Tag Archives: Spiritual Successors

Road Redemption Review

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

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

CONS: Dated visuals. Minor bugs.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

 

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

Final Score: 8 out of 10

Super Cyborg Review

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Man, I have been finding a number of spiritual successors lately. Last time around we saw an excellent Metroid clone with a number of cool tweaks, and spins on the idea. This time I’m reviewing a really good Contra clone. With elements of Probotector. Because that game is the same game as Contra, just with the human characters replaced with robots.

In this game you play as a robot. Well, at first. More on that later. Super Cyborg nails down everything about the NES version of Contra, its sequels, and the rest of the series with pinpoint accuracy. If you’ve been stewing because of how Konami has been letting all of their franchises lie dormant, this is a game you’re going to adore.

PROS: Feels exactly like NES Contra. Added customization.

CONS: Limited number of controllers supported. May feel too derivative to some.

KONAMI CODE: Not here. Bur there is a NOT KONAMI code most of you will NEED.

I’m glad I found Super Cyborg. I stumbled upon it during the recent Steam Summer Sale. I had no prior knowledge of its existence. No buzz. No info on a board. Nothing. At least for me, this was a diamond in the rough. Upon looking at the quick little trailer, I thought it looked like an interesting Contra inspired game. I picked it up.

Well it isn’t just interesting. It’s phenomenal. In terms of how close the game play is to NES Contra it’s almost 1:1. You play a robot out to save the world from an alien invasion. Like the game it is cribbing from. You get three lives, and sent on an overwhelming seven stage mission of mayhem. The first stage has a few visual nods to Contra. It starts in the jungle, and though the stage layout is completely different the theme is there. It ends at a fortress as well. But with a completely different, and original boss.

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From there, the game goes through different themed areas, and this is where it makes an attempt to differentiate itself from its inspiration. The inside of the base has its own distinct style. The third stage has more of a late game Ninja Gaiden look. There is a spider filled cavern stage. Throughout the campaign, the game does try to retain its own identity. In spite of just how much it feels like Contra. Of course, even some of that goes out the window when you get to the Super C inspired top down stage, and the final stage.

It really does feel like Contra too. As I said before, it feels almost 1:1. The movement is almost identical. The somersault jumping is almost identical. The shooting feels nearly identical. You can fire up. You can fire ahead, or at a diagonal slant. You can fire straight down so long as you’re in the air. One key difference is there is a “Lock” feature, where you can press a button to disable walking. In theory, some sections may be more manageable with it enabled. You can stay just outside the hit box of a projectile spewed out by a boss. Or you can keep yourself from walking off of a ledge. In practice, you’ll almost never use it because of just how much stuff is hitting you at any given moment. Super Cyborg also adds a secondary charge shot to every gun in the game. It does more damage. But because it’s so slow; again you’ll rarely use it with all of the chaos.

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Because just like Contra, the attackers never cease. They keep re-spawning, charging, and coming from all directions. Sit in one place too long, they’ll appear from behind. Or jump from above. Or crop up from the background scenery when you least expect it. Even Contra’s weapons are heavily referenced here. Barrels float through the sky in weird patterns. Shooting them drops a letter. Each letter is a different weapon. The letters may be different in some cases, but the projectiles have the same properties. The machine gun bullets are here. The laser gun is here. The coveted spread gun is here. The clear screen is here. Even the rapid fire is here.

And like Probotector, you’ll play as a robot. At first. You see, once you complete the game you’ll be able to play as a Rambo knock off, giving the game an even closer resemblance to Contra. One cool thing here is you can customize the colors on your character sprites when you start the game. The enemies are pretty varied throughout the campaign with all sorts of aliens, mutants, and strange creatures. All of them share attack patterns with Contra’s many soldiers, and creatures.

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Boss characters are original creations, and yet they could probably fit into a Contra game. There are some standouts here like the giant heart boss, the mechanical bee, and the game’s final boss. This thing has seven forms, and only gets more difficult as each form is introduced. Frankly, it goes from being a very difficult Run n’ Gun to a very difficult Bullet Hell. Think Toaplan difficult.

Honestly, the whole game is pretty difficult for many of the reasons outlined earlier. But again, so was Contra. It also has the simultaneous two player mode you know, and love. The game is fun, and hectic enough with one player. Two player mode makes this even more fun. On top of that, Super Cyborg includes Peer to Peer internet play. You can host a game, and let a friend or stranger connect through Steam, and away you go. Basically, it’s the same thing as the standard two player campaign. But now you don’t have to worry about your friend actually driving to your house.

Of course no NES Contra experience would be complete without the Konami code. Because, for the majority of us, getting through the game was almost impossible on three lives. Super Cyborg doesn’t have the Konami code, but it does have its own extra lives code that you’ll also have to input quickly on the title screen. It will give you 40 lives, and because the game has user files, you can actually save your progress between levels. Which is nice in case you find yourself getting too frustrated in your attempt to win. You can come back to where you left off. Moreover, Super Cyborg has three difficulty levels; Easy, Normal, and Hard which is unlocked after you complete the game once. Easy is about as hard as NES Contra. Until the last boss where it gets pretty difficult. Normal adds more enemies, and projectiles. The final boss gets much more health here. Hard difficulty is so over the top, it’s really recommended for those who love an almost masochistic challenge.

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Super Cyborg isn’t terribly long, and it needn’t be. It isn’t very original. But that isn’t what it was going for. It’s a game trying to fill a void Konami left, by letting its franchise lie dormant. As a spiritual successor to that franchise Super Cyborg truly succeeds. It is a great game for anybody who loves Contra, as the entire game is a love letter to Contra. It’s also a pretty fun action game in its own right.  Super Cyborg might not look quite as good as Contra. Some of the sprites can look a little rough around the edges. But it still manages to get a pretty good NES inspired look all around. You can also toggle a CRT blur effect, and sprite transparency effects on or off depending on how you like your retro-inspired games to look. The music is pretty great. Stage three’s up tempo chip tunes really stand out. But overall the music, and sound is really good.

Where the game falls short is in the options menu, and controller settings. First off, the options navigation takes some getting used to, as it isn’t mouse driven. It has a weird lay out, with pull-down menus. It isn’t difficult to use, but it isn’t very intuitive. But the biggest problem is that it doesn’t support a very large variety of controllers. You can play with the keyboard. You can play with the Xbox 360, or Xbox One controllers pretty seamlessly. Even third-party versions, as they use the same driver in Windows. But beyond that, it’s tough to say. My Steam controller didn’t work right away. After a day or two, it miraculously decided to. So I don’t know if that was just an issue with my configuration, or if it was a Steam client issue an update fixed. Chances are if you’re using a Steam controller you’re probably going to be able to play the game just fine.

But for some of the other controllers out there you’ll have to use a third-party program like Xpadder if you want to get them working with the game. Other than that speed bump though, it’s a pretty great game I can still highly recommend. It can be pretty difficult, and it might tread a little too closely to Contra for some. But it is also a lot of fun. I know I’ve repeated myself a lot in this review. But if you’ve longed for a proper Contra game for a while, you just might want to check this one out.

Final Score: 8 out of 10