Saturday, March 31, 2018

Review #546: Tomb Raider

 She's definitely too old for this crap.
Her breasts are not what's big in her... it's her head.
 Ah! Tomb Raider, a classic among action-adventure games that brought forwards videogame's first sex symbol and first recognizable female heroine. It was subject to rave reviews, but time has passed, and maybe this tomb is not worth raiding...

 Lara, raider extraordinaire gets tasked with retrieving an old artifact and thus Lara's international adventure begins. An adventure light on story elements, although they're there, in which Lara proceeds to uncover the secrets of a legendary city. It's a simple set-up that worked wonders at the time, although I think a bit more story would've helped. Still, for a game of its era, it's too be expected.
Stages are fairly complex and feature a lot of platforms and locked doors.
 Lara is a contradictory mixture of nimble and stiff. She's got all kinds of moves, even some that you don't even need to use or are taught how to do, like jumping, running jump, turn-around-roll, diving jump, grabbing jumps(To cling to a wall or crack), jumping backwards, dropping backwards while holding out her hands to cling onto something.... there're a lot of moves and there's a lot of platforming involved. When the platforming gets going, it's pretty good, but the game loves to place ambiguous lengths, that kill you if you fail the jump, and it gets a while before you get the hang of running jumps and simple jumps, since misjudging a distance my get you killed if you over-shoot it. Running jumps are particularly nasty, you need to walk until Lara hits the edge of the platform, then take a backstep and then, and only then, are you guaranteed that Lara will make the running jump correctly.

 It's a bit more cumbersome, although the game was made with this precision in mind, since you've got tank controls, which don't get in the way of the platforming too much, but will annoy you during shootouts. Trying to pick up items can be a bit finicky too, since you need to be at just the right distance. Some of the jumps in the game are just evil, and the controls responsiveness can be debatable at times. Some of the traps are just nasty and you won't know they are there until you trigger them. It gets particularly bad when you learn that save crystals are placed at designated areas and are a one time use only. Their distribution is questionable as well, levels are very lengthy and you might come across a surplus of unnecessary savespots... or be forced to finish multiple tough sections back-to-back before being allowed to save again. The game starts off easy enough, but the last few levels are brutal.
The first stages are easy, just wait until you hit stage 6...
 Combat was a huge point of contention for me, firstly, most enemies are just plain, ol' boring animals. It feels more like a animal hunter than a tomb raider, and it doesn't help that enemies are bullet sponges that just charge at you. Lara automatically aims at the nearest animal, but dodging is pretty tough. I just relied on side jumps and back-jumps... which won't help you on some of the less spacious areas. Some of the combat scenarios are just unfair, so much so that you should exploit the AI by hiding somewhere they can't see you or reach you and shoot away. The few human enemies, who actually sport guns, are a bit tougher since they can shoot from afar, and since the dodging is so bland... it feels as if its luck if you'll get hit or not. Luckily you can find limited ammo for Uzis, Magnums and a Shotgun to even the odds, as well as collect medikits to heal yourself. Regardless, the combat won't be your main source of death, besides a few instances of not expecting to get ambushed in enclosed arenas without your guns out.

 The toughest enemy you'll face is, probably, the camera. Many a times it won't pick the best angles for your jumps, which kinda sucks. L1 can be used to look in first person, albeit Lara can't move in this mode, but it won't be of much help. It's not a terrible camera, but it's far from optimal.
For whatever reason, Lara's in-game model has no ponytail.
 Yeesh... Tomb Raider 1 hasn't aged very well. Regardless, as unfair, as clunky and as stiff as it could get... it can also be quite fun. Having so many moves at your disposal is quite amusing, and lent itself to some very exciting platforming segments for its era. I can appreciate what the game meant, but you have to make a few of concessions to enjoy it in this day and age.
 6.5 out of 10

Review #545: The King of Fighters 02/03

 The King tags into the battlefield.

 There's no stopping the King o' Fighters, and thus now we get the next two installments, 2002, being a 'dream match' just like '98 and 2003, the harbringer of the new Ash Saga. Both games are very different in mechanics, which makes it a rather interesting package. One harkens to the old KoF games, while the other one is a step into the future.

 First up is The King of Fighters 2002, a celebratory game of the NESTS saga, bundling up characters past and present, even dead characters return. Sadly, the roster is quite lacking. We get Yashiro, Shermie and Chris again, as well as a few old faces, but... it's missing characters like Ling and Jhun. How can you celebrate NESTS when you're missing some of its iconic characters? I was quite disappointed with the cast. For whatever reason they also did away with the neat Striker system, going back to the 3 on 3 team format, which once again, is a disappointment. There was no need to regress the series' evolution, specially considering that Striker fights were already 3 on 3, but with an added mechanic.

 Modes are: Team, Team VS Player, Single, Single VS Player, Practice and Challenge. Challenge is a set of Survival mode, 40 time challenges and Team and Single survival modes. In these modes you can unlock 4 bonus characters, but be warned, they are tough unlocks! All in all, 2002 is a disappointing celebration to what I feel is the best saga in the franchise. Further down the line a much better release, The King of Fighters 2002 Unlimited March would be released that would get a much better character roster, so there's no need to bother with this one...

 ...if only it didn't come bundled with The King of Fighters 2003. The 3-on-3 battles return with a twist, now you can tag in-and-out with either partner in the midst of battle. It's a great addition, and something new to mark the introduction of the Ash Saga. We get fantastic new characters, like Ash(Fight me, he is my favorite charge character), Shen Woo, Duo Lon, Adelheid and also introduces great characters from Garou, like Tizoc and Gato. Terry gets his fantastic Garou redesign as well! There're a few neat things, like whoever character you picked first in the character select screen becomes the 'leader' and gains access to an exclusive 2-gauge super move.

 The Modes are Tag, Tag VS Player, Team, Team VS Player, Single, Single VS Player, Practice and Survival. The King of Fighters 2003 was a top-notch addition to the series, although sadly the tag mechanics would get ditched in XII. Besides, as much as I enjoy 2003, the next game, XI, has a much better character roster, like seriously, where's Kula?, and perfected the Tag mechanics.

 All in all, The King of Fighters 02/03 is a neat package, although 2002 is a bit disappointing and 2003 would be surpassed by XI. Not a bad purchase at all, I mean it's friggin' The King of Fighters, but there're better alternatives to both games available.
 8.5 out of 10

Friday, March 30, 2018

Review #544: The King of Fighters '00/'01

 How many Kings of Fighters have we got already?
Should've just made original art. Meshing both artworks together made for an ugly result.
 Not as meat as the Orochi collection, this 2-disc monster includes KoF 2000 and 2001, the last game made by SNK as we knew them and the first one developed by Playmore. Back in the day these games were subject to poor reviews, mostly citing the ugly graphics, because paid reviewers always seemed to value graphics over substance.

 Both games offer the same modes: Team Arcade, Team VS Player, Single Arcade, Single VS Player, Practice and Party Mode, which is a Survival mode in which you recover health as you land hits, but also start to gradually lose health once a timer reaches zero. It's the bare minimum, but by this stage that's what we've come to expect from SNK. At least there're tons upon tons of playable characters.
Ralf and Terry won't ever miss a KoF.
 The King of Fighters 2000 is one of my favorite entries in the entire series. It plays pretty much exactly like '99, which means the Striker system that I liked so much, and it introduces a bunch of great new characters like Vanessa, Seth and Lee. But the main attractions are Strikers, whichever character gets stuck on the fourth position becomes the Striker, but this time around there're plenty of alternate strikers, mostly drawing from older SNK games or even unused character designs! The soundtrack in this game is glorious and it has ZERO load times. Thank the gods!

 The King of Fighters 2001 is not as good, but it's not bad either. Unpopular opinion, I actually adore the art for this game. This game concludes the NESTS saga that I liked so much, and it also brought changes to the Striker formula, now you can sacrifice playable characters in order to have a smaller energy gauge to fill as well as more than one striker. I guess that change is alright, although I didn't particularly care for it. On the other hand, Strikers now cost an energy bar to use, which I didn't like. At all. The new characters are relatively bland, Angel is one of the worst designs in the franchise, Maylee is forgettable, K9999... got retconned out of existence and Foxy is alright. No load times here either!
Some things never change. Like Chang's sprite.
 I guess you could say that both games are just more of the same, and I wouldn't blame you for it, but I've a lot of love for the NESTS saga and 2000 is easily one of the most polished and enjoyable games in the KoF franchise. The sad truth is that there's no real reason to own this version over an easily emulated rom, but if you want to own legit copies, this one is as good as having an arcade machine.
 9.0 out of 10

Review #543: The King of Fighters '99

 The King of Fighters gets awesome.
Meet K'. He defines badassery.
 As I previously claimed, King of Fighters '99 was the game that made a fan of the series, and getting to revisit that game again... well, now I remember why.

 Before starting out you should know that KoF '99 on the PS1 is a very skimpy offering. Team VS Player, Team Arcade, Single Arcade, Single VS, Practice and Survival are all you get, alongside an art gallery. That's it. I was also disappointed to find that there was no move-list while ingame, which hurts a lot. On the plus side '99 introduced class into the series, the new characters K', Maxima, Whip, Jhun... they are all great new additions that look incredible. Well, Bao is a stinker, but 1 out of 8ish is nothing. A few returning characters, like Kyo, Ralf and Clark got new duds and they look great too, '99 did a great job at making characters look fantastic. I'd argue that this game was the one that set the standard for what to expect out of new characters coming forward.
Kryzalid is not as bad as previous SNK bosses.
 Extra and Advance modes where done with, now it plays exclusively like 'Advance' but with a few tweaks. Teams are made up of four members now, the fourth member taking the 'Striker' function, a character you can summon to perform an attack and leave. You start with 3 stocks and get a new one every time you lose. Dodges, knock-back attack and all that hoopla remains the same, but why fix what ain't broken? This is the best King of Fighters has been yet, and we haven't even gotten into Tagging yet!

 As great as this game is, the PS1 version came with a huge drawback: Loading times. There're somewhat lengthy, albeit not too intrusive, loading screens before each round, understandably since characters change, and it's something you'll have to deal with if you want to enjoy The King of Fighters on PS1. In my opinion, it's not too bad, although the seamless play of the Arcade version makes it the superior choice.
Ralf and Clark finally get different clothes!
 The King of Fighters '99 is a top-notch fighting game, and it's a great addition to anyone's PS1 library. That said, this is not the game at its best, the loading times do put a bit of a dampener on gameplay, but I think it's something you can learn to live with.
 8.5 out of 10

Review #542: The King of Fighters Collection - The Orochi Saga

 A bundle of fighting game nostalgia.
Stylish... the way KoF ought to be!
 Welcome to The Orochi Saga, a collection of five different games: King of Fighters 94, 95, 96, 97 and fan-favorite 98. As with other SNK collections, these are Arcade Ports with very few bells and whistles, the standard bonus art, as well as 'challenges' and bonus arranged music.

 A thing to keep in mind is that, being arcade ports, the difficulty can be rather high, even on the easiest setting. Continuing doesn't even grant you the 'Service' SNK games were known for! Modes are also very lacking, each game has only Arcade, VS Player and a new, somewhat limited, training mode. 'Challenges' are played on KoF 98 and they are silly stuff, like not being able to see the enemies' life bars. The games run relatively well, although the initial loading times are rather lengthy, luckily there's very little in-game loading, the worst culprit being '97. Lastly, controls feel a bit unresponsive on a few games, since they require very precise inputs, you can't just do the shoryuken motion with Right, Down, Down-Right, Right+Punch, you gotta end it exactly at down-right.
Fatal Fury veterans reunite on the battlefield.
 '94  was the very first King of Fighters(Well, technically, Fatal Fury was the first one) and it introduced the staple 3 vs 3 team matches. There's no arrange team so you gotta play as pre-selected teams. Your energy bar fills very slowly when you get hit, so you have to charge it by holding down a couple of buttons, and there's also a dodge move and a knock back move. Seeing these old sprites has its charm, but 94 is not a game you'll spend much time on.

 '95 is pretty much more of the same, but now you can select any three characters and play as a custom team. It also introduced Iori Yagami, the series break-out character. If you liked '94 you'll like '95 even more.
 Poor Sports-Team, only two appearances in over 10 games! And you can own both of them with this disc!
 '96 was the series's first major face-lift. Sure, a lot of sprites were redrawn in '95, but not as many. Sprites are much better, and characters look more badass than ever before... except Benimaru, who lost his neck. The dodge move turned into a dodge. All things considered, '96 was a great game, a great roster and an overarching story that began in 95 and promised to continue the next year...

 '97 shakes things up, now you can play in either Advance or Extra Mode. Extra mode plays pretty much like previous games, but Advance gives you a more streamlined energy gauge, one that charges as you hit and get hit. Since energy stocks are a thing now, you can be more strategic with your team, you may want a character to build up energy stocks for other to use. I liked 97 a ton, and it looked like the series was only improving.
Yamazaki's crazy streak continues in King of Fighters.
 '98 is the final game in the disc, and is one of the most beloved KoF games. Can't say I share the sentiment, since my heart belongs to the NESTS saga, and even Ash's saga was more entertaining that the Orochi one. Regardless, this is a Dream game, it plays just like '97 but brings back almost every playable character from previous years. Honestly, there're better versions of 98 available, even on the PS2, but this is probably the more affordable one. Although this version comes with a nasty but tolerable, audio bug in which the announcer will say 'winner' or 'perfect', depending on how the last round ending, when announcing the start of a new round.

 Orochi Saga was... something I didn't expect to like as much as I did. I didn't care much about KoF until K' brought the NESTS saga, but these first games were quite enjoyable, if to a lesser degree than what is to come. Minor shortcomings aside, this is a great collection to own if you're a fan of King of Fighters.
 8.0 out of 10

Review #541: Ape Escape 2

 Worth going bananas for.
Just a taste of what's to come!
 Ape Escape is one of Sony's most untapped franchises, heck, look at the box, this one was published by Ubisoft instead of Sony themselves, and it's one of the few games that we actually got overseas. What is Ape Escape? They are platform games with a twist, or two, firstly, the collectibles are monkeys and secondly, the games make extensive use of both analog sticks.

 Jimmy, the protagonist, messes up which causes Specter, the evil albino monkey, to regain power and thus empower and control other monkeys, 300 in all. Now the monkeys are going bananas all over the world and it's up to Jimmy to catch them all again. To say that the game doesn't take itself seriously is an understatement, heck, monkeys can be found wearing the most ridiculous costumes and doing ridiculous stuff. Nothing was laugh-out-loud funny, but it's endearing nonetheless.
Stages are beautiful and fun to explore. You'll have to use your gadgets in order to clear them.
 The game is divided into 20 or so small stages, and each one has a its own amount of monkeys to catch. You don't need to catch every monkey in order to proceed, but you do need to collect every monkey in order to fight the true final boss and unlock Spike, Ape Escape 1's protagonist, as a playable character. He plays just like Jimmy but has no cutscenes and has access to all gadgets from the get-go. One tiny issue I had is that the game forces you out of a stage as soon as you captured the minimum amount of monkeys required to proceed, as a completionist like myself this was a bit annoying since it meant having to return to the stage and retread old ground. And just wait until you find out that you are not really done, defeating the (fake)final boss unlocks the final gadget... and 1-2 monkeys on every previous stage, so I did every stage about 3 times. Heck, sometimes stages have monkeys that can't be caught since you haven't gotten the right gadget yet! The game is a blast so I didn't mind it too much, but it would've been nice being able to exit the stage whenever I felt like.

 Controls are fairly intuitive, the left analog stick moves Jimmy around and the right analog stick uses your equipped gadget. The net, used to catch monkeys, works just like the energy baton: move the right analog stick wherever you want to attack. You spin the right analog stick in order to use the gyro copter or the running wheel, or you tilt backwards in order to use the bananarang, etc. There're about 10 gadgets, and they can be put on any face button for quick access. Sadly, as you can tell, there're many more gadgets than buttons, so expect to return to the gadget equip screen fairly often. It's just a button press away, Select, but I can see it annoying a few people. Lastly, R1 and R2 jump, L1 is used to position the camera behind you, L2 goes into first person and pressing both analog sticks lets Jimmy crawl on the ground, for stealth purposes or dodging.
Bonus character Spike plays just like Jimmy but has his own voice clips.
 Since both analog sticks are used for gameplay the camera can be a bit finicky, but the L1 button works well enough most of the time. The camera during boss battles can be worse though, since it's easy to lose focus on a few bosses. Regardless, during normal gameplay you can manage just fine with the L1 button.

 Peppered through every stage, and hidden inside enemies, are coins which can be collected and spent on a Gatcha machine in order to unlock a huge plethora of extras, including three minigames. It's way more addictive than it has any right to be.
Stealth is not mandatory, but you might skip on the monkeys' shenanigans if you alert them.
 Ape Escape 2 is one of the finest platform games on the PS2. The gameplay is great fun, thanks to its fun mechanics as well as great level design. It's a bit on the easy side, but there's a lot of monkeys to collect, a lot of stages to traverse and a lot of silly extras to unlock.
 9.0 out of 10

Thursday, March 29, 2018

Now Playing: inFamous - Second Son & Ape Escape 2

 Second son, third game.

 So... I just meant to install this game, but turns out there was no install so I kinda started playing it...
 My very first impression was... not good. I got control of Delsin and quickly found out that Water kills you instantly, which I thought was lame. Then I discovered that Delsin couldn't climb quite as efficiently as Cole, which was also disappointing.

 But I kept on playing, I'm up to the part in which you rescue the bus full of people and I'm enjoying the game a lot. It's very smooth, and I just hope that traversing the environment is as fun as it was on the previous games.

 I'm rather fond of Delsin too, I heard he was an unlikable protagonist... but nothing he's don was particularly douchebaggy, instead he's acting as I'd expect a trouble-child would after obtaining powers. I'm loving his banter with his brother!

The game is great, but the cover isn't very descriptive...
 Well, since the Uruguayan customs suck and every time a package gets retained it means they will handle it like garbage... I'm rushing Ape Escape 2 since I want to make sure the disc is OK, considering the box got crushed and the splinters scratched the disc.

 I'm somewhere near the end of the game, I kinda binged through the game, and I'm adoring it. I remember liking this game a lot back when I was younger, but right now I'm loving every second. As a matter of fact I'm catching every single monkey. I love this game.