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Game: Hokuto no Ken (Fist of the North Star) System: PlayStation 2 Emulators: PCSX2 Despite leveraging the skills of Arc System Works, creators of the Guilty Gear franchise, as well as the famous anime property Fist of the North Star, Hokuto no Ken is ultimately a failed experiment. It retains the high-resolution presentation of its creator’s previous effort, but disappoints in almost every other conceivable way. An unbalanced 2d fighter, its animation, interface design and basic combat mechanics suggest an obvious lack of effort invested in its production. The location tests it underwent have failed to reduce the marked difference between the high- and low-tier characters which brings is comparatively tiny roster into prominence. As a final nail in its coffin, Hokuto no Ken offers none of the additional extras that are characteristic of Guilty Gear PlayStation 2 ports, surrendering an easy opportunity to add variety to the otherwise banal offering. The aging genre of 2d-fighting games has typically drawn newcomers against benchmarks like Street Fighter II but Hokuto no Ken inevitably has more in common with Guilty Gear, hinted at by my numerous mentions of the series. The reason is that this essentially the sophomore 2d effort from Arc, the team responsible that has made a name for itself through the eclectic and visually stunning later game. However, no matter what you compare HnK to, it comes out wanting. Against SF2, HnK finds itself with looser gameplay and a smaller roster despite having almost 15 years on the legendary title. When placed beside GG, it is slower, clunkier, and seemingly lacking the technical intricacy of that game. One of the most notable problems with this game is that one-hit-knockout moves, usually marked by extremely long and obvious execution, are now able to be combo-ed into. At length, the issuess with this title are legion. For the mass market, the minuscule number of characters will be a turn-off, and to the hardcore crowd, the fact that balance is nonexistent amongst the game’s already small cast will add insult to injury. However these are just two things that will annoy you about the fighting. Another is that lithe-looking characters are oddly slow, as compared to the behemoth, Raoh, who can end up running at cheetah-speed. Admittedly, I have not seen the anime on which this is based (there may be a canon justification for this), but it definitely stands out. Hit-boxes are also noticeably out of whack- I have never played another fighter (or any game for that matter) where jumping kicks so clearly go straight through a standing, non-guarding opponent. Still, the gameplay side of things is just one way in which HnK fails to deliver. Hokuto no Ken’s main draw against other, better established 2d pedigrees is the high-resolution engine that has been quite literally copied and pasted from Guilty Gear. Unfortunately, the animation and presentation overall is of a lesser calibre than its cousin. Sprites, while of a similar resolution, animate extremely poorly. This is about as smooth compared to Guilty Gear as Guilty Gear is compared to Street Fighter III. Gauges seem to be directly copied over, but the menus and pre-match fireworks are honestly laughable to witness. While it may be harsh to say so, the VS. screens just make you think the new intern at Arc was a little too trigger happy with the motion tween in flash, despite only knowing how to make things slide side-to-side. Similarly the introductory movie (with its absurd theme ‘You ha Shock’ [?]) is plain ugly. The decent enough anime art is ruined by the obscene use of pseudo-3d scaling and other effects that the resulting pixilation is not only obvious, but unacceptable. Another questionable aesthetic choice is the overuse of on-screen text during the fight. Slayer’s instant-kill move, and maybe a handful of others in memory have used the technique, but here it is overkill. The developers apparently wanted to shove writing on to interrupt the fight as much as they could – someone should have reminded them they are directly adapting the anime, not the manga. On the bright side, the music is palatable fare and the stage backgrounds are, if not plentiful, varied and interesting enough. Sadly, they are probably the best part of the game. On top of the mentioned streamlining of the core fighting mechanics, and of the animation, more corners have been cut in the extras department. Hokuto no Ken features a rather stark presentation, consisting of the obligatory Arcade, Team Battle and Training modes, and lacks unlockable galleries, characters or anything such. Those who have come to expect Gold, Shadow or even SP-coloured characters from Arc will not only be disappointed but also bewildered at their omission. They are but some of many curious oversights – there is not even an option to switch to monaural sound output in the menu options! The tacked-on History mode, which does not rightfully deserve to be a mode on its own, is inadequate compensation. In all it is indicative of the developers unwillingness to invest anymore in this title, which offers grim speculation as to what they thought of it themselves. There is not a great deal that can be said in Hokuto no Ken’s favour, or even about it as all. It offers nothing new or compelling to a genre that has really been beaten to death and even presents less than its forefathers and[/i] its contemporaries manage to. For some time now 2d fighting releases have been built on a solid base of either nostalgia, an enormous offering of characters, a budget price or innovations and improvements. Hokuto no Ken however has none of these things going for it, and its ill-concealed imbalance will likely doom its competitive longevity at arcades as well. Those looking for an improved package for the PlayStation 2 will have to look elsewhere as it misses all the chances to either rectify its problems or compensate for them with some amount of bonus content. Considering its prestigious anime heritage, a version of the original Fist of the North Star feature on the disc might have made the package more appealing at least to fans of the series and surely would not have been that difficult to secure. As it stands, the property on which it is based will likely be little incentive for fans to pick up the game, and the numerous shortcomings of the game itself will most definitely deter almost everyone else. Controls: 7/10 Gameplay: 5/10 Graphics: 7/10 Sound: 8/10 Extras: 1/10 Overall: 5/10 Grade: C-
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Game: Puyo Puyo! 15th Anniversary System: PlayStation 2 & PlayStation Portable Emulators: PCSX2 Puyo Puyo! 15th Anniversary is simply the epitome of the ‘falling-block’ puzzle genre. It takes everything good about each of the previous 5 core games in the series and adds almost twice as many new features, resulting in possibly the best-in-class package imaginable on the PlayStation 2 and PSP. While an online-enabled freeware PC version and an 8-player DS version were released last year, they will not be the focus of this review since their feature-sets are to varying degrees different to those released for the Sony platforms. First off; what the hell is Puyo Puyo! ? It is a profoundly Japanese puzzle franchise developed by Compile (later assimilated into Sega). What distinguishes it amongst the others is that it was deemed, back in the day, too Japanese for a straight localisation process. Many bizarre characters were featured speaking needlessly drawn-out pre-match banter, some with unsettlingly sexual overtones. Different properties were attached to the Puyo Puyo engine to make it more sellable – to everyone that played Dr. Robotnik’s Mean Bean Machine on the Sega Mega Drive, or Kibry’s Avalanche on the Super Nintendo, you were actually playing a reskinned and slightly remixed version of the original Puyo Puyo! In essence, the premise of the game is to join up 4 ‘puyo’ (beans, whisps or various other things as they have become known overseas) of the same colour in any arrangement so long as they all touch each other. Unlike other games at the time, it was primarily a competitive affair – two players race to clear puyo on side by side playing spaces. If a number of clears are setup to execute one after another, ‘ojama’ (trash) puyos are sent onto the opponent’s side to punish them and block their progress. Larger amounts of ojama are proportionate rewards to larger combos. The system gave the game a considerably greater latitude than Columns or Tetris, which were designed to promote far-sight and endurance over quick thinking. The franchise was taken over by Sega’s Sonic Team and an overhauled system was released as Puyo Puyo Fever!, the last Sega title for the ill-fated Dreamcast. This new title, along with a more cutesy visual style and cast of characters, changed some of the play dynamics. Trash drops became a lot less punishing, and the number of different coloured puyo was reduced from 5 to 4 by default, both reducing the original games’ brutal difficulty considerably. Also trash drops could now be averted by doing a combo before they fall, the ascribed penalty either being cancelled, or deflected back onto the other player. Most prominent was the addition of ‘Fever’ mode, a reward for countering enemy combos in this way. During the 10-50 seconds of Fever, pre-arranged lumps of puyo are dropped onto the screen after each combo; the puzzle now working out how to trigger them all off quickly. With a little practice, Fever mode becomes a way to quickly and easily pile a lot of ojama onto the enemy, although an additional reward is allocated to getting an ‘All-Clear’ (removing all puyo from the playspace in one go), which is exceedingly difficult, and an attempt at which costs the player the otherwise free combos Fever provides. As a final icing on the cake, Fever mode gives the opponent an insane amount of combos to counter, bringing them ever closer to hitting Fever themselves! Thus, Fever matches are some of the most frantic and exciting puzzle experiences around – Super Puzzle Fighter II and Lumines bouts never get this tense. This tight and incredibly fun system sets the stage for Puyo Puyo! 15th Anniversary, which is basically a concatenation of the original series, and Puyo Puyo Fever! 1 & 2, but with a whole lot added. To get an idea of the perspective, there are now 12 different modes. Modes 1 and 2 are carbon copies of the game systems in Puyo Puyo! and Puyo Puyo! 2 respectively, with mode 3 representing Puyo Puyo Fever! However, the other 9 are completely new systems with original game mechanics. To those like me who notice the vast intricacies between the first game and the Fever series, having so many brand-new systems is like having as many brand-new games thrown at you at once. Consider one that is like playing the game in a tank of water. Puyo still fall from the top of the screen, but float to the top of the water each time. So dropping some onto others actually pushes that whole column of blocks deeper into the water. It takes a long time for any puzzle-oriented mindset to wrap around this change. Or how about a mode that does not punish with trash puyo, but rather frozen puyo that melt over the course of 5 seconds and are already set-up to be triggered into large combos? The imperative here becomes surviving your enemy’s onslaught for those 5 seconds while your screen is almost full to be able to unleash a barrage of your own as soon as the iced puyos thaw out. One of the most frantic new modes packs half the screen with random puyo, but places a special star block right at the bottom. The game becomes a race to clear out all the puyo in the way of the star before your opponent can. I would imagine that by now you would already know whether or not this interests you – I am still coming to terms with the finer points of each game myself, and wouldn’t know where to start on the mode that switches the field upside down periodically, the mode that hides parts of the screen from view, the one that involves constant Fever, or ‘Okii’ mode that drops massively inflated puyo. Suffice to say that they could have got away with a lot less of the new modes for the 15th anniversary release, and that the sheer amount of new mechanics to play with was a very pleasing surprise. However, you may need to summise the rules for each by yourself, as the pre-match rules sheets are in some heavy Japanese and will not easily be decipherable by those with only marginal vocabularies. To anyone put off by the questionably aesthetics and overt senselessness of the Fever series, which is the only incarnation of the franchise released in English (Puyo Pop Fever for the DS, PSP and PlayStation 2), you will be relieved to know that favourite characters and themes return from the old games. Graphics for combos and the puyos themselves can be taken from the 16-bit games, the Fever games, or the new set of assets drawn specifically for Puyo Puyo! 15th Anniversary. The crazily designed fish and elephant characters return as sub-bosses – the game uses a tournament ladder style approach to single player. I am curious as to why Sonic Team didn’t make any attempt to change any of the more inappropriate content (why is the last boss still called Satan?) but overall there are pleasing additions all round. The music gets a reprisal as well – memorable tunes from the older games return and will be familiar especially to those who picked up Mean Bean Machine or Avalanche even if the returning characters are not. There are many more backgrounds included as well, but the most impressive feature is how all of this is integrated into the game. Characters and modes are unlocked during the single-player campaign (by the way, characters are more than just different placeholders – they actually affect the sequence of puyo that fall and other factors, like how much Fever guage is gained from counters) – you don’t start with everything at the beginning. For the 2- and 4-player modes, every aspect of the match can be customised, from how many different colours of puyo are used to which background and music piece accompany the competition. This is a welcome feature that is long overdue – head to head games in virtually every previous entry in the franchise have been stifled by playing on ONE background with ONE theme repeating over and over. Only a few select technical problems and omissions spoil this otherwise well-crafted title. The most glaring is the apparent lack of the replay feature that let you immortalise impressive achievements in Puyo Puyo Fever! and each title since. It seems like such an inconsequential thing to leave out, and yet it is missing here. Also, while the 4-player competitions are great (they allow for teams, handicaps – the works), everyone was tempted by the DS version’s unprecedented 8-player gameplay via WiFi. Surely the PSP version could accommodate that many via its own WiFi capability and the PS2 through multiple screens / iLinked consoles, but again we are left wanting. Finally, despite the absurd level of polish given to every feature that is included, and the ingenious concept work behind all the new modes, Puyo Puyo! 15th Anniversary is without any online or infrastructure mode whatsoever on the PSP and PlayStation 2. It doesn’t have a great replay value either – 3 or so runs of the story mode will likely unlock all the hidden content for you, but then again that isn’t different to any other puzzle game out there. In context, none of these have a huge weight, but are disappointing nonetheless. Choosing Puyo Puyo! 15th Anniversary is unavoidably a taste thing – coming from a niche genre, most will already know whether there is anything they can take from a puzzle game like this or not. Still, this title has the benefit of combining all the elements of its various incarnations and discarding very little, while presenting an abundance of new mechanics for the first time. The premise is simple enough and the aesthetic is honestly a hit and miss thing, but this is really the best this genre has to offer. The gameplay is rewarding at low levels but incredibly deep and is enhanced by a wealth of features targeted at both the hardcore, and at making the game accessible to newcomers. For what it is, Puyo Puyo! 15th Anniversary really could not be any better. It gets my solid recommendation. Controls: 8/10 Gameplay: 9/10 Graphics: 8/10 Sound: 9/10 Overall: 8/10 Grade: B If you are at all inclined toward this kind of game, pick Puyo Puyo! up right away. You’d have to import it, but at least the PSP version is region free anyway.
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[Review] Monster World Complete Collection (24/3/0
BlackKnight posted a blog entry in BlackKnight's Blog
Game: Sega Ages 2500 Vol.29: Monster World Complete Collection System: PlayStation 2 (Ports of Arcade, Master System, Game Gear and Mega Drive games) Emulators: PCSX2 (MAME, MEKA, Gens, Fusion) While one that lacks consistency, the Monster World / Wonder Boy series is one of the most underrated of Sega’s 16-bit legacies. Spanning 4 entries in the Monster World continuity and 2 separate Wonder Boy adventures, the Monster World Complete Collection is an extremely well-featured arrangement of not only the 6 games from genres as disparate as side-scrolling shooting and RPGs, but also the various arcade and home renditions of each title. Perfect emulation aside, the sheer amount of customisable options, new save-schemes, and wealth of scanned manuals, official / concept art and other extras, combined with its 2500-yen price point (as part of the renowned Sega Ages 2500 collective) make this a dream come true for anyone with fond memories of these games. In short, this is as ‘complete’ a collection as could be put together and, for its price, is extremely hard not to recommend. The individual games you will find here are, as per their western regionalisation, Wonder Boy, Wonder Boy in Monster Land, Wonder Boy III: The Dragon’s Trap, Wonder Boy III: Monster Lair, Wonder Boy in Monster World and the Japanese-only Monster World IV. While all unique games in their own right, they are all based on the loose premise of a cyborg horde of aliens introducing ‘monsters’ to the otherwise peaceful ‘Monster World’ which was purportedly, according to the 5th game, ‘once a peaceful region’. Yeah right. Anyway, as mentioned, the two individual series’ became amalgamated somewhere along the way. Wonder Boy is the original Sega alternative to Mario (think pre-Sonic)- it features linear side scrolling gameplay where your character (a primitive caveman type) throws hammers at snails and attempts to cross a finish line before the time runs out. Basic as it was, its direct sequel, in Japan, was Super Wonder Boy: Monster World (Wonder Boy in Monster Land), a level based arcade action game with rudimentary RPG elements- you could collect gold and buy stronger equipment. These new features were expanded upon in Monster World II (Wonder Boy III: The Dragon’s Trap), which picks up directly from the end of the previous game (Symphony of the Night-style, except about 5 years before) and also introduces the ability to change between 6 animal forms with special abilities – Hawk Man can fly, and Piranha Man can swim. Also like Metroid and the mentioned Castlevania, the game relies on the various abilities being unlocked to allow access to new areas of a single large gameworld. This impressive achievement is topped only by Monster World III (Wonder Boy in Monster World), which takes these elements to a new extreme, as is quite possibly the best title in the collection. Monster World IV is almost like a step back. Although featuring some impressive animation and new platforming mechanics, it loses the magic and equipment elements that made the previous games so deep for their time. Monster Lair (localised erroneously as Wonder Boy III: Monster Lair) exists outside the Monster World canon, instead being a direct successor to the original Wonder Boy. That game’s side scrolling, time-dependant gameplay remains and is accentuated by portions of free-flight shooting. In part to alleviate the confusion arising from the nonsensical naming conventions, Sega has decided to incorporate not only the Monster World games, but also Wonder Boy and Monster Lair into volume 29 of its classic series. Confused about which game is which? It gets worse… It is a given that the original Japanese releases of these games would appear here. It was unexpected, though, that additional versions were slated to be included as well. So now not only is Wonder Boy’s original arcade version available to play in the Monster World Complete Collection, but so is the Sega SC-1000 home port, as well as the Mark III (Master System) release. The enormous graphical difference between the coin-op and home games should illustrate that this is not a trifling addition, particularly when you consider that the RPG contingents of the franchise are heavy on the Japanese text. Luckily for the kana-illiterate, the two big RPGs, Monster World II and III, have their English Master System and Genesis ports respectively included, and be played through entirely with full English text. Monster World II also benefits from the included English Master System release. In Japan, where the Master System had been discontinued, Monster World II was hastily ported to the Game Gear for the native version, which suffered not only lower sound quality output, but a lower-resolution display that stifled the on-screen action, both of which are remedied by the inclusion of its console cousin. Although it would seem no expense was spared in compiling this title, the PC-Engine remakes of some of the series constitute an obvious omission. From the MWII-derived Dragon’s Curse, which boasted a 16-bit environment as compared to the Master System and Game Gear’s 8-, to The Dynastic Hero, the enhanced version of MWIII with a richer colour-depth and a completely redone redbook audio soundtrack, these missing entries are a glaring hole in what is otherwise an impeccable round-up of editions. To Sega’s credit, those IPs belong to Hudson, who even released the Wonder Boy inspired Adventure Island as part of their own budget series a few years ago, and to use this point against the integrity of the collection is a very nitpicky whim on my part. There may well be more than 16 variations of the 6 core games to play on the one disc, which is certainly nothing to scoff at. In case it has not been mentioned in point, Monster World Complete Collection offers flawless emulation of all included titles. Fans who would like to pick apart compilation discs like these, finding places where there is slowdown or muddied sound as compared to the original cartridges, will come up empty-handed this time. Meticulous efforts have obviously been made to ensure that the games offered are absolutely perfect representations of the originals. Monster World II is an excellent example. Released in Japan on the Game Gear, and in Europe on the Master System, MWII is available here on both. However, if the game had been released on the Japanese Master System equivalent (Sega’s Mark III hardware), it would have benefitted from a specialised FM modulation chip that was not included in the consoles from other regions, and thus had a soundtrack that was significantly different. To solve the problem, you can play with the FM chip emulation turned on or off, which suitably exemplifies the level of detail in the emulation options integrated into the collection. All the standard fare is present here- screen size, stereo / mono sound, but each hardware has specific emulation options like the FM chip. You can disable the Genesis’ hard-coded sprite limit, for example, or deactivate slowdown that was present in the System 1 version of Wonder Boy. Another nice addition is the ability to select screen resolution and frame timing for each game individually, which allows you to set up a centred, low-res Game Gear configuration, alongside a 480p output for the Mega Drive, if you were so inclined. All of these settings are stored in a general ‘System File’. The menus are the lacklustre offerings that have become characteristic of the Sega Ages series. While there is a veritable treasure trove of content behind them, the plain blue and white typography belie it well, and border on offensive, given the quality invested in other areas of this release. On the positive side, they are by and large in plain English, so no confusing menus to navigate through. The only confusion (apart from each instalments various titles) to be found here is to do with a new feature called the ‘Suspend File’. Not available to all games, the ‘Suspend File’ is basically a dedicated save state that retires the laborious password systems of some of the titles. However, changing emulation settings and then saving a ‘System File’ will render your Suspend Files invalid. What’s more is that if a System File is loaded, Suspend Files can no longer be saved at all. Whether this is a bug or not would perhaps be clearer if I had been able to decipher the game’s kanji-laden manual, but as it stands, gives the impression of a broken feature. Any complaints about the menu or the outlandish saving methods will disappear when you first behold the unprecedented behind-the-scenes compliment of media. Although there is not much in the way of video features present, there is most everything else imaginable here. First off, manuals of each of the different versions of each of the different games have been scanned in from the archives. Various levels of concept art, official drawings and such are also included. Each title is also served with the usual compliment of BGM and SE galleries, which in some cases like MWIII, contain sound samples and tunes not available in the game, or in the roms of the cartridge releases either, which rouses many mysteries as to their original intention. A surprise feature are speedrun options for some of the arcade titles. All of this is unlocked right off the bat, mind you, with the sole exception of MWIV’s compliment, which is largely only available after clearing the game once. In all, the Monster World Complete Collection is hard to fault – it does everything that a good compilation disc needs to do effortlessly, and contains additional extras to boot. Although quaint and charming in their own way, the Wonder Boy and Monster World games admittedly haven’t aged that well. While they might bridle your interest for some hours, there isn’t a great deal of replay value to be had here. That said, like the bulk of Sega’s Ages series, this is aimed squarely at the nostalgic oldies, who likely played the games with the battery-packed cartridges they originally sold on, and it certainly delivers where it counts to its target audience. Even if you missed these gems the first time round, the 2500-yen pricetag ($26.30AUD or $21.20USD) makes the game a worthwhile purchase, and I would even have recommended it had it been sold for a slightly steeped price (to Australia, with shipping, it cost me less than a Platinum / Greatest Hits game, and less than a third of the price of a new release). Highly recommended. Controls: 8/10 Gameplay: 8/10 Graphics: 4/10 Sound: 7/10 Overall: 7/10 Grade: C Don’t let the grade fool you- it is mostly due to the fact that these are all 3- and 4-generation old games. But if you have a taste for the 2d realm, definitely give Monster World a go. -
Game: God of War II System: PlayStation 2 Emulators: PCSX2 Although hailed by a surprising amount as the swansong of the PlayStation 2, God of War II does little to differentiate itself from what has come before it. Granted, the tight gameplay and breathtaking graphical presentation of the original God of War remain intact and its enormous production value - evidenced not only by the game itself, but also by the inclusion of a supplementary DVD containing a great length of behind the scenes footage – is nothing to be dismissed. It is unfortunate then that the significant time and effort spent refining what was already debatably the pinnacle of modern action gaming has failed to yield a game that is in any way noticeable superior to its predecessor. Further, a few tweaks to the combat system and all the new content do not disguise the surprising absence of numerous elements that made the first game so good. God of War II is undeniably an extremely polished and satisfying action game, but squanders the opportunity to have suitably expanded on the impressive foundation that had already been laid down for it. For the purpose of this review, there will be SPOILERS. However, I will try not to spoil any plot elements that you don’t discover in the first 30 or so minutes, BUT I will reveal later weapons, spells and other content that you may want to be surprised by. The foundation is the original God of War. As Kratos, a Spartan general who fights with the magical Blades of Chaos – ferocious weapons bound to his body by long chains that are seared into his forearms - you must traverse fairly linear environments and basically cut down the enemies that stand before you. This may sound reminiscent of classic old hack ‘n slash offerings such as Streets of Rage or Golden Axe, or even the more recent Devil May Cry or Ninja Gaiden games. It is actually a combination of the elements of both, but what sets this franchise above the others is the skill with which it is executed. There is no exaggeration in saying it is a sheer joy to play. God of War consists of light and strong attacks combined with blocking, grabbing, special moves, magic and dodging, and while that may sound somewhat complicated, the control scheme renders it extremely accessible to all. Each movement is rewarded by fluid animations and sound effects that make the strong attacks feel as though there is a weight behind them - the DualShock 2’s rumble feature is used to great affect here. Everything is necessarily bloody and some grab moves particularly barbaric. Context sensitive attacks flash random inputs on the screen at key moments as well, requiring you to be alert at all times. The technique was masterfully applied to the first game’s boss fights (and is also present in God of War II), making each a frantic but memorable experience – these jaw-dropping exchanges were one of the game’s most prominent features. RPG elements revolve around the collection of ‘red orbs’ from either chests or slain foes which are then used to upgrade weapons and magic ala Devil May Cry. Not only a novelty, some abilities change drastically when upgraded fully, and so it should not be ignored. Also shamelessly stolen from Dante’s outings, is the Rage of the Gods / Titans, which is basically like a limit break stance when you’ve filled your super-move-esque gauge up. Standard platforming and puzzle-solving elements round out the experience, and God of War II inherits most of these things untouched. It uses the same engine as the original, which (while tethering the title to the aging PlayStation 2) is a testament to its inherent strengths. Due to this, the game benefits from a strong foundation, if from little else. Plainly no effort was made to reinvent the wheel with God of War II. Not only is the engine seemingly copy/pasted from its forefather, but the same animations are used for the most part as well. Even the staunchest fan would be hard-pressed to find any, even slight, differences in the dress or appearance of the protagonist, which is considerably unusual. There have been a few changes, though, not all for the better. A good one to start with is the grappling point system. Small luminous effects are now placed on hooks, ornaments and various other things you’d be able to get a Blade of Chaos caught on. When near one, pressing R1 allows the player to throw their blade at it and swing on its chains, much like a vine. Being fairly forgiving, the mechanic is fun to use, although rarely necessary. Only a few designated places in the game require you to use the technique, but in fairness one specific implementation during a late boss fight is very well done and makes you wish the move’s potential had been better exploited in other areas. Another positive addition is legendary ‘golden fleece’. Once obtained, somewhere around the middle of the game, you will be able to ‘parry’ incoming attacks of all kinds by blocking just when the attack connects. If successful, Kratos can follow up by launching an invincible, high-priority attack against all nearby enemies, or, if the countered move was a projectile, fling it back at his attacker. What makes this feature so fun to use is that its input timing is lenient- think Dead or Alive 2, not Street Fighter III. There is also room to experiment with its use, since missing a parry and taking a hit is nowhere near as punishing as in the aforementioned games, unless of course you are playing on the game’s ‘Titan’ (Very Hard Difficulty) mode. The game’s special moves (executed by holding L1 and pressing a face button) used to be long automatic combos and were not very useful simply because you could be hit out of them at any time. God of War II’s replacements are far more usable, with either more damage or knock-down effects balancing their extended vulnerability. Special moves might be an improvement over the old, but magic is an area which has taken a step back. Two of the spells, Euryale’s Gaze and Typhon’s Bane are pretty much carbon copies of Medusa’s Gaze and Zeus’ Lightning, but the other two, Cronos’ Rage and Atlas’ Quake are pale in comparison to Poseidon’s Rage and Army of Hades that they replace. The bright side is that all the spells, except for Atlas’ can now be used while moving, and so will be seeing more use in battle than they used to or might have otherwise. Another feature that will no doubt see more use in God of War II than in the original is the new weapon system. Forget the Blade of Artemis- the new sub-weapons can be switched in and out by pressing the R2 button and are actually better than the Blades of Chaos in some areas. The first one Kratos will get his hands on is the legendary Blade of Olympus – the weapon used by the gods to defeat the Titans in the Great War of old. Not as long reaching as the default, and not quite as fast, the Blade of Olympus is obscenely strong, and when upgraded, is by far the most powerful weapon in the game, bar none. The catch to this one is, while you will use it to dispatch the first boss, The Colossus of Rhodes, you will have it taken from you, and will not recover it until the second play-through of the game. Its power is well worth the wait however. The second new weapon is the hammer used by the Barbarian King to almost kill Kratos before Ares’ intervention in the first game. It is a typically slow, strong single-hit weapon that can create shockwaves. At first glance is seems to possess a zero-MP replacement to the missing Army of Hades spell, but even when fully upgraded hardly matches that attack and is more of a distraction technique to offset the weapon’s lack of agility. Early in the game there is a sequence where you must tear a magic spear-wielding griffin rider from his mount. Later in the game his corpse turns up and offers the final sub-weapon, the audaciously-named Spear of Destiny to the player. Especially effective against the pesky returning satyr enemies, the spear is a long-range alternative to the blades that has a shotgun-like energy burst attack and is also able to plant explosive charges on the ground that are time released – many creative scenarios can be set up by this weapon. In all the weapons are fun to use and have their individual applications. Ultimately though, their creative design does not change the fact that the Blades of Chaos will still be getting you through the bulk, if not all, of the game due simply to the superiority of their design coupled with their ease of use and undeniable cool factor. Technically, the game is a marvel. I have often harped on about the age of the PlayStation 2, and there is no ambiguity about this game being a ‘last generation’ title, but still it manages more out of the hardware that runs it than any game in recent memory while consistently delivering large-scale, almost cinematic scenery, large numbers of enemies on screen and an unwavering 60fps framerate to boot. Some large models suffer from either blockiness, like the Steeds of Time, or low texture resolution, such as the Colossus of Rhodes, and there are vertical sync issues here and there, but it is mostly passable. Something that really adds to the visual presentation, though, is the uncontrollable camera that is perfectly positioned at all times. It should be obvious Sony sunk a large amount of money into this project, and so it stands to reason that its production value is unmatched on the current generation. Apart from the extraordinary visuals, which are now de rigueur at the house of Santa Monica, the game’s budget bestows on it another no-expense-spared voice track featuring impressive performances across the board. It does not have the cast of Tiberium Wars, but it is a joy to listen to all the same. There is no hammy voice acting here to mar immersion into the experience, unlike, say, in Final Fantasy XII. The soundtrack is still fantastic, but it invariably relies too much on remixes of Zeus’ Wrath Devine by Cris Velasco from the first’s battle against the legion of Kratos Clones. There is also a wealth of unlockables that puts other games to shame. First off, you can unlock Urns which offer different powers by finding them during the game. You can also unlock the Blade of Olympus by finishing the game. There are 7 different hidden costumes / characters to reward finishing the game, as well as other tasks, such as collecting 20 cyclops’ eyes. Challenge of the Titans replaces Challenge of the Gods as a scenario based final trial, and Arena of Fates is a new mode where you choose the terms, powers and enemies to duke it out with in a ring of your choice. However the icing on the cake, when it comes to presentation and extras, is the second disc, a dual layer video DVD, which is devoted solely to behind-the-scenes features chronicling not only the game’s development, but in-depth pieces on specific things – the design of Zeus gets its own feature, for example. The sheer amount of video here is unprecedented, and really makes you wonder why the making-of footage of other games was interesting at all. A tip of the hat also goes to the producers for not mandating the joke that is the ‘special edition’. All copies of God of War II sold in the United States and Canada come with this second disc as standard. Unsurprisingly, however, when we PAL regions get a local release, we will have to pay an additional premium for the extra disc via a special edition. So, in Australia, the $39.99USD I payed for the game would have turned into $99.99AUD ($79.68USD), had I decided to wait until April 13 for the local version. Bravo, SCEE. I just had to add this little outburst of bitterness- it should not overly detract from the great work the producers did here. Unfortunately, this is where the praise ends. Where the game’s design has garnered acclaim from me thus far, most of it can be attributed to mechanisms already left in place from the first game. From a creative standpoint, I would go on a limb to say that nothing added in God of War II is objectively better than what had already been seen in the first God of War. Additionally, it is my opinion that the quality of this game’s artistic design, as a whole, is significantly poorer than its forerunner, and were it not for all the positive technical traits it directly inherited, it would have sunk into the obscurity of other mediocre, forgotten titles. To really send this idea home, God of War II does everything conceivable to drive the franchise into the ground short of rewriting the game engine and starting from scratch. That maybe too harsh, but I truly believe an enormous quantity of postives from the first have been cast aside, and most of the opportunity to expand the mythos already establish squandered. Consider, first, the premise of God of War. The intention for Kratos to journey and become strong enough to kill Ares, the god of war, was necessitated by the fact that Zeus, king of the gods, had forbidden direct conflict amongst the deities. I am only spoiling the first half hour by saying that now, Zeus has decided he will just forget about that and kill this god of war all by himself. Err… Another thing – Athena claimed that Cronos was the last of the Titans, but now there are Titans all over the place – even the narrator from the first game turns out to be Gaia, the Titan of Earth. It poses the question of where they all came from, but more worryingly, suggests there was almost no intention to take the story in this direction during production of the original. Characters’ personalities and motives are also questionable if you consider the first game. Zeus, first and foremost, was portrayed as a kindly old pacifist who preferred to hide his limited involvement in affairs as much as possible; posing as a gravedigger. Now he is petty, vindictive and seemingly high on power. Cronos, who now aids the player, is another example. Before, he sought to destroy Kratos in his mission to slay the god of war, but now is more than happy help kill Zeus despite his general hatred of gods as opposed to a single grudge against their king. Their designs have changed too. Hades differed from the other deities with his tall, slender demon-like form and is now portrayed as a smaller squat humanoid who bears a resemblance to Death Adder from Golden Axe. In context these are insignificant gripes. Their indication of the creators’ disregard for the existing canon however is troubling, and extents into the general narrative. Shallow as the first game’s story was, it was fleshed out by gorgeously animated stylistic flashback sequences that gave a depth to Kratos and the relationships that set in motion the main events and prevented the experience from being as flat as it might have been. God of War II not only dispenses with those compelling cutscenes, it also skimps in the story department with regard to both style and substance. There is no legendary overtone to what little storytelling there is here which makes the absence even more glaring. Too many unknowns are left to the imagination. Clearly much has transpired between Kratos taking the throne and becoming truly resentful of the pantheon he is a part of. Even more is implied about the Titanomachy, of which only glimpses are shown, leaving gaps that are obvious and frustrating. The Titan Atlas refers to a previous encounter with Kratos, which has never been shown expressly or even alluded to, and yet is made quickly enough to suggest the player was intended to know about it. Plot holes abound, and are, honestly a much larger issue than would appear based on the space I have allocated to the topic. While spoilers prevent me from divulging more than this, I will say that one of the techniques employed is time-travel. A troublesome literary device to be sure, it is here so poorly utilised that, after finishing the game, even a brief discussion of events will reveal that hardly any of the narrative makes sense, put in context. It certainly falls short from the succinct, neatly resolved narrative that befitted God of War. To its credit, God of War II is paced out very well. There is just the right mix of mindlessly cutting through waves of fodder enemies, being trapped with a few powerful ones, solving puzzles, platforming around, and running into bosses or more complicated encounters. However, more could be done with that formula. Puzzles are almost identical, and in many cases, watered-down versions of the kind found in God of War. Spike puzzles, pressure plate puzzles… all have been seen before. The new ability ‘Fate-walking’ allows you to freeze time all around you to solve time-based puzzles when you see a green glowing statue of the Fates nearby. What could have been a very interesting puzzle mechanic instead comes off seeming like the creators just could not be bothered timing the complicated triggers for some of the puzzles, and instead copped out by offering the time-slowing effect in those certain areas. This is particularly obvious because only one puzzle in memory actually seemed like it needed the ability. Most of the time you will have passed the gate and be long gone from the puzzle arena before the timer runs out. Too easy by coincidence? All the puzzles are blindingly simple, maybe because I had solved a very similar version of each in the original game, except for one, which was blistering hard. In this scenario, you have to work a machine that makes the floor drop at the same time as the ceiling, incidentally layed with spikes, falls toward you. While you are doing this, skeletons keep spawning to impede you. One hit and Kratos stops manipulating the thing. Although working the thing is too clunky, combine it with skeletons that take forever to kill, and the swiftly falling roof (which is instant death if it reaches you, by the way) and you have a puzzle whose frustration-generating capacity rivals that of the Kratos Clone battle last time. I mention it because it stands in sharp contrast to the relative easiness of the rest of the game. All the while you solve these simple but drawn out tasks, the question is bound to beg at some point; ‘why am I doing any of this?’. Only a handful of non-combat tasks are integrated into the level or story in any meaningful way. One minute you will be trying to manoeuvre a phoenix’s egg into lava to birth it, and the next that trifle will be all but forgotten as you are forced into battle with a Kraken boss for no apparent reason. Speaking of bosses, they are almost as inconsequential as the puzzles. Personally, the Hydra and the Minotaur from the previous instalment were some of the most extravagant and satisfying boss fights I have experienced. Definitely a defining feature of that title, I had high hopes for the bosses this time round. Since the action opens to a set-piece battle with the Colossus throughout Rhodes (an overwhelmingly promising first impression), you might be expecting similarly impressive efforts throughout, but if so you will be disappointed. No other boss in the game comes close to the daunting spectacle of battling a giant as it destroys a city, or a sea monster ravaging a fleet of ships, but some are honestly no more than laughable. The previously mentioned Kraken looks like a hi-res Pokemon - its dopey expression had me questioning momentarily whether I was in fact playing a God of War game. Along the way some Greek heroes of myth are also encountered. Without naming names, the legends of these warriors are shamed by their portrayal here. Poorly crafted models as well as predictable (block three hits then do a combo, repeat – no joke) attack patterns bring into question why they were added at all – they have nothing to do with the story. Cameos of legendary characters also aren’t hip as far as I’m aware. Ironically, since you get the golden fleece, you might be expecting to run into one hero in particular, but guess what? You don’t. Funny isn’t it? God of War II is a great game mostly because it retains intact the game mechanics and technical things that made the original the 2005 Game of the Year. This alone more than makes it worth your time. My review has been coloured by the fact that, within all reason, this game could have been more. A lot more. Combat is largely the same, and the graphics are still impressive. The puzzles are a tad dumbed-down and the soundtrack is only half-original. That in itself is acceptable, but consider that the artistic cutscenes are gone, the bosses are less impressive, and that the plot is flat, illogical, in an overall different direction, as well as being in direct contradiction of the canon of the first game. These things are disappointing, and it is a shame that the franchise is now in Cory Barlog’s hands – he must be the only creative director in the industry who could possibly not only fail to properly expand on a game like God of War but also take it some steps backward in a few areas. But make no mistake – God of War II is very likely the best game to be released on the PlayStation 2 either this year, or from now until the end of its lifespan. It may detract from the original in more ways than it improves upon it, but considering how brilliant a game the first was, these failings are negligible in the grand scheme of things. Controls: 10/10 Gameplay: 8/10 Graphics (Technical): 10/10 Graphics (Artistic): 8/10 Sound: 9/10 Overall: 9/10 Grade: A You probably already knew whether or not you were going to buy the game before reading this review, but I’ll qualify everything I’ve said already by endorsing it anyway- go and buy it. It’s a no brainer. The only thing more certain is that you should own God of War if for whatever reason you don’t already. Just to be clear, if this game deserves a 9, the original almost certainly deserves a full 10.
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Game: Shadow of the Colossus System: PlayStation 2 Emulators: PCSX2 From the makers of Ico comes Shadow of the Colossus- an action / puzzle-solving hybrid game that is unlike most games to fall under those categories. While a poor technical presentation, unresponsive control scheme and a lack of variety detract from the overall experience, Shadow of the Colossus’ redeeming factors almost make up for them. Its concept is unique, and the artistic merit of its visuals and score are undeniable. Although it probably won’t make the best first impression either, it definitely deserves the attention it does receive. The premise of the game is intentionally simplistic. You, an unnamed ‘wanderer’, have travelled to a forgotten shrine to beseech the resident spirit/s to cure / revive / resurrect your sick /comatose / dead girlfriend / sister. The details are all deliberately left vague except for the task given to you- you must traverse the abandoned peninsula surrounding the shrine to hunt, and kill, 16 colossi. That is pretty much it. Shadow of the Colossus is, in essence, 16 boss fights. The game consists of finding each boss and then killing it. There is nothing tacked on or pretentious about this setup- there are no monsters, equipment gathering, or puzzles related to anything other than defeating each colossus. To be clear, though, that much is surprisingly satisfying. It works like this- you have a horse and a magic sword. You raise the sword into the sky and the sun will reflect off of it, pointing in the direction of the colossus you must find. There is not anything intrinsically difficult about this. You don’t have a map per se, but the geography isn’t designed to confuse you or make you get lost. In fact, the only part that is not straightforward is fighting the beast when you find it. Combat consists of locating the enemy’s weak spots, which are marked by a glowing sigil, somehow mounting the creature and finally driving your sword into their vulnerable point. In this manner the colossi can usually be downed by 4 or 5 well placed strikes. However, in case it hasn’t yet been made obvious, these monsters are huge. They may well be the largest bosses around- most even put the Painkiller behemoths to shame. Needless to say, getting on top of one and leisurely sticking your sword in its neck is a complicated matter. Usually it is accomplished be grabbing onto hairy parts of their anatomy and climbing your way up. Oftentimes you will be somehow luring them into a position where you can get a grip- you won’t just be able to walk up to their foot and start climbing away. That said, fighting a colossus is a mostly trivial challenge. Very rarely, if ever, do the giants adopt an offensive posture, and, even when they do, the damage dealt is never lethal. Although some required stratagems that took a bit longer to put together, only the 10th colossus, Dirge, was actually able to send me to the ‘game over’ screen. Defeating each one is thus highly procedural, and once you have worked out how exactly you are meant to reach the weak spot, or how you are meant to lead the creature to a trap, almost all of the challenge will be lost from the encounter. The subsequently unlocked ‘Hard Mode’ and ‘Time Attack’ features add little to the mix- you might just try to get stepped on a few less times than on normal. Sooner or later, the combat will become mechanical and labourious especially because, even though each creature is breathtaking in its own right, they really do not differ that much from a gameplay standpoint. Variety is something Shadow of the Colossus sorely needed. I cannot help likening the 16 colossi to the 16 angels of Neon Genesis Evangelion. Where, in the latter, each was profoundly different in appearance and capability, requiring unique tactics to be defeated, here they are all similar lumbering titans fought roughly the same way. Sure one might look like a horse and another a turtle, but it comes down to finding and stabbing a glowing spot on the lot of them. By the end, not only are you no longer intimidated by the prospect of engaging a foe maybe 100 times your height, but the whole thing even seems like a joke. Even though there are no mindless enemies or inane plots used to pad out the game’s length, the sheer monotony of its most basic feature makes the already short game (10 hours max) seem too long. Incidentally, this won’t be the first thing you notice wrong about this game. From a purely technical standpoint, the visuals of Shadow of the Colossus are unacceptable. The developers obviously worked on a very large scale when designing each element of the game from the landscape to the colossi themselves. Now, commendable as this is, it becomes soon apparent that this ambition belies a reckless disregard for the system for which the game was developed. First off the graphics are mostly bland, and yet are very blurry. The oversaturation of everything, obviously a creative choice, should have helped to conceal most of the graphical flaws but doesn’t. Anisotropic filtering would have helped the landscape tremendously, but is unsurprisingly absent considering the most prominent issue is the wildly varying framerate. During some mundane scenes where the camera pans across a wall, 60 or more fps are easily perceivable. Why? Because the rest of the time you’d be lucky to see 10 or more per second and it puts those 60 into sharp relief. The brilliant animation, particularly of the main character and his steed, help bring the shocking framerate into focus. Not only is the game anything but ‘smooth’, but the low fps also makes certain encounters, or situations where the camera jumps about, mind-numbingly frustrating. The camera itself is a joke. By default it finds its own way- the alternatives are to posit it yourself using the right analogue stick or to hold L1 and have it lock onto the nearby colossus. Neither are very effective and since the controls are relative to the camera’s constantly movement (and constantly need to be adjusted). You will effectively be less scared of the colossi in this game and more afraid of the camera switching on you or giving you too dodgy an angle, and the framerate too low to allow for adjustments before you miss the chance to strike or, on rare occasions, get killed as a result. One example of note is the lion colossus, Cenobia. It is constantly charging and knocking down the hero for a recovery of about 10-15 seconds each time, but each time it does, the camera chooses to do its own thing, often landing inside part of the landscape- fighting in a ruined Aztec-esque city means that there are bridges, walls and columns all over the place for the viewpoint to get trapped by. Did I mention there will be a delay of about 1-2 seconds before the camera even starts moving after you tell it to? The time it takes it takes to find an angle where you can actually see the character, combined with the severe choppiness, means that you’ll likely have been knocked over by Cenobia again before getting up. Great fun. That input delay is not exclusive to the camera controls, by the way. It goes for everything- jumping, attacking, calling the horse… While it is not always 2-seconds long, it will often provoke multiple presses of a button just to make sure the command got across. For what is essentially an action gameplay experience, Shadow of the Colossus has just plain terrible controls. First off, everything takes a long time to do. If you accidentally press R1 to crouch, you have to wait until the guy crouches and gets back up before you press Triangle to jump- else he will dive instead. As mentioned, the directions are relative to camera position. Thus jumping from hand to hand of the sorcerer colossus, Malus, will be an enormous trial since the angle is constantly in flux. There is no exaggeration in saying the controls are Silent Hill-clunky, which is unforgivable since the combat in the game is resultantly not reflex- or puzzle-based, as it should be, so much as it is a struggle with the controls, the shocking angles and the appalling framerate. It is unfortunate these issues condemn the title when there are so many lesser games that get them right so easily. It is honestly the art of Shadow of the Colossus that kept me playing. Despite its many faults, the game is gorgeous to look at. The colossi are some of the most creative creature designs I have ever seen and the game maintains a whimsical visual style that suits perfectly its premise, narrative (which does become more prevalent at the end) and its concept. While the giant statues are clearly modelled after individual animals (the minotaur, the bird, the lizard), their design of rock combined with flesh differentiates them from their origins to the point where they all look like monsters. Indeed, even the giants modelled in human form (the knight, the old man, the sorcerer) are far removed from humanity- an odd sensation to be conveyed through last-generation polygons. The enormous detail put into the creatures and their animation demands the huge scope of the game, and, I concede, in some ways necessitates its poor performance. Despite the framerate and lack of image enhancement, the raw assets of this game clearly surpass anything else on the PlayStation 2 by a large margin. There are times, especially during the spectacular final battle, that you can see past the choppiness and low-resolution to a game that is far ahead of its time. I seriously think that if the textures were upscaled, and if some basic image enhancements were added, Shadow of the Colossus, would be a worthy high-definition next-generation title left as-is. Although not an audiophile, the game has an impressive score to back it up. Most of the gameplay is without non-diagetic music, but the battles themselves are accompanied with a frantic piece that mirrors the state of the fight. Special mention goes to the somewhat melancholic theme just before the killing blow is delivered- it is very much characteristic of the sobre mood that the game as a whole develops. Having completed the game, it warrants an appreciation most of its competition doesn’t. As a whole, again, it can be seen as a self-contained experience, the immersion into which is aided by its unusual narrative structure. Shadow of the Colossus is not the first game to feature a nameless protagonist but it is the first I have played that uses the technique to such great effect. There is an empathetic exchange that extends beyond simple watching and controlling that is fuelled half by not knowing the wanderer’s motivations or intentions and half by his obvious desperation to complete his impossible task. His uncoordinated movement, seeming inexperience at wielding a sword, and tireless efforts make his actions sincere and relatable, if at times frustrating. This is not even considering the moral dilemmas of game- you will no doubt feel sorry for some of the beasts you slay and many times wonder what the real goal of your journey is. Even though there is no substantial plot development during the course, the resolution offered at the end is adequate and satisfying. It is also a shame that beating a colossus isn’t more difficult the second time, since at end game you are free to roam the forgotten land and fight with which each again. While it doesn’t add much replay value, it leaves the game in a complete state, at least, at the end. In truth Shadow of the Colossus is not a bad game, but despite its extremely strong points is not a great game either. Its gameplay is interesting but unvaried and will inevitably descend into tedium. Aesthetically the game is nigh perfect, with evocative countryside and ruins playing host to battles on a scale that has never been seen before. The colossi are some of the best creature designs, if not the best or most creative challenges. I am, however, compelled to describe the grave technical shortcomings of the game, and have done so before issuing praise so that this review differs from the bulk of others which offer acclaim while playing down these factors. I finish Shadow of the Colossus and end up wanting more- not more of the same, but an experience not tainted by unfortunate technical problems. It is an utter shame that this was released on the PlayStation 2. Unlike most reviews, I do not believe the game’s saving graces succeed in saving it, but I have no doubt that if a sequel were made for next-generation platforms the performance (and likely responsiveness) issues would be solved and that the result would be a game whose ascent to greatness would not be obstructed by the constraints of an aging piece of hardware. Controls: 3/10 Gameplay: 6/10 Graphics (Technical): 5/10 Graphics (Artistic): 10/10 Sound: 9/10 Overall Score: 7/10 Grade: B While I would dearly love to grade this game higher, I cannot. As it is, 7/10 and a B are generous.
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Game: Metal Slug Anthology System: PlayStation Portable (also PlayStation 2 and Nintendo Wii) Emulators: None (Metal Slug 1-5 arcade versions can be played on MAME, FinalBurn Alpha, Kawaks & Nebula) The original Metal Slug (MS) was a side-scrolling shooter released by SNK in 1996 for its NeoGeo platform, already well known primarily for the fighting games Fatal Fury, Art of Fighting and The King of Fighters. While one of the later franchises established for the system, the Metal Slug series has as great a following as the aforementioned titles due to its fast-paced, chaotic gameplay, its charming art-direction and the fact that each installment (at least until Metal Slug 4) pushed the hardware of the NeoGeo to its limits. Metal Slug Anthology (MSA) assembles the 6 NeoGeo Metal Slug games (1,2,X,3,4&5) for the first time on one disc to mark the series 10th anniversary in 2006. Although numerous (10, no joke) delays caused the game to overshoot this milestone, it makes up for it with an extra draw. It contains the first version to be released outside Japan of Metal Slug 6, the series' latest entry, originally developed for the more powerful Atomiswave platform. When the collection was released last December for the Nintendo Wii, however, the ports were compromised by everything for graphical errors to downsampled or nonexistent sound effects. So how does this title, only just released in Europe and yet to hit US and Australasian shores, fare? Well, if you are worried that the PSP version maybe plagued by the same errors as its Wii counterpart, or because Metal Slug, a 2D game, may not have aged gracefully over the last 10 years, don't be. I wish I could leave it at that, but unfortunately this collection is marred by issues all its own and, overall, is ultimately a disappointment. In the beginning, the series was something of a quircky shooter set in a World War II-esque scenario. MS1 saw Marco Rossi and Tarma Roving battle the evil army of General Morden- the links between whom and a certain German authoritarian could be drawn by any grade school flunkee. While Morden was set to remain an antagonist in most of the games, they gradually branched out in more bizarre directions. MS3, for example, often cited as the high point of the series, featured zombies, mutant crabs and ultimately battle inside an alien mothership. The titular 'Metal Slug' is in fact a strangely agile vehicle that takes many forms- originally a standard tank, 'Slugs' that fly, venture underwater, and walk are all available to ride. If those aren't odd enough, you can also ride camels, ostriches and donkeys and wield weapons as banal as the 'Heavy Machine Gun' or as laughable as the 'Iron Lizard'- a tiny anthropomorphic rocket with wheels that falls to the ground and smiles as it rushes toward enemies. Crazy huh? Despite all this, the ridiculousness of Metal Slug conceals a deviously addictive and insanely difficult game. Human enemies take one shot to drop. Considering a Heavy Machine Gun fires off 3-5 shots with each button press and you get 200 ammo per pick-up, you'll be taking down a considerable amount of chaff during your missions. The flipside is that you only take one shot to kill aswell. After playing through Mission 1 of Metal Slug 1 this might not seem that intimidating but do not be fooled. There are many situations where you are swarmed by enemy gunfire and you'll get the feeling more than once that there was nothing you could have done to avoid dying. This makes a Metal Slug session a symphony of adrenaline and frustration. Don't worry though- you'll never end up throwing the controller (in this case the $400 PSP). It is no secret that the game requires planning as well as cat-like reflexes to get through, but it is certainly not impossible. The difficulty is stymied somewhat by the fact that you have infinite credits to finish the games with. Considering it will likely take you at least 20 to a game the first time, the fact that dying so many times would have translated to a heavy monetary penalty at the arcade will be largely lost on most players of MSA. To be clear, these are HARD games. However the gameplay is ultimately addictive and a profound feeling of satisfacition will overtake you when you manage to finally manage to finish one of them on your first credit. Luckily the PSP version's controls are fit to the task. Unlike the Wii which strangely prohibits use of a d-pad and buttons for all actions (why, oh why?), the PlayStation Portable's sensitive buttons mean taking down that boss fast enough will never be a problem because you weren't as good at flicking a Wiimote like a retard as the game would like you to be. All three main actions (shoot, jump and throw grenade) will map easily to the face buttons of your PSP. In the main menu, the responsiveness to the controls is surprisingly laggy, but this is a minor gripe. The only real irritation might be having to use the shoulders to pull off Ralf and Clark's special attacks in Metal Slug 6. You need to map one button for the special move, and one for switching weapons in addition to the core 3 (I always use the triangle button for switching, which leaves the special to L or R). Speaking of Metal Slug 6, it will definately stand out amongst the others. Unless you managed to get a hold of the Japanese import for the PlayStation 2, this will likely be your first outing with the new game. The previous NeoGeo games were all built around the same engine, slightly tweaked each time. While the art may have varied between games, the overall look did not. With the exception of new weapons and slugs along the way as well as the poorly-recieved slide move in MS5, the games felt the same as well. Even though Fio, Eri, Trevor and Nadia join Marco and Tarma at various points across the first 6 games, they all play effectively the same way. As mentioned, MS6 was the last of a brief 5-game stint SNK had on the Atomiswave hardware in 2005-2006. As such, while keeping many of the same sprites from previous entries, MS6 sees them all upscaled and accompanied by new higher resolution and more varied mission backgrounds and landscapes. It also makes core gameplay changes for the first time in the series' history. First off, you can now store up to 2 weapons and switch between them mid-battle. Secondly, Ralf and Clark from Ikari Warriors and The King of Fighters join the cast, to total 5 playable characters for the first time in a Metal Slug. More importantly, each character for the first time is given unique characteristics. Marco's default weapons do more damage. Tarma does more damage when in Slugs and is able to lock the Vulcan Cannon on them in place while moving. Fio packs a Heavy Machine Gun by default and gets more ammo from pick-ups. Eri can aim grenades and stocks twice as many. The Ikari Warriors will force you to play the game most differently though. Ralf only picks up half as much ammo as others. However, he has a special attack that can heavily damage enemy troops, and even vehicles, up close. His melee attack style is supplemented by the fact that he takes 2 hits to kill- that's right. This can make the game a lot easier, in theory. Clark also packs his Argentine Spinebreaker, which is basically a throw executed against one enemy during which you are invincible. I mention the changes in MS6 at length because, as I said, this game will be new to most people and is a major draw for the Anthology. I consider, however, the changes to be mostly for the worse and make the game feel slower and more boring than its predecessors. The weapon change feature, while novel has 2 important consequences. Switching between weapons causes you to stop and think more often, robbing the game of its frantic 'run n' gun' feeling. This is compounded by the fact that weapon pick-ups are far less plentiful in 6 and that there is a focus on conservation of ammo right from Mission 1. More often then not you will find yourself against a bunch of enemies or even a boss and, unless you picked Fio or Ralf, you'll be plugging away at them with your handgun. While it may be argued that these changes encourage thinking what you are about to do beforehand, I reckon the system is ust plain not fun the way it is. A little tweaking, and maybe things will change. My 2 cents. Graphics- and sound-wise MS6 floors every other game. It does not have the variety of MS3 but it almost has the length. The music is also composed mostly of remixes from the series and are for the most part memorable- they do get stuck in your head. Which brings me to the presentation of Metal Slug Anthology. I've spent half this review talking up the franchise because honestly the strength of the original titles is the only redeeming quality of this collection. It fails in almost every other area. Firstly graphics and sound- I immediately set the video to take up the full screen (480x272) as soon as I got to the main menu. Big mistake. When playing in the full 16:9 ratio, the Metal Slug games 1 to 5 look terrible. Where Street Fighter Alpha3 Max's 2D sprites really came to life on the PSP's LCD, Metal Slug's look horrid- far more blurry than you would expect. Also, unlike SNK's other recent ports, MSA lacks any graphics-tweaking options whatsoever. There is no 'filter' and no soft focus. Not that those things would necessarily have made a huge improvement, but they would have been a show of good faith at least. To its credit, MS6's higher resolution is definately noticable when playing full-screen. Still, when playing in 4:3 or even in the NeoGeo native resolution (304x224), the unseemly black border around the image is very prominent. Wallpapers to help conceal this have to be unlocked. Sound is pretty much perfect emulation. However the music has undeniably aged poorly- it too sounds just plain 'blurry'. MSA would definately would have benefitted from an arranged soundtrack which is, again, a mainstay of SNK home ports but curiously missing here. Sound effects are mostly intact with the exception of MS6. That game's sound, having played the PS2 version, is definately downsampled, like the Wii version's. No effects were missing but some were obviously different sounds altogether- gunfire and the sound of tanks being hit sound nothing like the originals. I am sad to reiterate that it still has the best AV out of all the games presented. There is more to presentation though. Since it is billed as a celebration of Metal Slug's 10th anniversary, the Anthology should by rights have a few, if not a host of, cheesy extras. Again, MSA fails to deliver. The only really new thing here is a (IMHO) boring interview. Did I mention it was a text transcript and not a video? A pathetic effort. Most of the unlockable art and music are copied straight from the PS2 port of MS6. Not a bad thing, to be sure, but consider that all the extras from each other game's home ports has been discarded. Even worse than that- the menus from each game have been chucked as well. What you are left with is a bunch of white text on black background options after you leave the first game selection screen. 'New Game' and 'Load Game' are all that after firing up Metal Slug X. Underwhelming? Very. The icing on the cake, I have to say, is the fact that there is no level select, even once you've finished the games. Not only that, but you can only save one state. If you were hoping to be able to replay MS3's Mission 4 or 5 at your leisure, think again. At this point I feel I should be honest with you all. I love Metal Slug to death. I think hearing 'Rocket Lawncherr' being yelled is one of the highlights of gaming. I also think that Metal Slug is exactly the kind of game for the PSP- fun frantic stuff that looks nice, is hard as all hell and can be played and fully enjoyed in short bursts. So here's the thing- Metal Slug Anthology really isn't any of those things. As much as it pains me to deliver such a scathing review, as a compilation, this is just poor. It doesn't look particularly nice on screen. The sound could use a lot of work. It is a still a difficult game, true but playing each from the beginning each time you want to start will certainly drill the first Mission in each game deep into your head long before you see everything the later Missions have to offer. This design, coincidentally, is not as conducive to on-the-go gameplay either. What you have is essentially a bunch of glorified emulation- no frills and hardly any extra features. The tacky and laggy menu system seals the coffin. As a celebration of this great series' 10th anniversary, Metal Slug Anthology fails. Some months back I would have said to get it anyway since it would have been the only avenue to playing Metal Slug on the PlayStation Portable. However, since then, NJ's delightful MVS2PSP emulator has been able to offer most of the games with the additional feature of being able to save multiple states, enabling you to recreate a makeshift level select, all at fullspeed mind you. The ridiculous amount of delays brings in to question what, if anything, SNKPlaymore or distributor Ignition did with their time. As it stands this collection is only worth it if you do not have a homebrew capable PSP (but why shouldn't you?) and to play Metal Slug 6. Even then, as far as MS6 is concerned, there is a lot more to get out of the PlayStation 2 version. Controls: 8/10 Gameplay: 8/10 Graphics: 5/10 Sound: 3/10 Overall Score: 6/10 Grade: D Overall I give Metal Slug 2 thumbs up, but this particular compilation 2 thumbs down.
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I'm going to struggle to not compare Heath Ledger to Jack Nicholson. I figure if I think of it in those terms when I see it, the movie as a whole won't seem to compare either.
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Dancing Eyes
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In case you didn't know, Konami is developing a light-gun arcade version of Silent Hill titled Silent Hill: The Arcade which is due for a Q3 2007 release. A location test unit turned up in Hollywood Bowl Finchley in the UK, and is going to remain there for a couple of weeks. The loose plot of the game involves a ghost ship sighting on Toluca Lake, 75 years after its mysterious disappearance. It so far looks to be based most closely on Silent Hill 2, featuring a number of the enemies exclusive to that game, including the straight-jacketed creatures, dogs, the now-obligatory Brookhaven nurses, and, of course, Pyramid Head. Oh, and here are some gameplay vids, courtesy of Arcade Heroes; Source and some screenshots. I'm on a light-gun high at the moment, and as a long-time Silent Hill fan, I'm just loving this. Here's hoping against hope for a PS2 port.
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For me its a coinflip between the first, and Batman Begins. I love them both to death, and since you voted for the first, I'll vote for the other one. Jack Nicholson is a god amongst men as the Joker.
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Street Fighter Third Strike
BlackKnight replied to DropDeadEd's topic in Arcade Emulators [/pc/arcade]
Sorry if this is a stupid suggestion but... When you setup your new version of MAME, you did setup a rom directory didnt you? -
What in the BLUE HELL is Prince Charles doing? [PIC]
BlackKnight replied to Alpha's topic in Gossip Café [/offtopic]
Guys please... This is the Prince of Wales were talking about... He should be able to do anything he likes without it looking suspicious. That said, ROFL. -
Yeh Emu Author is a pretty cool title... there really needs to be a group for Ultra Emu Authors.
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Sony announces new slimmer PSP with Video-Out!
BlackKnight replied to Alpha's topic in Gaming and Tech News [/gtech]
I agree PSP emulation is kinda lacking... but it is portable. You can take your PSP anywhere and play on a TV- that's pretty cool. Also this new model has 64MB of RAM, as compared to the old one's 32MB. So maybe some better emus are in order? Finally its D-pad is better than the current one... and... CPS/NEOGEO emulation is perfect! -
Sony Pulls A Fast One | Updated, again
BlackKnight replied to Wizard's topic in Gaming and Tech News [/gtech]
Hahaha that's hilarious. So effectively, the price cut will 'wear off' once all the 60GB PS3s on shelves run out? Ludicrous. -
The PSP one by any chance?
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No Euro PS3 Pricecut, but new "Starter Pack"
BlackKnight replied to Wizard's topic in Gaming and Tech News [/gtech]
Bundles in place of price cuts are always kicks in the face. Here's hoping Sony will come round soon - I will be in the market for a PS3 over the next months, but not at its current, shocking, $999AUD price. To hell with that. -
Street Fighter Third Strike
BlackKnight replied to DropDeadEd's topic in Arcade Emulators [/pc/arcade]
Is this a trick question? You don't have to write anything when using the NOCD sets. Takes me about 15-20 mins or so otherwise. -
I gather all the smiles means you had a good time? Hehe nice. No pictures of girls though... you failed us, L.S.D.
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Joystiq got their hands on a pre-production PSP Slim & Light and had this to report about the installed, but as yet, unreleased PSP System Software Version 3.60. The bad news is that they confirm these features are not compatible with the original PSP model, although they are unsure how the firmware will work with older units when released. Check out the original article at Joystiq for images. Bad news for us current PSP users, huh? But games at progressive scan only? I wonder how that will work. I for one don't own any TVs that can display progressive frames right now.
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Silent Hill V Announced for 360, PS3
BlackKnight replied to BlackKnight's topic in Gaming and Tech News [/gtech]
Reminded me of that scene in 1408 where he looks across the street into the other apartment, with the guy that immitates him. Then when the mirror guy is snuck up on by that clown thing... and the clown appears in the first room as well... wow. One of the best horror scenes I have ever been privileged to witness. -
Calling out all 04/05 forum reunion
BlackKnight replied to Fatal Rose's topic in Gossip Café [/offtopic]
Lolz I joined up in 03 but wasn't active enough round these parts for anyone to remember me. Hah at all the name changes though. Tell me how to change mine! I swear this cheesy-ass nick 'DragonKeeper' is driving me up the wall. -
No in-game, but there are voice overs from most of the old cast. David Hayter and Paul Eiding return! Beware of some SPOILERS for those who don't want to know any of the story of this 4th game. Nice fight toward the end.
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Silent Hill V, the long-awaited fifth chapter in the survival- / atmospheric-horror series is officially in development for the XBOX 360 and PlayStation 3. Unfortunately, as with Silent Hill Origins for the PSP, the game will not be developed by the original creators as Team Silent has all but disbanded. Akira Yamaoka will be the only original staff member to return for Silent Hill V. First Screenshot Source
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Sony announces new slimmer PSP with Video-Out!
BlackKnight replied to Alpha's topic in Gaming and Tech News [/gtech]
Hehe. A week or so ago I would have agreed with you. Now I'm doubtful. Sony isn't naive enough to release a new hardware revision without making things more difficult for hackers. And although I hope this isn't the case, I have a sick feeling there won't be all the interest in this new model that there was at the PSP's debut either. Interest in hacking I mean.