Tag Archives: Steam

Insanity’s Blade Review

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

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

CONS: Glitches. Performance issues. Annoying bugs.

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

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

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

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

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

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

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

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

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

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

Final Score: 7 out of 10

Kero Blaster Review

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

PROS: Great music, pixel art, and mechanics.

CONS: Minor technical hitches.

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

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

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

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

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

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

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

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

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

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

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

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

Final Score: 8 out of 10

Rivals Of Aether Review

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

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

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

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

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

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

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

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

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

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

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

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

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

 

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

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

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

Final Score: 8 out of 10

Carmageddon: Max Damage Review

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

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

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

WHAT?: Power ups are crazy.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Final Score: 6 out of 10

100 Foot Robot Golf Review

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

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

CONS: Wonky animations. Audio clips repeat too often.

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

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

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

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

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

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

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

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

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

 

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

Final Score: 7 out of 10

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

Mirage: Arcane Warfare Review

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Final Score: 8 out of 10

Choplifter HD Review

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Released in 2012, Choplifter HD is another modern update of a classic game. But is this something you should download to your trusty computer, Xbox 360 or PS3? Or should you go back, and free your Apple II from storage?

PROS: Classic gameplay with a few novel conventions

CONS: Graphics snobs may turn their noses up at the 1997 era visuals

REALLY?: Scoop Sanderson? You couldn’t create a better Anderson Cooper parody?

In 1982 Dan Gorlin coded what would be a classic computer game. Choplifter was published by Broderbund Software. First on the Apple II, and was then ported to other 8-bit computer platforms like the Commodore 64, and Atari 800. It proved so popular that eventually Sega would pay Broderbund for the rights to port it to arcades, where it became even more popular. Choplifter exploded onto 8-bit consoles after that, including the Atari 7800, Nintendo Entertainment System, and Sega’s Master System. But in order to fully explain the good, and bad about today’s game I have to first talk about what made the original so great.

Choplifter was novel at the time because it wasn’t the typical arcade blaster most games of its ilk were. True, you did shoot down infantry, bomb tanks, and avoided being shot down. But most important was the fact that you had to rescue prisoners of war. In the game you flew out of your base over a side scrolling battlefield much in the same vein as Midway’s Defender. The difference being that you had to land over prison camps, and wait for the prisoners to board your helicopter, then hightail it to the beginning of the level to drop them off before heading out to get more. With every trip, the enemies became more relentless. They would employ more, and more manpower to stop you. Every wave graded you on how many prisoners you could rescue. The more lives you saved, the higher your score.

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Choplifter was also notable because of how you controlled your helicopter. You could have a left profile to fire at left targets, a right profile to go to the right targets, or face the foreground to attack foreground targets. By the time it hit arcades the game also had a fuel meter which added a little more strategy because it forced players to estimate if they could risk getting more prisoners or if they would have to go back for them later.

So here we are 30+ years later with Choplifter HD, a remake available through digital distribution channels like Steam, and it’s still on PSN for PlayStation 3, as well as XBL for Xbox 360. How does it stack up?

Well for the most part it plays pretty much exactly the same as the original game, and its variants. Most of the game will have you looking out for prisoners to pick up, and bring back to base. It also carries over the fuel system from Sega’s revised arcade port. As a result, Choplifter will really feel to familiar to anyone who grew up playing the original game. But by today’s standards some may feel the formula could become monotonous after a while. This is where developer inXile really took me by surprise. This new version adds a few new mission types to the mix. In some stages you will be tasked to instead take out certain targets rather than save people. In others you will have to prioritize saving injured prisoners on death’s door over other prisoners. Still in other missions you will merely have to get from one side of a map to the other without getting shot down.

To keep things fresh they also added a few hidden secrets, and objectives. The most common one being the rescue of ever annoying news anchor Scoop Sanderson. Making a name only a few letters away from the real person is both hilarious, and pretty stupid. But to be fair, the characters do have some funny one liners even if they are repeated fairly often. For the truly devoted, there are also loads of video game cameos to be found here. Not the least of which involve Super Meat Boy, Duke Nukem, and Minecraft.

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As in the original, expect later levels to be very difficult even on easier difficulty settings. The game begins to really throw everything including the kitchen sink at you. Tanks, Fighter planes, EMP bombs, Snipers who have pin point accuracy, and hordes of zombies (Yes they even made a few George Romero stages for you) all come gunning for your chopper.

Another cool feature of this remake is the fact that you can unlock more powerful or more interesting helicopters to replay earlier stages with. Some will make some levels easier, others will make them more challenging. It isn’t much, but it does give players a reason to go back, and revisit it. Of course, like many games these days you can pony up real world money to buy DLC. Namely more choppers. You really don’t need to do this, as the DLC doesn’t make the core game feel any more or less complete. There are also a host of achievements players can go after if they are really dedicated to do so. Plus, the game doesn’t go on forever like other updates of classic games sometimes do. There are just enough stages to get your fill without it getting too old too soon.

Visually the game is far from ugly, but it’s also nothing special. Characters are low poly count, and low detailed. Textures are fairly crisp, but also not overtly detailed. There are some mild lighting effects but again nothing that will wow you. But if you look a little closer you will find some details to appreciate. Shooting infantry will result in some 80’s action film cliché’s like oversold falls, or giblet showers, or in some cases flailing around while they burn to death. Explosions look the part, and the sound effects are mostly pretty good. As I mentioned before some of the dialogue is pretty funny. But the main voice of your helicopter pilot can grate at times. It also becomes obvious through longer play sessions that they have the same actor doing several parts. But in the end it’s a pretty minor quibble for a game like this.

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Choplifter HD is one of those fun diversionary games that is perfect for the digital download environment. It’s something you can play in short bursts, or for hours on end. It’s inexpensive so you really aren’t out a lot if you don’t enjoy it. But for those who do there is a lot to like. It’s too bad the graphics couldn’t have been just a tiny bit better because at first glance they may remind you of some of those cheap shovelware games you find in supermarket discount bins during the holidays.

That’s not to say graphics make a game good. But in a case like this with a game with little fanfare, the casual observer may make the mistake of passing it up. Even for an equally priced download that truly is shovelware in sheep’s clothing. Honestly there are far worse things you can spend money on than Choplifter HD. If you’re even the slightest bit curious about it do give the game an honest shot. It’s a fun update of a vintage game. It doesn’t try to reinvent the wheel, nor does it do too little. It isn’t the prettiest update around, but it is a pretty fun break from everything else.

Final Score: 7 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

Rise and Shine Review

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Duos can be very effective in storytelling. Sherlock Holmes had Watson. Batman brought on Robin. He-Man had many allies, but usually rode into skirmishes on Battle Cat. Ren, and Stimpy. The list goes on. There’s a strength in a duo’s ability to give subtext to a story or a series of stories. Their relationships grow as time goes on, and what each of them bring to the table can be as engrossing as what happens around them. It has even been effective in video games. Rise, and Shine is another game that uses the duo very well.

PROS: Beautiful art. Interesting characters. Reference humor.

CONS: Fairly short experience for some. High difficulty for others.

CAMEOS: Far too many to note, and not in ways you’d expect.

Rise, and Shine takes place in a world called Gamearth, a planet under assault from Space Marines. Everything is laid to waste as the invaders kill all of the inhabitants, or turn them into monsters. As Rise, you’re given a magical revolver named Shine, when you see a Hyrulean gunned down in front of you. Before dying, he gives you Shine, and you move onto a quest to get to the Odyssey Temple.

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The setup immediately throws you into the action, and introduces new mechanics as the story moves along. Rise, and Shine is advertised as a twin stick, run, and gun game. But it really isn’t. There are elements of that to be sure, namely in the combat sections. But the reality is that the game shares a lot more in common with old cinematic adventure-platform hybrids. You’ll enter sections, and have to solve a puzzle to move forward, in every room. Even many of the fights you’ll end up in, are won by solving a puzzle.

In many ways it reminded me of Another World, a game that influenced many, many games after it came out. Games like Flashback,  Fade To Black, and the Oddworld games all had elements of Out Of This World. Rise, and Shine does as well. But the twin stick combat does make it considerably different. The game also throws in a number of challenging puzzles that take advantage of combat mechanics. Again, you’ll move with one stick, while aiming with the other. On PC you can move with the WASD, keys, and use a mouse to aim, or you can use a game pad with twin stick controls. But also remember, the game will transition from these brief Metal Slug meets Robotron moments, into the aforementioned Another World meets Max Payne moments.

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At one point in the game you’ll be given different ammunition types. Electrical bullets, as well as normal ones. The electrical bullets can be used on certain enemies, or switches. Other times you’ll need to use the normal bullets. In battles you’ll often switch between the ammo types, as some enemies, and even bosses will require hot swapping between them.

Eventually you’ll have two other mechanics to master. Exploding bullets that act as remote mines, and bullet time zones. Many of the game’s puzzles will require you to learn them in order to get switches, doors, or other paths to open up to you. There are also a few times where you’ll need to be perceptive, or go off of the beaten path to find secrets, items, and other assorted Easter Eggs.

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Rise, and Shine also has a very captivating style to it. It has a crisp, computer animated 2D look to everything. But unlike some other games that have gone for a similar style, this doesn’t feel like a Flash cartoon. The attention to detail alone makes it highly worth looking at. The color gradients, the outlines, and lighting make characters, and backgrounds pop. It really does feel like a child’s pop up book come to life. Albeit, with a gory M rating. Rise, and Shine has some absolutely nightmarish imagery.

Heads roll. Bodies get crushed. Entrails, and limbs are strewn about the streets. Pools of red splash with every kill. Plus with the high difficulty, you’ll likely witness your own demise hundreds of times. As a matter of fact, the high body count, and number of your own deaths are worked into the story. On top of that, the game is loaded with all kinds of game references going back to the industry’s infancy. Be that as it may, you’re going to see a lot of Nintendo references compared to most others. Still, it’s a fun ride, through, and through.

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One complaint some will have is the length of the game. One of the things the game seems to take away from Another World is a focus on telling its story in a highly stylized way, with as few technical problems as possible. Another World is quite the challenge on the first run through, but once you memorize its puzzles it can be cleared quickly. The same goes for Rise, and Shine. As of this writing I’m on the game’s final boss, and I’ve spent a good 4 hours of play time getting here. Most people seem to be in the 5-8 hour range, but for those who pick up things faster, they may clear it in 2 to 4 hours. That said, the final stage has an obscene level of difficulty, I haven’t been able to clear.

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This is something the individual potential player will have to take into consideration when thinking about picking it up. But if you do, you’ll find just that. A highly detailed, fun experience with a lot of challenge, and a very clear focus. Outside of a shorter experience, there isn’t very much to complain about other than the difficulty spike in the last stage. In my time with it I’ve yet to find any major bugs, or crashes. Everything performs well, and it is just as responsive on a controller or with the keyboard. Though I personally had an easier time aiming with a mouse, than a thumb stick.

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In the end, Rise, and Shine is a pretty good game. One that gives fans of adventure-platform computer games, and fans of brutally hard games a great time. But if you’re somebody who is wary of shorter games, or you’re easily frustrated by difficult games, you might want to wait on this one for a while.

Final Score: 7 out of 10.