Monday, October 28, 2019

The DLC Report: Samurai Shodown DLC #3 - Basara

 I see dead people. Well, Basara does.
 I don't like Basara, I never really did. However, ever since he was first introduced he became a staple sadist character in the series, and Samurai Shodown doesn't really feel the same without him, so I'm glad he's in. I'm not fond of his design, but I know a lot of people are, so I'm glad he made the transition so well.

 I also enjoy having a new style added to the game, Basara is a long-range trickster, with underground Shoryukens and boomerang-projectiles, not to mention his Medium and Strong attacks being long-ranged. I'm not a fan of trickster-style characters, but I'm glad we get such a unique new toolset into the game.  Definitely a great addition to the game, one I'm not fond of but one I can respect.
 8.0 out of 10

The DLC Report: Power Rangers - Battle for the Grid Season 2 Quantum Ranger Eric Myers

 Now we're cookin' !
 The second character from the season pass has arrived, and it's the Quantum Ranger! While I would've preferred the original american sixth Ranger, the Titanium Ranger, they made this guy one cool cat.

 This guy's basic attacks are pretty slow, his Strong attack seems particularly tough to combo into, but his specials are amazing. B is a blaster shot that can be fired multiple times, Jason eat your heart out, and it can be cancelled into either Back+B, for the Aerial Sword slash or Forward+B for the aerial blast. Doesn't stop there, he also gets his own unique Down+B move, for which he shots upwards at an angle and can then cancel into other moves. Options, this guy's got them. The cherry on top is his Super, which is actually a Mode change that lasts a few seconds, and changes his entire moveset, as he now fights with a blade.

 I really liked this guy, he is as fun as the Gold Zeo Ranger and the Time Force Pink Ranger. A neat addition compared to the Shadow Ranger. Now the Developers should focus on making better alternate costumes, and more variations per characters, I'm getting tired of all the red/black alternates....
 8.0 out of 10




Wednesday, October 23, 2019

Review #706: The Haunted Mansion

 Where's Luigi when you need him?
 The Haunted Mansion is Disney's ride that keeps on giving, having had a movie adaptation, a new movie adaptation in the works, comic books and even a videogame, our main attraction on this day. This is an adventure-puzzle game in which you play as Zeke Holloway, the Mansion's caretaker, as he collects all 6 Spirit Gem Stones and all 999 lost spirits. It's not as bad as it sounds!

 The game has a decent premise, and an equally good set-up: you're thrown into the mansion, but each in order to open each door you require to have collected a specific amount of spirits. There are three main "areas" in the Mansion, the Foyer, the Hallway and the Upper Hallway(The last one I've paraphrased), and each one has a different amount of doors for you to visit. What's interesting is that you'll get to choose between different doors every now and then, so you can tackle a few rooms in slightly different orders.
 Each room in the Mansion has its own puzzle to figure out and complete so that you can turn on the lights and begin collecting spirits. You may need to step on various rugs in order to change the furniture's layout so that you can reach the light's lever, you might need to finish a game of billiards in which the white ball chases you, or maybe platform through flying books acting as platforms, each room has its own unique puzzle, and that's pretty neat. Once you turn on the lights, you'll be allowed to interact with the room itself in order to search for Spirits, and maybe, if you're lucky, get yourself some permanent health upgrades. The game tells you how many Spirits are in each room, and you usually find them in bundles of five, so you won't find yourself struggling as you search for them.

 As you try to solve each puzzle you'll be assaulted by evil ghosts, giant spiders, gargoyles and maybe even suits of armor, luckily Zeke is armed by a lamp that doubles as an energy machine gun that can shoot as much and as fast as you can tap the R1 button. Enemies will attack you both before and after turning on the lights, so you're never safe. As you progress through the game and collect the Spirit GemStones you'll get to upgrade your lamp, so that you can charge your shots up to two levels. That said, the final power up might not be as useful as the shot it replaces, which is kinda disappointing since there's no going back.
 As interesting as the premise is, and as fun as the game sounds in theory, the gameplay is very janky. Movement in the game lacks weight, so jumping and running does't feel very good. Combat is downright boring, just hold L1 to target an enemy, and then mash R1 or  hold it to charge your shots to hurt your enemies.  The Mansion itself isn't very fun either, there are some interesting rooms every now and then, but nothing worth writing home about.

 Disney's The Haunted Mansion is just your average run-of-the-mill licensed game. It does nothing particularly well, but it has a few good ideas, sadly, the execution really leaves a lot to be desired.  That said, this is definitely a better alternative to the Eddie Murphy movie! 
5.0 out of 10

Friday, October 18, 2019

Review #705: Obscure - The Aftermath

 Anything's good enough to get high if you believe hard enough.
 Seems this was my October of Horror-game sequels: Resident Evil 2, The Evil Within, MediEvil 2 and Castlevania - Legacy of Darkness, the latter two being sequels to games I played the very last October. Not to break the trend, here comes Obscure - The Aftermath, sequel to a game I played earlier this year. This game has often been ridiculed and been made fun of, particularly because of its cheesy story and dialogue, but just as with the first game, it's a bit of a gem in the rough.

 The story picks up a few years after the first game. Shannon, Stan and Kenny return in playable form, although their experiences throughout the first game have changed them. Corey, Sven, Amy, Mel and Jun join the cast as fellow university students. A new black flower has sprout and all the cool teens are using it to get high and party, but for many, this trip might be their last. The story is pretty bland and dumb, and the dialogue borderlines on cringe-inducing, but it kinda works since it wants to be your generic slasher horror movie cast, so you've got your dumb teenager humor, dumb-sassy characters and every stereotype you're used to, for better or worse. The game has received a lot of flak, and I agree, if you take the cutscenes and dialogue out of context, the game looks ridiculous, in a bad way, but if you take them as part of a whole, they kinda fit. Kinda. It's not trying to be Evil Within 2 melodrama, it's trying to be a silly horror movie about dumb teens having to deal with monsters.
 The core gameplay is similar to the original game, but not quite the same. Just like before, when you play you take a couple of characters, unlike the first game, sometimes you can pick, sometimes the game decides for you. The entire game can be played in multiplayer if you want. Just as with the first game, each character(Well, except two) has a unique ability: Sven and Kenny are the muscle, so they can move heavy objects or turn tight valves. Stan returns as a master locksmith, being able to open any(Well, almost) lock. Corey is acrobatic, so he can jump and cling onto ledges. Amy can decipher codes and clues. Mel... Mel is a hacker, and gets the WORST puzzles in the game. You're given an array of letters, with quite a few filler letters, and you have to figure out which famous person's name you can spell. There are no hints, NOTHING, which is incredibly dumb. Let me save you the hassle, the three passwords you'll need are 'MOZART', 'FREUD' and 'EINSTEIN'. You're welcome. Shannon, tainted by her exposure to the spores on the first game, can interact with black spores and remove them and, lastly, there's Jun. She's an optional character that you only get to play a very brief while, if you manage to reach her before her health runs out, so she has no special ability.

 Maybe you noticed something... In the first game, abilities were more like perks, being able to tell if there was something left to find, a double attack, etc. And that's because anyone could die at any moment in the first game. Not so this time around, as every ability is required to progress. This means that if either character you are using dies it's game over. It's a change I'm not too fond of, not that that means nobody dies, au contraire, no playable character is safe from death... albeit a from a scripted one.
 The rest of the game plays pretty much like your standard  survival horror game: Explore environments, solve puzzles, kill monsters and manage your ammo and healing supplies. The way supplies work in this game is pretty weird, some supplies may randomly spawn or not, so you can't always rely on supplies when you retry. And retry you will, because the game is pretty dang stingy with savepoints, and you can only use each ONCE. The progression is pretty linear, and areas are relatively small, so if you die, hopefully, you won't lose much progress. This moderately sized environments make it so that if you realize you require a specific character's abilities, backtracking to the safe zone and swapping character doesn't become tedious. Each 'main' environment in the game hides 3 keys and 1 chest, find all four and you'll get yourself a fancy new weapon.

 I've read a few comments on the game being a bit hard, but you can manage just fine. Having the item menu, the one through which you heal, being in real time can be a bit tough, but you can deal with it. There are a few items that run on electricity, like the Stun-gun, which you can conveniently recharge at any electricity station, that works pretty well and will never run out of ammo. At first I would use the stun-gun and had the CPU ally attack with melee weapons, until I realized that a lot of the time my partner would just stare at thin air, slowly inching towards my target, but it turned out that they are pretty effective with the stun gun. Early in the game you also get a syringe that you can use on the monsters' remains to produce a healing tonic. During the last third of the game you are stripped from all your healing items and weapons, so don't get too stingy with them.
 While I don't think Obscure - The Aftermath is quite as good as the first game, it's still a neat Survival Horror game to play after you're done with you Resident Evils and Silent Hills. You can tell that it's a bit rough around its edges and some things can feel a bit janky, but as a whole it works quite well. The story can be quite bland, and characters quite cheesy, but the gameplay is pure horror, and fun to boot. The early game can be a bit tough as you figure out how best to manage your supplies, but once you find what works for you, you are good to go. All in all, the first game is better, but this one worth seeking out too.
 7.5 out of 10



Monday, October 14, 2019

Review #704: MediEvil II

 Medievil goes a-head with a sequel!
 Medievil was pretty darn good, so a sequel was inevitable. In a few words, MediEvil II is just ye olde 'more of the same', but as per usual, when 'the same' is already good, more ain't such a raw deal.

 The plot takes place 500 years after the first game, a Devil-thing-creature is trying to collect the pages of an evil sorcery book, and it just so happens that Dan Fortesque wakes up, alongside other undead, and sets out to stop the new baddie. The new plot is, to put it mildly, pretty bland. The first game had such an original premise, having Dan receiving undue honors after his death, so in stopping the big bad he slowly earned the respect of the other dead heroes that the new plot pales in comparison. The new cast of characters is pretty bland, the new love interest barely gets 2-3 lines of dialogue and we are supposed to believe that Dan feels anything for her. The latter third of the game is driven by a dumb time-travelling contrivance, it's pretty lame and made me lose any kind of interest I had in the plot. The script is still very humor-heavy, but I didn't find it funny.
 Gameplaywise it's pretty much identical to the first game, this being an action-adventure game in which you have to solve simple puzzles as you hack and slash your enemies to bits. Dan can equip a decently sized arsenal of weapons, including swords, an ax, a hammer, a gun, a crossbow and even a minigun. Movement in the game is pretty slippery, just like it used to be, and combat is as janky as ever, but it's pretty endearing nonetheless. X is your basic attack, while Square is your  special move, be it a spinning slash or shooting electricity from a cane. A new addition is being able to quickswap between two different weapons without having to enter your inventory, which is quite neat.

 The game offers a nice variety of new environments, heck, I'd say this game's stages were more appealing than the original's. There's this one standout level in which you have to traverse the city streets, avoiding policemen since you are breaking the curfew, while finding an entry card to a club. Only to find out that you don't look like the guy on the card, so now you have to find a beard... only to get told that you can't enter 'dressed like that'. That said, they added fall damage into the game, which is quite annoying. The game is slippery enough as it is, so missing jumps is bound to happen, and if you fall far enough, it might cost you an entire lifebar. Not cool. The last couple of levels were a bit annoying due to this, they involve a lot of climbing and a lot of moving platforms, where one wrong jump could cost you your precious health.
 One new addition to the game is being able to place Dan's head on top of a zombie hand, which you can then control to enter small crevices and holes. It adds a new dimension to puzzles, sometimes you might have to work by alternating between Dan's body and Dan's head, for instance, you might need to press levers as Dan's body in order to make a route for Dan's head, or maybe you need to place Dan's head somewhere his body can't fit, and then switch to the head in order to see the answer to the puzzle at hand.

 One of the best things about the previous game was collecting Chalices. By defeating every enemy in a stage you'd earn the right to collect the Chalice of Souls, provided you could find it, which would reward Dan with goodies upon completing the stage. Well, filling the Chalice has been made easier since you don't need to find every single enemy anymore, which is, arguably, better since it's a bit more lenient. Rewards are much better this time around too, since you're guaranteed a new weapon, the previous game had a few filler rewards, such as bags of money. The other major collectible are Life Bottles, which extend Dan's life bar. And boy, are they a necessity this time around! Health Fountains, the thingies that refill your life bar, no longer reset when revisiting old levels. That's right, you can possibly exhaust every restorative in the game, which could translate into an unwinnable game. LAME.
 MediEvil II is a good game, but barely an alright sequel. It has some neat additions, like the DanHand and the weapon quickswap, but also took some steps in the wrong direction, such as falling damage and depletable sources of healing. I really enjoyed most of the new levels, and I liked the variety, getting rewarded with new weapons every new level, provided you found the chalices, feels great and I found some of the new puzzles quite brilliant. That said, for as good as this game is, I think the first game is a stronger product, it was a bit more consistent in quality, it may not have had as many memorable levels as this one, but it didn't have falling damage that pretty much ruined a few levels for me. Plus, the story was much, much better and more engaging to boot.
 7.5 out of 10

Sunday, October 13, 2019

Review #703: 64 Memories - Castlevania - Legacy of Darkness

 The madmen at Konami did it, they fixed Castlevania 64!
 Part I: The Flashback
 While Castlevania 64 was a rude awakening to an aged game I used to enjoy a lot when I was younger, Castlevania Legacy of Darkness, the updated rerelease remained a game I needed to play. And I'm happy to report that somehow Konami managed to fix a lot of the game's shortcomings.

 As far as memories go, I remember being vaguely interested in playing it, and I also remember seeing Cornell's beta art, back when Castlevania 64 was first announced, on a Club Nintendo Magazine, and I always wondered why that white-haired dude never made it in.
 Part II: The Review
Since the basic gameplay remains unchanged, I'll try to focus on what's different. Changes to the game are more than just a bunch of new characters, a lot of levels got completely redesigned. There's a new first level, a boat level, the previous first level got changed completely, all the Tower stages were remade from scratch and the Clock Tower starts off pretty similarly but differences start showing up as you go through it. All the new designs are much better than the originals, they are shorter and more streamlined, to the game's benefit. The few areas that haven't changed and Cornell visits, namely the Villa, the Garden and the Wall, when Cornell plays them, he does so in a completely different way from Reinhardt and Carrie. There are also new bosses, like Medusa and a Spider-queen. Cornell himself gets about two exclusive stages no other character visits.

 Cornell is the only character available at first, and he is pretty fun. He has a new storyline that takes place 8 years before the original game. His main attack is a projectile slash, while his secondary weapon are his claws. He's also the only character that has a use for the L button, turning into his Wolf form, which makes him stronger and sturdier, which lasts as long as you've got crystal points. That said, there's a pretty huge oversight: You can't turn off the Wolf form, so you should save it for bosses and pray that a cutscene will revert Cornell back into his human form before you run out of crystal energy. Cornell's quest skips the somewhat tedious Mandragora sidequest, but instead visits all the Tower stages and has two new Towers that are exclusive to him. A new character, Ortega, serves as his rival, and his pretty darn cool.
 Beating the game unlocks another new character, Henry. He fights with a gun and a sword, like Reinhardt, albeit he swings it with the other arm. Henry is very interesting in that he has 6 stages, half the amount the other characters, and a 7 in-game days time limit. His objective: To rescue 6 kids, one per area, before time runs out. Each kid represents an unlockable: Reinhardt, Carrie, Cornell's alternate costume(The one from his beta art!!!), Reinhardt's alternate costume(His original costume from Castlevania 64!), Carrie's alternate costume(the one from the original Castlevania 64) and the hard difficulty setting.

 Reinhardt and Carrie remain pretty much exactly as they were in the previous game, although Reinhardt's upgraded whips look different(A morningstar first and a light whip on the second upgrade) and they come with new default outfits. They have the same cutscenes and routes that they used to have, albeit they start on the new first level and feature the redesigned tower stages, which is a huge plus, and, at the same time, doesn't make the original game completely obsolete since now each cart offers a few COMPLETELY different levels, even if they share assets.
 There are a few new subtle changes that make the game much, much better. Playing the game with the Expansion pack one and picking Low resolution makes the framerate a bit smoother. There are still moments when the framerate will sink, but they are not as frequent as they used to be. The camera system has been completely revamped, and now you can turn it around, as well as pick from three different 'zoom' settings by using the directional pad. There's a new 'auto view' which can get pretty annoying, but you can just tap C-Up and go back into manual mode, letting you readjust the angle to your liking. It's still far from perfect, but death due to a garbage camera are much rarer. The redesigned levels, plus the new camera, plus the slightly better framerate made for a much more fun game. I had a ton of fan platforming around stages, having characters be so 'clingy' onto edges is more fun than it should.

 Targeting in the game, by holding R, doesn't work at all, so don't rely on it. Also, remember how the original game had these dumb gates that would only open depending on the time of the in-game day? They are back. As a matter of fact, one of Cornell's exclusive levels is built entirely around these gates. Enemies drop a ton of the sun-moon cards, so you won't have to run around in circles waiting for time to pass, but you'll still have to enter the menu every time you need to change the time of the day, and then wait as the clock gets fast-forwarded. It's easily the worst addition to the game. On the same note, Henry's quest is also victim to this, there's a coffin that teleports you to different levels depending on what time it is when you jump inside. This is explained nowhere, so I had to look online how and when I could access his three final stages.
 Well, I'm happy to report that Legacy of Darkness is really good. It's proof of how a few key fixes can change a game for the better. The two new characters are fun to use, both Henry and Cornell get decent projectiles and close-ranged attacks, so combat is never an issue. Platforming around Castlevania's levels is pretty darn fun, and the new camera makes it as comfortable as the engine allows. The redesigned levels are simpler, and more fun, and the game is much more generous with Save Crystals, so you'll never lose much progress if you die. I think the best thing I can say about this game is that it plays just like Castlevania 64 did in my nostalgia-tinted memories.
 7.0 out of 10

Review #702: Luigi's Mansion - Dark Moon

 Legend has it, you may even reach the dark side of the dark moon.
 With Luigi's Mansion 3 right around the corner, I felt it was appropriate to completely skip the first game and give the series a try with the second game, Luigi's Mansion - Dark Moon. Not your average Mario game that much is clear, there isn't even a jump button, no, this is a much slower-paced puzzle-adventure game that sees you take the role of Luigi and his trusty vacuum-cleaner-turned-ghost-hunting-device as you help Dr. E. Gadd capture all the ghosts gone rogue and find all the pieces of the Dark Moon.

 The game is divided into 5 Mansions/stages, each one being made up of up to 5 missions, a boss and a bonus mission. For whatever reason, the third mansion, the ice one, only has 3 missions instead of five. Each mission is made up of a main objective, but you're free to explore at your leisure, and you should, as finding money helps upgrade your tools and each mission has a hidden Boo, collect them all and you'll unlock the bonus missions. Having every mansion divided into separate objectives is a bit... questionable. After you fulfill your goal, E. Gadd teleports you back into his lab, only to send you back into the entrance of the mansion for the next objective. It kills the pacing, and sometimes the mansion changes very little between objectives, not that it matters since re-exploring the entire thing again for each mission is encouraged if you're looking for money, hidden gems or the hidden boo. It's not long before it starts getting a bit tedious
 Luigi, ghost-hunter extraordinaire, will equip three main tools throughout the course of the first mansion: The ever-useful Poltergust, a Vacuum-Cleaner that is used to grapple ghosts into submission, clean mounds of dust/ice, suck in objects in order to carry them, stick Luigi on-to a rope, or even shoot-out certain solid objects. There really is no shortage of stuff to do with it, you'll find yourself sucking-in fake walls and curtains, carrying flaming logs in order to melt ice or burn webs, turn valves or even use it to rappel through ropes. Luigi's second tool is his flashlight, necessary in order to stun ghosts before you can start vacuuming them as well as interacting with a few objects in order to activate them. Luigi's last tool is his dark-light flashlight, this one is used to reveal invisible objects and reveal the ever-elusive Boos in order to capture them.

 Each Mansion has 13 different jewels to collect, which are pretty much useless, a ton of money, which unlocks upgrades for your dark-light flashlight and vacuum cleaner, but it's not too soon before you get all the upgrades and money becomes useless as well. It's a shame that collectibles feel so superfluous, because this is mainly a puzzle game, but after you've maxed all your upgrades there's very little incentive to do so besides finding the hidden Boos in order to unlock the bonus missions. Plus, since finding Boos, gems and money usually means aimlessly backtracking.... it becomes quite boring early on. Luckily, your main objectives keep it fresh, so it doesn't feel like unnecessary backtracking.
 Controls in the game can take a bit getting used to, heck, even 6 hours in I was sometimes mixing up my vacuuming controls with the flashlight, remember, in order to aim up you need to hold X, and to aim downward you need to hold B, so it's easy to get confused at first. But by the end of the game, it'll feel pretty natural. That said, the game has mandatory gyroscopic controls whenever you have to walk on rails and narrow boards, which is 100% idiotic. There are a few first-person segments that also have gyroscopic controls in addition to the analogue stick, so during the fourth mansion's boss you might find that your aiming can't keep still... it's because the 3DS itself also moves the camera. Dumb.

 One last gripe with the game is how much E. Gadd calls Luigi mid-mission. Luckily, you can skip them by pressing the Start Button, but it doesn't matter, since every single time he calls it'll root you on the spot until you touch the touchscreen and then, and only then, you can press the start button in order to skip him telling you the obvious. I had hoped that when replaying a level he wouldn't call you, but he does anyways. Luigi's Mansion is already a slow-paced game, and I can deal with that, but these annoying calls really kill the mood.
 Lastly, the game has a simple multiplayer mode, which you can play by yourself, called Scarescrapper. You can set the number of floors, you can unlock 'Infinite' as well, as well as different goals such as capturing every ghost or simply sprinting to the exit. These floors are randomly generated which is actually rather neat.

 Luigi's Mansion - Dark Moon is a bit of a mixed bag. I think the basic gameplay is pretty dope, exploring the Mansions is fun, the puzzles are fun to solve and the game is quite rewarding... at first. Sadly, it's also very repetitive, and I'm not quite fond of having to re-explore the entire mansion if I want to find the collectibles, nor of having to deal with E. Gadd's calls. Regardless, Luigi's Mansion 2 is a fun time, but it's probably better if played in bursts.
 7.0 out of 10

Saturday, October 12, 2019

Review #701: The Evil Within 2

 Silent Evils? Resident Hills? Either could've worked.
 I absolutely adored The Evil Within, because it was a perfect blend of what I liked about Resident Evil and Silent Hill, so expectations where high with The Evil Within 2. Well, while the first game was a bit polarizing depending on who you asked, most people seem to agree that the sequel is an improvement. I wouldn't exactly agree with that sentiment, but what we've got is a bonafide Survival Horror game that takes more elements from Silent Hill, namely the open-ended town, and merges them with the previous formula to great effect.

 A few years passed since TEW, and Sebastian Castellanos is drinking his sorrows away, but it's not too late when Kidman, on behalf of Mobius, contacts him: Lily, his long dead daughter, is actually alive and Mobius' guinea pig, who has lost herself inside the very same machine that put him through TEW's nightmare, being her father and what not, Mobius enlists Sebastian to rescue his daughter, and on his journey, deal with his own personal traumas and demons that have haunted him ever since he thought he failed to save his daughter. The story is much more personal this time around, which gives it a decidedly different flavor from the previous game. That said, the game is a cheese factory as far as the dialogue goes, most of it stemming from Mobius' own head chief, who gives us the reasons that Lily worked so well because she was an, ahem, 'innocent child', and later down the line ends a sentence with '...but oddly admirable', you'll know it when you hear it. All while recycling the same looped arm animation. It'd ridiculous, I found myself either laughing or cringing at most of the things he said. On the other hand, the final fourth of the game fell a bit too much into melodrama, to the point that it wasn't even feeling like a proper horror game anymore. People criticized how little Sebastian evolved during the previous game... but TEW's focus was never on its characters, but on the setting and how the horror came to be, in my opinion, all this new emotional baggage only gets in the way of the horror elements.

Image result for THe Evil Within 2
 As for the gameplay, it retains what made the first game so good: The third-person Resident Evil-like combat mechanics, with Silent Hill's psychological horror as well as stealth elements. The stealth has been polished and is now integral to your survival. Bullets are scarce, very scared, and your knife is nigh-useless, but stealth? Most enemies can be stealth killed in one hit, and a rare few take two stealth attacks to put down. Needless to say, your survival depends on how well you can lure enemies into your stealth kill's range. Luckily for you, cheesing enemies is very easy, as soon as you get the corner-kill skill, you can just make enemies chase you, cover behind a corner and murder them as they get close to you. I tend to hate stealth in games, and in The Evil Within 2 it felt almost mandatory, but I'll admit I had my fun slowly cheesing hordes of enemies into an early, bulletless death.

 While ammo is scarce, the shooting in the game feels fantastic. Holding R2 will put you into aiming mode, which almost turns into first person so that you can aim wherever you want to shoot. You can aim behind cover or while walking. There's a pretty decent amount of weapons, and even multiple types of guns and shotguns. Throughout STEM's Union City you can scavenge weapon parts which you can then use to upgrade your weaponry. You can also find gunpowder so that you can craft ammo for whichever weapon you prefer. Crafting should be done at workbenches, but you can do it while out and about.... which will cost more resources than while one a workbench, but it might get you out of a pinch.

Image result for THe Evil Within 2
 The game is divided into chapters, but much like Silent Hill, you'll be exploring Union City in between the major 'buildings' you'll explore. There are two major Union City locales, which reward your exploration with sidequests, resources or new weapons, so it's always in your best interest to explore as much as you can. There's a third major zone, albeit divided into sub-sections, the Marrow, which is a series of underground passages and labs, also offering its own detours. The new explorations elements work very well, if anything, the game feels like a souped up version of Silent Hill - Downpour. That said, I think the first game's linearity worked really well and paced the game in a more frantic rhythm that gave the game deliberate, thought-out ups and downs. Here you might come across a mini-boss and just run away into a safehouse to catch your bearings, or you may find yourself searching for scraps on the ground or sidequests to do, just because you can.

 Just as with the first game, most enemies drop Green Goo when defeated, which can then be used to enhance Sebastian. Yes, this means that you'll oftentimes find yourself hunting down every single zombie in order to become stronger. There are five branches you can upgrade Sebastian in: Health, Stamina, Combat, Stealth and Regeneration. As for me, I began mixing Stealth and Health upgrades, with a single adrenaline upgrade so that I could run for a longer time. After I got the best upgrades of both, I turned my eyes into Combat and Adrenaline, completely forgoing regeneration. Why bother? Most safe-houses have Coffee that you can drink for free and completely heal yourself. You have to wait a bit before you can drink again, but Sebastian's health automatically refills up to a certain threshold, so if you play your cards right you can abuse stealth and your regeneration to make your life easier. And upgrades will also do that for you, since Sebastian can become one tough cookie. Latter combat upgrades give you bullet-time, at the cost of stamina, or a free get-out-of-jail card in the form of a counter-attack if you get grabbed by an enemy. The corner-stealth kill is pretty useful too.

Image result for THe Evil Within 2
 I didn't have any major issue with the same, save for a well-document crash in chapter 13. If you die more than twice during a certain hot section the game will more than likely crash. I also read that a ton of people where having crashes during chapter 7, after burning 'the second picture', but it never happened to me.

 As a HUGE The Evil Within fan, I'm happy to say that the sequel is pretty darn great, however, unlike most critics, I felt it wasn't quite as good as the first game. All the new personal demons and drama takes away from the raw horror elements from the first game, and I feel that the new village/wax aesthetics aren't quite scary as the first game's more urban locales and barbed-wire/metallic-themed monsters. Mind you, it's still a great game, and it had its spooky moments, but I really liked the first game's pace and aesthetics and this game took a step back by letting Sebastian's personal life seep into the game's narrative without a scary twist or what have you. The cheesy dialogue didn't help. Regardless, there's absolutely no going wrong with this game, and I hope we'll get more sequels in the future.
 9.0 out of 10

The DLC Report: Power Rangers - Battle for the Grid Season 2 Shadow SPD Ranger

 The goodest of boys joins the grid.
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 Well, Power Rangers - Battle for the Grid's season 2 is upon us, and it promises great things, such as Gekiranger's Ryo and the White Ranger costume for Tommy, but to open up we've got SPD's Shadow Ranger, also known as the bestest boy in town.

 For starters, the new patch offers a new Mech Ultra, the SPD Megazord, as well as a new SPD stage. The new stage is alright, I like the oranges and pinks. As for the Megazord... It's a bit of a mixed bag. I'm glad we've finally got a Zord that does more than just hit the screen, but the random factor makes it a bit meh. Y'see, whenever it attacks, there's a chance it may just buff you instead. It's neat, I can appreciate having a Zord that behaves in a different way from the others, but that also makes it the worst so far.
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 As for the Shadow Ranger.... I found him a bit bland. He's got a counter, and his neutral special is different depending on what button you press afterwards: Dash forward by tapping forward, Iai-slashes by pressing Weak attack(twice), an elbow knock-up with Medium and a slow-but-powerful slash with Strong. On the other hand, I found his animations a bit stiff, and his overall kit rather slow and boring.

 Well, while I found this first additions a bit lackluster, I've high hopes for the Ryo, so there's that. If you ask me, while we've already got too many Tommy's, Kruger would've been a fantastic skin for Red Ranger Jason, while White Ranger Tommy could've been his own character.
 5.5 out of 10

Tuesday, October 8, 2019

Review #700: Collection of Mana

 Finally, FINALLY an official translation!!!
 Seiken Densetsu 3, christened as Trials of Mana for Collection of Mana has been one of my favorite JRPGs of all flippin' time ever since I first played it through emulation, and I, nay, we, never had an official way of playing it outside of Japan. I must've played that darn translated rom over a hundred different times, and at least once been a victim of the horrid patched alternate colors. But now I've got it, I've finally got a honest-to-goodness officially translated copy of the game, and it feels SO good. It also comes with the first two Seiken Densetsu games, Final Fantasy Adventure, the one I never played and even forgot existed, as well as Secret of Mana, the one I started a few times but never finished because I got distracted by the next shiny new thing.

 As far as the collection goes, it's a bit skimpy. Each game has its own 'manual', which is not a digital version of the original instruction booklet but rather a dull mini 'controller explanation' thingie. No in-game art gallery, but at least there's a music player, and trust me, these games have fantastic music. There are also Save States and Load states, praise the gods, which makes playing each game more comfortable. Each game has a few 'display' modes to make up for the aspect ratio, there's no stretched mode, but the borders are decent. Finally, you can pick different 'versions' of each game, so, for instance, if you pick the UK version of Final Fantasy Adventure, it'll turn into Mystic Quest!

 Final Fantasy Adventure/ Mystic Quest/ Seiken Densetsu
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 The game that started everything. The 'Final Fantasy' on the title isn't just for show, as the game used Final Fantasy as a crutch. You'll ride a chocobo, get turned into a Moogle and even come across sprites that resemble white and red mages. That aside, the game borrows more from The Legend of Zelda than Final Fantasy, being more of an Adventure game with real time combat.

 The story is very crudely told, it is an ancient vanilla GameBoy game after all, but it follows your character, who would later be called 'Sumo', who escapes a gladiatorial-like city and finds himself embroiled with a damsel in distress, who you get to name, as the Evil Lord and Julius want to kidnap. What follows is a rather lengthy adventure which sees Sumo becoming the chosen one and wield the Holy Sword Excalibur. Simple story, for a simple platform, the game took me over 5 hours, which is pretty lengthy. I found it pretty endearing to see where a lot of mechanics from the Mana games, like the charge gauge, started.
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 Basic gameplay is like your classic Zelda game, in which you move from area to area, having an overworld, towns and dungeons. The in-game map is absolutely useless, so don't count on it. That said, this game has proper RPG mechanics, so as you defeat enemies you'll earn experience points, and upon leveling up you can increase any of your desired four stats. If you alternate between Power and Wisdom you'll max your stats by level 99, by the way, however it's very unlikely that you'll reach that level on a normal playthrough so just focus on what works for you. You'll also come across shops where you can buy armor and weapons, however, there's no way to know if what you're buying is better than what you're wearing. Like, every time you reach a new town the weapons and armors will be better, but there's no way to know until you buy it. Besides, Attack Power isn't a surefire way to tell if your weapon is any good...

 ...for you see, enemies have weaknesses, so sometimes it doesn't matter how much you hit an enemy with the sword, you won't be able to kill it, so you might want to swap for the Morning Star or maybe an Elemental Lance. By the end of the game I was entering the menu every 3 seconds to switch weapons for something that worked, which was pretty annoying. You need to play with the speakers on so that you can tell if enemies are getting hit or if your attacks are doing no damage, which sucks for a handheld game that's supposed to be played outdoors. There's a charge bar below your HP/MP display, which fills as long as you don't attack, if you attack it'll reset, but once it's full your next attack will be a special attack, or your spell will be more powerful. Early in the game it takes too long for it to fill completely as you fight enemies, but in the latter half of the game it'll charge quicker, so you'll be able to use it if you want. As for me, I only used special attacks when I happened to have a charged bar before combat, otherwise I didn't care too much about waiting, I'm too impatient for that. Magic and items share a slot, since either is used with the B button, so swapping spells with other spells or items can be a bit cumbersome too. That said, despite these annoyances, a lot which has to do with how limited the hardware was and how ambitious the game was, I actually liked slaying enemies and getting levels. I was having more fun than I should've.
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 On a few dungeons you'll have allied NPCs with you. They are rock-dumb and you can't rely on them. At least, some of them have useful abilities, like the heroine that restores your health, so they are not completely useless. On another note, until I got the hang of the controls, I accidentally used a few items by pressing the B button. Whoops.

 Well, hilariously enough, the worst parts about the game... are the Zelda elements. Where to start with? Let's start with the fact that at times it can be a hard to know where to go. As soon as you get your running-on-water Chocobo, exploration becomes a bit of a mess since you're given little direction of how to get to where you have to go. As a matter of fact, I accidentally skipped an entire Town(Wendel, I think?) because I found the town you're told to go to in Wendel first, so I finished the game without ever setting foot in Wendel. Remember, you can't trust on the in-game map for directions, so you'll be aimlessly running on water searching for where to go next. Funnily enough, I also came across the Lich boss as SOON as I got the Chocobo, but somehow managed to beat him then and there, which gave me the best spell in the game pretty early on. Speaking of explorations, towns can be the worst! NPCs randomly spawn on the map, so you may enter an area and be right in front of one, and just TOUCHING them triggers the conversation. That's right, TOUCHING them, not even pressing the darn A button. And they move in random patterns, so they could be blocking the way to where you want to go! You can attack them to force them to move, but there's no guarantee that the irregular terrain will let you push them far enough for you to move, so you might have to exit and re-enter. Lame!!
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 And then, we've got the dungeons. On the plus side? Most weapons have some sort of use. Te sickle cuts grass, the ax cuts down trees, the chain acts as a grappling hook. While it means entering-and-exiting menus, it's kinda neat. What isn't neat is that you have to BUY Keys and Mattocks to progress through every single dungeon. You could totally progress up to a certain point in a dungeon only to find out you're out of keys or wall-breaking mattocks, so either try to force enemies to respawn and hope they drop whatever you need, or run back to town. Completely idiotic. Sometimes the game likes to troll you, and hidden behind a wall or a locked door is a dead end, so, congratulations, you just lost a valuable resource! And the kicker? Walls and locked doors RESET as soon as you go through another exit. Oh, and by the by, you can only recognize breakable walls by hitting them and hearing their sound, so you NEED the sound turned on. Just swinging the mattock wastes a use, so you can't just swing willy nillly. Later in the game you get the morning star, which lets you break walls for free, so you can stop buying mattocks. Dungeon design is pretty bland too, rooms feel repeated between dungeons(Sometimes, you'll find repeated rooms inside the SAME dungeon) and a lot of times it feels like they were designed pretty haphazardly, with no rhyme or reason. Oh, and the keys and mattocks? They occupy space on your very limited inventory. Fun times. If you've got a full inventory you can't open a chest, and if a chest spawned over the road? You just might have to reset the room or waste an item. Heck, if you're curious you'll just have to waste an item to see what was inside the chest, since the game will just tell you that 'you can't carry it'.

 I'll be completely honest, I think Final Fantasy Adventure is rather bad. I mean, I won't deny having fun with the game, because I had fun, I enjoyed the game. But I enjoyed it despite how archaic its design is, how many little flaws and poor design choices the developers made. I can understand that it was made for the Gameboy, and thus they had to settle for its limitations, but the best games work around their limitations, not despite them. I'm sure that it was more tolerable at the time of its release, but I don't see myself playing this game again anytime soon. That said, I think it's worth a playthrough for fans of Mana, like myself, since it sets the tone for future games, and it's neat seeing how everything began!
 5.0 out of 10

 Secret of Mana/ Seiken Densetsu 2
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 Secret of Mana feels like a much more polished take on what they wanted to do with Final Fantasy Adventure. Freed from its Final Fantasy roots, this game codified what a 'Mana' game should be like, 8 different elements, ring menus, cannons as means of traversal, candy and chocolate as healing items, etc. It's also oftentimes considered a SNES classic, and for good reason!

 You play as a boy, "Randi", who happens upon the Sword of Mana when a walk in the woods goes awry. Now monsters began attacking the village that raised him, and soon he must become the new Mana Knight. On his travels to obtain the 8 different Mana Seeds he is joined by a girl, "Primm", who is looking for her kidnapped fiancee, and a Mana Sprite, "Popoi", who finds Randi the fastest tickets towards regaining his memories. The story is pretty basic, but a few unexpected things happen here and there. The translation is a bit wonky, but it gets the job done, even if it sounds a bit rough at times, it probably has something to do with how little time Ted Woolsey was given to translate the entire game.
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 The game is one large RPG-Adventure romp, battles take place in real time, a la Zelda, but we get experience points, like any proper JRPG. The basic gameplay loop is what you'd expect out of the genre in the 90s: Explore, find a town, purchase new equipment, upgrade your weapons, talk with the NPCs, learn where to go next, rinse and repeat. Most of the game is pretty straight-forward, so you'll often know where to go and how to get there. Except after the Lumina Temple. An NPC directs you towards said Temple, and you're supposed to figure out that you have to return to the same NPC, that was the only stumbling point in my playthrough.

 Combat can take a little time getting used to. You've got a gauge below each characters' HP bar, which goes from 0% to 100% in less than a second. Attacking resets the gauge back to zero. And so does sprinting, but that has nothing to do with combat. Any attack done at less than 100% will deal pathetic damage, if it hits at all. This was done to prevent spamming basic attacks. On paper it sounds kinda dumb, but once you have all three party members it's not too bad. Hit enemies also have a few invulnerability frames, so if you hit it right as another member hits it, one of those attacks won't register. There's another type of move, Charge attacks. As you enhance your weapons and raise your proficiency you'll be allowed to charge your attack, the higher your proficiency, the higher the level of your charge attack. Each level performs a different attack, but the really strong ones take TOO long to charge, and they could always miss, so they are pretty much worthless.
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 As you collect Mana Seeds you'll also come across the 8 different spirits who'll bestow Primm and Popoi with magic, Primm gets support magic while Popoi gets attack magic. You can take control of any character, and swap at any point by tapping -, or another players can play as the other characters, regardless, casting magic is as simple as entering the menu(Y if you are gonna order a CPU to cast it, X if you are the caster) and then selecting your target. There's a bit of an exploit in that you can change magic attacks by casting another spell before the last one finishes, although damage caps at 999. Also, bosses can chain cast magic on you, and it hurts like hell if you're not prepared. The way magic works, bosses can be done with in a few seconds flat.

 Leveling up in this game can be complicated. Besides your traditional level ups, you also get to buy armor, which is fine, although you cant't check their defense numbers until you buy them, so you could potentially buy worse items than the ones you are using. As a matter of fact, there are no explanations for items or magic, so its trial an error, but a few equipment pieces and weapons have added benefits, only that you have to check online. Some armor pieces make you immune to sleep, for instance, but there's no way to know in-game! But I digress, I was talking about leveling up. Besides your health and your equipment, there are 8 different weapons in the game, and each has their own level. You raise their level by finding Orbs, usually dropped by bosses, some are hidden in dungeons or towns, and then going to the blacksmith. At first you have to return to the Dwarves' hideout, but it's not long before the Blacksmith starts travelling around. There's a little bug, the only way to actually get the stat boosts for the enhanced weapon you actually have to unequip it and then equip it again. Once enhanced, it gains more attack power, but it also lets you level up your proficiency with said weapon up to its highest upgrade level. which is done by using said weapons. Honestly, there's a remnant of its Final Fantasy Adventure DNA: The Axe and the Whip have exploration uses, so I made Randi keep the Sword, Primm got the Whip and Popoi got the Axe. There was one flaw with my plan, however, nobody will tell you, but your attack power during the final battle depends on Randi's proficiency's with EVERY weapon. My Randi had only used the Sword. Needless to say, what was supposed to be a very easy battle quickly turned into a frantic fight for my life as I was dealing 0 damage unless I cast support magic to upgrade my attack power.
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 Magic is upgraded in the same fashion, the more you use a type of magic, the stronger it grows, the maximum level being dictated by how many Mana Seeds you've recovered. This is easily the most time consuming aspect of the game, by the time I obtained the final two types of magic, Luna and Dryad, I didn't care anymore, but at least Primm had a fully leveled up healing magic. I can see how keeping your magic up to date can be a drag, but I had so much fun with the game that I didn't really care too much, at least up the final parts of the game when I was ready to be done with it.

 One last complaint, if I may... the AI is absolutely idiotic. You can somewhat customize their behavior in battle, but they aren't as useful as you want them to be, sometimes they just won't understand that you are trying to run away. Plus, at times they may get stuck on corner or uneven terrain, and you aren't allowed to leave your teammated behind, so the camera will lock unless you three get in close proximity again. The Grapple points, for the whip, are a bit bugged, and a couple of times one of my characters got stuck on thin air. I think they got hit while jumping? Regardless, don't fret, just get close to the grapple point again, with the character using the whip(If the whip user is the one stuck, just swap weapons) and the game will regroup your entire team, no need to reset.
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 Secret of Mana is a fun game. When approaching, one has to keep in mind that this is a 90s JRPG, so grinding is pretty much the name of the game, luckily, the game is pretty fun, so it's not too bad, the story is pretty simple, but it's such a whimsical, colorful game, that it fits pretty well, while keeping the same feeling of bittersweetness from the first game. It's a good time, and a nice foundation upon which the third game will improve upon, but maybe I'm getting ahead of myself...
 8.0 out of 10

 Trials of Mana/Seiken Densetsu 3
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 Well, let me tell you about one of my favorite games of all time. I happened upon it one time I was trying out different roms, and it was love at first sight. For the longest time, Seiken Densetsu 3 was a Japanese exclusive that never saw a release outside of Japan, chances of it getting a port or a remake were null since it was such an old game. But Square-Enix, the absolute madmen, not only announced a full remake(which looks gorgeous, by the by), not only did they make an official translation... but it also came with a physical release. Which also contained the first two mana games. Suddenly, I'm starting to love Squeenix as much as I loved Squaresoft back in the 90s.

 AI teammates that would get stuck and prevent you from advancing? Fixed, you can leave them behind. Having to wait between attacks lest they deal negligible damage? Fixed, now you can attack as much as you want, no penalty. Sprinting locks you in a direction and consumes your attack gauge? Fixed, now you can sprint for however long you want, and change directions while doing so.  No item/spell/armor explanation? Got you covered, fam, now we got those as well!.Proficiency levels? Gone completely, if you want to grind you only need to care about your level. Simple storyline? Try six different characters, each one with the potential to be the protagonist of the story. I don't know how to best say it, but Trials of Mana polished Secret of Mana's foundations to a sheen, making it a better game in every way, shape and form. It comes with a few bugs, however, so it's not entirely perfect: Every in-game-day should have buffs and debuffs over certain elements, but you never get the benefits, the Dexterity stat is completely useless, and critical hits don't happen, even though they should. But, BUT, despite all these bugs, the game is pretty much excellent.
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 The story is one of the game's biggest novelties. There are six different characters, but you can pick three to from a party. Whichever character you pick first will become the hero of the story, you'll play through their prologue and then as you advance through the story you'll meet the other two, who'll brief you on their backstory and motivations. You don't get to play as the other three, but you'll cross paths with them every now and then throughout the story. There are three different main story branches, which change who are the final bosses, tied to Kevin/Charlotte, Duran/Angela and Hawkeye/Liese. Regardless, this makes the game very replayable, and it's always fun to see how different parties interact with each other. That said, I'm not even gonna lie, every single time I played this game(This must be the eighth or so) I use the same exact party: Kevin, Duran and Angela, in that order. I just grew too fond of these characters! Once again, the main objective of the story is to gather the different spirits and get the Mana Sword in order to save the world. And fulfill their personal objectives, of course.

 If there's anything to gripe about this is that you don' get much information about what each character can or could do, so crafting a good party could be made a bit easier. Kevin looks like a brawler, but did you know he has the ability to turn into a Wolf at night and double his attack power? And that he is the only character with 2 special attacks per class change? Riesz, Hawkeye and Angela are the only characters that don't get healing spells, so maybe you'd avoid that party. Class changing is an important part of the game too, you need to reach level 18 before your first class up, and for the next one you need to reach level 38 and find the appropriate item. On your first class change you get to choose between Light and Dark, no rollbacks, but you don't know how either will affect your character. For instance, Light Kevin will learn healing magic and a spell to get his wolf strength bonus during the day, while Dark Kevin won't learn a single spell but will become much more powerful. Light Riesz will learn spells to buff your party, while Dark Riesz will learn spell to decrease the enemies' stats. Of course, there's absolutely no way to know this. There's also no way to know how to get the items required for the second class change, the best way being to defeat 4-5 Benevolons before tackling the one in Shimmering Ruins, and then farm the Mamapotos that spawn Papapotos, then create a savestate before opening the chest the Papapoto left behind until you get the '??? Seed'. That said, I can forgive them for the lack of information, because Class change is brilliant, and your characters even get new color palettes! I love how the six different characters can evolve in different ways, and getting new colors felt very rewarding. Plus, it's a SNES game, they used to be this way, so it kinda comes with the territory. Hopefully the remake will be more forthcoming with information on how each class works and how to get the second class change.
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 The basic gameplay loop is pretty similar to any other JRPG of its era: Follow the story to get into new towns, purchase the newest equipment, talk to NPCs to get leads on your next objective and then go through the dictated dungeon. It works well, and getting into new towns and new dungeons is pretty fun. The latter third of the game has you returning through trod ground in order to find and defeat the Eight Benevolons, but it's not as bad as it sounds. I mean, the worst part about this sidequest is figuring where you can land and how to get to where the game wants you to, plus, it usually involves a new mini-dungeon inside the old dungeon, so you'll be facing new enemies and going through a few new areas.

 The combat has been polished and it's SO good, even if a bit dated. It plays in real time, so you move around and press A to perform basic attacks. While you don't have to wait for a percentage gauge, your character has to wait a tiny little while before attacking again, but the wait is much shorter than Secret of Mana's percentage gauge. That said, there's a new gauge below your health bar, which fills as you land attacks, once full you can press B to perform a hard-hitting special move! With each class change the gauge grows longer, granting you a new special move, although you can just fill part of the gauge and perform the old ones. You can also set the AI to perform whichever special move you prefer. You can switch characters at any time by pressing "-", or you can hold L or R to control one of the other two characters, returning control to your selected character as soon as you let go, which is a fantastic idea. Basic combat is fun and fast, it feels great and looks great. Even grinding is fun! Heck, I remembered that you get your first chance to change your class before you're supposed to hit level 18, so I made sure to level up twice every time I entered a new dungeons just so that I could level up as soon as I could. And I had fun!
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 That said, as enjoyable as it was, spells are a bit of a showstopper. You have to enter the ring menu, pressing X, to select a spell, and every time a spell is cast, either by you or the enemy, the whole game freezes while its cast after its charge time. Normally this isn't much of an issue, but bosses LOVE chaining their spells, so sometimes you'll find yourself mashing the X button, trying to prime a healing spell, but being unable to as the boss/bosses chain their spells and decimate your health. I was in luck since I only had one spell caster, Angela, but when I had to heal with Duran and pick spells with Angela I found myself pausing the game and entering menus too often while the spells also went off pretty fast, so I only had time for one or two attacks with Kevin before I was pressing X again to pick a spell or had to wait for a spell to go off. It's not horrible, not in the slightest, but I think I had more fun with normal battles, in which I stuck with basic combat and the occasional spell every now and then, than during boss fights when I was spamming spells with Angela.

 What can I say? Trials of Mana has been one of my favorite games ever for a long time, and now we have an official translation and easy access to an official release, trust me, I am a happy camper. While the combat system isn't as mind-blowing as it once was, it's still great fun, and the whole concept between creating your party and class changing is pure brilliance.
 9.5 out of 10
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 Trials of Mana, even with all its original bugs left in their unfixed glory, would be worth its price alone. Alone. But with Collection of Mana you get the first three games, perfectly replicated, with the added boon of savestates. And d'you know what the best part about it is? All three games are fun. Sure, Final Fantasy Adventure is pretty dated, but I can't deny how much I enjoyed my time with it. Secret of Mana is a bit rough on a few areas, but it's a quality game through and through. There's absolutely no going wrong with this collection. And now, with game #700 out of the way, let's continue with the Halloweenfest.
 10 out of 10

Wednesday, October 2, 2019

Review #699: Swagman

 Freddy Krueger's got some competition.
 Remember the EIDOS/CORE partnership? How they brought us classic PS1 games like Tomb Raider and Ninja, as well as not-so classics like Akuji and Fighting Force? Well, they also created this cutesy little horror 2-D isometrical adventure game called Swagman. It's an unlikely game from a developer with a penchant for more serious, realistic-looking(at the time!) games but, against all odds, wound up being a pretty interesting experiment, and one nobody talks about nowadays.

 In Swagman you play as twins Zack and Hannah, once you rescue her after the first boss, as they team up to defeat the Swagman, a Freddy Krueger wannabe that traps everyone in their own nightmares. Zack and Hannah were awake when Swagman captured all the dream fairies, so now they join together to stop Swagman... at least before they fall asleep and become victims to the monster. A simple story for simpler times, it's a fun premise and I loved Swagman and his silly underlings. Taking a page from the Dream Warriors, Zack and Hannah delve into Swagman's territory through mirror, and when they enter this nightmare world they both get their bodies twisted into nightmarish forms that let them do things such as breath fire and fire lasers from their eyes! Health is represented by Zs, since the twins must resist falling asleep, and you can recover it by, quite literally, catching Zs from sleeping fellows, such as their own parents or their cat.
 While it doesn't look like one, this is a puzzle game in the same vein as The Lost Vikings. You must alternate between Zack and Hannah in order to solve puzzles. Each character has their own inventory, but it's a bit of a sham, since it doesn't matter how far the twins are, you can easily swap items pressing the select button. Most of the game you'll be killing monsters by attacking them with your flashlight, throwing bombs or using some of the character-specific items, while searching for keys in order to open locked doors. The puzzles are relatively well made, they are not too easy, but not too hard either. The third level, the Cemetery, was a bit too obscure since there was no way to figure out that some graves would open up if you stood above them, but barring that specific puzzle it's not bad at all. Platforming with an isometrical view has never been perfect, but  platforms are big enough so that it's not much of an issue.

 That said, progressing through the level is not enough to beat the game, you must also collect bugs, in order to see the right way once you reach the Limbo interim between stages. It's not too bad, I never reached Limbo without having bugs to spare. That said, these moments are a bit boring because you must wait as your bugs assemble one by one. And you'll have more than 50 bugs per Limbo interim, which means it can be a little long while. And the kicker? Most Limbo interim take you straight to the boss, and if you die, and you will, you'll have to sit through this part again. Most of the levels have a decent challenge, but the bosses? Jesus christ, the bosses are incredibly hard, to the point of annoyance. And dying means having to go through the bug wait period again.
 The aforementioned Nightmare sections are pretty brief, and they are not very frequent, but they are a refreshing pause from solving puzzles, since now both Zack and Hannah gain all kinds of offensive options and you can pretty much cruise through. There are a few instances in the game in which you are expected to take a certain character through a place either character can get to, but the game doesn't warn you beforehand. That said, at least with the mirror sections, the loading screen features whichever character you should be using, so you can simply take the right twin.

 I wouldn't go as far as to call Swagman a hidden gem, because it's not. But it's a fun, short puzzle-adventure game that oozes 16-bit charm thanks to its rudimentary, but endearing, graphics and art-direction. Bosses are too hard, a few puzzles can get a bit annoying and having to wait for every single bug to assemble with the rest during the limbo stages is vexing... but most of the other puzzles are fun to solve, and exploring all the different stages never loses its luster thanks to its creative design.
 6.5 out of 10