Maybe it's not worth unearthing from the sands of time.
Two years ago I decided to give most of the Prince of Persia saga another whirl, but I skipped two games: The strategy game on the DS, because it made no sense for the license, and the Gameboy Advance port of Prince of Persia - The Sands of Time since I wasn't so focused on the GBA at the time. Since the Sands of Time are not real and I can't go back in time, I'll absolve my sins past by playing it here and now. And I kinda wish I hadn't.
The game follows the same plot from the original game, with the Prince accidentally unleashing the Sands of Time and turning everyone into a Sand Demon except himself, the princess Farah and the mandatory evil Vizier. The plot is told through stills from the cutscenes of the console game and it does a rather subpar job at conveying the story. As for the game itself, it's a 2-D platform/adventure game with sloppy 3-D models for the characters. It looks alright and it plays well sometimes.
The game is slightly Metroidvania-ish in design, with the Prince earning new moves every time he defeats the recycled Griffin boss, which at least gets new patterns each time, even if it uses the same 3-D model. Heck, you'll notice as you go along that there are a lot of doors that you just can't reach or open at the time being, but you'll get the necessary abilities much later in the game. You could try to backtrack, but a few roads get blocked off so it's not really worth it, particularly because once you defeat the Evil Vizier... shenanigans happen and now you are back at the beginning of the game. You gain access to a cave that provides easy access to all five main areas of the game so that you can backtrack for goodies: Limited, consumable items and medals that open up roads to fight more enemies. The game has 75 'big' Sand Demons, what makes them important is that killing these fills a hidden experience bar that lets you level up, making you stronger and sturdier. To be honest, once said shenanigans happen you don't need to backtrack, you can face the final boss right there and then if you so wish for. And, to be honest, the true final boss might be one of the easiest bosses in the game. All that said, if you don't have a Gamecube and the Gamecube copy of the game you won't be able to enter through 3 "Gamecube gates", locking you out of content.
A is your jump button, B is your slash, R is used to absorb projectiles, once you get the ability, and L uses the Sands of Time. Rewinding with the sands of time is a bit janky, it never feels just quite right, you don't get much Sand storage capacity and even if you did, you can't go very far back. You can also find the "Slow down ring" and the "freeze ring", which you must equip on the menu, and they change how the Sands work, and it's pretty much self-explanatory how each ring works. You can restore sand by killing weak enemies or absorbing the bigger enemies with the Time Dagger, and you pretty much have to unless you want them getting up again. A few sections actually require you to spend Sands to rebuild broken structures, but if you don't have enough sands.... you'll waste all your sands. Heck, a couple of times I got into an area that required me to rebuild something when I had no sands left, and I was more than 3 areas away from respawning enemies I could fight for sands so I was FORCED to use limited, consumable items to restore my sands in order to progress, lest I wanted to aimlessly backtrack hoping I'd come across any enemy, which is horrible game design.
New to the series, you actually get to play as Farah. It's only during the second part of the game, and you'll have to constantly swap between her and the Prince in order to progress, and it was actually rather fun. As you defeat the Griffin boss you'll eventually get the wall jump, which is a bit finicky even after you understand how to get it to come out consistently, and the wallrun, which is also kinda sloppy. Platforming challenges that involve any of these are a bit on the annoying side, and the game can starve you for Save Spots or temporary checkpoints, which really, really sucks on a handheld game. The game also includes a few leaps of faith which weren't very fun, particularly because there's fall damage, and if the fall is too great, even instant death. And this was something that reaaaaaaaaaally grinded my gears, the falling threshold for damage and death is VERY inconsistent. Sometimes falls that shouldn't have hurt actually hurt me, and falls that looked very short killed me. Heck, I'm sure that a few times I lost health just from double jumping. Couple this with save point starvation and a rewind mechanic that doesn't work very well and you get a very annoying game. That said, the platforming can be rather fun when it works well, and it does a good job at adapting the parkour platforming that made the console game so famous: You'll be clinging onto ledges, climbing up and down columns, vaulting on rods and what not, while avoiding saws and moving blades galore, and, when the game's flaws don't get in the way... it's actually rather fun.
Combat is passable at first, but once you get to the bigger enemies it turns into a waiting game. Lance enemy? Wait for it to perform its three hit combo FOUR times then jump so that it throws the spear up and THEN you can attack it. Jumping lance enemy? Avoid the jumps by running below it, and once it gets tired jump up to make it throw his spear up. The whip enemy? Slowly hit their whip when they attack until all they've got left is a 3-chain whip and then, and only then, do they become vulnerable. Hammer enemy? Wait for it to get tired from spinning and then you can hurt it. It's not tough, it's not fun, but rather boring, lots and lots of waiting, and you'll fight them multiple times, but the strategy never changes and you can never do anything else but follow the same waiting pattern. Bosses are a bit more involved, and a few were quite tough, but since they were bosses I didn't really mind the waiting part of the battle itself. It is a boss, it is an event, it is fine. That said, be it basic enemies or bosses, the toughest enemy you'll fight are the overly generous hitboxes the enemies have. Just touching them hurts you, and sometimes it's hard to get in range for your attacks without touching their hitbox. The fight against the Vizier isn't hard, avoiding his projectiles isn't hard, but I kept getting hit because I kept accidentally touching him, it's really dumb.
And lastly, there are three sections in which you must turn invisible in order to go through seemingly sentient doors that can see you. The first one is alright, but the next two? Boy, they are easily the worst parts in the game, it's almost impossible to see the Prince, at least on the Gameboy SP, and you are expected to dodge blades and saws WHILE correctly jumping on top of platforms and while under a friggin' time limit before the invisibility spell wears off. Man, I hated those parts. And did I mention that the game soft locked once? There's an enemy that hugs you if it catches you, and somehow I hit it as it grabbed me or something, so the Prince got stuck in the hug animation while the enemy sat on its place, slashing at the air. I had no choice but to reset, losing a lot of progress. LAME.
Prince of Persia: The Sands of Time for Gameboy Advance is very rough. At time it seems like it manages to adapt what worked so well on the Console original, but for every good bit in the game we get tons of design issues that keep it from reaching its potential. Combat is boring and wonky, and platforming is janky and inconsistent. It's not a good game, and for the most part, it's not a fun time.
3.5 out of 10
A blog of Swords and Joysticks. And maybe comics, I like comics. Movies too, we can have movies right?
Sunday, May 24, 2020
Saturday, May 23, 2020
Review #794: Contra Rogue Corps
Contra: The looter shooter.
A lot has been said about Contra: Rogue Corps, some true, some false, some good, some bad, but I'll just say that it's not bad because it's not really Contra, but rather, it's bad because it's bad. I'm fairly open to change, I like both Devil May Cry and DmC, I enjoyed Dungeon Siege 3 even though it's very unlike the first two Dungeon Siege games, which happen to be some of my favorite RPGs ever, and, heck, I like Silent Hill post Silent Hill 4, so believe me when I say that I wouldn't condemn a game just for being different from what came before.
The first thing you need to understand is that this is a dungeon crawler but with twin-stick mechanics, which makes it a looter shooter. This is eerily similar to Silent Hill: Book of Memories, when Konami tried to make a dungeon crawler out of a licensed that didn't fit the genre, and it fails just as much. The game is made up of 7 ranks, a few more if you download the free patches, each one made up of about 6 missions. Which sounds like plenty, but a lot of the maps get repeated, although on higher ranks it means meatier enemies and, sometimes, a few alternate, tougher enemies to fight. There is offline co-op, but there are only 4 missions you can play in that mode, and they require a small fee to attempt, which, y'know, lame. Oh, and by the by, you can't pause the game. Even if you're playing offline, the pause menu is a lie, enemies will still harm you and the time counter will still tick, so once you start a mission you are in it for the long haul. And, on what can only be considered a bad taste joke, the Switch version looks very, very blurry. This is easily one of the worst looking games on the system, and even the PS4 version looks pretty bad, although at least not blurry. At least it keeps a steady 30 fps, I guess.
Left stick moves, right stick aims, ZR shoots, ZL dodges/attacks and A jumps, and that's pretty much all you need to know. The dodge is more like an offensive dodge? It hurts anything in its path, and you're invincible while you use it. And you'll need to use it a lot in order to get away from swarms of enemies or from more elite mooks that will keep you on your toes. Your weapon loadout is made up of two different guns, and you'll need to swap between them because, yes, they overheat. Overheat is a dumb mechanic that makes it so that you can't use your weapon all the time, because.... reasons? There's already an affinity mechanic in place(Fire, Poison, Electricity) that makes some enemies take more or less damage from different elements, so I really don't understand why they need to force you to swap weapons. Some weapons are awful when fighting enemies on higher/lower altitudes, so it's not like it's easy to get a single weapon to cover all your needs. Heck, some levels have 'shooting gallery' sections, in which it turns into a pseudo third person shooter in which you can only move from left to right, as well as some small degree of freedom on the Y axis, and some weapons just won't reach far enough. If you happen to equip two weapons that don't reach far enough the game will warn you that, hey, those two weapons you like? Yeah, neither of them work in that mode. Fun. Honestly, the Overheating mechanic makes no sense in the game other than to annoy the player or to create some fake sense of depth.
I called the game a looter shooter, because after every mission you'll amass a ton of 'body parts', that can be used to alter any of the four playable characters, and different weapons, weapon blueprints and weapon mods, and yes, every body part, weapon and mod come in rarities: common, rare and epic varieties, because, as said before, this is a looter shooter. Body parts come in four: Brain, Eyes, Skeleton and Organs, they don't change how characters look, but it grants you passive bonuses, like Extra lives, extra shield, extra bombs, longer dashes, stronger dashes when your weapons overheat, etc. Weapon Mods have two distinct functions: Enhance your equipped weapons or as parts to create weapons from their blueprints. Sometimes it's a bit painful having to choose between creating weapons or using them as a resource, but do you really want to grind for parts in this game? Nay! You want to spend the least amount of time possible playing this junk!
Alright, so onto the positives, I really liked the four heroes. They are all freaks: A Gentleman alien, a dudebro with a drill-arm, a female mercenary with an alien grafted on her abdomen and a panda with the brain of a scientist. As far as gameplay goes, the only thing that sets them apart, besides looks, is their unique R ability, but, hey, they are a weird bunch and I love it. I also enjoyed the comic-book cutscenes, very low budget to be sure, but the art is gorgeous. Also, there's a lot of variety when it comes to weapons.... although, honestly, I hated most of them. I tried out a whole lot of them, but they were either two weird to use, or too useless. For example, the Chainsaw and the 'swords' look cool, but they slow you down to a crawl and you need to get too close for comfort. The incendiary gun shoots in bursts which made it rather useless when it came to swarms. I stuck with the Gatling Gun and the Fire Gun for the rest of the game, because they worked well most of the time. Also, I think it's rather lame how the gun-model your character holds doesn't change for whatever weapon you equip, the chainsaw is just a giant chainsaw that comes out of your gun, and the shotgun is just a shotgun spread that comes out of your rifle-looking weapon. Lame.
Alright, Konami, you tried it with Castlevania and it kinda worked. Then you tried it with Silent Hill and most decidedly it didn't work. I'm pretty sure you tried it with Metal Gear Solid V and it didn't work. Now it was Contra's turn to get turned into a loot-based dungeon crawler, and guess what, it didn't work. Again. Stop trying to turn everything into a dungeon crawler or a pachinko machine and just make the games people want to play, dammit!
3.0 out of 10
A lot has been said about Contra: Rogue Corps, some true, some false, some good, some bad, but I'll just say that it's not bad because it's not really Contra, but rather, it's bad because it's bad. I'm fairly open to change, I like both Devil May Cry and DmC, I enjoyed Dungeon Siege 3 even though it's very unlike the first two Dungeon Siege games, which happen to be some of my favorite RPGs ever, and, heck, I like Silent Hill post Silent Hill 4, so believe me when I say that I wouldn't condemn a game just for being different from what came before.
The first thing you need to understand is that this is a dungeon crawler but with twin-stick mechanics, which makes it a looter shooter. This is eerily similar to Silent Hill: Book of Memories, when Konami tried to make a dungeon crawler out of a licensed that didn't fit the genre, and it fails just as much. The game is made up of 7 ranks, a few more if you download the free patches, each one made up of about 6 missions. Which sounds like plenty, but a lot of the maps get repeated, although on higher ranks it means meatier enemies and, sometimes, a few alternate, tougher enemies to fight. There is offline co-op, but there are only 4 missions you can play in that mode, and they require a small fee to attempt, which, y'know, lame. Oh, and by the by, you can't pause the game. Even if you're playing offline, the pause menu is a lie, enemies will still harm you and the time counter will still tick, so once you start a mission you are in it for the long haul. And, on what can only be considered a bad taste joke, the Switch version looks very, very blurry. This is easily one of the worst looking games on the system, and even the PS4 version looks pretty bad, although at least not blurry. At least it keeps a steady 30 fps, I guess.
Left stick moves, right stick aims, ZR shoots, ZL dodges/attacks and A jumps, and that's pretty much all you need to know. The dodge is more like an offensive dodge? It hurts anything in its path, and you're invincible while you use it. And you'll need to use it a lot in order to get away from swarms of enemies or from more elite mooks that will keep you on your toes. Your weapon loadout is made up of two different guns, and you'll need to swap between them because, yes, they overheat. Overheat is a dumb mechanic that makes it so that you can't use your weapon all the time, because.... reasons? There's already an affinity mechanic in place(Fire, Poison, Electricity) that makes some enemies take more or less damage from different elements, so I really don't understand why they need to force you to swap weapons. Some weapons are awful when fighting enemies on higher/lower altitudes, so it's not like it's easy to get a single weapon to cover all your needs. Heck, some levels have 'shooting gallery' sections, in which it turns into a pseudo third person shooter in which you can only move from left to right, as well as some small degree of freedom on the Y axis, and some weapons just won't reach far enough. If you happen to equip two weapons that don't reach far enough the game will warn you that, hey, those two weapons you like? Yeah, neither of them work in that mode. Fun. Honestly, the Overheating mechanic makes no sense in the game other than to annoy the player or to create some fake sense of depth.
I called the game a looter shooter, because after every mission you'll amass a ton of 'body parts', that can be used to alter any of the four playable characters, and different weapons, weapon blueprints and weapon mods, and yes, every body part, weapon and mod come in rarities: common, rare and epic varieties, because, as said before, this is a looter shooter. Body parts come in four: Brain, Eyes, Skeleton and Organs, they don't change how characters look, but it grants you passive bonuses, like Extra lives, extra shield, extra bombs, longer dashes, stronger dashes when your weapons overheat, etc. Weapon Mods have two distinct functions: Enhance your equipped weapons or as parts to create weapons from their blueprints. Sometimes it's a bit painful having to choose between creating weapons or using them as a resource, but do you really want to grind for parts in this game? Nay! You want to spend the least amount of time possible playing this junk!
Alright, so onto the positives, I really liked the four heroes. They are all freaks: A Gentleman alien, a dudebro with a drill-arm, a female mercenary with an alien grafted on her abdomen and a panda with the brain of a scientist. As far as gameplay goes, the only thing that sets them apart, besides looks, is their unique R ability, but, hey, they are a weird bunch and I love it. I also enjoyed the comic-book cutscenes, very low budget to be sure, but the art is gorgeous. Also, there's a lot of variety when it comes to weapons.... although, honestly, I hated most of them. I tried out a whole lot of them, but they were either two weird to use, or too useless. For example, the Chainsaw and the 'swords' look cool, but they slow you down to a crawl and you need to get too close for comfort. The incendiary gun shoots in bursts which made it rather useless when it came to swarms. I stuck with the Gatling Gun and the Fire Gun for the rest of the game, because they worked well most of the time. Also, I think it's rather lame how the gun-model your character holds doesn't change for whatever weapon you equip, the chainsaw is just a giant chainsaw that comes out of your gun, and the shotgun is just a shotgun spread that comes out of your rifle-looking weapon. Lame.
Alright, Konami, you tried it with Castlevania and it kinda worked. Then you tried it with Silent Hill and most decidedly it didn't work. I'm pretty sure you tried it with Metal Gear Solid V and it didn't work. Now it was Contra's turn to get turned into a loot-based dungeon crawler, and guess what, it didn't work. Again. Stop trying to turn everything into a dungeon crawler or a pachinko machine and just make the games people want to play, dammit!
3.0 out of 10
Monday, May 18, 2020
Review #793: Carebears Care Quest
Baby's first game.
I used to watch the Carebears when I was a wee lad, which is why I decided to get CareBears: Care Quest. Obviously, it's pretty bad, even by licensed game standards. It's a 12 mini-game collection that has you playing as a different bear on each.... although most mini games share mechanics in one way or another.
Most mini games come in two varieties: Flying and walking, with a couple of outliers. The game is clearly made on the cheap, as there are very few assets and animations are very minimalistic. The first game is a memory matching mini game that, I kid you not, starts with four options, very slowly adding new pairs. There's a silly hide and seek mini game in which bears keep popping their heads, and they even reuse hiding spots. There are like six similar flying games in which you must drop things below: Hearts on top of Bears, Rainbows to make trampolines for Starbuddies, Sleeping powder on Bears, Lucky Clovers to make bears jump and, lastly on in which you actually shoot laughing beams horizontally. In this latter one, there's a funny bug on the last level: next to the rightmost elevation there's an opening on the floor on which you can go through.... and get stuck on the environment. There's a Volleyball mini game in which you only need to walk towards the ball, a platformer in which you avoid water droplets, a game in which you must collect the right present for the right Star Buddy... and when successfully delivering a gift the most annoying maraca sound plays and a skater platfomer which happens to be the only game that uses both A and B button, since the other games at most use only the A button. Lastly, there's another gift-giving game, the 12th minigame, in which bears tell you what they want and you have to grab it as it falls. I saved this one for last because it's so poorly made that it's entirely based on luck and sometimes the right gift won't pop in time, and there's nothing you can do about it.
CareBears: Care Quest is broken at its worst and incredibly boring and its best. Kids will hate this game, fans will hate this game and people who are in it for the nostalgia, like me, will also hate it. Absolutely no redeeming qualities.
1.5 out of 10
I used to watch the Carebears when I was a wee lad, which is why I decided to get CareBears: Care Quest. Obviously, it's pretty bad, even by licensed game standards. It's a 12 mini-game collection that has you playing as a different bear on each.... although most mini games share mechanics in one way or another.
Most mini games come in two varieties: Flying and walking, with a couple of outliers. The game is clearly made on the cheap, as there are very few assets and animations are very minimalistic. The first game is a memory matching mini game that, I kid you not, starts with four options, very slowly adding new pairs. There's a silly hide and seek mini game in which bears keep popping their heads, and they even reuse hiding spots. There are like six similar flying games in which you must drop things below: Hearts on top of Bears, Rainbows to make trampolines for Starbuddies, Sleeping powder on Bears, Lucky Clovers to make bears jump and, lastly on in which you actually shoot laughing beams horizontally. In this latter one, there's a funny bug on the last level: next to the rightmost elevation there's an opening on the floor on which you can go through.... and get stuck on the environment. There's a Volleyball mini game in which you only need to walk towards the ball, a platformer in which you avoid water droplets, a game in which you must collect the right present for the right Star Buddy... and when successfully delivering a gift the most annoying maraca sound plays and a skater platfomer which happens to be the only game that uses both A and B button, since the other games at most use only the A button. Lastly, there's another gift-giving game, the 12th minigame, in which bears tell you what they want and you have to grab it as it falls. I saved this one for last because it's so poorly made that it's entirely based on luck and sometimes the right gift won't pop in time, and there's nothing you can do about it.
CareBears: Care Quest is broken at its worst and incredibly boring and its best. Kids will hate this game, fans will hate this game and people who are in it for the nostalgia, like me, will also hate it. Absolutely no redeeming qualities.
1.5 out of 10
Friday, May 15, 2020
Review #792: Open Season
If only it played as good as it looks.
I'm sure I'm not the only one that when asked about gorgeous 2-D sprites usually thinks about Capcom, Konami and SNK, thanks to their beautiful Arcade and Console games. But if I've learned something playing through so many licensed garbage on the Gameboy Advance... is that Ubisoft were on point when it came to 2-D sprites, Open Season is yet another beautiful licensed game from them. Since I'm growing tired of CIMA, and my girlfriend's got the Switch, I decided to play something else on a handheld, and thus I came around this little platform game.
Usually, this is the part where I say that I never watched the movie or show so I don't know if it's faithful to the source material, however, when playing this game I realized something.... I saw this movie. I don't know how or when, since this isn't and wasn't the type of movie I like, but I know I saw it, and thus, I can tell you that it does follow the plot of the movie, and does an acceptable job at conveying its main arc. The game is made up of about 8 stages, an introduction stage, 6 main levels and a final battle against the hunter Shaw. Hilariously, there's no normal difficulty, it's either Easy or Hard.
Boog, our main hero, a bear, can jump, roll and hit enemies with his teddy bear-sack. As you clear stages you'll gain the ability to stock up on living ammo: Beavers, Ducks, Skunks, Rabbits and Squirrel, each one having their own travel arc as well as an exclusive melee attack with Up + B. There's no need for them, but they sure make some boss battles much, much easier. And each stage ends with a boss, so it's not a bad idea to see how you fare against them with your furry pals. Clearing levels also rewards Boog with either an extra heart or an extension to his shout ability, which refills as you defeat enemies, and scares hunters, letting you enter a hilarious pseudo-bullet time. Each stage also has about 20 candy bars to collect, which can be used to buy some permanent upgrades to your ammo .
Sadly, while the game is beautiful, it's also very boring. Stages are very forgettable and not very fun to explore. And that's the game's biggest problem: It's boring. All that said, I think that children and fans of the movie might get a kick out of it.
4.0 out of 10
I'm sure I'm not the only one that when asked about gorgeous 2-D sprites usually thinks about Capcom, Konami and SNK, thanks to their beautiful Arcade and Console games. But if I've learned something playing through so many licensed garbage on the Gameboy Advance... is that Ubisoft were on point when it came to 2-D sprites, Open Season is yet another beautiful licensed game from them. Since I'm growing tired of CIMA, and my girlfriend's got the Switch, I decided to play something else on a handheld, and thus I came around this little platform game.
Usually, this is the part where I say that I never watched the movie or show so I don't know if it's faithful to the source material, however, when playing this game I realized something.... I saw this movie. I don't know how or when, since this isn't and wasn't the type of movie I like, but I know I saw it, and thus, I can tell you that it does follow the plot of the movie, and does an acceptable job at conveying its main arc. The game is made up of about 8 stages, an introduction stage, 6 main levels and a final battle against the hunter Shaw. Hilariously, there's no normal difficulty, it's either Easy or Hard.
Boog, our main hero, a bear, can jump, roll and hit enemies with his teddy bear-sack. As you clear stages you'll gain the ability to stock up on living ammo: Beavers, Ducks, Skunks, Rabbits and Squirrel, each one having their own travel arc as well as an exclusive melee attack with Up + B. There's no need for them, but they sure make some boss battles much, much easier. And each stage ends with a boss, so it's not a bad idea to see how you fare against them with your furry pals. Clearing levels also rewards Boog with either an extra heart or an extension to his shout ability, which refills as you defeat enemies, and scares hunters, letting you enter a hilarious pseudo-bullet time. Each stage also has about 20 candy bars to collect, which can be used to buy some permanent upgrades to your ammo .
Sadly, while the game is beautiful, it's also very boring. Stages are very forgettable and not very fun to explore. And that's the game's biggest problem: It's boring. All that said, I think that children and fans of the movie might get a kick out of it.
4.0 out of 10
Thursday, May 14, 2020
Review #791: Rising Zan - The Samurai Gunman
Johnny no more.
Before Dante we had John--I mean Zan. Rising Zan - The Samurai Gunman is a pretty interesting action hack-and-slash game for the PS1 that doesn't get even half the recognition it deserves.
The plot is as ridiculous as it gets. Johnny was your every-day Sheriff until he got defeated and scarred by Samurai, so he went to Zipang where he learned the way of the Samurai, so now he returns, rechristened as Zan, to defeat the evil Ninja and Samurai that are invading the wild west. The story doesn't take itself seriously, and neither does Zan, who regularly calls himself the ULTRA SUPER SEXY HERO, ZAN. I mean, I'm not sure if I should praise or lambast the premise itself of a Samurai Gunman. Actually, I love it. The game is made up of 9 stages, and each stage has its own colorful boss to defeat. I also really liked the presentation, there's a lot of surprisingly decent voice acting as well as a original intro theme song, 'Johnny No More' which is all kinds of cheesy amazement.
Zan can jump as well as hover by double tapping the jump button, attack with his sword with X, use his gun with Square, enter Hustle Mode(Super speed) with triangle, sidestep with L2/R2 and block/deflect with R1. The controls work well enough, and the combat itself is easy to understand. Most bosses and enemies have tells that sign you when you need to either sidestep or try to block. Besides his standard 3 hit combo, Zan also has access to multiple energy-consuming super moves by imputing directions on the Dpad and pressing the Slash button. Energy refills over time, so just spam those super moves like there's no tomorrow. Hustle Time uses the Hero Gauge, which fills as you save innocents and defeat enemies, I liked to save it up for bosses. You can also double tap Up and press the gun button to rapid-fire your gun.
While combat is rather fun, the one big setback is the camera/lock on system. You have to hold L1 to reposition the camera behind you, or tap L1 to toggle a very wonky targetting system that sometimes tracks the enemies and other times it doesn't. It's weird. Having to depend on holding L1 during fights to see what's ahead of you is very cumbersome as well. Mind you, you can work around the camera and learn to tolerate it, but it can be quite a pain. A gimmick I didn't really like are the many "PRESS ALL BUTTONS" segments. Every stage has two of them, one mid stage and another one to finish off the boss. The former are the most annoying, since failing this means you lose a bit of health, and the mashing it requires is too high. Not a fan.
Before Dante we had John--I mean Zan. Rising Zan - The Samurai Gunman is a pretty interesting action hack-and-slash game for the PS1 that doesn't get even half the recognition it deserves.
The plot is as ridiculous as it gets. Johnny was your every-day Sheriff until he got defeated and scarred by Samurai, so he went to Zipang where he learned the way of the Samurai, so now he returns, rechristened as Zan, to defeat the evil Ninja and Samurai that are invading the wild west. The story doesn't take itself seriously, and neither does Zan, who regularly calls himself the ULTRA SUPER SEXY HERO, ZAN. I mean, I'm not sure if I should praise or lambast the premise itself of a Samurai Gunman. Actually, I love it. The game is made up of 9 stages, and each stage has its own colorful boss to defeat. I also really liked the presentation, there's a lot of surprisingly decent voice acting as well as a original intro theme song, 'Johnny No More' which is all kinds of cheesy amazement.
Zan can jump as well as hover by double tapping the jump button, attack with his sword with X, use his gun with Square, enter Hustle Mode(Super speed) with triangle, sidestep with L2/R2 and block/deflect with R1. The controls work well enough, and the combat itself is easy to understand. Most bosses and enemies have tells that sign you when you need to either sidestep or try to block. Besides his standard 3 hit combo, Zan also has access to multiple energy-consuming super moves by imputing directions on the Dpad and pressing the Slash button. Energy refills over time, so just spam those super moves like there's no tomorrow. Hustle Time uses the Hero Gauge, which fills as you save innocents and defeat enemies, I liked to save it up for bosses. You can also double tap Up and press the gun button to rapid-fire your gun.
While combat is rather fun, the one big setback is the camera/lock on system. You have to hold L1 to reposition the camera behind you, or tap L1 to toggle a very wonky targetting system that sometimes tracks the enemies and other times it doesn't. It's weird. Having to depend on holding L1 during fights to see what's ahead of you is very cumbersome as well. Mind you, you can work around the camera and learn to tolerate it, but it can be quite a pain. A gimmick I didn't really like are the many "PRESS ALL BUTTONS" segments. Every stage has two of them, one mid stage and another one to finish off the boss. The former are the most annoying, since failing this means you lose a bit of health, and the mashing it requires is too high. Not a fan.
On a technical level, the game is punching above its weight, so there's a lot of slowdown. It's not unplayable, but it's there. The Saving System is fairly unorthodox, you can only save after you lose. I lost all my progress this way, and then, after I was getting close to where I was.... the game froze. Regardless, I liked the game so much I didn't really care. Speaking of this, if you die, that's it, back to the start of the level. You can find rare precious extra lives, and you should try to amass them, because the game does have a very noticeable but fair difficulty curve. The pace at which it gets harder is quite reasonable, and level 8 will probably cost you a few extra lives. Level 9 is a bit of a boss gauntlet, but if you could finish level 8, you can finish level 9. The final boss is weak to your puny bullets, so don't be ashamed to rely on Devil May Cry 2 tactics. Dying and restarting the level forfeits said extra lives, and the save system makes sure you can't store them.... so be try to play your best until the end. Beating the game unlocks harder difficulty settings, and you can even unlock an alternate character. She's not too different from Zan, but still.
I know people consider Devil May Cry the father of character-based action games, but I say to hell with that, Rising Zan is the true father of the genre. Or at least its grandfather. But I digress, the game is good, like really good. The camera is awful and the button mashing segments I could do without, but those few sour spots can't outshine how well the rest of the game plays and how much care went into making a very over-the-top, zany action game on a 32-bit console. And this game deserves a belated recognition, because few games did what this one did as WELL as it did nor have they aged as well. Johnny no more? No, Johnny for ever.
8.0 out of 10
Wednesday, May 13, 2020
Review #790: Shadow of Destiny
Man, I love old Konami.
I said it before and I'll say it again, I LOVE early PS2 games, and I also love a lot of things oldschool Konami used to developed, before the HD generation hit the scene. Shadow of Destiny is one weird game, think Twin Peaks meets Groundhog Day meets Sun, Flower and Rain and you get this game. It's also weird because it's an adventure game. No fighting, no jumping, just walking around, collecting items and interacting with other characters. It's good.
The story pits you as Eike Kush, a cross between Raiden and James Sunderland, who wakes up in a Cafe only to get murdered shortly after. But that's 'K, Charles "It's a me Mario' Martinet is here to help, as a mysterious voice that offers Eike the power to travel in time through different eras of the very same town he is living in, albeit not completely freely. And thus begin 10 short chapters in which Eike gets murdered at the start of each, and up to him to prevent his murder each and every time. The game promises '10 massive chapters', but a few chapters last less than 10 minutes. Even less when you are on a New Game+ and can skip dialogue. As with ANY plot involving Time Travelling... there are plot holes. Some story devices even break the established rules of how changing his destiny works. The plot is interesting, and some of the plot twists are delicious, but you have to turn your brain off and not think too hard about the finer details. There are five main endings, and each ending reveals a little more of why it's happening what is happening as well as who really are the people involved and how they are connected, between time and eras. If you get all five endings(My first playthrough took me four hours, the other four between 40-60 minutes each) you get an altered Prologue chapter which lets you get two more endings. The voice acting ranges from passable to so-bad-it's-good, in no small part due to how cringy some of the dialogue is. The bottom line is, the story is enjoyable, but you have to be able to ignore some of the innate failings of Time Travel plots as well as a few details that don't make too much sense once you get the whole picture.
The game is very simple, the puzzles are very simple. Eike has the ability to travel between four different eras: 2001(Present), 1980, 1902 and 1580, although 1980 barely gets any use, and the game slowly opens up these eras for the player. The game is always very clear with what you have to do, and if you really need a hint you could always check Eike's notes in your inventory, and even then using the Digipad, the device that lets you travel in time, will add some flavor text to the four different eras, most of the time cluing you in to where you need to go. There are two big chapters in the game: Chapter 5 and Chapter 8, they are also the chapters that determine which ending you'll get. The rest of the chapters are pretty easy to figure out, there are two chapters in which you only need to go back in time, talk to an NPC, return to the the present and voila! chapter over. That said, the more involved chapters are certainly more fun, and I wish the rest of the game was like that.
That said, there are plenty of optional character interactions and mini sidequests that are there just for the sake of it. Like, for example, drinking a cup of joe and then paying with a pocket watch. Or bringing a little girl a kitten from the future. Is it necessary? Does it develop the main characters? Nope, but it's an amusing little detail. That said, don't tarry for too long, as chapters have a time limit. Not that it really matters, since all that happens is that your progress for the chapter is reset and you must do everything again, but at least, since you've seen it already, you can skip every story bit you had done before the reset. That said, there's ample time to finish the puzzle before the limit expires, I only got a reset this one time I was busy talking to everything and everyone that came my way since I was having fun playing in this world. I liked the characters, I even liked the weird NPCs that populated the game's town that spewed the same useless lines of dialogue every chapter. And I liked even more the ones that didn't repeat the same lines, and the ones involved hidden, optional mini sidequests. It's a fun city to explore, and it's nice getting to see how it changed between eras, as well as meeting the ancestors of present-day NPCs.
The worst part about the game is the Save system, you can only save after finishing a chapter. That said, there is a mid-game save that deletes itself every time you continue the game, and you must exit the game if you want to use it.... assuming you find it. It's hidden in the Time Travelling menu, there's a fifth 'era' or option called 'End Game', which doubles as this temporary save file. Oh, and another thing, during the prologue you can find another Eike sleeping at the cafeteria. If you try to talk to him you'll die-die, which means sitting through the whole opening all over again, and since this is a game over and not a reset... you can't skip it.
While far from a classic, this is definitely a hidden gem. It doesn't have the best story out there, but the setting is very interesting and the characters are fun to watch. I think the premise could have made for some more interesting puzzles, like the ones found in Chapter 5 and 8, but I'll take what we got. I'll admit that going through the game 4 more times after finishing the game was a bit of a drag, even if by the end I knew the game so well I could clear it in less than 50 minutes, but the reward was almost worth it, since every route gave me a new piece of the puzzle. Not a game for everyone, for sure, but definitely one for me, and anyone who enjoys quirky characters in weird and creepy situations.
7.5 out of 10
I said it before and I'll say it again, I LOVE early PS2 games, and I also love a lot of things oldschool Konami used to developed, before the HD generation hit the scene. Shadow of Destiny is one weird game, think Twin Peaks meets Groundhog Day meets Sun, Flower and Rain and you get this game. It's also weird because it's an adventure game. No fighting, no jumping, just walking around, collecting items and interacting with other characters. It's good.
The story pits you as Eike Kush, a cross between Raiden and James Sunderland, who wakes up in a Cafe only to get murdered shortly after. But that's 'K, Charles "It's a me Mario' Martinet is here to help, as a mysterious voice that offers Eike the power to travel in time through different eras of the very same town he is living in, albeit not completely freely. And thus begin 10 short chapters in which Eike gets murdered at the start of each, and up to him to prevent his murder each and every time. The game promises '10 massive chapters', but a few chapters last less than 10 minutes. Even less when you are on a New Game+ and can skip dialogue. As with ANY plot involving Time Travelling... there are plot holes. Some story devices even break the established rules of how changing his destiny works. The plot is interesting, and some of the plot twists are delicious, but you have to turn your brain off and not think too hard about the finer details. There are five main endings, and each ending reveals a little more of why it's happening what is happening as well as who really are the people involved and how they are connected, between time and eras. If you get all five endings(My first playthrough took me four hours, the other four between 40-60 minutes each) you get an altered Prologue chapter which lets you get two more endings. The voice acting ranges from passable to so-bad-it's-good, in no small part due to how cringy some of the dialogue is. The bottom line is, the story is enjoyable, but you have to be able to ignore some of the innate failings of Time Travel plots as well as a few details that don't make too much sense once you get the whole picture.
The game is very simple, the puzzles are very simple. Eike has the ability to travel between four different eras: 2001(Present), 1980, 1902 and 1580, although 1980 barely gets any use, and the game slowly opens up these eras for the player. The game is always very clear with what you have to do, and if you really need a hint you could always check Eike's notes in your inventory, and even then using the Digipad, the device that lets you travel in time, will add some flavor text to the four different eras, most of the time cluing you in to where you need to go. There are two big chapters in the game: Chapter 5 and Chapter 8, they are also the chapters that determine which ending you'll get. The rest of the chapters are pretty easy to figure out, there are two chapters in which you only need to go back in time, talk to an NPC, return to the the present and voila! chapter over. That said, the more involved chapters are certainly more fun, and I wish the rest of the game was like that.
That said, there are plenty of optional character interactions and mini sidequests that are there just for the sake of it. Like, for example, drinking a cup of joe and then paying with a pocket watch. Or bringing a little girl a kitten from the future. Is it necessary? Does it develop the main characters? Nope, but it's an amusing little detail. That said, don't tarry for too long, as chapters have a time limit. Not that it really matters, since all that happens is that your progress for the chapter is reset and you must do everything again, but at least, since you've seen it already, you can skip every story bit you had done before the reset. That said, there's ample time to finish the puzzle before the limit expires, I only got a reset this one time I was busy talking to everything and everyone that came my way since I was having fun playing in this world. I liked the characters, I even liked the weird NPCs that populated the game's town that spewed the same useless lines of dialogue every chapter. And I liked even more the ones that didn't repeat the same lines, and the ones involved hidden, optional mini sidequests. It's a fun city to explore, and it's nice getting to see how it changed between eras, as well as meeting the ancestors of present-day NPCs.
The worst part about the game is the Save system, you can only save after finishing a chapter. That said, there is a mid-game save that deletes itself every time you continue the game, and you must exit the game if you want to use it.... assuming you find it. It's hidden in the Time Travelling menu, there's a fifth 'era' or option called 'End Game', which doubles as this temporary save file. Oh, and another thing, during the prologue you can find another Eike sleeping at the cafeteria. If you try to talk to him you'll die-die, which means sitting through the whole opening all over again, and since this is a game over and not a reset... you can't skip it.
While far from a classic, this is definitely a hidden gem. It doesn't have the best story out there, but the setting is very interesting and the characters are fun to watch. I think the premise could have made for some more interesting puzzles, like the ones found in Chapter 5 and 8, but I'll take what we got. I'll admit that going through the game 4 more times after finishing the game was a bit of a drag, even if by the end I knew the game so well I could clear it in less than 50 minutes, but the reward was almost worth it, since every route gave me a new piece of the puzzle. Not a game for everyone, for sure, but definitely one for me, and anyone who enjoys quirky characters in weird and creepy situations.
7.5 out of 10
Tuesday, May 12, 2020
Review #789: DOOM(2016)
It's like we're back in the 90's.
After a brief fling with Survival Horror elements in DOOM 3, DOOM(2016) is a throwback to when things were simpler and strafing was the name of the game. That's right, this is a FPS like the 90's used to birth, no reloading your guns, and a whole lotta strafing around waves of monsters coming your way. It's not quite as great as Painkiller I think, but dang it if it isn't close.
A lot of praise has been given to how little story is in the player's way, from the moment an NPC tries to talk to DOOMGUY and he breaks the monitor away... but that's only during the first moments in the game, don't worry, you get those mandatory exposition monologues during which you can only jump around the room waiting for them to end. Sometimes you can't even move. So... yeah, besides the optional bits of lore you can collect and read at your leisure, you'll get a few story tidbits whether you like them or not. As for the story itself... it's similar to the one in DOOM 3, some human in a space station decided that opening the portals to hell was a good idea, it wasn't, because everything has now gone to hell, and the DOOMGUY isn't too happy about it. Sadly, space stations have a lot of laser-proof, explosion-proof and chainsaw-proof glass forcing you to keep one step behind this person as you try to undo their plans.
The game runs at 60 fps, most of the time, and it's a very fast-paced, arcadey shooter. There's no thing such as iron sights or regenerating health. Trying to hide behind cover will get you killed quite quickly, as demons will assault you from every direction possible. The world is designed in such a way as to encourage you to move around as you fire all the time. The DOOMGUY's got mobility on his side, besides him being quick fast, you can also climb on platforms by grabbing onto ledges, and later in the game, you get a second jump. Both mobility abilities really add a marked sense of nimbleness to your movement.
That said, they saw fit to add a few platforming segments every now and then. Look, if you're not Jumping Flash, then first person platforming doesn't work. To be fair, in this game the platforming is as good as it can get in first person, but you'll still overshoot or overestimate your jumps a couple of times, and it kinda sucks, because those deaths don't feel deserved. As a matter of fact, a few times it looked like I should've clung to the edge of the platform instead of falling to my doom, and yet.... I also found a few particular platforms that could only be grabbed onto from a certain angle, which was weird. In other words, I appreciate the new mobility options, but I think they should've added less bottomless pits surrounding them.
The game is 13 stages long, and trust me, every stage in the game is fairly large. Not only do you get tons of multi-leveled arenas to fight monsters in, but you're also rewarded for exploring with Weapon Mods, Weapon Upgrades, Halcyon Cells, Rune Challenges and Praetor Upgrades. Praetor Upgrades are found from hidden and not-so-hidden fallen Elite soldiers, these keys are used to upgrade your suit with utilities, making your map show collectibles, increasing the ammo you get from pick ups, etc. Weapon mods are more interesting and harder to miss, and they allow you to change how the Alternate Fire of your weapons work. Most weapons have two mods. Weapon Upgrades are easier to get: You get two per level as bonuses for finding every secret, you get about five of them for murdering every monster that comes your way and you can also get three of them from stage-specific challenges, these are used to enhance weapon mods. Rune Challenges are hidden challenge rooms that reward you with a Rune. Lastly, Halcyon Cells are permanent upgrades to your Health, Ammo and/or Armor limits. So... while it is a mindless shooter most of the time, exploration is rewarded with a plethora of different bonuses: The more thorough you are, the stronger you'll be. And it's actually fun figuring out how to get to these bonuses!
Strafe and shoot, that's the name of the game. You get a fair amount of weapons, no 2-weapon limit unlike most modern shooters, so you are free to rip and tear your enemies a new one. Something I didn't like was how weapons came in pairs as far as ammo consumption goes. This means that the Shotgun and the Super Shotgun share the same ammo, the Heavy Assault Rifle and the Chaingun share ammo, the Pulse Rifle and the Gauss Cannon share ammo and the Rocket Launcher, well, that baby shares ammo with no one. It kinda sucks, because that kinda reduces your weapon options. The Chaingun is SO good that I rarely, if ever, returned to the Assault Rifle. The Pulse Rifle was so good that I saw no reason to use the Gauss Cannon. The Super Shotgun is leagues above the Shotgun. I know that this is how the old games were, but I don't like it. Rounding up your arsenal are a few grenades, the BFG that destroys anything in its path and the Chainsaw. The chainsaw is really useful because it kills anything that isn't a boss instantly, provided you have enough fuel(enemies cost up to five units of fuel depending on its size) and rewards you with a shower of ammo for all your weapons. It counts as a glory kill, so you get limited invulnerability while the animation plays out.
Glory Kills are something I thought would grow old no time flat, I remember watching gameplay years ago and think how boring it looked. Well, when you play the game they don't slow down the pace of the game one bit. As you hurt enemies, if you don't completely shred them to bits with your onslaught, you might stun them, and they'll start flashing blue or orange(Depends on your range). If they are flashing blue it means you need close, and if you close the distance so that the flash turns orange, you can press R3 to perform a gory finisher, a Gory Kill, which will reward you with health pick ups. Gory Kills are invaluable for staying alive and they feel GOOD. That said, the game is quite generous and you'll notice that when your health is flashing red the game will be more generous with health pick ups, but in a pinch, Gory Kills are the safe way to go.
Remember the Runes I mentioned before? There are about 10 Runes total, and this are really neat since they let you customize how you'll play. You can equip up to three of them, and they can be used to enhance your play style or maybe cover your weaknesses. Runes are as simple as giving you a second win when you die, letting you initiate Gory Kills from further away, making Gory Kills drop armor pick ups alongside health pick ups, allowing you to pick up items from further away, etc. Plus, each Rune comes with a mini-challenge that once completed will boost the rune's effectiveness. This holds true for Mod Upgrades as well. Once you get every upgrade for a Weapon Mod, you'll unlock the Mastery Challenge, which, once completed, will give said Mod an even better upgrade. These challenges can be completed throughout the course of the game, so there's no rush, and they are quite simple, for example, the Zoom Mod on the Assault Rifle requires you to kill 50 enemies with a headshot, the triple-shot for the Rocket Launcher requires you defeat 5 enemy Summoners using the Mod, etc.
For as good as the game feels to play, it does have a few technical issues. It was not weird coming across a few graphical bus, a few flickering shadows on ceilings, for example, or a cranny on one level that would make most of the environment disappear into a yellow nothingness. Textures take a while to load, and they load-unload every time you get close and far to an object, so you might run up to a thing, wait a few seconds in real time for the texture to load, back away, and return to the object only to have the textures load again. And those are just the cosmetic issues. In one level, one you have to climb a tower of sorts, I was jumping around and... I got stuck on the environment with no way to get out of it. Another time I performed a gory kill on an enemy and... fell to my death because I clipped through the floor because why not. I also came across a few audio bugs, accessing the map menu while a sound played made the sound get stuck echoing for a while, and I think it happened more than once.
I quite liked DOOM(2016). I don't think it was AS good as the hype led me to believe, but it was a great game with a few shortcomings here and there. For my part, I think Painkiller does this whole 90's Shooter thing a lot better, but DOOM is quite close.
8.5 out of 10
After a brief fling with Survival Horror elements in DOOM 3, DOOM(2016) is a throwback to when things were simpler and strafing was the name of the game. That's right, this is a FPS like the 90's used to birth, no reloading your guns, and a whole lotta strafing around waves of monsters coming your way. It's not quite as great as Painkiller I think, but dang it if it isn't close.
A lot of praise has been given to how little story is in the player's way, from the moment an NPC tries to talk to DOOMGUY and he breaks the monitor away... but that's only during the first moments in the game, don't worry, you get those mandatory exposition monologues during which you can only jump around the room waiting for them to end. Sometimes you can't even move. So... yeah, besides the optional bits of lore you can collect and read at your leisure, you'll get a few story tidbits whether you like them or not. As for the story itself... it's similar to the one in DOOM 3, some human in a space station decided that opening the portals to hell was a good idea, it wasn't, because everything has now gone to hell, and the DOOMGUY isn't too happy about it. Sadly, space stations have a lot of laser-proof, explosion-proof and chainsaw-proof glass forcing you to keep one step behind this person as you try to undo their plans.
The game runs at 60 fps, most of the time, and it's a very fast-paced, arcadey shooter. There's no thing such as iron sights or regenerating health. Trying to hide behind cover will get you killed quite quickly, as demons will assault you from every direction possible. The world is designed in such a way as to encourage you to move around as you fire all the time. The DOOMGUY's got mobility on his side, besides him being quick fast, you can also climb on platforms by grabbing onto ledges, and later in the game, you get a second jump. Both mobility abilities really add a marked sense of nimbleness to your movement.
That said, they saw fit to add a few platforming segments every now and then. Look, if you're not Jumping Flash, then first person platforming doesn't work. To be fair, in this game the platforming is as good as it can get in first person, but you'll still overshoot or overestimate your jumps a couple of times, and it kinda sucks, because those deaths don't feel deserved. As a matter of fact, a few times it looked like I should've clung to the edge of the platform instead of falling to my doom, and yet.... I also found a few particular platforms that could only be grabbed onto from a certain angle, which was weird. In other words, I appreciate the new mobility options, but I think they should've added less bottomless pits surrounding them.
The game is 13 stages long, and trust me, every stage in the game is fairly large. Not only do you get tons of multi-leveled arenas to fight monsters in, but you're also rewarded for exploring with Weapon Mods, Weapon Upgrades, Halcyon Cells, Rune Challenges and Praetor Upgrades. Praetor Upgrades are found from hidden and not-so-hidden fallen Elite soldiers, these keys are used to upgrade your suit with utilities, making your map show collectibles, increasing the ammo you get from pick ups, etc. Weapon mods are more interesting and harder to miss, and they allow you to change how the Alternate Fire of your weapons work. Most weapons have two mods. Weapon Upgrades are easier to get: You get two per level as bonuses for finding every secret, you get about five of them for murdering every monster that comes your way and you can also get three of them from stage-specific challenges, these are used to enhance weapon mods. Rune Challenges are hidden challenge rooms that reward you with a Rune. Lastly, Halcyon Cells are permanent upgrades to your Health, Ammo and/or Armor limits. So... while it is a mindless shooter most of the time, exploration is rewarded with a plethora of different bonuses: The more thorough you are, the stronger you'll be. And it's actually fun figuring out how to get to these bonuses!
Strafe and shoot, that's the name of the game. You get a fair amount of weapons, no 2-weapon limit unlike most modern shooters, so you are free to rip and tear your enemies a new one. Something I didn't like was how weapons came in pairs as far as ammo consumption goes. This means that the Shotgun and the Super Shotgun share the same ammo, the Heavy Assault Rifle and the Chaingun share ammo, the Pulse Rifle and the Gauss Cannon share ammo and the Rocket Launcher, well, that baby shares ammo with no one. It kinda sucks, because that kinda reduces your weapon options. The Chaingun is SO good that I rarely, if ever, returned to the Assault Rifle. The Pulse Rifle was so good that I saw no reason to use the Gauss Cannon. The Super Shotgun is leagues above the Shotgun. I know that this is how the old games were, but I don't like it. Rounding up your arsenal are a few grenades, the BFG that destroys anything in its path and the Chainsaw. The chainsaw is really useful because it kills anything that isn't a boss instantly, provided you have enough fuel(enemies cost up to five units of fuel depending on its size) and rewards you with a shower of ammo for all your weapons. It counts as a glory kill, so you get limited invulnerability while the animation plays out.
Glory Kills are something I thought would grow old no time flat, I remember watching gameplay years ago and think how boring it looked. Well, when you play the game they don't slow down the pace of the game one bit. As you hurt enemies, if you don't completely shred them to bits with your onslaught, you might stun them, and they'll start flashing blue or orange(Depends on your range). If they are flashing blue it means you need close, and if you close the distance so that the flash turns orange, you can press R3 to perform a gory finisher, a Gory Kill, which will reward you with health pick ups. Gory Kills are invaluable for staying alive and they feel GOOD. That said, the game is quite generous and you'll notice that when your health is flashing red the game will be more generous with health pick ups, but in a pinch, Gory Kills are the safe way to go.
Remember the Runes I mentioned before? There are about 10 Runes total, and this are really neat since they let you customize how you'll play. You can equip up to three of them, and they can be used to enhance your play style or maybe cover your weaknesses. Runes are as simple as giving you a second win when you die, letting you initiate Gory Kills from further away, making Gory Kills drop armor pick ups alongside health pick ups, allowing you to pick up items from further away, etc. Plus, each Rune comes with a mini-challenge that once completed will boost the rune's effectiveness. This holds true for Mod Upgrades as well. Once you get every upgrade for a Weapon Mod, you'll unlock the Mastery Challenge, which, once completed, will give said Mod an even better upgrade. These challenges can be completed throughout the course of the game, so there's no rush, and they are quite simple, for example, the Zoom Mod on the Assault Rifle requires you to kill 50 enemies with a headshot, the triple-shot for the Rocket Launcher requires you defeat 5 enemy Summoners using the Mod, etc.
For as good as the game feels to play, it does have a few technical issues. It was not weird coming across a few graphical bus, a few flickering shadows on ceilings, for example, or a cranny on one level that would make most of the environment disappear into a yellow nothingness. Textures take a while to load, and they load-unload every time you get close and far to an object, so you might run up to a thing, wait a few seconds in real time for the texture to load, back away, and return to the object only to have the textures load again. And those are just the cosmetic issues. In one level, one you have to climb a tower of sorts, I was jumping around and... I got stuck on the environment with no way to get out of it. Another time I performed a gory kill on an enemy and... fell to my death because I clipped through the floor because why not. I also came across a few audio bugs, accessing the map menu while a sound played made the sound get stuck echoing for a while, and I think it happened more than once.
I quite liked DOOM(2016). I don't think it was AS good as the hype led me to believe, but it was a great game with a few shortcomings here and there. For my part, I think Painkiller does this whole 90's Shooter thing a lot better, but DOOM is quite close.
8.5 out of 10
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