Practically every
"greatest hit" compilation that has seen the light of a pressing is
poorly emulated garbage intended for mass market drones, or
your mom, that aren't internet savvy enough to share, or steal,
better functioning emulators and ROMs for their PCs. The Namcos, Midways, and
Hasbros (now Frenchies) just stick Pac-Man, or Defender, or
Centipede and a couple "B" titles on a disc, ship it for a platform
with a moderate market penetration, then collect the money. There's no better
example of this than Namco's ghastly Museum redux for Xbox,
which was pretty abhorent when you pit Pac-Man from that
collection up against a ROM running on the legally questionable
X-MAME.
While the
industry's oldest third party is just as guilty of
releasing questionable collections for PSX and PC as the industry's
big boys, Activision has gone a long way to correct their past
faults, and probably to cover their ass on Minority Report, by
allowing a group of ne'er do wells (passionate programmers) to
put together Activision Anthology.
Every game from
Activision's VCS catalog is included, except Ghostbusters. Pitfall II and a few others
are vaunted on the packaging as being available here for the first
time since their original releases, along with a couple Imagic
games (Atlantis and Demon Attack, obviously). If the superb emulation and
proper mapping to the Dualshock 2 for all the games wasn't enough,
developer Contraband goes the whole nine yards by giving the
game an 80's feel that's arguably even more true to form
than Vice City.
The game selection
interface is implemented cleverly, if a bit clunkily, by putting you
in a teenage kid's room circa 1984. You get an old TV, a wood
grain VCS, a spinning rack that includes all the cartridges of the
available games, and a radio blaring token 80's licensed music
in the background.
You pick a cart from the rack, where you can also access the
game's manual and box art, plug it into the VCS, crank up the music
and go to town.
If 45 some-odd
Acitivision and Imagic games weren't enough, patches, TV
commercials, industry videos (possibly used to promote Activision
games in stores or for stock holders as fiscal forecasts for the
upcoming year), and about fifteen different gameplay themes
(including V-Hold to emulate the feel of playing the game on an old
TV, moving clouds in the foreground, and a 3D cube projecting the
game on all sides) are included as unlockables. With the possible exception
of the patches, all of the unlockables are easy to get. Most consist of just getting
a certain score, or beating the computer opponent in the sports
games. The patches are obtainable by earning the score or
completing the task necessary to get to get the patch
originally.
As I've mentioned
before, the emulation is perfect. The gameplay is, too: you
can use either the D-pad or analog stick to play all of the games,
with the exception of the paddle games, which only use the
stick. The top L1, L2,
R1, and R2 buttons serve as the different switches on the VCS (for
those curious, you can play in Black and White). The music, which consists of
everything from Twisted Sister, to Quarterflash, to Men without
Hats, is included and can actually be played while in the middle of
the game.
The only real
faults that come to mind with Activision Anthology are merely
subjective. The game
could've used more music, perhaps Devo, The Clash, or stuff
from Neil Young's forgotten Trans. The unlockables could've
just been provided as unlocked extras for those who viewed
the games in sepia-toned nostalgia but simply sucked at
them. Finally, the promised downloads (including prototypes)
aren't going to happen. It's important to note
that Kababober and Thwocker are included here, and Activision
has plans to release ROMs of the promised extras on their
website.
If there's ever a
reason NOT to steal Enduro or Laserblast or Spider Fighter, this is
it. Activision Anthology is an amazing collection that will
hopefully get the other companies in the industry to wake up and pay
more attention to their compilations, rather than pooping them out
to make a quick buck. I'd love to see collections of this high
quality from other early game companies... I'm looking at you,
Nichibutsu and D. Gottleib Co.
Now this was an unexpected
surprise. I didn't even know this game existed until I saw it
hiding in the corner of the Playstation 2 shelf at my
local rental store. What's even more surprising is that
Crimson Tears is a collaborative effort between two of my favorite
game designers, Capcom and Spike.
You probably know Capcom as the creators
of Mega Man and Street Fighter II, and if you're familiar at all
with Spike, you recognize them from their work on the fantastic Fire
Pro Wrestling series. Here comes the biggest surprise of all,
though... Crimson Tears is unlike anything either company has ever
released. Instead, it takes equal inspiration from the film
Blade Runner and older console RPGs like Epyx's Gateway to
Apshai.
The storyline is so close to Blade
Runner's that you'll be left wondering if the title characters ever
dream of electric sheep. The heroes of Crimson Tears are
Amber, Kalie, and Tokio, a trio of genetically engineered soldiers
specifically designed to protect Tokyo from mutant creatures, an
unfortunate by-product of organic synthesis.
To accomplish their mission, they must
leave the safety of their headquarters and warp to those areas of
Tokyo that are most heavily infested by mutants. These danger
zones are nearly as unstable as their inhabitants, welcoming
intruders with randomly arranged rooms filled
with ferocious monsters and dangerous traps.
This is where Crimson Tears starts
borrowing heavily from Gateway to Apshai, as well as
a countless number of other RPGs which create dungeons on the
fly. This random approach to level design may have been a necessary evil in the days of console
RPGs. However, in 2004, there's just no substitute for levels
cleverly devised by human beings... and no excuse for programmers to
expect the computer to do all their work for them.
The random level design puts Crimson
Tears well below the standards set by great adventure games like The
Legend of Zelda: The Wind Waker. Fortunately, Crimson Tears
can fall back on another style of gameplay. It's also a beat
'em up, similar to Capcom's own Final Fight series. You won't
be selecting options from a menu and casting laboriously long spells
to defeat enemies here... instead, you'll be hammering them
with punches and kicks. Standard Final
Fight rules apply... super attacks can be used in desperate
situations, and any weapons you shake loose from broken barrels and
bruised baddies are yours for the taking.
At this point, Crimson Tears turns back
into an adventure, rather than just a mindless beat 'em up.
Weapons have a much more profound effect on the gameplay than they
ever had in Final Fight... each character has a preferred weapon,
and their fighting styles change dramatically when this battle gear
is equipped. Amber may not be much of a fighter without a
sword, or even with just one. However, put a blade in
each of her hands, and Amber will cut through a room full of
enemies with the speed and skill of a Benihana chef!
The power of these weapons might have
made the game a breeze, but they're balanced out by several
factors. Some foes, like the eerie slime monsters in the third
stage, are invulnerable to sword attacks and will snap your blades
like twigs if you get too close to them. In this instance,
you're far better off putting the swords away and using a
magnum pistol to deliver some 20th century
punishment. Don't get too reliant on THAT, either, as it has a
limited supply of ammunition and won't work well against the
soldiers in riot armor.
Finally, every member of the team is in
constant danger of being pushed past his or her limits. Keep
swinging those heavy swords and your character will eventually lapse
into a dangerous condition called "overheat", which makes them
faster and stronger... but much more vulnerable to attack.
It's another unfortunate side effect of manufacturing
life... synthetic humans may be far more powerful than the real
things, but the candle that burns twice as brightly burns out twice
as quick.
Crimson Tears may not be much of an RPG,
but its complex weapon system, plus the ability to build your own
items from spare parts, gives it the kind of replay value you won't
find in most beat 'em ups. Plus, its bleak cel-shaded graphics
and futuristic storyline are a vivid reminder of the classic
science-fiction movie that asked tough questions about the
definition of humanity, and the value of life.
My reviews are usually a little more
verbose than this, but this one will be short, because there's only
one thing I have to say about this game... I don't like it. I
don't like that they've turned a simple but fun arcade classic into
another dull platformer in the tradition of Super Mario 64. I
don't like the new Frogger, a backwater hayseed who bears no
resemblence to the character in the first game. I don't like
the control, which tries to mimic real frog movement but really just
annoys the player with awkward hop-walking that makes it almost
impossible to safely run across thin platforms. I don't
like the southern fried voice overs, and I don't like the ability to
spit "goobers" at enemies. Actually, there's only one thing I
didn't like about this game... that would be
everything. Frogger might be back in the hands of its
original creators, but The Great Adventure proves that it's no safer
there than it was at Hasbro.
Just when the outstanding Okami left you
convinced that anything by Clover Studios was a lock, along comes
God Hand to beat your high expectations into a bloody pulp.
Stepping down from Capcom's best game of the year to its most
disappointing is like taking a custom-made Ferrari down a stretch of
cop-free California highway for the ride of your life... only to
have the fun come to a sudden halt when the sportscar veers off the
road and into a nearby tree. Sure, you're still in a
Ferrari, but the experience is quite different once it's been
crumpled like a piece of paper and there's a steering
column buried in your chest.
Metaphors aside, God Hand promises to
bring together the demanding gameplay and stylish moves of Viewtiful
Joe and the thug punchin', wooden box crunchin', randomly-placed
strawberry munchin' action of early Capcom arcade hits like Final
Fight. In the light of its past successes, it would seem
perfectly reasonable to assume that Clover Studios would keep
its word and make this hybrid work, but the truth is that
God Hand is a whole
lot dumber than advertised.
Let's start from the top of the list of
grievances, shall we? The storyline barely makes any
sense... following the dialogue in the cut scenes is arguably
the greatest challenge the game has to offer! The graphics are a drab, dreary throwback to earlier times...
not just the wild west which serves as God Hand's setting, but the
launch of the Playstation 2 when ALL the games on the system looked
like this. The sound consists of a just
barely copyright-friendly knock-off of the Hawaii Five-O
theme, accentuated by moans, screams, shattered glass, and
explosions (and those are just the noises YOU'LL make after you
reach the first boss!).
Then there's the fighting... hoo
boy. If Ricki Lake ever invited Mike Tyson's Punch Out!!,
Tekken, and Resident Evil onto her show for a paternity test, God
Hand would be the bastard child they'd all insist they
never sired. You'll see the inspiration from Punch-Out!!
in the over-the-shoulder viewpoint. It's a brilliant
perspective for a boxing game, but when it's taken
out of its element and put into a beat 'em up where the foes
are plentiful and the player's field of
vision isn't nearly as generous... well, it just doesn't
work.
Neither do Tekken's wide range of attacks
and emphasis on targeting weak points when the thug you're fighting
can shut tighter than a clam by blocking. You can crack
open this iron defense with a guard crush, but they take a while to
perform, and it's tough to sneak in a blow for the brief amount of
time that the guard crush leaves your enemy stunned.
Throw in the occasional juggernaut who's invulnerable to
your most effective blows even when their defenses are down, and
your blood pressure is sure to rise as quickly as your interest in
the game drops.
The touch of death for God Hand comes in
the form of prehistoric character control that would have been
better left trapped in a glacier along with Jill Valentine's
(Razzie) award-winning acting and Lara Croft's pyramid-shaped
breasts. We've all learned by now that there's just no substitute for absolute
control... and in this age of dual analog
controllers and cinematic camera angles, there's no excuse for games
to be without it. Despite this, God Hand still forces the
player to turn, then walk, then turn again in a clumsy control
scheme that should have went extinct by the turn of the century, if
not sooner. If this game's abysmal sales don't wean
Capcom from this infuriating habit, nothing will!
God Hand does have a few things going for
it, like chihuahua races, midget Power Rangers,
and oh yeah, plenty of attacks you can purchase after each
stage. Like Rengoku, customization becomes God Hand's sole
remaining joy after the fighting becomes tedious and
frustrating. Still, with so many other titles
offering superior gameplay and full-featured create-a-character
modes, there's no reason to give this one a hand... or your
hard-earned money.
Fast and entertaining, RED Entertainment's (Bonk, Sakura
Wars) Gungrave is a cel-shaded kick from gaming's past.
It's a focused, well crafted "shoot the hell out of everything"
redux of a genre that seemingly went out of style in the mid 90s,
when searching for keys to unlock doors and/or cryptic puzzles
and/or overabundant girlies dragged these games kicking
and screaming into the 32-bit era. Gungrave does about what Namco's
Dead to Rights and GOD/Ritual's Max Payne does: only with a
Japanese flavor and without desperate mini-games and awful
past-tense Philip Marlowean ambitions. It's simply a great shooter
that's all style and with sufficent substance.
As Grave, an
undead ex-assassin (formerly known as Brandon), the player will go
on a six level trek for revenge. Level objectives consist simply of
shooting down gobs and gobs of polygonal electronic villiany of
varying types ultimately leading to a big boss battle with a
pattern-ready foe. No key hunting. No strip tease throw offs. No
hallucinations of dead babies. Just a lot of shooting things. Dr. T,
the strange professor that helps Grave, and Mika, the daugther of a
woman Brandon knew, will provide Grave support. Support being dying
halfway through the game and being motivational fodder for the
revenge minded, coffin-draggin hero.
Gameplay is extremely
simple pick up and play. Shooting consists of hammering the square
button, or if one chooses, simply holding the square button when the
Auto Fire option is turned on. You'll also attempt to build up
"beats" which will fill up a meter allowing Grave to use
"Demolition Shots", basically superattackes. Beats are accumulated
by mowing down enemies constantly while destroying whatever
breakable environments are in the way. The higher the beat, the more
the meter will fill. The X button jumps and in combination with
directional moves and the square button will allow for roll
moves in certain directions. Triangle launches the demolition shot,
and holding down the circle button while moving allows Grave to jog.
Targeting is, for the most part, automatic as long as the foe
is on the same plane as Grave. If enemies are higher or lower
than Grave L1 allows him to target and lay waste to these foes. When
surrounded, R1 will allow Grave to swing his coffin. The coffin
proves to be very effective, particularly in helping keep beat
counts alive. R2 allows for what has become the genre's obligitory
slow-mo mode but it's for the most part fairly useless. Select
allows for a neat pose which figures into the "style" score at the
end of a level. It's all extremely easy to learn. One starts to
wonder about the need for manuals...
Upon completeing a level Grave is graded on
how well he did. Time limit, ratio of killed enemies, accuracy, beat
count, and style points lead to accumulated points that will unlock
different Demolition Shots. Demolition Shots vary from Grave
spraying machine gun fire around himself, to shooting missiles out
of his coffin, to doing a bit of both. Demolition Shots prove handy
against hordes of enemies and bosses... particularly against bosses.
When Grave gets the boss' health down to a certain amount he can
perform a finishing shot that's basically an outrageous cutscene of
about half a billion missiles or bullets or scrapnel
or explosives hammering the boss.
Gungrave's graphics
are slightly above average technically but sport a great anime
flare. Grave and the rest of the characters appear to be standard
polygonal characters while the environment seems to be cell-shaded.
The game's art style, handled by the same guys who did Trigun, lends
itself well to the game and does have a bit of a Trigun feel to it.
Cut scenes are pre-rendered cel-shaded characters and seem to
resemble the production company's distinctive style better than the
in-game graphics. Cut-scenes are incredibly well-handled and
suprisingly tightly paced. For a game whose big selling point, at
least in Japan, was its big-name art design and anime underpinnings
there's nary a hint of excess like, say, Max Payne with its comic
book cutscenes, dream sequences and abusive use of bullet-time. The
"cool" characters are well-scripted, if also-ran, and the plot never
seems to get in the way of the game.
While the game is short,
only six hours long at the most, Gungrave does sport replay
value mostly in the way of a few unlockables. A neat gallery
mode featuring EVERY type of enemy you ran across in each
level is displayed in action figure
packaging. A slo-mode which can be turned on, off,
or made automatic, a low camera angle view for Grave, and a
level select can all be unlocked by playing through the game's three
difficulty levels: normal, hard, and kick ass. Difficulties actually
vary with more enemies and faster pacing in hard and kick ass mode.
Difficulty ramps up nicely: bosses follow easily recognizable
patterns and the one game's twink boss is remedied by the addition
of a Demolition shot everytime the player loses. The game will throw
an extra demolition shot onto the last amount tallied after a save,
providing the sort of "crumbs" less skilled players need to keep
playing. Hopefully, other developers will take note in similar
games.
Gungrave is definately worth a look. It's a
fast-paced, old-school spin on the current third-person shooter and
well worth a look for anime fans and hardcore gamers.
Its impressive design and straightforward gameplay make it at
least worth a rental.
Meet The King of All Cosmos. His name sounds
like he should be making frequent visits to Pee-Wee's Playhouse, and
he looks like he flew straight out of an especially demented Monty
Python cartoon. The truth is that he's a more dangerously
hedonistic ruler than Nero, Caligula, and the entire Hussein family
combined. After all, not even the butcher of Bagdad and his
sons could lay claim to destroying an entire galaxy's worth of stars
during an alcohol-fueled flight of fancy.
The King does feel a little guilty about what he's
done, but he's not about to clean up his own mess. He leaves
that responsibility to his son the prince, who looks like the mascot
of a Japanese battery company. He's also roughly the size of a
lima bean, which as you might imagine makes this already difficult
job that much harder. You see, the only way to put the
twinkle back in the sky is to create stars, using whatever
happens to be lying around.
It takes a whole lot of stuff to make a star, and
there's just not enough of it on the prince's home planet for him to
get the job done. It's a good thing that Earth is right next
door... it's got plenty of things scattered around, just waiting to
be put to good use. Since the tiny prince can't possibly hold
it all himself, the King offers him a katamari. This brightly
colored ball has its own gravitational field, pulling in objects
small enough for it to roll over.
You control the katamari with the analog sticks on the
Dual Shock controller, rolling over whatever will stick to it.
It doesn't pick up much at first, but with some persistence, the
katamari will slowly start to grow. Eventually, objects
which were once obstacles will become targets for the bulging ball,
and humans whose legs you'd rolled under at the start of the stage
will run screaming in terror from the monstrocity you've
created.
In a way, the gameplay is a little like that
Intellivision classic Shark! Shark!. As you devoured sea
creatures smaller than yourself in that game, your tiny guppy
expanded into a titanic trout, capable of taking on almost
anything. The same principle applies here... you'll want to
roll the katamari over smaller items and keep it away from
anything it can't handle. Collisions with large objects
break pieces from it and cost you precious time, which you'll need
to reach the goal stated at the beginning of each stage.
That's only part of the Katamari Damacy experience,
however. To get the most out of the game, you've got to watch
the cut scenes after every round... listen to the King as he
explains each goal... read the refreshingly naïve descriptions of
all the items you've picked up on Earth... hear the
music, performed by everyone from a childrens' chorus to a
cheesy lounge act... and of course, witness the mindblowing
introduction, where the King rains stardust down upon our planet as
rainbows sprout from the ground and ducks sing along with the
opening theme.
And of course, there's the feeling of empowerment you
get from starting out small and working your way up to plowing over
construction equipment, buildings, sea monsters, and even entire
islands. There's a lesson to be learned here... no matter
how insignificant you may feel, you can still make a big impact on
the world around you if you just try. It's a lesson reinforced
by the game itself... Katamari Damacy has earned the praise and
admiration of countless game reviewers, and even beat out Grand
Theft Auto: San Andreas on Time magazine's list of the year's ten
best games. Against all odds, this tiny budget release has
snowballed into a best-seller... and for good reason.
You'll probably notice that this review
is more charitable than others you've read. This is because I
desperately want to give SNK the benefit of the doubt. After
all, when a company like this one spends the better part of a decade
entertaining you with some of your all-time favorite games, you're
quick to point out its successes with one hand while quietly
sweeping its mistakes under the nearest rug with the
other.
The truth about King of Fighters: Maximum
Impact is that it's not a great fighting game. It doesn't
really do justice to the previous titles in the long-running King of
Fighters series, and it can't compete against advanced 3D brawlers
like Virtua Fighter 4 or Soul Calibur 2, which offer more features
and better graphics at a far lower price.
However, Maximum Impact's
shortcomings are easier to forgive when you consider
what SNK has been through in the past five
years. Financial distress, an insistence on supporting
outdated arcade hardware, and acquisitions by two different
corporations, including one which had no idea how to run the
company, have left SNK in pretty sorry shape.
The creators of the South Town series are
back on the right track with current owner Playmore, but SNK's
troubles have left it trailing behind its competitors, which have
long since learned to tap the power of the Playstation 2 to create
fantastic fighting games. With this in mind, it's no wonder
that Maximum Impact looks and feels like it should have been
released two years ago, and that it should have since evolved into
something much more impressive.
They may have came late to the party, but
at least SNK is off to a promising start with Maximum Impact.
Like the previous King of Fighters games, this one has fast-paced
gameplay, solid control, and a variety of memorable
characters. The fighters may be polygonal now, but the
designers have done an admirable job
of capturing the look of the South Town heroes and villains,
from the subtle hand gestures of K Prime to the flaming red
hair and distinct fashion sense of Iori Yagami.
The gameplay will be familiar to King of
Fighters as well... perhaps just a bit TOO familiar, when you
consider what the designers could have- but didn't- do with the new
3D environment. Instead of the gorgeously detailed backgrounds
of Virtua Fighter 4 or the exciting, multi-tiered levels in Dead or
Alive 3, you get generic enclosed playfields that start to feel like
cages after a couple of rounds. The walls
around each battlefield bend, but don't break when your opponent's
battered body is thrown against them, meaning that you'll
be trapped inside the arena for the duration of the
fight. This is inexcusable (yes, even for SNK) when you
consider that the otherwise unspectacular X-Men: Next Dimension let
you battle your way through an entire mansion, from the top of the
balcony to the bottom of a hidden jet hanger.
Even long-time SNK, used to the King of
Fighters games on the outdated Neo-Geo hardware, will complain that
there's not enough depth to the gameplay. Each of the previous
KOF releases introduced new play mechanics which helped distinguish
each title from the others in the series. Not only are there
no new features to speak of in Maximum Impact, but it lacks the one
thing that tied all the King of Fighters games together... team
gameplay. You'll have to settle for just one fighter in the
story mode, further limiting a game already in sore need of
depth.
There may be a lot missing in Maximum
Impact, but it's important to point out what IS there... a solid
game engine with a great deal of potential. The
character designs are quite pleasant, striking a
balance between the blindingly bright anime' of
Soul Calibur II and the more hard-edged look of Tekken 4. The
control is responsive, never robbing you of rightfully earned combos
and special moves. There are even several game modes and
"rigging models" which let you customize the characters to some
degree.
Despite all this, and my love for all
things SNK, it's very hard for me to recommend King of Fighters:
Maximum Impact. I've always loved this series and had wanted
this installment to excel on the Playstation 2 in the same way that
its predecessors had dominated arcades. Sadly, there's still a
lot of room for improvement... so much, in fact, that Maximum Impact
feels like rough framework, a skeletal structure onto which a more
complete game can be built. Let's hope that SNK will give us
this game sometime next year.
Mega Man X has taken its first
timid steps into the third dimension with this sequel, the first
game in the series released exclusively for the Playstation
2. Capcom's done a surprisingly good job of making
the transition from sprites to polygons, but nevertheless, the
game has one major flaw... it's still Mega Man X, with all that
that implies.
The new style of artwork has
brought with it a fresh new character, the young and cocky
Axl. When the members of his gang of vigilantes suddenly
start acting, well, irregular, he wisely chooses to sneak
away in the dead of night, eventually crossing paths with veteran
Maverick Hunter Zero. After some initial hesitation, Zero
joins forces with Axl and the two work together to bring down
the corrupt members of Red Alert.
So where does the title
character, Mega Man X, fit into all this? Well, Axl may be
named after a former Guns 'n Roses member, but X is the one who's
bitter and out of shape. He's retired from the Maverick
Hunters, but you can convince him to come back once you've rescued
enough of the hostages scattered throughout each stage,
demonstrating to him the importance of your mission.
With or without X, you'll play
Mega Man X7 with a team of two characters, selected at the beginning
of each stage. One character serves as an anchor, and the
other one can be brought in when his abilities are better suited to
the terrain, or when the first hero is dangerously weak. It's
a brilliant addition, lessening the difficulty of what has
historically been an extremely challenging game.
True to its heritage, Mega Man
X7 is pretty darned tough. It'll take several tries
just to finish the first round, and it takes even longer to adapt to
the three dimensional playfields and Axl's unique
abilities. Many of the stages feature both side-scrolling
action and slightly less linear 3D gameplay. The 3D scenes are
difficult for all the usual reasons- frustrating camera angles and
confusing depth perception- but the side-view sequences can be
tricky as well. Sometimes enemies appear over the horizon
and attack you from a distance... even with Axl and X's
auto-targeting, it can be tough to hit these renegade Reploids, and
if they happen to drop items after you've beaten them, the
much-needed energy boosts fall out of your reach
rather than into your hands.
The boss battles can be
especially aggravating thanks to the polygonal levels. Only
one of the Maverick fights takes place in a traditional
side-scrolling environment. You'll fight the rest of the Red
Alert gang in large 3D arenas, which make it difficult to
target your adversary and dodge his attacks. The most
frustrating of these fights is against Snipe Anteater, who spends
most of his time hiding behind a glowing cylinder while launching
explosive army ants and guided missiles at you. You can't
reach him from behind that cylinder, but he'll continue to throw
everything he's got at you, making the battle extremely unfair
unless you've got the right weapon to even the odds.
Fortunately, Mega Man X7 is a
game that rewards persistence. If you tough it out just long
enough to memorize the layout of the stages and rescue some of the
hostages, you'll gain both experience and valuable power ups.
This in turn improves your performance and raises your grade, from a
humiliating D to a praise-worthy A and beyond. The
graphics also give you an incentive to keep playing after the
frustration begins to mount... they're very crisp, and cel-shading
is used just where it's needed; on the characters themselves,
not their surroundings. The sound is much harder to
appreciate... although the music fits the atmosphere, some of the
sound effects are ridiculous (the oscillating lasers sound like they
were lifted straight out of a Hanna-Barbera cartoon), and the voice
overs are even worse. The actors' performances weren't just
phoned in... they were left on a friggin' answering
machine!
You'll need to
invest time and effort into Mega Man X7 before you can truly
begin to appreciate it. Some players won't have the patience
for this, but anyone who's struggled through the previous Mega Man X
games and emerged victorious will probably enjoy this one as well,
even with its controversial move to 3D
gameplay.
The only really satisfying thing about this game (aside from
the Cooking With Scorpion segment) is that, after many years, Midway
has finally acknowledged that violence is the only element of Mortal
Kombat that keeps the series alive. Just watch the film
included with the game that describes the making of Mortal Kombat:
Deadly Alliance. For all their excitement about the realistic
death animations and the controversy surrounding them, does the
ape-like Ed Boon and his team of programmers ever talk about the
gameplay? This dirty word barely escapes their mouths.
The documentary takes as much care to avoid the topic as it does
hiding the designers' naughty T-shirts and the XBox controllers used
in playtesting, but Deadly Alliance can do nothing to disguise its
lackluster gameplay once these initial distractions are
ignored. Once you start playing, you'll once again realize
what you've always know about Mortal Kombat from the moment the
series began... it can dazzle you like no other fighting game, but
it will never, ever be as fun to play as Capcom's Street Fighter
series.
Yes, the gameplay has been completely redesigned.
However, I can't stress enough that this new design is hardly an
improvement. The one advantage Mortal Kombat had over other
fighting games is that it was fast and intense... this is no longer
the case now that Deadly Alliance has downshifted to slow-paced
close quarters fighting. There are still elements from the
previous Mortal Kombat games, like the familiar special moves, but
the emphasis on them has been reduced now that characters can move
in 3D. This means, of course, that you'll have to close in on
your opponent to do the most damage... but that's also where you'll
be most vulnerable, as many of your attacks are frustratingly slow
and rigid. Punches and kicks don't combo well, even the ones
specifically designed to do so, and the freedom of movement while
attacking in Soul Calibur just doesn't exist here. A lot of
other things that added depth to the best 3D fighting games are
entirely missing here as well. The playfields, are sharply
drawn as they are, lack definition. You won't find X-Men: Next
Dimension's interconnected levels, or Bloody Roar's breakable walls,
or even Virtua Fighter's ring out zones... none of these exist in
Deadly Alliance. Don't let your eyes deceive you... that acid
pool might be just inches from your opponent, but an invisible force
field will prevent them from falling in regardless of their energy
level. Chalk this up as a missed opportunity on Midway's
part... there's a million ways for the characters to die, but the
designers didn't bother to take advantage of them.
Perhaps they were too busy perfecting the graphics... and
they really are perfect. This is one place where Mortal
Kombat: Deadly Alliance really excels. The characters are
painstakingly detailed, so much so that characters bear uncanny
resemblences to popular celebrities. Li Mei's a dead ringer
for Lucy Lawless of the long-forgotten Xena television series, and
Bo' Rai Cho shares a lot in common with Fat Bastard, from the large
jiggling belly to the total lack of manners. He relies on his
own vomit as a weapon, and you'll be surprised and a little
disgusted at the way it cascades from his mouth in gelatineous
brown-yellow chunks. Of course, we can't forget about the
blood... it not only stains the playfield, but turns a deep brown as
it dries. The blood also seeps into the cracks you've made on
the floor and sprays out of the opponent's stomach, if you just
happened to leave your weapon there. Finally, the fatalities
are genuinely disturbing... if that's what you came for, and it's
very likely that you did, you'd better grab a strategy guide because
you won't want to miss any of the finishing moves.
I'll give Midway credit for the Krypt as well, although it
was more difficult to use than necessary thanks to the profile
system. I'm still not sure why they included this... there's
no point in repeatedly forcing players to enter a password if they
can just as easily hide their memory card from bratty little
brothers who might want to unlock all the goodies.
Furthermore, the password's not going to stop them from erasing the
file entirely in the BIOS screen. In addition to THAT, I can't
think of anyone who wouldn't want to loan their save data to a
friend, saving them the trouble of having to open all the coffins in
the game (sorry, but I'm not using Ed Ba-boon's moronic names for
all the items in the Krypt). Anyway, once you create a profile
and enter a password, you can collect a wide variety of coins which
act as the keys to over six hundred coffins inside the Krypt.
Each coffin contains something different... the highest priced
coffins contain new characters and outfits, and the cheapest ones
could have just about anything inside. You'll pry open a
casket with a handful of gold coins, only to find jade coins inside,
thus leading you on a wild goose chase that leads you to finding
absolutely nothing in the coffin appropriately marked "FU".
Frustrating? Sure. It's still more fun than playing the
actual game, though.
This is the part of the review where I'd recommend Deadly
Alliance to rabid Mortal Kombat fans... but I can't even do that,
because it plays nothing like the older Mortal Kombat games. I
can, however, offer this advice: if you loved the violence and
flashy graphics in Mortal Kombat, Deadly Alliance has so much of
both that you might not even notice the mediocre gameplay. You
certainly wouldn't be the only one who forgot about
it.
The evolution of the 2D fighting game hit
its peak with the masterfully designed Capcom vs. SNK 2 and its
little brother on the Neo-Geo Pocket, Match of the Millennium.
Seperately, both SNK and Capcom had created many outstanding
one-on-one fighters, but it was only when the two companies joined
forces that their full potential could be unlocked.
Sadly, this partnership would not last
forever. The mismanagement of SNK at the hands of Aruze, and
its subsequent purchase by Playmore, split this dynamic duo
apart. Since that time, neither SNK nor Capcom have been able
to reach the level of excellence achieved in Capcom vs. SNK 2.
In fact, Capcom hasn't even made much of an effort to top the
masterpiece it helped create, settling for re-releases of past
classics like Street Fighter III, and coughing up the lazy, and
downright lousy, Capcom Fighting Evolution in a half-hearted attempt
to keep the Street Fighter franchise clinging to life.
SNK has been more ambitious, developing
several new fighting games starring its iconic South Town
heroes. King of Fighters: Maximum Impact tried to bring Terry
Bogard, Ryo Sakazaki, and Iori Yagami into the 21st century with
glossy polygonal graphics. Then there was SNK vs. Capcom: SVC
Chaos, which hoped to recapture the magic of Capcom vs. SNK 2 by
once again pitting the hungry young fighters of South Town against
classic Street Fighter stars like Ryu, Chun-Li, and
Guile.
SVC Chaos didn't meet with the
expectations of most fighting game fans. It was badly hobbled
by stiff control and the limitations of the decade old
Neo-Geo. Luckily, SNK's latest title, Neo Geo Battle Coliseum,
comes a lot closer to hitting the mark. Battle Coliseum
(originally designed for the Dreamcast-powered Atomiswave arcade
system) pushes both the Playstation 2 hardware and SNK's own
development team a lot harder than its predecessor.
All that extra effort was
not wasted... it's resulted in a game that's vastly superior to
SVC Chaos. The "so old-school the students have been evacuated
and the building has been scheduled for demolition" play mechanics
have been thrown out and replaced with fast, frenzied tag-team
action in the tradition of Marvel vs. Capcom and King of Fighters
2003. The chunky sprites have been whipped into fighting
shape, and all those hideous backgrounds are a thing of the past,
being swapped out with playfields that bring back fond memories of
classic scenes from past Neo-Geo titles. Even the
music, an electrifying assortment of heavy metal tunes, is a
huge step up from the low-key soundtrack in SVC Chaos.
The only thing you lose in the trade up
from SNK's last fighting game is the cast of Capcom's heroes... but
you won't miss them which when you spend a little time getting
acquainted with their replacements. The developers have chosen
wisely when building the Battle Coliseum character roster, offering
a large selection of heroes spanning the entire Neo-Geo software
library. It doesn't matter what your favorite game on the
system was... from the lethal elegance of Last Blade to the down 'n
dirty backstreet brawling of Fatal Fury to the outright silliness of
World Heroes and Metal Slug, Battle Coliseum's got you
covered.
There's a pretty nice mix of characters
here, but the selection isn't airtight... a few duds did manage to
slip through the cracks. Among them are Chonshu and Chonrei,
the twin brats from Fatal Fury Real Bout Special; Cyber Woo, the
metal-plated, 800-ton gorilla from King of the Monsters; and perhaps
most head-scratching of all, Kisarah from Aggressors of Dark
Kombat. Yes, Alpha Denshi's tremendous flop which proved that
Final Fight and Street Fighter II are two great tastes that taste
horrible together.
As an added, ahem, "bonus", there are two
characters unique to Battle Coliseum. One's Yuki, a mighty
morphin' power ruffian who battles his foes with dramatic
poses. The other's Ai, an obsessed Neo-Geo fan who's a lot
thinner and more female than you'd expect. Neither of them are
of much use. Battle Coliseum also marks the unwelcome return
of Orochi. SNK promised that this outrageously
overpowered final boss wouldn't be back for at least another
hundred years, but here he is, dishing out obscene damage and making
life miserable for all who dare cross his path.
Even the prince of cheap bosses (sorry
SNK, but Gill still holds the crown) can't bring down one of
the best side-scrolling fighting games on the Playstation 2.
Neo Geo Battle Coliseum isn't on equal
footing with Capcom vs. SNK 2... that game set a standard of quality
in the genre that will be almost impossible to top in this age of 3D
dominance. However, this clash of arcade titans packs
enough of a punch to knock the foul taste of
Capcom Fighting Evolution and King of Fighters: NeoWave out of your
mouth.
When people recommended that I try
Ratchet and Clank, I was a little skeptical... I thought that it
would be a pretty good platformer in its own right, but there was no
way it could touch Sly Cooper. Now that I've tried it,
however, it's become clear that Ratchet and Clank is even
better. It's got larger, more spacious rounds, less
predictable characters, better voice acting, more variety, much more
useful abilities... the list goes on and on. It's even got Sly
Cooper beat in the stealth department... it's not always wise
to meet your enemies head on in either game, but unlike Sly, Ratchet
can use one of his many weapons to pick them off from a safe
distance.
Ratchet and Clank doesn't outperform Sly
Cooper in every respect... it's derivitive of other platformers,
including Insomniac's previous series Spyro the Dragon and Naughty
Dog's Crash Bandicoot, and the artwork, while crisper and more
colorful, doesn't leave the lasting impression that Sly Cooper's
did. Nevertheless, Ratchet and Clank is the better of these
two games, and a strong candidate for the best platformer available
on the Playstation 2.
"Forget about the Playstation 2 for a
second... how does it fare against Super Mario Sunshine?"
Whoa, whoa... let's not go nuts here! Ratchet and Clank is
bound to come up short in a comparison like this. Let's face
it, nobody designs levels quite as well as Nintendo... they're
always beautifully integrated and devilishly clever. Ratchet
and Clank, on the other hand, has levels that are well integrated
and reasonably clever. They're still very good, but they lack
the careful thought Nintendo had put into Super Mario Sunshine's
playfields. Instead of wide open spaces that allow the player
to both explore and uncover hidden items, Ratchet and Clank offers a
central point with several linear paths extending from it, and
several more straightforward trails springing from those
paths. You definitely feel the difference between these two
styles of level design... in Super Mario Sunshine and its
predecessor Super Mario 64, you'll excitedly shout, "Wow... there's
just so much to see and so many places to explore! What
do I do next!?" A lesser, but still competant platformer
like Ratchet and Clank makes it pretty clear where you're supposed
to go and prevents you from going anywhere else, taking away some of
the excitement of being dropped into an entirely new
world.
Furthermore, the vast selection of
weapons in Ratchet and Clank doesn't always work to the game's
advantage. You'll have loads of fun blasting enemies with
missiles, machine guns, and mines, but sometimes you just
want a weapon that could do it all. Each item in Ratchet
and Clank is reserved for one use, or perhaps two if you're really
clever, but the waterpack in Super Mario Sunshine was far more
versatile, handling a wide variety of situations and encouraging the
player to discover even more uses for it. After switching from
the flamethrower to the key to the bomb glove to the water displacer
in Ratchet and Clank, you'll wish you could just replace them ALL
with something more handy.
Despite the hassle of swapping out
weapons, Ratchet and Clank is a fun and very memorable game, and it
actually does have advantages over Super Mario Sunshine. Mario
just isn't a very compelling hero these days... he may have moved to
the third dimension over six years ago, but his personality is still
just as flat as it was when Donkey Kong was first released.
Ratchet and Clank are much more fun, and they're surrounded by a
large cast of equally enjoyable, if somewhat familiar
characters. You'll look forward to encounters with the
self-absorbed intergalactic hero Captain Qwark and Supreme Chairman
Drek, the galaxy's most diabolical businessman. The
chemistry between the juvenile, impulsive Ratchet and his
intelligent yet naive robot Clank is also a delightful surprise...
just because they're stuck with each other doesn't mean that
they always enjoy each other's company.
I've spent the entire review telling you
everything you already knew... that Super Mario Sunshine is the best
platformer money can buy, and that Mario is the world's most boring
mascot. What you may not know is that Ratchet and Clank is
worth your time whether you're stuck with just a Playstation 2 or
have a GameCube as well. It's a fantastic game in its own
right, and thanks to its nearly endless supply of weaponry, it has
that added touch of sadism you just can't get from Mario's
adventures.
There are a few unusual traits that
keep this otherwise typical role-playing game from being
quickly forgotten. The first is that it was produced by
Aruze's video game division (formerly SNK) and brought to the United
States by Midway. Neither of these companies are known for
making role-playing games... in fact, Shadow Hearts may very well be
Midway's first.
It's fitting
that this was their introduction to the genre, however, because
Shadow Hearts follows the Midway model with its dark, disturbing
artwork and controversial storyline. This also differentiates
Shadow Hearts from the majority of its competitors... it's just
much creepier than most of Square's releases. I dread to
think of what would happen if any parents bought their kids this
instead of the similarly titled Kingdom Hearts... this
definitely isn't a Disney approved game, with a tight focus on
the undead and characters who frequently contemplate taking
advantage of their fellow party members. The hero
Yuri manages to keep his hands to himself, but you can't
say the same thing about the accupuncturist Meiyuan, who has a
disturbing tendency to help himself to his male clients. After
a couple of encounters, you'll start to wonder if he should be
paying THEM for his "services".
There's one
more thing that seperates Shadow Hearts from other role-playing
games... although it doesn't necessarily improve it. The
Judgment Ring determines the outcome of battles and gives the
player an opportunity to gamble for stronger attacks. It works
a little like the timed attacks in Paper Mario... there's a large
circular artifact with glowing slices of varying sizes, and it's up
to you to hit the lit portions as a line sweeps around the edge of
the Judgment Ring. Some lit areas have red fringes, and
if you press the button as the line touches them,
your attacks will be stronger than usual. It's an innovative
idea that's sadly overused... the Judgment Ring not only
influences your attacks but nearly everything else in each
battle. You'll even have to deal with
this when you use items, and sometimes even before you can take
them! It's clear the designers were proud of this idea, but
the average player won't be nearly as enthused about it after a long
stretch of battles.
There's not
much else worth mentioning in Shadow Hearts. The graphics are
mediocre, with the same kind of dark, confusing rendered backgrounds
that took most of the fun out of Final Fantasy VII. Despite
the still backgrounds, the characters themselves aren't especially
well drawn or detailed, hovering between PSOne and PS2
quality. The monsters you'll encounter are even worse, ranging
from boring (wolves, bats) to ridiculous (green water
creatures with an annoying laugh that would make even Steve
Urkel cringe). The animation is impressive, with unique deaths
for each of the monsters and realistic attacks for each of your
party members, but that's the best the game has to offer
visually.
The soundtrack
is hardly worth bringing up... it's predictable, repetitive, and
during the fight scenes, very obnoxious. You'll be tortured
with the wailing of a tone-deaf banshee as you battle your foes, and
once one of the characters runs out of turns and loses their minds,
you'll come dangerously close to following their lead once the
already rotten music regresses into something even
worse. There's not much voice acting, but what's there is
pretty average and sometimes inconsistent... one of the females
switches from a cavalier American to an angry, excited Japanese
woman, all in the same attack!
The gameplay
is solid, but again, there's little here that's truly
memorable. Shadow Hearts' combat system borrows heavily
from Final Fantasy's battles, as do most role-playing games.
The Judgment Ring helps draw a distinction between the two games,
but the similarities are still pretty obvious. The designers
added a graveyard which you can access to earn new character forms-
and that's good- but you'll be forced to travel here periodically to
silence the angry souls of the monsters you've killed- and that's
bad. I just don't see the logic in forcing the player to
participate in another boring fight after they've already won a
dozen of them. It's even worse that you're not compensated in
any way for your trouble... you get no money, no experience, and no
soul points for winning these enforced battles. What you WILL
get, however, is hunted down by the main character's deceased father
until you've fought to reverse all your bad karma in the
graveyard.
Considering
their lack of experience with these games, Midway and SNK (and
whatever pachinko company that currently owns them) did a more
than satisfactory job with Shadow Hearts. There are still
about a half dozen RPGs on the Playstation that are superior to this
one, however, so you'll only want to consider Shadow Hearts if
you're looking for a game with a much darker mean streak than any of
them.
XBOX:
Your view of this game will depend almost
entirely on your opinion of The Simpsons. Yes, there are
actually a few people who don't like the show and never have.
To those folks, The Simpsons: Road Rage is going to seem like a
desperate clone of Crazy Taxi with the characters from an
inexplicably popular television show stapled to it. However,
the many, many Simpsons fans out there will probably consider
Road Rage one of the best and certainly the most faithful game
based on their favorite sitcom.
I'm not even going to bother recommending
this to anyone who doesn't like The Simpsons. If you guys
already have Crazy Taxi, you're not missing a thing. Road
Rage's cars look and feel like remote controlled toys thanks to
the primitive graphics and a new control scheme which lacks Crazy
Taxi's realism and impact. Furthermore, even though the game
has more characters, more levels, and more voice than the game that
inspired it, none of these things will be relevant to you. I
dare say that you'll consider this a painful experience, with the
Simpsons characters only salting the wound.
However... however. If you enjoy
The Simpsons, or in my case, used to enjoy it, you'll think of Road
Rage as the first episode you can actually play. The first few
Simpsons games concentrated primarily on Bart and his "hilarious"
catchphrases ("Here's one you better learn for your adult years...
'Hey, buddy? Got a QUARTER?!?'"), but Road Rage is much more
diverse, giving most of the show's cast a chance to speak up.
Some of their quotes are right out of the show, but others were
recorded specifically for Road Rage, which means you'll hear
conversations between friends and family members. There's even
an introduction that accurately captures the humor of the
show... after Hans Moleman is poisoned by one of Mr. Burns' atomic
buses, he begs to be killed... and Marge helpfully offers, "That
poor man. Someone SHOULD kill him!"
What's really surprising about Road Rage
is that there are a lot of characters, and a lot of locations...
significantly more than Crazy Taxi or even Crazy Taxi 2. Sure,
it gives the game more variety, but more importantly, you get to
listen to more Simpsons stars and fully explore the town of
Springfield. It's just some kind of crazy rush to actually
drive past all the places you remember from the show, even if they
aren't always in the right places (c'mon, guys, everyone knows the
world's largest toilet was set in a flat field, not a
forest!). Listening to all of the characters' comments is
great, too... they can get repetitive, but fortunately, the game
tends to surprise you with a new quote every once in a while.
The only way they could make the Road Rage experience any
better is to offer a celebrity edition featuring the voices of Jon
Lovitz, "Oh no!" Bette Midler, and a cast of dozens. The
possibilities would be endless... and best of all, it would give
players the chance to run over Alec Baldwin!
Repeatedly.
Well, Simpsons fans, you've been waiting
almost a decade for a truly good Simpsons video game, and at last,
your ship has come in. It's not just any ship, either... it's
Knight Boat, the crime-solving boat!
I like platformers, and I like
charismatic animal characters. With this in mind, you'd think
a game like Sly Cooper was perfect for me, but it also features
something I've never enjoyed... stealth action. I'm not a
patient person, and games like Tenchu and Metal Gear Solid test a
player's patience in every possible way, forcing them to slowly
sneak up on enemies so as not to be noticed... and making them
complete each round with exact precision. Having grown up with
fast paced shooters and fighting games, I prefer a more direct
approach, dealing with enemies fist to face rather than trying to
hide from them.
Fortunately, Sly Cooper's gameplay uses
stealth action more sparingly than Metal Gear Solid. This
light seasoning of sneakiness gives the game more originality than
the majority of bland polygonal platformers, but doesn't force the
player to tread carefully through every square inch of every
stage. Sometimes, enemies won't notice you until you're hit by
their spotlights, but other foes are more aggressive, hunting you
down if you're nearby. Sure, you could sneak around them too,
but why waste the time when a swat of your staff will take care of
them permanently? Similarly, rooms with laser detection must
be navigated with extreme caution, but once you disable the alarm
that controls the security, you can backtrack with ease, letting you
comb through the stages for hidden items.
Of these items, you'll want the clue
bottles the most... a complete set lets your nerdy,
neurotic friend Bently piece together the codes which unlock the
vaults in each stage. These vaults, in turn, hold pages of the
Thievius Raccoonus, the Cooper family's ancient guide to better
larceny. Pages of this book will give Sly new abilities,
giving the player a much stronger incentive to search every square
inch of every round than Rare's platformers ever had. Better
yet, there aren't a massive amount of clues in each round, and
they're not impossible to find. The game will even give you a
helping hand if you can open the vaults in certain stages... instead
of a page from the Thievius Raccoonus, you'll find a blueprint of
the boss's hideout.
Sly Cooper contains a lot of scenes where
precise control is an absolute must, especially when you're
desperately jumping from platform to platform as your nemesis (and
unwilling love interest) Carmalita Fox blasts them to bits.
You don't always get this solid control in polygonal action games,
but Sly Cooper is very forgiving, offering the player both tight
control and generous collision detection. Even if the hook or
wire you need to grab isn't directly in your path, you'll wind
up snaring it anyway. Encounters with enemies are just as free
of frustration, provided that you haven't been caught in their
flashlights. Once that happens, survival becomes much more
difficult, with every thug in the vicinity hunting you down like a
pack of rabid coonhounds. The lesson here, as it is in every
other stealth action game, is not to be noticed. If you break
that rule, you've earned any misery you may have brought upon
yourself.
The graphics are fantastic... creating a
cartoony atmosphere was important to the designers, and it's clear
they've succeeded. The cel shading in Sly Cooper is
surprisingly effective... the characters actually DO look like
cartoons instead of polygon builds with thick, ugly outlines.
It helps that they're so beautifully drawn and animated, so much so
that you can get an idea of each character's personality just by
watching them walk. The playfields are remarkably original,
full of detail, and have plenty of objects to break. To
strengthen the cartoon association, there are even animated segments
between rounds describing both pages from the Thievius Raccoonus and
the origins of each villain. The overall presentation will
remind you of what would happen if Tim Burton lost his obsession
with the undead and started producing episodes of Scooby-Doo along
with Nickolodeon's most daring cartoonists. You can strain
your brain trying to figure out what you'd get from this unlikely
combination, or just rent Sly Cooper instead... I highly recommend
the latter course of action.
The music and sound doesn't carry the
same impact as the graphics, but it does fit the overall theme, and
the voice actors do cartoon quality work, even if their characters
are hopelessly predictable. Perhaps Sly Cooper adheres a
little too closely to cartoons in this respect... villains like the
Panda King and Muggshot are just cheesy stereotypes, despite their
detailed histories. The heroes (if you can call a band of
thieves that) fare slightly better, although I could have sworn I've
seen that purple hippopotamus in a couple episodes of The
Critic. Bently the turtle has an Austin Powers/Professor Frink
aura about him that makes him tough to dislike, and Sly himself is
as cocky as you'd expect a master thief to be, with just a touch of
gravel in his otherwise youthful voice.
So, is there anything at all in Sly
Cooper that could be described as bad? Not much, but I will
say that the mini-games are pretty aggravating. You'll find
everything from a series of slow-paced, frustrating car races (I
hope nobody at Sucker Punch is considering Sly Cooper Kart)
to the unfortunate lovechild of Robotron: 2084 and the Vectrex,
heh heh, "classic" Rip-Off. Seriously, couldn't the designers
have thought of a better game to use as a template than the worst
title available on the Vectrex? Geez, a little common
sense is in order here. One of the stages near the end of the
game, a fun derivitive of Asteroids set in cyberspace, is worth
coming back to a few times, but the rest are a little too
frustrating for their own good. Speaking of frustration,
nothing in Sly Cooper is quite as maddening as the encounter with
the final boss, Clockwerk. The first two fights, reminescent
of the boss battles in Space Harrier, aren't so bad, but the
obstacle course you're forced to navigate afterwards is
absurdly difficult. Even that wouldn't be quite so irritating
if dying at this point- and yes, you will be dying quite often at
this point- didn't send to back to the very beginning of the
fight. There was absolutely no need to make the player fight
the Clockwerk's previous two forms... it's an annoying, pointless
waste of time that's made even worse if Sly exits the round to find
the protective horseshoes he'll need to have any hope of
survival. Once you return, you'll not only have to fight
Clockwerk from the beginning but listen to his unavoidable speech
about rubbing the Cooper family out of existance. After a
dozen failed attempts to finish the last round, you'll either reach
for the nearest GameShark, or just let Clockwerk finish the job
and turn Sly into owl pellets.
So that would be my only advice to Sucker
Punch when they're ready to make a sequel to Sly Cooper...
leave the mini-games to Spyro the Dragon from now on, and don't
make the last boss any more aggravating than he absolutely needs to
be. I really am looking forward to another Sly Cooper game,
though... it's more fun than a stealth action game has a right to
be, and a sequel has a lot of possibilities. New abilities for
Sly are always good, but entirely new playable
characters (perhaps distant relatives of the Cooper family who
somehow managed to hide from Clockwerk?) would be even
better.
Does anyone still want to argue that
video games aren't a form of art? Well, if that's the way you
feel (and you're actually a video game player, as opposed to some
bigot judge who's seen almost five minutes of The Resident of
Evil Creek), just try to tell me that after playing a few rounds of
Street Fighter EX 3. Sure, it plays well. Sure, the
graphics and sound are passable. But you know what? It
sucks anyways. And it sucks because there's no trace of
artistic expression in the design.
Let's look at the graphics. The
characters are very plain... you could almost forgive the jaggies
and the ugly gouraud shading if the designers had added something to
distinguish them from their Street Fighter or Marvel vs.
counterparts... smooth, clever animation, new outfits,
SOMETHING. That something doesn't exist, so all you've got are
generic action figures. When these Hasbro
refugees throw fireballs or slam one another to the floor,
there's no dynamic animation, dynamic special effects, or dynamic
anything that really keeps the player interested. The
designers just didn't care. Neither will you after playing the
game for thirty minutes.
Next, there's the music. It's all
pulled from previous editions of Street Fighter EX, which means that
it's fine, but also means that the designers ran out of ideas.
If I wanted to hear Skullomania's original theme, I'd play the
original game. Moreover, the soundtrack is kind of annoying in
the team modes... like the Marvel vs. games, the theme changes as
characters are defeated, but unlike those games, the music in Street
Fighter EX (having been written in 1997) was never designed to be
switched around repeatedly. Don't get too attached to any of
the tunes, because you won't be hearing any one of them for
long. As for the sound effects, the voices were changed, but
everything else is pretty forgettable. Smack, bam, kaboom,
zzz... oh, sorry. That last sound effect was mine.
Finally, there's the gameplay. This
has been improved the most, but some of the new ideas just weren't
given much thought, proving that even the play mechanics suffer
without some sort of artistic direction. The new story mode is
idiotic... after team battles, versus battles, one on three battles,
and who knows what else, you'll start to wonder if the damned game
will finally make up its mind and offer you a series of fights
with some consistency. Ace (possibly the other half of the
Ambiguously Gay Duo) isn't much better... he allows you to build
your own fighting style with moves borrowed from the rest of the
game's cast, but to get the most out of him you'll have to wade
through the boring, sometimes confusing training mode. Are we
having fun yet? Not here. Not ever.
Street Fighter EX 3 perfectly illustrates
that competent game design isn't enough. The first game
in the series may not be as pretty and it may not have as many
characters, but it does have one very
important feature this waste of a sequel is
missing... creativity. Try to remember to include that in your
next EX game, Capcom.
Those of you who've been playing video
games for a while may have taken quite a liking
to Treasure, the design team best known for
sleeper hits like Guardian Heroes and Radiant
Silvergun. While that devotion is understandable,
it's important to remember that even the creators of
Gunstar Heroes are mortal, and they too are capable of making
mistakes. Take Stretch Panic, for
instance. This title started out as a tech demo,
originally planned as framework for a Tiny Toon Adventures
game. Buster Bunny and his friends were eventually
given their walking papers, but the
well-intentioned but clumsy gameplay never evolved past its
humble origins as a game based on a kids' cartoon.
If nothing else, Stretch Panic is
original. The game stars a little girl named Linda and her
possessed scarf, an article of clothing with a wicked black hand
that can grab nearby objects and, well, stretch them. This
hand can be used to not only attack enemies, but interact with the
environment as well. Linda will need
this ability to exorcise the evil spirits inside her seven sisters,
which act as the game's bosses. Sounds great so far,
right? Putting the pinch on enemies and stretching their
bodies out of proportion sounds like a fun way to spend the
afternoon. Ah, but that's before you realize that the game has
serious flaws.
The first of these are the awkward
controls. All of your enemies, even the big-breasted
bimbos aimlessly wandering through the first stage, have weak
points that must be targetted in order to destroy them.
Unfortunately, it's so very difficult to guide your scarf to
these weak points that you'll feel like you're trying to
pick up a dime with boxing gloves. It'll take multiple
attempts before you can hit each target... this is mildly irritating
when you're battling the mindless minions and their monstrous
mammaries, but an absolute nightmare when faced with the more
dangerous bosses.
Here's where the next big flaw comes into
play. You'll guide your hero with the first analog stick on
the Dual Shock controller, and the scarf with the second.
Where does that leave the camera? In the fumbling hands of the
computer, of course! During boss fights, you'll often find
that the camera is too close to your character, and pointed away
from the enemy you need to attack. By the time you re-center
the camera with the shoulder buttons and take aim at the boss,
chances are, they'll already have set their sights on you.
Things get even worse when your gigantic foe sends waves of
missiles, tiny grim reapers, and animated boogers after you...
the scarf is too slow and clumsy to fend off these adversaries,
and running from them only prolongs your inevitable, frustrating
demise.
Stretch Panic's final shortcoming is that
it just isn't much of a platformer, especially when you compare it
to later Playstation 2 titles like Sly Cooper or Ratchet and
Clank. The graphics are (to put it kindly) subpar, with
abstractly drawn characters and ugly texture mapping, and there's
just not enough to do thanks to the barren level designs and
overemphasis on boss fights. There are no enhancements for
your scarf, no tricky platforming challenges to overcome, and
no hidden rooms that reward clever exploration... you
just fight busty women to increase your points, spend those points
on confrontations with your possessed sisters, and repeat the
process until you've won the game. Hopefully, you'll have
replaced the disc with something more entertaining long before that
happens.
Perhaps Treasure's most
unfalteringly loyal fans will argue that a game like Stretch
Panic just wasn't well suited to the Playstation 2. I'll agree
on that point... if Treasure had held onto this idea for just a few
more years, they could have brought it to the Nintendo DS instead,
where the pinching and stretching action would have been felt a
great deal more natural. However, Stretch Panic's flaws
run far deeper than its problematic control, proving that (as much
as some gamers would like to believe otherwise) Treasure doesn't
always live up to its ambitious name.
Just when you thought it was safe to shut
that closet overstuffed with peripherals you'll never use
again, along comes Time Crisis III and its pair of bright
orange firearms! Better make some room for those GunCons...
if there's any room left!
The first thing you'll notice about these
mock weapons before you sentence them to exile in the land of
misfit toys is how obscenely difficult it is to get them ready for
the game. It's not enough to connect the GunCons to
your Playstation 2, oh no! You'll have to do your best
impersonation of the king of convoluted contraptions, Rube Goldberg,
to get things started.
First,
you'll plug each gun into a USB port... then join the two guns
together with a coupler... then plug the PS2's video jack into the
coupler... then finally connect the coupler to the back of your
television set. Wait, wait, that's not all! If you want
to play the game with a more advanced video connection than the
composite cables that the GunCons natively support, you'll have
to shell out big bucks for an optional adapter!
It's no fun getting the ball rolling, but
once you set it into motion, you'll understand the need for the
elaborate setup. The GunCon controller is precise down to the
pixel... the only thing that stands between you and the next stage
in Time Crisis III is your own aim. This makes the
future of the Nintendo Wii even more exciting... if
the system's wand controller can match the accuracy of the
GunCon without all those annoying cords, the Wii may just
live up to all that pre-launch hype!
But er, back to Time Crisis III. If
you're not familiar with the series, here's the deal... as a pair of
ace military specialists, you'll storm through each stage, picking
off hundreds of well-armed foes. Like House of the Dead and
Virtua Cop, the action is very cinematic, with dynamic camera angles
and plenty of exciting cut scenes.
However, what distinguishes Time Crisis
from those games is that you're not pushed through each level.
If you need a quick breather or some cover from enemy fire, you can
hold a button to hide behind jeeps, walls, and other protective
barriers. That button can be on just about anything... the
light gun itself, standard Dual Shock controllers, dance mats, and
even the pedals from steering wheels! This versatility was a
smart move on Namco's part, letting the player get as close as
they can afford to be to the arcade experience.
What WASN'T such a great idea was the
counterintuitive weapon select system. You can only switch
firearms by pressing the trigger of the GunCon while hiding behind
cover. Each of the four available weapons are best used in
different situations, so you can imagine how frustrating it is when
you need the rapid-fire precision of a machine gun but inadvertently
switch to a shotgun or a grenade launcher in the middle of an
grueling gun battle. The fact that your partner can be hit in
the crossfire makes this issue even more
infuriating.
The graphics and sound are both
appropriately cinematic, making you feel like you've been dropped in
the middle of a slick action film (Danny Glover not included).
Explosions fill the screen and rock your speakers, while a
threatening array of terrorists crowd the playfield like so many
G.I. Joe action figures crammed into a kid's toy chest. Like
most Namco arcade ports, Time Crisis III is a very sleek,
polished game, with the the only blemish being the course textures
of the rocks you'll hide behind while reloading your gun.
There's not a large audience for light
gun games these days. What was once the most popular
alternative controller for game consoles has taken a back seat to
everything from keyboards to dance pads. If you're one of the
few gamers left with a trigger finger that's begging to be
itched, this is the only opportunity you're going to get to satisfy
that craving for at least a couple of months. Maybe this
long-neglected genre of games will become more prevalent once
Nintendo's Wii hits store shelves, but the latest Crisis game is
enjoyable enough to help you bide the time until
November.
The original polygonal fighting game is
on... please don't make me say it! Ooooh... all right, all
right. Virtua Fighter 4 is on the Playstation 2. It
should have been released for the Dreamcast, and from the looks of
the PS2 version, it COULD have been made for the Dreamcast, but
that's not what happened, and I'll just have to accept
it.
Anyways, Virtua Fighter 4 on the (gulp)
Playstation 2 is terrific, just like the previous Virtua Fighter,
and the Virtua Fighter before that. I've never been especially
fond of 3D fighting games, but it's been tough for even me to ignore
this series. Unfortunately, Virtua Fighter 4 doesn't demand to
be noticed the way the previous games had.
For starters, the graphics that typically
make a huge leap in quality from game to game are only marginally
improved in Virtua Fighter 4. Virtua Fighter 2 added detail
and more realistic character designs to the series, and
Virtua Fighter 3 almost completely eliminated the blocky edges of
the fighters, making them amazingly lifelike. VF4, on the
other hand, takes the Shenmue route, adding details to the
characters you're not even sure you wanted, like bulging veins,
oversized muscles (fine for Wolf, but not so fitting for Vanessa),
and thick patches of body hair. After watching the ocean of
wrinkles on Lau's forehead, you'll probably agree that it's best to
leave some things to the imagination.
The backgrounds have lost a lot of the
dimension they had in Virtua Fighter 3, which could be a blessing or
curse depending on whether or not you want the playfield to be a
factor in each fight. Personally, I enjoy throwing opponents
off the tops of three story buildings, but you could always argue
that a more flat surface keeps the focus on the players rather than
their surroundings. In any case, the playfields are pretty
attractive (unlike, say, the dark, depressing locales in Bloody Roar
3), and many feature an impressive special effect that makes them
more realistic, like snow that's packed down as you walk over it or
clay tiles that shatter when a character is dropped onto them.
Each round is fairly large and some contain walls and fences (some
break, others don't), which helps prevent annoyingly cheap ring out
victories.
Like the graphics, the music doesn't have
as much impact as it had in previous Virtua Fighter games.
There's a good selection of hard rock tracks, but none of them stick
with you like Sarah's theme from Virtua Fighter 2. One thing
that remains constant in every Virtua Fighter game is the voice over
work, which is great for the Asian characters and moronic beyond
description for the remainder of the cast.
That reminds me... there are a couple of
new characters in the game, and by that I literally mean just a
couple. Vanessa's a cop with Halle Berry's face and the body
of an Olympic weightlifter... it's as you would imagine a pretty
scary combination. Replacing the generic sumo wrestler from
Virtua Fighter 3 is Lei Fei, a generic Shaolin monk most likely
added to capitalize on all those wire-fu movies that were popular
last year. They're not as memorable as SNK's best characters,
but they've got a little more personality than your typical Virtua
Fighter star, like the blond temptress in the surprisingly modest
outfit who's been in every other 3D fighter ever made. Plus,
Lei Fei's got a lot of attacks that lead into fighting stances,
which in turn lead to new attacks... just the thing for skilled
players who'll happily spend hours learning everything there is to
know about their favorite characters.
Then there's the gameplay. I can't
really say I like it, but it is about as good as the other games in
the series. Some new play mechanics have been added, although
it's up for debate just how much they change the feel of the
game. These include stun hits (complete with an onscreen
indicator that warns the player to shake out of it as quickly as
possible), attack reversals (unlike Dead or Alive, just grabbing
that outstretched arm or leg isn't enough to do damage), and
simplified 3D movement (doubletap in the direction you want to
move).
I can't really call Virtua Fighter 4 a
disappointment, because it's an excellent game and a surprisingly
good arcade translation considering the design team's unfamiliarity
with the Playstation 2. On the other hand, it hasn't
dramatically improved the series the way the previous games
had. Considering the quality of Virtua Fighter 3, however, you
have to wonder if such a step forward would have even been
possible.
Katamari Damacy
is back, and this time, it's brought along a few friends!
Actually, they're fans of last year's surprise Playstation 2
hit, and they're all here to make requests of the King of All
Cosmos. The King is more than happy to oblige them after
a little flattery, but naturally, his son the Prince (and any
cousins he happens to find along the way) will be doing all the
work!
We Love Katamari doesn't stray too far
from the original. You'll use a sphere that looks like a dog's
chew toy to sweep up the debris in your path. Eventually,
you'll be able to pick up bigger and better things, and your
katamari will grow from the size of a tennis ball to a small
planet. If you reach that point before time expires, the King
will go all Horkheimer
on your ass, taking the fruit of your labor and sending it
skyward as a celestial body.
It may seem like business as usual for
Katamari Damacy, but this sequel is full of subtle
improvements. The stage select screen is easier to
navigate, and you're given the option to immediately restart
stages if you find yourself off to a lousy start. The best new
feature (aside from a significant reduction in kingly crotch.
THANK YOU, Namco) is that any cousins you meet can be used in place
of the Prince, even in the single player mode!
We Love Katamari also features more
distinct levels and specific goals to go along with
them. In one stage, you'll save gluttonous fairy
tale stars Hansel and Gretel the trouble of dealing with a scary
witch by tearing down her gingerbread house, then delivering it to
them. In another, the katamari is set ablaze, and the only way
to keep the fire burnin' is to continually roll over small
objects. If it burns out, or you fall into a nearby
river, the King will toast YOU to a golden brown with a hail of
laser beams!
The new objectives add variety to We Love
Katamari, but they also raise the difficulty level. If you
thought the King was demanding in Katamari Damacy, wait 'till you
get a load of what the fans expect from you now! Even if you
do manage to complete a stage, they won't be truly satisfied until
you've collected everything in sight. Don't stop at the
kitchen sink... get the miles of plumbing it's attached
to, the treatment facility that supplies those pipes with water, and
even the nearby dam just to be safe!
This added challenge, coupled with the
assumption that players are already familiar with the original,
makes We Love Katamari a game best reserved for fans of the
series. If you haven't already played the first Katamari
Damacy, spend some time with it first. That way, you won't
feel like you've been left out of the loop when you graduate to
this equally satisfying, if self-indulgent,
sequel.
Funny thing about Activision's X-Men
fighting games. I'm always excited to try them... but
ultimately, they always leave my high expectations
unfulfilled. Next Dimension has more characters, more
background interaction, and more exciting special moves than
Paradox's previous two X-Men games, but the gameplay remains bland
even when you're throwing your opponent through windows and blasting
them with enormous laser beams.
As you continue to play the game, you'll
keep asking yourself why Next Dimension isn't as enjoyable as it
could be. The graphics are quite good, featuring large,
colorful battlefields with plenty of breakable items and other
obstacles. Most amazing of all is that several of these
playfields are interconnected... you may start out in the
narrow hallway of Charles Xavier's mansion, but it's anyone's
guess as to where the fight will end. Once you knock your
opponent through the hallway door, out the second story window of
the mansion, into a secret entrance once hidden by a basketball
court, and onto an elevator leading back to the first floor, you
could very well find yourself back in the hallway where
the battle started. This adds more realism, variety, and
excitement to the game... it's more realistic because the locations
have depth, dimension, and freedom of movement. There's more
variety because you could see an entirely different portion of the
playfield at any given moment. Finally, the excitement comes
into play when you've sent your opponent headfirst off a cliff
or into a deep, dark hole. While it's true that X-Men: Next
Dimension isn't the only fighting game to offer large, complex
stages, it uses them more effectively than many of its
competitors.
This alone will keep you playing
X-Men: Next Dimension even after you've become bored with
it. It doesn't hurt that Patrick Stewart offers his charming
yet authoritative voice as a reward for beating the game. It
helps even more that there are several hidden characters in the Next
Dimension, including a couple of the more obscure mutants
as well as powerful alternate versions of the main cast. If
you thought Betsy Braddock was tough to beat, just wait until you
meet her even deadlier alter ego Psylocke! Whether you're a
fan of Marvel's comics or just the best of the Star Trek captains,
there's plenty of nerd bait in Next Dimension to go around.
Finally, the super moves are just as spectacular in X-Men: Next
Dimension as they were in the game's main competitor, Capcom's
Marvel vs. Capcom 2. Betsy's most powerful attack incorporates
her skills as both a psychic and a ninja... she leaves her opponent
wandering blindly in the middle of a mental void. As the enemy
struggles with the voices in his head and the images of butterflies
floating before his eyes, Betsy strikes... and
continues her stealthy assault until her foe is brought
down for good.
When a game's got this much going
for it, how could it be anything but fantastic? You'll be
haunted by that question as you continue to play Next Dimension and
continue to not enjoy it. Eventually, you'll begin to
understand what Activision did wrong with the game... you'll realize
that the unreliable control has been constantly robbing you of the
special moves you need to defeat your opponent. You'll also
notice that the special moves don't lend themselves as well to
strategic fighting as the ones in Capcom's fighting games.
You'll think about the brutally ugly computer rendered movies, and
you'll also remember how frustrating the story mode was, featuring
unfair battles against overpowered opponents and a limited selection
of playable characters. Then you'll know why you ignored your
gut reactions as a Marvel fan and rented X-Men: Next
Dimension instead of purchasing
it. |
|
PLAYSTATION 2
CPU |
MIPS R5900
64-bit |
MHz |
299MHz |
RAM |
32MB |
Media |
DVD-ROM |
Sound |
2 SPU, 48
channels |
Gfx |
Graphics
Synthesizer |
Res |
1280x1024
max |
Color |
32-bit
color |
Sprite |
18.7
sprites/sec |
Polys |
75
million/sec |
Activision
Anthology Capcom vs. SNK 2 Culdcept Dark Cloud
2 Fire Pro Wrestling Returns Gradius V Jak X: Combat
Racing Katamari Damacy Ratchet and Clank: UYA Virtua
Fighter 4 Evolution
BMX XXX Frogger: The
Great Adventure Futurama Midway Arcade Treasures
3 Namco Museum PK: Out of the Shadows Street Fighter
EX 3 Suikoden IV Super Bust-A-Move Tekken Tag
Team | |