I'll take that retribution for Dead to Rights II alright.
I fail to understand why Retribution didn't revive the franchise. I'm three chapters in, and the game is a blast. The melee is satisfying and it's also a viable option in combat, the shooting feels satisfying and it works relatively well. Sure, a few things are a bit less than ideal, like dashing and sticking to surfaces being the same button, so that it's hard to start dashing as soon as you stick out of it, but as a whole it works well.
The story is already leagues and bounds above the first game, I liked how we got to meet Frank before he is killed, I like how it already feels like a cheesy action cop movie, like the first game! The visual style is also fairly neat, I love how most characters are top-heavy beefcakes.
I mean, I know I've played 20 percent of the game at most, but it's still pretty darn fun. It's a bit less arcadey than before, but it lives up to the original game's premise
A blog of Swords and Joysticks. And maybe comics, I like comics. Movies too, we can have movies right?
Monday, August 7, 2017
Review #446: X-Men Legends II - Rise of Apocalypse
I'm cool with Iceman now.
X-Men Legends married the dungeon-crawling action RPG antics of Diablo with the X-Men franchise with a mostly good execution, albeit a few too many time wasting design choices that took a toll on my enjoyment with the game. Legends 2 is a major improvement on almost every single area.
Apocalypse has risen and he is kidnapping a few key people for his evil purposes. Now, X-Men and The Brotherhood must team up to take down this new villain that threatens to destroy the world. The narrative is a bit simpler than before, and it doesn't have as many interesting turns, but honestly, story is not really what you play this game for. The new draw for the game is that you can play as Brotherhood mutants, but... there's what, four of them? Magneto, Toad, Juggernaut and... Scarlet Witch? Did she count as a Brotherhood member when the game released? It's a bit of a missed opportunity. There's a bunch of characters missing from the previous game(Magma, Jubilee, Emma Frost, Beast, Psylocke...) so the character count is more or less the same as before. To add insult to injury, the console version gets the least amount of characters, PC gets Sabertooth and Pyro(More Brotherhood mutants! What this game needed.) while the PSP gets Cable(Yay), X-Man(OMGDOWANT), Cannonball(Meh) and Dark Phoenix(Why was she necessary?). It's a bit disappointing considering the PSP is a weaker platform and the PC gets what the console game could've used to bolster its diversity.
Being a dungeon crawler RPG, two things are a must: XP an Loot. The leveling system has been tweaked a bit, so that Focus and Body are no longer the only go-to stats you want to increase as you level up. Strike enhances your melee attacks and Speed your chances to land an attack or dodge one.... but it's still a bit problematic. My 160+ strike character was still dealing poor damage with his fists, so his special attacks were still the best ways to go, which meant... focusing on Focus. I had him learn passive attack-buffing abilities, and it was still not enough. There're more than four special moves for each character, and while holding the R2 button only grants you quick access to four of them, it's pretty easy to swap them on the fly with the directional pad. Previous game only gave you 1 extreme move, two specials(which usually meant a Single Target and AoE for every character) and a buff, but now there's a wide variety of different buffs, team buffs and special moves for each character, which differentiates them even more and allows for more creativity when devising your four-man teams.
Defeating enemies or destroying object on the environment will sometimes reward you with loot. Every character can equip three different pieces of equipment, and there's a wide slew of it. They come in different rarity and modifiers so that no two pieces of equipment are the same. And it really helps customization, there're armor pieces that grant you things like radiation damage over time on enemies or brand-equipment that buffs a particular characters special moves. It even extends to cosmetics, characters have a ton of different unlockable costumes, albeit not every character has the same amount of costumes. One tiny gripe I had with the inventory though was that it's too easy to accidentally sell an equipped piece of equipment, since the store menu haphazardly throws equipped and non-equipped items on a list, and failure to see the green frame over the item's symbol means accidentally selling that unique item.
What ruined the previous game for me were the character-specific obstacles(Which turns out weren't so specific, but still, few alternatives) and they are back... but much better implemented. Y'see, this time around, these obstacles usually lead to optional stuff. The obstacles that do stand in the way of your progress, however, usually feature more than one way to deal with them, like pushing heavy object telepathically... an also be done with Magneto's magnetism or any character that has the Might passive ability. In my case, I just brought Jean Grey along and never had any issue, but I heard Magneto works just as well as your obstacle-slave. And even then, assuming you're missing the critical ability needed to progress, you can now call in 4-minute cooldown Blink portals, which let you go back to the HUB, change your team, and return exactly where you first called the portal, easily alleviating the need to go three maps back just to put friggin' Iceman on your team again.
The game's structure has changed quite a bit too, mimicking Diablo even more. The game is divided into 5 acts, each with its own HUB, missions and submissions. Different areas have portals(Gates) that let you instantly teleport to any other previously discovered portal, even travelling through acts. Finishing the game unlocks new game plus, so you can take your beefed up characters into even higher difficulties for more loot and more experience points. And while 5 acts sounds like a lot, the game feels a bit shorter than the previous one.
One thing I noticed in the previous game was that AI characters wouldn't use their buff special moves. I didn't care too much, since I only learned Magma's and didn't care much about it... but this game is an entirely different beast, allowing characters to be built exclusively as support, if you so will it, but not once did I notice Scarlet Witch casting her support spells, which kinda sucks since that means that support characters must be played by the player if you want to get the most of them. And a word of warning, apparently there's a nasty no-drop glitch that can happen if you forget to pick up a boss' dropped loot, and another one that causes your game to crash if you over-encumber your stash on the HUB. I didn't come across either, but still.
While there's a bit more work left before the formula reaches its full potential, X-Men Legends II is a large step-up from the first game. It's a much more enjoyable game since, this time around, it respected the player's time.
7.5 out of 10
X-Men Legends married the dungeon-crawling action RPG antics of Diablo with the X-Men franchise with a mostly good execution, albeit a few too many time wasting design choices that took a toll on my enjoyment with the game. Legends 2 is a major improvement on almost every single area.
Apocalypse has risen and he is kidnapping a few key people for his evil purposes. Now, X-Men and The Brotherhood must team up to take down this new villain that threatens to destroy the world. The narrative is a bit simpler than before, and it doesn't have as many interesting turns, but honestly, story is not really what you play this game for. The new draw for the game is that you can play as Brotherhood mutants, but... there's what, four of them? Magneto, Toad, Juggernaut and... Scarlet Witch? Did she count as a Brotherhood member when the game released? It's a bit of a missed opportunity. There's a bunch of characters missing from the previous game(Magma, Jubilee, Emma Frost, Beast, Psylocke...) so the character count is more or less the same as before. To add insult to injury, the console version gets the least amount of characters, PC gets Sabertooth and Pyro(More Brotherhood mutants! What this game needed.) while the PSP gets Cable(Yay), X-Man(OMGDOWANT), Cannonball(Meh) and Dark Phoenix(Why was she necessary?). It's a bit disappointing considering the PSP is a weaker platform and the PC gets what the console game could've used to bolster its diversity.
Being a dungeon crawler RPG, two things are a must: XP an Loot. The leveling system has been tweaked a bit, so that Focus and Body are no longer the only go-to stats you want to increase as you level up. Strike enhances your melee attacks and Speed your chances to land an attack or dodge one.... but it's still a bit problematic. My 160+ strike character was still dealing poor damage with his fists, so his special attacks were still the best ways to go, which meant... focusing on Focus. I had him learn passive attack-buffing abilities, and it was still not enough. There're more than four special moves for each character, and while holding the R2 button only grants you quick access to four of them, it's pretty easy to swap them on the fly with the directional pad. Previous game only gave you 1 extreme move, two specials(which usually meant a Single Target and AoE for every character) and a buff, but now there's a wide variety of different buffs, team buffs and special moves for each character, which differentiates them even more and allows for more creativity when devising your four-man teams.
Defeating enemies or destroying object on the environment will sometimes reward you with loot. Every character can equip three different pieces of equipment, and there's a wide slew of it. They come in different rarity and modifiers so that no two pieces of equipment are the same. And it really helps customization, there're armor pieces that grant you things like radiation damage over time on enemies or brand-equipment that buffs a particular characters special moves. It even extends to cosmetics, characters have a ton of different unlockable costumes, albeit not every character has the same amount of costumes. One tiny gripe I had with the inventory though was that it's too easy to accidentally sell an equipped piece of equipment, since the store menu haphazardly throws equipped and non-equipped items on a list, and failure to see the green frame over the item's symbol means accidentally selling that unique item.
What ruined the previous game for me were the character-specific obstacles(Which turns out weren't so specific, but still, few alternatives) and they are back... but much better implemented. Y'see, this time around, these obstacles usually lead to optional stuff. The obstacles that do stand in the way of your progress, however, usually feature more than one way to deal with them, like pushing heavy object telepathically... an also be done with Magneto's magnetism or any character that has the Might passive ability. In my case, I just brought Jean Grey along and never had any issue, but I heard Magneto works just as well as your obstacle-slave. And even then, assuming you're missing the critical ability needed to progress, you can now call in 4-minute cooldown Blink portals, which let you go back to the HUB, change your team, and return exactly where you first called the portal, easily alleviating the need to go three maps back just to put friggin' Iceman on your team again.
The game's structure has changed quite a bit too, mimicking Diablo even more. The game is divided into 5 acts, each with its own HUB, missions and submissions. Different areas have portals(Gates) that let you instantly teleport to any other previously discovered portal, even travelling through acts. Finishing the game unlocks new game plus, so you can take your beefed up characters into even higher difficulties for more loot and more experience points. And while 5 acts sounds like a lot, the game feels a bit shorter than the previous one.
One thing I noticed in the previous game was that AI characters wouldn't use their buff special moves. I didn't care too much, since I only learned Magma's and didn't care much about it... but this game is an entirely different beast, allowing characters to be built exclusively as support, if you so will it, but not once did I notice Scarlet Witch casting her support spells, which kinda sucks since that means that support characters must be played by the player if you want to get the most of them. And a word of warning, apparently there's a nasty no-drop glitch that can happen if you forget to pick up a boss' dropped loot, and another one that causes your game to crash if you over-encumber your stash on the HUB. I didn't come across either, but still.
While there's a bit more work left before the formula reaches its full potential, X-Men Legends II is a large step-up from the first game. It's a much more enjoyable game since, this time around, it respected the player's time.
7.5 out of 10
Saturday, August 5, 2017
Now Playing: X-Men Legends II - Rise of Apocalypse
Much better.
Now this, THIS is what I'm talkin' about! Thanks to the addition of Villains, the character roster has seen some much needed variety, and there're also three bonus characters, one of them being an Avenger cameo. Since I've beaten the game already, I just used the unlock all cheat and had the party I wanted from the get-go. That said, it's a bit sad seeing some characters go, specially since this game could've used more females and Magma was particularly fun to play as.
About 80% of the game remains the same, except that now it's even more of a Diablo clone, with 5 different acts, savepoints that let you teleport to previously accessed locations and loot with different stats. Characters have more than four abilities, and the specific-character-obstacle-'puzzles' seem, SEEM to be optional now, which is a HUGE plus.
Bottom line: I've played about an hour already and I'm pretty sure it's a better game. They knew what worked and what didn't, and seem to have souped up what worked and tweaked what didn't.
Now this, THIS is what I'm talkin' about! Thanks to the addition of Villains, the character roster has seen some much needed variety, and there're also three bonus characters, one of them being an Avenger cameo. Since I've beaten the game already, I just used the unlock all cheat and had the party I wanted from the get-go. That said, it's a bit sad seeing some characters go, specially since this game could've used more females and Magma was particularly fun to play as.
About 80% of the game remains the same, except that now it's even more of a Diablo clone, with 5 different acts, savepoints that let you teleport to previously accessed locations and loot with different stats. Characters have more than four abilities, and the specific-character-obstacle-'puzzles' seem, SEEM to be optional now, which is a HUGE plus.
Bottom line: I've played about an hour already and I'm pretty sure it's a better game. They knew what worked and what didn't, and seem to have souped up what worked and tweaked what didn't.
Friday, August 4, 2017
Review #445: X-Men Legends
The game that made me hate Iceman.
So, over 10 years ago someone came up with a brilliant idea: Mix X-men with Diablo. Why someone hadn't come up with said idea is beyond, but it worked, it received three sequels and even DC jumped on the same ship with Justice League Heroes. But as much as I love the franchise, I never had the opportunity to play the first game, the one that started the franchise... and I think I was lucky.
The story pits Xavier's mutants, the X-Men, against Magneto's Brotherhood of Mutants. The X-men fighting for peace between Humans and Mutants, the Brotherhood of Mutants fighting for dominance over the Homo-sapiens. But it's not all that simple, Kinkaid's brewing a new plan involving the mutant-slayers, the Sentinels. It's an alright story that's faithful to the source material. In between missions you'll be able to explore the X-Mansion, and interestingly, all this is done through the eyes of Magma. While she's not a mandatory character on missions, and the game doesn't revolve around her, it was a brilliant idea to frame the story through the eyes of a not very popular character, so she's as new to the X-Men as most are new to her character.
X-Men Legends is a Diablo clone, which makes it a dungeon-crawler RPG. You take a team of 4 mutants from a total of 15(Or so the game claims. You can only play as Professor X twice, and it's more of a must rather than a choice). Each character has three special moves(Usually a single target move, a area-of-effect move and a temporary boost) as well as an 'Extreme Attack' that borrows energy from a shared pool of energy rather than Mana. The usual staples of the genre are in too, you will carry Health and Mana potions, enemies drop equipment and cash too. The loot is a bit limited though, there're no modifiers and the variety is fairly small. It can be played simultaneously with another player, which is kinda cool, and the AI takes control of the other 3 or 2 mutants, albeit you can switch characters at the tap of a button. Said AI can be customized a bit, how aggressive you want it to use, when and if you want it to use health potions and which special move you want them to use if you press L2 to have the AI attack your target.
Every time a character levels up, he earns 1 stat point and 1 ability point(twice for levels ending in 5), stat points can be spent in: Strike(Melee), Agility(Defense), Body(Health) or Focus(Mana)... but you'll soon find out that Melee will never do much damage, and Agility is negligible if you spend your points on body, so even physical fighters are better off spending points in Body and Focus to be able to tank hits and spam their special moves. As for abilities, they can level up their three basic special moves as well as a few passive abilities. The Extreme Move must be earned with these Ability points as well, but since the energy pool is shared... I just had one character learn his and had the rest of the characters spend their ability points on other things.
While it's a Diablo clone, the combat feels more like a beat'em up. Characters have various attack strings made up of weak and strong hits. You can grab enemies and throw them, or even pick up objects and throw them, and not every character has enough strength to pick up every object! There're also a few puzzles.... that require specific characters. This, THIS absolutely ruined the game for me. When you least expect it, which is more often than not, the game will require you to bring Iceman to build bridges. Or put out fires. See? I was running Cyclops, Wolverine, Magma and Psylocke/Rogue, so I was completely boned. The second Morlock stage is particularly bad, since the save-point, the place where you can swap team members, was three maps away. THREE maps away. Do you know how much time I wasted because I didn't have goddamn Iceman on my team? And the best part about it? After finishing the game I found out that Magma can build bridges.... with her second skill. Would've been nice to know, since you always have to use primary skills to do these 'puzzles'(Which are more like stupid obstacles). And Jean Grey can build bridges too, but I TRIED using her on the first stage and it wouldn't work... though it doesn't surprise me, since even with Iceman, sometimes, if I didn't hit the target just right, the bridge wouldn't be built. Fun.
There's another map in which you have to use both Jean Grey and Cyclops to finish the 'puzzle', so if you don't fancy either, have fun going back to a save point and losing two character slots. And Cyclops is used to weld doors. Do you even X-men? Cyclops shoots CONCUSSIVE energy, not Heat. This would've been acceptable with broader limitations, like having characters that can lift heavy objects to clear obstacles, or having ANY psychic(Psylocke, Emma) be able to build bridges. But nope, you have very limited choices when it comes to dealing with these stupid excuses for puzzles. Where's the fun in making a team if I can't play as the characters I like?
The game should last you between 12-20 hours depending on how thorough you are. There's no backtracking and no game plus(Although you can unlock costumes for future playthroughs), which kinda sucks. Take Psylocke, she's unlocked 2/3 into the game, so unless you like replaying Danger Room missions, she'll only see about 5 dungeons worth of gameplay. And since I'm talking about gripes, the AI loves to get in your way. Say, you open a door and there're enemies behind it, they will dash right in-front of you, not letting you go through since now they're stuck getting damaged by enemies. And pray you don't get yourself surrounded by objects, since the AI won't move out of its place to let you through. Don't even let me get started on CPUs you must escort, they may get stuck on doors, or you'll have to go around the place you have to take them over and over again until they realize they have to get INTO the van. Fun.
X-Men Legends certainly set up the basics for great future games... but as it stands, this game is very, very flawed. I'm sure some design choices sounded good on paper, but they just get in the way of the player's entertainment. I know it's tempting to play as characters that never made it beyond this game, like Jubilee, Emma Frost or Magma... but if you haven't played it before, it's not worth it... unless you like a particular team set-up that doesn't require you going back to a savepoint to sort a stupid obstacle. And that's the sad part, I'm sure that if I had liked Iceman, and thus had had him on my team 24/7, I wouldn't have hated the game so much sometimes. And that's the thing, depending on how you play will change how much enjoyment you'll get out of it.
6.0 out of 10
So, over 10 years ago someone came up with a brilliant idea: Mix X-men with Diablo. Why someone hadn't come up with said idea is beyond, but it worked, it received three sequels and even DC jumped on the same ship with Justice League Heroes. But as much as I love the franchise, I never had the opportunity to play the first game, the one that started the franchise... and I think I was lucky.
The story pits Xavier's mutants, the X-Men, against Magneto's Brotherhood of Mutants. The X-men fighting for peace between Humans and Mutants, the Brotherhood of Mutants fighting for dominance over the Homo-sapiens. But it's not all that simple, Kinkaid's brewing a new plan involving the mutant-slayers, the Sentinels. It's an alright story that's faithful to the source material. In between missions you'll be able to explore the X-Mansion, and interestingly, all this is done through the eyes of Magma. While she's not a mandatory character on missions, and the game doesn't revolve around her, it was a brilliant idea to frame the story through the eyes of a not very popular character, so she's as new to the X-Men as most are new to her character.
X-Men Legends is a Diablo clone, which makes it a dungeon-crawler RPG. You take a team of 4 mutants from a total of 15(Or so the game claims. You can only play as Professor X twice, and it's more of a must rather than a choice). Each character has three special moves(Usually a single target move, a area-of-effect move and a temporary boost) as well as an 'Extreme Attack' that borrows energy from a shared pool of energy rather than Mana. The usual staples of the genre are in too, you will carry Health and Mana potions, enemies drop equipment and cash too. The loot is a bit limited though, there're no modifiers and the variety is fairly small. It can be played simultaneously with another player, which is kinda cool, and the AI takes control of the other 3 or 2 mutants, albeit you can switch characters at the tap of a button. Said AI can be customized a bit, how aggressive you want it to use, when and if you want it to use health potions and which special move you want them to use if you press L2 to have the AI attack your target.
Every time a character levels up, he earns 1 stat point and 1 ability point(twice for levels ending in 5), stat points can be spent in: Strike(Melee), Agility(Defense), Body(Health) or Focus(Mana)... but you'll soon find out that Melee will never do much damage, and Agility is negligible if you spend your points on body, so even physical fighters are better off spending points in Body and Focus to be able to tank hits and spam their special moves. As for abilities, they can level up their three basic special moves as well as a few passive abilities. The Extreme Move must be earned with these Ability points as well, but since the energy pool is shared... I just had one character learn his and had the rest of the characters spend their ability points on other things.
While it's a Diablo clone, the combat feels more like a beat'em up. Characters have various attack strings made up of weak and strong hits. You can grab enemies and throw them, or even pick up objects and throw them, and not every character has enough strength to pick up every object! There're also a few puzzles.... that require specific characters. This, THIS absolutely ruined the game for me. When you least expect it, which is more often than not, the game will require you to bring Iceman to build bridges. Or put out fires. See? I was running Cyclops, Wolverine, Magma and Psylocke/Rogue, so I was completely boned. The second Morlock stage is particularly bad, since the save-point, the place where you can swap team members, was three maps away. THREE maps away. Do you know how much time I wasted because I didn't have goddamn Iceman on my team? And the best part about it? After finishing the game I found out that Magma can build bridges.... with her second skill. Would've been nice to know, since you always have to use primary skills to do these 'puzzles'(Which are more like stupid obstacles). And Jean Grey can build bridges too, but I TRIED using her on the first stage and it wouldn't work... though it doesn't surprise me, since even with Iceman, sometimes, if I didn't hit the target just right, the bridge wouldn't be built. Fun.
There's another map in which you have to use both Jean Grey and Cyclops to finish the 'puzzle', so if you don't fancy either, have fun going back to a save point and losing two character slots. And Cyclops is used to weld doors. Do you even X-men? Cyclops shoots CONCUSSIVE energy, not Heat. This would've been acceptable with broader limitations, like having characters that can lift heavy objects to clear obstacles, or having ANY psychic(Psylocke, Emma) be able to build bridges. But nope, you have very limited choices when it comes to dealing with these stupid excuses for puzzles. Where's the fun in making a team if I can't play as the characters I like?
The game should last you between 12-20 hours depending on how thorough you are. There's no backtracking and no game plus(Although you can unlock costumes for future playthroughs), which kinda sucks. Take Psylocke, she's unlocked 2/3 into the game, so unless you like replaying Danger Room missions, she'll only see about 5 dungeons worth of gameplay. And since I'm talking about gripes, the AI loves to get in your way. Say, you open a door and there're enemies behind it, they will dash right in-front of you, not letting you go through since now they're stuck getting damaged by enemies. And pray you don't get yourself surrounded by objects, since the AI won't move out of its place to let you through. Don't even let me get started on CPUs you must escort, they may get stuck on doors, or you'll have to go around the place you have to take them over and over again until they realize they have to get INTO the van. Fun.
X-Men Legends certainly set up the basics for great future games... but as it stands, this game is very, very flawed. I'm sure some design choices sounded good on paper, but they just get in the way of the player's entertainment. I know it's tempting to play as characters that never made it beyond this game, like Jubilee, Emma Frost or Magma... but if you haven't played it before, it's not worth it... unless you like a particular team set-up that doesn't require you going back to a savepoint to sort a stupid obstacle. And that's the sad part, I'm sure that if I had liked Iceman, and thus had had him on my team 24/7, I wouldn't have hated the game so much sometimes. And that's the thing, depending on how you play will change how much enjoyment you'll get out of it.
6.0 out of 10
Wednesday, August 2, 2017
Now Playing: X-Men Legends
Legendary ripoff.
I don't know who had the brightest idea to rip off Diablo but with X-men characters, but that guy was a genius! And the one who decided to bring the entire Marvel universe into the mix? Give him a raise! But I'm getting ahead of myself, two games ahead as a matter of fact.
While I played both X-Men Legends 2 and Marvel Ultimate Alliance on the PC, as well as Ultimate Alliance 2 on the PS3, Legends 1 always eluded me since, by that time I was more of a PC gamer(I know) and my PS2 was kinda dead, so I was stuck with the PC ports of Legends 2 and MUA. But no more!
I played a teeny tiny little bit, joined up with Cyke and defeated The Blob and... it feels pretty much like every other game in the franchise, which is a good thing... I think.
I don't know who had the brightest idea to rip off Diablo but with X-men characters, but that guy was a genius! And the one who decided to bring the entire Marvel universe into the mix? Give him a raise! But I'm getting ahead of myself, two games ahead as a matter of fact.
While I played both X-Men Legends 2 and Marvel Ultimate Alliance on the PC, as well as Ultimate Alliance 2 on the PS3, Legends 1 always eluded me since, by that time I was more of a PC gamer(I know) and my PS2 was kinda dead, so I was stuck with the PC ports of Legends 2 and MUA. But no more!
I played a teeny tiny little bit, joined up with Cyke and defeated The Blob and... it feels pretty much like every other game in the franchise, which is a good thing... I think.
Review #444: Dead to Rights - Reckoning
The follow-up we deserved.
Dead to Rights II was disappointing to say the least, but Namco wasn't done with with Dead to Rights, not yet, and thus, Reckoning made it into the PSP. It brings fast-paced, arcade shooting action at the palm of your hand, and despite the weaker hardware, proves to be the real sequel(Prequel?) to Dead to Rights 1.
Reckoning is a prequel to the prequel, which means chronologically it takes place before Dead to Rights II. Not that it really matters, these games never cared too much about story, and this is no exception. You only get a few lines of text before the game starts, concerning a hostage. And it seems like the took the piss with this one, as one too many times Jack Slate chases a lead, kills the lead and then complains about the lead being dead. And while Dead to Rights 1 was very cheesy, I think having the kidnapee be a fetished highscool-uniform wearing babe is a bit too much. The entire game is finished in under an hour, which is kinda sad, but it has a multiplayer component... in case you know someone else with a PSP.
As with previous games, this is an arcade-shooter, meaning that it's nonstop, fast-paced third-person shooting all the way through. Jack retains most abilities from the console games, he can dive and dive in slo-mo, crouch, instakill disarm an enemy or send Shadow to instakill them. It all works better than II since it feels more like Dead to Rights 1. Shadow has his own gauge and cool-down, and well called down upon an enemy initiates a cutscene, thus making him useful again, disarms can be performed at any time, and you can switch to punches at the tap of a button, not that you'll run out of ammo in this game anyways. Fisticuffs are kinda useless to be honest, every single enemy comes armed with guns, so there's absolutely no scenario in which going melee is useful. But hey, at least the option's there, unlike II!
In DTRII, having to redo entire segments was kinda annoying, but this time around there're checkpoints!... which are useless, since, at least on the normal difficulty setting, the game is rather easy, and loading screens don't last more than 2 seconds either. It's probably this easy to make up for the fact that it's running on a handheld with a single analog stick. I know that they made the most of the hardware, but having to quickly tap R to switch between targets can be rather imprecise at times. Movement is a bit floaty as well, but in a game like this, it doesn't get in your way. At all.
It seems like I'm not crazy believing that this is the True Dead to Rights II since Reckoning reuses a ton of assets from Dead to Rights II. Entire stages, most enemy models, weapons and even Jack himself come straight out of Dead to Rights II, albeit with a lower polygon count. And, y'know what, it kinda redeems it in my eyes. This is the game it should've been, a fast-paced shooter that doesn't require you to think, but rather, kill as many enemies as you can in as little time as possible while looking as badass as you can.
This is the game I wanted. This is what I expected out of a sequel(Prequel?) to Dead to Rights. This is a brainless, but highly entertaining, action game on the PSP, probably among the best. It also serves as an apology for botching Dead to Rights II!
8.0 out of 10
Dead to Rights II was disappointing to say the least, but Namco wasn't done with with Dead to Rights, not yet, and thus, Reckoning made it into the PSP. It brings fast-paced, arcade shooting action at the palm of your hand, and despite the weaker hardware, proves to be the real sequel(Prequel?) to Dead to Rights 1.
Reckoning is a prequel to the prequel, which means chronologically it takes place before Dead to Rights II. Not that it really matters, these games never cared too much about story, and this is no exception. You only get a few lines of text before the game starts, concerning a hostage. And it seems like the took the piss with this one, as one too many times Jack Slate chases a lead, kills the lead and then complains about the lead being dead. And while Dead to Rights 1 was very cheesy, I think having the kidnapee be a fetished highscool-uniform wearing babe is a bit too much. The entire game is finished in under an hour, which is kinda sad, but it has a multiplayer component... in case you know someone else with a PSP.
As with previous games, this is an arcade-shooter, meaning that it's nonstop, fast-paced third-person shooting all the way through. Jack retains most abilities from the console games, he can dive and dive in slo-mo, crouch, instakill disarm an enemy or send Shadow to instakill them. It all works better than II since it feels more like Dead to Rights 1. Shadow has his own gauge and cool-down, and well called down upon an enemy initiates a cutscene, thus making him useful again, disarms can be performed at any time, and you can switch to punches at the tap of a button, not that you'll run out of ammo in this game anyways. Fisticuffs are kinda useless to be honest, every single enemy comes armed with guns, so there's absolutely no scenario in which going melee is useful. But hey, at least the option's there, unlike II!
In DTRII, having to redo entire segments was kinda annoying, but this time around there're checkpoints!... which are useless, since, at least on the normal difficulty setting, the game is rather easy, and loading screens don't last more than 2 seconds either. It's probably this easy to make up for the fact that it's running on a handheld with a single analog stick. I know that they made the most of the hardware, but having to quickly tap R to switch between targets can be rather imprecise at times. Movement is a bit floaty as well, but in a game like this, it doesn't get in your way. At all.
It seems like I'm not crazy believing that this is the True Dead to Rights II since Reckoning reuses a ton of assets from Dead to Rights II. Entire stages, most enemy models, weapons and even Jack himself come straight out of Dead to Rights II, albeit with a lower polygon count. And, y'know what, it kinda redeems it in my eyes. This is the game it should've been, a fast-paced shooter that doesn't require you to think, but rather, kill as many enemies as you can in as little time as possible while looking as badass as you can.
This is the game I wanted. This is what I expected out of a sequel(Prequel?) to Dead to Rights. This is a brainless, but highly entertaining, action game on the PSP, probably among the best. It also serves as an apology for botching Dead to Rights II!
8.0 out of 10
Review #443: Mortal Kombat 4
'This isn't brutality... it's fatality!', that's a classic!
Mortal Kombat's case is a strange one. If you ask me, the first game was shallow garbage that only made a name for itself thanks to violence. One needs only look at Mortal Kombat VS DC, probably the worst of the bunch, which took away the violence... and people hated it for it, and not for its glitchy, ugly nature. And thus, I created a mindset that thought all Mortal Kombat games before 9 had been horrible. I was wrong.
In Mortal Kombat 4 Shao Khan lies defeated, and how long did that last!?, but a new threat comes to Earth, the fallen god Shinnok, so the forces of Earth band together to stop him. The game features 15 characters, 8 returning and 7 new ones, alongside two hidden characters(Goro and Noob Saibot). And you could argue that Quan-chi, Shinnok and Fujin debuted a few days earlier in Mythologies. This game usually gets a lot of flak on the art design, citing Reptile's beginning on his descent towards a more bestial form and how Jarek sucks. But I disagree! I adore the art-style. Every character looks as if built with similar pieces, just look at how many characters have leg protectors or fabric between their legs, but I really like it. Reiko is a pseudo-Ninja clone, but with spikes on his legs and throws Shuriken, this gave us the first 'Frozen Sub-Zero' costume(Which is really cool!), a grey skull-headed Scorpion, and Liu Kang looks badass with a tank-top. I loved the new pseudo-femme Ninja Tanya with her yellow costume, Fujin is among the best new designs, and while I'm not much of a fan of Kai, I love how he is supposed to be another version of Liu-Kang, with vertical fireballs instead of horizontal. As for Jarek, while his moveset is uninspired(It's Kano's!) I love the armored pieces on his legs and arms, as well as the color design. He ain't that bad.
The game offers an Arcade mode, with CG endings for all 15 basic characters, 2 on 2 fights, Team Battles, Tournament and Endurance(Think Survival) and Practice modes. Arcade features a few variations, you can pick different sized ladders and change the roster of opponents of each by tapping Start up to four times. Practice mode is a bit weird, since you can only change the settings before entering the practice battle, but it's the only place in the game that has a movelist... which is actually a plus since most games of the era forwent movesets entirely.
Mortal Kombat 4 did away with dial-up combos, and has a more uniform combo system more akin to 2... which means that every single character has the same exact moveset bar special moves. And even then, many characters have similar movesets, so you can probably find analogues to combos, for instance, you could easily replace Tanya's spiral kick with Quan-chi's sliding kick, thus having access to the same combos that required said moves. It's shallow, it's simple and for people looking for depth it's a disappointment.... but I liked it. Landing hits feels really nice, and combos are pretty easy to land, making for a relatively good entry-level fighter.
Another new addition is weapon combat: each character has a semi unique weapon(A few might look different, but they behave the same. Kinda like a bunch o' characters in the game!) and can pull it out with different button combinations. If hit, the fighter will drop his weapon, and then any fighter can pick it up! A few stages even have a few objects, like decapitated heads or rocks, that can be picked up and thrown for big damage. Side-stepping is a thing now, but it's a bit slow and awkward, so you probably won't be using it much. The rest of Mortal Kombat staples remain, two punches and two kicks, a block button and a run button.
The game also implements a 'Maximum Damage' mechanic meant to make infinite combos impossible. Basically, if your combo reaches 50% damage, you'll be pushed far from your opponent. This is a bit wonky, since sometimes, if you deal a ton of damage, quickly without stop(Even if it doesn't look like a combo), the game will push you back anyways. Can't say I'm a fan. As for the CD-based version of the game, there's a bit more loading than I would've liked, included micro-loading seconds before a new round begins, which is kinda ridiculous.
Lastly, running this on a PS2 caused some problems. A few negligible minor audio glitches as well as joystick issues if I turned on vibration. These resolved themselves when playing on a PS3 though. At least, unlike Mortal Kombat Trilogy on the PS2, this won't freeze at the end!
I liked Mortal Kombat 4, that said, you gotta take it like it is: Style over substance. It's shallow, everything, from character design to gameplay, is very samey, characters can be freely interchanged between each other and you won't have trouble adapting... but I kinda liked it. I mean, it is an oldschool Mortal Kombat game, so of course most characters feel somewhat the same. So, for what it is, it's rather fun.
6.5 out of 10
Mortal Kombat's case is a strange one. If you ask me, the first game was shallow garbage that only made a name for itself thanks to violence. One needs only look at Mortal Kombat VS DC, probably the worst of the bunch, which took away the violence... and people hated it for it, and not for its glitchy, ugly nature. And thus, I created a mindset that thought all Mortal Kombat games before 9 had been horrible. I was wrong.
In Mortal Kombat 4 Shao Khan lies defeated, and how long did that last!?, but a new threat comes to Earth, the fallen god Shinnok, so the forces of Earth band together to stop him. The game features 15 characters, 8 returning and 7 new ones, alongside two hidden characters(Goro and Noob Saibot). And you could argue that Quan-chi, Shinnok and Fujin debuted a few days earlier in Mythologies. This game usually gets a lot of flak on the art design, citing Reptile's beginning on his descent towards a more bestial form and how Jarek sucks. But I disagree! I adore the art-style. Every character looks as if built with similar pieces, just look at how many characters have leg protectors or fabric between their legs, but I really like it. Reiko is a pseudo-Ninja clone, but with spikes on his legs and throws Shuriken, this gave us the first 'Frozen Sub-Zero' costume(Which is really cool!), a grey skull-headed Scorpion, and Liu Kang looks badass with a tank-top. I loved the new pseudo-femme Ninja Tanya with her yellow costume, Fujin is among the best new designs, and while I'm not much of a fan of Kai, I love how he is supposed to be another version of Liu-Kang, with vertical fireballs instead of horizontal. As for Jarek, while his moveset is uninspired(It's Kano's!) I love the armored pieces on his legs and arms, as well as the color design. He ain't that bad.
The game offers an Arcade mode, with CG endings for all 15 basic characters, 2 on 2 fights, Team Battles, Tournament and Endurance(Think Survival) and Practice modes. Arcade features a few variations, you can pick different sized ladders and change the roster of opponents of each by tapping Start up to four times. Practice mode is a bit weird, since you can only change the settings before entering the practice battle, but it's the only place in the game that has a movelist... which is actually a plus since most games of the era forwent movesets entirely.
Mortal Kombat 4 did away with dial-up combos, and has a more uniform combo system more akin to 2... which means that every single character has the same exact moveset bar special moves. And even then, many characters have similar movesets, so you can probably find analogues to combos, for instance, you could easily replace Tanya's spiral kick with Quan-chi's sliding kick, thus having access to the same combos that required said moves. It's shallow, it's simple and for people looking for depth it's a disappointment.... but I liked it. Landing hits feels really nice, and combos are pretty easy to land, making for a relatively good entry-level fighter.
Another new addition is weapon combat: each character has a semi unique weapon(A few might look different, but they behave the same. Kinda like a bunch o' characters in the game!) and can pull it out with different button combinations. If hit, the fighter will drop his weapon, and then any fighter can pick it up! A few stages even have a few objects, like decapitated heads or rocks, that can be picked up and thrown for big damage. Side-stepping is a thing now, but it's a bit slow and awkward, so you probably won't be using it much. The rest of Mortal Kombat staples remain, two punches and two kicks, a block button and a run button.
The game also implements a 'Maximum Damage' mechanic meant to make infinite combos impossible. Basically, if your combo reaches 50% damage, you'll be pushed far from your opponent. This is a bit wonky, since sometimes, if you deal a ton of damage, quickly without stop(Even if it doesn't look like a combo), the game will push you back anyways. Can't say I'm a fan. As for the CD-based version of the game, there's a bit more loading than I would've liked, included micro-loading seconds before a new round begins, which is kinda ridiculous.
Lastly, running this on a PS2 caused some problems. A few negligible minor audio glitches as well as joystick issues if I turned on vibration. These resolved themselves when playing on a PS3 though. At least, unlike Mortal Kombat Trilogy on the PS2, this won't freeze at the end!
I liked Mortal Kombat 4, that said, you gotta take it like it is: Style over substance. It's shallow, everything, from character design to gameplay, is very samey, characters can be freely interchanged between each other and you won't have trouble adapting... but I kinda liked it. I mean, it is an oldschool Mortal Kombat game, so of course most characters feel somewhat the same. So, for what it is, it's rather fun.
6.5 out of 10
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