Volume
4, Issue 1 - January 2005 |
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Also Featuring: Neal Iannone, Zac Capen, The Lizo, Matt Wright, Jeremy Stock, Lisa Harrison, Ted Gleason, Peter Butter, Akimika, and Heather Keels |
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From what I've observed on the tele, the year 2005 (twenty oh-five) is now upon us. It's been a while since I last made any New Year's Resolutions, with the last one being "To not eat so much paste in class", but the time seems right to press start and try again. With that being said, in 2005 I would like:
1) To have completed at least half of my video game collection,
2) To FINALLY beat the original Super Mario Bros,
3) To have so many GameCola subscribers that we actually get a letter or two every month,
4) To go at least three months without asking our readers to post on the forums, and
5) To actually have readers posting on the forums.
Those don't seem too difficult, do they? Granted, some of them require us to have more readers than I have teeth, but I'm sure this can be accomplished somehow . Perhaps I need a street team, like Nintendo has -- y'know, a group of people wandering around New York City, Philly, and other populated places handing out stickers and fliers for the 'Cola. Or perhaps we just need to advertise more. Regardless, I am confident that I will accomplish at least zero of these in the new year, maybe more if I use Game Genie.
Oh jeez, I almost forgot! Curse this aged memory... I can't believe I haven't yet mentioned why the background of this issue is covered in snow. Yes, this is the January issue of 2005, the one you cannot possibly read in one sitting. This year we've got a staggering 16 reviews for you to read, which may not sound like much considering the big boys do a lot more than that every month, but hey, we're not getting paid, and we're all still in school. Also with this issue I'm proud to present to you three new staff members: Review Editors Casey Levine and Zack Huffman, who each have covered two games for us this month, and Terrence Atkins, frequent GC contributor who is making his artistic presence felt with "Be Careful What You Search For". In addition to Terrence's feature, we've got two other new monthly articles: "0wning the Competition", in which Kevin Leacock takes a look at various computer game controllers, and "Mid-Boss", in which Stu Gipp spouts off about whatever's on his Great British mind. We're also starting the monthly contest that's been allured to in recent months, so check the bottom of the issue for that, and when you're done, go see what we've chosen as the Game of the Year in GameCola's 2004 Interactive Video Entertainment Awards!
Never before has our team
put so much work into an issue, and I hope you all enjoy it. If The
Third Annual New Year's Awards Special is any indication, 2005 is slated to be
a great year for your favorite video game webazine, and I hope I'll see you
again next month!
Love,

Paul Franzen
Editor-in-Chief
e-mail: pfranzen@gamecola.net
Artwork:

- Neal Iannone


- Zac Capen

- The Lizo
This is your place to shine, readers! Send us pretty much anything and we'll put it in this section. Letters, artwork, poetry, photographs, comic strips -- anything you can think of, you send it to us, and we'll put it in an upcoming issue. So get to it! e-mail - submissions@gamecola.net |
Platform: Nintendo
Entertainment System
Genre: Puzzle
# of Players: 1
ESRB Rating: N/A
US Release: February 1990
Developer: Beam Software
Publisher: Data East USA
You're Dash Galaxy, and you're stuck in some Alien Asylum. Or at least, that's what I'm led to believe based on the title of this game. This supposed asylum is housed completely within a giant rocket.
For some reason, Dash has
decided that it's a good idea to make his way through the entire alien asylum.
The
introduction makes it crystal clear that Dash has entered the asylum out of
his own free will, though it never really explains why he feels it necessary to
make his way to the very top of this rocket/asylum deal.
There are two modes of play. The first, is a top-down puzzle mode where you have to push blocks around to create a path to the four doorways that are on every level of this game. You also have the option of using bombs to destroy the blocks, and keys that deactivate the various force fields that you have to content with. Of course, both of those items become utterly useless when you discover that moving on to the next level is as simple is walking back into the entrance that spit you out onto that level in the first place.
These bombs and keys that
I've mentioned can be found in the four or five different rooms that are
contained on each level. Within these rooms, you get to (I should say "have
to") experience the second mode of gameplay. This is the two
dimensional
side scrolling segment of the game. In this mode you have to maneuver Dash
Galaxy to every one of the wall switches in order to re-open the door that you
used to enter the room. Along the way, you have to avoid roaming robots, flying
birds, and the many pits that constitute this asylum, which I assume has
one of the worst records of psychiatric recovery rates. But maybe I'm reading
too much into it, though I will say that this particular asylum has way too many
trampolines than any asylum should be allowed to have.
Since Dash Galaxy is a Nintendo game, it goes without saying that there's not a whole lot of different functions for the controller. You move around, lay bombs, and jump. That's about it. Well, not entirely. This game happens to also boast the added feature of a suicide button. By pressing the Select button Dash Galaxy will end it all, and you get to start whatever level your on, all over again. I'll avoid making the obvious joke about this game being so bad that it made me want to kill myself, and just mention that I wish I knew what the select button before I discovered its function and lost my last life, causing me to have to start all over again.
Anyway, Dash Galaxy's mobility in this game is much more akin to trying to run through oatmeal, so keeping the enemies from touching isn't always easy. But that isn't a big problem since Sash doesn't even have any health. Instead, he has an oxygen meter. That's right, your goal is to make it all the way through this asylum while holding your breath.
And that's about it, Dash
Galaxy is pointlessly exploring this rocket ship, and Nintendo has decided to
drag you along for the ride. To top that, the music can't possibly have been
made by anyone other than some kid who's just got his first keyboard and the
talentless bastard has yet to grow tired of pointlessly mashing out his arrhythmic
tunes. The end result is dull throbbing "music" that I wished had made
blood gush out of my ears. At least then I would have had to go to the hospital
and would no longer have to play Dash Galaxy in the Alien Asylum.
Nintendo:
Dash Galaxy in the Alien Asylum
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Fun |
Audio |
Controls |
Visuals |
Replay
Value |
Overall:
2.6 |
| 2 | 2 | 3 | 5 | 1 | |
Platform: Nintendo
Entertainment System
Genre: Strategy
# of Players: 1
ESRB Rating: ESRB
US Release: June 1990
Developer: Cineware
Publisher: Kemco
The year is 1990, and aliens have landed on Earth. Unfortunately, these aren't the friendly "we've got the cure for cancer" kind. No, they're the "let's invade" type. And invade is exactly what they do. After carving out their own nation in Europe, (instead of just invading all of Earth) it's up to America to save the day, and incidentally, the entire planet.
Your character just so
happens to be the one man who can single-handedly
stop the aliens. Why? Because he's get a rocket suit. He also happens to have a
laser gun, but it's his rocket suit that the game says is his greatest
invention.
During the game, you have a number of options. You can either enter the war room, the fuel depot, the rocket lab, or take off. In the war room, you can place spies around the globe, or you can press select to skip to the next month. You can also press select a bunch of times to get arrested for cowardice, but this review should probably be based on more than five minutes of gameplay, so I started the game over again.
At the beginning of the game, we find out that the aliens have kidnapped America's top rocket scientist and his beautiful daughter in a zeppelin. Apparently, their intergalactic space ship was in the shop. In any case, it's a good thing you've got the rocket suit, because it's your job to fly after the zeppelin to rescue the captured Americans.
This is when you play the first of four modes of actual gameplay. Here, you have to dodge missiles while the zeppelin gets away. It's impossible to stop, so you really just sit back and dodge missiles. Two of the other modes of gameplay include shooting jets out of the sky while flying in your rocket suit, and getting into a fist fight with a guard when infiltrating rocket factories. The final mode only comes if you're actually able to make it to the last level. Here, you run back and forth along the bottom of the screen, dodging lasers, or giants wads of phlegm, shooting at either human zombies or the evil alien overlord. Neither are nearly as exciting as it sounds.
Well, it looks like I'm
nearing the end of this review, and I have yet to cover a few things. So I'll
just cram them into this final paragraph. You have to pause the game or beat it
in order to hear any music. The music sucks. There would need to be more
gameplay for the controls to be any worse. There's not a whole lot you can do to
avoid losing the game. "Powerless the Video Game" would be a more
appropriate name. I had to constantly reload the saved game on my emulator in
order to beat it. I really wish I hadn't wasted the time.
Nintendo
Entertainment System:
Rocket Ranger
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Fun |
Audio |
Controls |
Visuals |
Replay
Value |
Overall:
2.8 |
| 1 | 3 | 3 | 5 | 2 | |
Platform:
Sega Master SystemFollowing the Best Game Ever Made (not a matter of opinion) must have been a difficult task for Sega, but money talks, so they gave it a good try. This game is the result.
“How can we
improve Castle of Illusion?” they asked. “Maybe we could add a Mario-esque
map?” replied one of the designers. In it went. “Maybe some special items,
and more of a plot!” In it went. “A few more hidden secrets, and
jack up the difficulty!” In it went. As a result, this platform game feels a
little like a grab-bag at times, but it is still excellent gaming. 
Minnie has been kidnapped – AGAIN – by an evil Phantom! He whisks her to his trap-laden castle to do unspeakably evil things to her, probably. Mickey, predictably, must rescue her.
The controls remain the same as the original, except for the addition of the Shrinking Potion acquired about halfway through the game. This is activated by pressing DOWN + Button 2, and can all too easily be accidentally used in frantic combat.
Control niggles aside, this game is fun to play – important above all other elements of a game package. Mickey’s adventure is addictive (if occasionally frustrating), and you’ll want to see it through to the end. The variety on display is impressive for the Master System from the (stunningly easy) puzzle at the end of level one to the scaling of vulture-plagued cliffs later in the game, the programmers continually throw surprise after surprise at you.
The difficulty level is higher than its predecessor’s. Some of the bosses (one in particular springs to mind) are nightmarishly hard to beat, and the final few levels are fairly brutal. Persevere, however, and you’ll be rewarded. The final couple of levels are some of the most fun you’ll have on an 8-bit console. The game takes all the elements it’s drip-fed you so far and rams them all down your throat at once, choking you on brilliance.
The music is passable throughout, hummable and appropriate. Nothing leaps out at you like the first game, however. The sound effects are identical to those appearing in Castle of Illusion, as is the graphical style. The sprites are undoubtedly meatier, and there are many more frames of animation. Everything visible is crisp and colourful beyond what the Master System is supposedly capable of. In fact, this is the best looking game on the system, by far.
You may or may
not come back to this, depending on how much you enjoy it first time round. I
personally come back frequently; I am convinced there are secret treasures and
bonuses I have yet to find. This game is worth a purchase if you are a
platformer fan. It may be tough to find, but it’s worth the effort. Highly
recommended.
Sega
Master System:
Land of Illusion Starring Mickey Mouse |
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Fun |
Audio |
Controls |
Visuals |
Replay
Value |
Overall:
9.14 |
| 9.6 | 8.6 | 8.9 | 10 | 8.6 | |
Platform: Super
Nintendo Entertainment System
Genre: Role-Playing
# of Players: 1
ESRB Rating: E - Everyone
US Release: October 1992
Developer: Squaresoft
Publisher: Squaresoft
The long forgotten Final Fantasy, the one that came between that one with the main character that you could have sworn was a girl.. and that OTHER one with the main character the you could have sworn was girl. This is the installment of the unending final fantasy that was never numbered and never very popular. Perhaps it was because of its lack of a prominent flying ship. Really how fun can a game be without a flying ship!
Well
despite all of its shortcomings this game still is pretty fun. This is a very
linear RPG.
Their very few
choices that you can actually make for yourself. While you do usually have one other party member
the storyline dictates which is with you and which has left to go do their own thing. You never have more than
two members in your party at a given time, though the second member changes throughout
the game. And if you happened to gain a soft spot in your heart for any one of these pals, and feel the need to cry when you see them run off into the sunset, fear not! For everyone that joins you will exit and rejoin your party
AT LEAST once. Good times for all!
Even the items and weapons you find are pretty basic; you just keep finding better and better things as you go. However you can choose between wielding the all powerful swords found in most RPGS or my favorite, the weird claw things. I really like them because they protect you from those DEVLISH status effects.. anyways..
The graphics and audio are pretty basic for any RPG of the SNES age. Really they all look almost exactly alike.. it creeps me out. The sounds are nothing spectacular just, the usual slashing and beeping noises you've grown accustomed to.
The controls are very simple, just walking around and choosing options from the easy to read and handy dandy menu! Nothing complicated at all, though this can also be said for... every RPG...ever. This game is also very short. That's probably why I had so much fun playing it. Advancing the storyline is very simple and goes faster and it keeps you wanting to play.
Mystic Quest never really gets impossibly difficult either, which is a feature I like. There is no need to run off and make sure your character is 400 levels higher than everything nearby because even with my less-than-super claw contraption, it's pretty simple to get to the last boss. The last boss however is very powerful and will provide probably the only true challenge you meet in this game.
Sadly this game doesn't really have any replay value at all. Since the game is so linear and there is only one character there really is not much difference no matter how the game goes.. because it always goes the same way!
So the fact that the replay value
doesn't really exist and that the game in general is very short it makes this game, while
probably not a worthwhile purchase, a very good rental! So if you're bored one day it
wouldn't hurt to rent this game! Although its probably not out there to rent, eh .. since its all like
from the 90's and whatnot buuut, borrow it from a friend! Good times WILL be had and it wont take forever to have them.
Super
Nintendo:
Final Fantasy - Mystic Quest |
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Fun |
Audio |
Controls |
Visuals |
Replay
Value |
Overall:
6.2 |
| 8 | 7 | 7 | 5 | 4 | |
Platform: Super
Nintendo Entertainment System
Genre: Role-Playing, Action
# of Players: 1
ESRB Rating: E - Everyone
US Release: November 1992
Developer: Nintendo
Publisher: Nintendo
Cast your mind back to 1991….
It was not long after the gratuitously fashionable 80’s, and the Nintendo vs. Sega war was in full swing. Grunge was still a few years away from its peak, the year was palindromic, and the SNES had only just been released.
The
mighty NES had been superseded by, what many people believe to be, the greatest
gaming system of all time.
I, myself, bought a SNES for Street Fighter II, as I’m sure many others did. I had no idea that one of the games that I got soon after, was going to change my world….. Nowadays, I can play a fighting game for about 5 minutes before I’m bored. There’s just no variety with at least 95% of them. However, an RPG is a different kettle of fish altogether.
The very first RPG I ever played was Zelda III on the SNES, and it rates to this day as the greatest RPG I’ve ever played, and definitely in my top five games of all time. In fact, the only RPG that has come close to it, would have to be Ultima VII – The Black Gate.
Everything about Zelda III is amazing. The graphics are beautifully detailed and varied. The sound is trademark Nintendo, with instantly hummable tunes that don’t grate on your nerves after prolonged listening. There’s a massive (for it’s time) variety of items and weapons to use and the storyline, though predictable, is a joy to unfold.
Where this game really exceeds though, is the massive playing area and the staggering amount of side-quests and mini-games to be found.
The game is amazing just to wonder around the towns talking to the townsfolk, completing little challenges to be a piece of heart, whatever you’re doing, it’s great fun!
The design of the playing areas is incredible. The dungeons have a perfect learning curve, in that you never feel completely stuck, the main outside playing area is beyond enormous, and there are warps (well, a little bird that carries you) later on in the game so you don’t have to trek from one area to another.
Back
then, there weren’t a great deal of games that could provide the player with a
lot of freedom. Most games were either fighting games or platformers, and most
of them weren’t very good. Nowadays you have comparatively huge amounts of
storage space, MMORPG’s that provide unparalleled freedom, and technology that
creates more realistic worlds than ever before, but back in ’92, this game,
was basically, the shit. And it still rocks my world to this day, albeit in a
much more portable form.
*
Super Nintendo:
The Legend of Zelda - A Link to
the Past |
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Fun |
Audio |
Controls |
Visuals |
Replay
Value |
Overall:
9.28 |
| 9.6 | 9.3 | 9.5 | 9.7 | 8.3 | |
- Matt Wright
Platform:
Super Nintendo Entertainment SystemNew Horizons (the second in the Uncharted Waters series for SNES) is another great offering from the strategy giant Koei, and as close as you'll come to being a real pirate on the SNES.
While the game doesn't let you become an actual pirate, you can still stick it to a few people if you're in a bad mood. The game does, however, have most of the elements that make a high seas buccaneering game fun. Some of those elements being the ability to capture enemy ships and make them your own, upgrade your ships, explore the world to find treasure, etc., and annoy the French.
You
can choose between six different main characters, and once you're up and running
with a Letter of Marque, your
future is pretty wide open. There are various countries to explore, alliances to
be made, treasure to find, and enemies to sink. There is even a storyline to
follow if you get bored with pillaging and terrifying the natives.
There are number of crewmembers, each with their own various stats, that you can hire, which gets you on your way to commanding your own fleet once you capture enough ships and make enough money. And there is no shortage of ways to find coin. Capturing enemy ships and selling them, exploring the world and finding rare animals, sites, etc. and selling the info, and gambling at a tavern are just a few of the ways.
Koei even tried to add a little realism to the game. Make sure you take enough food and lemon juice on a long trip or you'll be stuck out in the middle of nowhere with no grub and a bunch of invalids. Those long trips also seem to bring the rats out of hiding, which, unfortunately, you can't eat.
Controls are simple (seeing as you only have an SNES controller to work with) and most of your options are found in easy to navigate menus. The most frustrating part of the controls (or more like lack of control) is when dueling. You only get to chose a move to make, such as slash or thrust on offense or parry, etc. on defense, which makes winning a duel more to do with luck than skill. Still, once you find a good sword and build up your stats high enough, you'll win most duels. Combat in the game is turn based so don't expect any epic Master and Commander type stuff here. After all, this is a Koei game (granted, I haven't played any of the Dynasty games).
As far as graphics and sound go, you can't be too much of a graphics whore if you're going to play this game. Only old school and classic gamers need apply here. To tell you the truth, I don't think the graphics would have been considered up to date when the game was released, but at least they aren't terrible. And the music is serviceable, but may get a little tired after 40 hours or so of play.
And
you could easily play this game for 40 hours and more with the many different
storylines, treasures, rare finds, etc. that can keep you exploring this game
for a long time. You'll just keep coming back for more.
*
Super
Nintendo:
Uncharted
Waters - New Horizons |
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Fun |
Audio |
Controls |
Visuals |
Replay
Value |
Overall:
8.6 |
| 9.5 | 7.5 | 8.5 | 7.5 | 10 | |
-
Jeremy StockPlatform: Sega
Genesis
Genre: Shooter
# of Players: 1-2
ESRB Rating: T - Teen
US Release: October 1995
Developer: Rage Software
Publisher: Acclaim
If it is indeed true that "art imitates life", then the real world must be a pretty freaky place. Take the game Revolution X, for example. Aerosmith is kidnapped by a group of terrorist thugs, and you are called upon to lead the rescue team. But instead of barreling into the bad guys’ headquarters with guns blazing, like any sane person would do, your character takes the path less traveled – you fly around in a helicopter and waltz around in strip clubs flinging at your enemies, of all things, compact discs. I swear I’m not making this up. Your default weapon is a machine gun with unlimited ammo, but if you wanna deal any major damage, you’ll have to hit your opponent in the face with "Raffi’s Greatest Hits".
Revolution X plays like
any other arcade light gun shooter except for one minor difference – you’re
not in the arcade,
and you’re not using a light gun. Instead, you’re using a
cursor on the screen to scroll around and target the enemies you wish to fling
your music at. (Or, if you wish to be grammatical and awkward, the enemies at
which you wish to fling your music.) This works about as well as you’d expect
it to – which is to say, not very. The cursor doesn’t move at the speed you’d
need it to in order to reach every enemy you’d wish to destroy, meaning that
you spend a lot of time eating lead while trying desperately to move your cursor
over to the next baddie.
If you like Aerosmith, you probably still won’t enjoy the crude gameplay, but at least you’ll get a kick out of the soundtrack. Middle school dance favorite "I Don’t Wanna Miss a Thing" didn’t make the cut for some reason (possibly because it hadn't yet been recorded), but "Dude (Looks Like a Lady)" is here in all its digitized glory, among other hits that actual fans of the band would probably recognize. Of course, if you don’t like Aerosmith, you probably won’t dig the tunes; but you shouldn’t even be bothering with this game if you don’t like the band.
The game’s graphics are just as crude as its gameplay – gritty backdrops and generic thugs populate this game’s several stages. The level’s at least don’t all look the same, with such environments as cities, deserts, and tropical rain forests, but they aren’t exactly beautifully rendered. The level’s themselves seem to go on for a lifetime – the last one almost literally. Matt and I spent about a half hour trying to figure out how to not keep repeating the same stage over and over again (to no avail; the game gave us absolutely no indication of how to move forward) before giving up and moving on to better Genesis games, such as Batman Forever and Michael Jackson’s Moonwalker.
If you’re really
desperate for a Genesis shooter and you’re a big enough fan of Aerosmith that
you’d spend hundreds of dollars on Steven Tyler’s chewed gum, I suppose I
could recommend purchasing Revolution X. Using a light gun, this game's gameplay
could be vastly improved, but sadly, this title doesn’t support that
peripheral at all. The game does at least have a two-player mode going for it,
which bumps up the replay value inasmuch as you can play through the
game with a friend and laugh at the ridiculousness of killing strippers with
CDs; but really, that’s all the game’s good for – a few small chuckles and
a lunge for the power button.
Sega
Genesis:
Revolution X
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Fun |
Audio |
Controls |
Visuals |
Replay
Value |
Overall:
3.6 |
| 2.5 | 6 | 2 | 4.5 | 3 | |
Platform: Sony
PlayStation
Genre: Role-Playing
# of Players: 1
ESRB Rating: M - Mature
US Release: June 2000
Developer: Sacnoth
Publisher: Infogrames
Koudelka… so sad, so sad… she showed so much promise, too… Ah, hello there, I didn’t realize I had visitors. I suppose you are wondering who this Koudelka is, and why I am lamenting her so. I’ll explain, then. Koudelka was a bright young video game, with many good aspects about her…
When I first met Koudelka, the first
thing I noticed was that she looked and sounded quite pretty. She is a gothic
horror RPG, which isn’t all that common a genre, but she did a good of
representing it. Of course, I have met more beautiful games in my day, but she
certainly held her own. During the cut-scenes, she was even more beautiful,
especially in the visuals department. It wasn’t until a little later in our
relationship did I notice her tragic flaw.
Although she was easy to manage, and didn’t throw any really tricky rules or button combinations at me, the battle system was slightly more complicated than other, similar games, and I am not a big fan of the buttons outside of battle, either. You can assign buttons to run, confirm, cancel, and such just like in other games, but for some reason it just seemed to be so awkwardly set up that no matter how much I changed around the button configurations it never became "natural" to just be able to hold down the run button and investigate shiny objects and such along my quest. In other words, I always had to be consciously aware of what buttons I was pressing, unlike with other games.
Despite this one, in my opinion minor, flaw, I still found myself quite taken by Koudelka. That is, of course, until the day I found out about here little… secret. The secret that would ultimately ruin our relationship.
This secret is… *sniff* I’m sorry, please give me a moment. I get a little emotional thinking back on this, but I will try to press through. Its just… Koudelka, she… she has… BREAKABLE WEAPONS! Why anyone thought that would be a good idea is beyond me, but there it is. You find weapons on the ground, attack an enemy with them, and sooner than you know it *SNAP* they are gone. Forever. Don’t even think about repairing them, cause it ain’t happening. Maybe this doesn’t bother anyone else, but it disgusts me. In fact, I had to put down this game for a while and play something else in order to dull the pain. This game would have gotten at LEAST a few points higher in the fun category if it didn’t include this ridiculous feature, but, unfortunately, it did.
The replay value also suffered from
this, as I would have had much more fun and thus have been inclined to play it
more and more if they didn’t have this in the game. In any case, if you do not
care about such things as much as I do, go ahead and read my score a couple
points higher. In any case, I won’t say that Koudelka is a completely lost
cause, It’s just another case of a video game that could have been a lot
better if just one little thing was different about it. Still, if you are at all
interested in gothic horror games, or even RPGs in general, I would recommend at
least a rental of Koudelka.
Sony
PlayStation:
Koudelka
|
|||||
Fun |
Audio |
Controls |
Visuals |
Replay
Value |
Overall:
6.5 |
| 6 | 6 | 7.5 | 8 | 5 | |
Platform: Game
Boy Advance
Genre: Action
# of Players: 1
ESRB Rating: E - Everyone
US Release: March 2003
Developer: Vicarious Visions
Publisher: TDK Mediactive
Dear reader,
please allow me a moment of misty-eyed recollection. Let me remember the times I
spent as a young child - blonde-haired, blue-eyed, grinning broadly, full of
life and hope for a bright future, untainted by the rigours of corporate society
as we know it today - watching my favorite programmes on television on a weekend
evening. Such happy memories - Dukes of Hazzard, Grandstand with Des Lynam, and
my favorite programme of all - The Muppet Show. Those brightly colored bundles
of slapstick puerile wit were my heroes. Miss Piggy was my idol. It is fair to
say that I strove to be like Miss Piggy - I wanted to be a cross-species whore
just like her. OK, perhaps not. The point is that The Muppet Show was one of the
highlights of my routine during my childhood. My memories of watching this
programme are mingled with memories of sunny days, roundabouts at the park and
the happy tunes played by ice-cream vans.
Imagine my horror, then, to be confronted with this appalling
insult to the world of gaming only to find, to my abject despair, that it bore
the name ''The Muppets''. Film and television tie-in games are seldom any good,
but this is a particularly bad one. Created quite blatantly to milk the fond
recollections of older gamers, it is a wonder that the employees of TDK or Jim
Henson can look at themselves in their mirrors each morning without either
cackling wildly, breaking into a sweat, or both. This insulting piece of
''software'' (and I use that term in its loosest possible sense here -
''doorstop'' might be more appropriate) takes all those aforementioned memories,
screws them up into a ball, spits on them, then discards them cruelly in a pit
of oblivion before throwing a lit match upon them and leaving them to burn
eternally.
Think I'm exaggerating? Think again. I'm holding back, being
kind out of respect for these memories I keep mentioning. I am desperate to
cleanse myself of this most heinous of cash-ins, and denial is my friend.
Hysteria has rid my very soul of any remaining energy, and I am left in a pool
of my own tears to find a way out - to deny that this ever happened. This review
is my salvation. I have the opportunity to prevent similar disillusionment and
woe amongst the ranks of my fellow gamers, and hopefully now I can convince you
not to defile the memories of your childhood by playing this disgusting
waste of space vomited out of the bile duct of some corporate hag somewhere in
order to take your cash by any means deemed necessary in the boardroom.
The format of the game takes the same format as The Muppet
Show itself.
You
have to successfully complete a series of mini-games in the style of the
sketches featured in the old show. The first one involves steering Kermit around
a pool in order to collect musical notes and avoid Miss Piggy and the other
Muppets who float across the stage in various vessels. All the mini-games are interspersed
with scenes of Waldorf and Statler commenting on your progress. Other games
include helping Bunsen and Beakie to avoid letting bad ingredients being
inadvertently added to their experiment, and bashing rats on the head.
The games quickly become repetitive. They are all too easy -
progressing is swift and unchallenging to the point of being meaningless. There
is no satisfaction to getting through this game. Worst of all, there is no
entertainment factor either. The sketches are dry and unappealing - there is no
comedy element here. Even recognising all the characters and being reminded of
Beakie failed to raise a single smile. The format simply does not translate well
to game play. Ironically, the first game is the hardest. From there on it gets
amazingly basic and the more you continue the more you feel like you're wasting
your time. Then, before you know it, the game is finished and you're left
feeling shallow and frustrated. There are enough mini-game fests out there that
are good enough to rely on game play to sell, rather than wheeling out
characters whom the audience will pay for without even considering the merits of
the game - this is the danger of tie-ins and this is the problem here.
The appearance of the game is unoriginal and boring, but
realistically comparable to the appearance of the television programme. Text is
very easy to read (which is unnecessary anyway given that the instructions are
always the same for every game) and there are no real glitches with the
graphics, although when Kermit raises his arms at the start of each game,
there's a dangerous hint at potential detachment. All the characters look the
same as they did on the show. Kermit isn't the only one afflicted by polygonitis
however - Waldorf himself has a case of the polys around his mouth, and the
movement of characters in play is sometimes stuttered and harsh.
Sound is a major irritant. The music is uniformly atrocious,
aggressively cheerful and somewhat whiny. Characters suffer from bad voiceovers,
with not one of them sounding the way they sound in every other format The
Muppets make an appearance on. Sound effects are unconvincing and extremely
loud. Yes, that's ''unconvincing'' for a cartoon, even. Imagine the
badness, and pray you never encounter it. You can't even play with the sound off
- warnings are incorporated into the games on occasion to help you through play,
and it's nigh on impossible to play the games without these - I tried it out.
Hardly convenient if you're playing your GBA in the office, although that would
be morally ambiguous...
Access to completed mini-games is awarded by means of a
password which can be entered at the start screen through the options menu,
although whether you'd actually want to replay mini-games is another matter
entirely (''Oh, I'm at a loose end for 90 seconds. I know, I'll sit and bash the
A button repeatedly for a while whilst listening to Beakie say 'Minimiminimmi'
and pray that no-one looks at me funny''). The overall replay value is non-existent.
After living through this travesty once, I can't see why anyone would want to go
through the experience again. Truth be told, I finished this game solely because
I intended to review it. If I hadn't planned to write this, I wouldn't have made
it past the first ten minutes. As it is, I'm returning this tomorrow.
This has been a disillusioned twenty-something whining about
the state of gaming today whilst mentally harking back to some imagined
glory-day redundantly, but blessedly silently. Thank you for your time.
*
Game Boy Advance:
The Muppets - On With the Show
|
|||||
Fun |
Audio |
Controls |
Visuals |
Replay
Value |
Overall:
1.2 |
| 1 | 0 | 2 | 3 | 0 | |
- Lisa Harrison
Platform: Game
Boy Advance
Genre: Side-Scroller
# of Players: 1
ESRB Rating: T
- Teen
US Release: May 2003
Developer: Konami
Publisher: Konami
Even though Aria
of Sorrow is the third Castlevania for the GBA in almost as many years, it does
not suffer from any of the blemishes that most rapid fire sequels have suffered
in the past, say Mega Man, or Tomb Raider. True, there's not much here that is
entirely different from previous Castlevanias, yet somehow AoS feels fresh and
exciting. If you haven't played it or any of its predecessors, think of the
SNES
classic Super Metroid nicely blended with the Castlevanias of yor, and you'll
get the idea of how AoS plays out. With a huge castle to explore, a multitude of
weapons and power-ups to collect, and plenty of enemies to defeat along the way,
Castlevania: Aria of Sorrow is definitely a testament to Konami's prowess in
developing slick action titles.
The story feels a little worn and hackneyed, but then again,
you don't play a Game Boy game for its story -- especially not a Game Boy
Castlevania game. In the year 2035, our hero, Soma Cruz, is visiting a shrine in
Japan during the first solar eclipse of the 21st century. Okay, so here's where it
gets a little strange. Suddenly, Soma is rendered unconscious and wakes up in,
get this, Dracula's castle INSIDE THE SOLAR ECLIPSE! Now, I have no idea how you
can have a castle inside a verb, but I suppose that's not for me to question.
Once inside, Soma discovers that he has the ability to gain the powers of the
monsters that he kills, which brings us to our first cool feature of AoS: the
Soul system. Basically, if you kill enough monsters, some of them will give you
their "soul", which grants various powers in three categories: Magic,
Summon/Transformation, and Attribute. The first category is pretty much self
explanatory; a magic soul grants powers such as the ability to shoot lightning
or throw magic spears. These spells use magic points that can be restored using
potions, but also recover over time. Summon/Transformation souls let you summon
assorted familiars, like a giant sword who slices nearby enemies, and
transformation types morph your character into various demons and other nasties
for limited amounts of time. Once collected, attribute souls boost various stats
such as attack power, defense or luck. These effects last as long as you have
the particular soul equipped. Experimenting with the near-limitless combination
of souls lets you find a combination that works well for you, so try them all
out as soon as you collect them.
Almost every room in Dracula's Castle has an assortment of
enemies to dispose of using either the aforementioned souls, or through numerous
swords, spears, and other gothic weapons. Like souls, weapons are collected from
fallen enemies, and some special weapons are hidden throughout the castle. Each
weapon looks different, and many have attributes or their own, such as a
poisonous effect, or a fire elemental. Sadly, later in the game when you find
the really powerful weapons, there becomes less and less of a need to switch
between weapons, and most of the magic will become less powerful then a swipe of
your sword.
Along your journey through the castle you come across
different power-ups that will gain you access to powers such as a back-dash,
double-jump and other hyphenated ballyhoo. Gaining these power-ups usually
grants you access to new parts of the castle, or to one of the several bosses
that populate the castle. Controlling Soma is a breeze. The platform jumps are
rarely a problem and are usually very forgiving. The response time of the
weapons never gave me a problem fighting enemies, but the mapping of magic
spells caused some trouble. A note to developers: It is not a good idea to have
the difference between casting a spell and using your sword a 90 degree d-pad
separation. I wasted numerous magic points because of miss-fired spells.
Graphically, this game stands up pretty well against other
GBA titles. The enemies look detailed and original, although some are
just repeats of other enemies with the color palate swapped Mortal Kombat-style.
The Castle itself looks very nice indeed with rich gothic ambience giving that
creepy, haunted house kind of mood. Although the GBA's speakers do it no
justice, the music is quite original and fits the mood very well. Play the game
with a good pair of headphones, you'll thank yourself.
Overall, I found Aria of Sorrow to be an entirely
entertaining experience, and a long-lasting one as far as handheld action games
go. Clearing all 100% of the castle will take quite some time. If you are fond
of previous Castlevania games, this should be right up your alley. Pay no
attention to the goofy story, it's not important, and skipping all the dialogue
will
still leave you with a very good action/platforming game. Finishing the game
opens up a Boss battling mode where you can earn special weapons by defeating
the games bosses as quickly as possible, and the weapons can be used in the main
game as well. By now this game is probably being sold at a discount price, and
you'd do well to pick it up.
*
Game Boy Advance:
Castlevania - Aria of Sorrow
|
|||||
Fun |
Audio |
Controls |
Visuals |
Replay
Value |
Overall:
7.8 |
| 8.5 | 7.5 | 8 | 9 | 6 | |
- Ted Gleason
K.
Platform:
Nintendo GameCubeBeyond Good and Evil is one of those games that just didn’t sell well, despite its merits. Maybe it was under-hyped, or just got swallowed up in a wave of bigger titles over the holiday season. It’s unfortunate, really, because Beyond Good and Evil is a wonderful adventure title, complete with beautiful graphics, a compelling story, and charming characters.
Hillys, her home, is under attack by an alien race called the DomZ. The Alpha
Section is the elite military force that apparently works hard to repel the DomZ
invaders. However, they always seem to arrive too late to really help. Jade, who
has taken in children whose parents were lost in DomZ attacks, can’t help but
notice how ineffective they are. From here, it’s not long before she is
recruited as a reporter by the IRIS network, an underground group working to
show the citizens of Hillys that the Alpha Sections are not what they seem.
Along the way, Jade uncovers a massive conspiracy and uses her skills as an
action reporter to show the public the truth behind the war.
Graphically, the game is gorgeous. The colors are vivid and the character models
somewhat cartoony, yet in a moment all this can change and the visuals will
suddenly seem much more sinister. The DomZ are creepy, and certain areas of the
game are dismal and bleak. Despite the childish or cartoony appearance of some
aspects of the game, the plot is dark, and many of the environments are creepy.
All in all, the world is beautifully rendered.
Nintendo
GameCube:
Beyond
Good & Evil |
|||||
Fun |
Audio |
Controls |
Visuals |
Replay
Value |
Overall:
8.7 |
| 9.4 | 9.4 | 8.5 | 9.2 | 7 | |
Platform: Sony
PlayStation 2
Genre: Action
# of Players: 1-2
ESRB Rating: T - Teen
US Release: May 2004
Developer: Omega Force
Publisher: KOEI
This game is sort of a spin-off of the
ever-expanding Dynasty Warriors series, taking place in Japan rather than China.
The gameplay is pretty much the exact same thing. There are various levels, and
in each one you must hack and slash your way through hordes of enemies to
complete missions and whatnot. While this is plenty of fun by itself, I find
that what makes this game so enjoyable to be is the history surrounding it. If
you, like me, are interested in the history of the samurai and Japan and all
that, this is a good game to pick up. (Especially look for Samurai Warriors
Xtreme Legends, as it has an entire section devoted to such information).
The music and visuals are all good, and while they are not the greatest to ever be seen, they go along perfectly with the style of all the other Warriors games. Some of the voice acting in the came can be somewhat irritating, though, but this is remedied by the fact that you can play the game in either English or Japanese, whichever you prefer.
The controls are quite simple to figure out. Even if you are completely new to this type of game you won’t find it hard to figure out what each button does, even without a tutorial or anything. Also, there’s only a couple things you need to know how to do to be able to beat this game, namely attack and move.
This game starts out with five playable characters, and has a total of 15 characters to play, not to mention the custom characters you are able to create. Each main character has a secondary outfit to unlock by completing the game with them, as well. In addition to all that, there are also several other modes to play, involving completing various challenges for records and rewards. As can plainly be seen by now, there is plenty to do in this game and thus a lot of replay value.
This game can be purchased for probably 30 or 40 dollars, as can
the expansion to it, Xtreme Legends. While 60-80 dollars may seem like a lot for
a single game… well, it is a lot, I’d recommend just renting Samurai
Warriors and importing the data from it into Samurai Warriors Xtreme Legends and
then just own XL, as you can get everything from the first game in it. Of
course, you’ll have to pay the cost of the rent, but it’s really worth it
for all of the playtime you’ll be getting out of this.
Sony
PlayStation
2:
Samurai Warriors |
|||||
Fun |
Audio |
Controls |
Visuals |
Replay
Value |
Overall:
7.8 |
| 9 | 7 | 8 | 7 | 8 | |
Platform: Game
Boy Advance
Genre: Role-Playing
# of Players: 1
ESRB Rating: T - Teen
US Release: June 2004
Developer: Amusement Vision
Publisher: Atlus Software
Shining Force
- Resurrection of the Dark Dragon, a remake of the 1993 Sega Genesis title
Shining Force, is a tactical RPG in which you lead a group of adventurers
against the armies of an evil neighboring country. But this is far more than
just a port with updated graphics; Shining Force has been redone from scratch,
and a fine balance has been struck
between preserving the classic game and updating it to stand up to the many
other tactical RPGs on the GBA. As such, the end product is likely to please
both fans of the original and newcomers to the Shining series.
The story of Shining Force centers around the young swordsman
Max, who is thrust into the middle of a conflict over an ancient evil
sealed away long ago. Max, as the newly updated story of RotDD tells us, was washed
ashore a year ago in the country of Guardiana, and has no memories of his past.
This convenient bit of RPG cliché obviously results in shocking revelations
about his past later on. Nothing too original, but a lot better than
having no back story to speak of at all. Over the course of a journey to the
heart of the enemy country, Max and his force of up to around thirty other
characters fight the armies of Runefaust, with a maximum of 12 characters to be
fielded in each battle. Opposing them are a host of different monsters, from the
wimpiest goblins to the biggest wyverns and minotaurs, and with only a little
palette swapping going on. The focus is definitely on these battles. In between,
there'll be some short town scenes and minimal exploring, but basically it's
just outfitting your characters for the next battle. Unlike the original,
however, there is a lot of dialogue and story during these intermissions. This
is a significant improvement which lends the game a lot of atmosphere, and yet
feels natural and in keeping with the Shining series as a whole. Scenes which
raised more questions than answers 11 years ago are now fleshed out with more
detailed explanations; no more wondering why the villains frequently skip a
chance to cut Max down where he stands. Also, the silent protagonist Max has now
become talkative, and the characters who can be recruited into your force now
have back stories which they may reveal to you over time, but only if you use
them in battle a lot. The wacky humour of the original game hasn't been
forgotten either, and much of the dialogue is aimed at providing a little comic
relief to alternate with the action. You know you've got a game that doesn't
take itself too seriously when an evil wizard snarls at his followers:
"Ssh! Don't interrupt me while I'm cackling gleefully!"
As
you work your way through the battles and the eight chapters of the game,
visiting many different locations including a school of mages (including
hilariously inept ones), a tropical mermaid's island, and a deserted city that
once belonged to the Dragon Gods, more is revealed
about the
enemy's intentions. What started as a mere skirmish at an ancient gate
becomes a race against time to keep the evil Dark Dragon from being resurrected,
something with which Max is more personally involved than he could have imagined. The story brings nothing wildly original to the RPG scene and is
nowhere near as complicated and political as is typically seen in tactical RPGs.
Whether that's a good thing or not, I'll leave up to you; I much prefer being
able to play without having to take notes, but if it's the twisting story that
you enjoy the most about this style of game, Shining Force is probably going to disappoint a bit. It's
all about combat here.
In a typical battle, Max, who is the only mandatory
character, and up to 11 allies chosen from your recruitees sweep across the
battlefield, through various kinds of terrain. Sometimes you'll be fighting indoors or in
open plains, where everybody moves quickly. Other times you might find yourself in the mountains where your usually lightning fast knights slow
down to a crawl, or in the desert where nobody seems to be in a hurry. And
everywhere, hordes of enemies are waiting for you to seek them out and destroy
them. Usually they are content to wait for you to come close, although they're not as passive anymore as they tended to be in the
original. Every time two characters attack each other, a close-up animation is
seen in which the attacker lashes out at his target, after which a second strike
and/or a counterattack may follow. These animations add a lot of personality to allies and enemies alike, and many look
pretty good up close. Knights drive their lances straight into the enemy, warriors swing axes that are almost as big as they are, and the werewolf
hurls himself into the enemy with a deadly spinning attack. Some of the
animations literally have you wincing as you see the hit connect.
Characters gain experience from every attack and (especially)
every kill they score, and will level up quicker if you use them more. If
a character does fall behind from neglect, training them back up can be tricky,
but fortunately you have so many to choose from that you can usually just ditch
them for a newly recruited character if this happens. The original Shining Force
had an impressive 30 characters, including Max, and the remake adds three new
ones which join about halfway through the game. Furthermore, each comes with
interesting
new abilities. A particularly noteworthy newcomer is Mawlock, the
Card Master, who can use cards that you collect throughout the game to provide
special boosts to certain characters or imitate them. If used well, he can
upset
the balance of the game quite a bit, but he's fun to play around with and can
always be left off the battlefield if you feel he ruins your game.
Compared to some of the other tactical RPGs on the GBA,
Shining Force has rather simple battle mechanics, but it executes them with
style. The large selection of characters means you can build your force in many
different ways, perhaps focusing on a large group of knights one game, going
with lots of mages the next, or taking good advantage of flying characters who
do not benefit from the cover of heavy terrain, but always move fast and can
launch some very impressive flanking attacks in the right battles. A few
characters start out weak but become regular powerhouses if trained up a lot, and doing so can be incredibly satisfying.
Getting to know each character's peculiarities in battle already warrants
several playthroughs, and with back stories to discover and character cards to
collect, the incentive to play again is significantly raised from the original game. Further replay value has been added by allowing any
player who finishes the quest to start one that is just a little harder; all enemies get some boosts to their statistics, making the battles that
much harder. Finish it again, and the monsters will get boosted some more. There is no limit to this, and thus you can replay the game as often
as you like and get harder and harder battles until you meet your match.
Granted, it's a bit of an easy way to introduce extra challenge and to try to
squeeze more replay out of a game, but it's better than nothing, and most RPGs do not make any attempts in this regard. No
dedicated Shining Force player can complain his game is too easy this time
around; likely he'll be playing it through six or seven times and get to the
point where every battle is damn hard.
Speaking of difficulty, some significant rebalancing has
taken place since the original. I've already mentioned that monsters aren't as
passive as they used to be, which makes some battles a lot harder. Where
monsters used to stand
still and get clobbered from a distance, here they'll
swarm your characters as they approach, guard choke points, and actively try to
stop you from getting too many characters in. A fine example comes halfway chapter
four, where what used to be one of the most hilariously easy
battles in the game is now a desperate fight for control as enemies block the top of ladders and force you to face them in single file,
almost inevitably losing a few characters. Other battles in the original were
surprisingly hard, with monsters that did far more damage than you'd expect at
that stage of the game; and sure, enough, these monsters have been toned down,
resulting in a much more stable challenge throughout. The restless rising and
falling of challenge that so many players noticed in the original Shining Force
has been well smoothed out, and although as a whole the first playthrough has
become a little easier, that's where the aforementioned replay modes come in.
Furthermore, the developers haven't neglected the specific needs of a handheld
game, and made sure you can save your game anywhere, in the middle of a battle if
needs be.
Graphically, the game has obviously been redone, as well.
Mostly for the good, taking full advantage of lush colours (here's one game
that won't be too dark to play without a field light!) and crisp animation, which
goes through far more frames than the original. Only a few complaints in this
area: character portraits have been redone, but not always for the better, and
the characters in battle are now significantly taller and obscure the square
just behind them, which makes it harder to see exactly where a character can
move. Often, you miss the spaces just behind other characters. This is mostly
something to get used to, though. Other areas of RotDD remain largely unchanged
from the original. The classic soundtrack remains, which in my opinion is a case
of 'if it ain't broke, don't fix it', as it was great music to begin with. Most
of the tunes sound fitting to the business at hand, with merry carefree town
themes, upbeat tunes for battles, and the more ominous music reserved for
fighting the big name enemies. Apart from a little too much repetition, the
soundtrack is solid and can still stand up to GBA games that came decade later.
Sound effects, as before, are crisp and effective, if not superb. The sound of
swords striking armor in battle is surprisingly realistic and a notch above
everything else.
All in all, Resurrection of the Dark Dragon is a worthy
remake of Shining Force, preserving the original game as much as possible but
also tackling most of its flaws. It's a perfect way to revisit an old game, and a
worthy addition to any RPG collection. Shining Force may not be as complicated or deep as some of the more recent games, but it clearly shows that
pure quality isn't negated by a mere decade, and that this series still shines (pun fully intended) to this day.
*
Game
Boy Advance:
Shining Force - Resurrection of the Dragon
|
|||||
Fun |
Audio |
Controls |
Visuals |
Replay
Value |
Overall:
8.2 |
| 9 | 8 | 7 | 8 | 9 | |
- Peter Butter
N. 
Platform:
Microsoft Xbox
Peter Molyneux's latest brainchild, Fable, has become one of the best Xbox games on the market. The open-ended RPG, which hit the shelves in September, follows a character through the world of Albion based on the player's decisions rather than following a linear storyline. The player creates a character, who is dropped into the game as a child just before bandits attack his town. From there, the game opens up to a whole new world where the player is faced with decisions between good and evil.
The player's choices may not affect the main quest directly, but they do change how the NPCs in the game react to even the mere presence of the character. Evil characters are often feared and reviled while good characters are heartthrobs for the ladies and negotiate more easily with other NPCs. This not only allows for different playing styles, but also provides certain benefits depending on what side the player chooses to ally with.
One of the more interesting things to do as an evil character has to do with real estate. In the game, the character can buy vacant houses (and later use them to house a wife), but evil characters can save money by slaughtering the whole village and later buying the bottomed out property.
Borrowing from Dungeon Siege, a PC game developed by the same company, characters in Fable do not "level up" in the traditional RPG sense. Rather, they level up based on how often they do things and gain points in specific areas, which can later be used to raise those specific stats. Characters who use bows build up more dexterity points, for example, while those who use swords or magic add to their own respective point areas. A smaller amount of general experience is granted with each kill.
The open-ended quest may be short -- it can be finished between the average gamer in 10-15 hours -- but it provides plenty of replay value. There are numerous secrets,
many of which have yet to be uncovered months after its release, and the game is different every time depending on how the player acts. The way a player acts also directly affects how the character looks. Good characters are often younger and better looking and sport bright armor. Evil characters are old and so ugly they scare little children.
That's another good thing about this game -- the graphics. Although they cannot compare to Doom 3 or Halo 2, they are still above average and the changing character appearance is a unique effect. Completely evil characters' appearances shift if a player starts doing good things, and so forth. It's a little detail that adds to the game.
Also, the soundtrack to the game is superb. Music within the game provides the perfect mood for each location from the dark and murky swamp to the cold caves to the prestigious hero's guild. The voice acting in the game is also decent. While not the best, it does add to the game rather than detract as in many of games of late.
Controls in Fable are quite simple and conform well to the Xbox controller. One trigger controls the sword, the other the bow, while the d-pad controls emotes and the buttons control magic and action. The camera is controlled easily with one of the joysticks (and usually is very cooperative anyway) and the other controls the character.
Overall, Fable is another great game put out by Lionhead Studios. Since it is an exclusive, it will only be on the Xbox, which helps since the 'box lacks in good RPGs. Enjoyable to play over and over, Fable is a definite buy for anyone who likes RPGs and who owns an Xbox. If you don't own an Xbox, buy one, otherwise you will seriously be missing out on a great game.
Microsoft
Xbox:
Fable
|
|||||
Fun |
Audio |
Controls |
Visuals |
Replay
Value |
Overall:
8.6 |
| 8 | 9 | 8 | 9 | 9 | |
O. 
Platform: Nintendo
GameCube
Genre: First-Person
Adventure
# of Players: 1-4
ESRB Rating: T - Teen
US Release: November 2004
Developer: Retro Studios, Inc.
Publisher: Nintendo
Metroid Prime is still undoubtedly one of the best games for GameCube to this day, and well deserving of a sequel. The question: can Retro Studios do it again? The answer: yes, yes they can.
however, clearly a sequel, and there are very few new elements. This is not a
bad thing, considering the quality of the first Metroid Prime title; but the
sense of freshness and novelty that one experienced with the first title is not
there.