Having completed Jet Grind Radio for the first time, nearly twenty years after its original release and in spite of my awareness of its cult popularity, I’m nonetheless impressed by how fresh it remains. The team at Smilebit encapsulated a period of pop culture history so well: tonally, stylistically, and with such zest, that the game has eluded a potential fate of mere time capsule and is instead, timeless. It’s not without fault, however. In contrast to the vivacity of its aesthetics, the act of playing was oftentimes tormenting. An inadequate method of camera control compounded grievances I had with skaters’ rigid movement, momentum, and their flippant adverseness to grinding. With adaptation, I was able to compensate for these shortcomings and enjoy the otherwise exciting combination of skating and graffiti tagging gameplay. Continue reading Jet Grind Radio [Dreamcast] – Review→
An ecological game with a sense of humor, Cubivore: Survival of the Fittest is endearing in a loveably bizarre way, despite frequent battles against an unanticipated foe: the camera.
Developed by Saru Brunei with assistance from Intelligent Systems, it was originally intended to release on the Nintendo 64DD before winding up on the GameCube. Nintendo published it in Japan in early 2002 but opted to forgo a western release, prompting Atlus to localize it for North America, where it launched on November 5, 2002. Continue reading Cubivore: Survival of the Fittest [GameCube] – Review→
In an effort to begin a new tradition, my friend and I decided to kick off the New Year by completing a “bad” game. We’d done this previously, completing Fugitive Hunter: War on Terror at my behest back in 2012. It was a barely competent first-person shooter that was otherwise unremarkable, save for the ludicrous fistfight against Osama Bin Laden that capped it off. This year, we compiled a list of suitable titles from my collection, paired them against each other in the Tournament of Terribleness and wound up selecting Eat Lead: The Return of Matt Hazard as the game we’d start 2017 with. Oh boy.
Besides Kangaroo, Sssnake was the other Atari 2600 game I used to take a break from the Sega Master System. It was developed and published by Data Age in 1982 and it wasn’t much fun.
I played as a big game hunter who had an unfortunate role reversal. Holed up in an Amazonian fortress, I navigated said hunter (represented by a lemon, fittingly) around the inside perimeter of his enclave while all manner of beasts attacked the outside walls. My range of movement was limited to a fixed track the hunter’s cluster gun resided on. Thankfully, the beasts posed no threat and served only as score fodder. Snakes on the other hand would slither along a predetermined path, occasionally entering the hunter’s fortress.
Although the rate of play gradually increased, the difficulty level was never much of a concern. Avoiding the snakes, the sole threat, was easily done since they never varied from their routes. The lack of difficulty meant obtaining a high score wasn’t anything to squawk about, let alone strive for. Speaking of limited variation, the entire game took place on the same unchanging stage, which fit with the backstory, but didn’t do much to keep me interested. Finally, movement was awkward due to direction limitations based around my position on either horizontal or vertical walls. It seemed like the game would’ve functioned better with paddle controllers, but that’s Sssnake in a nutshell. Had a few decisions gone differently, it may have turned out differently.
The last week or so of my video game time was devoted mostly to Godzilla on the PlayStation 4. The dozen or so hours I spent playing it were enjoyable despite the lackluster quality of the game. I thought it was feature-rich and a solid compendium of Godzilla related information but found it to be highly repetitious and devoid of much inspiration. Instead, my enjoyment stemmed from unlocking the game’s trophies. Some look at achievements and trophies with disinterest and even disdain, but for me they can be compelling motivators and a source of satisfaction akin to completing a checklist. While I’d like to think I’m past the point of playing a game solely because of these competitive barometers, this period consumed by Godzilla makes me wonder, am I?
The desire needed to complete Metal Gear Solid: VR Missions must be strong in order to persist through the game’s 300 missions. As the name suggests, these missions are set in virtual reality and act as a simulation, presumably for Raiden – the “star” of Metal Gear Solid 2: Sons of Liberty. They put him in the shoes of Solid Snake in a variety of challenges that test his stealth skills, weapon proficiency, as well as some others that are just for fun. There is a great variety of missions and I became intimately acquainted with each weapon and the fundamentals of the stealth gameplay. However, there isn’t a great sense of diversity in the missions. Many repeat and there just aren’t enough unique or goofy missions to warrant the time required, especially as there’s little that adds to the lore. But, I did wind up with a 100% completion rate and eked plenty of enjoyment out of my time with the game.
Of the four modes the game is divided into, I had the most fun with the final one: special. To unlock it and its various subtypes, I had to work my way through the other three modes: sneaking, weapon, and advanced. Sneaking mode tasked me with just that: being stealthy. To promote this, half of the missions supplied me with no weapons while the other half limited me to Solid Snake’s trusty SOCOM firearm. This forced me away from just mowing down enemy resistance, although this isn’t a tenable strategy most of the times anyway. I was also required to complete these missions a second time in time attack versions. They were identical, only now I was racing against the clock. I got my fill, but wasn’t burned out.
The subsequent two modes played out a little differently. The first, weapon mode, equipped me with a single weapon for a series of increasingly tougher missions. Time attack versions were also present meaning I repeated each mission twice. All in all, these weren’t very challenging even at their toughest, perhaps explaining the need for the advanced mode. The setup was the same: a few missions with only a single weapon type equipped putting Solid Snake in a more precarious scenario. Again, time attack versions meant I had to repeat these stages twice. At this point, the struggle to continue playing got real.
Stripped of a grandiose narrative, VR Missions is solely gameplay driven. In the presentation, it’s practically a puzzle game. It’s loaded to the brim with mostly succinct missions that hone in on one or two facets of the gameplay. For the most part, they’re enjoyable and enlightening – I know I can return to Metal Gear Solid with a more confident understanding of Solid Snake’s arsenal and the stealth options at his disposal, if I wanted to, which I don’t. I came to this title not knowing what to expect necessarily and it really comes off as what it’s portraying – a training tool. Just as much of training is based around repetition, so too is this game and that’s where it became a struggle to persevere. Many of the mission types were very similar, but then having to repeat the bulk of them in a time attack version? That was a real buzzkill.
When I made it through the majority of the game and unlocked the various mission subtypes within the special mode, I was a little disappointed. There were still plenty of rote simulation style missions among the scant goofy mystery and puzzle style missions. Granted, I got to solve murder mysteries, fight off UFOs and skyscraper-sized enemies, and play as Cyborg Ninja, but this off kilter style of mission was less abundant than I had hoped for. Even with these goofy scenarios, the highlight of this mode was perhaps the final mission I tackled: the VR mission. To clear it, I had to make my way through a truly challenging ten stage gauntlet within a fifteen minute time span, which was always tallying time, even factoring in restarts and deaths. It took me a few attempts before I could do it but when I conquered it, excelsior! It honestly forced me to use much of what I’d learned up to this point to succeed.
Afterwards I got a schematic for Metal Gear Ray, to be featured in the then-unreleased sequel. Again, I was a little disappointed after a dozen hours and a 100% rating for that to be the reward. That’s not to say I didn’t have fun, the game simply grew tiring. There were loads of exciting missions and a lot of variety in the scenarios I was put in and what the missions tasked me with. Unfortunately, many of these had to be repeated which stripped the time spent of diversity as I was repeating much of the game twice. It comes off as a hard game to recommend to anyone but the most diehard fans of the series, and even then I’d caution against playing the time attack versions until all unplayed missions have been exhausted. That should extend the enjoyment and reduce the sense of repetition that I encountered in my time with the game.
When I beat Super Mario Bros. for the first time last year, I felt I had marked an item off of a video game bucket list. It was a momentous achievement not just because it’s such an influential and important game to the medium, but because it was challenging as well. It took many, many failed attempts, progressing slightly farther each time before I was able to conquer Bowser and when I did, I felt like I accomplished something! For the same reasons, I’ve recently come to the Mega Man series.
For someone who fancies himself a collector and a knowledgebase of video games, it’s been hard for me to reconcile the fact that I’ve only played one Mega Man game; not even a core title in the series either but a spinoff: Mega Man Network Transmission. With compilations of both the classic and X series, I decided it was finally time to rectify this omission. With little deliberation, I shelved the Mega Man X Collection and decided to begin where the franchise did: with Mega Man. Granted, playing the Xbox version of Anniversary Collection on the Xbox 360.
It didn’t take long to dawn on me once I’d started, but this game and this series helped define the action-platformer. In a basic sense, Mega Man plays like Super Mario Bros. with guns. It retains the precision platforming of that game while featuring more frantic action, especially with the bosses. The stages are relatively brief affairs but each one hosts unique platforming challenges. Even with their brevity, it would always take multiple continues before I could reliably reach the boss; if I didn’t decide to halt that stage for the moment and move onto another after losing my stock of lives.
Another influential aspect of this game is the open-ended nature in completing it. Before Mega Man has the opportunity to settle his score with Dr. Wily, he first has to beat six of the mad scientist’s robot masters. Their stages could be selected in any order and what’s more, once beaten, Mega Man obtained their weapon. I could freely switch between the weapons Mega Man had acquired and was rewarded for doing so as each robot master was weak to another’s weapon. After obtaining a new weapon, I’d try a stage and make it to the boss to see if it was weak to the weapon just acquired and do so until I found my match.
Once the robot masters had been defeated and the path to Dr. Wily became available, the challenge really began. I went through a decent amount of continues before reaching the Yellow Devil. This iconic Mega Man boss was highlighted to me with his annoying inclusion in Super Smash Bros. for Wii U where he transfers chunks of his body horizontally from one side of the screen to the other rebuilding itself, a difficult attack to evade. Now I know where that originated. That exact same tactic is present here and was one of the hardest video game obstacles I’ve had to overcome in recent memory, maybe since beating Super Mario Bros. last year! It took me so much time and effort (multiple sessions across a couple of days even) that I naively thought this was the final boss. Because of course it wouldn’t be DR. WILY! Come on John, think about it!
So once I’d finally conquered the Yellow Devil (which literally made me exclaim WOOHOO!), I was crestfallen to realize there was more to do… much more. Dr. Wily’s stage was four sections long – each ending with a boss fight, or set of boss fights. Each of the robot masters that Mega Man had beaten previously had to be beaten again. Thankfully, the game allows unlimited continues and mercifully, when used in Dr. Wily’s stage, they restarted me in the current section and not at the very beginning of the stage – pre-Yellow Devil. With that ability, I was actually able to make it deep into the final section of Dr. Wily’s stage when that nightmare scenario we all have while playing video games happened – I lost power. ARGH!!!
With that, I was done with Mega Man. Not just for that night but for a long time. At least, that’s how I felt for the next fifteen minutes until I had a chance to cool down. This was something I still had on my video game bucket list, something I still felt I needed to do in order to broaden my gaming knowledge. A few days later I returned and with little resistance was right back where I was pre-power outage. Most thrilling of all was the rematch with the Yellow Devil. What had once taken me an eternity to overcome I could now topple in a few attempts!
With the robot masters bested again and these sections completed, there was one thing left to do: put Dr. Wily in his place. Like the Yellow Devil, this was another tough matchup. Dr. Wily had two forms, each with an eternity of a health bar. After a few attempts I knew what I had to do: I had to cheese him.
In the original Mega Man, there’s an exploit that allows Elec Man’s weapon to damage an enemy multiple times with one shot. This weapon’s projectile is long and branching like lightning. As soon as it made contact with Dr. Wily, I pressed the back button on my Xbox 360 controller – pausing the game. Upon unpausing the game, it damaged him again as if this was the first time the projectile made contact. This exploit wasn’t removed from the Anniversary Collection and I milked it across a half-dozen attempts before the mad scientist finally bowed to Mega Man.
Although I wound up cheesing the final boss, I have no regrets. I overcame so many obstacles while testing my reflexes, dexterity, and memorization that I still feel accomplished. Besides, literally every FAQ and forum commenter I came across suggested the same thing. I’m not sure anyone’s beaten Mega Man without utilizing that exploit! Nonetheless, I can cross beating Mega Man off my bucket list and can feel a little more confident in my gaming prowess and knowledge. Foremost of which is the fact that Mega Man is a precisely tuned action-platformer that’s tough but rewarding. Now, onto Mega Man 2!
Truly my foray into the Alien franchise began with Alien Trilogy on the PlayStation, although I’ve barely touched that game. It began in earnest after watching Prometheus, an “unofficial” movie in the series, although it’s about as official as anything else if you ask me. I’ve now watched all movies in the franchise and am ready to dive into the related games and feel confident in my understanding of the source material. It helped too! I can comprehend the mediocrity of Alien 3 on the Sega Genesis a little more knowing that the movie it’s based on is of the same quality.
Of the “five” movies, I’d put Alien 3 at the bottom of the list. This is to say, I didn’t begin playing the Genesis game with much optimism. On the whole, I thought the movie was rather brown and monotonous visually, and the game didn’t shake this aura early on. It looks to have a few different environments to be fair, but I didn’t witness these firsthand. The gameplay was related to the events of the movie too but skewed (and omitted) the storyline in favor of more action.
Most stages tasked Ripley with rescuing the prisoners of Fiorina 161 and combating the aliens. The stages needed to be completed in a set amount of time and this was hard to do the first time through. Most took a few attempts to learn where the aliens popped up and rushed me and where the prisoners were. Locating the prisoners wasn’t so bad (I had to explore the stages anyways, right?) but constantly getting bum rushed by the aliens grew annoying. Often, they’d materialize at the edge of the screen as I progressed. They’d quickly charge and if I didn’t immediately start shooting, I would take damage. This led to much trial and error.
This sounds like a lot of negativity towards Alien 3. You want the lowdown though? I only progressed to the third stage and the game has twelve! I had no idea it was that beefy until I did further research. This being the case, I would only take this review as my experiences with a minority of the game and not a comprehensive examination of it. After seeing that I barely scraped the surface I am interested in playing more of it, but not because what I experienced was such a joy to play. I was oddly compelled to continue playing it, even when I felt like many of my deaths were cheap, so take that as you will.
When I think of Sam’s Club, I tend to look back fondly on my middle school/high school gaming habits. With the plethora of $13 games I added to my collection, I experienced some of the best low sellers of that period. One of those titles was P.N. 03 – a futuristic character-action game from Shinji Mikami. It was set in a clean science-fiction environment, looked stunning, but played tepidly. Much of the game is lost to me now, but I do remember it being poorly received. In fact, I remember not being that big of a fan, although I played through the entirety of it, and played more to unlock additional costumes for Vanessa Z. Schneider. I’m willing to pop it in again, but I’m afraid I’ll be greeted with stilted combat that hasn’t aged well.
P.N. 03 was developed by Capcom Production Studio 4, and naturally, published by Capcom. It was spearheaded by Shinji Mikami and was one of the “Capcom Five.” In fact, this was the sole game of the lot that remained exclusive to the GameCube. Thankfully, this game turned out to be more of a testing ground for Mikami’s ideas; ideas that went on to create the brilliant Vanquish. P.N. 03 was originally released in Japan on March 27, 2003 and was released in North America on September 9, 2003.
Honestly, I’m surprised by how much I enjoyed Metal Gear Solid V: Ground Zeroes. Granted, it was the first game I acquired and played on my PlayStation 4. That maybe had more to do with its budget price though. That, however, was also a factor that colored my interpretation of the game when it launched March 18, 2014. Most of what I remember about the game’s reception was negativity regarding its length and cost. I totally agree with that assessment after playing it, but I also agree with those who praised it for many reasons. It’s an incredibly polished, brief experience that one can easily be seduced into playing for more than the requisite hour.
The “core” mission is very short – I believe I completed it in about an hour. Snake infiltrates an American black site on Cuba with the goal of rescuing two young members of his special unit. The game opened, per usual, with a lengthy, awe-inspiring cinematic cutscene. The focus was a man with a disfigured face and his conversation with one of the hostages, just after he’d (presumably) violently interrogated the other. As I haven’t played any of the games dealing with these characters and this time period, I was a little lost in regards to their importance. Still, Snake had his mission and I obliged.
Upon the completion of the game, a handful of other “Side Ops” could be unlocked. These weren’t cinematic ventures directly related to the impending big show (Metal Gear Solid V: The Phantom Pain), but rather, just more missions. Everything took place in the same environment, and after playing for a half-dozen hours, I’m very familiar with this black site! The lack of variety didn’t bog down my impressions of the game though. If anything, it helped me to appreciate it more.
As I went Trophy hunting, I replayed these missions a handful of times, and restarted more than I’d like to admit! After all of this though, I’m very familiar with the depth of my actions in tackling any given scenario – it had a definite open-world vibe to it. The game was difficult to get acclimated to at first, especially as I haven’t played a game in the series in two or three years. But, as I was driven to collect Trophies, I stuck with the game after each mission’s initial completion, and really grew to relish the opportunity in sneaking about and stealthily resolving enemy threats how I wanted.
I won’t dive too deep into the nitty gritty of the gameplay, but there were a couple new mechanics worth mentioning. In my opinion, “Reflex Mode” was the most impactful. If I was spotted, time would slow for about three seconds and I’d have the opportunity to react and potentially prevent a compound-wide alert from taking place. Most usually, I’d land a headshot with a tranquilizer and instantly put my foe to sleep. Maybe I was close enough to grab hold of him, get some information and then knock him out. I probably wouldn’t be careless enough to have a lethal weapon equipped, because after I landed the fatal headshot, another guard would’ve possibly been alerted by the sound. In any instance, I would immediately stash the body.
Another new element to the series seems to have been lifted directly from Far Cry 3. Snake has a great pair of binoculars in his possession, and when an enemy is spotted, they’re permanently marked. A red triangle hovers above that enemy’s head which is visible from any point on the compound. The enemy is also permanently visible on Snake’s iDroid (an all-in-one map utility), which seems out of place considering the time period, if only name wise. Also, when nearby, Snake would occasionally catch a glimpse of the enemy in detail, even through walls; this is described as a “stealth instinct”, or something to that effect, but it’s very reminiscent of the abilities of Batman in the Batman: Arkham series.
The Metal Gear Solid series is one of those series’ that if it wasn’t around, video games would just feel different. Early on the series had an impact that few other games can claim – it inspired other game developers. I don’t know if the series has that same weight behind it today, for whatever reason one can gin up. One thing remains the same: the attention to detail and care that goes into these games’ development is palpable. Despite this game’s length and stated purpose as an introduction to the “true” Metal Gear Solid V, the level of its refinement and depth is kind of crazy. It’s a very challenging game, especially if one’s driven to collect Trophies, but it’s an incredibly well-playing game. It may have been decisive when it released with a $40 price tag, but at its current $20 (or even $7 on PSN!), it’s a no-brainer.