Those who know me on this site and in real life knows that I'm a sucker for fighting games. And among one of my favorites is Namco Bandai's Tekken series. So, I was more or less stoked that I manage to play Tekken Tag Tournament 2, the long awaited sequel to one of the PS2 launcher titles. Much like the game before it, graphics were enhanced drastically. The difference here is that while Tekken Tag featured touched up figures which carried from Tekken 3, Tag 2 followed after 6, but with a more radical improvement in visuals, and features retained from the first Tekken Tag, as well as Tekken 6. While it contains a large roster with additions via DLCs, that were free, Tekken Tag 2, much like it's prequel, isn't canon to the storyline. This title saw the return of characters like Jun Kazama, and hidden characters/ palette swaps like Tiger (Tekken 3), and Violet (Tekken 4). Moreover, the customizing and Item Move aspects, as well as the Rage system from T6 is retained, though the latter has changes accommodating the Tag gameplay. Apart from the main game, a demo titled Tekken Tag Tournament 2 Prologue was bundled in the Blu-ray rom Tekken Hybrid, alongside the film Tekken: Blood Vengeance, and an HD remake of the prequel. Moreover, the Nintendo WiiU saw an exclusive version with unique costumes, powerups, stages, and features.
This time around, the game changes yet again. Those familiar with Tekken will notice a few tweaks. As mentioned earlier, the Rage System changes slightly here, as when you attack your opponent to a certain point, Rage kicks in for their partner, meaning that their damage output is increased for a brief period. This is also applied when you're attacked. Destructible environments is 1-uped with multi-platform stages. Those familiar with Dead or Alive or the Mortal Kombat series will be familiar with this, and when you knock your opponent to a different part of the stage, that is another chance to follow up with your partner, who already awaits the target at the bottom. Unlike TTT, you can opt to go it alone in 1 vs. 2 matches. Selecting the character is different this time around, too. Before, each costume was button assigned. However, this time around, picking them is almost similar to that of the latter Soul Calibur titles, with some different 2P costumes introduced from the norm. Ghost battles still exists, but there is also a Story Move in this one. Endings are unlocked in various ways. I experienced that such things, as well as items, can be gained via Ghost Battle when you play consecutive matches. Speaking of, you might encounter special versions of your opponents if you play long enough.
In short, those who love TTT would be sure to welcome the sequel with open arms, and juggle fanatics from T6 would still feel right at home. A few movesets are changed and/or customizable, but that's extra alongside the option of assigning music to a stage, even from your own playlist.
My impressions: Genius!
Tekken has never failed to impress me in growth, save the GBA port of Tekken 3, known as Tekken Advance, and TTT2 just ups the ante. Those that are polished in T6 can adapt easily to this one, though in some cases, veterans might need a slight changeup for their bread and butter combos. The music is nice, but personally, nothing TOO outstanding as a whole. The remixes to familiar songs are a nice touch, with the revising of familiar stages from past games, such as Moonlit Wilderness from the 5th game. Gameplay retains it's core from the last title, so like I said, those dwelled in T6 should adapt easily to the seemingly subtle changes. I was expecting a bit more, I'll admit, but I'm content with what I played. Also seeing the likes of Jinpachi, one safe haven to worry less over is that unlike T6, there are no large bosses to deal with, which means Azazel is completely omitted. Oh, did I mention that TTT2 Prologue had the devil character from Blood Vengeance? It was confirmed, but I couldn't find out which Devil from there was seen. Likewise, this probably marks the only game where you have Devil Jin, as well as the return of Devil Kazuya from Tekken 2, accessible via some conditions. Another plus is that much like T6, all characters, save the DLC ones released for free (dunno if this is still the case), are available initially, though unlike before, to my knowledge, Unkown isn't playable.
Still, never failed to impress me as a polished fighter, so I'm giving this one a heartfelt 9 of 10.
This blog will cover my gaming exploits and reviews. Should you have a game you wish for me to cover, let me know.
Showing posts with label Reviews. Show all posts
Showing posts with label Reviews. Show all posts
10 May, 2013
11 December, 2012
Game Review XXVII: Persona 4 Arena
Hey guys, Seiko Wolf here again with a post in what seems like forever. Forgive me for my time away, but here I am, ready to talk of another title I managed to get my hands on.
Frankly speaking, I heard many good things about the Megami Tensei franchise, notably regarding the spinoff series Shin Megami Tensei: Persona, though I never got my hands on any of the games... until recently. From my Tigercon exploits, another con group Magfest set up a number of games, one of which happened to be P4A, that is Shin Megami Tensei: Persona 4 - The Ultimante in Nayomaka Arena. Stateside, it's known as Persona 4 Arena, hence the aforementioned acronym. To my surprise, the companies behind this are Arc System Works, who are notably known for Blazblue (which is about to hit trilogy status), and ATLUS, a company that worked on titles like Arcana Heart, Catherine, and SNK Playmore's King of Fighters XIII. The latter company is mainly responsible for the development of not only Persona, but many of the Megami Tensei titles. Unlike the Persona titles before it (which were RPG/Simulation games), this is a fighting game that's made in a similar fashion to the visual novel Tsukihime and it's fighter spinoff Melty Blood by ECOLE.
Moving on to the game, the plot involves the P-1 Grand Prix. Following the events of Persona 4, the story takes place 2 months following this games conclusion, and the P4 characters are forced to fight one another with the use of their Persona, all with the intent on finding the host of this event. However, they're not the only ones, as characters from the preceding Persona 3 title join the fray. What's more, there is an android similar to P3's Aigis debuting this title. Originally the arcade version's boss, Labrys is without a Persona, and suspected to be the one behind the tournament... or a hidden side of herself... Other cheracters from the series are involved, some as combatants, some as navigators, and some just for the sake of being there.
This product is the collaboration of ATLUS and Arc Systems, the former providing the story. That means the gameplay was done via Arc Systems, so those who know inside and out the Blazblue series may have an easier time adapting, since the core gameplay is almost similar. It's a mix of that and Arcana Heart, in a sense, with the use of Personas in battle. The stage views and gameplay are designed well, courtesy of Arc Systems. Shoji Megure once again took helm as the music composer. The roster isn't much, though your navigator is selectable. Unlike the RPG titles, you're limited to only one Persona, which is preset, but you can mix and match the color scheme of your character/Persona before battle. During battle, you have 4 cards, which act as a gague for your Persona. Should it get attacked all 4 times, it "breaks", and it's inactive for a short time, similar to Melty Blood's "Circuit Break" trait. Like Blazblue, some attacks can carry a status element, commonly poison, which drains health over time. This is indicated by the coloration of the character sprite. P4A also has Instant Kill moves, which work when the SP Gague is at it's peak level. IT can be refilled with the use of your Persona, or if damaged enough, via the characters "Awakening State when the HP is low (shown by turning orange). If it connects, the move ultimately ends the battle in cinematic fashion, much like the Blazblue series' "Astral Finish". Another noticable trait, aside from featuring an Online Mode, is the Arcade Mode, which is a campaign of sorts. In the beginning, you can only select from 1 of 4 characters, and choices made in the character's campaign can affect the ending to their story, something Persona is known for, as well as Arc's Blazblue. Completion of a character's story will give access to more characters to use.
I have to say that even though I'm coming from under a rock in regards to Persona in general, I grew onto this title rather quick. Characters are designed well, and there are choices a plenty to how you wish to fight. The choice making trait in the game I wish to see more of in some fighters in general, for I only know of this, Namco Bandai's Soul Calibur III, the original Melty Blood, and the Blazblue titles to have this. Beautiful as it is, the only thing I'll say not in favor is how, at face value, it can be possible for a character to be broken, which is something I see common with fighters these days. Right now, I've yet to see this happen, but there's always a possibility, and I'm using past fighters, even Blazblue: Continuum Shift as proof on this. Other than that, there isn't much ill things I can say
about P4A at the moment. Like most games, DLC is available in the forms of glasses, navigators, and color schemes. The X360 version carries a lag, but I want to say a patch was made to fix this, can't verify that yet.
I only had one day with this, but I'll grade it as a 9 of 10. Omitting my earlier statement, I see high potential for this title, and wouldn't be surprised if EVO featured this title numerous times. I hope to play this again relatively soon, even more to own an actual copy.
Frankly speaking, I heard many good things about the Megami Tensei franchise, notably regarding the spinoff series Shin Megami Tensei: Persona, though I never got my hands on any of the games... until recently. From my Tigercon exploits, another con group Magfest set up a number of games, one of which happened to be P4A, that is Shin Megami Tensei: Persona 4 - The Ultimante in Nayomaka Arena. Stateside, it's known as Persona 4 Arena, hence the aforementioned acronym. To my surprise, the companies behind this are Arc System Works, who are notably known for Blazblue (which is about to hit trilogy status), and ATLUS, a company that worked on titles like Arcana Heart, Catherine, and SNK Playmore's King of Fighters XIII. The latter company is mainly responsible for the development of not only Persona, but many of the Megami Tensei titles. Unlike the Persona titles before it (which were RPG/Simulation games), this is a fighting game that's made in a similar fashion to the visual novel Tsukihime and it's fighter spinoff Melty Blood by ECOLE.
Moving on to the game, the plot involves the P-1 Grand Prix. Following the events of Persona 4, the story takes place 2 months following this games conclusion, and the P4 characters are forced to fight one another with the use of their Persona, all with the intent on finding the host of this event. However, they're not the only ones, as characters from the preceding Persona 3 title join the fray. What's more, there is an android similar to P3's Aigis debuting this title. Originally the arcade version's boss, Labrys is without a Persona, and suspected to be the one behind the tournament... or a hidden side of herself... Other cheracters from the series are involved, some as combatants, some as navigators, and some just for the sake of being there.
This product is the collaboration of ATLUS and Arc Systems, the former providing the story. That means the gameplay was done via Arc Systems, so those who know inside and out the Blazblue series may have an easier time adapting, since the core gameplay is almost similar. It's a mix of that and Arcana Heart, in a sense, with the use of Personas in battle. The stage views and gameplay are designed well, courtesy of Arc Systems. Shoji Megure once again took helm as the music composer. The roster isn't much, though your navigator is selectable. Unlike the RPG titles, you're limited to only one Persona, which is preset, but you can mix and match the color scheme of your character/Persona before battle. During battle, you have 4 cards, which act as a gague for your Persona. Should it get attacked all 4 times, it "breaks", and it's inactive for a short time, similar to Melty Blood's "Circuit Break" trait. Like Blazblue, some attacks can carry a status element, commonly poison, which drains health over time. This is indicated by the coloration of the character sprite. P4A also has Instant Kill moves, which work when the SP Gague is at it's peak level. IT can be refilled with the use of your Persona, or if damaged enough, via the characters "Awakening State when the HP is low (shown by turning orange). If it connects, the move ultimately ends the battle in cinematic fashion, much like the Blazblue series' "Astral Finish". Another noticable trait, aside from featuring an Online Mode, is the Arcade Mode, which is a campaign of sorts. In the beginning, you can only select from 1 of 4 characters, and choices made in the character's campaign can affect the ending to their story, something Persona is known for, as well as Arc's Blazblue. Completion of a character's story will give access to more characters to use.
I have to say that even though I'm coming from under a rock in regards to Persona in general, I grew onto this title rather quick. Characters are designed well, and there are choices a plenty to how you wish to fight. The choice making trait in the game I wish to see more of in some fighters in general, for I only know of this, Namco Bandai's Soul Calibur III, the original Melty Blood, and the Blazblue titles to have this. Beautiful as it is, the only thing I'll say not in favor is how, at face value, it can be possible for a character to be broken, which is something I see common with fighters these days. Right now, I've yet to see this happen, but there's always a possibility, and I'm using past fighters, even Blazblue: Continuum Shift as proof on this. Other than that, there isn't much ill things I can say
about P4A at the moment. Like most games, DLC is available in the forms of glasses, navigators, and color schemes. The X360 version carries a lag, but I want to say a patch was made to fix this, can't verify that yet.
I only had one day with this, but I'll grade it as a 9 of 10. Omitting my earlier statement, I see high potential for this title, and wouldn't be surprised if EVO featured this title numerous times. I hope to play this again relatively soon, even more to own an actual copy.
07 August, 2012
Game Review XXVI: Street Fighter X Tekken
Returning from Otakon, I experienced many things: the Masquerade, meeting the Green Ranger... oh yeah, and playing Street Fighter X Tekken. The game was made as the crossover battles of Capcom's Street Fighter and Namco Bandai's Tekken franchises, though it's not to be confused with the Capcom Vs. series, which pit them with those of SNK Playmore (Capcom Vs. Snk), Marvel Comics (Marvel Vs. Capcom), and Tatsunoko Productions (Tatsunoko Vs. Capcom). Street Fighter X Tekken is a fresh new face which brings those of the Street Fighter and Final Fight games, and pit them against those of the Tekken roster in 2-on-2 matches.
If fighters weren't supposed to have stories, then this game broke that rule, and pretty hastily at that. Apparently, the plot this time around involves a box named Pandora (how original...), and it has caught the interest of everyone from both sides. In a race to Antartica, two fighters you choose duke it out against two others, all the way to the box, and pending on who you choose, a certain baddie from either franchise awaits you, though you can also play as them. Hence the early part of the game's title, it plays like Street Fighter IV, but it's not a copy-and-paste scenario, as there are some debuting elements as well. Tekken characters adapted to this system with familiar moves performed in the similar fashion. It's charm comes from the Cross Arts (a 3-meter extended Super Art) and Cross Assault (2-on-1 beat down.)
The controversies surrounding this comes from the on-disk DLC and the lack of 4-player functionality for Xbox 360, despite being advertised beforehand that it was possible. So in essence, with the inclusion of exclusives (which I'll go into in a little while), Microsoft got sold short while Sony gained much to work with. Currently, Microsoft Xbox 360 and Sony's PlayStation 3 and PlayStation Vita (handheld) can play this game. Just as well, PC has theirs which is essentially the Xbox 360 version condensed. The Apple iOS is getting their own version for the iPhone/iPad, following in the footsteps of Street Fighter IV. The exclusives for the PS3 and Vita versions features Cole McGrath of Sucker Punch's Infamous series (which has exclusively worked with Sony in the forms of Infamous and Sly Cooper), the Japan-exclusive PlayStation mascots Toro and Kuro (who fights akin to Ryu and Kazuya Mishima respectively), Pac-Man from the arcade game Pac-Man (appearing on Mokujin in a redesigned Pac-Man World form) and Bad BoxArt Mega Man (added as humor or some other reason, it pissed a lot of customers off.)
It played pretty soundly for the most part, despite I only played the X360 version. Some features like the Quick Combos weren't necessary (performed by pressing down on the left/right stick.) And what I played wasn't the COMPLETE set, omitting those of Cody, Guy, Lei Wulong, and Christie Montiero, among other noteworthy characters. The DLC for them should be out about now (I could be wrong, though...) Of course, this is just Capcom's version, with Namco Bandai involved in terms of licensing their characters. Whether it's being worked on now or not, but the latter company is making their own version titled Tekken X Street Fighter, and I'll cover that as more info comes in.
For the most part I'll call it a 7 of 10, 7.5 max. Maybe down the road, when I see and play the others, I'll give you my final verdict.
If fighters weren't supposed to have stories, then this game broke that rule, and pretty hastily at that. Apparently, the plot this time around involves a box named Pandora (how original...), and it has caught the interest of everyone from both sides. In a race to Antartica, two fighters you choose duke it out against two others, all the way to the box, and pending on who you choose, a certain baddie from either franchise awaits you, though you can also play as them. Hence the early part of the game's title, it plays like Street Fighter IV, but it's not a copy-and-paste scenario, as there are some debuting elements as well. Tekken characters adapted to this system with familiar moves performed in the similar fashion. It's charm comes from the Cross Arts (a 3-meter extended Super Art) and Cross Assault (2-on-1 beat down.)
The controversies surrounding this comes from the on-disk DLC and the lack of 4-player functionality for Xbox 360, despite being advertised beforehand that it was possible. So in essence, with the inclusion of exclusives (which I'll go into in a little while), Microsoft got sold short while Sony gained much to work with. Currently, Microsoft Xbox 360 and Sony's PlayStation 3 and PlayStation Vita (handheld) can play this game. Just as well, PC has theirs which is essentially the Xbox 360 version condensed. The Apple iOS is getting their own version for the iPhone/iPad, following in the footsteps of Street Fighter IV. The exclusives for the PS3 and Vita versions features Cole McGrath of Sucker Punch's Infamous series (which has exclusively worked with Sony in the forms of Infamous and Sly Cooper), the Japan-exclusive PlayStation mascots Toro and Kuro (who fights akin to Ryu and Kazuya Mishima respectively), Pac-Man from the arcade game Pac-Man (appearing on Mokujin in a redesigned Pac-Man World form) and Bad BoxArt Mega Man (added as humor or some other reason, it pissed a lot of customers off.)
It played pretty soundly for the most part, despite I only played the X360 version. Some features like the Quick Combos weren't necessary (performed by pressing down on the left/right stick.) And what I played wasn't the COMPLETE set, omitting those of Cody, Guy, Lei Wulong, and Christie Montiero, among other noteworthy characters. The DLC for them should be out about now (I could be wrong, though...) Of course, this is just Capcom's version, with Namco Bandai involved in terms of licensing their characters. Whether it's being worked on now or not, but the latter company is making their own version titled Tekken X Street Fighter, and I'll cover that as more info comes in.
For the most part I'll call it a 7 of 10, 7.5 max. Maybe down the road, when I see and play the others, I'll give you my final verdict.
Game Review XXV: Tekken 6
Tekken is a fighting series that has been around since the first PlayStation. Who would have thought that it would see numerous titles since then. One of the latter entries is Tekken 6, which makes it's first Tekken debut on Microsoft's Xbox 360.
Set after the events of Tekken 5: Dark Resurrection, Jin Kazama has defeated his great-grandfather Jinpachi Mishima and took control of the Mishima Zaibatsu. His first act: ignite a war on the world. The only one opposing him is his father Kazuya Mishima, who places a bounty on him after taking over G Corporation (the company that "revived" him in Tekken 4.) In response, Jin launches the 6th King of Iron Fist Turnament, in which naturally many fighters take part, some of them new entries. However, the game's story doesn't deal with the tournament, but rather a Tekken Force rebel who goes against them. The leader of this rebellion is the mysterious Lars Alexandersson, who ends up losing his memory during a raid in a Zaibatsu lab. There he meets the android Alisa Boskonovitch, made as the daughter of Dr. Boskonovitch from the earlier games. The story is fleshed out in the Scenario Campaign mode, that was made from that of Tekken Force (Tekken 3/Tekken 4). While you can choose anyone to play as, the story revolves around these 2 characters. Aside form the skills of the fighters, you can use weapons to plow through the masses of opponents. With an update, it can become an online Co-Op Campaign.
Aside from Alisa and Lars, a few other new faces join the fray. To start, while not NEW, Jack-6 enters in after it's predecessor Jack-5 from the previous tournament. An actual new comer is Leo, who has a bone to pick with Kazuya as to what happenes to Leo's mother. Speaking of a bone to pick, because of the death of his sister as a war casualty, Miguel Caballero Rojo seeks to destroy Jin for his injustice. Bob enters to shock the masses show his massive weight and dazzling skill. Zafina is introduced as the guardian of a family grave. Inside that said grave is the giant Azazel, the game's non-human antagonist and final boss. With the exception of Alisa and Lars, they surfaced in the arcades of this game. Later, Tekken 6: Bloodline Rebellion came out with the two on the roster. The console game is more or less the full package.
New features came in with this one. To start, the destructive environment that opens a new area of the stage. If timed right, it can extend combos. The "bounce" trait in juggles also enters as another extension of damage output. So after being slammed to the ground, you can still beat down your opponent. Item Moves are equipped via customization, and can be used to hit an opponent. Some of those are done as match-enders.The customizing has also been 1-upped, as you can configure what your fighter wears to a fight. Speaking off, there are a few new alternate outfits in here. Jin's 3rd outfit was made with the help of CLAMP, while Lars features a different outfit created by Masashi Kishimoto, well known author for the Naruto series (which he wore as a guest character appearance in Naruto Shuppuden Ninja Storm 2.) T-shirt company TapouT also game a little something to Bryan Fury, King, Craig Marduk, Armor King, and Ling Xiaoyu as their 3P costumes.
Tekken 6 had it's bashings, but once again, a solid fighter and one to easily immerse into. I give it an 8 of 10. Could go higher, but on the Xbox 360, execution is rather difficult (though I personally have no issues with it.)
Set after the events of Tekken 5: Dark Resurrection, Jin Kazama has defeated his great-grandfather Jinpachi Mishima and took control of the Mishima Zaibatsu. His first act: ignite a war on the world. The only one opposing him is his father Kazuya Mishima, who places a bounty on him after taking over G Corporation (the company that "revived" him in Tekken 4.) In response, Jin launches the 6th King of Iron Fist Turnament, in which naturally many fighters take part, some of them new entries. However, the game's story doesn't deal with the tournament, but rather a Tekken Force rebel who goes against them. The leader of this rebellion is the mysterious Lars Alexandersson, who ends up losing his memory during a raid in a Zaibatsu lab. There he meets the android Alisa Boskonovitch, made as the daughter of Dr. Boskonovitch from the earlier games. The story is fleshed out in the Scenario Campaign mode, that was made from that of Tekken Force (Tekken 3/Tekken 4). While you can choose anyone to play as, the story revolves around these 2 characters. Aside form the skills of the fighters, you can use weapons to plow through the masses of opponents. With an update, it can become an online Co-Op Campaign.
Aside from Alisa and Lars, a few other new faces join the fray. To start, while not NEW, Jack-6 enters in after it's predecessor Jack-5 from the previous tournament. An actual new comer is Leo, who has a bone to pick with Kazuya as to what happenes to Leo's mother. Speaking of a bone to pick, because of the death of his sister as a war casualty, Miguel Caballero Rojo seeks to destroy Jin for his injustice. Bob enters to shock the masses show his massive weight and dazzling skill. Zafina is introduced as the guardian of a family grave. Inside that said grave is the giant Azazel, the game's non-human antagonist and final boss. With the exception of Alisa and Lars, they surfaced in the arcades of this game. Later, Tekken 6: Bloodline Rebellion came out with the two on the roster. The console game is more or less the full package.
New features came in with this one. To start, the destructive environment that opens a new area of the stage. If timed right, it can extend combos. The "bounce" trait in juggles also enters as another extension of damage output. So after being slammed to the ground, you can still beat down your opponent. Item Moves are equipped via customization, and can be used to hit an opponent. Some of those are done as match-enders.The customizing has also been 1-upped, as you can configure what your fighter wears to a fight. Speaking off, there are a few new alternate outfits in here. Jin's 3rd outfit was made with the help of CLAMP, while Lars features a different outfit created by Masashi Kishimoto, well known author for the Naruto series (which he wore as a guest character appearance in Naruto Shuppuden Ninja Storm 2.) T-shirt company TapouT also game a little something to Bryan Fury, King, Craig Marduk, Armor King, and Ling Xiaoyu as their 3P costumes.
Tekken 6 had it's bashings, but once again, a solid fighter and one to easily immerse into. I give it an 8 of 10. Could go higher, but on the Xbox 360, execution is rather difficult (though I personally have no issues with it.)
16 March, 2012
Game Review XXIV: Angry Birds
I know some of you are possibly thinking "Why in the hell is this joker posing about Angry Birds?" Reasonable question, I admit. Until recently, the though of playing such a widely received app never even dawned to me. Alas, I somehow got into it, and the game is kinda fun, once you sit down to play it. There are many versions of this, even an Angry Birds Space was recently announced. And some people actually parody the concept.
I don't know much of the Angry Birds background, but to my understanding, hence their name, the birds are PISSED that some green pigs would just swoop in and swipe their eggs for their own. Naturally, when people steal from you, it's obvious you would get upset, and these birds are no exception... except these flightless buzzards make those pigs PAY! And that's where you, the player, come in. Using 5 different birds at your disposal, you bust down obstacles and give those pigs what they deserve!
The interesting part about it all is that save for the default red bird, you get various abilities with them, with the click of a button. The score system tallies up on how much property is destroyed, the killing of the pigs, and just how many birds left unused. While the premise is simple, later in the levels it requires strategy... and a bit of luck. This is one of those games where motor skills can come in handy, and that's especially true given that in each level, you're given the birds to use, as well as how many are allowed to be used. If a pig still remains, you fail the level. Even the social site Facebook has an Angry Birds game, with power-ups, avatars, and an exclusive level. Chrome, a browser from Google, also feature this as an app. Taking it on the go requires either of these platforms: the Apple iPhone, Apple iPad, or an Android phone and/or tablet (I've yet to see it on android tablets yet, but I'm sure it's possible.) The handheld devices can play the original game, Angry Birds Rio (a tropical take on the game, made from the Disney/Pixar film Rio), and Angry Birds Seasons (A game that was originally Angry Birds Halloween, but was constantly updated, and even features the Year of the Dragon with the Mighty Dragon available.)
From Finland to US, I would never expect a foreign game such as this would become so addicting, and with good reason. I place this title as a mighty 10 of 10, seeing as how that like most games that's on such platforms, it's a must grab. That said, it's obvious as a game, it's a pretty damn fun one to play.
I don't know much of the Angry Birds background, but to my understanding, hence their name, the birds are PISSED that some green pigs would just swoop in and swipe their eggs for their own. Naturally, when people steal from you, it's obvious you would get upset, and these birds are no exception... except these flightless buzzards make those pigs PAY! And that's where you, the player, come in. Using 5 different birds at your disposal, you bust down obstacles and give those pigs what they deserve!
The interesting part about it all is that save for the default red bird, you get various abilities with them, with the click of a button. The score system tallies up on how much property is destroyed, the killing of the pigs, and just how many birds left unused. While the premise is simple, later in the levels it requires strategy... and a bit of luck. This is one of those games where motor skills can come in handy, and that's especially true given that in each level, you're given the birds to use, as well as how many are allowed to be used. If a pig still remains, you fail the level. Even the social site Facebook has an Angry Birds game, with power-ups, avatars, and an exclusive level. Chrome, a browser from Google, also feature this as an app. Taking it on the go requires either of these platforms: the Apple iPhone, Apple iPad, or an Android phone and/or tablet (I've yet to see it on android tablets yet, but I'm sure it's possible.) The handheld devices can play the original game, Angry Birds Rio (a tropical take on the game, made from the Disney/Pixar film Rio), and Angry Birds Seasons (A game that was originally Angry Birds Halloween, but was constantly updated, and even features the Year of the Dragon with the Mighty Dragon available.)
From Finland to US, I would never expect a foreign game such as this would become so addicting, and with good reason. I place this title as a mighty 10 of 10, seeing as how that like most games that's on such platforms, it's a must grab. That said, it's obvious as a game, it's a pretty damn fun one to play.
15 February, 2012
Game Review XXIII: Dragon Ball Z Ultimate Tenkaichi
As much as the Dragon Ball Z: Budokai Tenkaichi series is idolized as one of the best of the DBZ games, I'm somewhat disappointed by Dragon Ball Z: Ultimate Tenkaichi, a game that didn't quite meet the standard. As much as they put into it, there was nothing "Ultimate" about it to me. Now I'm going to do this review a little differently this time around: By getting to the core of the game, and the pros and cons of the game.
CORE: While I am in distaste about the game, it is visually impressive, as it was upgraded in character and environment from the Dragon Ball Raging Blast games. It still retains the fighting and overworld aspect of games past, features tournament play, and even features online playability complete with replays. The music score is different, and one of the original Dragon Ball Z themes, Cha-La Head Cha-La, can be used in game as a music score to fight with. It also set so each fight plays 3 different songs, with the other selected ones playing in certain situations. As opposed to the life bar in the majority of games, the health is represented by a blue Dragon Ball-like form, with the stars representing the player. There is also a hit point counter, but the same principle for damage works: if hit, it will decrease, and depending on how much damage you take, it will indicate that by changing color until the ball breaks, which is caused for when you're out of hit points. When that happens the match is over. As with Dragon Ball Raging Blast 2, the voices heard come from the Dragon Ball Z Kai series as well as the original series, save for those of Dragon Ball GT. You still fight on a wide area like the Budokai Tenkaichi and Raging Blast games.
PROS: For the first time, there is a DBZ game that allows you to create a character to use, complete with their own story. Reason that is possible is because Ultimate Tenkaichi took the Character Creation aspect from the Data Carddass game: Dragon Ball Heroes, and incorporate it into Hero Mode, where the player creates their fighter, customize the outfit, and play the plot given to them, engaging in training sessions with other DBZ characters, and find out just who is responsible for bringing chaos into the world. Their forms do not go beyond Super Saiyan (for what I understand),You can choose the size of the chatacter, featuring clothes that you can mix and match that are more or less similar to the garbs the regulars wear. Skin and voice can also be customized, as well as moves, which can be learned from various characters you train under, so you have options. After battle, their stats can be increased following each fight, so they can cause more damage. Plus, you can use these characters outside of Hero Mode as well, so you can take them online to show off and throw down. Famous scenes from battles with giant enemies were redone, with a few original events for the others.
CONS: I feel that the cons of this game are enough to make it unplayable for me, but let's get into why. First, the character roster was shortened from Raging Blast 2, and some characters lost their base forms, some omitted entirely, despite forms like Super Saiyan 4 Gogeta making it in. And not that it's a major deal, but for team battles, Super Gogeta and Vegito can't be used on the same side. Given that they are fused by the same people, I can understand this aspect. Those hoping for Super Saiyan 3 Vegeta and Broly should dash their hopes, because they're not in, with the only form of Broly in the game is his Legendary Super Saiyan form. And the base form of Teen Gohan also omitted, among others. Adult Gohan is also gone, but Ultimate Gohan is in the game, who is usually a stand-alone version in the Tenkaichi series anyway. Regardless, because of character and form reductions, there was a drop in characters in general, not drastic, but it did bug me upon looking.
The second area was the most frustrating to me: Gameplay, and I can go on a list as to how much damage was done here. First off, the battle had a Melee Range and a Blast Range, and depending which one you're in, can be a hand-to-hand battle, or a blast shootout, though it was like this prior to this game, but emphasized more here. The special attacks are beautiful, and the destructive impact is retained, though for the majority overly enhanced. One of my issues regarding this, and this even applies to the Ultimates, is the system of defending yourself, made into a quick events. From Budokai Tenkaichi onward, you could block, swat away, dash into (for rush supers) and do struggles for beam supers. In Ultimate Tenkaichi, the fight temporarily stops upon a player unleashing a move or combo. This is not what concerns me, but how one can respond to that. During gameplay, rush attacks can be executed, but it also follows a "who pressed what" kind of quick event called a Defensive Chance. As annoying as it is, this has been done before in the Dragon Ball Z Budokai series, starting from the second game. Putting like that, Defensive Chance is almost like the setting for the Potata Fusion, which you want to press a button, hoping that the opponent doesn't guess right. If your opponent guesses wrong, a pursuit chain happens and he's in a world of hurt. If it ends up being the same, the chain is ceased, and you're getting damaged for it. Beam Struggles are still in, but are limited to a button, and it's performed differently, but I'll get to that in a minute. Even with boss fights, it's one event after the next, but they have high health, and if done right, the events does heavy damage, which is vital to win. A good perk for giant boss battles, sure, but somewhat needless when fighting one on one. The Defensive Chance isn't limited to rush attacks. Supers can be responded to as well, but it is here that maintaining ki is vital. With that, depending on how much ki is charged, you can use one of the 3 options available:
Lastly, as opposed to those on the Tenkaichi and Raging Blast roster, they have characters that are gifted in blast and physical attacks, tossing out characters like Videl and Hercule. Another aspect that didn't bug me too much, but variety couldn't hurt. Saibamen and Cell Jr. returns, however. And Janemba's final form as well, while his giant base form is an NPC boss in Story Mode.
Dragon Ball Z: Ultimate Tenkaichi, despite what players feel, failed to please with some critics, as well as myself. This game gets a 4 of 10. Don't get me wrong, effort was definitely put in, but it took a good amount out, in favor of some needless battle dynamics. Even so, it's decent game at best.
CORE: While I am in distaste about the game, it is visually impressive, as it was upgraded in character and environment from the Dragon Ball Raging Blast games. It still retains the fighting and overworld aspect of games past, features tournament play, and even features online playability complete with replays. The music score is different, and one of the original Dragon Ball Z themes, Cha-La Head Cha-La, can be used in game as a music score to fight with. It also set so each fight plays 3 different songs, with the other selected ones playing in certain situations. As opposed to the life bar in the majority of games, the health is represented by a blue Dragon Ball-like form, with the stars representing the player. There is also a hit point counter, but the same principle for damage works: if hit, it will decrease, and depending on how much damage you take, it will indicate that by changing color until the ball breaks, which is caused for when you're out of hit points. When that happens the match is over. As with Dragon Ball Raging Blast 2, the voices heard come from the Dragon Ball Z Kai series as well as the original series, save for those of Dragon Ball GT. You still fight on a wide area like the Budokai Tenkaichi and Raging Blast games.
PROS: For the first time, there is a DBZ game that allows you to create a character to use, complete with their own story. Reason that is possible is because Ultimate Tenkaichi took the Character Creation aspect from the Data Carddass game: Dragon Ball Heroes, and incorporate it into Hero Mode, where the player creates their fighter, customize the outfit, and play the plot given to them, engaging in training sessions with other DBZ characters, and find out just who is responsible for bringing chaos into the world. Their forms do not go beyond Super Saiyan (for what I understand),You can choose the size of the chatacter, featuring clothes that you can mix and match that are more or less similar to the garbs the regulars wear. Skin and voice can also be customized, as well as moves, which can be learned from various characters you train under, so you have options. After battle, their stats can be increased following each fight, so they can cause more damage. Plus, you can use these characters outside of Hero Mode as well, so you can take them online to show off and throw down. Famous scenes from battles with giant enemies were redone, with a few original events for the others.
CONS: I feel that the cons of this game are enough to make it unplayable for me, but let's get into why. First, the character roster was shortened from Raging Blast 2, and some characters lost their base forms, some omitted entirely, despite forms like Super Saiyan 4 Gogeta making it in. And not that it's a major deal, but for team battles, Super Gogeta and Vegito can't be used on the same side. Given that they are fused by the same people, I can understand this aspect. Those hoping for Super Saiyan 3 Vegeta and Broly should dash their hopes, because they're not in, with the only form of Broly in the game is his Legendary Super Saiyan form. And the base form of Teen Gohan also omitted, among others. Adult Gohan is also gone, but Ultimate Gohan is in the game, who is usually a stand-alone version in the Tenkaichi series anyway. Regardless, because of character and form reductions, there was a drop in characters in general, not drastic, but it did bug me upon looking.
The second area was the most frustrating to me: Gameplay, and I can go on a list as to how much damage was done here. First off, the battle had a Melee Range and a Blast Range, and depending which one you're in, can be a hand-to-hand battle, or a blast shootout, though it was like this prior to this game, but emphasized more here. The special attacks are beautiful, and the destructive impact is retained, though for the majority overly enhanced. One of my issues regarding this, and this even applies to the Ultimates, is the system of defending yourself, made into a quick events. From Budokai Tenkaichi onward, you could block, swat away, dash into (for rush supers) and do struggles for beam supers. In Ultimate Tenkaichi, the fight temporarily stops upon a player unleashing a move or combo. This is not what concerns me, but how one can respond to that. During gameplay, rush attacks can be executed, but it also follows a "who pressed what" kind of quick event called a Defensive Chance. As annoying as it is, this has been done before in the Dragon Ball Z Budokai series, starting from the second game. Putting like that, Defensive Chance is almost like the setting for the Potata Fusion, which you want to press a button, hoping that the opponent doesn't guess right. If your opponent guesses wrong, a pursuit chain happens and he's in a world of hurt. If it ends up being the same, the chain is ceased, and you're getting damaged for it. Beam Struggles are still in, but are limited to a button, and it's performed differently, but I'll get to that in a minute. Even with boss fights, it's one event after the next, but they have high health, and if done right, the events does heavy damage, which is vital to win. A good perk for giant boss battles, sure, but somewhat needless when fighting one on one. The Defensive Chance isn't limited to rush attacks. Supers can be responded to as well, but it is here that maintaining ki is vital. With that, depending on how much ki is charged, you can use one of the 3 options available:
- Guard: As per the name, you guard in the duration of the attack. While you are taking damage, you're not taking the full extent of it. While it's on the bottom, it's the first thing avaiable after a small charge.
- Evade: There's a button timing event that happens when you choose this option. If successful, you avoid taking any damage from the attack.
- Intercept: This is mainly how most beam struggles start, but this can be applied to counter rush supers as well. Inputting this option starts a beam struggle, or a physical clash with your opponents attack. During this, you must gain momentum by pressing the Triangle button (Y button for X360 owners) before the timer depletes. Whoever has more will win the struggle, and the opponent suffers damage as a result.
Lastly, as opposed to those on the Tenkaichi and Raging Blast roster, they have characters that are gifted in blast and physical attacks, tossing out characters like Videl and Hercule. Another aspect that didn't bug me too much, but variety couldn't hurt. Saibamen and Cell Jr. returns, however. And Janemba's final form as well, while his giant base form is an NPC boss in Story Mode.
Dragon Ball Z: Ultimate Tenkaichi, despite what players feel, failed to please with some critics, as well as myself. This game gets a 4 of 10. Don't get me wrong, effort was definitely put in, but it took a good amount out, in favor of some needless battle dynamics. Even so, it's decent game at best.
Game Review XXII: Melty Blood Actress Again: Current Code
A while back, I did a general review of the series, and graded Melty Blood Actress Again an 8 of 10. Now that there IS a PC version out, which I have, I can dissect this one. Melty Blood Actress Again: Current Code is the PC port of what could be considered the sequel to the Melty Blood Re-ACT: MB Actress Again. As with the previous titles, there is no universal Story Mode, instead focusing on individual characters under Arcade Mode.
The character count features 31 playable characters, adding in some fresh faces and a few other traits. As before, Current Code features 3 styles of gameplay, named after different moons: Full, Half, and Crescent. Half Moon and Crescent Moon style respectively represents Simple and Speed gameplay, and is best used by veterans of Act Cadenza, as the play style falls similar to it. That said, Full Moon style is essentially the Power gameplay aspect, which follows gameplay with similarities to mostly Melty Blood Re-Act. Depending on which style chosen, characters can have access to different moves, such as Shiki Tohno using one of Shiki Nanaya's moves (technically one of Shiki's original moves from the initial Melty Blood.) The interface has changed a bit from the console version, but that doesn't take away from the gameplay itself. In this game, visual effects of Heat and Blood Heat modes are advanced, and even at Max mode, the character is slightly outlined in a certain color. Aerial sparks are also added, but only for certain Moon styles. There is also a guard meter, Which premiered since the initial Actress Again, making it the only game to feature one. When depleted, a Guard Crash state leaves the player more or less vulnerable. There is also alternate air throws used during aerial combos. Even within Actress Again itself, various tweaks were made between each version, even going as far as the story for certain characters. More stages were also made, including alternates of those featured in Re-Act, complete with stage animations. Though minor, the voices for the characters, aside from retaining the seiyuus from the original onward, are also redone.
Now we'll get into the different characters appearing in game. To start off, I'll speak of those appearing as premier playable characters in Actress Again Current Code. Powered Ciel, who's usually seen during the use of Ciel's Arc Drive, is made playable. Initially, she appeared as a boss character in Re-ACT, in which she couldn't flinch upon receiving damage, giving her a Super Armor trait. In Current Code, that aspect is removed, making her flinch like the majority of characters. As with some others, this could be considered an alternate version of Ciel, a slightly more sadistic one at that. Another alternate version comes for Arcueid in the form of ArcheType Earth. A form of her before the drastic cut of hair into the one we all know and love, ArcheType-Earth is a princess version of Arcueid, said to be her at full power. In her boss form, she uses the exclusive Eclipse Moon style, which gives her a gradually refilling Magic Circuit, which makes her a threat. In the original Actress Again, she was playable, but unlockable, and she was pretty unbalanced. Aside from using Eclipse Moon style, her Last Arc was an instant kill for most characters, Shiki Tohno being the only exception. I say this, because as with Arcueid originally, her Last Arc featured a difference in appearance as well as damage, pending on character. Ironically, she was also a mere sprite swap of Arcueid, retaining a majority of the latter's moves. In Current Code, she returns as a complete new character with her own sprites and attacks. Compared to her PS2 appearance, she is rebalanced, and can use Full, Half, and Crescent Moon styles regularly, though her Eclipse Moon version remains a hidden character. Unlike before, she has her own story, and can be selected right off the bat in Current Code. Michael Roa Valdamjong is the central antagonist of Tsukihime, and is given his first in-game appearance as a character. Appearing in his Near Side form, he appears as a capable fighter, with use of Magecraft, especially that of the thunder element. His role plotwise is nothing short of a standing joke, though he does have a special pre-battle standoff with Shiki, and with Arcueid, a special scenario in her 8th stage, with different post-battle picture and dialogue after she wins (her post battle picture is that of Red Arcueid.) Riesbyfe Stridberg also debuts, while she initially appeared as part of Sion TATARI's Last Arc. Friend and savior of Sion, she is revealed to be alive in Sion's story, as well as Sastuki Yumizuka's. Like Ciel, she has an overbearing weapon, with destructive powers. The appearance of her weapon is shaped like a string instrument, lime a large bass or guitar, as opposed to the brutal gun-like appearance of Seven, Ciel's handheld cannon with the spike added. While not new in the Type Moon works over all, Ryougi Shiki, the heroine of Kara no Kyoukai, appears as a playable character in Actress Again. Like Shiki Tohno, she fights with a knife as well, her Arc Drive being a different take of both Nanaya and Tohno's Arc Drives, though it hears movements from Shiki's Last Arc.
Other characters playable are either other alternates, or different tag-team characters, not to take away from the recurring Hisui and Kohaku entry. Mech Hisui and Kohaku is a character and creation tag-team, with Mech-Hisui obviously being a mechanical replacement of her twin sister. Mech-Hisui also pairs with Neco-Arc, the comical small parody of Arcueid. Nrvnsqr Chaos's parody, Neco-Arc Chaos, is no longer selectable by secret means, being a legitimate character selectable in Actress Again. Then there's Akiha Tohno, who's recent alternate features her in sailor uniform school clothing. She features the same moveset with variants, and unlike her normal and Vermilion forms, does not have the red claw-like animation for her regular hits. G-Akiha returns as a boss rush character, after her initial appearance in Re-ACT, though in here, her difficulty is increased and features new moves. Like before, she isn't useable, save for cheating means. The last boss, and the antagonist stirring the events of Actress Again into motion is Dust of Osiris, a potential future variation of Sion composed of TATARI's remnants, succeeding Night of Wallachia (who is the disembodied TATARI, and the one who made Sion one of his kind) as the Thirteenth Dead Apostle Ancestor. She, too, is a giant character, but her form is still small, using a gigantic being named Hermes as another means of attack. In spite of her role, some players don't face her, or they do so, prior to Stage 9. Outside of Actress Again, she also appears in the Carnival Phantasm OVA series, the 3rd volume of which this game was released as part of.
Tweaked here and there in some areas, it retains the gameplay aspects of Actress Again, as I said before. There was even a netplay demo of Current Code 1.07 released prior to December of 2011, when the PC game was officially released. The character portraits, and in some areas, the sprites were enhanced, thanks to an enhanced graphics engine used. Used on Windows XP, Vista and 7, this is more or less the complete package, suitable for doujin game lovers. Melty Blood Actress Again: Current Code gets an upgrade in score from me. Not perfect, but a 9 of 10 comes pretty damn close, as it's easily the best of the Melty Blood series.
The character count features 31 playable characters, adding in some fresh faces and a few other traits. As before, Current Code features 3 styles of gameplay, named after different moons: Full, Half, and Crescent. Half Moon and Crescent Moon style respectively represents Simple and Speed gameplay, and is best used by veterans of Act Cadenza, as the play style falls similar to it. That said, Full Moon style is essentially the Power gameplay aspect, which follows gameplay with similarities to mostly Melty Blood Re-Act. Depending on which style chosen, characters can have access to different moves, such as Shiki Tohno using one of Shiki Nanaya's moves (technically one of Shiki's original moves from the initial Melty Blood.) The interface has changed a bit from the console version, but that doesn't take away from the gameplay itself. In this game, visual effects of Heat and Blood Heat modes are advanced, and even at Max mode, the character is slightly outlined in a certain color. Aerial sparks are also added, but only for certain Moon styles. There is also a guard meter, Which premiered since the initial Actress Again, making it the only game to feature one. When depleted, a Guard Crash state leaves the player more or less vulnerable. There is also alternate air throws used during aerial combos. Even within Actress Again itself, various tweaks were made between each version, even going as far as the story for certain characters. More stages were also made, including alternates of those featured in Re-Act, complete with stage animations. Though minor, the voices for the characters, aside from retaining the seiyuus from the original onward, are also redone.
Now we'll get into the different characters appearing in game. To start off, I'll speak of those appearing as premier playable characters in Actress Again Current Code. Powered Ciel, who's usually seen during the use of Ciel's Arc Drive, is made playable. Initially, she appeared as a boss character in Re-ACT, in which she couldn't flinch upon receiving damage, giving her a Super Armor trait. In Current Code, that aspect is removed, making her flinch like the majority of characters. As with some others, this could be considered an alternate version of Ciel, a slightly more sadistic one at that. Another alternate version comes for Arcueid in the form of ArcheType Earth. A form of her before the drastic cut of hair into the one we all know and love, ArcheType-Earth is a princess version of Arcueid, said to be her at full power. In her boss form, she uses the exclusive Eclipse Moon style, which gives her a gradually refilling Magic Circuit, which makes her a threat. In the original Actress Again, she was playable, but unlockable, and she was pretty unbalanced. Aside from using Eclipse Moon style, her Last Arc was an instant kill for most characters, Shiki Tohno being the only exception. I say this, because as with Arcueid originally, her Last Arc featured a difference in appearance as well as damage, pending on character. Ironically, she was also a mere sprite swap of Arcueid, retaining a majority of the latter's moves. In Current Code, she returns as a complete new character with her own sprites and attacks. Compared to her PS2 appearance, she is rebalanced, and can use Full, Half, and Crescent Moon styles regularly, though her Eclipse Moon version remains a hidden character. Unlike before, she has her own story, and can be selected right off the bat in Current Code. Michael Roa Valdamjong is the central antagonist of Tsukihime, and is given his first in-game appearance as a character. Appearing in his Near Side form, he appears as a capable fighter, with use of Magecraft, especially that of the thunder element. His role plotwise is nothing short of a standing joke, though he does have a special pre-battle standoff with Shiki, and with Arcueid, a special scenario in her 8th stage, with different post-battle picture and dialogue after she wins (her post battle picture is that of Red Arcueid.) Riesbyfe Stridberg also debuts, while she initially appeared as part of Sion TATARI's Last Arc. Friend and savior of Sion, she is revealed to be alive in Sion's story, as well as Sastuki Yumizuka's. Like Ciel, she has an overbearing weapon, with destructive powers. The appearance of her weapon is shaped like a string instrument, lime a large bass or guitar, as opposed to the brutal gun-like appearance of Seven, Ciel's handheld cannon with the spike added. While not new in the Type Moon works over all, Ryougi Shiki, the heroine of Kara no Kyoukai, appears as a playable character in Actress Again. Like Shiki Tohno, she fights with a knife as well, her Arc Drive being a different take of both Nanaya and Tohno's Arc Drives, though it hears movements from Shiki's Last Arc.
Other characters playable are either other alternates, or different tag-team characters, not to take away from the recurring Hisui and Kohaku entry. Mech Hisui and Kohaku is a character and creation tag-team, with Mech-Hisui obviously being a mechanical replacement of her twin sister. Mech-Hisui also pairs with Neco-Arc, the comical small parody of Arcueid. Nrvnsqr Chaos's parody, Neco-Arc Chaos, is no longer selectable by secret means, being a legitimate character selectable in Actress Again. Then there's Akiha Tohno, who's recent alternate features her in sailor uniform school clothing. She features the same moveset with variants, and unlike her normal and Vermilion forms, does not have the red claw-like animation for her regular hits. G-Akiha returns as a boss rush character, after her initial appearance in Re-ACT, though in here, her difficulty is increased and features new moves. Like before, she isn't useable, save for cheating means. The last boss, and the antagonist stirring the events of Actress Again into motion is Dust of Osiris, a potential future variation of Sion composed of TATARI's remnants, succeeding Night of Wallachia (who is the disembodied TATARI, and the one who made Sion one of his kind) as the Thirteenth Dead Apostle Ancestor. She, too, is a giant character, but her form is still small, using a gigantic being named Hermes as another means of attack. In spite of her role, some players don't face her, or they do so, prior to Stage 9. Outside of Actress Again, she also appears in the Carnival Phantasm OVA series, the 3rd volume of which this game was released as part of.
Tweaked here and there in some areas, it retains the gameplay aspects of Actress Again, as I said before. There was even a netplay demo of Current Code 1.07 released prior to December of 2011, when the PC game was officially released. The character portraits, and in some areas, the sprites were enhanced, thanks to an enhanced graphics engine used. Used on Windows XP, Vista and 7, this is more or less the complete package, suitable for doujin game lovers. Melty Blood Actress Again: Current Code gets an upgrade in score from me. Not perfect, but a 9 of 10 comes pretty damn close, as it's easily the best of the Melty Blood series.
08 December, 2011
Game Review XXI: Sonic Generations
It's been a long time since our friend in blue, Sonic the Hedgehog, came out with his self-titled game back in 1991. Since then, we were given 20 years of him: the pros being his speed, new abilities, and attitude, down to the cons, consisting of a bad fanbase, voice actor changeups, and bad reviews. Even so, he still pushes strong, and last month's release of Sonic Generations is proof of that. (This review has a spoiler content, so if you don't wanna know in advance who you're up against, keep it moving... I repeat, there are a few spoilers.)
The story begins when he and his friends celebrate Sonic becoming the big 2-0. From out of nowhere, a menacing creature kidnaps all of his friends, sending them to parts unknown. Now he must find where his friends have ended up, but this time around, he's going to get some unexpected help... from himself.
Ever since the remade Green Hill Zone seen in Sonic Adventure 2 / SA2 Battle, I kinda figured they'd redo other past stages, but not like how it turned out. Before we get into that, though, let's look at who we control. Common to the majority of titles, we assume control of Sonic as usual. I'd say that's all, but you're controlling TWO versions of him. This game is where past meets present. Most of Sonic's friends appear as well, but like Sonic, Tails meets his past self, and so does someone else. Even though they're the same character, both versions play differently from one another. The short-spined, chubby one retains his core classic controls, solely 2D platforming with the use of the Jump, Spin Attack, and Spin Dash. This time around though, the Spin Dash is also mapped to a button for easy access. The taller, darker, and talkative Sonic follows his modern gameplay from Sonic Unleashed and Sonic Colors, invoking abilities like the Homing Attack, Boost, Sliding, and Wall Jump. Much like the aforementioned games, his Boost can knock away enemies, and actually change the stage music the longer it's in use, and reverts back to normal when you stop using it.
The stages sort of act like the way Zones were broken up in Sonic the Hedgehog 2, consisting of 2 acts per stage. Act 1, which you play as soon as you hit New Game, uses the 2D Platforming style of the Genesis/Mega Drive, while Act 2 plays like his recent adventure titles, going fast on breakneck speed. Every 3 Stages are part of a specific era, each with reimagined acts for each hedgehog, as well as a few rival and boss fights. Just because you are familiar with them, don't be fooled into thinking you can beat them the same way. They are as follows:
Controls and Gameplay are alright. Sega and Sonic Team listened to the fans concerns, as they warned players of dangerous areas. From time to time, I still end up flying off, but the problem isn't as bad as fans make it to believe. The game also has a skill system, and though you can't upgrade the skill points you can use, you can buy new ones with points gathered in game, and you're given 5 slots for both Sonic versions, so you can customize them to play your way. Voices heard are the same ones spotted in both Sonic Free Riders and Sonic Rivals 2, with even Classic Tails getting a voice (but not Classic Sonic, unsurprisingly...) Another bonus is that if it was pre-ordered ahead of time, you would get a minigame stage made from Sonic The Hedgehog 2's Casino Night Zone. But as an actual stage, the 3DS port may feature this, along with other stages from other games. Boss and Rival battles have been redone to fit the current gameplay in the console port (with the exception of Metal, who you must actually defeat this time), while the 3DS port follows a play style for the battles similar to Sonic Rivals. The 3DS version also features different bosses, which I'll review in the future.
Sonic has had quirks over the years, but this is a good way to relive those 20 years of supersonic speed. Sonic Generations scores: as a Sonic game, a perfect 10, but as a game in general, a 9 of 10. Long live the speed of the spiky blue hog with attitude!
The story begins when he and his friends celebrate Sonic becoming the big 2-0. From out of nowhere, a menacing creature kidnaps all of his friends, sending them to parts unknown. Now he must find where his friends have ended up, but this time around, he's going to get some unexpected help... from himself.
Ever since the remade Green Hill Zone seen in Sonic Adventure 2 / SA2 Battle, I kinda figured they'd redo other past stages, but not like how it turned out. Before we get into that, though, let's look at who we control. Common to the majority of titles, we assume control of Sonic as usual. I'd say that's all, but you're controlling TWO versions of him. This game is where past meets present. Most of Sonic's friends appear as well, but like Sonic, Tails meets his past self, and so does someone else. Even though they're the same character, both versions play differently from one another. The short-spined, chubby one retains his core classic controls, solely 2D platforming with the use of the Jump, Spin Attack, and Spin Dash. This time around though, the Spin Dash is also mapped to a button for easy access. The taller, darker, and talkative Sonic follows his modern gameplay from Sonic Unleashed and Sonic Colors, invoking abilities like the Homing Attack, Boost, Sliding, and Wall Jump. Much like the aforementioned games, his Boost can knock away enemies, and actually change the stage music the longer it's in use, and reverts back to normal when you stop using it.
The stages sort of act like the way Zones were broken up in Sonic the Hedgehog 2, consisting of 2 acts per stage. Act 1, which you play as soon as you hit New Game, uses the 2D Platforming style of the Genesis/Mega Drive, while Act 2 plays like his recent adventure titles, going fast on breakneck speed. Every 3 Stages are part of a specific era, each with reimagined acts for each hedgehog, as well as a few rival and boss fights. Just because you are familiar with them, don't be fooled into thinking you can beat them the same way. They are as follows:
- Genesis/Mega Drive Era
- Green Hill (Sonic The Hedgehog [1991])
- Chemical Plant (Sonic The Hedgehog 2)
- Sky Sanctuary (Sonic The Hedgehog & Knuckles)
Rival: Metal Sonic at Stardust Speedway - Bad Future (Sonic CD)
Boss: Death Egg Robo (Sonic The Hedgehog 2)
- Dreamcast Era
- Speed Highway (Sonic Adventure / SADX: Director's Cut)
- City Escape (Sonic Adventure 2 / SA2: Battle)
- Seaside Hill (Sonic Heroes)
Rival: Shadow the Hedgehog at Final Chase (Sonic Adventure 2 / SA2: Battle)
Boss: Perfect Chaos (Sonic Adventure / SADX: Director's Cut)
- Modern Era
- Crisis City (Sonic The Hedgehog [2006])
- Rooftop Run (Sonic Unleashed)
- Planet Wisp (Sonic Colors)
Rival: Silver the Hedgehog at Crisis City (Sonic The Hedgehog [2006])
Boss: Egg Dragoon (Sonic Unleashed)
Controls and Gameplay are alright. Sega and Sonic Team listened to the fans concerns, as they warned players of dangerous areas. From time to time, I still end up flying off, but the problem isn't as bad as fans make it to believe. The game also has a skill system, and though you can't upgrade the skill points you can use, you can buy new ones with points gathered in game, and you're given 5 slots for both Sonic versions, so you can customize them to play your way. Voices heard are the same ones spotted in both Sonic Free Riders and Sonic Rivals 2, with even Classic Tails getting a voice (but not Classic Sonic, unsurprisingly...) Another bonus is that if it was pre-ordered ahead of time, you would get a minigame stage made from Sonic The Hedgehog 2's Casino Night Zone. But as an actual stage, the 3DS port may feature this, along with other stages from other games. Boss and Rival battles have been redone to fit the current gameplay in the console port (with the exception of Metal, who you must actually defeat this time), while the 3DS port follows a play style for the battles similar to Sonic Rivals. The 3DS version also features different bosses, which I'll review in the future.
Sonic has had quirks over the years, but this is a good way to relive those 20 years of supersonic speed. Sonic Generations scores: as a Sonic game, a perfect 10, but as a game in general, a 9 of 10. Long live the speed of the spiky blue hog with attitude!
06 November, 2011
Game Review XX: Marvel Vs. Capcom series
Oh, this is a treat. By now, some of you may have heard of, or tasted the fame that is Marvel Vs. Capcom. Originally a CPS2-type game, it stands as a famous entry in the Capcom Versus series, shadowing both Tatsunoko Vs. Capcom and Capcom Vs. SNK. This series has a total of 6 games under its belt, and it's still popular today with the more recent entry debuting this year. Let's go through time to see how it became one of the big ones in the fighting game world.
1996: X-Men vs. Street Fighter
The year 1996 was a good year for Capcom. Around this time, they tried their hand with making Marvel-licensed games, and succeeded already with 2 games that released before this time, those being X-Men: Children of the Atom, and Marvel Super Heroes. The first instance that something big would come from it was the fact that Akuma, a Street Fighter character, was a secret character in X-Men: Children of the Atom, accessible by code. The combo system, which was kind of complexed in that game, was more simplified came the release of Marvel Super Heroes. Once more, there was a hidden one there, but this one due to leftover code, most likely. The character in question was Anita, who usually accompanied Donovan, and hails from the Darkstalkers series. However, unlike Akuma, she was incomplete, with a few attacks sometimes using his sprite, and that she features no name on the lifebar, no ending, and uses Thanos' portrait if somehow selected.
While Children of the Atom was published overseas to the US under Acclaim, that, and any title succeeding this would retain the Capcom label. After those two were released and played out, it was time to mix things up a little. This would mark the official premier of Marvel's universe matching up against Capcom's own Street Fighter universe. In this year, they released a coin-op arcade title X-men Vs. Street Fighter, which took elements from the two Marvel games, and blended it with tag team gameplay and Street Fighter flair. The sprites on X-Men's side used their Children of the Atom style, while Street Fighter's sprites were taken from Street Fighter Alpha, a game released around the same time. In addition Cammy White would appear in Shadaloo-style clothing as a playable character on the Street Fighter roster, before her appearance in Street Fighter Alpha 2 Gold, and it's successor Street Fighter Alpha 3. Super moves were retained from both, while Infinity Counter of Marvel Super Heroes was replaced by Variable Counter, which uses a super bar and wears down a player's guard, but has their partner attack. Variable Combination
is basically 2 Hyper Combos in one and uses 2 meters. Another pro is that if the player doesn't obtain damage during this, the character they use switch with their backup character. Lastly, the game would usually end when the boss, in this case Apocalypse, is defeated, however, an extra battle occurs against your partner, and you control the character who finishes Apocalypse off.
They were released the following year for Sega Saturn, and the year after for Sony PlayStation, though the tag feature for the 1998 release was canned, due to memory issues. Only the Arcade and PSX port ever saw daylight in the US.
1997: Marvel Super Heroes vs Street Fighter
Reprising what was done, and seeing how much of a hit it was in the arcades (yet only decent to negative in the PSX port), Capcom tried again with Marvel Super Heroes vs. Street Fighter. This time around, the majority of the X-Men cast was swapped out in favor of more characters from the Marvel universe in general, essentially resulting in using sprites from Marvel Super Heroes. All the same, Capcom also had a few shifts on their side, dropping Charlie and Cammy for Dan and Sakura. The system was also tweaked a little, but was essentially similar to the previous game. Apocalypse returned as the main villain, but he wasn't alone. Alongside him was a mechanical-enhanced version of Akuma, dubbed Cyber-Akuma, made by Apocalypse, and is the final boss of the game. Featuring a variation of the Raging Demon, Shining Goku Shock, this move is one reason why everyone hated fighting him, for it works on ground and in mid air. There are also secret characters which are more so palette swaps of others, such as U.S. Agent and Shadow. For the first time, and perhaps the only time in the series, the game featured a neutral character Norimaro as a Japan exclusive character, representing neither side. Modeled after a Japanese comedian, his attacks are perceived just as ridiculous as his sprite movements. Unless someone emulated, or got the Japan-region copy and system, Norimaro was never introduced officially on US soil.
Like it's predecessor, the game was released for Sega Saturn in 1998 for Japan, while released for Sony PlayStation in 1999 for Japan, US, and the PAL regions. The Arcade was also widely released. While it retained the positive reviews of the previous titles, the PSX port received mixed reviews, gaining better fanfare than the PSX Port of X-Men vs. Street Fighter.
1998: Marvel vs. Capcom: Clash of Super Heroes
Succeeding this was the release of Marvel vs. Capcom: Clash of Super Heroes. Published by Capcom and Virgin Interactive, there were many changes that took place this time. Roster wise, the Capcom side became more mixed, bringing in characters from series such as Darkstalkers, Mega Man, and Cyberbots. The Marvel side saw some changes too, with War Machine debuting in a Capcom vs. title. There were also 4 pallete swap characters. However, mechanics this time were altered. As opposed to the off-screen partner assisting the point character in a fight, a randomly chosen assist character instead fills that role, but for only a certain number of times. Switching is still possible, but only after one gets knocked out, which tags the other member in automatically, or when they use the new feature Duo Team Attack, which has both members attack their opponent, making devastation combos and damage. Afterwards, the summoned partner is now the point character.
The Assist Character was a role that was similar to Rival Schools: United By Fate, a game released a year before, around the same time as Marvel Super Heroes vs. Street Fighter in the arcades. X-men villain Onslaught appears as the antagonist, which has two forms the player must defeat. However, he can also be a secret character to use when all others are unlocked. As cheap as he is, the player gets access to both forms once saved to the VMU. While he also summons in-game characters, he uses Sentinel as a special move, which would make him an NPC, but never the less, a character premiering in the series. Moreover, in lieu of Ken and Akuma being absent, Ryu had a different playstyle, where he takes on the attributes and movesets of those two upon certain button combinations.
It hit arcades in early 1998 for both Japan and US. Console-wise, It was released on both the Sony PlayStation and the Sega Dreamcast, the successor to Sega Saturn. Moreover, the release was for all available regions, US seeing the Dreamcast copy in 1999, and PSX in 2000. However, as before, the PSX version, called Marvel vs. Capcom EX Edition in Japan, dealt with sacrifices due to memory limitations. However, it had it's exclusives. While the tag feature was nearly absent in its entiretly, a crossover mode was set, in which a character the first player chooses becomes the partner of the opposing player. To add, an art gallery and ending collection were added, and upon beating Onslaught with him, Mega Man had access to Magnetic Shockwave, which was teased in his ending.
Again, praised highly in the arcades, it was matched with the Dreamcast release's superb reviews as well. PlayStation's, however, still retained their rather lackluster score like the other two, that is to say it was mixed to negative.
2000: Marvel vs. Capcom 2: New Age of Heroes
Featuring 3-on-3 battles, a bigger character roster, simplified controls, and a jazzy soundtrack, the sequel Marvel vs. Capcom 2: New Age of Heroes was the big one. The fourth member of the MvC series, it was released around the same time Capcom vs. SNK began their run in the Capcom vs. series. Using the NAOMI arcade platform, it was the only game to use 3d polygon imagery at the time, though retained the usage of character sprites. While it supposedly has a story of its own, this game does not have character specific endings like the others, and regardless of the members of your team, everyone gets the same ending.
Using 4 attack buttons, the last 2 are for the character assist. there are in total 57 characters to choose from, making one of, if not THE largest cast in the MVC series, in which 56 are playable. The assist feature also saw some changes, as there was 3 types you can choose from, labeled Alpha Type (α), Beta Type (ß), and Gamma Type (Γ), and the moves assigned are predetermined via the developers. Switching out had no limit, and like before, those tagged out can recover their health, but only for the amount left by the red area in their life bar. Aside from the usual Hyper Combos, players can use them all at once, but takes away most if not all of the Super Meter in order to pull it off. While majority of the characters are from well known series, there were a few originals this time around, starting with the main character Ruby Heart, SonSon (who's a relative of another Capcom character with the same name), and Abyss, also exclusive as the main antagonist. Returning characters consists of most of those who appeared in the MVC series up to that point, with the inclusion of those that never made it before (examples are characters as Iron Man and Cable on the Marvel side, while two of Capcom's debuts are Servbot and Dan.)
The game was high in demand, but limited in release in 2002. As they were released for arcades, they also saw a Dreamcast release the same year it debuted. In 2002, there were limited ports for Sony PlayStation 2, with the port to Microsoft Xbox the following year, mainly due to Capcom losing the Marvel license. For the first time, Sony gained a good review for their port of the game, while it was merely decent for Xbox, even with it being backwards compatible with its successor, Microsoft Xbox 360. Due to bugs and software slowdown in that version, their port lost to Sony's, but they still fell under in comparison to Dreamcast's port, said to be the most faithful due to their similarities to the NAOMI system. It saw a re-release as a downloadable for Xbox 360's Xbox Live Arcade, and Sony PlayStation 3's PlayStation Network in 2009, both of which getting generally good praise. With the downloadable release came changes. The attract movie was dropped, all characters were initially available, it supported online play, and the sprites had filters. I say this was done to get people hyped for the next chapter...
2011: Marvel vs. Capcom 3: Fate of Two Worlds & Ultimate Marvel vs. Capcom 3
It was ten painful years for MvC fans before the next chapter was made. At last, Marvel vs. Capcom 3: Fate of Two Worlds emerged as a title straight to consoles. Not much changed from the previous game and retained the 3-on-3 format, but some characters were excluded, with others debuting, such as Albert Wesker and Dante on Capcom's side, while Marvel featured the likes of Super Skrull and Deadpool, among others. Furthermore, every character appeared in 3D form, featuring rendering similar to the young Tatsunoko vs. Capcom: Ultimate All-Stars. In addition, Level 3 Hyper Combos had special animations to them, stopping an opponent during its animation if connected. Other features included X-Factor, which increases damage, speed, and regenerates health. Due to the last bit, I thought of it as similar to the Blood Heat mode of unrelated novel fighter Melty Blood: Act Cadenza.
The antagonists this time around was revealed to be the joint partnership of Doctor Doom and Wesker, with the final bad guy being the oversized planet destroyer, Galactus. Plenty of character tweaks were made since MvC2 to prevent any broken characters. However, as usual, there were ways around this with some of them, and it takes a real expert to find them out. The 2-button Light and Hard Punch was canned for a 3-button set up, making it akin to that of TvC. Music was also revamped, as it went back to having character specific themes, made more modern and techno-like. Assists carried on like the last game, and before selecting your team, two things happen: for starters, you can choose to have normal, or simplified controls, though choosing the latter limits your moveset. You can also have set reserve units, basically teams you frequently study and fight well with. For fan service, character endings return, even one for Galactus should you end the game after losing to him.
Released for both the PlayStation 3 and Xbox 360, it was hailed as a great title overall. DLC included different costumes as well as 2 characters: Shuma-Gorath returning from MvC2, as well as Jill Valentine, though she features a new look and moveset to complement her Resident Evil 5 appearance. More DLC were confirmed, but due to the tsunami that took place in Japan, they went with plan B: much like how they did it for the Street Fighter IV series, the said DLC were released as another standalone debuting this month: Ultimate Marvel vs Capcom 3, which wil be a rerelease for PlayStation 3 and Xbox 360, and next year will be a launch title for PlayStation Vita, Sony's new handheld. This features even more character tweaks and the debut of more characters, like Hawkeye and Rocket Raccon for Marvel, and Vergil and Phoenix Wright for Capcom.
Even with its flaws and gains, Marvel vs. Capcom is a name to respect and fear in terms of competition. Whether you're a causal player, or a die-hard pro, any player is welcome to play, but it may not be to everyone's liking. Still, as a series overall, a 9 of 10. Even with its few flops back in the early days, Marvel vs. Capcom will seemingly become a timeless series.
1996: X-Men vs. Street Fighter
The year 1996 was a good year for Capcom. Around this time, they tried their hand with making Marvel-licensed games, and succeeded already with 2 games that released before this time, those being X-Men: Children of the Atom, and Marvel Super Heroes. The first instance that something big would come from it was the fact that Akuma, a Street Fighter character, was a secret character in X-Men: Children of the Atom, accessible by code. The combo system, which was kind of complexed in that game, was more simplified came the release of Marvel Super Heroes. Once more, there was a hidden one there, but this one due to leftover code, most likely. The character in question was Anita, who usually accompanied Donovan, and hails from the Darkstalkers series. However, unlike Akuma, she was incomplete, with a few attacks sometimes using his sprite, and that she features no name on the lifebar, no ending, and uses Thanos' portrait if somehow selected.
While Children of the Atom was published overseas to the US under Acclaim, that, and any title succeeding this would retain the Capcom label. After those two were released and played out, it was time to mix things up a little. This would mark the official premier of Marvel's universe matching up against Capcom's own Street Fighter universe. In this year, they released a coin-op arcade title X-men Vs. Street Fighter, which took elements from the two Marvel games, and blended it with tag team gameplay and Street Fighter flair. The sprites on X-Men's side used their Children of the Atom style, while Street Fighter's sprites were taken from Street Fighter Alpha, a game released around the same time. In addition Cammy White would appear in Shadaloo-style clothing as a playable character on the Street Fighter roster, before her appearance in Street Fighter Alpha 2 Gold, and it's successor Street Fighter Alpha 3. Super moves were retained from both, while Infinity Counter of Marvel Super Heroes was replaced by Variable Counter, which uses a super bar and wears down a player's guard, but has their partner attack. Variable Combination
is basically 2 Hyper Combos in one and uses 2 meters. Another pro is that if the player doesn't obtain damage during this, the character they use switch with their backup character. Lastly, the game would usually end when the boss, in this case Apocalypse, is defeated, however, an extra battle occurs against your partner, and you control the character who finishes Apocalypse off.
They were released the following year for Sega Saturn, and the year after for Sony PlayStation, though the tag feature for the 1998 release was canned, due to memory issues. Only the Arcade and PSX port ever saw daylight in the US.
1997: Marvel Super Heroes vs Street Fighter
Reprising what was done, and seeing how much of a hit it was in the arcades (yet only decent to negative in the PSX port), Capcom tried again with Marvel Super Heroes vs. Street Fighter. This time around, the majority of the X-Men cast was swapped out in favor of more characters from the Marvel universe in general, essentially resulting in using sprites from Marvel Super Heroes. All the same, Capcom also had a few shifts on their side, dropping Charlie and Cammy for Dan and Sakura. The system was also tweaked a little, but was essentially similar to the previous game. Apocalypse returned as the main villain, but he wasn't alone. Alongside him was a mechanical-enhanced version of Akuma, dubbed Cyber-Akuma, made by Apocalypse, and is the final boss of the game. Featuring a variation of the Raging Demon, Shining Goku Shock, this move is one reason why everyone hated fighting him, for it works on ground and in mid air. There are also secret characters which are more so palette swaps of others, such as U.S. Agent and Shadow. For the first time, and perhaps the only time in the series, the game featured a neutral character Norimaro as a Japan exclusive character, representing neither side. Modeled after a Japanese comedian, his attacks are perceived just as ridiculous as his sprite movements. Unless someone emulated, or got the Japan-region copy and system, Norimaro was never introduced officially on US soil.
Like it's predecessor, the game was released for Sega Saturn in 1998 for Japan, while released for Sony PlayStation in 1999 for Japan, US, and the PAL regions. The Arcade was also widely released. While it retained the positive reviews of the previous titles, the PSX port received mixed reviews, gaining better fanfare than the PSX Port of X-Men vs. Street Fighter.
1998: Marvel vs. Capcom: Clash of Super Heroes
Succeeding this was the release of Marvel vs. Capcom: Clash of Super Heroes. Published by Capcom and Virgin Interactive, there were many changes that took place this time. Roster wise, the Capcom side became more mixed, bringing in characters from series such as Darkstalkers, Mega Man, and Cyberbots. The Marvel side saw some changes too, with War Machine debuting in a Capcom vs. title. There were also 4 pallete swap characters. However, mechanics this time were altered. As opposed to the off-screen partner assisting the point character in a fight, a randomly chosen assist character instead fills that role, but for only a certain number of times. Switching is still possible, but only after one gets knocked out, which tags the other member in automatically, or when they use the new feature Duo Team Attack, which has both members attack their opponent, making devastation combos and damage. Afterwards, the summoned partner is now the point character.
The Assist Character was a role that was similar to Rival Schools: United By Fate, a game released a year before, around the same time as Marvel Super Heroes vs. Street Fighter in the arcades. X-men villain Onslaught appears as the antagonist, which has two forms the player must defeat. However, he can also be a secret character to use when all others are unlocked. As cheap as he is, the player gets access to both forms once saved to the VMU. While he also summons in-game characters, he uses Sentinel as a special move, which would make him an NPC, but never the less, a character premiering in the series. Moreover, in lieu of Ken and Akuma being absent, Ryu had a different playstyle, where he takes on the attributes and movesets of those two upon certain button combinations.
It hit arcades in early 1998 for both Japan and US. Console-wise, It was released on both the Sony PlayStation and the Sega Dreamcast, the successor to Sega Saturn. Moreover, the release was for all available regions, US seeing the Dreamcast copy in 1999, and PSX in 2000. However, as before, the PSX version, called Marvel vs. Capcom EX Edition in Japan, dealt with sacrifices due to memory limitations. However, it had it's exclusives. While the tag feature was nearly absent in its entiretly, a crossover mode was set, in which a character the first player chooses becomes the partner of the opposing player. To add, an art gallery and ending collection were added, and upon beating Onslaught with him, Mega Man had access to Magnetic Shockwave, which was teased in his ending.
Again, praised highly in the arcades, it was matched with the Dreamcast release's superb reviews as well. PlayStation's, however, still retained their rather lackluster score like the other two, that is to say it was mixed to negative.
2000: Marvel vs. Capcom 2: New Age of Heroes
Featuring 3-on-3 battles, a bigger character roster, simplified controls, and a jazzy soundtrack, the sequel Marvel vs. Capcom 2: New Age of Heroes was the big one. The fourth member of the MvC series, it was released around the same time Capcom vs. SNK began their run in the Capcom vs. series. Using the NAOMI arcade platform, it was the only game to use 3d polygon imagery at the time, though retained the usage of character sprites. While it supposedly has a story of its own, this game does not have character specific endings like the others, and regardless of the members of your team, everyone gets the same ending.
Using 4 attack buttons, the last 2 are for the character assist. there are in total 57 characters to choose from, making one of, if not THE largest cast in the MVC series, in which 56 are playable. The assist feature also saw some changes, as there was 3 types you can choose from, labeled Alpha Type (α), Beta Type (ß), and Gamma Type (Γ), and the moves assigned are predetermined via the developers. Switching out had no limit, and like before, those tagged out can recover their health, but only for the amount left by the red area in their life bar. Aside from the usual Hyper Combos, players can use them all at once, but takes away most if not all of the Super Meter in order to pull it off. While majority of the characters are from well known series, there were a few originals this time around, starting with the main character Ruby Heart, SonSon (who's a relative of another Capcom character with the same name), and Abyss, also exclusive as the main antagonist. Returning characters consists of most of those who appeared in the MVC series up to that point, with the inclusion of those that never made it before (examples are characters as Iron Man and Cable on the Marvel side, while two of Capcom's debuts are Servbot and Dan.)
The game was high in demand, but limited in release in 2002. As they were released for arcades, they also saw a Dreamcast release the same year it debuted. In 2002, there were limited ports for Sony PlayStation 2, with the port to Microsoft Xbox the following year, mainly due to Capcom losing the Marvel license. For the first time, Sony gained a good review for their port of the game, while it was merely decent for Xbox, even with it being backwards compatible with its successor, Microsoft Xbox 360. Due to bugs and software slowdown in that version, their port lost to Sony's, but they still fell under in comparison to Dreamcast's port, said to be the most faithful due to their similarities to the NAOMI system. It saw a re-release as a downloadable for Xbox 360's Xbox Live Arcade, and Sony PlayStation 3's PlayStation Network in 2009, both of which getting generally good praise. With the downloadable release came changes. The attract movie was dropped, all characters were initially available, it supported online play, and the sprites had filters. I say this was done to get people hyped for the next chapter...
2011: Marvel vs. Capcom 3: Fate of Two Worlds & Ultimate Marvel vs. Capcom 3
It was ten painful years for MvC fans before the next chapter was made. At last, Marvel vs. Capcom 3: Fate of Two Worlds emerged as a title straight to consoles. Not much changed from the previous game and retained the 3-on-3 format, but some characters were excluded, with others debuting, such as Albert Wesker and Dante on Capcom's side, while Marvel featured the likes of Super Skrull and Deadpool, among others. Furthermore, every character appeared in 3D form, featuring rendering similar to the young Tatsunoko vs. Capcom: Ultimate All-Stars. In addition, Level 3 Hyper Combos had special animations to them, stopping an opponent during its animation if connected. Other features included X-Factor, which increases damage, speed, and regenerates health. Due to the last bit, I thought of it as similar to the Blood Heat mode of unrelated novel fighter Melty Blood: Act Cadenza.
The antagonists this time around was revealed to be the joint partnership of Doctor Doom and Wesker, with the final bad guy being the oversized planet destroyer, Galactus. Plenty of character tweaks were made since MvC2 to prevent any broken characters. However, as usual, there were ways around this with some of them, and it takes a real expert to find them out. The 2-button Light and Hard Punch was canned for a 3-button set up, making it akin to that of TvC. Music was also revamped, as it went back to having character specific themes, made more modern and techno-like. Assists carried on like the last game, and before selecting your team, two things happen: for starters, you can choose to have normal, or simplified controls, though choosing the latter limits your moveset. You can also have set reserve units, basically teams you frequently study and fight well with. For fan service, character endings return, even one for Galactus should you end the game after losing to him.
Released for both the PlayStation 3 and Xbox 360, it was hailed as a great title overall. DLC included different costumes as well as 2 characters: Shuma-Gorath returning from MvC2, as well as Jill Valentine, though she features a new look and moveset to complement her Resident Evil 5 appearance. More DLC were confirmed, but due to the tsunami that took place in Japan, they went with plan B: much like how they did it for the Street Fighter IV series, the said DLC were released as another standalone debuting this month: Ultimate Marvel vs Capcom 3, which wil be a rerelease for PlayStation 3 and Xbox 360, and next year will be a launch title for PlayStation Vita, Sony's new handheld. This features even more character tweaks and the debut of more characters, like Hawkeye and Rocket Raccon for Marvel, and Vergil and Phoenix Wright for Capcom.
Even with its flaws and gains, Marvel vs. Capcom is a name to respect and fear in terms of competition. Whether you're a causal player, or a die-hard pro, any player is welcome to play, but it may not be to everyone's liking. Still, as a series overall, a 9 of 10. Even with its few flops back in the early days, Marvel vs. Capcom will seemingly become a timeless series.
Labels:
Games,
Multi-Platform,
Multi-Title,
Reviews,
Series
05 November, 2011
Game Review XIX: "Street Fighter The Movie"
If you're like me, then you have heard about the live action movie of Street Fighter, the one with Jean-Claude Van Damme and Raul Julia. It was brought to my attention a year ago that a game was made from this. Now I see this as a paradox, because we're talking about a game that was made based off the movie, which was based off the game series. Let me explain in detail.
As you may know, the film has eye-catching differences, such as Guile being the lead character overall (which stands over the signature characters Ryu and Ken), and because it was live action, much things were changed, such as the absence of Guile's staple mop-top hairstyle, a different take on the origin of Blanka, and the lack of much of the powers the game constantly feature. Even with it distributed by Universal Pictures and Columbia Pictures, made in their studio, the movie is undoubtedly a Capcom product.
The same is somewhat true in regards to the games, but there was something different in regards to those as well. Even though they're both named Street Fighter: The Movie, and feature similar, if not the exact same mechanics, they are 2 different games, much like how it is for Tekken 5 and Tekken 6 and their respective counterparts, and somewhat akin to how Mortal Kombat 4/Gold was treated. The first was a coin-op game, like the ones found in arcades (or places like Dave & Busters, if you couldn't find the aforementioned place.) Now, these days, developers can just simply take the material data used for the arcades and fine tune it to be a home port game title. However, this perhaps the only time I recall that they didn't do such a thing, and even though it was made with the same footage and mechanics, it was released as a standalone title instead of a port. Here's a good rundown on what it has, but I'll try not to keep you. Some have bashed this game, saying it's almost as bad as the film. I can sympathies, but feel free to skim through if you don't want to know. Nobody will blame you.
FEATURES:
Because it's a movie based fighter, players take the roles of digitized sprites of the characters from the films. I honestly have no clue when game companies thought of this ideal, but for making game adaptions, the practice is somewhat common, given you have those in the games based off the Spider-Man trilogy with Tobey Maguire, and more of them in the game port of Dragonball Evolution.
The character roster was among it's key differences. Some characters were exclusinve to one version, while another was fulfilling different roles between the two. Characters Blade and Sawada were exclusive for the movie, and didn't appear, nor were they mentioned, in any other game, since they aren't part of the general storyline. Other characters, like Akuma, had no part in the film, but were protrayed by an actor much like the rest in both versions. But in his case, he was available in one, and somewhat unplayable in the other (save through means of a cheat.) Much like how it typically was for him in MOST of the Street Fighter games, Akuma was hidden in the home port, and unless you used a code, an NPC you had to fight when conditions were fulfilled, yet in the coin-op game, he is initially available as a full character on the roster. Coin-op characters Blade and the palette-swapped Bison Troopers aren't seen in the console port, and are somewhat replaced by exclusives Dee Jay and Blanka. Sawada is featured on both, but with different specials exclusive to one another.
GAME MECHANICS (COIN-OP VERSION):
The mechanics for this game differed greatly from the others in the series as well. While almost absent in the film, each character retained their special movies, granted when saying them, some tend to sound kind of silly. In addition, those with close quarter specials, like Zangief, Balrog, and Sawada, could reflect projectiles. I don't know if this was true for both versions, but I have seen that was possible, but still unbelievable (though 'Gief using his 360 spin to bypass projectiles is believable and useful.) Each game bore different gameplay traits as well. The coin-op arcade version emphasized more on the juggling system. Baffled that the idea even existed, players can mix up basic fighting with specials, even cancelling a special to follow up with another, keeping the opponent in air. Now back then, this was a pretty huge deal, but nowadays, it's a no-brainer for most fighters out there (that has yet to be considered for Virtua Fighter.)
The game also had a Super Meter, and as with Super Street Fighter II Turbo, allows the player to use a Super Combo on the opponent. Should the match end with it, the lifebar of the opponent breaks apart. One of the other traits included Interrupt Moves, a quick action performed after blocking an attack, and would later return in the Street Fighter Alpha series as Alpha Counter. The second action would be Comeback Moves, which features moves that could only be used when one's health is in the danger level. While these moves did not have a meter of its own, this would later return in the Street Fighter IV series as Ultra Combos, which featured its own meter that builds upon receiving damage or absorbing them during Focus, and was changeable starting with Super Street Fighter IV. The last one is the Regeneration Move, which refills a portion of a players life, but sacrifices a whole Super Meter. I heard it was possible in the third game of Arika's Street Fighter EX series, but a better example of this would be seen in Street Fighter III, with the game's boss Gill, who revives himself after being knocked out when his super meter is full (though it's proven you can stop how much he gains.) Aside from the 14-character Arcade Mode, a hidden Tag Mode was also in the game.
GAME MECHANICS (CONSOLE VERSION):
The Console version also has uniqueness from its coin-op counterpart, aside from the roster. While both retain a few instances from Super Street Fighter 2 Turbo, the home console port is based from that. Featuring the Super Combos and Special Moves it already had, Super Specials was put in there as another means of attack. Using part of the Super Gauge and the input of a direction and TWO attack buttons would make the player use a powered up version of a Special Move. When the gauge is full, it's use is unlimited until they use the Super Combo. This was seen as the ES Specials of Night Warriors (Darkstalkers series), and would later surface in Street Fighter III: 2nd Impact as EX Moves, a mechanic people thought the game gave birth to, but was actually a more toned down version of the system.
Adding to this, the game also featured different modes. Movie Battle is a Story Mode-like game mode where the player assumes the role of Guile, and branches off into different routes. Your choices in this mode is reflected to how many opponents you'll face before reaching Bison. An arcade-style mode, Street Battle, is essentially the arcade version of the game, but unlike the Coin-Op version, has you facing 12 characters, with the spots of Zangief, Dee Jay, Sagat, and Bison set in that order as your last 4 opponents (which differs from Street Fighter II's Balrog, Vega, Sagat, and Bison format.) There's also a Versus Mode, and a Trial Mode, which you compete for a high score. These were released for Sega Saturn and Sony PlayStation, both CD-platform consoles.
VISUALS/SOUND
People would look at it, and right away, some would think about the first 2 Mortal Kombat games. In fact, some of the poses look clearly adapted from that series. Another way they would see that deals with the background in some of the stages. However, the team that did do that game, which was formerly Midway, had no part in its development, yet resembled their work somewhat. It was also weird the first time seeing this. That said, I couldn't seen digitized versions of actors doing standstill shocker moves, launching fireballs or doing spin kicks and what not. While it's a fighting game, and was least prominent in the earlier games, they have no defining personalities for each character as they do in the later games, and much like the older titles, has the player get into the fight almost immediately. With any game, it has a win counter, shown as a Shadoloo/Shadowlaw insignia beside the name, stating the rounds won. In the background, there lie some stages with cameos of characters in-game, and another stage that features a crowd. The stages were but so few, the music even fewer, so there was much to be desired, yet some stages also featured inaudible clips from the actual film.
The mantle was stepped up a bit when the console port came into play. They tried to make more similar to the namesake game series, with newer voice acting, more music, different stages and different visuals of the moves performed. The Psycho Crusher, which was a staple Bison move, was still absent from the game. In all, the game was improved, but not by much.
DEVELOPMENT
The development team differed between the two. For starters, the Coin-Op version was developed under Incredible Technologies, who was a coin-op game company much like Sega, Midway, and Williams, but wasn't a threat to those 3. In fact, they had almost nothing under their belt in terms of fighting games, the only exceptions being this and Bloodstorm. I guess sometime after the coin-op release of the game, development was turned over, or said to be primarily Capcom's doing, but under different publishing for the console ports. In Japan, publishing rights were still under Capcom, while in US, Europe, and Australia, publishing was done by Acclaim, the successor to the ridiculed LJN, and the company that first brought us Mortal Kombat, NBA Jam, and early WWF titles. However, because some understand the origins, few have credited this as another LJN title, which has been mainly bashed by consumers in terms of gaming.
VERDICT
I know I have yakked on and on about this game already, but I'll end it with these. The game in general is kinda bad, but it was a stepping stone mechanic wise to what we have today, so in general, both games get a 5.5 of 10. I wasn't expecting the games to be successful, but much like the movie, it had hope, but that's it. Until next time.
As you may know, the film has eye-catching differences, such as Guile being the lead character overall (which stands over the signature characters Ryu and Ken), and because it was live action, much things were changed, such as the absence of Guile's staple mop-top hairstyle, a different take on the origin of Blanka, and the lack of much of the powers the game constantly feature. Even with it distributed by Universal Pictures and Columbia Pictures, made in their studio, the movie is undoubtedly a Capcom product.
The same is somewhat true in regards to the games, but there was something different in regards to those as well. Even though they're both named Street Fighter: The Movie, and feature similar, if not the exact same mechanics, they are 2 different games, much like how it is for Tekken 5 and Tekken 6 and their respective counterparts, and somewhat akin to how Mortal Kombat 4/Gold was treated. The first was a coin-op game, like the ones found in arcades (or places like Dave & Busters, if you couldn't find the aforementioned place.) Now, these days, developers can just simply take the material data used for the arcades and fine tune it to be a home port game title. However, this perhaps the only time I recall that they didn't do such a thing, and even though it was made with the same footage and mechanics, it was released as a standalone title instead of a port. Here's a good rundown on what it has, but I'll try not to keep you. Some have bashed this game, saying it's almost as bad as the film. I can sympathies, but feel free to skim through if you don't want to know. Nobody will blame you.
FEATURES:
Because it's a movie based fighter, players take the roles of digitized sprites of the characters from the films. I honestly have no clue when game companies thought of this ideal, but for making game adaptions, the practice is somewhat common, given you have those in the games based off the Spider-Man trilogy with Tobey Maguire, and more of them in the game port of Dragonball Evolution.
The character roster was among it's key differences. Some characters were exclusinve to one version, while another was fulfilling different roles between the two. Characters Blade and Sawada were exclusive for the movie, and didn't appear, nor were they mentioned, in any other game, since they aren't part of the general storyline. Other characters, like Akuma, had no part in the film, but were protrayed by an actor much like the rest in both versions. But in his case, he was available in one, and somewhat unplayable in the other (save through means of a cheat.) Much like how it typically was for him in MOST of the Street Fighter games, Akuma was hidden in the home port, and unless you used a code, an NPC you had to fight when conditions were fulfilled, yet in the coin-op game, he is initially available as a full character on the roster. Coin-op characters Blade and the palette-swapped Bison Troopers aren't seen in the console port, and are somewhat replaced by exclusives Dee Jay and Blanka. Sawada is featured on both, but with different specials exclusive to one another.
GAME MECHANICS (COIN-OP VERSION):
The mechanics for this game differed greatly from the others in the series as well. While almost absent in the film, each character retained their special movies, granted when saying them, some tend to sound kind of silly. In addition, those with close quarter specials, like Zangief, Balrog, and Sawada, could reflect projectiles. I don't know if this was true for both versions, but I have seen that was possible, but still unbelievable (though 'Gief using his 360 spin to bypass projectiles is believable and useful.) Each game bore different gameplay traits as well. The coin-op arcade version emphasized more on the juggling system. Baffled that the idea even existed, players can mix up basic fighting with specials, even cancelling a special to follow up with another, keeping the opponent in air. Now back then, this was a pretty huge deal, but nowadays, it's a no-brainer for most fighters out there (that has yet to be considered for Virtua Fighter.)
The game also had a Super Meter, and as with Super Street Fighter II Turbo, allows the player to use a Super Combo on the opponent. Should the match end with it, the lifebar of the opponent breaks apart. One of the other traits included Interrupt Moves, a quick action performed after blocking an attack, and would later return in the Street Fighter Alpha series as Alpha Counter. The second action would be Comeback Moves, which features moves that could only be used when one's health is in the danger level. While these moves did not have a meter of its own, this would later return in the Street Fighter IV series as Ultra Combos, which featured its own meter that builds upon receiving damage or absorbing them during Focus, and was changeable starting with Super Street Fighter IV. The last one is the Regeneration Move, which refills a portion of a players life, but sacrifices a whole Super Meter. I heard it was possible in the third game of Arika's Street Fighter EX series, but a better example of this would be seen in Street Fighter III, with the game's boss Gill, who revives himself after being knocked out when his super meter is full (though it's proven you can stop how much he gains.) Aside from the 14-character Arcade Mode, a hidden Tag Mode was also in the game.
GAME MECHANICS (CONSOLE VERSION):
The Console version also has uniqueness from its coin-op counterpart, aside from the roster. While both retain a few instances from Super Street Fighter 2 Turbo, the home console port is based from that. Featuring the Super Combos and Special Moves it already had, Super Specials was put in there as another means of attack. Using part of the Super Gauge and the input of a direction and TWO attack buttons would make the player use a powered up version of a Special Move. When the gauge is full, it's use is unlimited until they use the Super Combo. This was seen as the ES Specials of Night Warriors (Darkstalkers series), and would later surface in Street Fighter III: 2nd Impact as EX Moves, a mechanic people thought the game gave birth to, but was actually a more toned down version of the system.
Adding to this, the game also featured different modes. Movie Battle is a Story Mode-like game mode where the player assumes the role of Guile, and branches off into different routes. Your choices in this mode is reflected to how many opponents you'll face before reaching Bison. An arcade-style mode, Street Battle, is essentially the arcade version of the game, but unlike the Coin-Op version, has you facing 12 characters, with the spots of Zangief, Dee Jay, Sagat, and Bison set in that order as your last 4 opponents (which differs from Street Fighter II's Balrog, Vega, Sagat, and Bison format.) There's also a Versus Mode, and a Trial Mode, which you compete for a high score. These were released for Sega Saturn and Sony PlayStation, both CD-platform consoles.
VISUALS/SOUND
People would look at it, and right away, some would think about the first 2 Mortal Kombat games. In fact, some of the poses look clearly adapted from that series. Another way they would see that deals with the background in some of the stages. However, the team that did do that game, which was formerly Midway, had no part in its development, yet resembled their work somewhat. It was also weird the first time seeing this. That said, I couldn't seen digitized versions of actors doing standstill shocker moves, launching fireballs or doing spin kicks and what not. While it's a fighting game, and was least prominent in the earlier games, they have no defining personalities for each character as they do in the later games, and much like the older titles, has the player get into the fight almost immediately. With any game, it has a win counter, shown as a Shadoloo/Shadowlaw insignia beside the name, stating the rounds won. In the background, there lie some stages with cameos of characters in-game, and another stage that features a crowd. The stages were but so few, the music even fewer, so there was much to be desired, yet some stages also featured inaudible clips from the actual film.
The mantle was stepped up a bit when the console port came into play. They tried to make more similar to the namesake game series, with newer voice acting, more music, different stages and different visuals of the moves performed. The Psycho Crusher, which was a staple Bison move, was still absent from the game. In all, the game was improved, but not by much.
DEVELOPMENT
The development team differed between the two. For starters, the Coin-Op version was developed under Incredible Technologies, who was a coin-op game company much like Sega, Midway, and Williams, but wasn't a threat to those 3. In fact, they had almost nothing under their belt in terms of fighting games, the only exceptions being this and Bloodstorm. I guess sometime after the coin-op release of the game, development was turned over, or said to be primarily Capcom's doing, but under different publishing for the console ports. In Japan, publishing rights were still under Capcom, while in US, Europe, and Australia, publishing was done by Acclaim, the successor to the ridiculed LJN, and the company that first brought us Mortal Kombat, NBA Jam, and early WWF titles. However, because some understand the origins, few have credited this as another LJN title, which has been mainly bashed by consumers in terms of gaming.
VERDICT
I know I have yakked on and on about this game already, but I'll end it with these. The game in general is kinda bad, but it was a stepping stone mechanic wise to what we have today, so in general, both games get a 5.5 of 10. I wasn't expecting the games to be successful, but much like the movie, it had hope, but that's it. Until next time.
Labels:
Games,
Multi-Platform,
Multi-Title,
Reviews
10 October, 2011
Game Review XVIII: "Sonic CD"
In light of its return to the gaming scene, Sonic CD was a chronologically questioned title. Aside from being the only good game on the not-so-innovative Sega CD adapter for the Sega Genesis, this game introduced the characters Amy Rose and Metal Sonic. Outside of emulators, the Sega CD, or the Sonic Gems Collection on Nintendo Gamecube (and Sony PlayStation 2 in other areas), not many would know, let alone play it, so those who missed out, making its return as a downloadable game for consoles and mobile phones is a big deal for Sonic fans.
Things would be so much calmer if not for the exploits of Dr. Ivo Robotnik/Eggman. Once again, Sonic sets out to stop him. This time, he sees the fabled Little Planet, alongside a pink hedgehog named Amy Rose. But they see the planet chained down and covered in metal, and this has Robotnik's name all over it. Furthermore, Amy gets kidnapped by the metallic blue doppelganger bent on destroying him. Now Sonic must traverse through new zones and collect all 7 Time Stones, jewels capable of bending time itself. He'll need these to rescue Amy, crush Metal Sonic, and stop his nemesis' plans once more.
Sonic CD goes back to the solo gameplay of Sonic the Hedgehog, though you have at your disposal as well the Spin Dash and the Super Peel Out, a Sonic action new at the time, and that would later return in the Sega Game Gear title Sonic Chaos. The additional gimmicks this time around were signs that could allow you to travel to the past or future. Once you flip a sign, if you can build up enough speed nonstop, you could travel through time. In addition, there was a special ramp seen at the beginning of the level, in addition to various switches found in specific stages. The original shield of Sonic 1 returns, alongside the very common (but now seldom used) Speed Up and Invincibility power-ups. By collecting Time Stones, you can have a good or bad future for whatever Zone you're in. As with Sonic The Hedgehog, your means of getting these stones is by completing Special Stages, and to access them, you must have 50 rings minimum, and jump in the giant ring at the end of the zone's act. Each Zone consist of 3 acts, with the 3rd one being the boss stage, and its appearance will vary on if you made Good futures or not, as well as if you possess the Time Stones. The historic battle would take place on the 6th Zone, with Metal Sonic making more appearances afterwards, even as an enemy in the title Knuckles' Chaotix, which was a game on the brother adapter for Sega Genesis, the Sega 32X.
It was also the first Sonic title to ever utilize internal memory, stored via built-in RAM. Its re-release to consoles gives it a place in the Sonic timeline: following the ending teaser from Sonic the Hedgehog 4: Episode 1, Metal Sonic was hinted as the returning bad guy for the next installment. With this fact in mind, Sonic CD will serve most likely as a prequel to Sonic the Hedgehog 4: Episode 2. The trailer, released by them not long ago, clearly shows that Sonic CD will most likely follow Sonic 4: Episode 1 storywise. The re-release will have the same visuals as the original game, but built around a new engine, with tweaked Spin Dash animation from Sonic the Hedgehog 2. The changes comes as a surprise, since they're transitioning from the 2.5D graphics of Sonic 4, to back to the 16-bit era of Sonic 1. In addition, because they went back to the solely 16-bit game, the Homing Attack, which was in Sonic 4, may not be featured in it. In fact, I'm almost certain that will be absent, since it wasn't there to begin with.
Sonic CD was hailed as the only good game in terms of the Sega CD addon, and given what I have seen based around that, the statement is REALLY saying something, given that the graphics, compared to the other games on that, looked somewhat primitive visually. Another heads up is that re-release will feature the original soundtrack from its Japanese port. Whether or not the American soundtrack will be there is questionable, but since they said "featured", I'm gonna leave that as a possibility.
Sonic CD's relaunch is another way they kick off years of Sonic the Hedgehog, even though there's still the release of Sonic Generations happening next month, which happens to be the main celebration. Back then, I would perfect grade this title, but the fact that it was the only good game on that specific platform, that would be overdoing it. For now, I say an 8.4 of 10 For Sonic CD, but I'll see just what they do with the relaunch.
Things would be so much calmer if not for the exploits of Dr. Ivo Robotnik/Eggman. Once again, Sonic sets out to stop him. This time, he sees the fabled Little Planet, alongside a pink hedgehog named Amy Rose. But they see the planet chained down and covered in metal, and this has Robotnik's name all over it. Furthermore, Amy gets kidnapped by the metallic blue doppelganger bent on destroying him. Now Sonic must traverse through new zones and collect all 7 Time Stones, jewels capable of bending time itself. He'll need these to rescue Amy, crush Metal Sonic, and stop his nemesis' plans once more.
Sonic CD goes back to the solo gameplay of Sonic the Hedgehog, though you have at your disposal as well the Spin Dash and the Super Peel Out, a Sonic action new at the time, and that would later return in the Sega Game Gear title Sonic Chaos. The additional gimmicks this time around were signs that could allow you to travel to the past or future. Once you flip a sign, if you can build up enough speed nonstop, you could travel through time. In addition, there was a special ramp seen at the beginning of the level, in addition to various switches found in specific stages. The original shield of Sonic 1 returns, alongside the very common (but now seldom used) Speed Up and Invincibility power-ups. By collecting Time Stones, you can have a good or bad future for whatever Zone you're in. As with Sonic The Hedgehog, your means of getting these stones is by completing Special Stages, and to access them, you must have 50 rings minimum, and jump in the giant ring at the end of the zone's act. Each Zone consist of 3 acts, with the 3rd one being the boss stage, and its appearance will vary on if you made Good futures or not, as well as if you possess the Time Stones. The historic battle would take place on the 6th Zone, with Metal Sonic making more appearances afterwards, even as an enemy in the title Knuckles' Chaotix, which was a game on the brother adapter for Sega Genesis, the Sega 32X.
It was also the first Sonic title to ever utilize internal memory, stored via built-in RAM. Its re-release to consoles gives it a place in the Sonic timeline: following the ending teaser from Sonic the Hedgehog 4: Episode 1, Metal Sonic was hinted as the returning bad guy for the next installment. With this fact in mind, Sonic CD will serve most likely as a prequel to Sonic the Hedgehog 4: Episode 2. The trailer, released by them not long ago, clearly shows that Sonic CD will most likely follow Sonic 4: Episode 1 storywise. The re-release will have the same visuals as the original game, but built around a new engine, with tweaked Spin Dash animation from Sonic the Hedgehog 2. The changes comes as a surprise, since they're transitioning from the 2.5D graphics of Sonic 4, to back to the 16-bit era of Sonic 1. In addition, because they went back to the solely 16-bit game, the Homing Attack, which was in Sonic 4, may not be featured in it. In fact, I'm almost certain that will be absent, since it wasn't there to begin with.
Sonic CD was hailed as the only good game in terms of the Sega CD addon, and given what I have seen based around that, the statement is REALLY saying something, given that the graphics, compared to the other games on that, looked somewhat primitive visually. Another heads up is that re-release will feature the original soundtrack from its Japanese port. Whether or not the American soundtrack will be there is questionable, but since they said "featured", I'm gonna leave that as a possibility.
Sonic CD's relaunch is another way they kick off years of Sonic the Hedgehog, even though there's still the release of Sonic Generations happening next month, which happens to be the main celebration. Back then, I would perfect grade this title, but the fact that it was the only good game on that specific platform, that would be overdoing it. For now, I say an 8.4 of 10 For Sonic CD, but I'll see just what they do with the relaunch.
06 October, 2011
Game Review XVII: Mega Man: The Power Battle / Power Fighters
By sheer chance, what was to happen if the classic Mega Man franchise turned to the arcade outlet? Well, back then Keiji Inafune and Capcom tried this with Mega Man: The Power Battle. In a rough sense, this was essentially a boss rush-type game dealing with Mega Man 1-7, the graphics taken mostly after Mega Man 7, though enhanced somewhat.
The first game had a system where you could battle according to these formats: One mode could let you face bosses from the first 2 games, the second dealt with Mega Man 3-6, and the third gave you bosses from Mega Man 7. The player could choose from either Mega Man, Protoman, or Bass, all of which fights virtually similar. To add, two different heroes can co-op against the boss. But, it's problem is that even though it was boss rush-like, it was relatively easy, which is a huge statement considering it's side scrollers are usually challenging at best. In any case, the music for each boss was remixed, though some of those didn't have their appropriate themes. This is one aspect that I, as a gamer, couldn't criticize so much on, mainly that, especially for the first 2 games, not every single track from them was remixed. The bosses were selected via roulette, so you couldn't have a say in who you wanted to fight next. Because of this, it was by sheer luck you get to face a boss that was weak to the weapon you just obtained. As with all games in the franchise, every boss had their weaknesses, which you could adapt upon beating the one beforehand. The move sets consisted of the basic buster arm and Charge Shot, and they could dash, which differs by character. Depending on what mode you selected, you face a certain mini boss, and finally Wily. Each character also had an epilogue at the end of their playthrough, even if Wily manages to escape after defeating him.
Even with its supposed flaws, it saw a sequel called Mega Man 2: The Power Fighters. For the most part, it was essentially the same game, but with a few changes and additions. For starters, Mega Man 8 was incorporated with the addition of Duo, a NPC (non-playable character) protagonist from that game. This would perhaps be the only time in the US he was actually a playable character. Next the "stories" were rearranged, so you weren't limited to the game-specific bosses of the first game. Instead, because of the new story format, some bosses were mixed in with others from different games, but still had a weakness to compensate for it. Plus, you can actually choose who to fight this time. Like before, you can play with a friend, but this time, it's a matter of who can beat the boss first. While both players got the weapon at the end in the first game, now it goes to whoever manages to get the weapon capsule first after the boss is defeated. The music score this time was remixed as well, but taken from the Rockman Complete Works tracks, which were standalone re-releases of the games for PlayStation. But again, not all characters had their appropriate music scores. Another addition, but perhaps a forseen one, is that each character had an extra move they could use on top of their initial abilities: when they obtain a certain powerup midway through the game. Two of these moves, the Mega Upper (Mega Man) and Cresent Kick (Bass), were incorporated from the Street Fighter franchise, as they are essentially the Shoryuken (Ryu) and Flash Kick (Guile). Certain powerups were also obtainable by battle, namely Rush for Mega Man, Beat for Proto Man and Duo, while Bass had Treble. The Wily Castle battles are similar to its predecessor, but the mini bosses were different. The epilogues were more closer to the games themselves, with the co-op epilogue varying by characters selected. It was thanks to this that we saw an insight on Bass' conception and the link to Mega Man X's character Zero, a matter that was never truly bridged chronologically.
Both games would see US limelight as bundled in Mega Man Anniversary Collection alongside the first 8 classic series games, commemorating 10 years of Mega Man at the time. In history, these would be the only Mega Man arcade titles of its time, but in terms of the franchise itself, it stands as perhaps one of, if not THE weakest link. I won't say it isn't enjoyable, but unless you're a die-hard fanatic, fanfare for these two can come and go pretty easily, there fore scoring a 6 of 10 overall.
![]() |
Protoman vs. Iceman |
Even with its supposed flaws, it saw a sequel called Mega Man 2: The Power Fighters. For the most part, it was essentially the same game, but with a few changes and additions. For starters, Mega Man 8 was incorporated with the addition of Duo, a NPC (non-playable character) protagonist from that game. This would perhaps be the only time in the US he was actually a playable character. Next the "stories" were rearranged, so you weren't limited to the game-specific bosses of the first game. Instead, because of the new story format, some bosses were mixed in with others from different games, but still had a weakness to compensate for it. Plus, you can actually choose who to fight this time. Like before, you can play with a friend, but this time, it's a matter of who can beat the boss first. While both players got the weapon at the end in the first game, now it goes to whoever manages to get the weapon capsule first after the boss is defeated. The music score this time was remixed as well, but taken from the Rockman Complete Works tracks, which were standalone re-releases of the games for PlayStation. But again, not all characters had their appropriate music scores. Another addition, but perhaps a forseen one, is that each character had an extra move they could use on top of their initial abilities: when they obtain a certain powerup midway through the game. Two of these moves, the Mega Upper (Mega Man) and Cresent Kick (Bass), were incorporated from the Street Fighter franchise, as they are essentially the Shoryuken (Ryu) and Flash Kick (Guile). Certain powerups were also obtainable by battle, namely Rush for Mega Man, Beat for Proto Man and Duo, while Bass had Treble. The Wily Castle battles are similar to its predecessor, but the mini bosses were different. The epilogues were more closer to the games themselves, with the co-op epilogue varying by characters selected. It was thanks to this that we saw an insight on Bass' conception and the link to Mega Man X's character Zero, a matter that was never truly bridged chronologically.
![]() |
Duo and Bass vs Diveman |
12 August, 2011
Game Review XVI: "Megaman Network Transmission"
I know that it has been an eternity since I've done another game review. This is only because I've found more anime to speak of then the games for a while. Nevertheless, let's get to it with Megaman Network Transmission. Not many people liked this title, and I can see why, but... all I can say is that of all the games out of it's respective series, this is one of the two titles that were unique.
It starts off after the net heroes Lan Hikari and Megaman.EXE finished vanquishing World 3's Life Virus, created by Mr. Wily. In a sense, this is pretty much after the first game, Megaman Battle Network. However, instead of rest, all awaiting for the duo is another conflict. It is soon reported that the Zero Virus (yeah, I know, something you've heard in Mega Man X5) is affecting the Personal Terminals, or PETs, thus infecting other netnavis other than Megaman. After confirming this with Dr. Hikari (his father) Lan hears later that Mayl and Roll.EXE are being attacked by a corrupted Fireman.EXE, and is trapped in the internet because of it. By smashing it and talking to his net operator Mr. Match, he learns that the supposed vaccines are actually doing the damage. Confirming this with his father Dr. Hikari, Lan and Megaman set out to crush the virus, stop the distribution of the false vaccine, and save the world once again.
Now for the game itself. Essentially, you can call this Megaman Battle Network 1.5 in terms of plot, but it's gameplay sets it apart from the others. This is the first game that you don't have the overworld control seen in the GBA titles, resulting in a click-and-go-like gameplay. As for the in-net gameplay, it retains the RPG elements of the Battle Network series, yet plays akin to the classic Mega Man games, in which he runs in the traditional side-scrolling form, and takes a few moves from the Classic and MMX series: From the Classic Mega Man series, you can use ladders, use the buster during the stage, and the slide feature returns; from the Mega Man X series, you can use a grappling item for rails to bypass certain perils. Like the Battle Network series, health and strength are upgradable, and special attacks are made though the use of Battle Chips. He cannot change colors nor forms, but through the chips, he can utilize the boss' weaknesses, or even moves from the boss itself. Like the GBA, chips are gained via the Custom Screen, and by default, there's 5 to choose from, with each chip limited in quantity. You are also able to edit your chip folder so that much stronger chips can be used. As it is derived from Battle Network, all the enemies/allies are reminiscent of their Classic counterpart, save for Zero who's from Mega Man X.
Now the contents behind it. The game was released on Nintendo Gamecube, makring Battle Network's only appearance on the home console. Even though it's readable in English, the voices were Japanese (English voices didn't happen until the DS release of Megaman Battle Network 5.) The game was made by Arika and published by Capcom, a partnership seen in Arika's previous series, the Street Fighter EX games. The game is single player only, and has no link-up feature. Graphics were done in a mix of 2D and 3D cel shading graphics, aiming to give off a more anime-like feel. As this was a new concept at the time, it was criticized somewhat. Difficulty was from high to unbalanced, according to critics. Overall the game's recpetion was rather mixed in general.
In all, I say that the game wasn't necessarily a miss, but for its concept, it was early, I suppose. I call it a 6.7 of 10.
![]() |
Vs. Gutsman.EXE |
It starts off after the net heroes Lan Hikari and Megaman.EXE finished vanquishing World 3's Life Virus, created by Mr. Wily. In a sense, this is pretty much after the first game, Megaman Battle Network. However, instead of rest, all awaiting for the duo is another conflict. It is soon reported that the Zero Virus (yeah, I know, something you've heard in Mega Man X5) is affecting the Personal Terminals, or PETs, thus infecting other netnavis other than Megaman. After confirming this with Dr. Hikari (his father) Lan hears later that Mayl and Roll.EXE are being attacked by a corrupted Fireman.EXE, and is trapped in the internet because of it. By smashing it and talking to his net operator Mr. Match, he learns that the supposed vaccines are actually doing the damage. Confirming this with his father Dr. Hikari, Lan and Megaman set out to crush the virus, stop the distribution of the false vaccine, and save the world once again.
![]() |
Fireman.EXE intro |
Now the contents behind it. The game was released on Nintendo Gamecube, makring Battle Network's only appearance on the home console. Even though it's readable in English, the voices were Japanese (English voices didn't happen until the DS release of Megaman Battle Network 5.) The game was made by Arika and published by Capcom, a partnership seen in Arika's previous series, the Street Fighter EX games. The game is single player only, and has no link-up feature. Graphics were done in a mix of 2D and 3D cel shading graphics, aiming to give off a more anime-like feel. As this was a new concept at the time, it was criticized somewhat. Difficulty was from high to unbalanced, according to critics. Overall the game's recpetion was rather mixed in general.
In all, I say that the game wasn't necessarily a miss, but for its concept, it was early, I suppose. I call it a 6.7 of 10.
30 May, 2011
Game review XV: "Sonic Colors"
Sonic Colors perhaps maybe the closest thing to a game done right, according to fans of the franchise. While I tend to agree a little, there was something significantly different about this one. Either way, this game had good feedback from what I understand.
The plot this time around deals with the release of an amusement park up in space. Of all people, this park was Eggman's idea. Suspecting something sinister behind it, Sonic, as well as his right hand buddy Tails, goes to investigate. Much to his suspicion, Eggman was indeed plotting something, involving an alien race called Wisps, and their hyper-go-lucky energy. The heroic duo, alongside the unique Wisp, Yacker, set off to foil his plan, and free every last Wisp.
The game was released for both Wii and the Nintendo DS, with each version taking after their respective predecessors:
The plot this time around deals with the release of an amusement park up in space. Of all people, this park was Eggman's idea. Suspecting something sinister behind it, Sonic, as well as his right hand buddy Tails, goes to investigate. Much to his suspicion, Eggman was indeed plotting something, involving an alien race called Wisps, and their hyper-go-lucky energy. The heroic duo, alongside the unique Wisp, Yacker, set off to foil his plan, and free every last Wisp.
The game was released for both Wii and the Nintendo DS, with each version taking after their respective predecessors:
![]() |
Sonic Colors Wii |
- WII: Sonic Colors featured 2D to 3D gameplay seen in the preceding Sonic Unleasehed, even though its gameplay relates more to the PS3/X360 version of it. The game could be played with 4 different controls: The Wii Remote (with/without the Nunchuk) the Classic Controller, or the Gamecube Controller. It had more acts compared to the DS version, each stage bring vibrant visuals.There are 8 Wisps in this version, but here's four you'll see in both versions: The White Wisp can fill your boost gauge, Cyan Lazer can give Sonic the ability to zip through power lines and bounce off surfaces in quick speed. Orange Rocket can make Sonic launch straight upward to different areas, and the Yellow Drill can let you dig underground, and effectively swim. Be wary, though that if you revert while still underground, you will lose a life.
There are 4 exclusive Wisps in this version. Pink Spike transforms Sonic into a spiky creature that can cling to even the ceilings, while also accessing a spiky variation to the signature Spin Dash. Green Hover allows you to temporarily hover to higher areas, which is highly needed for some stages. Blue Cube can crush nearby enemies upon impact to the ground, and can switch blocks to access different areas. Purple Frenzy is a Wisp unlike the rest. Already tainted with negative energy by Eggman, these Nega-Wisps are destructive. By contacting one, Sonic transforms into a beast that munches anything in his path, growing bigger in size until the gauge is depleted.
![]() |
Sonic Colors DS |
- DS: The DS version of the game is reminiscent to the Sonic Rush games. While he still uses the Spin Dash at will, there are fewer wisps, and each park only has 3 key acts. The controls are more or less akin to the set up from Sonic Rush, with transforming being the Y Button. Also, like Sonic Rush, it has the special stages that utilize the stylus and the bottom screen. To add, while this isn't true for the Wii version, the DS version hosts missions that include cameos from other characters. Adding to the few differences were the reduction of animated cutscenes.
While Green Hover, Purple Frenzy, Blue Cube, and Pink Spike are absent, the DS versions do have their own exclusives. Red Burst gives Sonic endless double jumping ability as long as there's energy in the gauge. Burst can also power certain gimmicks to get to different areas. Lastly, Violet Void works in the same fashion as the Purple Frenzy: being a Nega-Wisp, it allows Sonic to swallow everything in it's path, and expand its size.
Game Review XIV: "Sonic Unleashed"
Ah, yes. Sonic Unleashed was made originally as the 3rd Sonic Adventure title, hence being called before Sonic World Adventure. However, it doesn't succeed the Sonic Adventure games, therefore being an entirely different title.
Made with the Hedgehog Engine, Sonic travels through areas around the world, which if you look close enough at them, resembles that of our own. The premise this time is that Sonic is foiling Dr. Eggman's schemes once again, this time bringing the hurt as he transforms into Super Sonic during the opening at some point. Just when he thought he had the deranged doctor beaten, Eggman pulled a fast move, and Sonic, even in super form, gets caught. Extracting the energy from the Chaos Emeralds (cancelling Super Sonic in the process), Eggman fires a laser towards Earth, which awakens the sleeping beast of destruction Dark Gaia, therefore breaking pieces of the Earth apart. While this is going on, Sonic experiences an unwelcome change. He becomes more beastly, perhaps under Dark Gaia's influence, turning him into the slow, but powerful Werehog. After being ejected by Eggman, along with the now power-drained Emeralds, Sonic is sent flying to Earth, which he encounters a small animal named Chip, who suffers amnesia after nearly being crushed by Sonic. The adventure begins as soon as the sun rises.
Sonic Unleashed is a solo-player title, with the character only utilized being Sonic. Despite this, Tails and Amy appear as well, with Tails providing traveling across the broken world. As Sonic already has all 7 Emeralds in possession, his purpose is to go to the various temples in order to restore power to them, thus returning the continent back into place. Interesting to note that this is the 2nd time the Chaos Emeralds were drained of power, the first being Sonic Adventure, where despite Chaos taking the negative power (which gave them color), Sonic still manifested the powers to transform. This isn't true for Unleashed's case. Fitting to the trailers, the differences were between night and day, as you play differently between the two.
In the day stages, you face Eggman's robots normally, using the boost function provided by the Hedgehog Engine, along with another new functions, Stomp and Wall Jumping. The returning arsenal of moves included the Homing Attack, Light Dash, and Grinding. Using the Boost granted faster speed, and can be further increased by leveling them up. The stages themselves were a mix of 2D and 3D visuals, giving a bit of variety. In contrast, the night stages were slower and more action oriented. Sonic, in Werehog form, has an arsenal of combos to throw down Eggman's robots, as well as Dark Gaia's minions, and can be further enhanced upon upgrades as well. To compensate for the severe reduction in Sonic's speed abilities, he utilizes combos with both left and right attack buttons, and can carry items. Certain gimmicks, like switches and polls, can be used in this form as well.
Now for the version differences. This title was released for Playstation 2, it's successor, Playstation 3, the Nintendo Wii, and the Xbox 360. As usual, PS3 and 360 were more or less advanced than the other 2. They only had one save file, but the stages were vibrant, and a lot more moves were offered. In addition, the next-gen versions had overworld gameplay, where you can interact with people, something seen in both Sonic Adventure and Sonic The Hedgehog (2006). As it was for those two consoles, there were additional acts that were downloadable. When the player can decide to change it from day or night, there was a loading animation that showed his transformation. In contrast, PS2 and Wii had watered down gameplay. The boost gauge only went to 5 small bars, as opposed to being one large one, and the boost itself couldn't be held down for continuous use, something done on PS3 and 360. Adding to these changes were temples that utilized the sun and moon tokens. The 2D to 3D gameplay I mentioned before were broken up into separate acts. While it's still possible to interact with others, the overworld aspect was cut from the PS2 and Wii versions, despite them having more save files. Finally, in terms of moves, Sonic's was also watered down in that department, and there were stages that were non existent in the PS2 and Wii titles, even though there is a temple and cutscene from one of those omitted areas.
The Werehog function gained many dislikes, though I feel that Sega was trying to get back on track. The PS3/X360 versions gains 8 of 10, while a 6.5 of 10 goes to PS2 and Wii versions,
Made with the Hedgehog Engine, Sonic travels through areas around the world, which if you look close enough at them, resembles that of our own. The premise this time is that Sonic is foiling Dr. Eggman's schemes once again, this time bringing the hurt as he transforms into Super Sonic during the opening at some point. Just when he thought he had the deranged doctor beaten, Eggman pulled a fast move, and Sonic, even in super form, gets caught. Extracting the energy from the Chaos Emeralds (cancelling Super Sonic in the process), Eggman fires a laser towards Earth, which awakens the sleeping beast of destruction Dark Gaia, therefore breaking pieces of the Earth apart. While this is going on, Sonic experiences an unwelcome change. He becomes more beastly, perhaps under Dark Gaia's influence, turning him into the slow, but powerful Werehog. After being ejected by Eggman, along with the now power-drained Emeralds, Sonic is sent flying to Earth, which he encounters a small animal named Chip, who suffers amnesia after nearly being crushed by Sonic. The adventure begins as soon as the sun rises.
![]() |
Playstation 3 / Xbox 360 Day Stage |
![]() |
Playstation 2 / Nintendo Wii Night Stage |
![]() |
Playstation 2 / Nintendo Wii Day Stage |
The Werehog function gained many dislikes, though I feel that Sega was trying to get back on track. The PS3/X360 versions gains 8 of 10, while a 6.5 of 10 goes to PS2 and Wii versions,
20 May, 2011
Game Review XIII: "Sonic the Hedgehog 4: Episode 1"
Okay, here's a brief rant before I go into the game in question. "I have heard a lot of bashing concerning this title, claiming that they didn't do it right. Well guess what: after years of making 3D titles for the franchise, I wouldn't think they would go back into the classic 2D graphics we remember so well. I'm not trying to blast the classic days, I'm just saying to quit being a b**ch, crying about going back to the classic days. They did, it's out, another is being planned, a mix of present and past is in the making, grow up, shut up, deal with it, and goodbye!"
If you had to read that, then I apologize. That was a rant meant for these Sonic the Hedgehog "fans" who cried about how Sonic the Hedgehog 4: Episode 1 turned out. For one thing, Sega and Sonic Team went back to the days of old, I'm guessing after numerous whines from purists who are die hard 2D Sonic fans, thinking awful about the modern day games of the same character. Now to the game itself. As stated, it's called Sonic 4, made as the long-awaited successor to Sonic 3 and Knuckles (Sonic the Hedgehog 3 + Sonic and Knuckles). Like the first 3 games, it's a 2D platformer, but immersed with 3D graphics, making it technically a 2.5D, I guess. The game pretty much features him going solo, like Sonic 1. In fact, in the beginning levels, some of the badniks, and even the first Eggman Boss are rehashed versions of Sonic 1 and Sonic 2 enemies and boss. The story this time around is that Angel Island finally returns to the sky after Eggman's defeat on Death Egg. Seeing as how things are returned to normal, Sonic parts with Tails and Knuckles to roam new territories.
Of course, staple bad guy, and eternal foe Eggman survives the fall, with dreams of creating Eggmanland, as usual. Changing animals into robots once more, he searches for the Chaos Emeralds needed to make his plans a reality. As always, our blue, spiky friend is the only obstacle in his way, which is where we come in. Like the games before it, we have to clear stages, collect the emeralds, and crush Dr. Eggman for good.
Note that the title is Sonic 4: Episode 1. As it is a downloadable title, there wouldn't be very much in the game. There are 4 main Zones, a final boss level, and a special stage area to venture through, and each Zone consists of 3 acts and the Zone Boss making 4 different acts to play in. The special stage is reminiscent of Sonic 1, and is accessible when you bring at least 50 rings to the goal, jumping in the giant ring afterwards. Gameplay is like the norm(Jump attack, Spin Attack, Spin Dash), with the inclusion of the now-staple Homing Attack. Aside from the usual powerups and gimmicks, there are some new ones, such as a traveling deck of cards. And this makes the first Sonic game in a while to utilize Super Sonic at will during the stage, with the pressing of the transformation button, though obviously it's no use if you don't have all 7 emeralds.
My only complaint is the running, as Sonic would initially build up much more speed when he continues running. In Sonic 4, he has a slower start, and players sometimes relied on the Homing Attack to gain momentum. In a sense, Sonic Advance was also guilty of this, but it wasn't as big an issue as it is here. . The music is fine, as they went back to the beats used in the Genesis era, with a new melody to it. The boss fights are the same as we remember from Sonic 1 and Sonic 2, though they have something extra every now and then. Everything is nearly as good as the classics, but the game itself is rather short, so I doubt that everybody would enjoy much of it. An Episode 2 is in the works, but due to so many feedback on this one, it's future is uncertain.
Sonic 4: Episode 1 gets a 7 of 10. I applaud them for going retro, and am waiting to see what they do with this project onwards.
If you had to read that, then I apologize. That was a rant meant for these Sonic the Hedgehog "fans" who cried about how Sonic the Hedgehog 4: Episode 1 turned out. For one thing, Sega and Sonic Team went back to the days of old, I'm guessing after numerous whines from purists who are die hard 2D Sonic fans, thinking awful about the modern day games of the same character. Now to the game itself. As stated, it's called Sonic 4, made as the long-awaited successor to Sonic 3 and Knuckles (Sonic the Hedgehog 3 + Sonic and Knuckles). Like the first 3 games, it's a 2D platformer, but immersed with 3D graphics, making it technically a 2.5D, I guess. The game pretty much features him going solo, like Sonic 1. In fact, in the beginning levels, some of the badniks, and even the first Eggman Boss are rehashed versions of Sonic 1 and Sonic 2 enemies and boss. The story this time around is that Angel Island finally returns to the sky after Eggman's defeat on Death Egg. Seeing as how things are returned to normal, Sonic parts with Tails and Knuckles to roam new territories.
Of course, staple bad guy, and eternal foe Eggman survives the fall, with dreams of creating Eggmanland, as usual. Changing animals into robots once more, he searches for the Chaos Emeralds needed to make his plans a reality. As always, our blue, spiky friend is the only obstacle in his way, which is where we come in. Like the games before it, we have to clear stages, collect the emeralds, and crush Dr. Eggman for good.
![]() |
Comparison: Sonic 1 Green Hill Boss to Sonic 4 Splash Hill Boss |
![]() |
Splash Hill Zone gameplay |
Sonic 4: Episode 1 gets a 7 of 10. I applaud them for going retro, and am waiting to see what they do with this project onwards.
Subscribe to:
Posts (Atom)