Tag Archives: Rail shooter

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

Star Fox Zero Review

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Star Fox is the one Nintendo property aside from perhaps F-Zero that can’t seem to catch a break. A recap. Way back in the days of the Super NES it burst onto the scene at a time when polygon models were a rarity in home gaming.  It was also one of the most entertaining rail shooters ever made. Even though today one could look at its low frame rate, and dismiss it, they would be a fool to do so. Star Fox was awesome. It combined the feel of a Star Wars movie, with the action puppetry of Thunderbirds, and Fireball XL 5. Even a dash of Muppets fandom to boot.

Star Fox 2 never came out. It was shelved despite being nearly done, because the Nintendo 64 was around the corner. Instead we saw Star Fox 64. Heralded as one of the best rail shmups of all time. With good reason. It took everything we loved about Star Fox, made it prettier, and deepened an already better than average action game lore. It had a bunch of great voice samples, and dialogue as well as an excellently directed ending sequence. It made force feedback a necessity in gaming moving forward. After SF64, many N64 games began using the Rumble Pak, and Sony went as far as to re-release the PS1 with their dual shock controllers. But things soured a bit after that blockbuster.

PROS: Excellent visuals. Solid controls. Audio. Challenging. Super Mario Cheat Box.

CONS: Controls take some getting used to. Super Mario Cheat Box.

SLIPPY: You will still want him jettisoned out of the closest air lock.

When the Gamecube  came out we saw Rare move Dinosaur Planet from the N64 over, and we then saw creator Shigeru Miyamoto suggest it become a Star Fox game. Which it did. Many may not remember this but people decried this. Many people loathed Star Fox Adventures. Some for not being a rail shooter. Some for not remaining Dinosaur Planet. This is despite the fact that it was a pretty decent adventure game, that actually sold well.

Then we would see Nintendo partner with Namco, and bring us Star Fox Assault. Which would mostly be a rail shooter. This game was a combination of rail shooter, and third person shooter. Once again a lot of people derided it for not being 100% like Star Fox 64. Even though it did pretty well. Next, Star Fox Command hit the DS. It implemented a lot of the things Star Fox 2 would have introduced. It was even worked on by Dylan Cuthbert who worked on Star Fox, and Star Fox 2 before leaving Argonaut. But again, there were voices upset that it wasn’t a full-blown return to form.

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I had to drag you through the brief history lesson, in order to drive a point home. Star Fox seems to be stuck in a catch 22. If it deviates from the formula set up by the first two games, one group of people will be furious. On the other hand, if it doesn’t do enough to be new, or build upon the old games there will be another group of people who will be furious. So this time around it tries its absolute best to do both of those things. But undoubtedly, there are going to be fans in both of those camps who will still be upset.

In a way, Star Fox Zero’s narrative is a shot for shot remake of Star Fox 64. There’s no tiptoeing around that fact. The story is almost identical. Five years ago,  James McCloud goes off to stop the mad scientist Andross from blowing up Corneria, and taking over the universe. He sacrifices himself in the battle to save the day. But now somehow Andross has amassed a new army, and James’ son Fox is leading a team of mercenaries with his dad’s old wingman Peppy Hare. They’re joined by the brash Falco Lombardi, and the ever annoying Slippy Toad.

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Of course Star Fox Zero is the best looking game in the series yet. People were blown away by the first game, then blown away again by Star Fox 64. Even for all of the complaints the people who didn’t like Adventures, or Assault had, graphics weren’t one of them. Nearly everyone agreed that those games looked pretty great. Zero blows all of them out of the water. And yes I know that going from any of the old platforms to this one should look better. But Platinum Games always seems to have a knack for making the Wii U pull off really pretty stuff. This game can hang with Bayonetta 2. It is that good.

Locales have all kinds of intricate little details thrown in. Things that you might not think twice about have had the extra mile traveled in order to impress you. You’re not going to mistake this game for a bleeding edge PC game, or a big budget PS4 game. But you can’t deny it looks really good. All of that, along with the excellent orchestration makes everything feel like Star Wars with Muppets once again. The voice overs are especially great. Even Slippy. Although you’ll still want to shoot him down, and drop a smart bomb on his flaming cadaver.

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As I’ve said before, it feels in many ways like a shot for shot remake of Star Fox 64. The stages are all new of course, but you’re going to be on many of the same planets, in many of the same environments. As in SF64 you’ll start on Corneria, and try to make your way to Venom, and ultimately Andross. Once again there are all kinds of secret paths, and exits in every stage. So there is a lot of replay value in trying to discover every possible route to the end of the game.

Basically, they’ve given some vocal fans exactly what they’ve been asking for since the Nintendo 64 game came out. More Star Fox 64. Prettier Star Fox 64. More difficult Star Fox 64. But they’ve also tried to appeal to other vocal fans who want more than a pretty retread. Shigeru Miyamoto came up with a cockpit view mechanic, and in Star Fox Zero there are a few places where it is a part of the design. When you first turn on the game, it will make you go through a tutorial on how the cockpit controls work.

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Basically, the gyroscopic function of the Wii U game pad controls your head. You control the vehicles with the thumb sticks, and buttons. But you move your head by tilting the controller. Because of this you’ll be looking at the game pad screen to look out the windows of your vehicle, and up at the TV the rest of the time. You can also switch the screen positions making the TV the cockpit, and the pad, behind the plane.

If you’re really worried about that don’t be. Quite frankly, most of the time you don’t need to look down at the controller screen. You basically play while looking at the TV. But there are certain times when you’ll need to. Case in point, in one stage you fly a helipad stealthily in order to shut down reactors. On the helipad you have an R2-D2 stand in, who is used to hack terminals. You’ll lower the robot to the ground, and move him into little buildings. This is where you have to take your eyes off of the TV, and look at the pad to see what the droid sees.

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This isn’t that bad, and honestly does add a bit of depth to the game. You can also see ninety degrees to your left or your right while piloting vehicles by tilting the controller, and looking at the pad. Frankly, anybody who plays a lot of deep flight simulators on their PC may even find this second nature.

But this is where I will humbly submit some of the ire about controls may have a bit of merit. In an arcade rail shooter like this, a cockpit view in this vein isn’t intuitive. Make no mistake, I am not deriding the controls. The motion controls actually work the way they’re supposed to 95% of the time, and pushing in the left thumb stick will automatically center the camera again. The problem actually isn’t the functionality here. The problem is that a lot of people aren’t going to be able to divorce the left thumb stick from the rest of the game pad in their minds. Not right away. So if they move the pad left, and the ship keeps moving forward there will be a sense of confusion, and frustration. On the TV set moving the pad around simply moves the cursor. But looking down at the pad screen is moving your head, and the cursor. The cursor is also a little bit more accurate on the pad. So in some spots even if you’re doing alright on the TV, you might want to look down to find targets above or below you that you don’t see on the TV.

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All of this is a lot less confusing than it sounds, but it is still something some people aren’t going to pick up during their first play through. The opening tutorial’s lessons give the basics, but really most are going to have to replay the game a number of times to really get acclimated to how things work. You can also go into the control settings, and make it so the motion controls only come on when you lock onto something. I didn’t notice too much of a difference, but for someone else it might be a benefit.If you’re willing to spend a couple of campaigns getting used to the setup you’ll find a very good game here.

A very difficult good game, because there are some very high challenges to contend with. Some of these are carry overs from older Star Fox games like taking down nukes while also trying to keep the Great Fox from being destroyed  at the same time. Others are new missions like the aforementioned stealth stage. Of course the showdown with Andross is the hardest part of the game. The game is still new, so I won’t spoil it. But suffice it to say you may want to rip your hair out during this phase.

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But don’t do anything rash. The game does have an option to help you out. Oddly enough, it’s something that again, draws ire from some players. Nintendo has taken a cue from a few Mario games, and added a power up. If you’re forced to continue multiple times on any given level, a care package is dropped. Picking this up will give you invincibility so that you can beat the stage, and move onto the next one. If you use it, it won’t save your score or stats for that stage however. So you’ll have to replay it to win legitimately.

This is something you’ll avoid doing if you’re looking to challenge yourself, or you’re the type who competes against friends. It completely negates all of the difficulty because you can all but let the game idle until the next boss fight. However, I would be remiss if I didn’t remind the world that Star Fox is a game geared for just about everyone. The giant “E” on the box is a reminder of that fact. The Super Mario Cheat Box is actually a nice feature for kids getting into tougher genres. Or for older people who have very limited time allotted to gaming. But even they have the option to skip it if they want the satisfaction of being able to say they beat the game on their own.

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Star Fox Zero also has one other trick up its sleeve, and that’s a cooperative mode. This can even alleviate confusion some might have with the control scheme. Because in this mode one person uses the cockpit to fire at all of the threats, while the other person uses a controller to pilot the vehicles on the television. This is pretty cool because it can give two friends the sense they’re piloting, and co-piloting. They still need to work as a team, sometimes the gunner will be barking the pilot to head in one direction. Other times the pilot will be telling the gunner to take out a target that isn’t quite in their view.

Beating the game unlocks an arcade mode where you’ll be able to save times for speed running the campaign. Each stage will have a time listed at the end, and these times add up together for a total time. If you clear the arcade mode once, you’ll get one other unlockable. A sound test. This lets you play the game’s various audio clips, and music.

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Rounding everything out are training missions. You can use these to get better acquainted with how each of the game’s vehicles operate, and then try to complete specific challenges with each of them. There is also some amiibo functionality here if you have the Fox, or Falco figures from the Super Smash Bros line. If you use Fox, you can use him to fly the arwing from the original Super NES Star Fox. But if you use Falco you get a beefier version of the arwing. This one is painted black, and has more powerful Vulcan cannons on it. However there is a price, and that is dramatically weaker shielding. The Falco arwing can go down pretty quickly. Neither of these are really all that necessary, and in the case of Falco, actually make the game harder. But these are fun novelties if you happen to have the toys. If you don’t, you can still get the extra arwings. But you’ll have to be an absolute master to do so. You’ll need to get every hidden medal in the game.

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Ultimately, Star Fox Zero is a pretty cool game. But it is going to be reviled by two camps. One that vehemently refuses to even try to adapt to a different controller set up, and one that will keep lamenting the similarities to Star Fox 64. Should you fall into either category, this review isn’t going to change your mind. But if you’re someone who doesn’t mind trying something new, or putting in a lot of practice you might want to give it a shot. It’s a fun game with enough challenge to warrant playing through it multiple times. Sometimes that’s all a game needs to be. Retail copies also include Star Fox Guard,  which is a separate digital purchase if you buy it on the eshop.

Final Score: 8 out of 10

 

Sin & Punishment Star Successor Review

Treasure revisited their Sin & Punishment property many years after it appeared on the Nintendo 64. Fans would wait an entire console generation to see what would happen after the events of the first game.

PROS: Everything has been greatly improved.

CONS: High difficulty will turn off some. Co-Op feels like an afterthought.

MERCY: Don’t expect very much of it.

Sin & Punishment Star Successor takes place many years after the events of the Nintendo 64 original. Following the exploits of Isa Jo. The offspring of the original game’s protagonists. It turns out that the world of Sin & Punishment is actually a two-pronged multiverse split across two dimensions, Inner Space, and Outer Space. Within them a multitude of Earths. Inner Space is watched over by deities known as the Creators. The Creators seek to keep peace, and balance in the multiverse. They guide the humans of the Earths to defend themselves. A faction from Outer Space sends a spy under the guise of a human to Inner Space. The spy loses her memory however, and becomes infatuated with Isa. When Isa Jo doesn’t kill her, the Creators send an army called the Nebulox to kill the both of them. And so most of the game you will be playing fugitive.

The game is a rail shooter in the vein of the original. Only things are vastly improved here. Off the bat, you’re going to see the stark contrast in the graphics. This should be expected going from the Nintendo 64 to the Nintendo Wii. Gone are the blocky models, replaced with more detailed models. Stage textures, are also a huge step up. And while the Wii didn’t have the tech of its competition, Sin & Punishment Star Succesor, is still a beautiful game. Six years later it still holds up as one of the best looking games published by Nintendo. The game also runs even more smoothly than its predecessor. Almost no slowdown ever occurs, and everything is quite brisk. But the best improvement the game has over its prequel is the pointer control scheme.

The Wii was often criticized for games that poorly implemented gyroscopic movement. But this game makes the case for them, as moving the cursor is almost as great here, as it is on a mouse. The control layout is also able to be reconfigured. By default you move with the nunchuck’s stick, jump with the C button, and perform dodges with the Z button. You can move the cursor with the Wiimote pointer, and fire away with the B button trigger. Double tapping the trigger performs the melee attack that carries over from the original game. If you absolutely cannot stand to use the Wiimote the game does let you use either a Classic Controller or a Gamecube Controller. These work similarly to the Nintendo 64’s control scheme from the first game. But the accuracy is much better using a pointer. If you can get used to it, I highly recommend you go with it, as it makes aiming much easier.

Speaking of easier, the game also has three difficulty settings. There should be no shame in playing on the easiest setting here. As in the original game, Treasure brought a very high level of challenge. Even with unlimited continues, you can expect to spend a long time on the campaign your first time getting through it. Being an arcade experience, it isn’t a long game. Just like the last time around, a good player can clear it in a short period of time. But for those who don’t have the same level of hand, and eye coordination, it will be a big challenge. Even on the easiest setting. The game has plenty of bullet hell moments especially near the end of the game. Fortunately the game has some well thought out checkpoints to make things fair.

For those who seem to master shmups, and rail shooters though, the added difficulty settings should appease you. These greatly increase the enemies’ strength, numbers, and powers. But without falling into the trap of being cheap. It isn’t a case of simply throwing more at you. It’s done in a way that makes you approach things differently than you would on the lower settings. This allows things to feel fresh for those who plan to replay it a lot. The game also lets you play as either Isa Jo, or Kachi, the recon unit sent by Outer Space. If you play as Kachi your charge shot works a little bit differently. If you meet certain conditions during the campaign you’ll unlock the ability to switch between the characters during the campaign rather than choosing to play as one or the other.  There is an incentive for doing this. Because in order to see the game’s true ending you have to complete the game in that specific mode.

The campaign isn’t going to be as long as the typical console outing, but it is also a bit longer than the arcade games it is inspired by. The game has one especially nice thing about it, and that is its use of seamless camera transitions to change the kind of shooter experience on the fly. One moment you’ll feel like you’re playing a Star Fox game, as you’re riding along a Z-axis plane. But something will happen, and the camera will tilt around turning things into an overhead shooter. Or a horizontal one. Or a vertical one. There is always something new happening when you go through it the first time. Still, some might feel a couple of the stages drag on a little bit longer than they should. But in spite of that, the game doesn’t drag to the point of monotony. You’ll be blasting everything in sight most of the game, and yet it rarely feels old. It’s a fun, if fairly difficult ride with as many scenery changes as the original game has.

Another addition here is the inclusion of a two player mode. A second player can control a second cross hair on the screen, and help take down the hordes of enemies. Oddly enough though, the second player cannot play as an actual character. It takes away from the experience as player 2 can’t really have the same level of complexity going on as the first. In the end it feels tackled on, and it’s a shame as a full-fledged cooperative play through would improve an already great game.

Larger than life bosses are back. They once again require a combination of dexterity, and pattern memorization to defeat. Many of them will take several attempts to defeat when you first encounter them. If, and when you get to the game’s final boss you can expect one of the most stressful challenges you’ve ever seen. On the plus side it will force you to use every ability the game has to offer. On the flip side, it isn’t going to be easy. Again, even on the lowest difficulty setting, you’re going to be met with a very hard fight. But the perseverance is going to be worth it. The soundtrack makes a change too. In this game things veer further into Electronica. House, and Techno tunes thump along to the action while you hear some really great sound effects. Lasers, explosions, voice over, and roaring of the beasts complement each scene. This is especially true during the aforementioned boss encounters. All of it leads to a true sense of dread as many of these encounters are with bosses that have seemingly infinite life bars. Blue. Purple. Navy Blue. Green. Yellow. All before you get to critical red. While you’re trying desperately to win these fights you’ll see your life bar is not only a two color run, but the meter is smaller. Memorizing all of the moves at your disposal, and patterns are two of the biggest keys to victory.

Sin & Punishment II, also had an online leaderboard. With the Nintendo Wi-Fi service gone you won’t be able to use it. It doesn’t really impede the fun factor, but it was a nice feature in that speed runners could have an official record of score, and time. Fortunately for those with capture devices this can be done on streaming services, but that isn’t an option for everyone. Still, for most people it wasn’t a big draw upon release, and it shouldn’t impede your enjoyment of playing it. Sadly Sin & Punishment II, didn’t receive the attention or sales it deserved when it came out. It didn’t take long to see it slowly disappear at retail. It’s a shame because, the game is one of the best rail shooters to have ever seen release. It has all of the hallmarks of the genre, and a compelling, if strange storyline to boot.

These days the game can be found fairly reasonably, but don’t be surprised if it eventually follows the trend of Treasure’s other cult games. Someday it could become a hard to find collectible as more, and more fans discover it. If you stumble upon a copy pick it up. It improves on the original in every way, and is also one of the Wii’s best games. Sin & Punishment Star Successor should be in any shmup or rail shooter fan’s collection. It should also be in any Nintendo collector’s library.

Final Score: 9 out of 10

Sin & Punishment Review

Treasure. A developer long known for cult favorites, was one of the kings of shmups. Unsung kings. By the time the Super NES, and Genesis came around, everyone knew of heavy hitters. Gradius. R-Type. Raiden. Contra. But Treasure put out many great games that were under the radar at release, but became sought after later. Nowhere was this more true than on the Genesis. Gunstar Heroes, Dynamite Headdy, and Alien Soldier went on to be cult classics. Even today they’re popular enough that a loose copy of Gunstar Heroes goes for as much as a newly shrink wrapped release. After the Genesis, Treasure would make games for Saturn, Dreamcast, and even Sega’s rival Nintendo. Sin & Punishment is not only one of the best rail shooters on the Nintendo 64, it’s one of the best you will ever play.

PROS: Fast, smooth game play. High, rewarding challenge.

CONS: Difficulty may turn off some.

MOD: It was a Japanese only release. But it is on the US Wii Shop Channel.

Sin & Punishment never made it outside of Japan. It was released in 2000 at the very end of the Nintendo 64’s lifespan. Though acclaimed, Nintendo never brought it to North America. It was intended to be released here, but due to the Nintendo 64’s decline by that point it wasn’t. If you’re really worried you won’t be able to navigate the game, you shouldn’t fret. You don’t have to know a single word of Japanese. Though you may have to experiment with the main menus to get into the game. Something that takes all of five minutes. Similar to the Super NES, The Nintendo 64 also had different tab placements in the system to prevent games being inserted from other regions. If you don’t mind tinkering with some pliers, you can remove them. This will make your N64 capable of running imported cartridges.

For those unwilling, or unable to mod their console, you can also use a Game shark as a pass through device. Or if you don’t want to go through those steps, and you own a Wii, there’s another option. As of this writing Nintendo’s Wii Shop Channel is still around. While you may not be able to play Wii games online, you can still buy them. The Virtual Console section is no exception. So you can skip all of the importing, and modifying should you desire.Be aware though, if you choose to play the game on the Wii (or Wii U in Wii mode), you will need to invest in a classic controller attachment if you haven’t already.

With the lengthy introduction out of the way, I’ll talk about the game. Sin & Punishment takes place in a dystopian future. There is widespread famine, and so new creatures are cultivated for food in Japan. But the creatures mutate into deadlier beings before turning on the populace. A military group called the Armed Volunteers steps in to fight the creatures, as well as another one called the Saviors. The Saviors oppose both the creatures, and the Armed Volunteers. The setup starts out like a standard action movie, but things become more, and more bizarre as you play through the campaign. The three main characters are Aichi, Airan, and Saki. Throughout the game there are in-game cut scenes that give a bit of back story for the characters, and why they’re fighting the Armed Volunteers. Without giving anything away, there is an ulterior plot that is uncovered later. Things do get pretty strange. It isn’t a deep story, but it is an entertaining one for an entertaining game.

As for the game itself, it is an on rails shooter like Star Fox. Through most of the game you’ll be dodging obstacles, and a lot of projectiles while you fire a seemingly endless barrage of fire. There are a wide variety of enemies too. Giant monsters, hundreds of soldiers, ships, tanks, and other vehicles. The best part of all of this is just how brisk, and smooth the game runs. There are only a few moments of any slowdown during a play through. The Bosses are the main attraction in these kinds of games, and Sin & Punishment’s are definitely a big deal. Nearly every stage has a couple of boss fights. Just when you think you’ve conquered a level, you’ll find out you haven’t. Best of all,the game does this without it feeling like padding. In the end it feels like just about the right amount of time. Throughout the game you get to use three main attacks. There is a gun, that has two modes. A free aim mode that does higher damage, and a lock on mode. Locking on is almost like auto-aim in a first person shooter. It makes the game a little bit easier, but it also does a lot less damage to targets. The third attack is a melee attack. If an enemy gets too close, you can double tap the trigger to stab at them.

Environments look pretty nice too when compared to most other games on the Nintendo 64. Textures seem a little bit better quality than in a number of other games, and there are a wider variety of settings. Each stage has its own particular settings, and themes. When you start the game you’re in wheat fields, with tree trunks. Soon you’re in a city. Then under the ocean, a military installation, and even space. While these are almost action game tropes, They’re all done with a unique flair. Some of the special effects are really cool too. There are great uses of colors, and translucent effects.  The main drawback here though is that the models are fairly rudimentary. This was probably to keep the frame rate up to the speed the game play requires. Fortunately the wonderful texture work compensates a lot. It is definitely not an ugly game. Sin & Punishment also has some of the best sound on the console. Voice samples come in pretty clear, explosions, lasers, and pretty much every other sound are great. The music even complements the action very well. It all blends together to make for a great experience.

It isn’t a very long game either. If you’re really good you can beat it in a couple of hours. But rail shooters don’t generally lend themselves to long experiences either. They hearken back to the glory days of arcades, where shorter but more exhilarating experiences prevailed. They are also very difficult which this game certainly is. You can expect to die, and continue many, many times. Even on the easiest setting, you can find yourself running out of continues, and starting all over again. But again, such is the nature of this type of game. The high challenge will make the determined want to keep playing, and the really good trying to beat their time. If the thought of frustration turns you off it might not sound like your cup of tea. But most of the time the game is fair. Most importantly, the game is fun.

Sin & Punishment can certainly sound like an exclusive experience, intended only for fans of the genre. But don’t let that stop you from giving it a try. The strange story, characters, and dialogue are worth seeing, and they’re built upon a really good arcade shooter. Save for a couple of minor nitpicks over models, and a couple of cheap deaths it’s one of the best games in the Nintendo 64 library.

Final Score: 9 out of 10

Bayonetta 1&2 Review

Hideki Kayima has a number of traditions present in his games. Viewtiful Joe,  The Wonderful 101, even Devil May Cry share many of them. Bayonetta, and it’s sequel, both recently released on the Wii U continue many of them, and then some.

Bayonetta is probably his most refined series. At least on a technical level. The games run brisk, have very responsive controls (except on the PlayStation 3 which was ported by a completely different set of developers), and look great. Bayonetta, and Bayonetta 2 are action games, through, and through. They celebrate all of action’s subgenre’s and various styles. You’ll spend most of your time in them brawling through hack, and slash gameplay. But you can also expect to have your share of on rails, arcade shooting, and of course, over the top bosses.

Originally , on the Xbox 360, and PlayStation 3, Bayonetta hit the Wii U as a pack in with Bayonetta 2.

PROS: Both games for the price of one. Increased performance/features in the sequel.

CONS: Bayonetta 1 may drag for some.

MUSIC: Someone at Platinum Games has great taste in it. Climax & Moon River anyone?

In the game you play the role of Bayonetta. A powerful witch, she can use her hair to conjure up all sorts of monsters, and other abilities. She befriends a demon named Rodin, who also happens to own a bar called the Gates Of Hell. There is also her comic relief friend Enzo, who is for all intents, and purposes a parody of Joe Pesci’s Mafioso characters. After a group of monstrous looking angels get into a firefight with her, Bayonetta embarks on a long journey when Enzo informs her of an artifact of interest on the other side of the world. She travels to a city called Vigrid, and along her journey encounters a mysterious witch named Jeanne. Who she ends up fighting several times. As more of the story is uncovered we learn of two ancient factions of Witches, the Umbra, who follow a darker path, and the Lumen Sages who are said to follow a light path, are warring over two artifacts called “The eyes of the world”. Bayonetta is caught in the middle of this war as she slowly gets her memory back as the story progresses.

As I’ve said before the game is a sheer action game. Building on features found in Devil May Cry, and Viewtiful Joe, the game runs the gamut of spectacle fighting. Bayonetta has punch, and kick attacks in addition to a jump, a dodge, and the ability to use a gun. As in many other games of its ilk, Bayonetta allows you to do combination attacks. Players can mix up the various attacks to witness some very powerful, and flashy action. Topping off the action are her climax attacks, which can be executed by pressing punch, and kick buttons simultaneously once, one has built up enough of a meter. These allow for some visceral, and gristly finishing moves to be performed via quick time events. She may kick an enemy into a spiked coffin, or crank the wheel of a medieval torture rack, or any other number of gruesome finishers.

The game follows the pattern many of the other spectacle fighters you may have played set up. You’ll go through a small section, talk to an NPC or go mildly off of the beaten path to find a secret chest with an item in it. Walking into the next area will spawn in a bunch of new enemies for you to do battle with.  This is one of the things that sets Bayonetta apart from other action games. The characters not only have a distinct look that really helps set the atmosphere of the game’s world, but their introductions seamlessly flow into the combat.  As you’d expect, there is also a dossier book with entries for each of the enemies, and other characters you come into contact with. Other times, you’ll find pages strewn about the stages, which allow you to add them to the dossier to be read later.

Keeping with the witch theme, the game also allows you to create potions with many of the items you find. Crafting potions results in these lollipops that you can assign to the D pad on your controller. Holding the assigned direction buttons during gameplay will allow you to use them. Some of these restore health, while others boost attack power, or give you temporary invulnerability.

Levels are broken up into sections. Like Viewtiful Joe, and Devil May Cry you will be rated at the end of each depending on how many continues you used, how fast you defeated swarms of enemies, and so on. Around mid way through the stages you will also find circular patterns on the floor that take you to Rodin’s bar which acts as a shop. Here you can add new moves to Bayonetta’s arsenal, buy lollipop spells, new weapons, and upgrades that you can later assign to Bayonetta’s hands, and feet. The game lets you put in two load outs that you can switch between on the fly. There are guns, swords, and more. Some of the weapon upgrades can be unlocked by finding albums in levels that can be then given to Rodin in the shop. In the Wii U version you can also sport Nintendo themed outfits based on Nintendo characters. The most fun being the Samus Aran costume which replaces Bayonetta’s handgun attack with an arm cannon attack that can be charged.

While you don’t need every possible move, or item to beat the game, getting as many as possible is recommended. Especially for boss fights which can be insanely hard at times. It’s also recommended you try to master the game’s witch time mechanic. Right out of Viewtiful Joe, and The Matrix, dodging an attack at just the right time puts everything into a slow motion state, where you can land huge combos on temporarily defenseless bad guys. This comes in especially handy during the boss fights. Bosses will deal huge damage to you if their attacks land, and the higher a difficulty level you select, the harder they are to anticipate.

The game also breaks up the hack, and slash brawler levels with some really fun rail shooter stages. In between the levels there is also a mini game called Angel Attack where you can shoot at bad guys with secret bullets found in levels to win points. The points can be converted into Halos to be spent in Rodin’s store.

Visually Bayonetta is pretty great. Admittedly, the backgrounds don’t quite hold up as well as some of the other games from 2010, but the character models certainly hold their own. The Wii U re-release looks slightly better, certainly nothing that will make you need it if you have already played it before.  Audio is a huge win, as the music, the sound effects, and voice acting come together very well.

There isn’t really much to be upset with in Bayonetta. While some may decry the innuendo it’s actually pretty tame in the grand scheme of things, and the character has a personality of bravado. There’s a sense of cockiness that says ” I kick ass, and look good doing so.” In reality the main problem the game has is that it’s almost too long. Players who easily tire of formulas may find they feel they’re slogging through the last few stages instead of enjoying them. People who enjoy action movie stories in games, might also find that this game’s gets a bit convoluted at times, with blink, and you’ll miss it details that are needed to understand everything. The PlayStation 3 version does have some technical problems that hinder the performance of the game. Slowdown, a lower frame rate, are commonly reported problems with it. Overall though, the game is crafted well, and is a fun ride.

Bayonetta 2 starts off with a bang, as you’ll actually play the game during the opening cinematic. In this scene you even get to pilot a pretty cool looking mech. There’s a grand stage feeling to the whole thing with suspenseful music, imposing enemies, and awesome design. Upon completing this section the game picks up right where the first game leaves off. Time has passed, and we are reunited with our heroine while she is shopping for some new clothes, and some presents. But a few minutes in the angels show up, and the game begins.

Right away you will notice a significant graphical leap from the first game into this sequel. Bayonetta 2 looks beautiful. Improved lighting effects, textures, character models, and nearly everything else look amazing. The game has a much grander sense of scale even though the game play isn’t much of a stretch from the original. You’ll find yourself in the air battling hordes of enemies, then immediately fighting off a huge dragon. This is right out of the proverbial gate.

Once again Bayonetta finds herself caught between light, and dark forces but this time not only are there angelic themed baddies, but demonic themed enemies as well. This time around Bayonetta meets a mysterious boy named Loki, who also has an axe to grind. With a familiar masked character from the first game.  The story fills in a lot of the details you might have possibly missed in the original game, as well as attempts to fill in some holes. By the end of the story things come full circle, and everything is wrapped up pretty nicely.

Hellena Taylor reprises her role as Bayonetta, and once again brings depth to the character, nailing the biting sarcasm, and confidence that makes Bayonetta compelling.  Likewise, most of the rest of the cast returns to play key characters. Some major shifts come into play with the storyline presented here as well. Some enemies become friends, while major events are revealed to the cast, and they have to adapt. All while you go about slashing, slaying, and shooting.

Bayonetta 2 gives you more of what you loved about Bayonetta, while streamlining or repairing things you might not have. Combat is even more fluid, if you can believe it. It runs smooth, with very rare instances of any slowdown. Animations stream into one another near flawlessly, with pretty great hit detection. It’s uncommon to get hit by something in the game, and not know exactly why. Difficulty has been culled a little bit, in that there are three difficulty levels rather than five.

The game’s formula is pretty much untouched here. Brawler stages will have you exploring for a few secrets, and items. You’ll then fight a bunch of enemies, and upon doing so will be graded based upon your speed, and performance. Enter the next section, and so on. Once again, around half way through any given level you’ll find Rodin’s store. Rodin’s store section is pretty much identical to the one found in Bayonetta. The difference other than the slicker textures, and lighting is that some of the stuff you had access to in the first game, now have to be purchased. Most notably the Nintendo themed costumes. Each of these will set you back around a hundred thousand halos. So if you want to don the mantle of Samus Aran, you had better start saving.

Speaking of saving, you will once again be collecting components for magical lollipops, along with some records, and other items. New to the bevy of potential collectibles are pieces of hearts that can extend your life bar, and moon orbs that can extend your magic casting abilities. Eventually you’ll be running into some mid level challenges that task you with collecting a certain number of pieces under a certain amount of time. If you succeed in these endeavors you’ll find super secret chests that have some of the rarer items in the game.

In addition to the brawler sections, the game brings back rail shooting sections. These have also been refined, so already impressive twitch shooting is even more responsive. Again, you’ll have a healthy mix of attack options here, with punch, kick, jump, dodge, and load out buttons ready to go. You can perform all kinds of crazy, over the top attacks, as well as hitting up Rodin’s store for new weapons, new moves, and item upgrades.

Again, you’ll be able to read the journal entries you find throughout the campaign, as well as logs on every kind of enemy, and character in the game. Creating lollipops is also easier, and less of a hassle as now you only need to rotate a thumb stick. Bayonetta 2 also implements two new things. Crows, and cards. These are pretty much what they sound like. Throughout the game, hidden in backgrounds are small crows. If you see one, and you have enough dexterity you can catch them. Catching them opens up stamps you can use for posting messages in the Bayonetta 2 community on Miiverse. It’s not a big deal, but some of the stamp art is pretty impressive, and you may find you enjoy tracking all of it down. Cards are a little bit different. Depending on how well you do, at the end of a level the game will grant them to you. These can be used in the game’s online multiplayer mode which we’ll get to later.

Bayonetta 2 also allows you to use the tilt controls, and touch screen controls in the Game Pad. The first game also does this on Wii U. To be honest, this is about the only thing in the game that isn’t well implemented. It does work, but nowhere near as well as the control stick. If you do choose to use it, it lets you steer Bayonetta around during brawler sections, while during rail sections, you can use the tilt controls to steer her. The problem here is it seems to be a bit too sensitive, like having too high a mouse sensitivity setting in a PC game. So she may run when you want her to walk, or go too far to the left or right in a rail level causing you to hit an obstacle. Unless you’re adamant about using the motion controls, I would stick to the traditional layout for this game.

Once again, bosses are grand affairs. They’re mostly, big, and imposing with huge health bars. Don’t be surprised in the least if you have to use a lot of continues on your first play through. Some of these can feel impossible when you first encounter them. Thankfully, they take the old school approach of having a pattern, so if you can memorize the patterns, and train your reflexes to react with witch time at just the right moment, you can master them. But even if you don’t you can change the difficulty during a play through, so if things seem too hard, you can make things a little easier if need be. Equally grand are Bayonetta’s climax attacks which result in even bigger, eerie, gruesome finishers.

There are a lot of little Easter eggs, and references to other Platinum, Sega, and Nintendo titles peppered throughout the campaign as well.  Star Fox, The Wonderful 101, and more await you if you know where to look, or make the right decisions. Ultimately by the end credits you’ll be glad you played this one.

But when you’ve beaten the game it doesn’t end. Completing the campaign unlocks a really cool bonus content section. Not only does it give you the typical concept art many bonus content sections do, but it lets you listen to the records you’ve collected, and analyze all of the character models a la Batman Arkham City. It’s a really nice touch considering what a throwaway gesture many other games make such modes.

Bayonetta 2 also has cooperative multiplayer. Using the cards you collect during the campaign you can unlock different stages,  characters, and settings for it. Basically there are six stages. Each of them change a little bit depending on which cards you’ve used. For the most part these are horde modes. You go online with a friend, and fight off waves of enemies. Sometimes instead of fighting off grunts it will have you fight a mini boss or a boss. During these rounds you do have the ability to revive one another. So if someone is getting their clock cleaned the other player can help them. You can use a few of the campaign’s side characters in addition to Bayonetta in this mode. Each with his or her own advantages or disadvantages.

It’s not going to be the main reason you play this, but you might want to pop it in for co-op those times when you’re looking for something a little bit different. One of the nice things it does, is let you spend halos you’ve won in the single player mode. So basically, if you trounce your friends, you can spend the points you win on things to make the game easier, or on higher priced items. Wagering more halos will make the enemies more difficult too. But if you can defeat the harder enemies, you’ll actually win even more halos for the shop. So it does try to incentivize the difficulty spikes in an almost gambling sort of fashion.

Bayonetta 2 is certainly worthy of some of the hype, and praise heaped upon it. What could have been a generic hack, and slash ends up being a lot of fun thanks to the insane number of different enemies, potential weapon combinations, and a storyline that is a step above other ones of its type. Combos feel fun, and rewarding. Bosses are soul crushingly difficult, but fair so long as you’re willing to learn their patterns, and how to use your tools. The game will make you cheer, and laugh for the right reasons. The visuals will wow all but the biggest of nitpickers. Plus, at least for now, it includes the original game.

That isn’t to say these games are for everyone. If you prefer more cerebral games, or more competitive ones it isn’t going to tear you away. But if you love action games with an old school flair Bayonetta 2 is a really great game you should add to your Wii U library. Especially if you’re someone who longs for more traditional action experiences on the system. It looks great, it’s challenging, and it’s fun.

Final Score: 9 out of 10