Tuesday, February 14, 2017

Review #373: Moon Diver

 It's a Square-Enix game, so of course it's gotta be presumptuous!
 You could say that I'm a bit of a fan of Strider, particularly Strider II. Moon Diver looked right up my alley, fast-paced, arcadey run-and-slash flashy gameplay. It was the first Digital-only game I felt like I had to had. It was also a disappointing mess that took me around 4 years of playing it sporadically and casually to finish.

 The game offers a 12-level romp as well as a 'chain-kill mode'(Free DLC update) and four playable characters at a base level, as well as Score attack and fifth, overpowered, character as paid DLC. The DLC extras feel a bit... cheap, both as ways to nickel and dime the player(Even if they only amount to two dollars) as well as the overpowered extra character considering how hard the game is.
 The game is fast-paced, that much is true, but it's also very, very repetitive. Enemies take a few hits to go down, and the feedback from your hits isn't satisfying at all. All five characters play more or less the same, but they have different stat growths as they level up, but all of them have the same exact spell-pool to pick from when setting up before a mission, so picking a character is mostly aesthetics. Speaking of stats, every time you level up you'll get a single stat point to invest on HP, Mana and Attack, but, honestly, except magic, increasing my HP and Attack power gave negligible results: Enemies would still take quite a few hits before going down, bosses still had to have their HP chipped away and I would go down in more or less the same few hits.

 The game is meant to be played by four players at the same time. I played the entire game as a co-op duo, and on the latter stages we had a bad, bad time. Anything short of four players will result in a very grindy, unfun experience. It's not a matter of skill when you are peppered with bullets and lasers left, right, front and center and enemies take so many hits to go down. We had to resort to cheeseing the game by exploiting respawns. And the last level is an absolute nightmare that has you fighting every single boss again while going through the same repeated areas. Disgusting.
 Level design is also pretty bad. It's as if they came up with the levels before deciding on how the game would play, as it's pretty easy for your characters to accidentally cling onto walls or ledges you didn't mean to. A game like this should have simple, responsive controls, but oh so many times it felt as if I was fighting the controls as well as the level design. It's not a good game.

 I did not like Moon Diver. I didn't even have fun writing about it. At least I can commend the developers on trying to imitate such a fantastic game as Strider 2, as there aren't many games like it. But the game is plagued with bad level design, clunky controls, repetitive and unsatisfying gameplay and a very unfair difficulty setting. My advice? Stick to Strider 2, stick to Strider, stick to Osman, but forget about Moon Diver.
 2.5 out of 10

Monday, February 13, 2017

Review #372: Tony Hawk's - Proving Ground

 Grey Hawk's Grey Ground.
 This is it, rather, this was it. The last traditional Tony Hawk game ever made before they decided to reboot the franchise with Pro Skater 5. Proving Ground is... more of the same, building upon some of the worst aspects of Project 8 while adding even more mechanics on top of the already plentiful amount that the series has amassed over the years. It's... it's understandable why it underperformed and Activision saw fit to reboot the franchise.

 There're only two main modes: Story and Multiplayer. The multiplayer offering has the usual suspects, so it's not worth delving into that, as it's same old, same old. Single Player is where it's at, however, as it's been the norm since Underground, the story follows your created skater, male only since it seems female characters became too expensive! You are thrust upon a very grey, dull looking open-world-ish city as you skate around looking for missions, which come in four varieties: Career and Hardcore, which are more or less your traditional Tony Hawk objectives, like amassing points or performing certain tricks over certain spots, Rigger, which involve altering the environment and Street, which are the same challenges from Project 8, that have you finding markers on the streets and walls and trying to figure out how to do them. There're also Arcade Machines with let you play the 2-minute, goal-based format from the first games in the franchise.
 There're certainly a whole bunch of stuff to do, but most if it isn't particularly fun. The difficulty follows the same scheme as Project 8, in which you can organically choose the difficulty for each objective by performing different things during the same mission, which is brilliant. Regardless, these missions feel very mundane in nature, with most of the punk-humor from previous games pretty much gone, aiming for realistic objectives, like taking pictures of your tricks. It doesn't help how grey and boring the entire world looks, every 'skate park' lacks personality, soul and color! It's not a fun place to skate around, even Project 8 had more distinctive looking environments.

 The game has also received a whole slew of tiny tweaks. Skaters no longer lean when you hold the X button, which is jarring to say the least, and some controls have been changed in order to make room for the new mechanics, so long time players like myself may find themselves a bit annoyed at first, and, honestly, I don't think the new features were worth changing the controls. The first new addition is the Aggro Kick, done by pressing the R1 button rhythmically in order to build up speed, the game does a poor job at telling you how to perform it correctly, but eventually it becomes rather fun to pull off. L2 is used to hit NPCs, which is rather satisfying as well. 'Nail the Trick' has been expanded into Nail the Grab and Nail the Manual and... I didn't really care about them, but hey, new, easy ways to score points! Lastly, now you can slash-grind pools and carve them as well... and I couldn't care less about these two. Basically, nothing game-changing.
 The video-editing tools have been revamped and expanded upon, if you are into that, for whatever reason, and the create-a-park is back, but relegated to a single area, the Skate Lounge. That said, now you can add ramps and rails at your whim over the entire overworld, however, there's a limit to how many items you can add to the game's world, so you might have to remember where you put what so that you can remove it later down the line if you want to do more modifications. Be wary too, as the game tends to slow down when there's a lot going on at the same time.

 Proving Ground is... not as disappoint as it could've, since it's a follow-up to the already disappointing Project 8. Objectives are dull, the game's world is bland but at least the gameplay is top-notch, thanks to years of building upon what worked, although your mileage may vary on the new additions and tweaked controls. I think Project 8 was slightly more fun since it had a bit more personality, but either way you're better off playing the older games.
 6.0 out of 10

Wednesday, February 1, 2017

Review #371: Painkiller - Hell & Damnation

 Painkiller, with less levels, less enemies, less framerate and more graphics.
 What was Painkiller? It was a fantastic PC First Person Shooter that harkened back to the era of older FPS game, guns had no ammo clips, circle strafing was the norm and it was all about mowing down hundreds upon hundreds of demons. It was pretty dope, and it's one of my favorite games ever made. Quite a few expansion packs and spin offs would be developed, but they were pretty mediocre or downright bad, probably since, except Battle out of Hell, none of them were developed by the original team. Hell & Damnation doesn't break the trend, it's yet another disappointing attempt at milking everything they can out of the first game.

 While the story picks up after Battle out of Hell ended, the game doesn't contain a single new level, heck, 3 out of the 4 bosses are recycled from the first game. This is never addressed in the game, Daniel simply treads older ground, but doesn't seem to notice. Anyways, Daniel continues to be trapped in limbo, so Death offers him a deal: Gather 7000 souls and have Catherine resurrected. Simple, to the point, it's everything that a game like this needs. That said, I don't remember Daniel being such an immature tryhard prick, he is as unlikable as it gets, not surprisingly being voiced by the guy that voices Duke Nukem.
 First, the good news: This is Painkiller as you know it... more or less. This isn't Half-Life, there're no puzzles to be solved, it's just you, your weapons, and arenas filled to the brim with enemies. There's no regenerating health, but you can find gold souls to restore some health back, or pick up souls from fallen enemies to restore 1 hp a piece. Gathering 66 souls will turn you into an invulnerable demon for a few seconds, allowing you to easily lay waste on your enemies. Fulfilling certain conditions will unlock Tarot Cards, that can be equipped at the cost of some gold coins, found by destroying inanimate objects, that grant you all kinds of extra abilities.

 You are outfitted with only eight weapons, but each has two entirely different functions, so it feels more like eighteen weapons, with a few of them having a third function by pressing both buttons together. Hell and Damnation includes the first game's five weapons, Battle out of Hell's two additional weapons as well as the new Soul Cutter weapon, which is kinda cool... at the cost of the game's Signature weapon: The PainKiller. You seen, using the PainKillers main function, the melee shredder attack, doesn't feel half as satisfying as it once did, back in the original games, you could feel the the crunchy shredding of an enemy's body thanks to the audiovisual feedback, this time around, enemies feel like butter against it, lacking the crunchy sounds or the devastating feedback from before, heck, in order to make the Soul Cutter's main function useful... they had to nerf the PainKillers third attack. Basically, while using the PainKiller used to be fun, now it's disappointing, if I could, I avoided using it, since there was nothing for me in it.
 But let's get into why this fails as a remake: the back of the game's cover boasts that it's a remake of both Painkiller and Battle out of Hell. And it's a shameless lie, Painkiller had about 25 levels, Battle out of Hell added 10 more levels, Hell and Damnation has a paltry 13 levels. THIRTEEN LEVELS out of over 30. Granted, the PS3 version has an additional 14th level, only accessible through Level select. Want to play the missing levels? Gonna have to pony up some extra cash, since they're DLC. Levels have received minor changes, mainly to add the new ammo type for the Soul Cutter, or to accommodate for the new rate at which you acquire the weapons. Also, I'm pretty sure, but can't confirm, some of the enemy types are missing, since I don't remember the original game recycling these many enemy types. Oh, don't worry, you can have more enemy types if you buy the DLC!

 Another way in which this remake takes a hit is in the framerate. Painkiller used to run at a silky 60 fps, but Battle out of Hell runs at 30, with the occasional frame drop when it gets hectic or you use the flamethrower. Lastly, there's a local co-op mode, which makes the framerate suffer even more, as well as online VS modes, if you're into that.
 If you've never played the original Painkiller game, Hell and Damnation may seem like a pretty awesome game. It's a fast-paced, arcadey shooter that favors action over thinking, and emulates older FPS games, before they turned so generic and samey. But, if you have played the original game, then you will know what it's missing. So, it doesn't matter how good the game's foundations are, which are really good, the fact of the matter is that you can get original game at a much cheaper price, and get double the amount of levels. Heck, you can get Painkiller and Battle out of Hell and get everything this game has and more. At a cheaper price. Or you could get Painkiller: Black Edition, which contains everything Painkiller, at a cheaper price. So what if this game has HD graphics, it looks awful for its era and can't even run at a steady framerate. Disappointing.

 If they were gonna go about it this way, a much better idea would've been to make entirely new levels. Don't have the resources, or the will, to translate all the levels from the previous game? Then give us new levels. Sure, they run the risk of falling short of the original, but at least it would've been new content. Why do I want to play this game? I can play the SAME levels, at a faster framerate with the original games. And I get more levels to boot. This is easily the worst way to experience the magnificence that was the original Painkiller. The saddest part about it, is that when it gets down to the brass tacks, this is still Painkiller, it's got the same great gameplay as well as some of the best levels that the franchise has to offer, so at worst, you'll still be able to have a blast with the game... if you decide to get the barest Painkiller package possible.
 6.0 out of 10

Tuesday, January 31, 2017

Now Playing: Painkiller - Hell & Damnation

 All pain and no killer.
 Painkiller is one of my favorite games ever. Ever. And they went and screwed it up!

 Where do I begin? Let's start with what you can find out before starting the game: Only thirteen levels. The original release had about 25 levels. This game is, supposedly, a pseudo-remake of Painkiller and its first expansion, Battle out of Hell, which added 10 more levels. Do the math, the game is missing over half of the total stages. And if you want more levels? You gotta buy the DLC packs. SERIOUSLY????

 And then you start up the game... the graphics are hideous. Sure, they're a step up from the original game, but then again, that game is flippin' old. There're a few framerate issues every now and then too, which is inexcusable considering how bad it looks. I can either play the good looking, for its time, original game at a fluid 60 fps or play this new, horrible looking, for its time, remake at 30 fps.

 And they also screwed up the game's eponymous weapon, the Painkiller. Back in the PC original, nothing felt more crunchlingly satisfying than using the razor-sharp shredder Painkiller, but in this game it's like cutting through butter: No feedback, no crunchiness, no oomph.

 At least the game is still Painkiller, and it feels, mostly, like Painkiller.

Month Overview: January 2017

 Tally:
Guilty Gear Xrd -Revelator- 8.0
Disgaea 2 - Cursed Memories 7.5
Blazblue - CentralFiction 8.5
Bushido Blade 8.5
Tobal No.1 7.5
Battle Arena Toshinden 3 6.0
Metal Slug Anthology 8.0
Gekido - Urban Fighters 5.5
Star Wars Episode III - Revenge of the Sith 5.0
Catherine 8.5
Twisted Metal - Black 7.5


 That's a ton of games to start off the year! For whatever reason or whim, I decided to start with fighting games. A ton of fighting games. Some were good, some were decent, but none of them really disappointed... Although there were a few disappointments this month, for as fun as Metal Slug games are, this disc is plague with loading times, poor form SNK! And Revenge of the Sith, the game, looked SO good, but it was so average. It looked like one of the best Star Wars games, but it falls short of the visual spectacle it delivers.

 Game of January 2017:
 Catherine, baby! It was high time I played this little game, and it was everything I expected it to be. It's not perfect, and the gameplay is certainly not my cup of tea, but just as with the Danganronpa games, even though I disliked the gameplay, the story itself was SO good that it kept me going.

 Runner-up:
 This is surprising. I almost went with Bushido Blade 1, but as good as that game is, you can't deny that it's a bit lacking when it comes to content. And as much as I liked it, I don't think that it entirely overshadows Bushido Blade 2.... But then there's Blazblue CentralFiction. While character design is otaku-pandering garbage, and the story is convoluted to the point of being nonsensical under the cover of 'deep'.... the gameplay has been refined to a tee.
 There're over 30 characters already, all of them offering at least one unique game mechanic to his or herself, and this is the culmination of every game mechanic that has been piling up since Calamity Trigger, offering so many tools with every single character! CentralFiction delivered where it mattered the most.





Monday, January 30, 2017

Now Playing: Tony Hawk's Proving Ground

 Not my Tony Hawk...
 What the hell is wrong with this game? Upon booting up the game I was greeted with what seemed, and later proved down to be, a superior soundtrack to Project 8, as well as being pleasantly surprised but a better, but still lacking, character creator mode. So far, so good. And then the game starts... and Philly and Lower Philly lack any kind of personality. There's a new 'Aggro Kick' move which is rather awkward, but I think, I think I wound up liking it after I got the hang of it.

 The engine feels different. Again. Characters no longer lean downwards when holding X, which is rather jarring, and pulling off long combos seems easier than ever before, which is a plus in my book. Regardless, the skate parks lack personality, and I was rather miffled by the by-the-numbers goals I was presented with so far. I dunno, I'm not feeling this game.

 The soundtrack is kickass though.

Review #370: Twisted Metal Black

 Yet another twisted romp into the world of Twisted Metal.
 Twisted Metal Black had a lot riding behind it, the original team that developed the first games in the franchise were back, and now they had new hardware to bring their car-combat classic into the world. Even more twisted, darker, eviler and gritty than before, Twisted Metal Black is often considered the best in the franchise, but is it good enough to turn someone like me, who doesn't particularly like the formula, around? No, it's not, but does it try!

 There're quite a few ways to play the game: Story, Endurance(Survival) and Challenge(VS CPUs) modes for Single Player, as well as a few 2P VS and Co-Op deathmatch modes. The real beauty of the game lies in the stories surrounding the 15 members of the cast. 10 of these characters feature their own prologue, mid-scene and epilogue, while the remaining 4 only get an ending. Regardless, every story is sick and twisted which make them oh so enthralling, it makes you want to finish the annoying single player mode in order to get every piece of the story surrounding these sick, sick people.
 Just as with Twisted Metal(2011) and a few other Arcadey arena-combat games, Twisted Metal Black falls into the same pitfall: CPU enemies will ignore each other, for the most part, and just gang up on you. To be fair, it's not as bad as TM(2011) in which CPU wouldn't even scratch each other, but it's still pretty bad. It doesn't help that a lot of the unlockables are hidden in very guide-dang-it places, and some require a degree of finesse that is hard to achieve when you are being constantly bombarded left, right and center. To be honest, I just activated cheats and unlocked stuff at my leisure. I'm not even ashamed of it, the game is unfair to the point of tedium and the unlockables feel like little more than a way to sell guides, so if the game won't respect me, I won't respect it either.

 In the game's defense, combat feels pretty nice and the game runs at a smooth framerate. While I think combat and movement felt a bit tighter and crunchier in the 2011's remake, I think controls, as a whole, are easier to grasp in this game. I just grabbed the joystick and instantly clicked with them, not so much as with 2011. That said, there're a few shortcomings, namely concerning the Special attacks, which are done with slightly complicated, since you have to remember them by heart, directional inputs that are hidden away in the instructions booklet.
 Besides having more vehicles and stories than its successor, the game has better levels, in my opinion, as well. They suffer a bit from the brown-color-palette syndrome, but considering the dark world of Twisted Metal, it kinda works. That aside, the levels are brilliant, so much so that a few were remade in 2011. The only bad level would be the Skyscrapers, since some downward ledges are impossible to see, making it for very treacherous roads, unfairly so.

 Twisted Metal Black is a fantastic game IF you've friends that like the genre. Me? I can tell that a lot of effort was put into the game, and that if you enjoy drawn-out battles that take forever thanks to having to go around the levels over and over again to get more ammo in order to do slightly more damage while your prey escapes to fill its health gauge back up.... Yeah, I really don't like this game. But hey, different strokes for different folk!
 7.5 out of 10