Don't worry, don't worry, Adam Sandler is nowhere to be heard.
While I've never seen the Hotel Transylvania movies, despite being a Genndy Tartakovsky fan, but I found the words 'Metroidvania' and 'Wayforward' tied to this game, so I had to try it. Had to. I kinda, sorta wish I didn't. Kinda.
As someone who's never seen the movie, the game does a poor job at giving you any context of what's happening. A Frankenstein-looking dude gets kidnapped by a Chef, and then you have to go from fetch quest to fetch quest until you get told to go to the Kitchen, an area which is off-limits because plot. The ending is just as bland, a few characters talk with each other and then the credits play, no resolution, no nothing. I wikipedia'd the movie, and it turns out that the Frankenstein-looking guy is actually a human being. The game might follow the plot from the movie, or it might not, in any case, the game does a poor job at portraying ANY kind plot. For what it's worth, the game features Wayforward's trademark beautiful sprites, and the handd rawn portrait renditions of the various characters are top-notch, the game's a looker for sure.
The game plays like a Metroidvania-lite, you have an interconnected map, for sure, but it's very small, consisting on Dracula's castle and its garden, which totals to about 30 different rooms. Anyone who's played a Metroidvania before knows how small that sounds. At first, Mavis can only jump, which doubles as your only means of offense, heck, some enemies can't even be killed. But as you advance through the game you'll unlock the Freeze Stare, which turns enemies into platforms for a short while, the electro jolt, which can defeat enemies(The ones that can be killed) or turn on generators, the ability to run on red walls, a Mist form, that let's you go through specific gates(Because others have to be opened through switches even though they look similar!) and, lastly, turn into a bat for a short while. While it's nothing spectacular, it's a decent assortment of moves.
There's a single collectible item: Gems. Every 200 gems you get a new heart. For whatever reason, the game proudly claims that having 1400 gems to collect is a selling point. While getting extra hit points is nice, the game is quite on the easy side, if you die you'll instantly respawn on the room's entrance, heck, at times dying on purpose feels like a pretty easy way to fill your life gauge! Since gems are your only rewards, and the game is pretty linear, exploration isn't well rewarded since there are only gems to find. I mean, extra life is nice, but what about other kinds of rewards? Like hidden moves or passive abilities? Plus, the map on the lower screen is horrible, it doesn't show how rooms are connected, Metroidvania 101, dude!
I think the best way to describe this way is a Metroidvania for newcomers. There's absolutely no way to get lost, since every NPC directs you to the next one, any wandering and meandering is yours to do for optional gems and nothing else. There's not a single time you'll be left without a marker on your map. This, in turn, makes the game feel somewhat rigid and formulaic, and quite lame to be honest. Beating the game unlocks 10 bonus challenge rooms, similar to the 'Key' rooms you can find on pretty much every area in the game, as well as a few bonus pieces of art. Beat the game and you may also break your file forever. That's right, it's pretty common for your savefile to go kaput after finishing the game.
Hotel Transylvania has a few things going for it, but as a whole it can't escape being a bland, linear Metroidvania, which in and of itself goes against what a Metroidvania should be. The game is pretty, and most of the game is functional, but it's a very unexciting affair
4.0 out of 10
A blog of Swords and Joysticks. And maybe comics, I like comics. Movies too, we can have movies right?
Friday, November 29, 2019
Sunday, November 24, 2019
The DLC Report: Samurai Shodown DLC #4 - Kazuki Kazama
Best Kazama, hands down.
Full disclosure, Kazuki is one of my favorite characters of all time, and my favorite Samurai Shodown character. I mean, he is right here on my Official Facebook Favorite Fighting Game Characters List(TM).
Now then, on one hand I'm quite happy that he is back into the game, and I think he was deserving of a spot on the initial release, but on the other hand... I'm kinda sad that if I ever uninstall the game, I need to download him again. Hopefully the Switch version has him on the cart. Regardless, he is here and comes with a Retro PS1/style costume as well as a Yellow color palette. He was made for me.
Kazuki made the translation into 3-D perfectly well, he has his three trademark special moves, a command grab(borrowed by Rurouni Kenshin's Makoto Shishio!), a projectile and a exploding-clone retreat move. He can also summon a fire wisp behind him, and can be powered up three times, in order to perform stronger versions of the grab and fire ball. All in all, a fairly decent moveset, I absolutely love him. I would've liked a cameo by Enja, the fire spirit trapped in his sword, but that might've been asking for too much.
10 out of 10
Full disclosure, Kazuki is one of my favorite characters of all time, and my favorite Samurai Shodown character. I mean, he is right here on my Official Facebook Favorite Fighting Game Characters List(TM).
Now then, on one hand I'm quite happy that he is back into the game, and I think he was deserving of a spot on the initial release, but on the other hand... I'm kinda sad that if I ever uninstall the game, I need to download him again. Hopefully the Switch version has him on the cart. Regardless, he is here and comes with a Retro PS1/style costume as well as a Yellow color palette. He was made for me.
Kazuki made the translation into 3-D perfectly well, he has his three trademark special moves, a command grab(borrowed by Rurouni Kenshin's Makoto Shishio!), a projectile and a exploding-clone retreat move. He can also summon a fire wisp behind him, and can be powered up three times, in order to perform stronger versions of the grab and fire ball. All in all, a fairly decent moveset, I absolutely love him. I would've liked a cameo by Enja, the fire spirit trapped in his sword, but that might've been asking for too much.
10 out of 10
Monday, November 18, 2019
Review #717: Luigi's Mansion 3
Hotel Luigi!
Halloween might be over, but Nintendo decided to release Luigi's Mansion 3 on October 31st, guaranteeing that nobody would be playing this game on-season. After what I felt was a lackluster sequel, not that I played the first Luigi's Mansion mind you, LM 3's sets to mix the best parts from the sequel with the best parts of the original game, and it worked. I really worked.
In Luigi's Mansion you had to rescue Mario, in the sequel you had to rescue Mario and the Toads, but for this third installment the stakes have risen even higher, joining Mario and the Toads is Peach as yet another kidnapee. For you see, Luigi and friend's go invited into a fancy Hotel, which turns out to be haunted by our good ole pal King Boo, who quickly captures Luigi's friends, so now it's up to him to rescue them. The Hotel setting is absolutely brilliant, it's made up of 17 different floors, each one with a different theme. There's a disco floor, an Egyptian tomb floor, a pirate-beach floor(Really!), etc. This keeps things varied and interesting, gaining access to a new floor is always a treat. The annoying breaks between objectives that plagued the second game are gone, while you might need to return to E. Gadd's lab on the basement floor a few times throughout the course of the game, it's never as intrusive or as pace-breaking as it was in the previous game. Heck, E. Gadd's calls can be turned off, most of them anyways, on the options menu.
Everything you've heard about the game graphics is true, Luigi's Mansion 3 is quite possibly the best looking game on the Switch. Not only are characters incredibly detailed, environments gorgeous and varied, but the amount of detail and stuff you can interact with is quite staggering. Pretty much every thing that isn't a floor, a wall or a ceiling can be interacted with. Maybe it'll just shake a bit if you vacuum it, but more often than not you'll find a ton of stuff you can just break or vacuum, either for fun or for in-game money. It's so much fun looking at rooms before and after you started crashing them, even though money is pretty much useless, collecting money feels great because interacting with stuff and using the Poltegust G-00 on the environment is so much fun. Add to that the fact that the game is chock full of personality, each floor has a boss, and every boss is completely different from the next in looks, personality and how to defeat them.
Breaking and sucking stuff is fun 'n all, but the game's goal is to hunt ghosts, not money. In order to do this, Luigi comes equipped with all the tools he used to have, namely the Flashlight, which is used to stun enemies in order to suck them in, the Blacklight, a flashlight bulb that can reveal hidden objects and the Poltegust G-00, Luigi's handy vacuum cleaner-turned-ghost-hunting tool that can either vacuum or blow air out. Luckily, Luigi comes armed with new tools and abilities. There's a new mini-jump by pressing L+R(Blow+Vacuum) at the same time, and charging the vacuum gauge, by moving against a ghost while sucking him in, let's you do a powerful slam that'll hurt any other enemy it hits, alongside dealing a hefty amount of damage to your victim. There's a new tool, the plunger, which you can shoot against certain surfaces, so that then you can suck it in order to smash the object it's stuck on. A new improvement to Luigi's movement is that after running for a short while he'll break into a dash.
There's one final new addition, Gooigie. By tapping R3 you'll let the goo out of the Poltegust, which will then shape itself into the form of Luigi, albeit made out of Goo. Gooigi has the same exact abilities and tools as Luigi, but he can go through metal grating and will instantly melt if it touches water. Gooigie is the game's co-op mode, although the game is built entirely to work in Single player, alternating between Luigi and his gooie companion is as easy as tapping R3, and whichever character you switch out from will continue doing whatever action you were using. This is done so that you can complete a few puzzles and puzzle fights that require cooperation. It sounds like a hassle, but trust me, it's not. At first he controls were a bit awkward, like using the blacklight required holding X while moving the right analog stick until I found out that all tools are mapped to L and R. L is the plunger, R is the flashlight and L+R is the blacklight. Finding that out made controlling Luigi much easier.
I think the game's biggest failing is the lack of an upgrade system. Wait, hear me out! There's an overabundance of stuff to find. Each floor has six gems for you to find, a secret Boo to hunt as well as an obscene amount of money. Gems are worthless unless you find all of them, and then the only thing you get is a diamond plunger that looks pretty. Boos are useless unless you get all of them, and then the only thing you get is a design for your flashlight's light. Pretty lame, right? And you'll be swimming in money, since there's money hidden EVERYWHERE, but you can only spend them on a dumb hint system or on life ups. Lives are actually useful since some boss battles can be rather hard, and each floor has its very own boss, but the hints are just... hints. Either way, you'll be stuck with a ton of cash worth nothing, which kinda mitigates some of the incentive to explore the game, which is a shame. Mind you, solving puzzles and finding secret stuff is fun since figuring out how to interact with the environment is a treat in and of itself, but how fantastic could it have been to get actual rewards? Purchase upgrades such as more range on your Poltergust, or the ability to deal more damage with it. Heck, one of Mario Odyssey's most endearing features were the costumes, how about the ability to buy skins for Luigi? Just give me something neat for my efforts!
There are a couple of multiplayer modes, local co-op allowed, ScareScraper, in which you and some buddies go through random floor clearing different objectives, you can find unique ghosts in this mode, and ScreamPark, which is a versus mode. Both modes are nice extras, but not much more, which is fine considering the main game is a meaty 15 hour long campaign. I'd like to mention that the game crashed on me once after defeating the Medieval floor's boss, but that aside, the game ran flawlessly.
I wasn't expecting to like Luigi's Mansion 3 this much, specially after playing the second game, but they fixed every short coming from said game, changing what didn't work and expanding on what did. Puzzles are fun to solve, stuff is fun to collect and ghosts are fun to battle. While graphics don't make a game fun, the presentation is absolutely gorgeous, from the detailed character models, the charming animation and cutscenes to the huge amount of stuff you can interact with it. Well, now we've got a phenomenal new Mario game, a fantastic new Luigi game, all we need now is a great new Wario Land game. Nintendo, make it happen.
9.0 out of 10
Halloween might be over, but Nintendo decided to release Luigi's Mansion 3 on October 31st, guaranteeing that nobody would be playing this game on-season. After what I felt was a lackluster sequel, not that I played the first Luigi's Mansion mind you, LM 3's sets to mix the best parts from the sequel with the best parts of the original game, and it worked. I really worked.
In Luigi's Mansion you had to rescue Mario, in the sequel you had to rescue Mario and the Toads, but for this third installment the stakes have risen even higher, joining Mario and the Toads is Peach as yet another kidnapee. For you see, Luigi and friend's go invited into a fancy Hotel, which turns out to be haunted by our good ole pal King Boo, who quickly captures Luigi's friends, so now it's up to him to rescue them. The Hotel setting is absolutely brilliant, it's made up of 17 different floors, each one with a different theme. There's a disco floor, an Egyptian tomb floor, a pirate-beach floor(Really!), etc. This keeps things varied and interesting, gaining access to a new floor is always a treat. The annoying breaks between objectives that plagued the second game are gone, while you might need to return to E. Gadd's lab on the basement floor a few times throughout the course of the game, it's never as intrusive or as pace-breaking as it was in the previous game. Heck, E. Gadd's calls can be turned off, most of them anyways, on the options menu.
Everything you've heard about the game graphics is true, Luigi's Mansion 3 is quite possibly the best looking game on the Switch. Not only are characters incredibly detailed, environments gorgeous and varied, but the amount of detail and stuff you can interact with is quite staggering. Pretty much every thing that isn't a floor, a wall or a ceiling can be interacted with. Maybe it'll just shake a bit if you vacuum it, but more often than not you'll find a ton of stuff you can just break or vacuum, either for fun or for in-game money. It's so much fun looking at rooms before and after you started crashing them, even though money is pretty much useless, collecting money feels great because interacting with stuff and using the Poltegust G-00 on the environment is so much fun. Add to that the fact that the game is chock full of personality, each floor has a boss, and every boss is completely different from the next in looks, personality and how to defeat them.
Breaking and sucking stuff is fun 'n all, but the game's goal is to hunt ghosts, not money. In order to do this, Luigi comes equipped with all the tools he used to have, namely the Flashlight, which is used to stun enemies in order to suck them in, the Blacklight, a flashlight bulb that can reveal hidden objects and the Poltegust G-00, Luigi's handy vacuum cleaner-turned-ghost-hunting tool that can either vacuum or blow air out. Luckily, Luigi comes armed with new tools and abilities. There's a new mini-jump by pressing L+R(Blow+Vacuum) at the same time, and charging the vacuum gauge, by moving against a ghost while sucking him in, let's you do a powerful slam that'll hurt any other enemy it hits, alongside dealing a hefty amount of damage to your victim. There's a new tool, the plunger, which you can shoot against certain surfaces, so that then you can suck it in order to smash the object it's stuck on. A new improvement to Luigi's movement is that after running for a short while he'll break into a dash.
There's one final new addition, Gooigie. By tapping R3 you'll let the goo out of the Poltegust, which will then shape itself into the form of Luigi, albeit made out of Goo. Gooigi has the same exact abilities and tools as Luigi, but he can go through metal grating and will instantly melt if it touches water. Gooigie is the game's co-op mode, although the game is built entirely to work in Single player, alternating between Luigi and his gooie companion is as easy as tapping R3, and whichever character you switch out from will continue doing whatever action you were using. This is done so that you can complete a few puzzles and puzzle fights that require cooperation. It sounds like a hassle, but trust me, it's not. At first he controls were a bit awkward, like using the blacklight required holding X while moving the right analog stick until I found out that all tools are mapped to L and R. L is the plunger, R is the flashlight and L+R is the blacklight. Finding that out made controlling Luigi much easier.
I think the game's biggest failing is the lack of an upgrade system. Wait, hear me out! There's an overabundance of stuff to find. Each floor has six gems for you to find, a secret Boo to hunt as well as an obscene amount of money. Gems are worthless unless you find all of them, and then the only thing you get is a diamond plunger that looks pretty. Boos are useless unless you get all of them, and then the only thing you get is a design for your flashlight's light. Pretty lame, right? And you'll be swimming in money, since there's money hidden EVERYWHERE, but you can only spend them on a dumb hint system or on life ups. Lives are actually useful since some boss battles can be rather hard, and each floor has its very own boss, but the hints are just... hints. Either way, you'll be stuck with a ton of cash worth nothing, which kinda mitigates some of the incentive to explore the game, which is a shame. Mind you, solving puzzles and finding secret stuff is fun since figuring out how to interact with the environment is a treat in and of itself, but how fantastic could it have been to get actual rewards? Purchase upgrades such as more range on your Poltergust, or the ability to deal more damage with it. Heck, one of Mario Odyssey's most endearing features were the costumes, how about the ability to buy skins for Luigi? Just give me something neat for my efforts!
There are a couple of multiplayer modes, local co-op allowed, ScareScraper, in which you and some buddies go through random floor clearing different objectives, you can find unique ghosts in this mode, and ScreamPark, which is a versus mode. Both modes are nice extras, but not much more, which is fine considering the main game is a meaty 15 hour long campaign. I'd like to mention that the game crashed on me once after defeating the Medieval floor's boss, but that aside, the game ran flawlessly.
I wasn't expecting to like Luigi's Mansion 3 this much, specially after playing the second game, but they fixed every short coming from said game, changing what didn't work and expanding on what did. Puzzles are fun to solve, stuff is fun to collect and ghosts are fun to battle. While graphics don't make a game fun, the presentation is absolutely gorgeous, from the detailed character models, the charming animation and cutscenes to the huge amount of stuff you can interact with it. Well, now we've got a phenomenal new Mario game, a fantastic new Luigi game, all we need now is a great new Wario Land game. Nintendo, make it happen.
9.0 out of 10
Sunday, November 17, 2019
Review #716: Kong - King of Atlantis
King Kong is King Atlantis now I guess.
Back in the 00's there was this weird, short-lived King Kong animated series that I can'r remember for the life of me if I actually liked. I think I did, because I could definitely remember it and remember its characters. After the series ended, they tried to cash-in on Jackson's King Kong movie with a direct-to-video movie of their own, which also spawned this bland Gameboy Advance game, Kong - King of Atlantis.
I think the game is supposed to retell the events of the movie, but it's hard to tell since there's next to no cutscenes or even text. I think Kong is supposed to get brainwashed at some point, but then you rescue him? I don't know, it's hard to tell what's going on. You'll get to play as Kong, Jason and Lua, but all three characters play exactly the same, except that Lua and Jason can kick while Kong can only punch. The game is 4 stages short, thankfully, but stages are divided into substages, so it's more like 8-10 very short stages. It's a go left-to-right platform game, but stages are fairly boring, the graphics are bland, and the environments look completely devoid of life, the static background like any sort of spark and the character animations should've used more frames or at least more detail, Lua's in-game sprite doesn't even look like her. Heck, the first couple of stages you play as Kong you'll have to smash a few trees, these trees look as if they were ripped from an entirely different game, since their vivid colors clash against everything else in the game, be it backgrounds or character sprites.
The game seems stuck in the uncertain 80's, because B is jump and A is attack. Not that it matters, because B is the 'Confirm' button in game, used only on the very first stage and during stage 3 whenever Lua or Jason exclaim "I'm trapped'. It feels so incredibly weird. Pressing B while standing will make Jason and Lua kick, while Kong jumps, crouching and pressing B makes the humans perform a crouching punch, while Kong performs a useless ground smash, but your main means of attack will be the flying kick. Kong gets a jumping punch, but it's pretty much useless outside of the second stage's escort mission. Combat is easily the game's worst aspect, even taking into account how floaty and imprecise jumping feels, but nobody told the game devs this, so stage 1 will force you to fight weird tentacle things in order to progress. And these fights are dumb, because you have to hit the tentacle and run back about 6-8 times before it dies. It's not hard, it's just boring and time consuming. And there are about 6-7 of these tentacles in Jason's first stage. They can also turn electric which will hurt you if you try to attack them. Not gonna lie, the game's hardest part is the first level. It took me 4 lives to understand how best to tackle these tentacles, particularly the one near the edge of a platform. But once you get through the first stage, the game is easy potatoes. It's still boring though, the 3rd stage, which is played with both Lua and Jason, has plenty of 'ambushes' in which you have to kill an annoying amount of enemies in order to proceed, once again, it's not hard, just boring. Stage 4 has a TON of enemies that must be defeated with Kong, and you can't proceed until all of them are gone. BORING.
You must beat the entire game with the five lives you are given at the start. Thankfully, if anything, you'll need them to get used to the game's first level, because the rest of the game is easy as pie. There are no continues, no checkpoints and no way to get extra lives(Or maybe there is, but since I never lost a life after I restarted the game I never lost a life, so maybe its capped at five so I never noticed I got a new one), with the added nicety of having to rely on passwords. At least they are short!
Even for fans of the show Kong - King of Atlantis is a bad purchase. When I purchased the game, I thought I was getting the other game based on the series, and if my memory serves me right, that one is the one you want to buy, but maybe I'm wrong, not to fret as we will find out next month if it arrives on time. But I digress, King of Atlantis is bad and boring, but at least it's not broken. I think.
3.0 out of 10
Thursday, November 14, 2019
Review #715: Disney's Magical Quest Starring Mickey & Minnie
Thankfully, the game is much better than the title.
So as not to break the trend, here's another port of a SNES platforming game, Disney's Magical Quest Starring Mickey & Minnie is another fantastic game brought to us by the magical partnership of Capcom and Disney, everything these two made was great, and this first entry into the Magical Quest trilogy is a perfect example of that.
Short story even shorter, Pluto goes amiss and Mickey sets out to find him, an adventure that will take him through magical lands of danger. Six levels worth of lands, each one with a different theme. It is a fairly short game, like 2 hours long, but boy is it fun. Unlike the SNES original, you can play as either Mickey or Minnie in this game, although both play exactly the same and have access to the same costumes. The game's main gimmick are the costumes, which you can swap out at any time, each one giving your mouse a different set of abilities. There's a bonus Party mode, which can be played either in single or multi player, that features a different challenge themed around each different costume. Climb as high as you can with the climber outfit, get as many points as you can with the fireman outfit, etc. It's fluff, but on a handheld game I think it's not a bad extra.
Basic Mickey and Minnie can only jump and grab/throw objects as well as stunned enemies. After you finish the first stage you'll be granted the Turban outfit, which lets you shoot magic projectiles and grants you underwater breathing, not too bad. After the second stage it gets spicier, you get the fireman outfit that lets you shoot water, which doubles as an attack or as a tool, since it can put out fires or even create temporary bridges if you shoot water against ice orbs. Getting to the third stage nets you the climber outfit, which can grab objects from the sky, and then throw them like basic Mickey/Minnie, or climb onto higher platforms or swing from the ceiling. I'm not gonna lie, it's not like each outfit is a 'completely different gameplay style', but it's an interesting mechanic and I would've liked a few more stages requiring smart use of each ability to progress. Most of the time, proper costume-use only nets you bonus coins.
While you could play each stage by simply going left to right, there's quite a few secrets hiding in every stage, secrets such as hidden shops, in which you can spend your coins for goodies, or even permanent health upgrades. Seems I was quite bad at this, since my pre-owned copy's savefile had about 8 bonus hearts, while I only found 2. While there are a few cheap deaths here and there, the one-hit kill fishes being particularly nasty, there are infinite continues and the game is quite easy, once again, I only had 2 bonus hearts, for a total of 5 hit points, and I managed to beat the game without much hassle. I saw quite a few game-overs throughout my playthrough, but it was just a matter of learning patterns.
The game is so good that it's short length is actually quite a disappointing matter. The game looks beautiful, and once you get the hang of it, plays quite well too. I think the costume mechanic could've been a bit more fleshed out, but what we've got here works well, and if you decide to explore alternate routes you'll probably find a reward or two. Does the game contain a ton of Disney lore and winks to its series? No, not quite, but it's a blast to play and, I think, that's what matters most.
8.0 out of 10
So as not to break the trend, here's another port of a SNES platforming game, Disney's Magical Quest Starring Mickey & Minnie is another fantastic game brought to us by the magical partnership of Capcom and Disney, everything these two made was great, and this first entry into the Magical Quest trilogy is a perfect example of that.
Short story even shorter, Pluto goes amiss and Mickey sets out to find him, an adventure that will take him through magical lands of danger. Six levels worth of lands, each one with a different theme. It is a fairly short game, like 2 hours long, but boy is it fun. Unlike the SNES original, you can play as either Mickey or Minnie in this game, although both play exactly the same and have access to the same costumes. The game's main gimmick are the costumes, which you can swap out at any time, each one giving your mouse a different set of abilities. There's a bonus Party mode, which can be played either in single or multi player, that features a different challenge themed around each different costume. Climb as high as you can with the climber outfit, get as many points as you can with the fireman outfit, etc. It's fluff, but on a handheld game I think it's not a bad extra.
Basic Mickey and Minnie can only jump and grab/throw objects as well as stunned enemies. After you finish the first stage you'll be granted the Turban outfit, which lets you shoot magic projectiles and grants you underwater breathing, not too bad. After the second stage it gets spicier, you get the fireman outfit that lets you shoot water, which doubles as an attack or as a tool, since it can put out fires or even create temporary bridges if you shoot water against ice orbs. Getting to the third stage nets you the climber outfit, which can grab objects from the sky, and then throw them like basic Mickey/Minnie, or climb onto higher platforms or swing from the ceiling. I'm not gonna lie, it's not like each outfit is a 'completely different gameplay style', but it's an interesting mechanic and I would've liked a few more stages requiring smart use of each ability to progress. Most of the time, proper costume-use only nets you bonus coins.
While you could play each stage by simply going left to right, there's quite a few secrets hiding in every stage, secrets such as hidden shops, in which you can spend your coins for goodies, or even permanent health upgrades. Seems I was quite bad at this, since my pre-owned copy's savefile had about 8 bonus hearts, while I only found 2. While there are a few cheap deaths here and there, the one-hit kill fishes being particularly nasty, there are infinite continues and the game is quite easy, once again, I only had 2 bonus hearts, for a total of 5 hit points, and I managed to beat the game without much hassle. I saw quite a few game-overs throughout my playthrough, but it was just a matter of learning patterns.
The game is so good that it's short length is actually quite a disappointing matter. The game looks beautiful, and once you get the hang of it, plays quite well too. I think the costume mechanic could've been a bit more fleshed out, but what we've got here works well, and if you decide to explore alternate routes you'll probably find a reward or two. Does the game contain a ton of Disney lore and winks to its series? No, not quite, but it's a blast to play and, I think, that's what matters most.
8.0 out of 10
Review #714: Prehistorik Man
Ain't got nothing on the cavemen Ninja, Joe 'n Mac.
And my run through SNES-to-GBA ports continues with yet another euro-platformer, Prehistorik Man. In this one you play as Sam, a caveman hoping to aid his fellow tribesmen in gathering food and bones to survive. It translates into a lot of jumping and club-smashing.
As any euro-platformer worth its salt, Prehistorik Man is all about jumping through huge levels, collecting all sorts of items, all worth a different amount of points. There's a bit of a twist in that not all stages are about going left-to-right, so some missions may task you with collecting four items before reaching the end or defeating a specific enemy. The game has 23 basic stages and about 5 bonus stages, although one stage from the original SNES game was axed for unknown reasons. There are also a few variety stages, like flying a glider, to break up the pace.
The controls are simple, B attacks with your club, although every now and then you'll find limited-use weapons such as axes, spears(which double as platforms!) or even flying dinosaur projectiles. A jumps, and you can, and sometimes must, bounce on enemies' heads to reach higher platforms. Collision detection is a bit iffy at times, so you might get hurt when jumping on top of an enemy instead of the other way around. There's also this really weird mechanic which makes it so that if Sam falls from a certain height he will bounce on the ground, which can throw you off and ruin your jumping. Doesn't help that the game is quite slippery as it is. As for the height which produces a bounce... it almost seems random, since sometimes I wouldn't bounce on the floor even though it looked like I fell from a high enough height. Sam can dash by holding up on the D-pad, which is very weird but isn't as uncomfortable as it sounds, and you've also got a Shout, which recharges with time, that kills any nearby enemy and can save your skin if you get overwhelmed.
Collecting bones is a must, since that is your currency. If you explore, and if you're lucky, you may find a Store, in which you can buy extra lives, continues, useless hints or the right to a password. That's right, saving the game depends on finding a store, having enough bones and writing down a password. Lame. It seems like passwords don't remember your life count, but remember your continue count and if you've found any max health upgrade.
While some stages are fun, particularly the early one, the latter stages become a drag. In some instances, it became a chore having to explore every single nook and cranny for a specific item in order to progress. Heck, sometimes it felt like the only way to discover whatever I needed was to make a long-jump either left or right and hope to fall onto a platform and, hopefully, an area I hadn't found yet. Particularly bland stages were the one in which you had to find two keys in order to save an NPC, the one in which you had to collect four pages before reaching the end(This one was a nightmare) and the second-to-last stage which require memorizing ghost patterns, it wasn't hard, just boring. I think the first 10 stages in the game are actually fun, with silly objectives such as riding an upwards wind draft, but the second 10 stages were labyrinthine messes that were a chore to play through.
Prehistorik Man is a weird one, because it has some really fun stages, but some really awful ones. Regardless of how much fun the game can be, it feels too slippery and the bouncing 'feature' only adds unfair deaths to the game. The SNES and GBA both are home to top-of-the-line 2-D platform games, with a few shared games like Super Mario World, so there's no reason to bother with this one.
5.5 out of 10
And my run through SNES-to-GBA ports continues with yet another euro-platformer, Prehistorik Man. In this one you play as Sam, a caveman hoping to aid his fellow tribesmen in gathering food and bones to survive. It translates into a lot of jumping and club-smashing.
As any euro-platformer worth its salt, Prehistorik Man is all about jumping through huge levels, collecting all sorts of items, all worth a different amount of points. There's a bit of a twist in that not all stages are about going left-to-right, so some missions may task you with collecting four items before reaching the end or defeating a specific enemy. The game has 23 basic stages and about 5 bonus stages, although one stage from the original SNES game was axed for unknown reasons. There are also a few variety stages, like flying a glider, to break up the pace.
The controls are simple, B attacks with your club, although every now and then you'll find limited-use weapons such as axes, spears(which double as platforms!) or even flying dinosaur projectiles. A jumps, and you can, and sometimes must, bounce on enemies' heads to reach higher platforms. Collision detection is a bit iffy at times, so you might get hurt when jumping on top of an enemy instead of the other way around. There's also this really weird mechanic which makes it so that if Sam falls from a certain height he will bounce on the ground, which can throw you off and ruin your jumping. Doesn't help that the game is quite slippery as it is. As for the height which produces a bounce... it almost seems random, since sometimes I wouldn't bounce on the floor even though it looked like I fell from a high enough height. Sam can dash by holding up on the D-pad, which is very weird but isn't as uncomfortable as it sounds, and you've also got a Shout, which recharges with time, that kills any nearby enemy and can save your skin if you get overwhelmed.
Collecting bones is a must, since that is your currency. If you explore, and if you're lucky, you may find a Store, in which you can buy extra lives, continues, useless hints or the right to a password. That's right, saving the game depends on finding a store, having enough bones and writing down a password. Lame. It seems like passwords don't remember your life count, but remember your continue count and if you've found any max health upgrade.
While some stages are fun, particularly the early one, the latter stages become a drag. In some instances, it became a chore having to explore every single nook and cranny for a specific item in order to progress. Heck, sometimes it felt like the only way to discover whatever I needed was to make a long-jump either left or right and hope to fall onto a platform and, hopefully, an area I hadn't found yet. Particularly bland stages were the one in which you had to find two keys in order to save an NPC, the one in which you had to collect four pages before reaching the end(This one was a nightmare) and the second-to-last stage which require memorizing ghost patterns, it wasn't hard, just boring. I think the first 10 stages in the game are actually fun, with silly objectives such as riding an upwards wind draft, but the second 10 stages were labyrinthine messes that were a chore to play through.
Prehistorik Man is a weird one, because it has some really fun stages, but some really awful ones. Regardless of how much fun the game can be, it feels too slippery and the bouncing 'feature' only adds unfair deaths to the game. The SNES and GBA both are home to top-of-the-line 2-D platform games, with a few shared games like Super Mario World, so there's no reason to bother with this one.
5.5 out of 10
Wednesday, November 13, 2019
Review #713: Evoland - Legendary Edition
Two evolutions for the price of one.
About five years ago, a short while after I got a fancy new computer, I decided to get into PC gaming and try a few fancy PC games, including this quirky little game called Evoland. Well, lo and behold, the game got a rerelease, alongside its sequel, on the Switch, called Evoland - Legendary Edition. I didn't even know it had a sequel! As poorly written as my initial review of the game was, most of what I said still holds water, so I'll be brief as far as the first game is concerned.
Evoland
The game is called Evoland because it's about the evolution of videogames, particularly RPG and adventure games such as Final Fantasy and The Legend of Zelda. There's a reason our main character is named Clink and looks like the bizarre lovechild of Cloud and Link. The game starts in black and white, with a chest to your left and a chest to your right. So you move right, the only direction you can walk in, and open the chest, only to unlock the ability to walk left. Open the chest on the left, and now you can walk up and down! A few minutes later you'll unlock 8-bit colors, music and even sound effects. This is the kind of game Evoland is. Most chests, particularly early in the game, contain mechanics or technological improvements, so before long you'll be unlocking HD textures, NPCs, an overworld and even a card game. Each unlock comes with a sometimes funny one-liner. You'll even unlock gameplay types, so that dungeons play like Zelda, the overworld plays like a turn-based RPG and there's even a Diablo-like area!
The game's finest moments are the beginning, as you unlock more and more features. It keeps the pace brisk, and since you're always changing how the game looks or plays, there's always something new to look forwards to. At least at first. Later in the game, chests will start containing Stars, which add nothing but bragging rights, making chests turn into a disappointment, as well as cards for the Final Fantasy 8-inspired card game, which if you're not into it, also feel like filler. Some of the music tracks were quite... bad, the first music track in the game started grinding in my ears quite fast.
Back in the day, I claimed that the game ended just before it started getting boring. Now, I think it ends shortly after it gets boring. It's a pretty short game, and the gameplay is very basic. The parody elements start losing their luster when the unlocks become more sparse, and a few jokes were spread too thin, such as having to speak to every single NPC in a town in order to progress. That said, the game's premise is very fun and entertaining, so I think the game's worth a look.
6.5 out of 10
Evoland 2
They had a few different ways of tackling the sequel, the first game felt pretty much like a proof of concept, so they could've just repeated the same concept and ideas, but with a bigger budget and on a larger scale. But they didn't. There's still multiple styles, 8-bit, 16-bit and 3D-graphics, but they represent different eras in the game's world. Instead of unlocking mechanics, the game instead mimics different kinds of games throughout its course, such as Metal Gear Solid and Proffesor Layton. It's a very different game, with a very different flavor.
The brunt of the game plays like your average top-down Zelda adventure, but with RPG elements such as experience points. That said, at numerous times the game will switch genres to parody other games. You'll get shallow recreations of other genres, such as a Puzzle Quest challenge against Vikings, a one-on-one Street Fighter fight against a boss, a stealth segment in which you hide inside a box, like Metal Gear, a Twinbee-like shooting stage, tough Professor Layton puzzles(With victory/failure poses included!), a boss fight that plays like classic Donkey Kong, a beat'em up section and.... and I'll stop there as not to spoil the surprises. Besides genres, the game also contains numerous references to other games and even anime.
All that said, the game has performance issues, at least on Switch. The 3-D sections run like butt, every time a new animation plays when you enter an area, such as slashing, summoning a companion or killing an enemy, the game stutters for a bit, probably because it's loading the animation and putting it on memory, so that the next time the animation plays it won't stutter again.... at least until you enter a new area. But that's the least of the game's issues, the biggest one is that the game can't be finished. I researched online, and I'm not the only one, and the Switch ISN'T THE ONLY PLATFORM in which the game crashes when you try to fight the final boss. For some people it crashes after defeating the flying boss, it did for me but I reloaded an old checkpoint and the game proceeded just fine, but trying to enter the anomaly crashes the game. I found at least one user claiming that they finished the Switch version, so this crash might be related to your completion rate, I don't know. What I DO know is that the game can be unbeatable and that it can happen on mobile and on PS4 as well. The game is busted, end of.
Evoland 2 is relatively fun, for the most part, but having such a common gamebreaking bug is inexcusable. Being such rudimentary-looking game and running this poorly is disappointing. But I'll admit that I had my fair share of fun because I was unable to finish the game.
4.0 out of 10
As a whole.... well, Evoland 1 is a fun gimmick, and Evoland 2 could be more enjoyable if only you could finish it, thankfully you can play through 90% percent of the game, so that's something, right? I think including Evoland Classic, an even shorter version of Evoland, which was also the first game in the franchise, would've been a nice extra, but being able to finish Evoland 2 would've been even better. I can't in good faith recommend a broken game, but I think that Evoland 1's gimmick is charming enough to warrant a look.
5.0 out of 10
About five years ago, a short while after I got a fancy new computer, I decided to get into PC gaming and try a few fancy PC games, including this quirky little game called Evoland. Well, lo and behold, the game got a rerelease, alongside its sequel, on the Switch, called Evoland - Legendary Edition. I didn't even know it had a sequel! As poorly written as my initial review of the game was, most of what I said still holds water, so I'll be brief as far as the first game is concerned.
Evoland
The game is called Evoland because it's about the evolution of videogames, particularly RPG and adventure games such as Final Fantasy and The Legend of Zelda. There's a reason our main character is named Clink and looks like the bizarre lovechild of Cloud and Link. The game starts in black and white, with a chest to your left and a chest to your right. So you move right, the only direction you can walk in, and open the chest, only to unlock the ability to walk left. Open the chest on the left, and now you can walk up and down! A few minutes later you'll unlock 8-bit colors, music and even sound effects. This is the kind of game Evoland is. Most chests, particularly early in the game, contain mechanics or technological improvements, so before long you'll be unlocking HD textures, NPCs, an overworld and even a card game. Each unlock comes with a sometimes funny one-liner. You'll even unlock gameplay types, so that dungeons play like Zelda, the overworld plays like a turn-based RPG and there's even a Diablo-like area!
The game's finest moments are the beginning, as you unlock more and more features. It keeps the pace brisk, and since you're always changing how the game looks or plays, there's always something new to look forwards to. At least at first. Later in the game, chests will start containing Stars, which add nothing but bragging rights, making chests turn into a disappointment, as well as cards for the Final Fantasy 8-inspired card game, which if you're not into it, also feel like filler. Some of the music tracks were quite... bad, the first music track in the game started grinding in my ears quite fast.
Back in the day, I claimed that the game ended just before it started getting boring. Now, I think it ends shortly after it gets boring. It's a pretty short game, and the gameplay is very basic. The parody elements start losing their luster when the unlocks become more sparse, and a few jokes were spread too thin, such as having to speak to every single NPC in a town in order to progress. That said, the game's premise is very fun and entertaining, so I think the game's worth a look.
6.5 out of 10
Evoland 2
They had a few different ways of tackling the sequel, the first game felt pretty much like a proof of concept, so they could've just repeated the same concept and ideas, but with a bigger budget and on a larger scale. But they didn't. There's still multiple styles, 8-bit, 16-bit and 3D-graphics, but they represent different eras in the game's world. Instead of unlocking mechanics, the game instead mimics different kinds of games throughout its course, such as Metal Gear Solid and Proffesor Layton. It's a very different game, with a very different flavor.
The brunt of the game plays like your average top-down Zelda adventure, but with RPG elements such as experience points. That said, at numerous times the game will switch genres to parody other games. You'll get shallow recreations of other genres, such as a Puzzle Quest challenge against Vikings, a one-on-one Street Fighter fight against a boss, a stealth segment in which you hide inside a box, like Metal Gear, a Twinbee-like shooting stage, tough Professor Layton puzzles(With victory/failure poses included!), a boss fight that plays like classic Donkey Kong, a beat'em up section and.... and I'll stop there as not to spoil the surprises. Besides genres, the game also contains numerous references to other games and even anime.
Since it contains so many different genres, there are a few issues. For instance, every section that does't play like Zelda is very shallow, and sometimes, janky. The SRPG battles have little to no depth, even though you can develop units in different ways. The Beat'em up section may have a neat variety of moves, but hits don't feel crunchy, which makes defeating enemies quite unsatisfying. Jumping is very slippery, making platforming feel imprecise. Having these many genres also means that you'll probably end up hating a few parts of the game.
That said, in the game's defense, there's quite a lot to do and find. Midway through the game you'll unlock the ability to travel through time, and you'll have the freedom to gather the five McGuffins in any order you like, as well as to visit new areas or revisit old ones. You'll also unlock the ability to travel by boat and even by air. Once the game opens up like this you'll probably enjoy exploring every time and place, gathering items in order to enhance your main character Kuro. The useless 30 Evoland Stars return, which ironically end up feeling like downers, like, I'd much rather get a new piece of equipment or key item instead of that useless garbage. But trust me, there are a ton of secrets and collectibles to find.
I didn't tell you about Kuro, did I? The game features a proper storyline this time around, and it can get quite interesting at times. Sometimes it tries too hard to sneak in references to other stuff, and it can go overboard with its silly, unfunny humor, but the overall plot has its moments. It helps that you get more and more hints about who Kuro and his companions are as you travel along the different timelines, or finding out why the future is like it is.All that said, the game has performance issues, at least on Switch. The 3-D sections run like butt, every time a new animation plays when you enter an area, such as slashing, summoning a companion or killing an enemy, the game stutters for a bit, probably because it's loading the animation and putting it on memory, so that the next time the animation plays it won't stutter again.... at least until you enter a new area. But that's the least of the game's issues, the biggest one is that the game can't be finished. I researched online, and I'm not the only one, and the Switch ISN'T THE ONLY PLATFORM in which the game crashes when you try to fight the final boss. For some people it crashes after defeating the flying boss, it did for me but I reloaded an old checkpoint and the game proceeded just fine, but trying to enter the anomaly crashes the game. I found at least one user claiming that they finished the Switch version, so this crash might be related to your completion rate, I don't know. What I DO know is that the game can be unbeatable and that it can happen on mobile and on PS4 as well. The game is busted, end of.
Evoland 2 is relatively fun, for the most part, but having such a common gamebreaking bug is inexcusable. Being such rudimentary-looking game and running this poorly is disappointing. But I'll admit that I had my fair share of fun because I was unable to finish the game.
4.0 out of 10
As a whole.... well, Evoland 1 is a fun gimmick, and Evoland 2 could be more enjoyable if only you could finish it, thankfully you can play through 90% percent of the game, so that's something, right? I think including Evoland Classic, an even shorter version of Evoland, which was also the first game in the franchise, would've been a nice extra, but being able to finish Evoland 2 would've been even better. I can't in good faith recommend a broken game, but I think that Evoland 1's gimmick is charming enough to warrant a look.
5.0 out of 10
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