CAPCOM VS.
SNK 2 EO |
Capcom |
Fighting |
|
If you didn't get the opportunity to plunk dozens of shiny
gold tokens into a Street Fighter II or Mortal Kombat machine at
your local Malibu Grand Prix (if you had a Malibu Grand Prix) and
you couldn't, or can't, get a grasp of the exceedingly complex,
complicated world of charge moves, quarter rolls, half circle rolls,
360 (sometimes called full circle) rolls, Super Combos, Hyper
Combos, Fatalities, Stage Fatalities, Babalities, and Friendships,
you may as well consider yourself fucked. You're an outsider to that
world, like a Catholic to the Masons, or Moses Fleetwood Walker to
the Brotherhood of Professional Baseball Players (read Clever
Baseballist: the Life and Times of John Montgomery Ward by Bryan Di
Salvatore), and you'll always be an outsider. You may be treated
well by the "true" fans- hell, even respected for what talent you
possess- but you'll always be outside of that realm... a realm whose
members chuckle every time you pick Dan Hibiki to battle against Ryo
Sakazaki, but never tell you WHY they chuckle. Alas...
This is a weird little game that's either one of two things: (a)
Capcom's attempt to turn a profit or (b) something less sinister,
Capcom's attempt to open the "old boy's club" that is the 2-D
fighting genre to the less patient or astute gamer (like myself),
who have migrated to the friendlier "dial-a-combo" world of 3-D for
our fighting game fix.
The idea of EO's (Easy Operation in Japan, Extreme Offense in the
US) simple gameplay will make the most hardened blond ponytailed
Gamestop employee who impersonates Professor Frink while pummeling a
ne'er do well with Akuma cringe: EVERY special move, Super Hyper
Mega Combo or otherwise, is tied to the Gamecube's little yellow
C-Stick. For instance, with Ryu (or Dan or Ryo or Ken or Akuma) you
push the stick forward to do a Haduken, up for a Shoryuken, and back
to do a hurricane kick. For arial moves you simply jump then point
the stick in whatever direction the move requires. Since the C-Stick
is analog, exerting specific amounts of pressure on the stick will
determine whether it was a light, medium, or heavy attack.
Now before anyone who knows how to double quarter roll
blindfolded starts bitching, EO is still a fairly challenging game.
Simply being able to move the C-Stick around to launch a flurry of
attacks won't mean you can pummel that oh-so-not-AI Capcom AI. In
fact it seems the computer KNOWS that it's dealing with a guy who
really doesn't know how to do Kim Kaphwan's spinning bicycle split
kick (or whatever...) and will promptly counter, and in many ways
abuse, the whole new play mechanic as well. So the twelve year old
kids still out of the loop reading this review shouldn't wet their
chops just yet...
All 44 some-odd characters are available, and the color edit
mode, arcade mode, and VS. mode are all the same with Groove edit
mode being the lone unlockable feature. Survival and VS. mode, along
with the Groove Edit mode (for those who can understand it), provide
the game its potential longevity. That and the game's near GOBS and
GOBS of recognizable characters, six different grooves, and three
fighting styles (an improved version of the first game's ratio
system, three on three, and single match) make it the best fighting
game on Gamecube by default.
As an out of the loop non-sprite pugilist I had a lot of fun with
Capcom vs. SNK EO... mostly because it let me appreciate a Capcom
fighter on more than just an artistic level. As for tried and true
fans, they may just want to avoid this version altogether: the
standard gameplay is here but it's mapped as pressure sensitive
buttons on an controller that's atrocious for fighting games.
They'll want to stick with the import DC or PS2 version. That said,
EO is nice little time waster and a fine game for those who don't
know what the hell an air cancel is... but who did one just now.
DONKEY
KONGA |
Nintendo, Namco |
Music/Rhythm |
|
Let me first start out by saying that I have NEVER had any desire
to make a fool out of myself by playing any of the Dance Dance
Revolution games. I always thought rhythm games were a bad idea, and
they can be truly polarizing. NEVER has anyone described DDR as "OK,
good, or not bad". They either love it with a passion or hate it
immensely (those in the latter category, like myself, detest the
very premise so people like us would never play that game in the
first place). I saw Donkey Konga on G4 when it was a Japan-only
title, and thinking that it was one of the lamest ideas I'd ever
seen for a game. No way would something like that come out in
America, right? And if it DID, there's no way I'd play something
like that.
Then I heard positive things about it from some of my classic
gaming friends. Then I saw the commercial. Then I read some positive
reviews. I was fiending to get a new game last weekend, and I saw
Donkey Konga for the Gamecube at the store. After much debate, I
caved in to my curiousity and further tightened my plastic handcuffs
(commonly referred to by many as "credit cards") to get it. I knew I
would love it or loathe it. And guess what? I am absolutely in love
with this game and this is undoubtedly the most fun I've had with a
game this year.
A dual bongo drum controller comes packaged with the disc. Two
conjoined barrel-like drums are plugged into the GC's control port.
A wide variety of hit or miss songs, 33 in total, are included, and
you must use your hands to pound the drums and clap to onscreen cues
while each song is played. Three skill levels are present, giving
the player the opportunity to earn coins to purchase drum sets, mini
games, and to earn the right to play songs on the hardest level.
From the moment I started playing this game, I didn't want to
stop. I'm sure there is something out there that is comparable, but
I have never played a game like this before. So simple yet so
challenging and perhaps the most unique game I've ever played,
Donkey Konga is a must-have GameCube title, right up there with
Mario Sunshine, Zelda Wind Waker and Metroid Prime.
The negatives? I don't care for the mini games and the extra drum
sets offer little to enhance gameplay (EXCEPT for the Big Band set,
which makes the one swing jazz tune sound much, much better). It's
too bad I don't have a group of gaming friends with their own sets
of Konga drums so we could play together. It seems like an
incredibly fun party game, but being the loner that I am, I'll
probably never know. One other weakness is that the songs are
not by the original artists. They are all very good covers, but
still this should be noted.
So, yes. I am giving a rhythm game a nine on a scale of one to
ten... it's the most pleasant surprise of the year. I still can't
wait for GTA: San Andreas and Halo 2, but this one will tide me over
until then. I'm almost embarrassed to admit I love this game so
much.
Tony Bueno is a pseudonym, by the way...
IKARUGA |
Atari, Treasure |
Shooter |
|
Sometimes the most diplomatic way to settle an argument is to
flip a coin and leave it up to chance. No matter what comes
up, you can be sure that there will be a clear winner... and a
loser. You can always count on a clear outcome from a
coin. Its answer to every problem is in black and white, never
shades of grey.
Inspired by this fact of life, Treasure created Ikaruga. At
first, this sequel to the fantastic Radiant Silvergun appears to be
just like any other vertically scrolling shooter. However,
Ikaruga has one key difference which transforms it into an entirely
new experience. Like a coin, your ship can flip over,
switching its protective barrier from light to dark and back
again. This gives you two advantages over the swarms of black
and white enemies crowding the screen... switching to their color
will protect you against their bullets, and switching back makes
them more vulnerable to your own fire.
To survive in Ikaruga, you must constantly adapt to hostile
conditions, frequently switching colors to defend yourself against a
constant rain of bullets and strike back against well armed
bosses. If that's not enough of a challenge for you (and it
almost certainly will be), you can aim for a higher score by firing
at enemies in sequence... hitting three black or white ships in a
row will earn you a combo bonus which increases with every trio of
like-colored enemies destroyed.
Ikaruga is a very demanding game... perhaps a little too
demanding for its own good. It lacks the flexibility of
Radiant Silvergun, which allowed you to experiment with weapons and
explore your surroundings. If you expect to excel at Ikaruga,
you'll have to develop sharp reflexes and absolute precision... and
memorizing the location of the enemies in each stage certainly
couldn't hurt. The best players will appreciate the chance to
push their considerable skills to the limit, but the rest of us may
not enjoy the challenge quite as much.
Ikaruga's graphics are solid, but not outstanding... especially
not on the advanced GameCube hardware but not even by the
Dreamcast's more humble standards. Perhaps it's because the
game was designed by a skeleton crew at Treasure, or perhaps the
backgrounds are drawn in subdued sepia tones to make the black and
white objects stand out. Whatever's the case, the game's
visuals don't make the strong impression that its predecessor had on
the Saturn. On the other hand, the soundtrack is nearly as
majestic as the amazing music in Radiant Silvergun. It manages
to be powerful without demanding your attention the way the
screaming heavy metal in Dodonpachi did.
If you're a fan of Treasure's past work or just need an
exceptionally difficult shooter to keep your video game playing
skills finely tuned, Ikaruga is a smart purchase. My advice to
everyone else? Flip a coin.
INTELLIVISION LIVES! |
Crave, Realtime Associates |
Classic Game Collection |
|
Intellivision Lives! must have been one of those things that
seemed like a good idea at the time. "Hey, everyone else is
making classic game collections... why not us, too? Heck, we
own the rights to the Intellivision game system and its library...
we're practically sitting on a goldmine!" Unfortunately,
Realtime Associates (aka The Blue Sky Rangers, alias InTV
Corporation...) never stopped to consider the obstacles they'd face
when bringing the Intellivision back to life on the latest
generation of consoles.
The first of these is hardware limitations. Now, you'd
think that a system as powerful as the GameCube would have no
trouble handling games originally created for a twenty five year old
console like the Intellivision. For the most part, it
doesn't... the emulation is nearly flawless, with perfect sound
reproduction and only slightly blurred graphics. However, it's
the control that drains most of the fun out of this
collection. Like most consoles of the time, the Intellivision
had a complicated controller, designed to compensate for the
system's limited memory. This allowed players to select
options quickly without a complex interface eating up the
Intellivision's precious resources.
That worked well enough back in 1981, but in these days of more
streamlined and intuitive controllers, there's just not enough
buttons to go around to handle the amount of input possible on a
numeric keypad. Realtime stretched the GameCube controller as
far as they could by assigning commonly used functions to the face
buttons and using shift keys to access the rest, but in many games,
this isn't enough. Overlays are provided for more complex
titles like B-17 Bomber, but they fill up a quarter of the screen,
and you lose control of your character while you're keying in
commands. It'll make you wish that the manufacturers had
packed in a replica of the Intellivision controller, because playing
these titles without one is like trying to play one of today's games
with one hand tied behind your back. It's possible, perhaps,
but not very enjoyable.
The second stumbling block to this game's success is the limited
budget used to create this collection. Intellivision Lives!
closely mimics the design of the exceptional Activision Anthology,
setting the mood with a nostalgic environment and giving players
incentives to unlock new content by beating high scores. While
the setting, a neon-colored pizzaria, is every bit as good as the
humbly decorated bedroom in Activision Anthology, the bonus features
don't quite measure up. Only a small handful of the available
games have unlockable goodies, and the selection of music is a lot
less exciting. Instead of a diverse selection of the eighties'
greatest hits, you get an Annie Lennox knock-off lamenting the loss
of her favorite game system (sweet dreams AREN'T made of this), a
surf remix of the Thin Ice theme song by litigious music composer
George Sanger, and a sex scene acted out by characters from the
Intellivision's voice enhanced games. I only wish I were
making that last one up.
Granted, this is all just window dressing. However, when
you peer inside that window, you're going to notice a whole lot
that's missing. Since the Realtime Associates crew was working
on a tight budget, they couldn't afford the rights to all the
licensed games on the system. Now this wouldn't be a problem
if they were all movie-based blunders by Acclaim, but the sad truth
is that arcade translations and film adaptations were among the best
titles on the Intellivision. Burgertime's Peter Pepper was
practically the system's mascot back in the early 80's, but because
Data East went belly up shortly before the game was released,
neither Burgertime nor its sequel Diner are open for business on
this disc. Try as you might, you won't find Konami's
Loco-Motion, or Activision's Dreadnaught Factor, or Capcom's
Commando (oddly present on Activision Anthology) either.
Finally, Tron: Deadly Discs, truly the gem of any Intellivision
collection, was taken out of the mix as well. While I
understand the rationale behind this, its absence nevertheless
leaves this collection with a great big hole in the center.
Realtime could have bandaged this gaping wound by including some
of the games they've designed since the release of the
Intellivision. Curse, a side-scrolling shooter InTV had
originally planned to release for the Sega Genesis, and Normy's
Beach Babe-o-rama, based on the life of Blue Sky Rangers president
Keith Robinson, would have been adequate substitutes for the games
listed above. Sadly, they're not here either, leaving you with
a lot of forgettable software, and making you exceedingly glad that
you didn't pay much for it.
Intellivision Lives! has one last shortcoming, reflected in the
title. It's an Intellivision collection, and to be perfectly
blunt the system just hasn't held up as well as its rivals from the
early 1980's. Activision's 2600 games still hold some artistic
merit thanks to their carefully layered background colors and
bright, cartoony characters, but Intellivision games lack that
appeal due to the system's limitations. The resolution is
painfully low, the colors don't blend well, and the fluid animation
of the running man only serves to slow the games to a crawl.
On top of that, the action never feels very smooth. There's a
lack of precision in the control that makes ships streak past their
intended destinations and humans take unexpected and often lethal
detours through mazes.
If you still have fond memories of the Intellivision, or just
want to alleviate some of the guilt brought on by playing its games
on your computer, you'll want to pick up this collection.
Intellivision Lives! doesn't compare to classic compilations by
larger software manufacturers like Activision or Midway, but its
astonishingly low price tag guarantees that you won't leave the
store with buyer's remorse.
LEGEND OF
ZELDA: THE WIND WAKER |
Nintendo |
Action/Adventure |
|
Once
upon a time, a young hero battled the wicked Ganon and his minions
to save a beautiful princess, and the entire world. Years of
peace and prosperity followed Ganon's defeat, but this great age
would not last forever. Eventually, Ganon returned... but the
hero did not.
That'd be a pretty lousy way to end a video game, but it's only
the beginning for The Legend of Zelda: The Wind Waker. Wind
Waker takes place a century after the events in The Ocarina of Time,
with the world ravaged by a resurrected Ganon. What little
life remains is stranded on tiny islands scattered across a vast
ocean. On one of these islands, a family dresses their eldest
child in green to honor the memory of the lost hero.
Nobody realizes that the boy, Link, will carry on the legacy of
the man who first defeated Ganon. Nor do they understand why
their daughter was kidnapped by an enormous bird. All they
know is that someone must save Aryll, and since he's already dressed
for the occasion, Link volunteers to rescue his sister from her
mysterious captor.
Wind Waker shares a lot in common with the previous Zelda games
on the Nintendo 64, from the extremely accomodating 3D gameplay to a
versatile musical instrument which helps Link solve the game's many
puzzles. This time, our pointy-eared hero is given a
conductor's baton, granting him control of the wind. Sure,
this may not sound as exciting as a flute that acts as a gateway to
the past and future. Nevertheless, with all the sailing you'll
be doing to reach new destinations, you'll be very grateful that you
have it along for the ride.
More than anything else, the emphasis on sea travel is Wind
Waker's defining characteristic. You'll spend as much time
skimming across the ocean as you will wandering through grassy
fields and exploring dungeons. Furthermore, weapons and items
that serve a specific purpose on land may be useful to you in an
entirely different way while you're sailing the seven seas. A
grappling hook conveniently doubles as a fishing hook for reeling in
sunken treasure, and the bombs you used to clear away boulders can
also be used as powerful ammunition for your ship's cannon.
Players who'd rather keep their feet firmly planted on dry land
may not appreciate the long trips from one island to the next, but
Nintendo made enough concessions to keep them from getting seasick
too quickly. Link can use the Wind Waker to create powerful
cyclones that carry him to preset locations on the world map, and
diversions ranging from gigantic sea monsters to barrel-jumping
contests (funny, I never noticed Donkey Kong anywhere...) ensure
that the game never regresses into so much nautical nonsense.
The sea travel is Wind Waker's most significant departure from
the rest of the Zelda series, but it is by no means its most
controversial. That honor would have to go to the game's
graphics. "Cartoony" doesn't go far enough to describe them...
they've got a simple but colorful look that will remind you of
popular cartoons like The Powerpuff Girls and The Fairly
Oddparents. It may take time to get used to Link as a
big-headed dwarf with stubby legs and enormous almond-shaped eyes,
but you'll grow to love the little guy after watching him in
action. Most polygonal characters look like stiffly animated
zombies or dead-eyed manniquins, but not Link... he carefully
watches enemies as he circles around them, and reacts with wide-eyed
wonder when examining the glowing contents of a treasure
chest. The monsters in the game look great, too... they're
wonderfully animated, and many are adorned with swirling, pointed
patterns that bring to mind tribal tattoos and ancient Aztec
carvings.
The graphics are most definitely NOT a liability for Wind
Waker. What does hurt the game are the overwhelming number of
fetch quests you'll have to complete. Rather than putting the
shattered remains of the Triforce in the dungeons where they belong,
the designers scattered them throughout the ocean, and force you to
collect a series of maps in order to locate them. If that
weren't enough, the maps are useless before they're translated, and
you'll have to sail to an island in the middle of nowhere and pay
the man who lives there a fortune in Rupees before you can pinpoint
the location of the Triforce pieces. This brings up a
complaint I have about most adventure games... why are the
non-player characters always so selfish and uncooperative? I'm
trying to save the world from certain destruction, jerks... you
think maybe you could stop thinking of ways to fill your pockets
just long enough to help me save your own ass?
Deep breaths there, Jess... ah, that's better. Aside from
the design issues that makes the game much longer (and more boring)
than it needed to be, Wind Waker is one of the best titles in the
Legend of Zelda series. It's got a gentle charm that you just
don't see in video games anymore, along with puzzles so brilliantly
designed and thoroughly satisfying that you'll spend every waking
hour and sleepless night setting sail for new adventures.
RAYMAN 3:
HOODLUM HAVOC |
Ubisoft |
Platform |
|
Like a guy cutting his eye, an elaborate bank
heist with melting clocks and severed backsides with people crawling
out of it, and Jean Reno movies, Rayman 3 is French. BEYOND French.
Surrender to you three times before you put it in your system
French. The latest entry into Ubi Soft's venerable limbless platform
franchise continues the series' competency and utter pandering to
its true audience: the hardcore platform fan. Arbitrary power-ups,
contrived jump puzzles, linear level structure, and endless McGuffin
collecting makes Rayman 3 a joy for the fan of the genre and the
genre alone.
Rayman 3's plot is almost completely confusing at times, and when
does start to make sense it does its damndest to try to go back to
being confusing. Rayman's cohort Globox swallows a Hoodlum, a small
black furry bug thing, who demands that Globox (voiced by John
Leguizamo...) release him. Unfortunately, for some reason he
can't. The hoodlum demands plum juice or he'll rip apart Globox's
insides, so Rayman proceeds to find plum juice while trying to save
his friend. Then something happens about halfway through, and you
fight the Hoodlum. Or something.
Really, Rayman 3 is more about gameplay and that's where it, for
the most part, shines. The exploration and free-form feel of other
recent platformers like Sly Cooper and Ratchet and Clank are
forsaken for more traditional gameplay. Levels are highly structured
and laid out, at times, in a quasi- 2.5D fashion while timed
power-ups are meticulously placed and force use, creating a hairy,
sometimes frantic, pace that demands much from the reflexes. Level
layouts are challenging but never too mind-bending: The lack
of a time limit, power-ups that last just long enough to be used
effectively, and a liberal sprinkling of life up knick knacks help
keep Rayman 3 from a becoming a controller busting experience for
novices.
Where the game fails, however, is where most games in the genre
do: in gimmicky sub-levels and bosses, particularly at the end of
the game. A snowboarding level, various rounds involving a shrunken
Rayman chasing his other boot in a bumper-car style battle, and
Rez-like "transition" levels that have Rayman doing rail transfers,
all prove more irritating than fun, but thankfully, Rayman 3 never
relies too much on them. They're more dispersed throughout then
concentrated at any point in the game.
For a major title released across all three platforms, Rayman 3
really shines in the graphics and sound departments. Stunningly
surreal (but not too distracting) environments sport a very French
otherworldly feel: American developers attempting to add "hip and
edgy" crooked doors, mad German professors, musket toting and
vaguely mysterious ne'er do well cowboys, and shiny glittering
things should be taking notes from Ubi Soft's art staff. The game
features some great music (particularly on the Gamecube, where it's
most impressive on the usually limiting mini disc format) all
credited to Euro-techno group Groove Armada. Voice work is competant
(if bizarre) and offered in five different languages (English,
French, German, Italian, and Spanish). I'm not sure what language
John Leguizamo is speaking...
Rayman 3 comes recommended to the hardcore platform fan: it's a
nice blend of 3-D and traditional 2-D platforming, and while the
mini-games and other deviations from the standard gameplay are kind
of annoying, they're not nearly as jarring in other platformers
(specifically Traveler's Tales' Haven: Call of the King). However,
it's not recommended to non-fans, casual fans, or people who hate
the genre. It's entirely geared toward the lot that enjoy double
jumping, hopping on foes, and recognizing boss patterns.
RESIDENT
EVIL 4 |
Capcom |
Action |
|
Leon Kennedy thought the nightmare of Raccoon City was over when
the scheming Umbrella Corporation, creator of the most terrifying
disease in human history, was driven out of business by the United
States government. However, while on a mission to rescue the
president's daughter, he discovers that the worst is yet to
come...
Things might not be looking up for poor Leon, but for fans of the
Resident Evil series, they've never been better. Even those
who never appreciated Capcom's survival horror games will be
astonished by how much has been changed- and improved- in this
one.
Even the zombies aren't really zombies anymore... this time,
you'll deal with faster, smarter enemies hiding a horrible
secret. Are they devoted religious fanatics, blindly following
the twisted orders of their mysterious robe-clad leader? Have
they all been driven insane by years of isolation in a remote
village, detached from the rest of the world? Or are they
possessed by a far more terrible influence?
You'll need to stay alive long enough to find out, and the
inhabitants of the unnamed European town you're visiting won't make
that easy. You'll be lucky to escape the clutches of just one
of them, but like any good hunters, the villagers rarely work
alone. They prefer to attack en masse, stalking you with
pitchforks and dynamite and chainsaws and anything else that looks
like it will kill you. There's nowhere to run, because
wherever you hide, they will find you... and you don't want to know
what they'll do next.
All you can do is fight back. Thanks to a completely
redesigned (and frankly, long overdue) control scheme, you
can. While the gameplay still feels slow in comparison to many
of today's action titles, the control is vastly improved over
previous Resident Evil games. It's more natural and less
rigid... when you push left or right on the controller, Leon moves
in those directions, rather than turning in place. Reversing
direction is still a bit tricky, but you'll be thankful that you can
back up without turning your back on the crowds of marauding
townsfolk.
There's also a new perspective that bridges the gap between a
first-person and third-person viewpoint. The camera is set two
steps behind Leon, giving the player both enhanced peripheral vision
and greatly improved accuracy while aiming. This accuracy
serves an important purpose... now, you can line up shots from great
distances and target specific areas on your foes. Fire into a
neo-zombie's face and their head snaps back from the impact of the
bullet as they stumble backward, shrieking in pain. Reactions
like these make the game feel more alive, even if your targets,
well, aren't.
The fantastic graphics add even more life to the
experience. The cut scenes which advance the plot are
especially gorgeous... the lips, eyes, and mouth of each character
move in perfect harmony as they speak. When the leader of the
village gloats about his sinister plans, a chill will run up and
down your spine as his lips curl into a devilish grin. You can
see the hatred in the eyes of his manservant when the towering beast
picks you up by the throat and crushes your windpipe with his
massive hands. These facial expressions both convey and evoke
the kind of powerful emotions you rarely experience in a video
game.
The visuals while you're actually playing the game aren't quite
as amazing, but they're still wonderfully expressive. If the
screaming, bloodthirsty villagers don't make you feel unwelcome, the
village itself almost certainly will. The blood-stained beds,
the ramshackle buildings, and the dead brown grass poking out of the
parched earth make it clear that this will never be a vacation hot
spot. Once you peer inside a rusty barrel and find a vile stew
of stagnant water and wriggling maggots, even you'll start to wish
you'd booked a trip to Tahiti instead. Hey, it's not like
she's the president's ONLY daughter, right?
It's tough to find much to complain about in Resident Evil 4...
Capcom's addressed nearly every shortcoming in the previous
games. The voice over acting is actually pretty solid this
time, and the dialogue is more entertaining as well, even slipping
in sly references to other creepy horror games like Castlevania:
Symphony of the Night ("Hee hee hee... thank you!") and House of the
Dead 2 ("Don't come!"). Ammunition is in much greater supply,
and new weapons are easily obtained from a one-man army (surplus
store) who shows up at the best possible times. Capcom has
even taken the pain out of saving, with plenty of save spots and
absolutely no penalty for using them.
Resident Evil 4's only major fault is that its difficulty level
is wildly uneven. The high concentration of neo-zombies in
some areas will leave you feeling helpless... while their complete
absence in others will just leave you twiddling your thumbs.
Moreover, some locations let you camp in a safe spot and lure the
enemies to their deaths, picking off each poor sap within firing
distance as the villagers wait in line for a chance to strangle
you. Once you've blown away the long parade of targets,
there's no challenge left until you've entered the next
location. There are just enough enemies to go around in
Resident Evil 4... it's a shame that Capcom didn't distribute them
more evenly.
So there's a little room for improvement here, but not
much. Resident Evil 4 offers all the tension and
heart-stopping fright of the first games, without all the
annoyances. It'll convince players who've always hated the
series to happily give it a second chance... and make Resident Evil
fans wonder why they've been putting up with the game's flaws for
almost nine years.
SPACE
RAIDERS |
Mastiff, Taito |
Action/Shooter |
|
In
the early 1990's, Taito faced the challenge of updating its
long-running Space Invaders series for a new generation of
gamers. The company had released titles like Space Invaders
'91 and Majestic Twelve, which brought sophisticated gameplay
elements like bosses and power-ups to the world of Space Invaders,
and further enhanced the experience with outstanding
audiovisuals. Although neither of these games caught the
attention of players the way that Capcom's hugely successful Street
Fighter II had, they nevertheless served the intended purpose of
evolving the Space Invaders series, once again making it a relevant
and valuable property.
A decade later, Taito once again tailored Space Invaders to fit
the demands of a rapidly evolving industry. Space Raiders is
the company's attempt to introduce the series to a younger, more
demanding audience... an audience that grew up with more cinematic
games like Resident Evil and Tomb Raider. Space Raiders
follows in the footsteps of these influential releases with a
movie-quality soundtrack, more realistic polygonal characters, and
cut scenes which seperate each level from the next. However,
the difference between Space Raiders and its 16-bit counterparts
from the 1990's is that its new features do absolutely nothing to
improve Space Invaders as a game.
Come to think of it, Space Raiders isn't all that appealing as a
movie, either. Although the introductory sequence (featuring a
horde of alien monsters scurrying through the city streets, crushing
everything in their path and impaling humans with their sharpened
legs) is pretty exciting, the cut scenes between levels will just
leave you groaning in disbelief rather than screaming in fear.
If the stale voice acting doesn't leave you rolling your eyes, the
unremarkable dialogue and absolutely idiotic plot twists almost
certainly will. Near the end of the game, the heroes hijack an
F-16 fighter and take it straight to the invaders' mothership for
the final conflict. Never mind that the jet is in perfect
condition when they find it despite the alien attack that left the
rest of the planet in ruins. Never mind that this random
assortment of survivors (including a police officer, a news camera
operator, and a street punk) shouldn't have the slightest clue how
to pilot an advanced military aircraft. Never mind that they
dock with the mothership to fight the creatures inside it, rather
than unleashing a dozen missiles on the flying saucer to ensure its
complete destruction. I won't even mention Space Raiders'
stunning(ly stupid) climax or its infuriating ending, although when
you see them, you'll cut the writers of Independence Day a little
more slack for letting Jeff Goldblum use a Macintosh to hack an
alien computer network.
The storyline could be easily ignored if the meat of the game
were satisfying. Sadly, it's less akin to meat than the
rubbery gristle you'd accidentally bite into before throwing it to
your dog... and not even your favorite one. Space Raiders is a
stripped down shooter, offering few improvements over the original
Space Invaders and lacking any redeeming values when compared to
triumphs of the genre like Radiant Silvergun or Dodonpachi.
Like in the original, you travel along the bottom of the screen,
picking off invaders as they steadily close in on you.
However, unlike Space Invaders, whose massive armies of soldiers
left you feeling helpless and overwhelmed, there's little challenge
or urgency to be found in Space Raiders. Not only are the
aliens in limited supply and in poorly organized formations, but the
game hands you so many advantages that it's practically impossible
to lose against them. Did you just die? Aww... have a
continue! In fact, have them all! Too many enemies on
the screen? Here, throw this grenade at them... they'll all
die in a spectacular explosion! If even THAT'S not enough, use
this overpowered laser beam to melt them into puddles of disgusting
goo! You can even use this against the bosses if you want...
hey, we won't stop you!
Space Raiders won't impress you much with its graphics or sound,
either. The bass-heavy explosions are laid on a little too
thick... instead of adding impact to the deaths of especially
powerful enemies, they shake your windows, walls, and doors every
time you blink. The cinematic soundtrack supplied by the
legendary musicians at Zuntata is better, but not by much. If
you've ever watched a big-budget movie, you've heard it all
before. Speaking of things in Space Raiders that are
suspiciously familiar, the artwork shamelessly copies the dark,
dreary atmosphere in Capcom's Resident Evil games, with shambling
zombies, grimey city streets, and heroes who somehow manage to stay
picture perfect throughout the onscreen chaos. The unpolished
graphics, with their noticable polygonal edges and blurry textures,
would have been acceptable in the days of Code: Veronica, but after
the release of the visually astounding Resident Evil 4, Space
Raiders is left looking like a second-rate clone of a game with
infinitely more depth and inspiration.
Unlike the Space Invaders sequels of the past, Space Raiders
doesn't succeed as a next-generation gaming experience or as a
worthy successor to the arcade classic. Not to fear, though...
you can always squeeze every last drop of power out of your GameCube
with Resident Evil 4, then satisfy those xenocidal cravings with the
upcoming Space Invaders collection on the PSP. Heck, even
Space Invaders on the Game Boy Advance will do the job in a
pinch. Whatever you do, don't let the space in your GameCube
collection be invaded by Space Raiders!
TRUE
CRIME: STREETS OF L.A. |
Activision, Luxoflux, Exakt |
Action |
|
When
reviewers talk about this game, the first thing that comes out of
their mouths is "Grand Theft Auto clone". Yeah, just like
that! See what I mean? However, I don't think the
comparisons are fair, or even accurate. The truth is that the
two games couldn't be more different. In Grand Theft Auto, you
play a sleazy thug who runs over random citizens with the car he
just stole from a little old lady, while gunning down Mafia-assigned
targets. However, in True Crime, you play a cocky cop who...
uh... runs over random citizens with the car he just "commandeered"
from a little old lady, while gunning down targets assigned by the
police department. So, uh, there.
All right, all right... I'll admit the two games have more than a
few similarities. However, since the comparisons to Grand
Theft Auto have been done to death, I'm going to take this review in
an entirely different direction... back to the past!
Nearly fifteen years ago, Konami released a game for an earlier
Nintendo system which, like True Crime, featured racing, shooting,
and fighting, all in one package. The Adventures of Bayou
Billy was ambitious, but it just wasn't much fun to play due to the
poor integration of the three different styles of gameplay.
The driving would come to a screeching halt to make way for the fist
fights, and the brawls would end just as abruptly when it was time
to draw your weapons and pick off enemies in the streets of New
Orleans.
Luckily, True Crime takes a different approach. Instead of
pasting together three mediocre games, the designers took the
shooting, fighting, and driving and blended them together, making
each style of gameplay dependant on the others. When a crime
breaks out, you'll need to jump in your car, race to the scene
before any cops or hostages are killed, then exit the vehicle and
take on the suspect with your martial arts skills or, when things
get serious, your pair of guns.
True Crime has one other advantage over The Adventures of Bayou
Billy... better design. While none of the games in Bayou Billy
had much substance or variety, True Crime keeps you hooked with
open-ended gameplay and a surprising level of complexity.
Targeting specific areas of your opponent (whether it be their legs
or the wheels on their getaway car) results in easier arrests, and
the fighting is more strategic and rewarding than in a certain
Rockstar series. If all this still isn't enough to keep you
happy, a quick stop at a nearby training facility is all it takes to
learn new abilities and further broaden your horizons.
Heck, the game is even fun to watch, thanks to a great
storyline. True Crime is inspired by the campy cop films we
all remember from the 80's and 90's, but it's so over the top that
it could nearly pass for a parody. You'll need no
introductions to characters like the Big Black Police Chief™ and the
Stuck-Up Female Partner™...you've met them all before. You're
going to love getting acquainted with Nick Kang, though... this
offspring of a surly cop and his mysterious Chinese lover is armed
with a wit as quick and deadly as his fists. You'll bust a gut
laughing when he chases after a perp, shouting "Run, Forrest, Run!",
or when he optimistically refers to the handcuffs he's putting on a
suspect as "restraining jewelry".
Could True Crime get any better? Well, yes, actually it
could. The three way gameplay proves to be a little too
complex for its own good... pressing certain buttons activates
different modes (shooting, walking, and fighting), and it can be
hard to break Nick out of them when necessary. For example,
firing your gun in the air could convince a suspect to give up right
away... but they may also make a break for it, forcing you to run
after them while still stuck in shooting mode (and remember, blowing
away unarmed foes is a big no-no, even if Nick Kang is just one gun
conversation away from being the 21st century's answer to Sledge
Hammer). Speaking of shooting, you can also slow down time to
target a foe's "neutralizing points", but these areas are so
difficult to pinpoint even with the gameplay at a crawl that it's
usually not worth the trouble.
Also, can I complain about the cameo appearance by Snoop Doggy
Dogg? Well, I will anyway. I'm getting sick of seeing
this living stereotype everywhere, and I sure as hell don't want him
in any video games. He may have won an award for it, but the
option to play as the Shizz-head is hardly what I'd call a
bonus.
Even with its complicated control and idiotic guest stars, True
Crime offers a lot of bang, punch, and burned rubber for the
buck. I wouldn't go so far as to call it a Grand Theft Auto
killer, but True Crime's successful merger of three different game
genres is more than enough to finally bring Bayou Billy to
justice.