Volume 4, Issue 1 - January 2005
Quenching Your Thirst For Video Entertainment ©
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Table of Contents

I. Dear Readers
II. Submissions
III. Reviews! 
      A. Dash Galaxy in the Alien 
           Asylum (NES)

      B. Rocket Ranger (NES) 
      C. Land of Illusion Starring Mickey
           Mouse (SMS)
     
      D. Final Fantasy: Mystic 
           Quest (SNES)

      E. The Legend of Zelda: A Link to 
            the Past (SNES)

      F. Uncharted Waters: New 
            Horizons (SNES)

      G. Revolution X (SG)
      H. Koudelka (PSX) 
      I. The Muppets: On With the 
          Show (GBA)
 
      J. Castlevania: Aria of 
          Sorrow (GBA)

      K. Beyond Good & Evil (GCN)
      L. Samurai Warriors (PS2)
      M. Shining Force: Resurrection of 
           the Dark  Dragon (GBA)

      N. Fable (MXB) 
      O. Metroid Prime 2: 
            Echoes (GCN)

      P. GoldenEye: Rogue 
           Agent (PS2)
    
IV. Your Top 10 Favorite 
      Video Games

V. The Gates of Life
VI. Captain Eric's Super Thumb 
        Feature Presentation

VII. Versus Mode
VIII. Mid-Boss
IX. Games for the Casual Gamer
X. Be Careful What You Search For
XI. Digital Championship Wrestling
XII. Great Moments in Gaming
XIII. 0wning the Competition
XIV. ... of the Month
XV. Free Stuff for Feedback
XVI. The 2004 GameCola Interactive 
          Video Entertainment Awards

 

Starring:

Also FeaturingNeal Iannone, Zac Capen, The Lizo, Matt Wright, Jeremy Stock, Lisa Harrison, Ted Gleason, Peter Butter, Akimika, and Heather Keels

 


I. Dear Readers,

    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


II. 


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


III.


A. 

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
Fun
Audio
Controls
Visuals
Replay Value
Overall: 2.6
2 2 3 5 1

- Zack Huffman


B. 

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
Fun
Audio
Controls
Visuals
Replay Value
Overall: 2.8
1 3 3 5 2

- Zack Huffman


C.

Platform: Sega Master System
Genre: 
Platformer
# of Players: 
1
ESRB Rating:
 
N/A
US Release: 
N/A
Developer:
Sega
Publisher: 
Sega

    Following 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
Fun
Audio
Controls
Visuals
Replay Value
Overall: 9.14
9.6 8.6 8.9 10 8.6

- Stuart Gipp


D.

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
Fun
Audio
Controls
Visuals
Replay Value
Overall: 6.2
8 7 7 5 4

- Eric Regan


E. 

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
Fun
Audio
Controls
Visuals
Replay Value
Overall: 9.28
9.6 9.3 9.5 9.7 8.3

- Matt Wright


F.

Platform: Super Nintendo Entertainment System
Genre: 
Strategy
# of Players: 
1
ESRB Rating:
 
K-A - Kids - Adults
US Release: 
February 1994
Developer:
KOEI
Publisher: 
KOEI

    New 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
Fun
Audio
Controls
Visuals
Replay Value
Overall: 8.6
9.5 7.5 8.5 7.5 10

- Jeremy Stock


G. 

Platform: 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
Fun
Audio
Controls
Visuals
Replay Value
Overall: 3.6
2.5 6 2 4.5 3

      - Paul Franzen


H.  

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

- Matt Gardner


I. 

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


J.

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 GameCube
Genre: 
Adventure
# of Players: 
1
ESRB Rating:
 T - Teen
US Release: 
December 2003
Developer:
Ubisoft
Publisher: 
Ubisoft

    Beyond 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.

    You play as Jade, a freelance photographer (and in my opinion, one of the best video game heroines out there). 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.

    The plot, while not terribly original, is made extremely compelling by the quality of the characters in the game. There are three main characters that the player controls over the course of the game. Jade is the one that the player controls directly. She fights primarily using a dai-jo staff. Pey’j is Jade’s adopted uncle: a gruff but charming half-pig, half-human. Double-H is an IRIS operative and the stereotypical heroic type. I say stereotypical, but really he is more of a parody of the noble hero seen so often in sci-fi and fantasy works. The latter two are not controlled directly, but can be given commands and fight alongside Jade. All three characters are extremely likeable and well-rounded. I found that I really cared about them, much more than I would normally care about a character in an action-adventure game. The side characters are also compelling, and each seems to have its own unique personality. Even Jade’s computer, Rinaldo, is funny and unique. As a result of the care taken with the characters, the world seems less like a flat, empty place to explore and more real.

    One reason the world and characters seem so lifelike is the voice acting and sound in general. The music is a pleasant, eclectic mix that fits well with the situation, whether you are in all-out combat against a horde of DomZ or sneaking around in a prison. What really stands out as far as sound effects go is the voice acting. I honestly cannot think of a title that beats Beyond Good and Evil in this area. The dialogue can be genuinely funny, and the interactions between the characters feels natural. The voice actors pull off their parts just right and manage to convey the right emotions -- something that is difficult to find in a video game.

    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.

    Gameplay is probably the most important part of any game, and Beyond Good and Evil does not fall short. The controls are similar to the 3D Legend of Zelda games, with a lock-on button, a button for primary attack, and buttons to pull off special attacks or use items. It is a very simple control scheme, but a very clean one as well. Combat is not particularly deep, but it also doesn’t feel shallow. The enemies are varied enough that just hitting all of them will not work. Moving through the world is simple, and there are very few camera issues. All in all, a very tight and simple control system.

    The gameplay is also varied enough to keep things interesting. There is a fair amount of combat, some time spent in a hovercraft (and another vehicle later in the game), and lots and lots of stealth. The actual amount of time spent creeping around will vary from player to player – in some areas you MUST be stealthy, while in others you can fight if you wish. The stealth puzzles are very well done, and rarely frustrating. The puzzle elements to the game are generally simple, and it might have been nice to see some more complex ones.

    The one thing about Beyond Good and Evil is that it is a short game. It comes to its conclusion in about 10 hours, give or take. That said, there are always things to collect. For one, though pearls are used primarily for purchasing parts for the hovercraft, there are extras hidden in the world that one can collect. Also, since Jade is an action reporter, she can earn money by taking photos of animals. There are also some minigames to find. Even with all of this, it still will likely not take longer than 13 hours to beat. Despite this, the game does not feel as if it was cut off early. It would have been nice to have more time with Jade, but the ending does not feel rushed and it ends before any particular element can get tedious.

    Overall, Beyond Good and Evil is a gem of an action-adventure title, and one of the best games of this genre for GameCube. It is available on all systems and won’t cost you much: the retail price is only $20. Really, it’s a bargain for a game this good. The storyline is compelling, the gameplay clean, and the characters likeable. One can only hope that, despite the low sales, Ubisoft will see fit to release a sequel. 

Nintendo GameCube: Beyond Good & Evil
Fun
Audio
Controls
Visuals
Replay Value
Overall: 8.7
9.4 9.4 8.5 9.2 7

- Casey Levine


L. 

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

- Matt Gardner


M. 

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
Genre: 
Action RPG
# of Players: 
1
ESRB Rating:
 
M - Mature
US Release: 
September 2004
Developer:
Lionhead Studios
Publisher: 
Microsoft

    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

- Todd Johnson


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.

    Retro has once again managed to craft a well-balanced, challenging and engaging game with the right blend of action and exploration to keep new and old gamers satisfied. In addition, the game is beautiful – one of the most, if not the most, aesthetically pleasing titles on the GameCube. It is, 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.

    The premise is simple: you (as Samus) have been hired to check up on some Federation Troopers who crashed on planet Aether while chasing some Space Pirates. The opening is decidedly less dramatic than that of its predecessor, but definitely has its creepy moments. As the game pro