 7 out of 10

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Road Redemption Review

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Often times it seems there are a number of massive franchises, that suddenly go dormant. No warning, no announcement. It’s just decided that there will not be another entry in a given line up, and it slowly fades away. Sometimes even becoming relatively obscure. Sure, it’s unlikely anyone will forget about Half-Life in the not too distant future. But how about Mail Order Monsters? On that note, Electronic Arts actually has several franchises, and IPs they seem to have forgotten about. One of which is Road Rash.

PROS: Everything great about Road Rash 64. Rogue like elements used very effectively.

CONS: Dated visuals. Minor bugs.

EASTER EGG: There is a really great surprise for people who complete the campaign.

Road Rash was a long running arcade style racing game. In it you drove motorcycles, and attacked all of the opposing racers in the hopes you could take them out of commission. This made races a little bit more manageable as taking out competitors made it more likely you’d place. But there was still a great challenge in juggling attacking, defending, and watching the road. The series started on the Sega Genesis, but would appear on Windows, the 3D0, Saturn, PlayStation, Nintendo 64, and Game Boy Advance.

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The last game came out in 2003. So with that in mind, Ian Fisch, Pixel Dash Studios, and EQ Games began work on a spiritual successor. Road Redemption takes a lot of the elements of Road Rash, and retrofits them with some contemporary features. Interestingly, the game seems to take a lot of cues from Road Rash 64, the one game in the series EA licensed out entirely to another developer (Pacific Coast Power & Light), and publisher (THQ).

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Road Redemption was also an Early Access game for a few years, first landing on Steam’s Early Access service back in 2014. It went through many updates, and was pushed back a number of times before finally seeing release (as of this writing) a few days ago on October 4th 2017 when I bought it.

With the long development cycle, one wouldn’t be faulted for thinking the game could end up like the nefarious Ride To Hell. The game’s graphics might not inspire much confidence in some people either. They’re not terrible. But in an age where even many indie games are blowing people away (most recently, Cuphead), Road Redemption squeezes by. A lot of the geometry on display looks simple, yet the textures on much of that geometry is pretty good. It also has some respectable lighting effects going on. All in all, it kind of reminds me of an early Xbox 360 game in terms of looks.

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That isn’t to say there isn’t anything fun, or cool to look at though. Character designs are really engrossing. The racers take influence from all kinds of stuff. Mad Max almost immediately comes to mind when you first start playing. A lot of the bikers you see in the earlier parts of the game could have come out of the movies with a lot of the post apocalyptic motif in their costumes. You drive a lot in the desert in the early goings too, so this lends itself to that influence. But as you progress you’ll race along abandoned roof tops, mountains in a nuclear winter, and even completely obliterated cityscapes. The visuals may not hold up to things like Project Cars, or Forza Motorsport 7. But there is a lot of variety.

In many ways the game reminds me a lot of Road Rash 64. That game was also behind the curve in how it looked against other games on its respective platform. That game also had floaty, arcade handling, and so does Road Redemption. Again, the handling on the bikes isn’t going to be tight, and grounded. You have a gas pedal, an e-brake, and a jump button you can use with a certain power up. Combat works almost exactly the same as in Road Rash. You have a left punch, right punch, and a kick. You can also cycle between your weapons using the D-pad.

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Road Redemption does make a number of contemporary revisions to the game play though. The first, and most obvious one is the inclusion of Rogue like elements. The game takes a page from things like Rogue Stormers, Risk Of Rain, and Rogue Legacy. You’ll have one life to clear the campaign. In between races you can buy power ups for your character, and motorcycle like in the Road Rash games. But you’ll also get experience points to spend on permanent perks when you lose.

The storyline in Road Redemption loosely keeps the order of the scenery together. The Apocalypse has come, and gone. There is an assassin with a bounty on his head, and as a member of the Jackals, you have to go find him, kill him, and collect the money. To do this you’ll go through a series of races, each set of which are divided by gang territory. The first few races are in the desert where you’ll go up against the Reapers. Then onto rooftops, and mountains against the Sigmas. Then in dilapidated, war-torn cities against the Phantoms. There are a number of different track sections that can come up in any given race, and win conditions. Sometimes you’ll be told to get to the end before a timer runs out. Other times you’ll be told to kill a certain number of specific drivers. Still other times you’re just told to place in the top three of a race. As I alluded to before, in between the races you’ll use money to spend on items for that specific play through, and gain experience to spend on permanent items for repeat attempts after you lose. These items can be new bikes, level skips, or just things to help boost your starting stats.

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At the end of each gang territory, you’ll have to kill a gang leader in a boss fight. They’re not usually too difficult on their own. But the bosses call in many of their henchmen to kill you. When you catch up to the boss, you’ll probably be pretty softened up. Fortunately this game really expands on the weapon selection here. You’ll have the stuff you’ve come to expect. Pipes, wrenches, shovels, pool cues, and such. But they’ve also added swords, clubs, and other melee weapons, along with explosives. They’ve even added a variety of guns into the mix. When I first saw guns, and explosives I couldn’t help but wonder if things would feel too different from everything else they seemed to be going for. But they don’t. It feels like an extension. Guns especially, are balanced out by ensuring your target has to be in the reticule to be hit. Plus they have to be within a certain range. You can’t shoot blindly, and kill five riders a mile down the road from you. Also if you get too close, you’ll fire over their heads. Something handy to keep in mind for those boss fights. You’ll also feel like a T-800 when rocking a shotgun.

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Also handy is the nitro boosting. You’ll want to double tap the gas Cruisin’ USA style to engage it on straightaways. One really neat thing the game does is placing icons over the heads of certain characters. You’ll have the targets for well, targets on those specific missions. You’ll have a boss icon over the boss in boss stages too. But in every stage, you’ll run into some enemies with health logos, dollar signs, and nitro cans. Killing these enemies will get you the respective reward. You’ll also get short amounts of nitro, and sometimes weapons by killing any bad guys. Some enemies will have pipe bombs over their heads, which just reveals that they’re the ones randomly dropping explosives. All of this gives you all the more reason to take out other drivers.

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The results are a very fun, if sometimes frustrating campaign. It’s a blast jumping off of a ramp, sticking C4 to an enemy mid-air, and speeding by while they explode. The minor track changes, and randomized items, and objectives also helps keep the game from feeling too repetitive when you lose, and have to start over. A ton of games are borrowing these elements with varying results. But Road Redemption is one of the better games when implementing them. The campaign also features old school four-player split-screen play. This makes the game an excellent party game like the Road Rash games were. And even the crashes are great. When you get too focused on taking down another racer, and get hit by a car because you weren’t paying attention you’ll laugh. Why? Because the physics in the game allow for some really over the top scenes. When your racer flies off of his bike 500 feet in the air, then gets hit by an armored truck on his way down, and has actual health left you won’t believe it.  Witnessing the crazy wipe outs, decapitation, and pile ups alone is worth looking into. The game’s audio goes a long way toward making it come together. The sounds of dueling melee during combat, car horns, motors, all going on while a thumping metal soundtrack plays. It all melds nicely.

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Of course Road Redemption isn’t all roses. There are a number of strange bugs I’ve run into. I’ve had my racer crash into things, and get stuck instead of exploding, and falling headfirst onto the asphalt. When this happens I’m forced to go into the pause menu, and select the option to put my character back on the road. Which is another annoyance. One wonders why this couldn’t be mapped to another button on the keyboard or controller. Other times I’ve clipped through objects that should have been solid. Like the giant antennae on a rooftop during a race. Then there are the occasions where some of the craziness leads to a cheap death. Like the time the “Demolished cars fall from the heavens because you’re hallucinating” condition loaded, and without warning, a blown up taxi landed on me mid-jump. This got me a Game Over screen right as I was about to win the race.

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The only other issue really is the online multiplayer. It isn’t bad, but it is anemic. You can only really play a team mode. So when you, and friends go to play, you’ll likely be placed on opposite teams. Because of there only being the one mode, and the lack of an offline LAN mode things can become mundane quickly.  So if you’re coming into this game solely for online multiplayer you may want to reconsider it.

But for the campaign, and local co-op split-screen multiplayer, this is a solid choice. If you happen to have the computer hooked up to the TV in the living room, or you own a Steam Link device to stream the signal to the TV you’ll love playing this game in a living room environment. It’s a lot of fun to play. And that’s really what makes it a solid recommendation. The problems it does have are annoying when they happen. But they don’t come up chronically, and plague the experience. Most of the time the game runs the way its supposed to, and aside from having to pause to reset your character you’re probably going to be fine. Considering how much fun you’ll have the other 98% of the time, Road Redemption is definitely worth looking into.

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Plus there are a lot of cool secrets, and characters in it as well. Unlocking them means beating the game multiple times. Beyond that, when you do beat the game, you’ll unlock a mode called Campaign Plus. This mode is a harder version of the campaign where the tracks are even more randomized, and enemies are tougher to take down. Beating this mode a number of times will unlock even more things.

 

With all of the content, and local co-op on hand, Road Redemption succeeds in its mission to bring back motorcycle combat racing. The contemporary additions are done well, and I can’t emphasize just how entertaining it really is. It isn’t the best looking game you’ll play this year. It’s a bit rough around the edges. But if you miss Road Rash, or just want to play something that fully commits to post-apocalyptic B action movie cheese, pick this one up. It’s simply a joy to enjoy.

Final Score: 8 out of 10

Cuphead Review

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By now, you’ve heard the praise, the fervor, and the cries of sore losers everywhere. But the hype for this one really is deserved. Cuphead is a magnificent blend of gameplay taken from Contra, Gradius, and even some Mega Man for good measure. And while many games have done so, Cuphead is one of the ones that stands out from the crowd. If you haven’t already bought, and downloaded this game to your Xbox One or Computer you really ought to. But if you need more details before doing so, read on.

PROS: Amazing animation. Wonderful music. Spot on controls. Tough, but fair challenge.

CONS: Some bugs keep it just shy of perfection.

GENERATIONS: The animation on display will even amaze your Great Grandparents.

Cuphead is the result of a couple of high-risk takers. Studio MDHR started out with a vision: An action game that truly feels like playing a late 1930’s cartoon. Early on they discovered that making that vision a reality was going to be far more time-consuming, and expensive than originally thought. They ended up quitting their jobs, and re-mortgaging their homes just to be able to bring this title to market.

My hope is that this risk has paid off. Because the finished product is nothing short of amazing. Cuphead very likely has the best animation of any video game ever made thus far. Studio MDHR painstakingly made every background in the game by matte painting it. Every frame of animation was hand drawn on a cell before being scanned into a computer to be inked, and colored. As a result the game delivers on the core promise of looking, and feeling like a 1930’s animated short. The character designs are breathtaking. All of the hallmarks of vintage cartoons are here. The angled pupils, exaggerated movement, and pretty much everything you can recall from old Popeye, and Betty Boop serials are here.

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Studio MDHR even went as far as hiring an actual big band jazz ensemble to write, and perform the score for Cuphead. So not only does it look like an 80-year-old cartoon, it also sounds like an 80-year-old cartoon. Just seeing the game in action alone would be worth the price of admission. There is such a wealth of talent on display through the entire game that it’s honestly something that has to be experienced. In the realm of audio, and visual experiences Cuphead is nearly in a class all by itself.

But what about the game play? Well, it’s a fairly solid, and enjoyable experience. The game starts out with a very clever tutorial, and a classic story book introduction. Cuphead, and his brother Mugman go against their guardian’s wishes when they visit a casino. Unfortunately, the Casino is owned by the Devil, and he rigs the game at the Craps table to claim the souls of our heroes. But they plead for their lives so he tells them he’ll forgive their debt if they go get the soul contracts of the others in the town.

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So that’s the set up for just why Cuphead, and Mugman are off on their adventure. The game places you on an overhead view of a map, where you move the characters around, and choose a stage, or talk to an NPC. There are three maps, and you’ll need to complete every stage to move onto the next one. Each map also has a shop in it where you can use coins to upgrade your abilities. There are three main types of stage on display here. You’ll have Run n’ Gun stages. These play like you’d expect, taking homage from games like Contra, and Metal Slug. So you’ll have to fire where you’re going. You can’t shoot backwards while moving forward. The game play is not a twin stick style, rather a more traditional one. In these stages you’ll find the aforementioned coins. So you’ll certainly need to play these if you want any hope of buffing up your character.

Some of the items in the shops will give you a new style of weapon, or extra hits on your health meter. But any item you choose will have a side effect to balance things out. For instance, buying extra health comes at the cost of weakening your attacks slightly. But there are a wide variety of things to check out here. So you can swap out items for others after you’ve paid for them, and see what load out works best for you.

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There are shmup levels too, these generally play like the third type of stage I’ll get to in a moment. The difference being here, you’ll be piloting a plane, and fighting a multifaceted battle against a boss character. With the shmup mechanics here, the game feels a lot more like the memorable moments in old horizontal shooters like Thunder Force III, R-Type, Gradius, or Life Force rather than the more contemporary bullet hell shooter. Just because there aren’t zillions of things to avoid doesn’t mean there isn’t anything to avoid. These encounters throw plenty enough at you, and you’ll have to memorize attack patterns to survive. You can also shrink your plane so if you get into a situation you don’t think is avoidable, it may just be your ace in the hole.

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Finally, there are the Boss stages. In these you’ll use the Run n’ Gun mechanics in a multifaceted battle against a boss character. These fights feel closer to the classic NES Mega Man boss fights. than the ones in the old Run n’ Guns. One boss in particular will give you memories of storming Dr. Wily’s castle in Mega Man II. All of these bosses however will require you to learn patterns, and expert timing to get through them in one piece. Since most of the stages in the game are Boss stages you can expect to lose many, many times when you first attempt them.

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There are also a couple of side challenges where you’ll free ghosts by parrying other ghosts. You should honestly do these because the parry is a mechanic Cuphead uses to beef up your super meter. When you fill up the meter you can do a very devastating attack which is especially handy in boss battles. Anything colored pink in the game can be parried, and these challenges are the perfect way to master this mechanic.

Most of the stages in the game have an easy mode in addition to a regular tough as nails mode. You’ll need to beat the harder difficulty on bosses to get the contracts, needed to finish the story. But playing the stages on Easy will let you progress, and see what future stages have to offer. You can also go back to any stage you beat previously to replay it. Cuphead definitely has a high level of challenge. But the challenge is generally very fair. You’ll die hundreds of times over. But upon your expletive laden loss you’ll understand that your last death was your own fault. You jumped when you meant to shoot. Or you didn’t plan for a moving platform properly. Or you weren’t patient enough. Or you panicked, and walked into that projectile.

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Cuphead isn’t impossible though. Those who absolutely love old platformers, shmups, and classic action games from the days of Atari, Sega, Nintendo, and Commodore platforms will likely pick things up a bit faster. But that doesn’t mean someone newer to this type of experience cannot persevere. It’s the kind of game that requires patience, and practice to excel in. For some players it may take more time, and patience than others. But everything in the game is so captivating it’s worth checking out.

There are a couple of very minor issues I have with the game though. The most alarming are a few rare bugs. Admittedly these are rare, and in time they’ll probably be fixed. But they’re still a nuisance when they happen. One of them will glitch a low-level enemies’ health to a point it takes no damage. When this happens you can try to just skip past it. But that might mean you take damage in the process, and impede your ability to clear the level. Exiting the stage, and re-entering it usually fixes it in the interim, but that is also a nuisance. The other bug I’ve run into is an inexplicable performance hit, where the game will suddenly drop frames, and run ridiculously choppy for around 60 seconds before going back to normal. It’s especially annoying in boss fights. Closing the game, and re-starting the application again, fixes it in the interim. But it can be pretty annoying. I also wish there could have been a few more action stages over boss rush stages to add to the variety.

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Nevertheless, I can wholeheartedly recommend Cuphead to just about anybody who is even remotely interested in it. The animation, and soundtrack alone are worth the price of admission. Even for all of the complaints some may have with the level of challenge, the experience easily overshadows that. This is a game that is a wonder to behold. And while old-school arcade challenge may not be your Cuphead of tea, (I know, that’s a terrible joke.) Cuphead is still one of the most entertaining experiences you’ll likely have this year. If you relish a challenge, and love classic cartoons you should buy this for your computer or Xbox One if you haven’t already. You may want to look into this game even if you normally don’t care for this sort of fare. The amount of talent, and dedication on display is nothing short of captivating.

Here’s hoping Cuphead was a successful enough endeavor for a follow-up, or another game using the same wonderful artists, and animators. I know I’ve repeated myself a lot in this review, and I probably sound a bit redundant. But win or lose, Cuphead is one experience you just may want to roll the dice on. (I think I did better on that one.)

Final Score: 9 out of 10

Rogue Legacy Review

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I’m really late to the party with this one, as it’s been in the backlog for quite some time. But after seeing fellow blogger Esperdreams (whose stuff you should also check out) live stream the PlayStation 4 version a while ago, I fired it up. I’m pretty glad I did. Rogue Legacy is another game that mixes Rogue elements with bits of other genres.

PROS: Great character designs. Humor.

CONS: Minor hit detection issues.

WOW: Some of the randomness is worth checking out alone.

In the case of Rogue Legacy, the Rogue elements are blended with Metroidvania game play. But beyond that, there is a very creative twist that sets the game apart from other Rogue like/lite style titles. In pretty much every game of this style, if your character dies, even once, for any reason the game is over. You’ll get to keep some of the items you ground for. But you’ll be starting the game over again.

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In Rogue Legacy this is still the case. However, upon your next play through, you’ll get to play as one of that characters next of kin. So that means, a son or daughter of the previous combatant. It gets better though, because there are pros, and cons each child inherits. Some children will have vision problems. Some children will be easily confused. Or see everything in a mirrored perspective. There are a lot of these traits, and each one of them effects how the game is played.

Another common trait among this style of game is procedural generated stages. This idea is used in Rogue Legacy as well. Like Rogue Stormers, this game rearranges pre-designed rooms in new patterns to create new maps. One pretty cool thing the game does with this is self-referential humor. Often times you’ll find journal entries where the fighters will get information about the current castle layout from their ancestors. There is also a room with a jukebox you’ll randomly find where you can change the background music. Kind of like the record room you see in VVVVVV.

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There are other cool in-jokes like the clown target test. The obituaries when you lose. There are many, moments that will make you laugh. In spite of the fact that this game shares many of the same tropes seen in the trilogy of NES Castlevania games. Or the original three Metroid games. As you go throughout the map each time, you’ll find new areas upon every play through. Dark, demonic cavern areas. Giant haunted forest sections. Haunted towers. You name it.

Of course, once you die, the castle will look completely different. But you can use the gold you’ve earned during the last play through on upgrades for your progeny. You can upgrade your life bar, the amount of mana for using special weapons (a la Castlevania), as well as getting other things. You can unlock a bunch of possible classes for your future generations. Ninjas, Miners, and more. You can also upgrade the damage level you dish out, the amount of gold you can collect, and even get shops that come up before you go to the castle.

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These shops will let you bulk up your armor,  and add new abilities like dash attacks to your characters. Eventually you’ll find a third shop where you can exchange your gold collecting percentage for the option to lock the castle map in place so it repeats the exact same layout. Every time you explore the castle not only can you collect gold, but you can find chests with blueprints that can be used in shops for more armor, and weapon types. Some chests will only open if you complete a small mission like clearing the room of enemies, or getting to the chest without getting hurt. And while these aren’t long affairs, many of them can be quite the challenge. Others can’t be done until you have the right item or power ups.

Of course once you start getting the hang of the game, you’ll find boss rooms. These fights can be insanely hard. Not so much because of the bosses themselves. Though they are a challenge. But getting to them with a full bar of health, and a full bar of mana is a challenge in of itself.  Over time you’ll figure out that combat is mastered through timing. Timing not only when it’s safe to swing, but when to jump to avoid something. When to back away. The time in between any given enemy’s attack.

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But even when you learn this it isn’t a cinch to win. Because any given random layout can place you in a room with 50 different bad guys. Plus death-traps, spike pits, and other nefarious things in the environment. This is the kind of game that relishes high difficulty, and requires the patience to learn how everything works. Some have compared it to Dark Souls in that regard. And that’s fair. Mind you they’re two completely different games, with different rules. But both do require some patience to learn those rules.

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Over time, of keeping with it, you’ll begin to improve, and find yourself enjoying  yourself more. Even when you lose, there is enough humor, and charm to keep you coming back. Plus you’ll spend your gold, bulk up some stats, and items making enemies easier to slay. There is a point though, where the game decides just how easy might be too easy. So after a while you’ll notice beefier versions of enemies, or even find harder enemies showing up in the castle sooner. So most players will not be blowing through this one in a few minutes. It can be a grind. But the game obsfucates it pretty well most of the time. It also doesn’t feel like a carbon copy of the base formula. There is a wide variety of enemies, and the jokes can be really funny at times.

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The only big issue I have is that in some spots the collision detection is off just enough to make those sections feel cheap. You’ll take spike pit damage, but your character might not look like they actually touched the spikes. Some times you’ll swear you did a downward stab on a switch in time, but it doesn’t count as so. So these few moments can be a bit frustrating. The rest of the challenge comes from having the right tools for the right job, and the right amount of hand, eye coordination. Which is fine, this is a game that is about a challenge after all. When you do accomplish something in it, it just feels wonderful. You’ll scream “I FINALLY DID IT!” only to then realize you’ve got a long way to go yet. But it’s still satisfying.

Also satisfying are the chip tunes throughout the game. Each area has its own background song. Like I mentioned before, if you’re lucky you can find the jukebox room to change the current song, but each sector does have its own theme. Which gives it some of that Metroid vibe. It isn’t quite the same, since almost every time you play, the layout is different. But it does at least help make each background feel different from the last.

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Rogue Legacy also has a very crisp look reminiscent of old flash animation. Sprites have some bright colors, and nice details. There are cool visual touches on everything as well. The game even has an element of Paper Mario, as you watch your character flip over like a card whenever you turn them around.

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Overall, this is a really inventive take on a popular idea. If you enjoy challenging adventure games, or you can’t get enough of games with rogue elements Rogue Legacy should be on your list. Just make sure you pay close attention around switches, and spikes.

Final Score: 8 out of 10

Steam Link Review

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Several months ago I reviewed Valve’s Steam controller. In that time, firmware revisions, and features in Steam have made it even better. But there was another cool piece of tech that launched alongside the controller, and I’m finally getting around to talking about it. Steam Link is something you really might want to look into if you’ve ever wanted to use the TV as a monitor without having to lift your 20 pound behemoth into the entertainment center.

PROS: Lag is barely noticeable. Can be used for more than gaming!

CONS: Low end video cards can’t really utilize it properly.

APP: If you have a Samsung Television, you may not need to buy a Steam Link box!

Steam Link is a pretty cool device. It’s been available now for almost two years, but the core purpose hasn’t changed. It’s an in-home streaming device that works on your home network. Just like your phone, computer, tablet, or game console, it can connect to your router. Once connected to your router, it can see all of the other computers you have connected to the router. If one of the computers is running Steam it will allow you to connect to it.

So what does this mean for you? What it means is you can have that computer running in the bedroom, but use it in the living room on your HDTV. This is perfect for nights where you have family or friends over, and you want to play party games with them without having to drag your computer into the living room with a HDMI cable. It’s also great if you’ve spent an entire day at the desk typing, and want to web surf on the couch when you get home. You can even do work on your computer in the living room if you want to.

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The device itself, is just a tiny little box that looks like a USB hub. It has both a wired, and wireless network chipset in it. So you can run a cable from Steam Link to your router, or just connect with a wireless signal. It also has a HDMI output on it so you can connect it to the TV. Beyond that are a port for the AC Adapter cable for power, and two USB ports. You can connect combinations of controllers, mice, keyboards to these ports. You can also connect USB hubs if you want multiple controllers.

Once you have everything connected to the TV, the box will go through a brief setup. It will first see the networks in the area. You’ll find yours in the list, and connect. If you have yours password protected (and why wouldn’t you?) You type it in, and go from there. From here it will see the network, and whatever computers are running Steam. You choose the one you want (Just make sure it’s running big picture mode.), and connect. The first time you do this you’ll get a verification code you’ll have to punch into Steam. Once you do this it will pretty much let you connect easily assuming the firmware is up to date, which it won’t be out of the box. So you’ll have to sit through a few update downloads, and installations upon the first use.

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But once the initial setup is over, you’re pretty much ready to go. It will connect to your computer, and you can navigate Steam with a controller or keyboard, and mouse you have connected to Steam Link. You can even minimize Big Picture mode at this point, which lets you pretty much navigate to anything on your computer. Obviously, a keyboard, and mouse connection is better for general purpose computing or work. As you can go into the fields you need to, and type away. Or to move the mouse around as needed.

But for gaming, you can navigate Big Picture mode with a game pad pretty easily. Go up, and down the menus, your list of games, and presto. You’re up, and playing in the living room, while the computer is running the game in the bedroom. Steam Link also has a few performance options you can go through before connecting to any given computer. You can force a lower image quality to reduce lag, and tweak other bandwidth settings.

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If you use a Steam Controller with Steam Link you get a U.I. better experience than with other game pads, joysticks, and controllers. Just like on your desktop, you can use the trackpad for some mouse-like navigation, and the onscreen keyboard in Big Picture lets you easily go to the fields very easily. The range on the Steam Controller’s USB dongle is pretty far too, so you can probably leave it in your computer, and still use the controller in the other room. Unless your home just has a ton of interference.

In my personal situation, I’ve found that Steam Link is pretty wonderful. I rarely notice input lag, performance is great, and as long as I use Big Picture mode, I can have an easy time web browsing, and gaming. Outside of Big Picture I can still get to things, but this is one of the parts where it isn’t perfect. If you really want to web browse on something like Chrome, or Edge, you’ll really want to have the keyboard out, as the on-screen keyboard only works in Big Picture. The same is true if you want to continue work in the cool, air-conditioned front room because your computer is in the sweltering hot bedroom where the fan isn’t good enough in July.

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But beyond that, it works very well. So long as the computer you’re using is well beyond the system requirements listed on the box. If your hardware, especially the video card; is too slow, it can’t keep up. I ran Steam Link on two of the desktops here, and the newer one which is a few years old now works fine with it. The older one does work. In that, I can navigate the computer, and even try running a game with it. The trouble is, the ancient GT9500 couldn’t push the video signal to both a monitor, and a network device. So what games the card can run, don’t run well through the Steam Link. This was also true of running movies. That computer has a number of digital versions through Ultraviolet that came with Blu-Ray movies. While they’ll display fine on the computer itself, when trying to watch them through Steam Link they will stutter, band, as well as de-sync audio, and video. Doing this was not a problem for my newer rig.

It is great that you can push more than games from your computer to the living room TV, but if your computer has a very old video card, or onboard video you’ll need to upgrade that before you can use it effectively. The good news is it doesn’t have to be a water-cooled, overclocked, $600 monster card. But you can’t get away with a sub $100 budget card either. You’ll need something somewhere in the midrange bracket.

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Be that as it may, I do recommend the Steam Link. Especially for those nights you have company over for a night of couch co-op, pizza, and drinks. But it gets even better. Because it was recently announced that certain Smart TVs made by Samsung can download Steam Link as an app! The TV’s in question have similar hardware built-in, so a free app will get you the same experience as using Valve’s box. This is great news for those looking into a new television, and it gives certain Samsung models (Not all of them are compatible) a competitive edge over other sets. But for those of us with an eight year old Element HDTV, the Steam Link is a worthy purchase anyway. Now if Valve would only allow the on-screen keyboard to work outside of Big Picture, to make it a little bit more convenient for non-Steam uses. You won’t want to type a review with a controller mind you, but needing a keyboard for a non-Steam browser might annoy some. But for the intended purpose of playing your PC games on the big screen TV,  Steam Link is pretty awesome.

Final Score: 9 out of 10.

Insanity’s Blade Review

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A number of titles have been Frankenstein’s monsters. Taking ideas, or mechanics from a variety of games, and combining them to bring something new to the world. It happens in everything, as any great idea has the potential to be improved upon, or repurposed for something else. Sometimes this gives us something glorious. Other times something banal, and uninspired. Sometimes something completely terrible. But a lot of times we’ll see something great trying to break out of some shackles.

PROS: Soundtrack. Graphics. Character design. Borrowed elements are good ones.

CONS: Glitches. Performance issues. Annoying bugs.

CAVALCADE: There’s a line of large, and obscure references on display.

Insanity’s Blade is a pretty cool game. Right off the bat, its cinema screens, and characters will remind you of Golden Axe. Begin playing, and the movement will possibly bring out memories of playing Rastan. Some of the enemy designs, backgrounds, traps, and weapons will bring about memories of the first four Castlevania games. The loot you pick up, and the rising coffins then make you remember Ghosts N’ Goblins. If all of those references weren’t enough for you, the dagger throwing, and climbing may even remind Commodore fans of First Samurai (an obscure game that was also ported to the Super NES.).

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All of these elements do work well together too. Stages have elements of all of these games. But connected in ways that flow well. One may see this, and figure it would feel disjointed. And they very easily could have. But fortunately, everything was well researched by the level designers in this regard. Moreover, many of the stages have branching paths. So it gives the game a little bit of replay value, as you can opt to take different routes on a second play through.

Also great is the inclusion of two-player arcade co-operative play. You can also opt to play either a story mode, or an arcade mode. Both of these are basically the same game, but the arcade mode reduces the story bits, and the mandatory side quest stages that I’ll get to later. Quite honestly, there are a lot of things to like in Insanity’s Blade.

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As you may already know, Insanity’s Blade is an action platformer. So again, you’ll be going through stages in the vein of early Castlevania titles. Expect pixel-perfect jumping. Floating heads. Spiked walls. Pits. The most brutal retro Konami stuff. There’s even some Mode 7 like effects that take you right back to Super Castlevania IV. But as I said earlier, there are plenty of other games it takes inspiration from. You’ll have the same movement speed, and jumping arcs of Rastan. You’ll start out the game with a mere punch, the ability to grab enemies, and a jump button. But you’ll find over the course of the game, you’ll get to shoot knives.  Think Shinobi.  (For an interesting twist, these can be disabled in the options menu.). Blowing up enemies drops coins, and money bags seen in Ghosts N’ Goblins as I said before. Pick up all of the money you find because hidden in every level is a shop castle that rises from the ground. These shops have weapon, and health upgrades in them. You’ll want them because like Magician Lord, the better the firepower, the longer you’ll live. The thing to remember is once you go inside them, they won’t come up again until you lose the level, and have to start over. So don’t go in them until you’re sure you have enough gold to afford what you want.

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Beyond the shop weapons, are weapons you’ll get on your quest. There’s a couple of swords, a Castlevania whip, among others. These are usually dropped by bosses, and tie into the game’s storyline. Bosses are another point in the game where I was reminded of First Samurai. Because like that game’s bosses, these are large, weird, and take a ton of punishment. Of course they also continue the look of all of those mentioned 8-bit, and 16-bit era console, arcade, and home computer games.

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The storyline is a bit simplistic, but works for the game fine. You play a character named Thurstan whose family is killed in an attack on his village. So he goes on a revenge mission looking to kill off the hordes of monsters responsible. He’s joined by a dwarf named Finn who gets roped into the adventure. Things get a bit weirder when they happen upon a sorceress, but I won’t spoil the story for those who haven’t played yet. It does what it needs to do, and according to the developer, was adapted from a graphic novel. Between the cinema screens, and labels you’ll be greeted with a map where you can choose either the next stage, or a side mission. Side missions usually have boss fights you need to do as they give you items required to complete the game. Other times you’ll face a gauntlet of enemies, or rescue some NPCs. The game also throws in a classic shoot ’em up stage near the end of the 16 stage adventure. There are plenty of things on hand for those who loved all of its influences.

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Playing through Insanity’s Blade though, you’ll find there really is a great game trying to break free of some small problems. Which is a shame because what is great, truly is great. The problems are two-fold. On my system which isn’t the latest, and greatest but is still well above the system requirements I ran into slowdown. This is the biggest issue. The game will randomly become jittery, and sluggish before going back to normal. It doesn’t make things unplayable, as the slowdowns are but a hiccup in the grand scheme of things. But when they happen during a tricky jump, or a trap you’re trying to avoid it can be very annoying. The game also doesn’t have an option to turn Vsync on or off.

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The second problem I ran into were a number of graphical bugs, where a background tile appeared where a foreground tile should have been. Also, as great as the visuals are some characters blend in with the backgrounds, and you won’t see them until after you’ve taken damage. This especially sucks when it happens by a pit, or other trap, and the knock back pushes you into said pit or other trap. I also had a couple of random crashes to the desktop. Again, nothing common enough to make the game unplayable, but still enough to grate.

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Be that as it may, I still had a good time playing through Insanity’s Blade. It’s now been out a while so I don’t see the hitches being resolved. But hopefully their upcoming Battle Princess Madelyn avoids these problems as the new game seems to have the same vivid pixel art style, and action platforming in mind. I also forgot to mention Insanity Blade’s soundtrack which has both an 8, and 16-bit option for its chip tunes. It’s pretty solid, and while it doesn’t reach the lofty heights of the NES Castlevania Trilogy, it does go along with its action fairly well. There are also a number of secrets hidden throughout the game, so it does give you another reason to go back, and replay it from time to time.  It’s a fun game. It’s just got a couple of quirks that keep it from being as memorable as the titles that inspired it.

Final Score: 7 out of 10

Kero Blaster Review

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I had a birthday a couple of weeks ago. It was an inconvenient time to hang out or grab a few beers with anyone. I was working, everyone I know was busy with their own work, and life stuff going on. Plus as you get older birthdays tend to become less, and less of a big deal anyway. But one of my friends from an old job was kind enough to send me a couple of games on Steam anyhow. One of these was Kero Blaster.

PROS: Great music, pixel art, and mechanics.

CONS: Minor technical hitches.

MASH UPS: It feels both very NES, and C64. That’s a winning combination.

I’d never heard of Kero Blaster. Despite the fact that it’s made by the creator of Cave Story. The little Steam tile didn’t look so hot when I opened my email. But I installed it, and after a title screen crash, the game started working properly. Fortunately, once I got my Steam Controller working I was pleasantly surprised. Kero Blaster does an ingenious thing by showing you controls right on the Title Screen. You have to clear the little blobs off of the screen, and you then answer a phone to start the game.

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From here you choose the save file you want to load, and the game starts. Upon playing for the first time, you’ll see a cut scene where a cat calls you into the office to bark at you. After the reprimand you go to an elevator where two scientist cats send you on missions. As you play through the game, you’ll get more cut scenes between stages that explain more of the storyline.

Honestly, the storyline is pretty good. It doesn’t make much sense at first, but over time the pieces are filled in, and you’ll find it’s quite funny. You play a frog who works at a company called the Cat, and Frog Company. Where the owner, a cat, progressively gets less, and less healthy looking. There is a bunch of workplace humor peppered in there over the game’s several missions. There aren’t too many games that make me legitimately laugh out loud. But this game has its moments. I think fans of comedic anime, and manga will laugh a few times playing this as well.

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Once the initial cut scene ends, you’re sent off on your action platform adventuring. The game seems to take influences from games that made the NES, and Commodore 64 platforms famous. Kero Blaster’s jumping mechanics remind me very much of Turrican. Jumping has a similar slow, yet precise feel to it. Also like Turrican, is the jet pack you’ll eventually get, allowing you to do double jumps to get to higher ledges. However the stages themselves are structured more like the ones in a lauded NES action game. Some stages have a Mega Man feel, others seem like something out of Castlevania. On paper, these are three series that have little in common. Yet the elements of each that were borrowed, and tweaked work really well together.

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Much like Mega Man, and Turrican, you’ll be doing a lot of shooting. Killing low-level enemies, medium enemies, and then fighting a giant boss monster at the end of every stage. Boss fights usually result in you finding a new weapon to use. Each of these is handy in specific situations, but they can all be used on the overwhelming majority of enemies. Unlike the Mega Man games, you play the game in a linear fashion, and there’s no real boss order as a result. But the boss fights do involve looking for patterns to mitigate damage taken. Again, it hearkens back to many C64, NES, and SMS games. Like a lot of other platformers out there, there are mid level shops in every level. Here you can spend coins dropped by defeated enemies. Doing so lets you level up your weapons, health meter, and buy help items. Kero Blaster has a pretty high level of challenge. But to make things a bit easier you get to keep your upgrades when you run out of lives. You also have unlimited continues, so if you persevere, you can eventually beat the campaign. When you do finish it, you’ll unlock a hard mode. So if you’re the type who loves old school difficulty, there’s something more for you to shoot for.

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The game has a wonderful aesthetic, that again, reminds me of Commodore 64 platformers. It’s displayed in a letterbox aspect ratio, with a limited color palette. Sprites are large, and backgrounds feature some nice detailing. I also really love the character designs in this game. There is a lot of variety in the enemy types here. Some are hilarious references to other games like crabs that behave like the Sidesteppers in Mario Bros. Then there are the aforementioned blob creatures which begin showing up in a number of ways. There are even Mega Man X style mid bosses here. While the graphics remind me of the C64, the audio very clearly hearkens back memories of NES soundtracks. The NES APU had a pretty distinct sound, and Kero Blaster does a pretty good job emulating it. Many indie games do so as well, but the compositions here are what set it apart from the pack. Many of the songs in this game are on par with those in titles like Shovel Knight. They are quite honestly that good. Very addictive, catchy songs that fit the action nicely. In addition to those though, there are some lilting, atmospheric chip tunes for accompanying environments too.

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That isn’t to say I didn’t have any issues with Kero Blaster. The .exe randomly crashes on my set up. Rarely when I’m playing the game, it usually happens when launching or exiting. Still, it has been often enough that it’s worth bringing up. Playing the PC version I have no idea if this is the case on IOS, or PlayStation 4. But at least on PC, expect to see a crash to the desktop once in a while.

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The default button layout is also not ideal. I was constantly pulling up the menu when I didn’t want to, or pressing shoot, when I meant to press jump. Fortunately the game does let you remap buttons on your controller, and keyboard. So you’ll certainly want to do that. Once you’ve done that, there isn’t much to complain about. Of course, some may be fine with the default controls. This may be different on the other releases too, as I have not played either of those versions.

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There are also a couple of areas I felt the collision detection could have been just a tiny bit better, as certain projectiles wouldn’t seem to hit the character, and would still net damage. It never felt the game was too hampered by this, but you may feel some of your deaths are cheap. These moments were rare in my play through, but still felt annoying when they did occur.

Finally, the game does not allow you to move your character’s stance while firing. If you’re walking right, mowing down waves of baddies, and suddenly get attacked from above you have to stop firing, then aim up, and begin firing. Again, not something that breaks the game, but if you don’t know this going in, you’re going to be upset.

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Ultimately though, I really do recommend this one. It isn’t drawn out with padding, nor is it something you’ll likely blow through in an hour. At least not on the first play through for most. The problems it does have aren’t so bad that they make things feel unplayable. It has likable characters, a fun story, and some genuinely good stage design. It’s a fun to play action platformer for your computer, IOS device, or PS4. And you get to torch monsters with a flamethrower as a frog. Slippy wishes he could be even one tenth of that level of bad ass.

Final Score: 8 out of 10

Rivals Of Aether Review

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Super Smash Bros. It’s arguably one of the most popular Nintendo franchises. Some may even say the most popular Nintendo franchise. From the original Nintendo 64 game all the way up to the Wii U iteration, it’s an iconic game. But fans will constantly debate what version is best. A passionate group of Smash fans would tell you it is the Gamecube version. And whether you agree with that or not, you have to admire that level of dedication. Not only have they gotten it recognition in the fighting game community as a competitive game, they’ve gotten it featured in tournaments.

So of course it was only a matter of time before companies would try to make their own platformer fighting game hybrids. Some of them terrible, some of them just okay, and some of them pretty damn good.

PROS: Super Smash Bros. Melee pacing. Unique features. Great character designs.

CONS: Relatively small roster compared to other fighters. Not a lot of single-player stuff.

WHAT?: Is what you’ll ask confusedly upon seeing some opponents’ recoveries online.

It would be easy to dismiss Rivals Of Aether as another Smash pretender. It has a similar 4-player party fighter feel. It has the same general goal; knock everyone off of the stage, and be the last one standing. It has a cast of characters with nowhere near the recognition of Nintendo’s major IP. Some of you may even ask “Why bother playing this over any of the Super Smash Bros. games?” But before you sigh, click on a different site, and prepare to see if Mr. Game & Watch has finally made it to S-Tier thanks to a professional player’s new discovery hold on.

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Because Rivals Of Aether is actually quite good. The game may not have the high production values, marketable Nintendo mascots, and blockbuster score. But it’s probably the best of any attempt to compete with Nintendo’s formula yet. Yes. Better than Sony’s attempt. And better than Papaya’s Cartoon Network themed clone. Both of which were solid efforts.

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Right from the get go, this game makes no qualms about who it targets. If you’re one of the die-hard Super Smash Bros. Melee fans out there, Rivals Of Aether is hoping you’re going to pick it up. Assuming you haven’t already. But if you’re not, and you enjoy the Smash games, you may just enjoy this as well. This game embraces the competitive end of the Smash fandom. You’ll find no items, or power ups. Not even for simple fun. What you will find, are some really cool looking stages, and characters. All of the characters make a great first impression here. They’re fairly unique (Except for maybe Wrastor who is clearly a Falco Lombardi stand in.), and have designs that stand out.

Upon getting into a match, you’ll find it plays very much like Smash. You’ll want to be the last one standing, as I mentioned earlier. It has similar play mechanics under the hood. Directional Influence is a major part of defensive play, affecting the angle of knock back when you’re sent flying. There are tilts, specials, and meteor attacks to boot. Enthusiasts will feel right at home here.

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But it isn’t a carbon copy of Super Smash Bros. either. Rivals Of Aether makes some enhancements that make it feel different enough to justify looking into it. It adds a second set of regular attacks it calls Strong Attacks. Where the Smash games have a button for regular moves, a button for special moves, and then different attacks based upon whether or not the stick was moved simultaneously with a button press this one adds a third button. It’s a small thing, but it also means another few moves per character.

The game also has a bigger emphasis on parrying. If you can time the block button perfectly, it grants you a brief moment of reprieve by putting an opponent in stun for a second. It also brings in advanced tech techniques by timing movement just before hitting surfaces. Rivals, also puts in a wall jump technique which can be really helpful when recovering from a strong knock back.

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One thing everyone will love is the sprite work on display. The pixel art is really, really nice stuff that hearkens back to the 16-bit console era. This game oozes Super NES, and Sega Genesis in terms of motif. The chip tunes aren’t half bad either.  Every stage has its own thumping songs that fit its visual flair. Interestingly, some stages will favor certain characters. To balance this out, at least in multiplayer, players can vote on what stages to disallow for a conflict. So if you see your opponent has chosen Orcane, you can put a giant red X on his stage so he can’t make easy saves by swimming.

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The game also has a pretty robust tutorial in it. Honestly it gives the level of care, and attention some of the better Street Fighter, and Tekken tutorials have had in recent outings. If you’re a newcomer it’s honestly worth checking out, and if you’re a Super Smash veteran you should at least look at it, as it can go over some of the differences nicely for you. It covers the absolute basics, but then covers combos, cancels, and the advanced wall jumping mechanics as well.

 

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Rivals has both offline, and online matches where you can play against random players, or friends. It’s, pretty fun. It doesn’t usually lag that badly unless the opposing player is on the other side of the country or world. And even then I’ve still had some matches that were playable. Not great by any stretch, but at least I could move without having to expect to wait 30 seconds to see Zetterburn take a step. Be that as it may, I still don’t recommend veering too far outside the realm of low ping opponents.There are also tag battle modes which can be fun to play, though I suspect most will play the Free For All mode the most. I was also impressed with the character creation tools. Like the ones found in King Of Fighters XIII, and Capcom Vs. SNK 2 you can change the color palette of the characters to use as a custom appearance for yourself. So if you want to make Wrastor green, you can do so.

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Where the game falters a bit is when it comes to one player modes. Aside from the excellent tutorial, the only real thing it has is the Story mode. Here, you take each of the characters, and play through their part of the game’s lore. Like most fighting games this is told by picking a character, playing through computer opponents in a 1v1 match, until you reach the final boss. After defeating the boss, you’ll get a bit more backstory, and credits. Once you beat the game with every character though, there isn’t much left for you to do. You can take the points you earn for playing, to unlock the secret characters. But beyond that there really isn’t much else. When considering the small roster, it doesn’t translate into much single-player time. Sure, one could point to the Abyss mode where you try to exceed goals the game sets with enemies, and items to beat. But for a game that wants to tear you away from Smash, that isn’t much.

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Don’t misunderstand me though, Dan Fornace, and his small team have done a terrific job in making a Smash-like fighter. If you don’t presently have a Nintendo console, and played a lot of Super Smash Bros. in the past, Rivals of Aether is a no brainer. If you do have a Gamecube, Wii, or Wii U, and love Super Smash Bros., you still may want to give this game a shot. Because it’s going to be more of what you love. As long as what you love is playing against other people in person, or online. This game has the competitive end set. But if your favorite parts of Smash have been breaking targets, Adventure modes, and Subspace Emissaries, Rivals may feel a little bit anemic. That said, if you’re a big fan of fighting games put this one on your radar.

Final Score: 8 out of 10

Carmageddon: Max Damage Review

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Ah Carmageddon. It probably seems esoteric now, but twenty years ago (man time files, and boy am I old.) it was a pretty big deal. It was a racer that involved wrecking other cars, wanton destruction, and the wholesale vehicular manslaughter of pedestrians. It caught the ire of the same people upset about the absurd violence of games like DOOM, and Mortal Kombat. So when it was ported to consoles, in some regions it was heavily censored. The game led to two sequels. One was a pretty decent one. The other not so much. So here we are with the fourth game all of these years later. How does it fare?

PROS: Still has gory comedic violence. Fun tracks, and vehicles.

CONS: Not a big visual leap over the old games. No improvements to handling.

WHAT?: Power ups are crazy.

I enjoyed the original Carmageddon back in the day. The sequel was also pretty fun. It was juvenile. It was full of stupid humor. But there was a certain amount of charm in it all. Running over pedestrians for time bonuses, destroying opponents to steal their car, all on dangerous, and silly themed races. There were issues with the games like the inconsistent enemy A.I., and the bad handling causing you to spin out fairly easily. But the underlying game under it all was still goofy fun. Visually these games weren’t much to look at, the car models were blocky, and the pedestrians were even more lo-fi. But that made the mayhem more comedic so you didn’t mind so much.

And the audio, man, was it good. The voice samples, and dialogue went along with it fantastically. Plus it had a pretty cool soundtrack. It was pretty good. But the third game changed things up a bit too much for some, and not nearly enough for others. Plus it didn’t come out in the best state from what I remember. It kind of came, and quietly went. Carmageddon went dormant for a long time.

Over that time,  Interplay, the game’s publisher went into all kinds of financial woes, and the IP ended up at Square Enix. Stainless Games would finally get the IP back in their hands, and upon doing so, brought out the fourth game in the series. First as Carmageddon: Reincarnation, and now that it’s got a console port it’s been retitled Carmageddon: Max Damage. So after all of these years, and all of this time, how does this new game hold up?

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It’s a bit of a mixed bag. Visually, the game does look better than the first three games. But not by very much. This version has some advanced lighting effects, and some other visual cues. But the vehicles themselves are still fairly low on the details, and the pedestrians are still blocky people you’ve been smearing over the pavement since Carmageddon II.  The PC version does feature a robust set of options, so if it taxes your hardware, you can lower some settings. The sound is the same sort of scenario. The sound quality is a bit better than the old games. It doesn’t sound as compressed, and there’s still a hard rock soundtrack to jam along to while destroying other drivers.

Carmageddon: Max Damage also follows the same rules as the second game. You start out picking one of two vehicles, and racing sets of events to unlock new ones. Each set generally has three or more events you need to win in order to get a stamp of approval. Win enough of them, and you’ll unlock the next set of events. You don’t have to play every event to unlock the next set, though it is recommended because you’re more likely to unlock every set that way.

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During the events you can also find tokens that can be spent on upgrades for your vehicle. You definitely need to upgrade your vehicle because later races feature more aggressive opponents who will destroy you pretty quickly if you’re unprepared. To keep yourself from being destroyed, you must keep up scoring points. You get points (and time) for running over people, doing crazy stunts, and blowing up racers.

There are several event types in each set. Some of these are a traditional race, where you need to place first to advance. Others are challenges where you have to get to a certain number of checkpoints first, or kill a number of specific people first. Often times there will be a specific opponent for you to destroy, and in doing so you get to keep their vehicle for your garage. And then the best are the classic events where you can go for whichever goal you want. Killing racers, running over people, or winning the race.

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During the events as you’re earning points doing all of those over-the-top things you’ll start getting rear ended. Or jammed into a wall. Or knocked off of a cliff. All of which start to severely damage your vehicle. The damages will affect how your car handles too. So if you get T-boned you may end up only being able to take left turns. Or you could bang up the front end to the point the car barely runs. You can even get into situations where the car’s engine is shot, and you have no tires.

This is why you need to earn points. You can use the points to fix your car on the fly, or recover your vehicle if it falls into a chasm. Now if you rack up an insane score, you can spend a large chunk of it to constantly keep your car in pristine condition. This makes the game considerably easier. But it still isn’t a cakewalk. Especially as you progress, and begin dealing with more, and more aggressive A.I. There are also Mario Kart styled power ups you can find by driving into oil drums. Some of these are useful, like the Sith Lord Force lightning that you can use to electrocute opponents. Others are just silly, and ultimately useless, like the one that makes you wobble.  Still there are others that are there to troll you, like the power up that blows your car in half, and could lead to a loss if an enemy hits you afterward.

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In between events you can spend the tokens you find on upgrades for your vehicles. These are drip fed to you through the game though because certain upgrades are only purchasable at certain levels. This gives the game some replay value as you can go back with a beefier car to play older events you’ve skipped. But at the same time it can be annoying when you’ve found 7 tokens, and can’t spend them on what you want even though you have enough currency.

The main problem with this one though, is the fact that it hasn’t improved the driving physics over the old games very much. Far too often you’ll find yourself spinning out after attempting to make a hard corner. Or you’ll find the rag doll physics when trying to roll your car over either don’t move enough, or move too much making getting yourself re-oriented an annoyance. It doesn’t make the game a bad one, but it is a big enough annoyance to take you out of the experience. It’s enough of a distraction, you may find yourself playing it in short bursts rather than several hours.

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This isn’t to say Carmageddon: Max Damage isn’t fun. As long as you enjoy dark humor, and cartoon violence it’s got a lot under the hood you’ll enjoy. One of the really cool things I’m glad to see has been retained is the replay feature. When you finish any event in the game you can go back, and re-watch it. As you’re watching it again, you can experiment with a ton of different camera settings. You can change the point of view, for different parts of the play back, you can fast forward, rewind or pause video. You can even take the HUD off if you want. This is also where you can get some laughs, as this is where you’re most likely to listen for the voice samples, and pay attention to the gore. Because when you’re trying to actually win a race you’re probably most focused on driving or other goals.

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The game also supports Mods you can get in the Steam Workshop on PC, and the game supports multiplayer. There isn’t much of an online play community here, but the ability to play the game with a friend does add some fun to the package. I like that this is a game that supports LAN though, so if you do have a few people coming over with laptops, you can do classic multiplayer through your home network.

Overall, Carmageddon Max Damage isn’t a bad game. But it isn’t something I’d tell you is a must-buy either. A big chunk of the package depends on your sense of humor. If you like dark, and violent comedy then you’ll get some laughs out of it, and it is competent in its modes. The thing is, it doesn’t excel at any one racing mode. If the mechanics had been vastly improved over the old games it would be worth a recommendation. But it really hasn’t. If you’re looking to add a technically sound arcade racer to your game collection, there are better options. But if you want something to make you laugh at a preposterous send-up of Death Race, you could easily do worse.

Final Score: 6 out of 10

100 Foot Robot Golf Review

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Not too long ago, I discovered a game called Mecarobot Golf. A Super NES game by TOHO where the primary golfer was replaced with a giant golfing robot. It’s a great simulation for its time. But I was left wondering how much more fun it could have been with multiplayer, and a roster of movie monsters, and robots. Well, it turns out late last year a company decided to answer that question.

PROS: Humor. Large Roster. (Mostly) Pick up & play mechanics.

CONS: Wonky animations. Audio clips repeat too often.

VOLTRON: The classic bot is piloted by a pack of Pembroke Welsh Corgis.

Games made as a joke don’t always have much in the way of staying power. For every Shower With Your Dad Simulator, we get 15 games like Who Wants To Beat Up A Millionaire? But considering the game’s premise, and its similarity to the Super NES Game Pak I mentioned earlier I gave it a chance. Frankly, I’m glad I did. Make no mistake, 100 Ft. Robot Golf isn’t going to make your top arcade sports game of all time lists. But it does manage to do just enough right to make for a compelling party game.

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The game has a nice amount of content. I was surprised to find that there is a full-fledged campaign included along the usual practice, and exhibition matchups. The campaign takes you through a story mode, that more or less lampoons 80’s anime. An obviously suspicious TV host decides to try to get a bunch of Robot Golf pilots to come out of retirement for a new show. But as the story unfolds, a few mysterious clues art thrown out about a cataclysmic event on the moon. Throughout the story of course, there are a ton of jokes. A lot of which is reference humor. Quite honestly you don’t need to know about or understand anime to get a lot of the humor. The game enlists the voice talents of the McEllroy Bros.  who are known for their comedic podcasts.

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Here, they usually are heard as the Sportscasters during match ups. Although they’re in a few of the cut scenes as well. The rest of the cast does a pretty good job of mocking some of the bad dubbing found in some early anime. All in all, it’s funny enough to hold your attention for a play through. Beyond that, you’ll more than likely want to mainly play multiplayer. However, there are a number of custom skins you can unlock for each of the robot golfers. The way you do this is by scoring medals in the campaign’s chapters. You can then go to medal shops during the campaign to spend them on the unlockable items. So there are incentives for going back, and replaying chapters. One of the shops also features a crossover! There is a Saints Row themed shop buried in the campaign, and even a secret guest character I won’t spoil here.

So how is the actual golfing? Well, it’s a mixed bag. While you can play the standard golf rules pretty much every other golf game follows, this is not a simulator grade game. If you’re the type who watches the sport on TV, and plays a lot of EA’s Tiger, and PGA games, you’re probably not going to come back to this much. It doesn’t have a wide variety of clubs, or weather scenarios for you. Each golfer gets a driver, a wedge, and a putter. That’s it. There are some things to be aware of though. You still take into account the wind, and there are obstacles to be aware of.

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That being said, the game is actually a lot of fun because of the lack of realism. The swinging mechanics differ for many of the robots. Some of them require timing a press on several gauges to be pixel perfect. Others have gas gauges you have to pay attention to. Others have a two pilot scenario where the gauges have to be synchronized. So in spite of the simplicity there are a few things to keep it from feeling too simple. Each robot also has a special ability they can use on the course.

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Now where the game becomes really interesting is during multiplayer. Not only can you play a traditional set of rules, you can also play custom rule games. You can play the game where the first person to get the ball in the cup wins, regardless of attempts. You don’t have to alternate turns. Players can go full on swinging whenever they want. Moreover, you can do things to screw over your friends. If they hit a nice long drive you can jump in the way of the ball, and cause it to bounce off of your robot, and into a ditch. If you’re trying to get the ball through a narrow gap between two buildings you can destroy the buildings, and then take your shot. Players can attack one another. There are all kinds of crazy, over the top, ways to play golf.

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But not everything about the game will make you smile. Visually, the game looks fairly dated, with low-detailed backgrounds, and models that could have been done on the PlayStation 2. There are some questionable physics when it comes to destroying buildings, and other scenery. The giant edifices sometimes won’t tip over, instead sliding across the map like a bar of wet soap. The low gravity moon stages, and aqua stages may anger hyper-competitive players as it becomes easy for opponents to interfere with a long drive. The most annoying thing is probably the fact that audio quips begin repeating way too soon. So while you will laugh your ass off the first time you hear them, you may just turn off the audio upon the four hundredth time.

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Be that as it may, I really enjoyed the underlying game. The campaign was an entertaining play through, and you don’t have to be any good at the game to complete it. Of course, getting better at the title will get you the medals I mentioned earlier for those unlockable items. But the real star of the show is the multiplayer. This game is a wonderful option for game night, as it supports split-screen gaming on your TV. It also supports matches over the internet, though even that is going to be something you’ll want to do with friends. There doesn’t seem to be a large pool of random competitors playing regularly.

 

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Still, if you’re looking for something different to play when friends or relatives come over you’ll all have a pretty fun time. It isn’t going to outdo more serious sims for golf enthusiasts. But if you grew up with Voltron, or Gundam, and regularly marathon shows produced by Seth MacFarlane, you’ll probably really enjoy 100 Foot Robot Golf.

Final Score: 7 out of 10