04-12-08
Posted by Ben at 21:43

Every now and then a game comes along that just doesn’t need a review, where every preconception and bias you have in your head is right on the money. From the second SEGA revealed the werehog dynamic Sonic Unleashed became one of those games. But wait, haters don’t celebrate just yet, and fanboys wipe away those tears, Unleashed isn’t as bad as you might think.


To some extent Sonic Unleashed is the game of two halves that it was predicted to be, with the Sonic stages easily rising above the werehog’s, however things aren’t quite that cut and dried. For one the game is far less buggy than 2006, and the last ‘proper’ Sonic effort to get a PS2 port, Sonic Heroes. For the most part you won’t get randomly thrown to your death or fall through the floor, everything feels a little more finished.

The game opens with an impressive CGI cutscene that lays out the plot, Eggman, for reasons known only to himself, is seeking to unleash Dark Gia - a demon that lives in the planets core, which tears the planet apart continent by continent. By night Sonic is transformed by Dark Gia’s evil energy into the controversial ‘werehog‘, tasked with restoring the continents, stopping Eggman, and finding a cure for himself.

The daytime stages have Sonic ripping along at lightning speeds, switching from 3D to 2D (or an approximation there of), enemies and obstacles get in your way, with alternate routes accessible by timing jumps and chaining attacks. It’s not true to say that these stages faithfully recapture the 16 bit glory days, they’re too short and relentless for that, however they are a capable re-imagining of the old style.

Each full Sonic level is followed by a handful of shorter ones, these use the same stage, or a modified version there of, but alter the conditions for success. More often than not you’ll have to acquire a certain number of rings, but you may also have to complete the course without taking a hit, or even race it as a time trial gaining extra time for each checkpoint you pass.

The Werehog stages are naturally more sedate affairs, favouring combat to Sonic’s reflex tests. While you do level up and expand your moveset, combat is essentially a combination of the square and circle buttons, with a dash of triangle to spice things up. There is a grab move to learn, but as you’re usually surrounded it’s difficult to find the time to use it, more useful is the ‘unleashed’ mode, a kind of berserker mode that’s best saved for some of the tougher enemies.

To join the action are some simplistic platform sections. These areas tend to focus on the Werehog’s reach and grab moves, seeing him swing from poles, catch a ride off enemies, and shimmy along ledges. These sections are actually fairly competent, they feel like they’re intended for the younger market, nothing too offensive or hard, almost like a well produced licence game, quite in contrast to the daytime stages, which can offer a real challenge.

It’s not all good news however, the graphics on the daytime stages leave a lot to be desired, they are suitably bright and colourful, but textures are stretched, buildings look simplistic, and Sonic is spiky for all the wrong reasons. There are a couple of instances in the later night-time stages that require leaps of faith, a problem solved if you were allowed control over the otherwise solid camera. The most infuriating aspect of the werehog stages are his tendency to sprint while you’re attempting to correct a landing or line up a jump, more often than not this results in you sprinting to your death. A few of the moves aren’t really explained adequately either, the ‘unleashed’ mode surprisingly doesn’t get its own tutorial (surprising because the game otherwise really likes to hold your hand), and you’re never told that to get distance from the spinning poles you must leap on the first spin.

There’s also the matter of the life system, to some extent it adds a degree of difficulty to the game, a reason to keep you honest. But you cannot add to the stock 3 lives, meaning that when the game does ramp up the difficulty, or even when it falls down and costs you lives, you’re punished far too harshly and dumped back to the largely needless over world. No where is this felt more than the final, epic, boss battle. You are faced with a 3 part fight, spread across numerous cut-scenes, with which you are equipped with 3 lives total. Unfortunately it is on this section that the game has a habit of glitching, sending you sideways off a jump or launching you between two boost hoops. The final part too can cost you a few cheap lives with its countdown element and ramped up difficulty, forgivable if you can just restart that section, but massively frustrating if you die 1 hit from the end and have to start the whole battle again.

Sonic Unleashed really is a game of two halves in so many ways. At times it feels like it’s aimed squarely at the younger end of the market, capitalising on Sonic’s new audience, at others it gets difficult and fast enough that only a gamer with a bit of experience will make progress. A game solely based around the daytime levels would undoubtedly been the way better route, they feel fresh and unique, allowing SEGA to display some of their old characteristics, however the night stages are not nearly as bad as you might expect. Neither section is destined for classic status, but it’s not quite the atrocity many were expecting.
1 comment / permalink


17-10-08
Posted by Duane at 12:26

Ever played a game so god damned good, that was perfect for you in every conceivable ( or as near damn-it!) that when you go to play a game from the same genre, it just doesn't compare to that game and thus the experience is spoilt. No matter how good that particular game is, its just not that other game



This is what Shin Megami Tensei: Persona 3 is to me. It came as something of a suprise that it would be as good as it actually is, and I've been unable to emerse myself into a JRPG since its European release earlier in the year, and believe me, I've tried. I've tried everything from returning to Final Fantasy XII, to starting Rogue Galaxy and even visiting my previous favourite Japanese RPG, Final Fantasy IX and none of them have that same feeling I get from making my way through Tarturus gradually making my way through each floor, gaining levels for the various Persona's that the lead character has enabled at that particular point. Then leaving Tarturus and with it the Dark Hour and heading back into the games "real" world to go to school, socialise and increase the bond between the character and the Persona's even further.

The game places you in the role of an unnamed boy, new to the city of Tokyo, who, along with a group of others, is able to be awake during a certain time of day unseen by ordinary people. This also means he can summon a Persona using a device called an Evoker, which resembles a gun. The Evoker is pointed to the head in order to force the Persona out of each characters mind.

Basically, this group of teens have taken it upon themselves to find out why and how the shadows that live in this particular time frame (called the Dark Hour) are gaining in strength and why they are beginning to have some kind of an effect on ordinary peoples frame of mind.

The core gameplay is setout into two distinctive styles, by day its pretty much a typical Japanese dating sim, wherein your relationships with those around you, and how well you are doing academically, affect your characters stats and the strength of the links to the different varieties of Persona's he is unable to summon. By night the game becomes an (optional) dungeon crawler, as you work your way through the games dungeon, floor by floor till you can go no further until the next lunar shift. Gradually the story progresses, with the majority of the key points taking place on the night of a full moon and you're able to fight your way through a new section of the tower with more difficult enemies.

It's all fairly simple RPG fair on the surface, but the game lends itself well to being played in small doses as and when you have the opportunity, or fully dedicating your time to it. Purely because of its calendar based nature, it never really forces you to play or rush at any particular point as each section of the tower is of an easily manageable size and certainly doesn't take around thirty visits to tackle. Anyhow, that would be impossible due to characters becoming fatigues or ill, or your time being taken up with other things such as socialising and studying.

However, what we have here isn't just Shin Megami Tensei: Persona 3, this is the FES edition, which includes a whole new game chapter weighing in at around 30 hours of gameplay, plus additional elements added to the original game such as extra Persona's, a weapon fusion system, plus a harder difficulty setting for those who really want to test themselves. Certainly one of the best RPG's in existence, go buy it.
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06-10-08
Posted by Ben at 15:33

Sega's superb crime brawler finally makes it to these shores, and it's well worth the wait!


It’s a bit of a difficult time to release a PS2 game, and as such it’s a strange time to be reviewing one. Do you hold it up to the next-gen standards of the newer consoles or forgive its creakier moments as being unavoidable. Lucky for both me and Yakuza 2 then that there’s not much to compare it to on the new-gen yet.

Should you not have played the excellent prequel, Yakuza 2 is essentially a 3D take on the brawler genre of yesteryear, complete with light RPG, a sprawling city, and GTA style missions to complete.

The most noticeable thing about the first game was the superb story, and it’s no different with the sequel. Full of intrigue, back stabbings and twists, the plot touches on revenge, family ties, inter-clan warfare, foreign mafia’s, kidnapping and even a love story. For the most part even the peripheral characters are well developed with fleshed out personalities and a unique selling point. On occasion they do feel a little incidental, possibly because there’s so much going on, only really existing to move the plot on or to set up a twist.

The plot is helped along by some outstanding cut scenes, which while not as sharp as the next-gen are superbly directed and impeccably performed. The first game took some stick for it dubbed voice acting, some of it justified, but the Japanese actors really bring something to the game. They are of course more suited to their characters than their American counterparts, but each treat their role with utter seriousness, nailing each and every line. Graphically the cut scenes have a bit of Rockstar style motion blur, but the textures hold up well and the animations are particularly well done.

While the game does offer lots of missions and side quests, the vast majority of them boil down to beating up bad guys, so it’s a good job that the fighting holds up. The combat starts off shallow, but quickly improves once you start levelling up. There’s a decent amount of combo’s at your disposal, throws and grab moves, weapons to pummel people with and of course the infamous ‘Heat’ moves. You could argue that once you unlock some of the better combos you’ll tend to spam them, you will need to vary your move-set to beat some of the tougher and more intelligent enemies. You also have a Heat bar that raises as you land attacks, once filled you can activate special context sensitive moves that are guaranteed to put a sadistic smile on your face.

As already mentioned you can level up improving stamina, increase the combo’s and add new and special moves to Kazuma’s repertoire. Experience is gained by completing missions, eating (which also restores health) and fighting, once you have a certain amount of filled bars you can exchange them for the new moves. You can also sell items and receive money from fights and missions to buy food, health items and garments that can be equipped to increase Kazuma’s stats.

There are a few niggles with the game, most of them hangovers from the first game. Item management is needlessly difficult, should you fill up your 9 item slots, which you will do with just fighting rewards and tissues, you have to either dump stuff or head back to your headquarters and switch them out, and you wont always have access to your H.Q. There are missions that have nothing to do with the plot yet must be completed despite feeling like nothing more than filler, side quests to soften Kazuma’s character. You also will sometimes get stuck in a combo when fighting, leaving yourself vulnerable, and on occasion you will also find yourself getting knocked down as you’re getting up off the floor, which needless to say feels a bit cheap.

Even with its glitches there is little around that can compete with Yakuza 2 on any platform. Its combat is immensely satisfying, with the Heat moves in particular being gleefully violent. While the plot is utterly compelling, as good as any crime movie of the last few years (bar the odd filler chapter) it shouldn’t be understated how funny the script is. It could be argued that outside of the cut-scene Kazuma’s cold personality is eroded, but it’s worth it for the geek fights, one liners and of course the giant baby fighting.

Yakuza 2 is so deliciously over the top sometimes it embarrasses the rest of the gaming climate. Even with its epic twisting plot it still feels every inch a video game, the crunching fighting moves, the ridiculous side quests, visiting and taking part in host/hostess bars, and of course the tiger fighting (well worth the wait to get to!).

I cannot overstate how much of a gem this game is, it is as fitting an encore for the PS2 as anyone could ask for, and the perfect antidote to the po-faced action that has so far dominated this new generation. Do yourself a favour and make sure you don’t miss out on this wonderful crime epic.
1 comment / permalink


Sep
07
2008
Posted by Duane at 13:39


NK Playmore is really pushing the companies history of 2D fighters out there onto more recent consoles, particularly the PlayStation 2, and Art of Fighting Anthology is no different, although this time round, theres 3 fighting games on one disc at a nice low price of £12.99. The problem with the Art of Fighting is that it doesn't really have the following that the likes of Street Fighter or King of Fighters has, so its hard to judge a retro compilation made up of games I've not really played before, especially as the bundle has no extras bundled into it, this is purely just the 3 games ported to the PS2. Something that immidiately strikes you is just how poor the sprites look, its incredibly jarring and its difficult to get over that feeling that this was released at a budget price because of its proposed lack of quality, then you realise you are forcing yourself to remember that these games are sixteen years old, they're going to look incredibly rough around the edge, go back to a release of Street Fighter 2 from that time and you'll feel exactly the same, but it does feel odd that SNK Playmore haven't tried to tidy the sprites up a little bit for the more powerful hardware the game now finds itself on. Something else that grated was that it felt incredibly stiff to pull of punches and kicks, nevermind link them together, theres none of the speed that is apparent in other games of the genre so when you go to press another button to try and chain a punch to the previous one for a quick one-two jab, you feel like your timing was all wrong as the game was slow to react to your actions. However, stick on Art of Fighting 2 and you begin to see some of these problems addressed, sprites look tidier, the games a little quicker and the whole experience is much more enjoyable, and the same applies to At of Fighting 3 where everything is improved once again and the game feels like one of the more modern 2D Beat-em ups that SNK Playmore has put out in recent years onto Sony's system, and for the a little over Ten English Pounds its well worth picking up to see a bit of the genre's history away from Capcoms Street Fighter franchise, particularly if you enjoy 2D Beat-em ups. Duane Weatherall
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Sep
07
2008
Posted by Duane at 13:39


onic Riders really didn't do well critically, but commercially it seems enough copies fell off of shelves into the publics hands to warrant another instalment. However, the whole idea is an incredibly odd one, Sonic the Hedgehog, the fastest character in gaming, racing using a hoverboard against other recognisable characters from the Sonic universe aswell as some that have been created just for this franchise. As said, its an odd concept, you'd think a racing game starring Sonic the Hedgehog would be better suited to an on-foot style game, like Sonic R on the SEGA Saturn, so it feels quite wrong for Sonic and co to be flying around futuristic, almost Wipeout-esque circuits on hoverboards similar to those seen in Criterions Trickstyle or Airblade. In fact the game is very very similar to Trickstyle, a very early Dreamcast game I might add, and it suffers from the same sort of problems as that particular title did way back in 1999. Namely that the screen has far too much going on at any one time, leading you towards feelings of confusion and annoyance as you make more mistakes than you really should be doing, especially as the game feels like its aimed more at the younger generation of Sonic fans who have seen him in shows such as Sonic X rather than the likes of myself who grew up with Sonic during his 2D heyday. The fact that the screen is too busy isn't the only problem either, controls feel stiff, yet somehow clumsy, and the games never really clear as to what you actually have to do in order to win a race meaning most will give it one or two tries and give up declaring it as too difficult, again, this is a huge problem when your core audience is less likely to stick with a title until they've mastered it enough to actually win a race, something that took me a little while to achieve. Its because of these problems that I fail to see anything positive about Sonic Riders: Zero Gravity, and feel its only carrying the Sonic branding in order to try and shift a few more units than it may have done if it had been a standalone title, although to be frank, the manner in which Sonic has been dragged through the dishwater over recent years has left a bitter taste with all but the most die-hard of fans and newcomers to the "Hedgehog with Attitude" that is difficult to shift, and Sonic Riders does nothing to alleviate that. A shame as it'd be nice to see SEGA and Sonic back at the top again. Duane Weatherall
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Sep
07
2008
Posted by Duane at 13:39


ake two parts Virtua Tennis, one part Mario Tennis, and mix in a whole ton of SEGA nostalgia and you have yourself SEGA Superstars Tennis. Sound good? Well, it is, if you happen to be a big fan of what SEGA have done in the past. Y'see while Nintendo present you with characters from their best known games in their sports tie-ins, SEGA Superstar Tennis relies upon you knowing some of their back catalogue, well, at least more than just Sonic the Hedgehog anyhow, although its unsuprising he has a big part to play, and will no doubt be the first character most people use. But its not just SEGA's most famous output that makes an appearance, theres also showings from Ulala (Space Channel 5), Beat (Jet Set Radio), AiAi (Super Monkey Ball) and even the long forgotten Alex Kidd, amongst others, whichcan only bring a smile to those who favoured a SEGA console over the opposition at least once in their life. Courts too are themed on SEGA franchises, with all the above titles getting their own courts alongside others which don't have any in-game character representation, such as House of the Dead. Of course, none of this would count for anything if the game played terribly, and you'd be forgiven for being wary of it based upon alot of SEGA's recent output, but rest assured, Sumo Digital have taken the engine from Virtua Tennis 3 (which they also ported from the arcades over to the XBox 360 and PS3) and built a highly entertaining game around the engine and nostalgia they had at their finger tips. Not only is it highly entertaining, but as with its sibling its incredibly accessible to begin with and has quite a bit of depth to its gameplay the more you play it. However, its not without its problems. Games can feel a little too easy to win at times, the first 5 tournaments or so I managed to get away with just hitting the ball from the left of the court to the right side, and whilst its always good for a game to start off easily and make things that bit simpler for you to get into it, this level of difficulty goes on for far too long and is only affected by the rather random feeling special abilites that each character has that are activated by keeping a rally going until the star around your character is completely yellow and glowing then hitting the pre-designated button. Although these can be just as harmful to your game as they are to your opponents, especially against an AI opponent. But, as a SEGA fan of old, I find this game incredibly charming and entertaining, I've not been the only one to get enjoyment out of it either as my young daughter loves watching the characters run around the screen hitting the ball back and forth which shows that this is a game that the whole family can enjoy it together. Duane Weatherall
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Sep
07
2008
Posted by Duane at 13:39


rince of Persia: the sands of time is a platform game, it is a rather odd platform game since you are taking control of a real person. Not a ferret, not a fat Italian guy but a real looking guy. I know it's confusing but you'll just have to accept it and move on. The story for Prince of Persia is a simple one. You grab the dagger of time which lets you control time, this comes in pretty handy when your house has rotating death blades at every turn. You then go home with your nifty new dagger and everything is nice until you unleash the sands of time! What do the sands of time do you ask? They turn everyone into evil sand demons of course. It is then the Princes task to get revenge on the guy who turned your daddy into sand. The gameplay is split into 3 different kinds. There is the platforming, the combat and then puzzle solving. One of these works perfectly, one works okay and one doesn't work at all. Let's get the awesome type of gameplay out of the way first. Platforming. You know it well I'm sure. Jump from place to place, jump on round platforms, square platforms and of course those really evil small, spinning platforms Nintendo are such big fans of. The platforming in PoP is done a bit differently though. you can run on walls for a start. You have a few controls available for platforming. You can press R1, this is responsible for running along walls, spinning around on poles and generally looking very cool. X lets you roll or jump off something if the moment calls for it and a quick tap of circle will see you letting go of whatever you were holing onto for dear life. That's it really. These three simple actions make up the bulk of the platforming. The platforming sections are put together very, very well though. You will normally enter into a large room. You will then get a quick cutscene of where you need to be. Let's go with down at the bottom of a very tall room. You will then need to use the three simple controls detailed above. Ubisoft make you use these controls in the most fiendish of ways. To get to the bottom of this very large room you will have to run across a wall, kick off the wall onto a pillar, then jump onto three or four more pillars before having to land on a platform that collapses a few seconds after you land on it making you go KERRPLUNK or in fact KERRSPLAT. It's then up to you to figure out where the hell you go from that collapsible platform. It sounds heinous doesn't it? Don't worry, if you die, it's your fault. The platforming could never be called unfair. The controls do exactly what you want them to do when you want them to do it and I never got to a point where I though, "I'm never going to do this!" although I did often think "Whyyyyyyyy, damn you to hell!!!". I loved every minute of the platforming though. Now onto the section that works okay. The puzzles. It's not that the puzzles are rubbish, far from it, they are well thought out and there are plenty of clues. the problem is, they just aren't welcome. The platform sections are like mini riddles that you have to solve so to put 'actual' puzzles in the middle of the platforming puzzles seems to be a waste of time. If puzzles are your thing though then you will probably get a big kick out of trying to solve these ones. Now to the bad bit, the combat. I just don't know where to begin. You have a lot of moves at your disposal in PoP, spinny attacks, strong attacks, flippy attacks. The lot. It's easy to get into but takes time to pull off the more tricky moves, the problem is, there's just too much of it. After every platforming bit there is a big combat section and it's just unwelcome, it has no place in the game. The fights can also be rather unfair. They suffer from the whole, 'smacking you while you are down and not letting you get back up' gameplay that was perfected on the mega drive. This, mixed with the fact that the fights are super boring since you will just keep on doing the same move over and over again makes the fights a horrible gameplay experience. However, the platforming in this game is perfect. It's worth slogging through the fights just to see what they have come up with in the next room and you will find yourself smiling when you go into a place and see whirly blades and time activated doors because you know it is going to challenge you but you will manage it in the end and that's what games should do. If it wasn't for the fights in this game then it would score a perfect 10. The combat would break most games but the platforming will keep you hooked and that's why it still scores so highly. Bob Syko
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Sep
07
2008
Posted by Duane at 13:39


can't think of any game that has had such a huge impact on games as tomb raider. Everyone knows what tomb raider is. Gamers, non-gamers and even grannies could probably tell you a bit about tomb raider, even if it was just, "it's that game isn't sweetie, have a werthers original". It's impact on games is massive and although the series declined in quality and stayed exactly the same it always proved immensely popular. The of course core had to go and mess it all up with....I won't mention it's name for it would hurt my mouth. Everyone thought that Tomb Raider was dead and buried, myself included when it was revealed that Crystal Dynamics had got hold of the series. Although at the time I was unsure about a British series being handed to the Americans they proved they could make a decent game with Legend that took the tomb raider formula and jazzed it up a bit. It was a decent title but I got the feeling CD were playing it safe. The combat in the game for instance was simply put there so it could be sold as a 'high octane action adventure!!!!!' in the commercials. The thing that mattered about the game though was the platforming and puzzles. Both of these elements were quite excellent and made up for the boring combat and motorcycle sections. The reason for the short history lesson? I thought since this was a remake of the first one it would be apt is all. Anyway, onto Cd's latest effort. The story (for those that haven't played the original). A rich business woman hires Lara for a job to go and grab the scion of power, or something equally cheesy which she was searching for with her father before he died. Lara of course says yes because of her personal interest and goes off to raid some tombs to get it. With this being a remake it has a lot of the same locations as the original so you will instantly recognise the intro and the key locations like the Spinx and the forgotten valley. Thankfully though it isn't just a straight remake like resident evil was. There are new sections, the first level for example sees you starting just before your poor guide gets eaten by wolves. You have to trek up to him and then you see the rest of the intro from the original game. The gameplay in this one is pretty much the same as legend with some of the pointless, showy stuff taken out. The flash light is no more and she can't jump off peoples heads.The combat thankfully takes a back seat in this one. No more human killing (I know, you are shocked a tomb raider game doesn't involve genocide?). Just poor psychotic animals who want to take a bite of Lara's well toned posh bottom, even the animals are fairly spread about so you can get on with the excellent jumping and puzzles. You jump about the same as legend and the platforms are all of the same type. Slidy bits, grippy bits and indeed swingy bits. One problem with the platforming however is that a lot of the platforms should be in reach but because the game doesn't want you to go that way then Lara won't grip on. Other jumps should be out of reach but you can make them meaning that you are often confused where to go next when there is a platform right in front of you that she can't make. Even worse, sometimes that platform that is just a short hop is the one you have to go to but the game seems to be against you. An example of an annoying jump that you think you will never do is in the coliseum. You have to swing on a rope then jump onto a grippy. If you are swinging so that she ends at the grippy on her swing then she won't grab on. You have to lower the rope right down and swing so that she is miles away from the grippy. You let go and she just seems to defy gravity and fly upwards to the platform. This doesn't happen often but the fact that it happens at all if annoying and confusing. The puzzles in this one are great as well and challenging without being too hard. You can even solve a lot of them by shooting them. Now that's my sort of puzzle. QTE's are back in this one as well which I could do without but they aren't bad. You have to jump about in them and avoid whatever it is that's trying to destroy you at the time. Everything is done like it would be in the game though. if you have to dodge an enemy then you press circle. if you have to shoot something then you press R1. This makes them nice and easy so you don't have to try them again and again. What really makes this game shine though is that it has gone back to what tomb raider was about. Raiding tombs, not killing people for trying to steal a box of cakes. You don't actually fight any humans yourself. the fights with Larson, the kid and whatever the big, bald black guy is called are all done by QTE's which is nice since I was really dreading the fight with the Kid since he was a bugger to get in the first one. In the fight with Larson it is actually shown as a bad thing to kill somebody! Which shows that maybe the developers are wanting to get away from that side of the game in future titles. the scene where you fight Larson is actually quite touching. This Tomb Raider has done exactly what it needed to do. It shows that Crystal Dynamics can make a fantastic Tomb Raider game if they put their minds to it and it has shown that Lara is at her best when she is raiding tombs and solving puzzles, not when she is killing soldiers/mobsters/security guards because they are in her way. The game has reminded me why Lara was such a success on the PS1 and it's made her just as likable now as she was then. Now I just have to wait until they make the next 'proper' Tomb Raider and see if they do actually want to go back to raiding tombs and shooting puppies or if it was just that they had no choice with the remake. Bob Syko
0 comments / permalink


Sep
07
2008
Posted by Ben at 13:39


espite being responsible for more terrible rap music than John Barnes, the Ninja Turtles are fondly remembered amongst the ‘kidult’ generation. The campness of the old cartoons and films is now a thing of the past, with the new cartoon and film giving a more mature retelling of the turtle’s story.

Ask any gamer about the turtles and their thoughts will no doubt turn to the classic side-scrolling brawlers of the 90’s. The arcade game ate too much pocket money to count, and Turtles in Time on the Snes ranks among many peoples favourite games from that era. Clearly this was in Ubisofts thinking when they were designing the GBA version of the new TMNT game, as there is definitely a retro feel to the game.

Graphically the game more than looks the part. The darker style of the film is recreated well, but with everything having a cartoon shade more reminiscent of the recent series. Characters are impressively chunky, and backgrounds nicely detailed, even if both are a little overused. The game runs at a decent pace, never trying to throw too many enemies at you so it affects the frame rate.

The turtles have a decent sized moveset involving punches, kicks, flying attacks, picked up weapons, a special team-up move etc, again suitably retro. They even differ in attributes, with a strong one (Raph), as fast one (Mickey), one with good stamina (Donny), and the obligatory all-rounder (Leo). The problem is that aside from the differing stats of each turtle, something that can be negated by buying items and levelling up, the turtles all handle in much the same way, with no unique moves or combo’s.

The level design doesn’t do much to add to the variety either. While each level looks unique (bar those sections that revisit previous stages), only the first level offers any worthwhile interaction. You are always walking in the same direction, think back to the likes of Streets of Rage, there were points where you would have to walk downwards because a building blocked your way, or even, maverickly, from right to left!

Another criticism is that while it’s commendable to stay true to the films plot, you are restricted accordingly. Only Raph can attempt the first level and the restaurant level, fair enough first play-through, but repeated plays would be far more appealing if you could use your preferred turtle.

Thanks to the medals and mini-games repeated play-throughs are very much worthwhile. While the game itself is traditionally short, the higher difficulty settings will require a fair amount of time and effort to best. An easier way of playing multiplayer would have been much appreciated, as finding a 2nd person with a copy of the game is not going to be easy.

While the games flaws may appear to be numerous, there’s nothing that’s really game breaking, and for a quick handheld blast of brawling there is plenty to recommend. If you approach TMNT expecting nothing more than a retro brawler then you’ll find a solid game. With a bit more effort we could have been talking about a classic, instead it’s probably worth waiting for it to inevitably be reduced, good, but just shy of greatness.

Ben Williams
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Sep
07
2008
Posted by Duane at 13:39


he Metroid series has been around for decades but it wasn’t until I played Metroid Fusion that I was introduced to this great series. Zero Mission is a remake of the original NES classic (which is included on the cart for all you retro fans). The graphics are akin to those of Fusion as is the gameplay so if Fusion did nothing for you then neither will this probably. This time however you aren’t being led by the hand by the game telling you exactly where you should head next, you are simply given a general objective to follow, how you do achieve this objective is up to you. The Metroid series has always been about exploration, upgrades and fantastic action, thankfully this game does not disappoint. The exploration is in place, as are the obligatory upgrades such as morph ball, missiles etc. It is amazing how often Samus manages to lose these abilities, at least once per game seems to be the tradition. The GBA has mostly been associated with gaming for kids. The games are normally fairly simplistic and nothing too challenging. Metroid doesn’t fit into this category; while it isn’t particularly difficult, certain sections require some measure of skill and timing. Other sections are completely frantic and tense which will have you cursing weird purple, half Guyver, half lobster space pirate things to Hell and beyond. Metroid games all use the same sound style. Whether they’ve been re-recorded for the particular game in question they always have the same effect for certain achievements such as opening a new section that was previously closed or the atmospheric music, it all contributes to that unique Metroid feel. In this case the sounds are nigh on identical to those of Fusion and this is no bad thing. The sounds aren’t the greatest thing on earth but considering the GBA cart is limited they do the job excellently. The level design is great. Huge sections remain closed while you try and figure out a route to either that section, or to where the necessary upgrade you require is located. You may get stumped for a while as you try to fathom out what to do next but it is an entertaining challenge as opposed to an irritating and frustrating one as many games seem to slip up on this point. The major problem with this game is the length of it; it is far too short. The game can be clocked in 4 hours on a first play through. This will mean that all the items have not been discovered like energy tanks, missile expansions and the like. But if you’re mainly playing for plot and enjoyment then there is little desire to go back and play the game through soon after completing it the first time. However playing the game is a joy (even the frantic ‘ARRRRRRRRRGH!’Ô sections), with the fun inventive gameplay that is the hallmark of the Metroid series and the excellent level design this is definitely a great way to be introduced to the series. Just make sure you get it for a decent price. Chris McKone
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