Tag Archives: Playstation 4

Most anticipated titles shown at E3

Man, what a hectic last few weeks, with more to come. It’s kept me away from time to do much. Though at least I was able to get a couple of streaming nights in. Still, I missed most of the E3 conferences, and I’ve been playing catch up. All three of the platform holders had pretty average events this year. Bethesda did a 180 from last year, even if none of the people in attendance seemed to know who Andrew W.K. is.

Ubisoft seemed bog standard. I didn’t see EA’s though the reception doesn’t appear to have been too warm. But beyond the big conferences there were a lot of trailers, and announcements of smaller titles. And I tend to like to pay attention to those, because they can often turn out to be as exciting as the hyped stuff. So these are some of the titles I saw that caught my attention. Hopefully they’ll turn out to be great games we want in our computer, and console game libraries.

Daemon X Machina

Nintendo’s Direct was the first time I’d heard anything about this game. But a trailer’s job is to generate interest in the subject matter. So mission accomplished. It appears to be some kind of action game involving mechs. But what sets this apart (at least in the trailer) is the No More Heroes unsaturated art style, and a rocking industrial metal soundtrack. It goes really well with the depictions of exploding robots, and bloody skies. I want to hear more about this one. If you’re a fan of Voltron, MechWarrior, Metal Storm, Transformers, Gundam, or giant killer death bots in general, you may want to too.

Insurgency: Sandstorm

I’ve been looking forward to seeing more about this once since it was announced. The original game is a wonderful blend of tactical shooter, and team shooter. There isn’t much of a HUD if any. There aren’t any kill cams. Most of the weapons will kill you in one or two hits. If you have body armor, maybe three. There aren’t any unlockable items that require grinding. If your class can use a weapon, you can use it. They balance this with a point system that forces trade offs. And it has all of the modes a Battlefield player might want. This sequel hopes to bring that experience to consoles next year after it launches in September on computers. Without the focus on loot boxes or battle royal modes this could be something Battlefield, and Call Of Duty veterans may want to check out. For those who don’t like to deal with sore sports online, it also offers a robust one player campaign. To sweeten the deal NWI is bringing it out at less than half the cost of a AAA release, and giving customers who bought the old game 10% off. They’re giving an additional 10% off to people who preorder.

Super Smash Bros. Ultimate

Frankly, I don’t know how you don’t get at least a little bit excited for this one. Even if you’re a staunch fan of traditional fighters like Street Fighter, or 3D fighters like Soul Calibur or Tekken, this one should still impress you. Maybe just a tiny bit, but still. They’ve reworked the damage for 1 on 1 fights, heavily nerfed repeated dodges, and made short hop attacking a little bit easier. This is going to make the competitive end of the audience intrigued, and in some cases happy. For the rest of us, this is giving a lot of great stuff too. If you bought the figures, and adapters for your Gamecube controllers, they’ll all work on it. Every character from every previous Smash game is in here. Plus there is bunch of new assist trophies, items, and even some new characters.  This one comes out later this year, and I can already sense many will fire up the older games to practice up.

Serious Sam 4

Serious Sam may not have the star power he did back in the early 2000’s. But you’re always guaranteed a fun time filled with mindless action. For those who don’t know, this long running series by Croteam puts you in a large campaign of stages that have you constantly shooting, and managing resources. Some compare it to stuff like the original Doom. But that’s actually a long way off. The level designs are often interlocked arenas. So you’ll enter a room, destroy a wave of enemies, get an item, and destroy another. The thing is each room potentially has hundreds of enemies to contend with at a time. It’s more accurate to compare it to old Midway games like Robotron 2084, Smash TV, and Total Carnage. But the constant introduction of new enemy types, weapons, and the vast number of Easter Eggs to find keeps them fresh. This time they got the writer of The Talos Principle to write the story for Serious Sam 4. So who knows if Serious Sam will be Serious? Either way, I find these games fun so I hope to check this one out as well.

RAGE 2

Yes I know, there are a lot of shooters on here. But I did enjoy the original Rage when it came out. Abrupt ending aside, it was pretty cool. The desert was a hub world with towns in it. It had a pretty entertaining Mad Max inspired story, and it had the shooting you’d expect an iD game to have. So this sequel has me intrigued. The desert is more than a hub world supposedly, and there are a larger multitude of factions. The action looked good, and so I’m hoping for the best. The original didn’t sell horribly but it didn’t sell Doom, or Wolfenstein numbers either. So I was honestly surprised this sequel was green lit. Still, I liked the old one, and this one looks like it could be an improvement.

Tunic

I know there are a ton of Legend Of Zelda clones out there. But this one stood out to me during the Microsoft conference. It doesn’t look like it does a ton of new things with the gameplay, but at the same time it has an inviting art style, and I loved seeing some of the character designs. Hopefully it turns out really well. It displayed a fairly large map so there will be a lot of ground to cover.

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Similarly, at the Sony show there were a lot of big, anticipated games. But once again, something smaller showed up in the line of trailers. This one is by Remedy who invented the Max Payne franchise years ago. They also did the Alan Wake, and Quantum Break. While Quantum Break was derided for making people watch long, episodic cut scenes, this seems to have eschewed that experiment. The protagonist has this telekinetic ability allowing her to pick things up remotely, and use them as weapons. Sure it’s not the most original idea. But it looks cool in this one. When you’re done with The Last Of Us 2 you might want to pop this in. It looks fun.

Super Mario Party

I rarely get excited about a Mario Party game. Don’t get me wrong. I have most of them. Even the least exciting iterations are still a hit during holidays, and get together moments. But Super Mario Party is the first one in a long time that I kind of really want to play. For starters the frame rate (at least in the trailer) seems like it will be 60 fps on most modern HD TVs which will be pure glory for some of those mini games. Second of all, they seem to be doing interesting things with it if you network two Switches together. On the flip side, my nieces only continue to learn games in 8 seconds. So when I visit my Sister I’m likely leaving with the least amount of stars. They’re pretty good at Smash, and Kart too. But I suppose it happens to even the best of us. We get old, and our siblings’ progeny dethrone us eventually. Still, Super Mario Party looks pretty great even if it will leave me with zero stars.

Ninjala

I really want to see more about this one. Ninja kids Nerf sword fighting while doing parkour, and Baby metal is rocking out in the background? It looks like there is a big reliance on bubblegum. Not sure what that’s about, but it also looks like there is co-op, and versus modes in it. The trailer doesn’t go into much detail, but like Daemon X Machina, I am intrigued.

Ghost of Tsushima

This game looked really cool. The trailer didn’t show off much of what the objective or story was. But the combat, the environments, and characters looked really compelling. I would have liked them to have spent a little bit more time on it. But in any case, Sucker Punch got me talking about this game, and if you missed it or forgot about it, you may want to follow this one. Again, hoping it turns out great. But it looked really good, and like something those with a PS4 ought to look into.

Octopath Traveler

Even though I veer more toward the instant gratification of action genres, I do like a good RPG now, and again. This game has me interested for a few reasons. One is the look of everything. It reminds me a bit of the Ys remasters with its blend of 3D models, and 2D sprites. The filters on everything makes it look unique too. Another reason is that it’s giving players eight different characters to play with, each with their own career paths, and storylines. So it looks like it can be something a die-hard RPG fan can marathon for days. But also something someone with limited time can span out over a year by playing through one story, taking a break, then going back to it.

Mega Man 11

I’m a huge fan of the Classic Mega Man series. I’ve played through all of them. 1-10, as well as the GB line, and the side game Mega Man & Bass. This one looks like they’re trying to make it accessible to newcomers with a bullet time mechanic. But they’re leaving it optional so veterans can play completely old-school. They’re also returning to a more modern 2.5D look. It’ll be interesting to see how they do without Inafune at the helm. But the trailer does look decidedly Mega Man.

Cyberpunk 2077

CD Projekt Red always seems to deliver solid RPGs. (A few of which I still need to finish.) But this one looks like a big departure from what we normally see. It’s Sci-Fi instead of Fantasy. It’s taking inspiration from a pen, and paper series, and yet also seems to have action elements.  I do want to see where they take the not too distant future theme compared to some of the others that have ventured there.

The Messenger

They showed off a little more of this one in some interviews, and I’m even more excited about it than when I saw the initial trailer two months ago or so. It’s a love letter to both the NES Ninja Gaiden Trilogy, as well as action platformers on the Super NES. It’s fast, frantic, and being built with speedrunners in mind. The visual changes are tied to the game’s story, and it’s been confirmed to not only release on the Switch, but on PC as well. As someone who loves action platformers, I’m really looking forward to this one.

Metal Wolf Chaos XD

Originally released on the inaugural Xbox, most have never played this one. Because it was exclusive to the Japanese market at the time. These days, finding an original copy for your Xbox is an expensive endeavor. It’s a mech action game with the premise of a DTV B Movie.  By From Software no less. Devolver Digital is re-releasing this game with some updated visual options on Xbox One, Playstation 4, and PC. It’s completely silly, and over the top. If the high aftermarket prices online have kept you from getting this already, this is one remaster you might not want to miss.

 

So there you go. This year’s show might not have had the hype, and power of last year, but there was still plenty to look forward to. Whether you looked for grandiose blockbusters, or indie games, or somewhere in between. These were some of mine, and I hope you enjoyed this run down. Hopefully you’ll enjoy seeing some of these as much as I did. What were some of your E3 announcements? Feel free to comment below.

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Wild Guns Reloaded Review

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Every now, and again a previously obscure game ends up in the spotlight. Often times because it turns out to be pretty uncommon or even rare. Said game then begins to skyrocket in price in the aftermarket. Wild Guns, is one such game. Originally released on the Super NES by Natsume, it was an action game with a unique setting, and mechanics. It blended Run N’ Gun gaming with Rail Shooter gaming. All in an attractive steam punk western setting. Of course to buy it now is an expensive endeavor. But Natsume, and Atari have brought it back in an updated package.

PROS: New content. 4-player Co-op. Tight controls. Visual flair.

CONS: Multiplayer has some design choices holding it back a bit.

SUPER PETS: There’s a dog operating a giant drone.

Wild Guns Reloaded is a beefed up version of the original Super NES game. As I don’t own the original version, I can’t speak to every minor difference but upon doing some research there are a few big ones. On the positive end, the game now supports 4 players. So you can enjoy this with more people. They’ve added two new playable characters, and you get some bonus stages in cooperative play that the original release didn’t have. The game now renders in a full 1080p resolution, so you don’t have to decide between pleasing your purist friends who want original aspect ratios, or pleasing your other friends who don’t mind stretch-o-vision over black bars. There are sliders for you to scale the image though, so lovers of the 4:3 standard can also rejoice.

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On the flip side, you do not have any continues in multiplayer. Which is absolutely absurd considering you have unlimited continues when playing the game alone. It’s the biggest blemish on the package. But as disappointing as it may be, this is a game you still may want to pick up. Because there really is a lot about this game to love.

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As I mentioned before, Wild Guns Reloaded is a blend of two action genres. On the one hand, you move your character about as if you were playing Sunset Riders. On the other hand, you fight enemies as if you were playing Operation Wolf. If that sounds like a strange combination, that’s because it is. But it’s one that works really well once you become accustomed to it. You move around freely, able to jump, and avoid the incoming projectiles. You can also use a melee attack on enemies that get in close. Some enemies can only be taken out this way. But when you start shooting, you’ll instead move a cursor about the screen. Aiming at all of the different threats around you. While firing, you can perform a quick dodge to get out-of-the-way, and you can even throw electric laser lassoes around bad guys. The lassoes temporarily hold them in place so you can deal with other impending threats.

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The end result is a fast action game, that also requires a lot of strategic thinking on your feet. You also have to have eyes in the back of your head, as you can’t really focus on just one threat. You have to be able to react to every last interruption on hand. Is it difficult? Absolutely. But at the same time it feels ever so rewarding when you’re able to complete a segment. The game starts you out in an initial stage that sets up the formula. You’ll play through one section until a timer hits zero. Then you’ll move onto the next section, and then if you complete that section, you’ll move onto a boss fight.

Once you win the initial stage, you’ll then move onto a Mega Man styled stage select screen. Here you’ll go on to play through each of the next few stages in any order you wish. Most of these follow the same sequence as the first stage. Though one stage is an automatic scrolling stage. But even this stage follows the trend of using three sections. After completing these you get thrown into the final stage where you’ll go through a huge gauntlet of enemies, and bosses.

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Wild Guns Reloaded offers four playable characters with their own traits. Clint, and Annie return from the original game. They perform similarly with faster firing weapons, and movement. They’re not exactly the same, Annie seems a little bit more mobile. Joining them are Doris, who throws grenades in lieu of using ballistics, and then there is Bullet. He’s a Dachshund.  A Dachshund with a killer drone. So he plays with a lock on, but like everyone else, one hit takes you out of the action. Clint, and Annie are probably the best all around characters to use. But Doris, and Bullet are great new additions for those who may want even more of a challenge.

That being said this game has three difficulty settings to choose from, but I wouldn’t call any of these particularly easy. The lower tiers make bosses a little bit easier to take down, and some of the midrange enemies take fewer hits. But you’re still going to die if you get hit by anything. So again, expect a challenge. But as the case with Contra or Operation Wolf, the challenge is more or less the point. Interestingly the Nintendo Switch version also includes a Beginner difficulty that just gives the player unlimited lives. Handy for a first time play through. But it also makes the campaign feel hollow as there is no way you’ll be forced to overcome any of the game’s obstacles.

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Playing with other people is a mostly fun endeavor. Having backup means you don’t have to manage every last obstacle, as the other players can do some of the work. But the lack of continues is a puzzling decision. Especially if you’re playing with a group where there’s a considerable skill gap. Because not only can none of you continue from the last stage you reach upon a fail state, your lives are all grouped together. If you have a friend or relative that can’t cut it, you’re getting held back. If you’re the one who can’t cut it, you’re holding your team back. It’s also strange because you have unlimited continues when playing alone. The Nintendo Switch version also doesn’t migrate that Beginner setting to the multiplayer. So you won’t get any mercy in that version either. Despite the odd decision to remove continues, playing with others is a fun time because of the reasons outlined above. It really is great when you are all able to rake in a high score, and defeat a giant boss together. As with the one player game, every little inch you scrape further feels like an accomplishment. But you’ll really need to grow a thick skin when playing with friends because once your lives are gone, that’s it.

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Visually, the game now renders in a proper widescreen aspect ratio, and resolution. The sprites, and backgrounds sport an immense amount of detail. This shouldn’t surprise anybody who has played the original Super Nintendo Game Pak. It was visually impressive then, and it’s pretty impressive now. The little details in the backgrounds, the wonderful use of gradients, all work with its anime-styled designs. The steam punk influence is obvious as you’ll fight robots, vehicles, and cowboys armed with laser guns. The audio goes along with it nicely, as explosions, and screams sound great. There’s also a techno-western fusion going on in the soundtrack.

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Performance is pretty solid too, with the game maintaining a steady frame rate. Even during battles where the screen is completely congested with projectiles. Whether you’re playing the PC version, the PS4 version or the recent Nintendo Switch release. The Switch version looks great in docked mode on the TV or in tablet mode when taking it out on the road with you.  All versions offer a scan line filter if you want to simulate the look of an old CRT Television. There are also an online leaderboard you can try to shoot for.

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Overall, Wild Guns Reloaded is a really fun, and challenging update to a cult classic. It has a great look, really intriguing characters, and does a lot with its setting. The enemy design is great, and it’s an enjoyable arcade experience. It’s just unfortunate it is so inconsistent with its rules for single player, and multiplayer. It’s strange that one can continue at their leisure when playing by themselves, but not with friends. One would think the multiplayer would be given similar stakes. Be that as it may, playing with other people is still fun to do. But you’ll definitely want your guests to know what they’re in for before you start playing.

Final Score: 8 out of 10

Sine Mora EX Review

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The Shmup (short for Shoot ’em up) is the one old genre that hasn’t reclaimed its popularity. At one time the likes of Space Invaders, Galaxian, and Phoenix ruled the roost. Then when platformers became big, the genre gave us 1942, Dragon Spirit, and Xevious. Then the Beat ’em ups, and Fighting games all but conquered the arcades. But the genre had continued popularity with the likes of R-Type, U.N. Squadron, and Truxton.

After this period though, the genre began to slowly fade into obscurity. It never truly went away. It still gave the occasional notable game like Giga Wing, or Ikaruga that became darlings. Today, the genre is still around, and there are countless great games in it. It even has a devoted, hardcore fan base. But where Street Fighter IV, and Mortal Kombat 2011 brought traditional fighting games back into the limelight, the same hasn’t been the same for old-school Shoot ’em ups.  Sine Mora EX has that potential.

PROS: Beautiful visuals. Great music. Refined mechanics. Fun.

CONS: Story can be hard to follow. Mini games don’t add very much to the experience.

4K: PC, and PS4 PRO versions support it.

Originally released in 2012 as Sine Mora, Sine Mora EX is a refined version that fixes bugs, updates the graphics, and expands content. It elevates a pretty good game, to a pretty great one. The game has a minimalistic menu. You have a Story mode, which is honestly a great way to play it when you start out. Then Arcade mode, which is going to be the option for advanced players who don’t want to bother with the lore. Score Attack, for mastering levels. There is also a challenge mode which gives you 15 endurance rounds. Then there is a boss rush mode, which lets you practice boss fights. But you have to unlock them by getting to them in the storyline first. So this is really going to be for those who are interested in speed running the game upon beating it.

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Rounding things out is a Versus mode. This is a small assortment of mini games. In most of them, you’ll pick a single screen arena, and battle a friend as little robotic orbs. Some of the stages have other hazards, or obstacles to maneuver around or destroy. But it’s pretty much kill or be killed. There is one interesting mini game that is different. Here, you each shoot at ships, but if you accidentally destroy a ship that resembles yours, the game ends. They’re a fun little diversion. But really, you won’t be coming to this game for it, and you’ll want to play the main game instead.

Sine Mora EX’s main campaign is awesome. Whether you play it in Story mode or Arcade mode, you’ll be thrust into a shmup that embodies elements of every subgenre. A lot of people have called this a Bullet Hell shooter. While there are moments where the entire screen is filled with bullets, that isn’t really the case. Some boss fights employ this, but you’ll find a lot of the missions themselves do not. Instead they take the movement of something like R-Type, or Gradius, and give you the challenge of avoiding walls, while shooting down enemies, and threats.

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But there are many things that make this game stand out on its own. The most obvious one being how it handles lives, and scoring. In a lot of challenging shooters over the years, games had either a scenario where a single hit on your ship killed you, or you had a small life bar allowing for a few hits before you would be destroyed. Sine Mora EX throws those mechanics out the window, and instead puts the onus on time limit. You have to beat the clock in order to win. “Great! I can get hit as many times as need be! This game is going to be easy!” you might be exclaiming to yourself.

Well get that thought out of your head immediately. Because your life bar is the time clock. If you make a mistake, and crash into something the game shaves off a second or two. If you get shot you’ll lose a few seconds. Suddenly that game has gone from being insanely easy, to pretty challenging. Moreover, they’ve made another swerve. Getting hit makes you drop power ups! So you’ll have to pick them up immediately.  But if all of this sounds too complicated, don’t lose heart. There are a number of tools to help.

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First off, and most importantly, you’ll gain time for every bad guy you destroy. You’ll want to crush as many of them as possible because time is life in this game. Keep adding to the timer, and you’ll see it to the end. The stages also have checkpoints. When you reach one it resets the timer. So if you’re low on seconds, and you reach one you’ll be in the clear for a moment. The game also gives you a wealth of power ups, smart bombs, coins, and even bullet time to use.

That’s right. Bullet time. Now it isn’t infinite. There is a meter that lets you see how much you have, and it drains when you use it. But during those Bullet Hell moments it can be a Godsend. Particularly when you just can’t seem to figure out the spread pattern. As you play through the game you’ll be going through different periods, and characters in the story. So there are a number of different ships you’ll pilot. They’re all designed to look more like planes, but considering the different settings the stages take place in, you’d assume they have features of a star or sea ship. But I digress.

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Each of the different space planes has a unique smart bomb that can be fired. Some of them shoot a super laser, others drop a ton of grenades, some shoot a plethora of missiles. You’ll want to know the nuanced differences though because they won’t work the same way in every situation. There’s also the risk, versus reward aspect here that can be really fun. Do you try to save up your smart bombs for the bosses or do you use them now while the screen is cluttered with grunts? There are also your firepower upgrades to grab, as they make your primary fire more effective. If you can get nine of them, and not crash or get shot you’ll chew through enemies. And then there are the time bonuses, and bullet time bonuses to nab. You’ll find the bullet time works wonders.

They also added a cooperative feature to the story as a friend can play as a gunner. It isn’t quite the same has having a second ship altogether, but it does give you some reprieve. They control a satellite which acts like one of the options from the shooters of old. This allows the first player to take on primary targets while they clean up small annoyances. Handy for boss battles.

Another thing you’ll appreciate is how the game puts in some challenges that have nothing to do with shooting weak points, or avoiding a hail of bullets. In one stage you’ll come across a section filled with sensors that, should you be detected knocks off all of your time. After exploding through all of my continues, and restarting, imagine my surprise when I found I had to fly in sync with piles of garbage coming from the background to avoid detection. It’s just a small thing, but it’s different from what many might expect.

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If you play through the Story mode, you’ll get voice overs that are in line with a Star Fox game. Just with more curse words. There is however, zero percent Slippy Toad in the list of ingredients. Kidding aside, you’ll also get some monologues between stages that try to set up motivations of pilots, and give you a little bit of narrative between stages. It helps explain why you have completely different vehicles, and settings every stage. Unfortunately it doesn’t always make the most sense if you’re only passively seeing it. Because of how everything jumps around. The story is a bit more cohesive if you pay attention to every last bit of dialogue, and you re-read every word of every monologue. But even if you’re invested in the story, you’re going to miss some of it as you’ll forget some of the chatter you just heard when it becomes time to blow away enemy targets again.

That said, the story itself is actually pretty cool. It centers around characters facing an iron-fisted Empire on a planet called Seol. It declares war on an opposing nation of inhabitants called Enkie. Both of the factions master time travel. One of the characters is out for revenge when the Empire kills his son for not wiping out the Enkie. So in a number of missions, you’ll follow his story arc. But the Enkie also want revenge on the Empire for driving them toward extinction. So in other stages you’ll be playing Enkie characters.  The story is an interesting one, and it even has a pro wrestling grade swerve in it that honestly surprised me. The problem with it, is the execution. If the game had done just a tiny bit better with the cut scenes, and shown more of it, instead of having you read it, it would have been a bit easier to follow. Still, if you take the time to pay more attention on subsequent play through attempts it gets a bit more enjoyable.

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Repeatedly playing in the Arcade mode is also where you’ll notice this game’s use of difficulty scaling. The game starts you at rank C here, and if you’re not doing so hot this is about where you’ll stay. By contrast, if you’re blowing through sections with ease you can expect the game to rank you up to B or even an A! Then it will punish the crap out of you. Enemies take more hits, shoot more lasers, and things get more hectic.  If you can’t hang, the game will knock you back down a peg or two. This is also where the game has a real chance of reinvigorating the genre for those who don’t come to it as often. At the same time it gives enthusiasts something they can really sink their teeth into.  Arcade mode also lets you select different planes to start with, so you may find some work better in some missions than the ones you have to use during the Story mode. Back to Story mode a second. In that mode you’ll have eight continues (though there is a slightly harder variant of Story mode) to complete the game. If you don’t get through the entire Story campaign  You can start on a higher stage when you come back to it later. Though you’ll start the way you did at the beginning which means you’ll be outclassed.

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Arcade mode eschews all of the story elements, reduces the number of continues, and exclaims “Come and get some!” You’ll be seeing all of the same levels, and bosses but with none of the narration. This mode is also a bit harder from the outset. But if you’ve plowed through the story, and want to go back to the game again, it’s a great way to experience it again. There are even a couple of power ups you won’t see in the Story mode. The game is gorgeous enough you may just want to replay it anyway. For a small game, it boasts some pretty great production values. Mind you it isn’t going to be quite the same as something from a AAA vendor. But it does so much with so little.  Though I suppose a big part of this is the involvement of Mahiro Maeda. When one of the people behind The Animatrix is designing bosses in your game, it’s going to show.

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The Nintendo Switch version of the game (which you’re seeing in this review) looks great. It has crisp textures, nice lighting, wonderful color depth, and detailed models. All running at a full 1080p with a fast frame rate. The Xbox One port is just as good-looking, and the PS4 version will even support 4K provided of course you’re using the PS4 PRO model of the console. The PC version of course will support it as well if you have the 4K monitor or TV to display it on, and hardware in the machine to run it that high. Which shouldn’t be much, as the system requirements aren’t very high for the PC version. As far as I could tell in my time on the Switch, I saw no real issues with slowdown, stuttering, or other performance problems. The PC version also gave me no real issues.

The audio is pretty good too. Grasshopper brought in Akria Yamaoka who did the sound direction on Silent Hill. Silent Hill made great use of ambient sounds for the horror vibe. Here he combines that ambience with an electronica sound. So it gives this a cyber thriller kind of score. Which you might not think much of at first. But when the bosses show up to crush you into dust, does it ever fit the theme. It may not have the same effect as it did in Silent Hill, where the discomfort melded with the fear. But it does make the encounters even more imposing. You might not worry about monsters getting you. But you’ll probably take the giant robot spider a bit more seriously.

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While by no means an expert on the genre, I do feel like this is the most accessible shmup to come out in years. It may technically be a re-master of sorts. But the game’s attention on the Switch has been getting people talking about them again. Oddly enough if you want a physical copy of the Switch version you’ll likely have to go online, as few retailers appear to have gotten it when it came out last year. At least Stateside. Target, and Wal-Mart have it on their online sites, but not at their stores. GameStop, Best Buy, and others don’t (of this writing) seem to have it at all. But you can find it through smaller businesses usually on Amazon. There’s also the option to import the European release. If you don’t care about physical media you can download it from Nintendo’s e-shop. The Xbox One, and PlayStation 4 versions however, seem to be everywhere. You can download those on their respective stores too. The PC version is available on Steam as well.

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Ultimately though, Grasshopper has put out a game that can be enjoyed by veterans, and newcomers alike. The easier Story mode (of which you can go with a harder version) does make things a bit more inviting for newbies. Even if the story could be executed a little bit better, it’s still pretty good for what it is. The Arcade mode is something longtime enthusiasts will more than likely love. Especially for those who may not have played the original Xbox 360, PlayStation 3, Vita, and PC release. The scaling is also nice for those who are competent, but not masterful. If you love shmups, but somehow haven’t played this, pick it up. If you’ve never played a shmup, this is a great jumping on point to see if you’ll enjoy them. Hopefully we’ll see more Sine Mora in the future.

Final Score: 8 out of 10

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

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

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

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

Freedom Planet Review

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Sonic The Hedgehog. He’s seen a number of ups, and downs over the years. The consensus seems to be his earliest adventures on the Sega Genesis, Sega CD, Sega Master System, and Game Gear were his greatest glory days. Fast, frantic, platforming action that involved any number of paths to victory. But after the Dreamcast faded into obscurity Sonic went in all kinds of directions. Many of them terrible. A few of them average, and a few that were pretty good. But I’m not here to talk about Sonic this time.

PROS: Really amazing pixel art, chip tunes, and the game play you remember.

CONS: The shortcomings you remember. Padding.

BIKES: If running fast isn’t enough you can speed around like Chris Pine in Star Trek.

When Sonic The Hedgehog was released it was only a matter of time before the imitators would come about. People dump on Bubsy, but that game was far from the worst clone. Awesome Possum, Aero The Acrobat, even The Road Runner had a Sonic inspired game. So with so many others that didn’t hit the mark, what makes this game stand out in the sea of Sonic contenders?

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For starters, Freedom Planet absolutely nails the feeling of Sonic The Hedgehog. The physics, the sense of speed, all of it. If you’re a big Sonic fan who longs for a return to the 16-bit glory days of yesteryear, buy it. I could end it there. I’m serious. This is bar none, one of the best Sonic clones you can get. But there are a lot of things that set it apart from its biggest inspiration.

Freedom Planet has a deeper, darker, storyline than the Sonic games. Most of the Sonic games feature Dr. Robotnik/Eggman imprisoning animals, stealing emeralds, and holding the world hostage. Freedom Planet instead involves a much more detailed plot. It opens up with a King being killed by a despot in cold blood in front of his son. Who is then taken hostage, and forced to fight for the despot. It wasn’t something I was expecting going into this. But it got my attention for sure.  From there you discover that there is an all-powerful stone that three kingdoms on the planet safeguard, and of course the despot wants it for himself.

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From here the game opens up, and you can choose to play either an adventure mode or a standard mode. Playing the adventure mode, will let you experience cut scenes, and the stages are played in different orders depending on which of the three characters you choose. Going with the standard mode eschews the cut scenes, and you play every stage in order. Like a traditional platformer from the era the game pays homage to.

The interesting thing with the adventure mode is that you’ll get a slightly different experience each time you play through it. That’s because the game is played through the eyes of each character. The three characters are: Carol, a green wild cat. Lilac, a purple dragon, and Milla (an unlockable character), a dog. Each of the characters has their own attacks, and abilities making each play through a little bit different. Carol has some speedy punches, and kicks. She can also ride a motorcycle if you find gas can power ups. Lilac has a useful double jump. Milla has a shield, and can throw cubes.

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Once you start playing though you will immediately be reminded of Sega’s most popular mascot platformer. The same sense of speed. The same loops, twirls, and crazy tracks fill the game’s 14 stages. With all of the collectibles, 1-Ups, power ups, and health items in each of them you can opt to try to find everything, or you can try to clear everything as fast as possible. I know I’ve waxed on about how many Sonic influences there are, but the game also has a surprising number of similarities to Capcom’s Mega Man X series too. This becomes apparent in the game’s combat, and enemy designs. Instead of jumping on bad guys to defeat them, you’ll punch, kick, or hit them several times to take them out. Freedom Planet is also a big fan of putting in multipart stages, and mini-bosses. Some of these are really imposing, and lead you to believe you’re at the end of a stage. Only to discover you still have a way to go.

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Boss fights themselves are grandiose in Freedom Planet. These moments feel more like playing an arcade beat ’em up than they do a platformer. Although you’ll discover they have attack patterns, again in the vein of a Mega Man X title. But some of these, especially toward the end of the game can be really impressive in both challenge, and visual flair.

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Freedom Planet also has the courtesy to grant players four different difficulty levels. If you’re absolutely horrible at this sort of platformer, or even platformers in general the Casual setting is for you. It is nearly impossible to lose a life if you’re even remotely good at these kinds of games. But from there you have Easy, Medium, and Hard difficulty settings. With the latter going very much into the “Get good!” end of things. Aesthetically, everything in the game is beautiful. Galaxy Trail’s pixel artists should be commended for just how well they’ve recreated the look of games of the early 90’s. As you play through this one, you’ll be constantly reminded of those days on the Genesis, and Super NES. It really is a beautiful game to look at. The soundtrack is just as good, going for the twinge lo-fi synth of the Sega Genesis, and early computer sound cards like the AdLib. The tunes themselves are filled with hooks, and melodies you’ll want to hum along to. If you want a game that will satisfy your nostalgia, while giving you something new, this fits the bill.

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There are also some other small galleries you can visit when not playing the main game. Throughout the main game are cards you can find, and these will unlock sound files, songs from the soundtrack, and concept art in these galleries. Not something that the average player might get into. But for players who become big fans of the story, characters, and lore, it gives an incentive to replay the game a few times.

Of course, I did have a few minor complaints with this one that may be bigger concerns for someone else. First off, because it adheres so closely to many of Sonic The Hedgehog’s rules it has some of the annoyances. There are times you’ll have to make blind jumps, only to land on an enemy or a hazard. This can lead to some moments of trial, and error. While not a major problem that ruins the game, Some might feel it detracts from an otherwise enjoyable experience.

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Another issue is near the end of the game there is a shoot ’em up stage, and it doesn’t feel up to the same standard as the rest of the game. The bigger issue is there is no checkpoint after completing it. It is considered a part of the following stage, which is a pretty long one. So if you run out of lives, shut off the game, and come back to it later you’ll have to play the entire shmup part again. So unfortunately, instead of feeling like some variety, it ends up feeling like padding. Again, not a problem that makes the game unplayable by any means. But it really could have used a checkpoint at the end.

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Overall though, Freedom Planet is a wonderful platformer. It feels like an homage to Sonic, and Mega Man X while also being unique enough to stand on its own. It has some of those mechanics, but it adds enough of its own original ideas, and tweaks thus avoiding becoming a forgettable wannabe. In fact, the game did well enough when it launched three years ago that a sequel is around the corner. So whether you play it on the Wii U, PC, or the recent release on the PS4 you won’t regret it.

Final Score: 8 out of 10

Double Dragon IV Review

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Double Dragon. It was one of the most successful franchises Technos Japan ever put out. In 1987 this series began life as an arcade game, where it kick started the Beat ’em up genre as we know it today. It was so popular, it was ported to nearly every platform imaginable, including the Atari 2600, and the Commodore 64 would see TWO versions. The most popular of the ports was the NES version, which played differently, and expanded the stages. This trend of expanded, and added levels would continue with Double Dragon II, and become one of the best games in the NES library. Even though Double Dragon games would continue to appear on everything, the NES versions would always stand out. This new game is an homage to that fact.

PROS: Looks, feels, and plays like an NES Double Dragon sequel. New content.

CONS: Severe lack of basic options. Background graphics don’t always jibe with sprites.

GEARS: If you thought Double Dragon II had tough platforming sections……….

Technos Japan has been sold around a few times over the last decade, and with every sale something has been attempted with Double Dragon. The GBA’s Double Dragon Advance came out to some acclaim remaking the original on the handheld. Double Dragon Trilogy gave us the three Arcade versions, but with some nagging issues. Way Forward’s Double Dragon Neon came out to some mixed reception. Some thought it was good, others not so good. But all agreed it was a bit of a parody of the series, and the time it came out in.

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Arc System Works has instead played Double Dragon straight. Double Dragon IV takes place in the series’ continuity, placing it after the events of Double Dragon II, and before the events of Double Dragon III. The story here is that after the defeat of the Black Shadow Boss, there was a worldwide Armageddon. The breakdown of society led to rival street gangs gaining more notoriety. The Lee Brothers end up fighting a new threat along with the old ones. The story even works in Technos Japan’s other game, Renegade. The Renegade gang here are actually very close designs to the bikers, and martial arts masters introduced in that series. Which is clever as it cements the notion that all of these games are part of the same universe. Double Dragon, Renegade, and maybe even River City Ransom.

Unfortunately, the Cinema screen texts don’t always explain everything very well. So if you don’t take the extra few minutes to play it out in your head before starting the next stage, you can get confused. Of course being a Double Dragon game, at some point Marian gets taken hostage again, and you have to get her. But rescuing her isn’t the main objective in this iteration of the series.

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The game itself reminded me an awful lot of Capcom’s Mega Man 9, and Mega Man 10. Arc System Works has taken essentially the same approach here. Many of the character sprites you went up against in the NES versions of Double Dragon I, and II are all here. The Renegade characters have been redone in a way that fit the style of those games as well. But Double Dragon IV also gives us a number of entirely new characters to fight too.

As Mega Man 9 brought back the familiar movements, and play control of Mega Man 2, Double Dragon IV looks, plays, and feels like Double Dragon II. Except it doesn’t retain the arcade version’s punch, and kick mirroring. In that game facing right or left would remap the attack buttons. In this game the punch button is always the punch button, and the kick button is always the kick button. If you loved playing the first three NES Double Dragon ports, you’ll absolutely love playing through this.

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Making the game feel even sweeter, are the new moves they’ve added. You can do a few new standing, and wake up attacks including this M.Bison\Vega\Dictator torpedo move. But your enemies have also been given a lot of new moves. Abobo has a new bad ass dragon punch. Burnov has an upgraded back drop. Linda has a crippling new back elbow. That’s on top of the super moves the new cast has. Expect a lot of out of nowhere RKO levels of shock on your first time play through.

Double Dragon IV is also one of the longest games in the series. It’s almost as long as Super Double Dragon/Return Of Double Dragon on the Super NES. Most of the stages go on for at least as long as a typical NES entry’s stage does. But there are some that are shockingly short, and others that are mystifying long levels. Some of these also see the return of Double Dragon II’s platform jumping death traps. Others also see the return of mazes. So choose the right doors! These sections can frustrate you if you don’t get them right. Not just because losing tends to do that, but because you have three lives, and five continues to beat the entire game. Most screw ups in these areas cost an entire life bar.

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But if you keep playing, and slowly mastering the super moves like the Jean-Claude Van Damme Cyclone Kick, Dolph Lundgren Jugular Uppercut, and Chuck Norris Kneecap to the face of body launching, you can win. Like the NES forebears, it’s all about learning the timing of these moves, and on what frames to break them out on. Really, other than the cruelty of some of the jumping puzzles, and some backgrounds not meshing well with the sprites (Some of the backgrounds look like the digitized photo backgrounds on Super NES, and Genesis games) fans will like it. If you’ve never played a Double Dragon game it’s still a fun time, though they geared things toward those who have been fans since the late ’80s. The soundtrack is also very good, both reprising series’ mainstays, and bringing new songs. You can choose to play with an all new up tempo synth rock inspired soundtrack, or you can play the game with the soundtrack done entirely in chip tunes. Either is great!

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As a game, it’s easy to recommend Double Dragon IV. It’s fun to play, and again feeling like they took the lessons of Capcom’s Blue Bomber retro comeback to heart. They even went as far as updating Double Dragon’s NES fighting game mode. That’s right, as you play you can unlock the game’s characters for a 1-on-1 street fight. And it’s as fun as you remember. It won’t be a replacement for your Street Fighter, Mortal Kombat, Tekken, or Guilty Gear fix. But it is a nice distraction from the main game. If you beat the game there’s also a survival mode called Tower you can play. Basically, you survive enemy waves for as long as possible.

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Sadly, I can’t whole heartedly tell you to rush out, and buy this. Because there are a couple of major problems with it. None of them stem from the game play, but they are all bothersome. The first problem is the lack of options. There are none. At all. You can remap your controller, or keyboard. That is it. No video modes. No rendering multiple resolutions. No filters. Nothing. The second issue is that the game has no in-game full screen ticker. Those with minimal computer knowledge will be completely bewildered that they have to play the game in a window. A window that you can’t even resize. Those who do know a little something will be pressing ALT+ Enter to force it into full screen. The third problem is, that even though you can force the game into full screen, you can’t do anything about the aspect ratio. You can’t choose between 4:3 or 16:9 or 16:10. In short, you’re stuck playing windowed unless you know to press ALT + Enter on your keyboard. With zero options.

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I don’t think anyone expected a smorgasbord of PC options. But most games at the very least give a few filter options, and some resolution options. This game is also locked to 30 fps, and you can’t even turn off V-sync. Most PC players want the option as it frees up performance, even if it means seeing some screen tearing. It’s unfortunate that Double Dragon IV is this devoid of any performance options, or options for visual flair.

Overall, Arc System Works has given us an excellent Double Dragon sequel. But it has been marred by a terrible menu, and menu U.I. I can’t speak to the console version of the release in this regard, having only played it on the computer. Even still, for console players, the lack of any filter effects may be a turn off. At least it may for those who prefer to simulate the color blending look of an old CRT with their retro themed games. Or digital retro re-releases for that matter. If you can deal with the anemic menu options, and missing features you’ll still have a fun time with Double Dragon IV. If you can’t, then you may want to see if Arc System Works patches in some menu fixes first.

Final Score: 7 out of 10