Thursday, August 28, 2014

Now Playing: Crash Nitro Racing

 It ain't terrible.
 Before playing it, I had read how superior CTR was to this one, and, so far, I would agree, but Nitro Kart isn't bad by any means. I've gone through the first three tracks, they were fairly good, mechanics wise, it plays just like CTR, albeit a bit slower. Oh, and the "Have to play each track at least three times" returns, except that there are no cheat codes.... oh boy.

 The cutscenes look great though.

Wednesday, August 27, 2014

Review #143: Crash Bandicoot - The Wrath of Cortex

 Just about what one would've expected of a then-next gen Crash game.
 By this point in time, Naughty Dog was done with the series, so Universal Interactive Studios got a new developer to create the next Crash game on next generation consoles, Traveler Tales.

 Y'know the drill, Crash Bandicoot: The Wrath of Cortex takes place right after the last game, with Cortex and Uka-Uka defeated. So Uka-Uka decides to hold a meeting between all of Crash's enemies(Actually, the ones featured in 3) in order to come up with a way to destroy Crash, turns out Cortex has another genetically engineered bandicoot under his control, Crush Bandicoot, plus, they wake up four elemental masks in order to aid them. Now it's up to Crash, Aku-Aku and Coco to thwart their plans. Crash Bandicoot 4 saw a huge number of character redesigns, from small ones, like N.Gin's face, to bigger ones like Aku-Aku and Uka-Uka's shapes. All in all, the redesigns weren't needed, but they didn't ruin the characters in any way, and the story is very typical of Crash Bandicoot.
 Gameplay is almost exactly the same as in Crash 3. Large HUB, divided in five sections with five levels each(Plus 5 unlockable levels). Each level houses a Crystal, one to two gems and a time trial ankh. And just as in Crash 3, defeating a boss grants Crash a new skill... except that this time you are basically earning your moves back, except the Super Ground Slam which was changed with the sneaking ability. Sneaking is downright worthless, you are only expected to use it on some Bonus sections of the levels, and it allows you to walk over Nitro Crates, but it does have a fundamental flaw... if you walk over a Nitro box while possessing an Aku-Aku mask, it will trigger the Nitro boxes, costing you the Aku Aku mask. Oh, and loading times are a bit on the long side, making replaying levels(Or exiting-returning if you wanted to trigger a Skull platform) a bit more annoying than on previous games.

 Levels are now wider and larger, which makes evading enemies incredibly easy. About two thirds of the levels possess enemies that have Crash Bandicoot 3-like range in their attacks, which means you can simply walk by their side and evade anything they throw at you. The levels themselves are also the easiest they've been in a Crash game yet, but they aren't as tightly designed as before, with a couple of stages that have obstacles that are impossible to avoid unless you know they are coming, the stages in which you pilot the robot being particularly bland in this regard. This game also features some of the worst underwater levels I have ever played, with bombs falling all over the place, most which you can't avoid unless you have very fast reflexes, and have to remember that underwater movement always works against the player, and know that they are coming. Definitely some of the most unfun moments I had with the game. On the bright side, the game does have a couple of interesting ideas, like having vehicle sections during a platforming level, which sometimes works against it, different vehicles have different controls which can confuse you and cost you a life, sometimes X will accelerate, while others it will make you jump and so on. Other standout ideas being the levels in which Crash must roll around inside a sphere, or the new mine cart levels, one being a 3-lap race against Crush, with different routes, and you must take all at least once if you want to break all crates!
 The game boasts about having Coco playable on foot for the first time, and it's a neat idea, on paper. Coco plays just like her brother Crash, but with a widely limited moveset. She doesn't get the double jump, instead of crawling or sliding she gets a sweep that takes ages to go off, and instead of spinning, she gets a spin kick(Which looks much cooler, but is less useful). This makes playing as Coco a bit disappointing, since she doesn't have any unique qualities to herself or advantages over Crash, although she does get to drive different vehicles, if that's your thing. Lastly, there's five bosses in the game... except that all five of them are against Crush Bandicoot. True, the fights are different, but having the older bosses reduced to obstacles or racers on racing stages feels a bit of a waste, Crush isn't so charismatic as to deserve five fights against him.

 Presentation is one aspect where the game shines. Character models do look fairly dated, no in small part to some animations feeling a bit off. However, this game has the most visually appealing stages in a Crash game yet, they all look gorgeous and there's a wide variety of them, it's a shame some of its platforming sequences aren't on par with the older games. Music is as good as ever, with very fitting tunes. It looks and sounds like a Crash game.

 Crash Bandicoot: The Wrath of Cortex is exactly what one would've expected of Crash's jump into the next generation. It follows the formula to a T, and while it doesn't really add much to it, it does have some original ideas that spice it up, even if just a tiny little bit. Crash Bandicoot fans can do no wrong with The Wrath of Cortex.
 8.0 out of 10

Monday, August 25, 2014

Review #142: Crash Team Racing

 Crash and burn!
 Naughty Dog had three platforming Crash Bandicoot games under they belt, so it was time for Playstation's then pseudo-mascot to get his own Kart Racing Spin off. Just as with the Crash Bandicoot taking a little bit of other platformers, but having its own spin, CTR borrows a lot from Mario Kart(Particularly the SNES version), but still manages to feel very different.

 The game offers a surprisingly decent amount of modes. Adventure, Arcade, Time Trial, VS and Battle Mode. Adventure features a very silly story where a new enemy, Nitros Oxide threatens the earth, so now Crash, Coco and their enemies must join together in multiple races. The game is set up in a hub world, not unlike Crash 2 or 3's, where you must eventually go through 16 tracks and 5 boss races. In theory, it's a great idea, but in practice you have to beat each stage at least three times. The first time you must finish in first place, the next one you have to beat a certain time record and the third one you must collect three letters(CTR) and finish in first place(And no, you can't do this on your first time throught). I guess if you like racing games, the repetition won't bother you to much, but for me it was too much. There's also the four unlockable Crystal Collecting missions which were, on someone like me, way too challenging. The game does allow for cheat codes to unlock all the unlockables, but if you want 100% save file, you gonna have to work.
 Arcade Mode allows up to two players to play single races or full 4-track cups, Time Trial is pretty much self explanatory, VS mode is for up to four players and functions like Arcade Mode but removes all other CPU racers and Battle Mode takes place in special arenas in which you must make the most points or take all the other racer's lives away(You can choose the rules). The game has over 20 tracks, and they are all very, very creative and fun to race through, with not a single dud among them.

 The gameplay is just as with any other mascot Kart Racing game, you go through a track, usually 3 laps around it, and if you collect boxes, they grant you an item(Usually a weapon) which you can use to attack your enemies. Weapons are fairly varied and aren't as strong as Mario Kart's counterparts, which means skill matters a little more than luck, but just a little. Borrowing from Mario Kart SNES, you can collect Wumpa fruits(up to 10) to raise your max speed, plus, having 10 Wumpa Fruit will "super charge" your item, making it much stronger, however, getting hit or falling off the track will cost you some fruit. Lastly, the game has drifting in the form of "Power Sliding", which is done by pressing R1 or L1 when turning the wheel. What's more, holding the slide for a while will make the exhaust pipes' gas will turn black, pressing the opposite shoulder button will grant you a little boost, for up to three boosts in a row. Unlike Mario Kart, you have to earn your boost, and they end up being much better as they can make you zip through the track. Be warned that if you miss your window you lose a boost, and holding a slide for too long will make you spin out.
 The game looks beautiful, slightly better than Crash Bandicoot 3 I believe. Characters are taken all throughout the Crash series(With guest "Trash Bandicoot"), and while being in a kart means they don't have a ton of animations, they do have their unique celebrations or lamentations when on the podium. The real stars of the show are the stages and the amount of detail they pack, couple with the speeds at which the game moves! Music feels very "Crash Bandicoot", besides the returning tunes, which is a plus as Crash tends to have great music.

 Overall, I liked Crash Team Racing. The racing feels very good, the power sliding mechanics seem overwhelming at first, but after you get the hang of them, they become a very fun mechanic, and tracks feature some unique pieces that I haven't borrowed by other games. My one complaint, but a big one in my book, is just how much the game expects you to replay each stage, maybe it's because I don't particularly like the Racing Genre, since I had no problem with the Crash Bandicoot games, but at least three times to get 100% is a bit too much, at least there's cheat codes!
 8.0 out of 10.

Sunday, August 24, 2014

Now Playing: Crash Bandicoot - The Wrath of Cortex

 BECAUSE THE CRASH TRAIN AIN'T STOPPING ANY TIME SOON!
 Here's the skinny: It feels, really, really good. Graphically, it has that early PS2 vibe, with awkwardish animations and simple graphics, but that aside, moving Crash around feels really good. His jumps are a bit floatier, but moving on ground feels much tighter. You can really tell that Traveller Tales were fans of Crash, as it feels like a Crash game. HOWEVER, the new stages are much larger and wider, but enemies have the same patterns they used to have... which means they are very easy to avoid by simple moving to the sides, they are basically harmless. I'm by World 3, and already have over 40 lives. Oh, and I can see a pattern, Crush will be the boss in every world, that's not cool.

 Overall, I can't see why people dislike it so much. Sure, loading times are kinda long and level design isn't as good as Crash 2 or even 3, but it's fairly good and feels like a Crash game.

Saturday, August 23, 2014

Now Playing: Crash Team Racing

 Repetition is the name of the game.
 And now, the only PS1 Crash game that I hadn't played, Crash Team Racing. It's no secret that I'm not a racing game fan, but CTR feels really, really good. What isn't "really, really good" is how the game expects you to play each track at least four times. And that's in a best case scenario, which is why I'll probably unlock everything with cheats after I'm done. The Gem collecting missions are really hard actually, too much for my poor racing skills, I had to retry the first one at least 2 times, and I couldn't finish the second one...

 At least the game plays really, really well, and the power slide-to-turbo mechanics are very fun after you understand how to do it, unlike Mario Kart, you have to earn your boosts. It also feels a bit more... fair. Track design is also really good, so far my favorite is, probably, the icy one with multiple paths and seals running about. Items also don't feel as strong as in Mario Kart, which is a good thing if you value skill over chaos, but it still managed to pull me from last place to first place a couple of times.

 As it stands, I just beat Komodo Joe, and while comparisons to Mario Kart are inevitable, the game does its own thing, just as the Crash Bandicoot games when it comes to platformers. I like this game.

Friday, August 22, 2014

Review #141: Crash Bandicoot 3 - Warped

 A fitting end to the trilogy.
 Crash Bandicoot 2 was an amazing game, a fantastic platformer game and a Playstation must have. Could Naughty Dog top themselves in just one year?

 As per norm, Crash Bandicoot 3 takes place directly after Crash Bandicoot 2, N. Cortex's plan thwarted by Crash, and now he must answer to his boss, Uka Uka, Aku Aku's evil counterpart. Uka Uka introduces a new Villain, N. Tropy, who can control time(And thus give an excuse for the new settings), so Crash must gather crystals again, in order to stop them. You know the deal, story isn't the game focus, and it really shouldn't matter, it's a simple bad guy vs good guy approach. Worth mentioning, this time they gave all five bosses more personality, as they now taunt you before levels, which is a really neat touch, and the voice acting is pretty good!
 It should come as no surprise that gameplay remains relatively unchanged, pick a level from the hub, platform your way through the level, using your spin attack or slide to kill enemies, grab wumpa fruits for extra lives and collect the crystals. The game is definitely easier than previous Crash entries, the slide-jump has been toned down, and there's no instances in which you are required to use it, unlike Crash 2, it also feels a bit less rewarding as a consequence, Crash 2 had gotten the difficulty just right. Crash 3 also has a lot more "variety levels" in which you ride an animal as Coco, on a nonstop ride through a set track, racing levels in which Crash drives a bike, a few airplane levels and some that take place exclusively under water. Variety is appreciated, but I would've like more platforming levels, kinda like Crash 2, but that's just me. And, to be fair, besides a certain boss battle that takes place in Space, the vehicle levels feel fantastic, with spot on, responsive controls.

 One of the best new aspects is that every boss drops a new move after their defeat, and they are all incredibly useful, a beefed up body slam, a beefed up spin attack(which can double as a gliding tool!), double jumping, a bazooka(Seriously) and Running, to aid in the time trials. Time Trials? Time Trials. After collecting a level's gem, you can tackle the Time Trial, in which you must dash in order to beat certain time limits and earn Ankhs. While you are basically replaying a level, the way in which you must tackle them changes a fair bit, and they are more fun than they deserve to, much challenging too since you can't die at all. Lastly, collision detection seems to have been ironed out, not once did I feel a death wasn't my fault, which is something that had been bugging me since Crash 1. Worth noting, Crash's movement has been altered, he feels a bit... faster, but it takes a couple of levels to get used to it, and it's not a bad thing at all.
 There's a ton to do and collect in Crash 3, even more than Crash 2. Each level has at least one gem, one crystal and one time trial ankh. Then there are levels that have gems tucked away in alternate paths, and levels hidden withing other levels, and 5 extra levels(Technically 3) if you collect 25 ankhs... you'll certainly find yourself busy with this game. Regardless, a basic playthrough of the game(Without stopping to collect everything) is on par with previous Crash games.

 The game looks about as good as Crash 2, but enemies do seem a bit more detailed, and so do the levels(Though it might've to do with the newer settings). While Crash 2 felt as if it expanded on Crash 1 environments, recycling a few, all environments in Crash 3 are new, it's nice finally stepping out of the snow and jungle levels! The new areas take place in Arabia, a futuristic city, a medieval city, the prehistoric domains of a very angry triceratops and on more modern streets for the racing stages. Music is as catchy as ever, and there's really not much else to say about it!

 Crash Bandicoot 3: Warped might not be a huge improvement over Crash Bandicoot 2, but it manages to reach the same level of quality while also feeling new in many ways. Personally, I would've liked a few more platforming stages, but I'm not against variety!
 9.0 out of 10.

Wednesday, August 20, 2014

Now Playing: Crash Bandicoot 3 - Warped

 This used to be my favorite one...
 As I mentioned previously, I played the whole Crash Bandicoot trilogy on PS1, with the third one being my most played, then the first one and lastly the second one. I loved CB 3, but after finishing Crash Bandicoot 2(93%, I just really, really wanted to start this one!).... I dunno, the last one was SO good, this one seems to be lacking... something.

 It's the easiest one so far(Up to level 16, 35%) and there's a lot more "Variety" levels, meaning vehicles or underwater sections, which I don't really mind, but I would've preferred more platforming levels. Still, it's almost as good as 2, but I'm gonna save my final judgement until I'm done with it.

Tuesday, August 19, 2014

Review #140: Crash Bandicoot 2 - Cortex Strikes Back

 So good. SO GOOD.
 Remember that little platformer, Crash Bandicoot? One year later, it got a sequel, and it's not just an "Assassin's Creed" kind of sequel, it's a sequel that manages to improve or fix almost every single thing the previous game got wrong. Plus, it hasn't aged as badly.

 Crash Bandicoot 2 begins exactly right after the previous one ended, and now N. Cortex seems to have turned over a new leaf and needs Crash's help to save the world... or so he claims. You don't really need to know or care about the story, it's not the game's focus and it's just there to give you purpose as you go throughout all 27 levels, hunting for gems and crystals. There's new characters, like Coco, Crash's sister, and a whole new slew of bosses(And a few returning ones) and they make for a decent cast, even if the don't get much screen time.
 Core gameplay remains the same, jump around, and spin to kill enemies, or use either to break crates and collect Wumpa fruits to earn lives, Aku Aku also returns to grant Crash up to two "hit points"(Since Crash dies in one hit), but there are a variety of new additions that make it much more involved and fun. Crash has new moves, crouching, sliding and a ground pound, and you can jump off a slide for a long, high jump or jump off a crouch for a slightly higher jump, finding all the game has to offer will require the use of these new skills. The game also introduces the new Nitro crates, which explode on contact, a variety of new enemies that need to be defeated in different manners(Some can't be jumped on, some have to be killed with a slide, etc). By this time, Sony had introduced the Analog sticks to the Playstation's joystick, and it's a godsend for the precise jumping this game requires.

 Not only does the game add upon its predecessor, it also fixes and tweaks some of its most frustrating and obnoxious elements. Instead of an overworld, the game now has a HUB from which you pick which level you want to play, but there's also a new section where you can save your game. You can actually save your game at anytime while on the HUD, and now it also saves the amount of lives you have hoarded, genius. Getting Gems is a much easier affair, not longer requiring you not to die on a level, however, some levels have some platforms that will only be available if you haven't died up to the last checkpoint before said platform, it also means that if you die while on the the secret section, you can retry it without having to restart the level. The game has a total of 27 levels with a ton of secrets to find, there some levels have more than one gem with special requirements, some levels leave to warps for alternate sections of other stages or even two secret stages, and finding all of these is actually fun thanks to the game being more lenient on players.
 Speaking of leniency, if you die too many times in a row, the game will grant you a free Aku Aku mask. Bosses are also pretty easy and forgettable, the last boss being particularly disappointing. So yes, the game is a bit easier than the previous one, but it does offer some pretty challenging bonus sections if you aim for 100%. Furthermore, a lot of Crash Badicoot 1's challenge game from the lack of analog support and the frustrating saving system, it was more frustrating than challenging, which this game remedies pretty well, it's hard without being vexing. One thing that remains a bit iffy is the collision detection, just as with the last game, sometimes you'll be wondering how or why you died at times if you aimed that jump just right or what have you, regardless, just as with the last game, it will sometimes work on your favor, allowing you to stand on air and recover from a botomless pit falls!

 The game looks slightly better than the first one, but it's mostly reflected on the environments which now feature a higher degree of detail and more variety, although it could've used less Jungle levels, since they all look very similar! Crash also received a ton of new animations when it comes to dying, and the enemy selection is almost entirely new, although they still look a bit too simple. Music is as good as the last one, with catchier tunes than before, it also has voice acting on some characters and they sound pretty good! And the sound effect for collecting Wumpa Fruits sound so good that it actually makes you want to collect as many of them as you can.

 Crash Bandicoot 2: Cortex Strikes Back is everything a sequel aims to be. It fixes almost everything the previous game did wrong, and while the collision detection still needs work, it's not a deal breaker. The simple, but satisfying gamplay, the tricky, but rewarding platforming sections and huge amount of secrets makes it one of Playstation's finest.
 9.0 out of 10.

Monday, August 18, 2014

Now Playing: Crash Bandicoot 2 - Cortex Strikes Back

 Now THIS is a sequel.
 Crash Bandicoot 1 was a great game back when it was released, but it hasn't aged very well, regardless, Crash Bandicoot 2 improves on almost every aspect of Crash 1, fixes most of its most frustrating issues and introduces new mechanics.

Where to start? The new analog support is a godsend, the camera angles aren't as awkward and you get more than a second to react to upcoming obstacles when the camera takes weird angles. The collision detection is still a bit off, and just like Crash 1, it sometimes works in your favor, allowing you to stand on air instead of falling to your death. Remember how frustrating it was to earn gems? Not any more, you no longer need "perfect runs" which is fantastic, and you can save any time you want when in the HUB, fixing the most annoying aspects of the last game. There's new moves as well, sliding, crawling, slide-jump and even hanging over railings.

 Crash 2 is already shaping up to be a great game, it does have challenging sections, though it hasn't managed to get Crash 1 hard yet(I'm on level 18). Interestingly, Crash 2 is the game I played the least from the original trilogy, I don't really know why. Crash 3 was my favorite, and I played a fair amount of Crash 1(Though I hadn't finished back then), but Crash 2? I only played a tiny bit, which now I deeply regret!

Tuesday, August 12, 2014

Review #139: Mario Kart 7

 I really can't think of a one-liner good enough for this one, sorry!
 Nowadays, if Nintendo releases a new console you can already expect a new entry in their long running mascot racing game franchise Mario Kart. Mario Kart 7 does away with some mechanics, tweaks some and brings back a few, while adding a couple of new ones of its own.

 In case you've been living under a rock, Mario Kart is, at its core, a racing game, but adds weapons into the mix. Sadly, bikes have been removed from the game, ironically, they felt like a gimmick but wound up being a very entertaining new gameplay mechanics. The irony lies in that the game has new mechanics that end up feeling as gimmicks in their place, underwater driving and gliding. Admittedly, when they do it right, having different parallel routes (Water, air, ground) is fun, but at times it feels as if the gliding/underwater routes where added just for the sake of having them. Annoyingly, there's one stage in which going underwater actually counts as "falling" off the stage, which is easy to forget as this game makes the other instances of water an alternate route. The other new big feature is kart customization, which ends up being very simple, but engaging. Depending on which body, tires and glider you pick, you'll get different stats on your vehicle, having a vehicle tailored to your style is a phenomenal idea, and works perfectly. Unlocking these parts isn't as fun, seeing how you can earn up to ten coins per race, and you are going to need over 10000 to unlock everything.
 They also introduced a new type of track, instead of having the racers do 3 laps around it, it's a single, long track divided in three segments. I actually liked these and would've lucked to see one or two more. Drift works similar to how it did before, where holding a drift would generate a boost after you let go of the button, with two different strengths to it depending on how long you drifted, this time it feels as if getting the faster boost is a bit harder. Since the 3DS has no motion controls(Hallelujah), to get boosts from jumps, you must press the drift/jump button after you get some air, it works just fine. A previously mentioned, coins are back and work just like they did on previous Mario Karts, allowing you to reach slightly higher speeds as you collect them, with a maximum of ten. Falling off the track or getting hit will cost you some coins though.

 As per usual, you get 16 new tracks and 16 retro karts, with 4 different classes(Speed), 50cc, 100cc, 150cc and Mirror Mode. Honestly, half of the new tracks are very forgettable, while the other eight are really good. As for the retro tracks, they made excellent choices. and the way they brought these older stages up to date was spot-on. Overall, it's a very good track roster. As for the character roster, eh... It looks as if they tried to trim the fat, removing all baby characters, or characters that felt a bit out of place, but in their place we get... Wriggler? Lakitu? Mario Galaxy's Queen Bee? It's not the best character selection Mario Kart has ever had, but at least you get a couple new faces, I guess.
 Single player is where the game suffers most. Firstly, no mission mode or nothing of the sort, you just get: Grand Prix, Battle, Coin Battle and Time Trials. Notice something? Vs CPU is gone, which I think is a huge oversight. You could argue that it's made up by having online mode, but I beg to differ. Handheld games are meant to be played on the go, you might not always have access to an online connection. Maybe you are short on time and just want to play a couple of races, maybe you just want to get random tracks... too bad, either play against your own ghosts(Up to seven!) in Time Trial or... do one of the eight cups, with their four predetermined four tracks. This also means that you can only earn up to 40 coins(Assuming you manage to avoid getting hit) for unlockables every time you play. Unlocking characters can also be a bit of a pain, since you need to get first place in each cup under the 150cc class, playing to win against the rubberband AI can be vexing, as just one blue shell on the last lap could cost you your first place. On the other hand, Online is very smooth and getting matches is a very straightforward, simple process. Coins earned Online count to your totals, so that's also a plus.

 Visually, the game is gorgeous, it looks almost as good as Mario Kart Wii. 3D on this game looks beautiful, I'd actually encourage its use and it doesn't hamper the FPS in any way, keeping the silky smooth framerate. Music, as with all Nintendo games, is always charming and pleasing to the ears, both old and new tunes. They also added a neat little touch where music will sound different when you are in first place.

 So, what do I make of Mario Kart 7? While it was fun, and the online is pretty fun.... when it comes to going away on trips or what have you, I'll actually pick Mario Kart DS over this one. Otherwise, Mario Kart 7 is a fine entry on a series known for its good, even if unfair(The unavoidable blue shell feels especially punishing in this one), games.
 8.0 out of 10.

Saturday, August 9, 2014

Review #138: Crash Bandicoot

Playstation's original pseudo-kinda mascot!
 Crash Bandicoot was the first entry in the long running Crash Bandicoot platforming game series, back in the day, it was considered a classic, Playstation's answer to Mario, but has time been kind to it?

 The story is all kinds of ridiculous, and unless you possess the instruction booklet, you'll be oblivious to it. Basically, N. Cortex is the big bad who not only created Crash, but kidnapped his girlfriend, so now Crash must stop N. Cortex's evil plans and save his girlfriend. The story doesn't really matter and it's never expanded upon in the game, you shouldn't care about it. As for the characters, bosses, while not exactly charming, aren't terrible, N. Cortex and Crash do sport timeless designs and as for Crash's girlfriend, well, there's a reason she never returned, but given her relationship to Crash and how she looks(compared to Crash), it does fulfill her purpose.
 Gameplay is fairly simple, a jump button and a spin attack button, that's all you get and all you need. The game takes place through different stages, each with different sets of obstacles and gimmicks. While Mario 64 took place in big, open environments, Crash's stages feel cramped. It's not necessarily a bad thing, it's the game's style and it gives it a different flavor. Crash can, normally, only take one hit before he bites the dust, but running across Aku Aku masks will provide an extra hit, up to two, grabbing a third Aku Aku mask will provide a couple of seconds of invincibility. Early in the game, Aku Aku masks are plentiful, but the latter half of the game is rather stingy with them. The series' trademark are the crates, spread throughout each stage are various crates that contain fruit(Collect 100 for an extra life), extra lives or Aku Aku mask, with the occasional TNT crate that you need to avoid unless you want to die.

 The game starts off easy enough, but progressively gets harder and harder, but the difficulty curve throughout all 32 levels does scale appropriately. There's a couple of stages that are extremely challenging later on in the game, but the game is fairly generous with extra lives. The game can be beaten in a day without major issues, but, if you aim for 100% and the secret ending... you must finish each and every level without dying while smashing every. Single. Crate. This is all kinds of nuts and more of a chore than anything else, back when I was younger it was a non issue, since I had anything but time, but nowadays it's crazy to expect anyone to invest so much time in something so repetitive and obnoxiously challenging. The terrible save system doesn't help either, you can only save your game after clearing one of the bonus stages(The one with Crash's girlfriend), and this is a one time thing. Fail the bonus stage, and you have to replay the entire stage. What where they thinking? The cherry on top, is that every time you reload your save file, you start with 4 lives, just dandy.
 Sadly, those aren't the only problems with the game. The game was made before analog sticks were a thing, and Crash's movements are pretty floaty, making for very imprecise movements. For as many times that you'll die due to an error on your part, Crash's movements will cause the other deaths. Collision detection is a bit off as well, sometimes in the players favor, like on the dreaded "Slippery climb", you can sometimes stay on the air when certain blocks turn into a slide, instead of, well, sliding down. Furthermore, certain stages have a behind-the-back camera angle that can make it hard to see where you are jumping, or to measure the distance towards an enemy.

 The overall presentation has stood the test of time fairly well. Graphics are very pretty for its time, it's actually surprising just how much Naughty Dog got out of the PS1 so early in its life. Stages aren't very varied, you've got jungles and mechanical themes and that's about it, common enemies are fairly simple and forgettable, but as previously mentioned, bosses fared a bit better. Music is fairly good, with a couple of very memorable songs(Which I'm fairly sure where reused in the following games!). Sound effects deserve a special mention, since it makes collecting fruit in-masse very satisfying.

 Crash Bandicoot was a classic, it was a great game back when it was released, there's no denying that. However, as it stands today, it hasn't stood the test of time. It remains a fun game, frustrating if you aim for 100%, but there's no reason to go out of your way to play this one when the next two sequels are so much better.
 6.0 out of 10

Thursday, August 7, 2014

Archile's Grab Bag - Crash Edition

  Puzzle Quest - Challenge of the Warlords: I used to play this on the computer, it was really good. I considered getting it on the PSP, but since the DS is the console I take away on trips... yeah, DS it was.
  The Sims: I'm not particularly fond of The Sims, but this one has 2 player co-op. TWO PLAYER CO-OP. I needed this one back.
  Shinobi: I loved this game, and I remember finishing it, somehow. And then you unlocked a character that made the game even harder... yeah, I didn't finish it with that one xD. Still, I've been wanting this one for a looong time.
  Crash of the Titans: First game in this package I hadn't played yet, part of the Crash series, so... yeah.
 Crash Bandicoot - Action pack: Three Crash games I haven't played before, Twinsanity seems terrible, but the other two seem Ok.
  Crash Bandicoot 3 - Warped: My favorite Crash game back in the day.
 Crash 2 - Cortex Strikes Back: I didn't realize the cover was missing until I reread the product description, oh well, it's Crash 2.
 Crash Bandicoot: The game that started it all, it was quite decent, but I discovered it at the same time I did the other 2, so I kinda like it least, they perfected the formula so much over Crash 2 and 3!

Tuesday, August 5, 2014

Review #137: Darksiders II

 Death rides again.
 Remember the amazing Darksiders I? Darksiders 2 is here, building upon the previous game's foundations to deliver fantastic follow up to the phenomenal first part.

 Darksiders II is a prequel to the first game, taking place during the hundred years that War spends recovering from his fight against Straga. This time you play as Death, the eldest and strongest of the fourth horsemen as he tries to spare War from his punishment. The game sees the return of a few familiar faces and a wide assortment of new ones. The new characters are very appealing visually, thanks to the amazing art style, but they don't feel as fleshed out or memorable as the first game's cast. As for Death, it would've been easy to make him a carbon copy of War, but he has a very different personality to War, instead of Heroic and stoic, Death is a textbook deadpan snarker with a very cocky demeanor(The reason Death can't block is because he doesn't want to, he believes enemies can't touch him). Instead of traversing Earth, Death's journey takes him through more mystic realms, it's definitely a different tone from the first one, more surreal and mystic, and while I did prefer the first game's world a bit more, it's a nice breath of fresh air.
 The game builds upon the previous game when it comes to gameplay. You'll still be adventuring around dungeons, while getting tools that will aid you in solving puzzles. However, this time bosses are much more straightforward, whereas in the previous game you, usually, had to use your newfound tool to defeat it, now it's mostly a matter of mashing buttons and avoiding attacks. Dungeons now contain a lot of climbing and wallriding, but the controls aren't up to snuff. Plenty of times I found Death trying to climb above instead of wallriding to the side or situations of the like, usually it's but a slight annoyance, but on those rare instances of climbing against a rising threat... it can get a bit vexing. The game is much, much bigger than the previous one, with a ton of optional dungeons and a respectable amount of sidequests. While the latter are appreciated, some of them can be reduced to a collectathon or get incredibly repetitive(Like the annoying Arbiter of Souls maze). There's also the fact that the game doesn't like to help you with the quests, you may get directions as vague as "Kill X in Y", but there's no marker, no hint if it's out in the open or inside a dungeon in the area, no anything, you are, basically, on your own.

 Just as the previous game borrowed a lot from other games, Darksiders II adds a couple of new borrowed ingredients. Killing enemies now yields experience points, and occasionally, loot. You'll be outfitting Death with various forms of Harnesses, Pauldrons, Gauntlets, Boots and a Necklace, as well as various Scythes or Gauntlets, Glaives, Axes or even Hammers, all which reflect on Death's look. There's a small amount of possible suffixes and prefixes for each equipment piece, with a ton of added bonuses, maybe elemental damage, HP or Mana stealing properties, not to mention that Legendary items posses exclusive bonuses. The game also adds, as far as a I know, one original mechanic to the loot system, Possessed items. You can sacrifice other equipment pieces in order to raise the power of possessed items, nothing groundbreaking, but hey, it's original! As for the experience system, leveling up provides the obligatory stat increases alongside a skill point to spend in one of two skill branches. Each branch has four different skills, and while you don't need to spend X amount of points in one branch to access further skills, each branch has numerous "sub-skills" that will add side effects or buffs to the skills themselves. Simple, fun, effective. These new additions help to fix something I feel The Legend of Zelda(The biggest inspiration for the series) suffers... that combat doesn't feel rewarding enough, well, now it does!
 The graphics don't feature any major improvement, but the new locales are certainly beautiful and varied. The previous game looked amazing anyways, so it's not like it's a bad thing. While there's not a ton of different armor pieces, there's about 10 looks for each possible armor piece, and it doesn't matter what Death wears, he'll still look badass. There's more variety when it comes to enemies, probably thanks to the new locales, but it could have used a couple more new enemies.  Darksiders 1 had a rather lackluster soundtrack, which makes Darksiders II's great soundtrack all the more noticeable. Voice Acting remains consistently convincing throughout the new supporting cast, and they get great lines as well, particularly Death.

 Darksiders II is a fantastic sequel to a phenomenal game. All the new additions to the formula are welcome, however, they could've use some more fine-tuning, still, this was the right track for the series to follow.
 9.0 out of 10.

Saturday, August 2, 2014

Now Playing: Project X Zone

 Eh, typical Monolith Soft game.
 I'm gonna do a copy/paste since it sums up how I feel about this game, plus, I wrote it myself, so...
Ps: Project X. Zone impressions: Just what I expected. Combat is very fun, similar to Super Robot Taisen Originl Generation Endless Frontier, but much better. It also borrows some of the worst aspects of that game, namely the original characters and the fanservice. Haken, Kagura, Reiji and Xiaomu joined by newcomers Mii and... Kogoro? He's so bland I didn't even bother learning his name. Kagura is one of the worst designs in the game, and dare I say ever? She might as well be wearing just a towel, she looks dumb. Haken is a sort of Cowboy thing who is wearing so much crap over his long coat it makes you wonder just how he moves. Reiji is totally overdone and looks like a Dante wanna be... But he carries like 4 swords and can use fire(at least in the previous game) so I kinda like him. Xiaomu was made to appeal to the "moe" fans, flatchested(as it gets with Fanservicey games) and fox ears, but I kinda like her and how she fights alongside Reiji (cool by association?). The new Mii/Kogoro(?) Couple appeals to "moe" and the more straight forward fanservice crowd, she's supposed to be shy and stuff while Kogoro asks her to kick higher or give him fanservice. They suck.

You'd hope that they'd at least respect the other companies's characters... But no, during special attacks the guys look all badass and stuff... While on females the camera slides through their thighs/ass/chest with the occasional zoom on their bouncing breasts, y'know classy, tasteful stuff. It's a dumb game, but at least the combat is fun...

They also got the other kind of fanservice right, characters perform their moves based on their games, like Chris Redfield's infamous rock punches and uppercuts, or how fighting game characters, like Chun Li or Ryu perform EX moves, heck, Ryu performs a FADC during his super move! If only they didn't shoe-horn their original characters into the game, seems the annoying Mii-Kogoro couple are the main characters...

Friday, August 1, 2014

Month Overview: July

Games finished in July:
 JoJo's Bizarre Adventure                                                                                 8.0
 Assassin's Creed - Revelations                                                                        6.5
 Tony Hawk's Pro Skater 4                                                                              8.0
 Assassin's Creed III                                                                                        8.5
 Dragon Ball Z Ultimate Tenkaichi                                                                    2.5
 Darksiders                                                                                                      10
 Street Fighter - Anniversary Collection                                                            9.0
 Street Fighter - Alpha Anthology                                                                     9.0
 Shin Megami Tensei - Devil Summoner - Soul Hackers                                   7.5
 God of War - Ascension                                                                                 7.5
 OutRun 2006 - Coast 2 Coast                                                                        9.0
 Asterix and Obelix Kick Buttix                                                                        6.0

 July was a kick ass month, I managed to go on vacations(Twice this weekend), got to go out plenty o' times and managed to finish over 10 games. Bad ass. The kicker? Almost every game this month was a killer, except that terrible Dragon Ball game which I already knew it would blow. I also managed to discover to new all-time favorite games. The one thing that suffered during these vacations were my comic book readings, I re-read Marvel's Civil War and kept up to date with a couple of monthly comics I follow, but that's it.

 Game of July:
 This masterpiece came completely out of the blue. I admit I was interested i nit for a while, but it was never among my top priorities. I managed to find it on the cheap, so I caved in. I dunno what pushed me into playing it, but that's one decision I don't regret. The very same day I finished it I was already scourging online stores for the sequel(Which I got on that very same day).
 Darksiders is an amazing game, maybe not on my top 10, but easily top 20.

 Runner-up:
 Wow. Just... wow. Another new favorite of mine, and the only "racing" game I hold on that regard. OutRun 2006 is just so much fun, it's so easy to lose yourself in it. The feeling you get while drifting at top speed while listening to Night Flight is just... so sublime. The only reason I scored it 9.0 instead of 10 is due to the lack of local multiplayer mode and the unlockables that require a PSP...

Thursday, July 31, 2014

Review #136: Asterix and Obelix Kick Buttix

 Yet another game I loved when I was younger, reviewed today!
 Remember Asterix? Yeah, you probably don't. It began its life as a comic book, but managed to get a few animated adaptations. While they reached my eyes when I was younger, Asterix never took on, still, whenever I caught it on TV or came across the comic book in libraries, I'd spend my time on it. Asterix and Obelix Kick Buttix is an action/adventure game based on said comic, released for the PS2 and Gamecube, did it manage to make the license justice?

 Caesar, the main antagonist of the franchise, has raided the village of the Gauls while Asterix and Obelix were out, taking everyone captive to different parts of the world. As luck would have it, a Roman spy defects to Asterix aid and informs him of what happened, and ends up helping him save the rest of the Gauls. The story is very plain and simple, but it doesn't aim to be much more, and they got the personalities of the characters right, at least as far as I could remember, even though the supporting cast only gets little screen time. Bonus points for basing the enemies on the enemies from the comics.
 Controls are very simple, square attacks or performs context sensitive actions(Like pulling, pushing or grabbing items), X jumps and triangle performs a grab on dizzy enemies. Successfully hitting enemies raises the combo bar, once filled you can unleash special combos, provided you bought them from the vendor. Combat is very basic, and at times dull, but it seems the developers thought it was better than what it is, so many a times certain objects pertinent to your objective will become inaccessible until you defeat a certain number of enemies. Twenty enemies is alright. Forty is pushing it. By the end of the game, it will be locked behind over hundreds and hundreds of enemies, had the combat been more engaging, I wouldn't have minded, but in this game it's just obnoxious. Later in the game you can purchase the Twister combo that will thin out the enemies in a matter of seconds, I'd complain that it makes the game too easy, but in this case it's a godsend. Also, some enemies will decide to be extra annoying and will run away from you for reasons unknown, them being faster than Asterix makes finishing off 40 of these cowards quite a chore.

 Most of the time you'll play as Asterix, with Obelix on tow, Obelix's AI is alright but he takes no damage which is a plus. When you are not fighting, you'll be exploring and puzzling, and at certain times the game will switch control over to Obelix. Obelix plays basically the same as Asterix but with less Combos. Regardless, a ton of the puzzles requires switching between characters, having the game make the switch for you makes them a bit easier than they could be. As for the levels themselves, they are five in all, very colorful and lengthy, plus, they house a wide variety of collectibles and secrets, exploring levels is very fun. Among the collectibles, there are 51 Golden Laurels, getting every Golden Laurel in a level will unlock a costume for Asterix or Obelix. Controls are alright, but movement feels a bit wonky since Asterix and Obelix move with very exaggerated, floaty motions. The camera is a bit unwieldy, being a bit to sensitive, and when it moves by itself it tends to pick the worst camera angles it can. Finally, each level has a boss fight at the end... except that it's the same boss, but with additional obstacles. That's right, the same boss has to be defeated using almost the same strategy. The last boss is just two of them, very original of them, huh!
 Graphics are fairly good, all characters look just how they should, and levels are very pretty and varied. However, animation is terrible, it seems they were aiming for a cartoonish feel to the movements, but they didn't get it quite right, the end result looks off. The game has a few very good tunes, but the rest are kinda bad, plus, the game sometimes decides that it'd rather not play any background music. Voice acting was passable at best, Obelix being one of the worst.

 It seems as if I've mostly bad things to say about it, but the game is more than the sum of its parts, it actually manages to be fun when you are running and jumping around levels, it's when the game decides to push combat onto the player, locking them in those four hundred man fights when it's at its worst.
 5.0 out of 10.

Now Playing: Mario Kart 7

 Mario a la go.
 I'm going out this weekend, which means I needed a game, and I was THIS close to taking Project X Zone(That was the name? The Capcom/Namco/Sega crossover thing), but in the end I opted for Mario Kart.

 So, first impressions: Looks beautiful. I played the first of the "original" cups, and it's... eh, Shy Guy Bazaar was good, but the other three were rather plain, maybe they feel better at higher ccs. Then I played the first retro cup... they brought Mario Kart DS' Luigi's Mansion track, and it's glorious. The first N64 track was also a nice surprise. Gliding and Diving feel so superfluous, might as well not even be there.

 Oh, and no Wario? Wario better be a hidden character or something. All my mains are gone: Diddy, Bowser Jr, DryBones and Wario, what am I to do?

Wednesday, July 30, 2014

Now Playing: Shin Megami Tensei: Devil Summoner: Raidou Kuzunoha VS The Soulless Army

 Name's quite a handful, eh!
 Raidou Kuzunoha the 14th is the second most badassest character in Shin Megami Tensei, second only to the HitoShura/DemiFiend. I love Raidou, however... I had only played Devil Summoner 2, inexcusable, which changes today.

 Overall impressions? A huge step down. I mean, I knew that Devil Summoner 2 was considered a HUGELY improved sequel, but I didn't know what to expect. You only take one demon at a time, melee combat is reduced to a single button(No more weak/strong blows), no demon negotiations(Do you even SMT?) and Raidou feels very slow.

 Regardless, the thing I like the most about Devil Summoner is the setting, the characters, the lore. I love the idea behind the four great Devil Summoners and how they are succeeded by people taking their names as titles, that's very cool. I love the setting of a Japan early in its westernizing, and how the Devil Summoners fit in this world. I love Raidou's cast, Tae the reporter, Gouto his mentor/first Raidou, and Narumi his chief/partner. I also took a liking to Nagi, but she was introduced in the second one, so that's one character who I won't be seeing again... this time.

 The new villains look very interesting. I kinda like the human enemies from the second one better, but this robot soldier-army is very interesting, and I love how they kick Raidou's butt in the beginning. Speaking of Raidou, I love how you take control of him as he takes the test to become Raidou, the strongest in the Kuzunoha family... yet the test has him battling low level demons! Guess their standards are reaaaally low, heh.

Tuesday, July 29, 2014

Review #135: OutRun 2006 - Coast 2 Coast

 This is what fun is made of.
 If there's one thing I love when it comes to games, it's when they are arcadey, meaning, they are easy to pick up, fast paced and usually score based with very little nuances at their most basic level. I don't usually like Racing games, but OutRun was a game that I always enjoyed, so I knew, I just knew that I was gonna like Outrun 2006.

 I think calling OutRun a racing game is not entirely correct, sure, you are racing against the clock, but you are not racing against other racers(At least on the main mode). "Adventure Racing Game" suits it much better, reason being the way the game itself plays. At the start of the game you start of with 99 seconds on the clock and a very straight forward path that branches in two at the end, rule of the thumb being that the left routes are always easier than the ones on the right, and then whichever route you chose branches off again for a total of 15 "tracks" and 5 possible goals. Needless to say, there's a lot of routes(20 if I'm not mistaken) you can take, and each track is completely different from each other, which is why it feels more like an adventure than anything else. OutRun 2006 actually collects both OutRun 2 and OutRun 2 SP's tracks for a total of 30(Although, sadly, you there's no "mixed" set, you either play on 2 or SP's sets). The game also features two 15 track races(One for each set) which are quite long, but feel very epic and even more of an adventure.
 The game is very simple and built around 2 techniques: Drifting and Slipstreaming. Slipstreaming, the easiest one, consists of running behind another vehicle in order to have it break the windr esistance for you, thus boosting your speed. Drifting is performed by letting go of the accelerator, quickly tapping break and then accelerate again while engaging curves. If you wish to real the finish line, you will have to learn both techniques. One thing I really loved is the difficulty curve, when I first started I usually lost by the third track, but as I got better, learning how to play, I managed to reach every goal with very little trouble. It feels very natural, and very rewarding how you manage to get a little further every time. In no time I was clearing the 15-track monsters which felt incredible.

 Besides the traditional "OutRun" Mode there's three other modes: Heart Attack, in which you must fulfill challenges to earn points as you race through the game and Time Attack, in which you compete against Ghosts as you... race through the game. Time Attack is the only mode in which you can play the unlockable Reverse Tracks(or even Reverse routes, including the 15-track routes) as far as I noticed. Lastly, there's "Coast 2 Coast" AKA Mission Mode. There's two varieties, Girlfriend missions and Flagman missions. Girlfriend missions has you completing challenges for one of three girls, but these are way crazier than the ones features in Heart Attack, like counting cars, picking up food, avoiding meteors among others. Flagman challenges are more straightforward, most of them are simple "race your rivals" in which you start off in last place and must race your way to the top in a set amount of tracks, but there's also a few more interesting ones, like Elimination races, in which every few seconds the racer in last place gets eliminated. These missions are interesting in that they feature the reversed tracks and sometimes mixes tracks from 2 and SP, and they get progressively harder as you go along, culminating in a epic race in which you start in position 100 and must reach the car at 1st.
 Playing any of these modes earns you "Miles" which you can spend in the shop to buy a ton of unlockables, cars, music, reverse tracks and colors... and here's where my first gripe with the game pops up, there are PSP unlockables. This means that the game requires you to link up with the exact same version of the gameon the PSP in order to unlock them, which would suck had it not been for the "Unlock all" cheat. Probably best use it after you are done with the game, as it will overwrite your scores in Coast 2 Coast mode. The game also lets you play the original version of OutRun 2 SP, but it feels kinda needless, as the main game contains everything and anything this has and more, only that the Arcade version doesn't net you "Miles"... maybe it's there to give you a taste of some of the unlockable cars, since everything is unlocked from the start?

 Know what the game could've used? Local Multiplayer. There's absolutely no way to play this on the same console with other players, having online is Ok I guess? But who really used the PS2's online services? It's a bit disappointing really. Since I'm at it, although this is more of a nitpick, I would've liked a mode that let you race without a timer on top, the game really lends itself to casual play, so it would've been a nice addition.
 Graphics are pretty nice, I bet having real Ferraris was a huge selling point for some, but in my opinion, it's the beautiful tracks that steal the show. Each track is very distinctive, particular stand outs being Milky Road and Casino Town. It's a very lively, colorful game and these tracks never get old. The soundtrack is phenomenal, every song lends itself to the game, with "Night Flight" being my favorite. Nothing, absolutely nothing beats drifting at top speed while listening to Night Flight, it feels incredible.

 OutRun 2006 is an amazing game, I found myself getting sucked in the game oh so many times, driving in this game feels like a dream, the sense of speed coupled with the amazing environments and the great tunes.... It's a fantastic game.
 9.0 out of 10.

Now Playing: Asterix & Obelix - Kick Buttix

 Hey, I'm almost done with Outrun(Already!) and the month ain't over yet.
 So, I'm coming out of Outrun 2006, fun made disc, and.... Oh god. I loved this game when I was younger, I had such fond memories of it that I just had to have it.... Either it hasn't aged well or I didn't know what a good game was... but then again, I liked Quest 64. Still do actually.

 Animation is terrible, music is used sparingly who knows why, you switch between Asterix and Obelix when the game feels like switching, combat feels off, I can't pull off the Combo I bought I dunno why... Yeah, I'm not having much fun....