CENTRAL REVIEW
HUB
2600
JESS JESS JESS JESS JESS JESS JESS JESS JESS JESS JESS JESS JESS JESS JESS JESS JESS JESS JESS JESS JESS JESS JESS JESS JESS JESS JESS RUSS JESS JESS JESS JESS JESS JESS JESS JESS JESS LYNX
COLECOVISION
NES
SUPER NES
NINTENDO 64
JESS JESS JESS JOHN JOHN JESS JOHN JOHN JOHN JOHN CARL GEO GAME BOY ADVANCE
GAMECUBE
PHIL TONY JESS JESS JESS PHIL JESS JESS JESS NINTENDO DS
GENESIS
JESS JESS JESS MANDI JESS JESS JESS JESS JESS JESS JESS JESS JESS GAME GEAR
SATURN
JESS JESS JESS JESS JESS JESS JESS JESS M.DelG JESS JESS JESS JESS JESS JESS JESS JESS JESS JESS JESS JESS JESS JESS JESS JESS JOSH JESS JESS JESS BYRON JESS JESS JESS JESS JESS JESS MANDI JESS JESS JESS JESS JESS JESS DREAMCAST
JESS JESS JESS JESS JESS JESS JESS JESS JESS JESS JESS JESS JESS JESS NEO-GEO
JESS JOHN JOHN JOHN JESS JOHN JOHN JESS JOHN JESS JOHN NEO-GEO POCKET
JESS MANDI PLAYSTATION
JESS JOHN JESS KAO PHIL JOHN JESS JESS JESS JESS JESS JESS JESS JESS JOHN JESS JESS JOHN PLAYSTATION 2
PSP
JESS JESS X86 PC
JESS JESS JESS JESS TONY JOHN JESS JESS JESS XBOX
JESS JESS JESS JESS TONY PHIL PHIL PHIL PHIL PHIL TONY PHIL PHIL PHIL JESS JESS COIN-OP
JESS JESS JOSH JOSH JESS JESS JESS JESS JESS TONY JESS JOSH TONY JESS JESS TONY JESS JESS TONY JESS JESS TONY JESS JESS INTELLIVISION
JESS AMIGA
JESS TURBOGRAFX-16
JESS JESS 3DO
JESS WONDERSWAN
JOHN VECTREX
JESS |
OUR RATING SYSTEM
FIRST FEW
PUZZLE /
RPG Puzzle Quest is a surprisingly addictive
hybrid between a puzzle game and an RPG. Even someone like me
who doesn't particularly favor puzzle games can get a lot of
enjoyment out of this one. Put simply, the game is similar to a
strategy RPG in execution, complete with plot events and quests
reachable via an overworld map where you can select your next
destination. However, whenever you enter battle, you "fight"
by playing the game's puzzle mode. All combat is one-on-one;
you and your opponent take turns moving gems around on the board,
matching colors in order to gather mana (used for special skills),
gain experience or gold, or damage your foe. The puzzle game's mechanics are
relatively simplistic, but it holds interest fairly well, and there
are plenty of other things to do outside of that. You can
level up your character, fight random battles at any time you wish
(you aren't restricted to fighting only quest-related battles like
in some strategy RPG games), build a citadel to give yourself
various benefits, buy or craft items, and so forth. Even after
you hit the level cap, there's still lots to do. One curious aspect of the game is it is
expressly designed not to be frustrating. There is absolutely
no way to lose the game, and there's no penalty for failure.
If you are defeated in battle, you still gain some experience and
gold, and you can jump right back in and restart the fight without
restriction. If you are attempting to capture a monster and
you fail, there's a "Try Again" button right there for you.
You don't even need to hunt down another monster to capture.
You're allowed to retry the attempt against the same monster as many
times as you wish. Not to mention the game gives you
hints. Yes, hints. Not very good at the game? Just
wait long enough and it'll do things like point out four-of-a-kinds
for you just in case you miss them. All of this, combined with the fact that
you can close the lid to put the game into sleep mode at virtually
any time that you wish, makes this title an excellent "casual"
game. Carry it around in your coat pocket, and whenever you
get stuck in a line or something, pull it out and play a few
rounds. It's definitely a game that you can play for any span
of time. Pick it up for short bursts here and there, or spend
hours at it at a time, whichever suits the occasion or your
mood. The main downside to the DS game is it
was adapted from a PC game, and so the PC version has a few features
that were not shoehorned into the DS title. For example, the
sound quality in the DS game is quite diminished; for some reason,
the music clips horribly at times, which gives it a staticy sound as
if it is overloading the DS's speakers. Also, the graphical
effects during battle aren't as distinct; when you clear a row of
skulls, for example, it's much more obvious in the PC version that
you are damaging your enemy. A few game play elements are not
explained in the DS version's tutorial at all (such as exploding
skulls), which means you might have no idea what is going on with
them unless you've played the PC game first. Still, most of the game is here, and one
advantage of the DS version over the PC one is the portability of
it. If you like puzzle games or you enjoy building characters
in RPGs, you probably won't regret picking this one
up.
ACTION GENUINE
GAMES Sometimes, you can't know how truly
wretched a game is until you experience the trauma of playing it
firsthand. Such is the case with 50 Cent: Bulletproof, the
wrongheaded third-person shooter starring cow-eyed, pudgy-faced
rapper Curtis Jackson. You can read reviews of Bulletproof for
the rest of your life and it still won't prepare you for the horror
of playing it! The nightmare begins with the storyline,
a paranoid fantasy with 50 Cent and his partners in thuggery getting
swarmed by every jack-booted thug in the state of New York. If
this is some kind of c-o-n-spiracy as the instructions suggest, the
villains, dressed in SWAT gear and armed with the loudest and
largest guns this side of Ted Nugent's house, aren't doing a very
good job of keeping it a secret! Anyway, as 50 Cent unravels
the tightly knotted string of broken Christmas tree lights that
passes for a story in this game, he meets a drug-pushing doctor,
Eminem (who really should know better), and the mastermind behind
the sinister plot against him... Charles Nelson Reilly! He
hasn't seen a paycheck in thirty years, and he's pissed! Well, the lead villain kind of
looks like Charles Nelson Reilly, but with the graphics as dark as
they are, who could tell? We're not talking about the kind of
dark that sets an effective mood, either... no, playing this game is
like experiencing the onset of blindness. Everything is either
pitch black or rendered in hues outside the visible color
spectrum, bringing back haunting memories of the original,
light-deprived Game Boy Advance. The only difference is that
you can't set Bulletproof directly under a flourescent lamp to
brighten up the characters and their inner-city
environment. You'll just have to be thankful for the few
things you CAN see, even if they're not as attractive as they
are in other, better, Xbox games. While on his illin', chillin',
and 40 ounce swillin' adventures, 50 Cent coughs up a random
assortment of canned, profanity-laden catchphrases, hoping against
hope that one of them will stick. The music is similarly
persistent and twice as obnoxious, with four or five different sound
bites from the rapper's albums played ad nauseum. Did the
designers of Bulletproof loop together fifteen second clips
from a small handful of songs to preserve space on the disc, or is
50 Cent's work really this monotonous? Whatever's the case, it
won't be long before you start to feel like the test
subject in a sadistic mind-control experiment conducted by the
RIAA. Of the many crimes against humanity that
50 Cent: Bulletproof commits, none are as atrocious as the
gameplay. You'd need a naughty list the size of Santa's to
cover all the mistakes the developers made when creating this
game. On the rare occasion that they actually do something
right, they manage to screw it up with another dumb design
flaw or unnecessary play mechanic. Take the melee attacks, for
instance. Cowboy Curtis never runs out of ways to bury his
combat knife into an enemy, making the instantly fatal blows the
most entertaining part of the game. Of course, since it's so
much fun to dispatch soldiers at close range, the developers
included a sluggish stamina meter to make sure you can't use the
knife more than once every thirty seconds.
Brilliant! Wait, it gets better! Say you're
standing near a door or next to a corner when you pull off the
knife attack. While you're bissecting that gun-toting agent,
another goon will jump behind you and stick an Uzi in
your back. The moment the counterkill animation ends,
you're pumped full of lead and forced to start the stage from the
beginning. You're not given a chance to defend yourself,
because you've used your knife attack for the week and the game's
clumsy manual targeting makes it impossible to aim for that soldier
hiding in your blind spot. If you're thinking your posse's got
your back, think again... they're as dumb as a sack of rizzocks, and
are all too happy to watch as you get gunned
down by foes you couldn't see. Situations like this are why you'll be
seeing a lot of the game over screen, with 50 Cent holding out his
arms like a 21st century messiah. The only way you'll keep him
off the cross and in the action is to activate all of the game's
many cheats, including invulnerability, unlimited ammo, unlimited
weapons, and most importantly, unlimited patience. Once
you've switched on all these safeguards, the game becomes almost
playable... but "almost" just isn't good enough when you consider
the many, many third-person shooters on the Xbox that are better
than this one. With an abundance of flaws so contrary
to the point of gaming that they have to be
intentional acts of sadism, Bulletproof truly is worse than any review could hope to
express.
ACTION CLOVER 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.
ACTION /
GUN 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.
ACTION ARTDINK
Oh, Mr. Domino...
if only you were as invincible as the title of your game
suggests! The truth is, this tiny hero will stumble over
all kinds of hazards as he struggles to build spectacular lines
of tiles. These obstacles,
ranging from swinging boxes of chocolate-covered pretzel
sticks to massive station wagons, will join forces to
make Mr. D's life
miserable... and very short. Regardless of
the risks involved, Mr. Domino refuses to be swayed from
his mission. He's out to set up the ultimate chain of
dominos, spreading them across shady casinos, convenience
stores, and quiet Japanese suburbs. And once they're dropped
in place, he'll return to the scene of the crime (namely, littering)
to tip them all over. If he's smart, he'll place the tiles in
front of trick squares... once these are triggered, objects in
the background are set into motion, adding a touch
of Rube Goldberg-inspired flair to the spectacle of dropping
dominoes. As Mr. D goes
about his business, unaware of the futility of constantly
unraveling his own work, you'll notice that his world bears a
striking resemblence to the colorful cosmic playgrounds
of Katamari Damacy. Every object on the playfield is
rendered with a modest polygon count and a limited amount of detail,
but their bright colors ensure that they're easy to spot against the
more elaborate backgrounds. The stages are cleverly designed,
illustrating their respective
settings perfectly. Whether Mr. Domino is dodging dice on a
craps table or weaving around discarded sandals in the breezeway of
a Japanese home, there's never any
doubt about his current location. The soundtrack
acknowledges the game's outlandish premise, but never surrenders to
it, striking a balance between Mr. Domino's lighthearted
Nippo-centric setting and the merciless challenge hidden
beneath it. Your heart will pound to the beat of
the throbbing techno-influenced tunes as Mr. Domino makes a mad
dash for the health square that will let him cling to life for just
one more minute. It only takes
one stage before you realize that this isn't going to be
the cakewalk that Katamari Damacy was. In fact, once you get
past the skin-deep visual resemblence, you'll start to see that No
One Can Stop Mr. Domino! is the polar opposite of Namco's surprise
hit. It's not just because Mr. Domino drops what the
Prince of All Cosmos and his cousins would likely clean up with
their rolling junk collections. The game offers far less
freedom than Katamari Damacy, pushing the hero through each
linear loop of a stage rather than letting him admire his
surroundings. If Mr. D misses something important
the first time through, he won't get another shot at it until the
next lap... if he survives long enough! What brings
these two games together are the qualities they share... charm and
originality. The only game that even comes close to playing
like Mr. Domino is Kid Klown's Crazy Chase on the Super NES and Game
Boy Advance, and without the strategy that comes from dropping
tiles, it's not an especially
accurate comparison. There's also
no stopping the game from taking pride in its Japanese roots.
There's plenty of head-scratching humor in store for
players who trigger the trick squares in each stage.
Vegetables will sing, microwave ovens will explode, and famous
paintings will scream bloody murder as their eyes bug out...
and it will all play in reverse if Mr. D walks over a
reset square! It's moments
like these that will leave just you as determined to succeed as
the game's square-headed star. Victory never comes easily in
No One Can Stop Mr. Domino!, but it's always sweet.
COLLECTION DIGITAL ECLIPSE
Consider this an apology for the rather
silly review of Capcom Classics Collection I wrote last
year. It didn't give you much information about the games
included or the quality of the emulation, opting instead for a "new
journalism" approach that spent entirely too much time trying to
sell a clumsy school reunion analogy.
This time, I'm going to keep the
irrelevant rambling to a minimum and concentrate on the game.
Forget new journalism... this review is gonna be old-school all the
way, just as a good critique of a classic arcade collection should
be. So what will you find on Capcom Classics
Collection Remix? A surprising amount of fresh content,
actually. Players who were eagerly awaiting the second
volume of Capcom Classics Collection (hinted at on the spine of the
original) will find it right here on the PSP, with an almost
entirely new selection of arcade favorites. The only games that were already
available on the Playstation 2 and Xbox include Legendary
Wings, Forgotten Worlds, Final Fight, Section Z, and Bionic
Commando. They're all such accurate translations that you'll
feel as though you snuck out of an 80's arcade with bulging pockets
and a shrink ray tightly clutched in one hand. Unfortunately,
the PSP does break the illusion of arcade perfection with its blurry
screen and that wretched D-pad. The system's flaws hurt all of the games
in the collection to varying degrees. You'll barely notice the
blurring in titles with large characters and intricately detailed
backgrounds, but if you plan to spend more than a couple of minutes
with Black Tiger or Side Arms, you'd better schedule an appointment
with your optomotrist first! As for the
crappy D-pad, you can always play games with the more responsive
analog nub instead. The nub works especially well when
steering your car through the danger-filled wastelands of Speed
Rumbler. Oh, Speed Rumbler... how I wish I could
love you. You're a clever pairing of the run 'n gun action of
Commando and the teeth-clenching vehicular combat of the Mad
Max films. Yet you somehow manage to ruin it all with cheap
gameplay, restrictive time limits, and situations that are almost
impossible to survive. Barely touching the edges of cliffs is
enough to blow up your whole damn car, enormous semi trailers loaded
with missiles are only slightly slower than your own vehicle, and
although you can escape your car when it bursts into flames, you're
so helpless without it that you can't possibly survive for more than
a few seconds. So much promise, yet so much wasted
potential. For shame, Capcom! Luckily, the other games on the
collection are more than just great ideas. I loved Chiki Chiki
Boys on the Sega Genesis, and now it's back, with the same vibrant
colors and adorable characters but a new name. Whatever you
call it, Mega Twins is an irresistable side-scrolling platformer
despite its total lack of depth. Magic Sword doesn't have that
charm, but the mindless medievel gameplay is largely the same... you
just have more monsters to slay and nearly a hundred floors to
visit, each holding prisoners who become loyal allies once you
spring them from their cells. Final Fight and its more outrageous
cousin Captain Commando will satisfy the bloodlust of
players looking to bury their fists in the faces of sleazy
thugs. Final Fight's got the biggest and best graphics, but the
Cap'n has the flashiest finishing moves. You can
set fire to crowds of foes, and even slice enemies in
half... frankly, the only Capcom beat 'em up more brutal than this
one is The Punisher, not included in the package due to copyright
issues. Shooter fans can take to the skies with
1941, Legendary Wings, Section Z, Varth, Side Arms, and Last Duel
(whew!). That's a whole lot of games to choose from, but most
aren't as entertaining as the wholesome goodness of classics like
1943 and MERCS, which were left out of this collection. Last
Duel in particular suffers from an identity crisis, with gameplay
that's split between sluggish racing and the airborne,
rapid-fire action that players really wanted. 1941 is
probably the best of the lot, but all that beautiful scenery packed
into every stage restricts your movement, making it a step down from
its predecessor 1943 (but still miles ahead of 1942). Then there are the oddballs, surprising
inclusions like Block Block and Quiz & Dragons that are the
perfect stress relievers after spending a frustrating hour with
Strider. In Block Block, you, well, break blocks with a
paddle. Sure, it's been done before, but there's a distinct
Capcom flavor here that distinguishes it from Arkanoid.
Quiz & Dragons is a quiz game set in the middle ages.
You'll quite literally match wits with ogres and other fantasy
creatures, answering trivia questions from a time when rap groups
were almost as threatening as Al Roker and when corny sitcoms ruled
the airwaves. The collection is topped off with the
delightful Three Wonders and Street Fighter. While it doesn't
come close to the famous sequel, Street Fighter is still a welcome
addition to Capcom Classics Collection Remix, introducing players to
the game that got the ball rolling on the series. Three
Wonders, a lost gem that was previously available on the Sega Saturn
in Japan, is even better here. It's an arcade jukebox that
features three different games. Midnight Wanderers, predates
Metal Slug with the same run 'n gun action, but a more whimsical
medievel setting. Chariot is a less demanding R-Type,
with the elves from Midnight Wanderers taking gliders through a
series of surreal stages. Finally, Don't Pull is Capcom's
second clone of the action/puzzle title Pengo, and a much more
endearing game than its first. Put 'em all together, and you've got the
most exciting alliance of 80's powerhouses since The
Superfriends. Crap, another analogy! Let me try this
again. Capcom Classics Collection Remix is a dream team of
arcade hits with only one significant flaw... the shortcomings of
the PSP itself. Had it been released on a home console, CCCR
would have earned an even higher rating, but as it is,
it's undoubtedly the best collection you'll find on a
handheld.
FIGHTER 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.
ACTION There are many stars in the world of
video games, but none shine as brightly as the heroes of the early
1980's, when the industry was still young. There's Pac-Man,
and Sinistar, and Pitfall Harry, and of course Mario... who could
forget any of these guys? Then, further down the list... no, keep
going... ah yes, there we are! MUCH further down the list,
there are the B-grade celebrities of classic gaming... those
characters that hang out in the dusty corner of your
nostalgia-riddled mind. Some of these
forgotten heroes, like Mr. Do!, Stanley the Bugman,
and that penguin from Antarctic Adventure are content
with one toe hanging from the edge of obscurity, but Dig Dug refuses
to accept an early retirement. Frustrated by his fading fame
and further humiliated by the increasing popularity of his son
Mr. Driller, the hot-headed hole digger vows to make a
comeback. Unfortunately, Dig Dug's latest adventure
is unlikely to win over any new fans, or even most of the older
ones. Dig Dug: Digging Strike is buried under an avalanche of
awkward features that neither enhance the game, nor work especially
well together. You get the feeling after a few monotonous
hours that the designers were frantically throwing every power-up,
mini-game, and half-baked play mechanic they could think of at the
hollow core of Digging Strike's gameplay, hoping that something
would stick. In the end, nothing does... including the player,
who will be quick to swap the game with something more
enjoyable. So, what will you be doing in
Digging Strike when you're not distracted by all that
useless clutter? As Dig Dug, your mission is to protect an
island country from rampaging monsters by... uh, sinking
all the islands. Apparently, the citizens of this nation
would rather drown than suffer the indignity of being swallowed
alive by these fifty foot tall Pokemon stunt doubles. Anyway, soaking these savage beasts takes
a little planning, along with frequent migrations between the top
and bottom screens on your DS. The top screen displays the
surface of the current island, while the bottom screen illustrates
what's going on underneath it. Giant screws are strategically
placed on the top of the island, just barely extending into the soil
below. Once you dig into that soil and drop the
screws through the bottom of the island, the land starts
to split. Drop enough screws and pieces of the island will
break away and sink into the surrounding ocean. If the monster
happens to be on that section of the island as it sinks, the
creature drowns, and you can proceed to the next stage. Just
be careful where you're standing when that last screw falls, or that
monster will have company down in Davy Jones'
locker! The basic play mechanics are clever, and
they seem to work for the first few stages. Then the islands
get larger, the screw patterns become more complicated, and the
classic Dig Dug gameplay gets obfuscated by over a dozen power-ups
you don't really need. Some even halt your already sluggish
progress with cameo appearances by Mr. Driller. The star of the most overrated Namco game
since Tekken tries to lend his old man a hand by stunning
the monsters, but he only succeeds in boring the player with
shameless product placement that Namco generously calls
mini-games. These interactive ads for Xevious and Rally-X
aren't the least bit entertaining, and they have little bearing
on the outcome of the game they so frequently interrupt. Thankfully, you can take Mr. Driller out
of the equation, but even without him, the Digging Strike formula
still adds up to unending boredom for the player. It's no fun
zig-zagging through a screen's worth of dirt to make each screw
fall, and when the stages grow to three times their original
size, Dig Dug is forced to dig under nearly a dozen of them to
make any progress. Throw in the possibility of a stalemate
which forces you to start the stage from the beginning, and you've
got a game you'll be sorely tempted to bury under a ton of
debris. Dig Dug was hoping that Digging
Strike would help him take back just a little of the spotlight
he lost over the past twenty years. Unfortunately,
Namco's miner celebrity only wound up digging an even
bigger hole for himself. Maybe it's time to put down that air
pump and pick up a pair of enormous scissors for the grand opening
of that new shopping mall, Taizo.
RACING CRITERION
There's not much that can be
said about Burnout Legends that hasn't already been mentioned
earlier in my review of Burnout 3: Takedown. You get the same
crash 'em up, smash 'em up action, with very little removed to
accommodate the portable format and a lot more from Burnout and
Burnout 2: Point of Impact to make up for these minor
shortcomings. Just how does Burnout Legends
compare to its console counterparts? Let's start with the
visuals. They're not quite as good as they were on the Xbox or
Playstation 2... but they're close. You get slightly less
picturesque backgrounds out of the deal, and the game's vehicles,
while still just as bright 'n shiny as before, lack some of the
detail they once had. Nevertheless, you'll have no trouble
recognizing all your favorite hangouts from Burnout 3, along with
bonus tracks from the first two games. Now, the frustration of
racing through a congested airport and the tightest turns this side
of Delpino Square is yours for the taking... if you actually want
it! The sound actually edges out
the console versions slightly, with the roar of engines changing
noticably from vehicle to vehicle and the teeth-clenching screech of
cars scraping against the side rails in each track.
Unfortunately, the game is still saddled with over a dozen tunes
from Electronic Arts' stable of flash-in-the-pan recording
artists. Unlike the Xbox version of Burnout 3, however,
there's no release from the heavy metal heartache of Billy (Lacks)
Talent and The Comeback Kid. This is especially
perplexing, since the PSP has native MP3 support... it would have
been ridiculously easy to let the player tap into their own music
collection, instead of forcing them to settle for the
second-rate songs supplied by EA Trax. This brings us to the
control. This is what really sets Burnout Legends ahead of the
pack! Rather than feeling too stiff and mechanical, like Ridge
Racer, or too floaty, like WipeOut Pure, Burnout Legends achieves a
perfect balance. It's just tight enough to let you merge into
the next lane without ramming into a nearby divider, but responsive
enough to weave through tight turns and around dangerous hazards
without much effort. This razor-sharp control is what
will keep Burnout Legends spinning in your PSP long after the
system's other racing games have been permanently retired to their
protective cases. The gameplay is largely the
same as it was in Burnout 3, with all of your favorite challenges
included. These include the standard races, the deliciously
vicious road rage mode, the crash contests that have become a
trademark of the series, and those accursed Burning Lap
trials. Hey, wait a minute, I didn't want THOSE! These
futile races against time are joined by the pursuit mode (a holdover
from the second Burnout) as the least appealing of the many options
available to the player. Chasing after crooks could have
been a lot of fun, if the criminals in question weren't given
turbo-fueled tanks that are almost impossible to catch and even
tougher to bring down. Still, like the many cars
you'll force into oil tankers and off the edges of cliffs, the other
modes are a half ton of flaming fun. Even the plain vanilla
races are more entertaining when you can fight your way to the
finish line, ramming your rivals into buildings and
oncoming traffic. Road rage is even better, challenging you to
fold, spindle, and mutilate as many opponents as possible before
your own badly damaged beater falls apart. Then there's the
crash mode... this loses a bit of its appeal thanks to the PSP's
lengthy load times, but you'll still squeeze plenty of enjoyment
from triggering fifteen car pile-ups if you're not obsessed with
winning gold medals in every event. When it was first released,
the PSP was praised for its high-quality racing
games, considered the best to ever hit a handheld
console. What's most impressive about Burnout Legends is that
it's not only better than those excellent launch titles, but a
whole lot better, with the variety, the tight control, and
the addictive gameplay that Ridge Racer and WipeOut Pure were
missing. Just when you thought
the bar for racing on the PSP was as high as it could go,
Burnout Legends comes along and sets it firmly in the
heavens!
ACTION Here's an important prescription for
anyone who's thinking about snapping up this surgical action
game... be sure to get a copy of Nintendogs along with it.
Trauma Center is as nervewracking as it is ingenious... you'll be
completely stressed out after finishing the game's most difficult
surgeries, and you'll need a more laid back DS release to
steady those shaking hands and that frantic
heartbeat. After you're done playing with your
puppy, you'll be ready for another round of Trauma Center... and
believe me, it won't take long before you'll want a crack at
that next seemingly impossible operation. In Trauma Center,
you play as Doctor Stiles, a determined young surgeon fresh out of
medical college. At first, the doctors and nurses will
question your inexperience. However, once you've proven
yourself, you'll earn the respect of the hospital staff, and even be
given the chance to work your magic on patients throughout the
world. Previous video games based on the
delicate science of surgery have been slow and awkward, but the
Nintendo DS makes becoming a hotshot doctor as easy as picking up
the nearest stylus. Generally, you'll use it as a
scalpel, drawing lines to cut through skin and remove diseased
tissue. However, the icons lining the sides of the screen
change the function of the stylus, transforming it into a variety of
other surgical tools. The forceps allow you to pull shards of
glass from a damaged organ, while the syringe lets you reduce the
swelling in tumorous growths. Each surgery must be completed within a
time limit, while keeping the patient's vitals (shown as a number on
the top-right hand of the touchscreen) high. Making mistakes,
like injecting a tumor with the wrong medicine or burning a hole
through tissue with the surgical laser, lowers the patient's
strength and wastes valuable time. Fortunately, Doctor Stiles
can use healing gel as a surgical White Out, rubbing it
on to blot out the errors he's made. In desperate
situations, he can inject green medication into the patient to
boost their vital signs, or even slow time to a crawl, perfect for
treating a half dozen blocked blood vessels before they all burst at
once. Even with these advantages, surgery in
Trauma Center isn't easy. You'll be pressured not only
by time constraints and the worsening condition of your
patient, but by the pointed comments of your surgical partners,
which cut deeper than even your best scalpel. Your stress
level will go through the roof when you're given vague and even
misleading information about the surgery that could ultimately
cost you a patient. Chances are, you'll have to go through an
operation several times before you get it right... and it'll
take a few more tries before you can finish it with a high
rating. You'll be frustrated by Trauma Center,
for sure. However, it's just as certain that you'll be back
for more punishment. The hook of the gameplay is largely
dependent on the stylus... you really feel like you're in the
operating room, draining toxins from an oozing
wound and setting bandages on an incision you just
stitched together. The storyline is just as compelling, with
emotional dialogue that legitimizes the medical setting and
makes the outcome of each surgery even more important.
Finally, the polygonal graphics during each
operation border on the surreal, but they're always reliable, with
every important detail being a cinch to spot. It may raise your blood pressure (all
right, there's no "maybe" about it), but you'll still be glad you
brought home Trauma Center. It's a fun, frantic action game
with a heavy dose of originality, and it really
dusts the cobwebs off the underutilized Nintendo DS
stylus.
ACTION /
ADV. INTICREATES
PROS: Not quite as
frustrating as previous MMZ games, interesting Zero Knuckle system,
new customizable Cyber Elf system |