When you have a video game collection like mine, it can be hard to play all of the games. This is especially true when additions are made on an almost weekly basis. Still, I appreciate nearly every game I’ve accumulated for this reason or that. In the hopes of improving my writing through continuous effort and promoting ongoing learning of these games, I’m going to compose brief, descriptive articles.
The Midway Arcade Treasures series was a great batch of compilations. The three releases on the PlayStation 2, Xbox, and GameCube compiled around 60 arcade games spanning 20 years. The third game differed from the previous two as it focused on a single genre – racing games. A majority of the games didn’t resonate with me as they were classic top-down racers. I can appreciate them, and enjoy them in multiplayer, but my focus was honed in on two titles – Hydro Thunder and Offroad Thunder. These two 1999 releases were the epitome of what arcade racing games were at that point – flashy, fast, and fun. Completely unlike Race Drivin’…
Midway Arcade Treasures 3 was released in North America on the PlayStation 2 and Xbox on September 26, 2005 and on the GameCube exactly one month later – October 26, 2005. The individual games were primarily developed by Atari Games and Midway Games, although there are some other studios in the mix. The ports were handled by Digital Eclipse and the game was published by Midway.
Released on November 25, 2002 in North America, this compilation collects the majority of Activision’s output on the Atari 2600 and a little more. There are other versions of this game out there on various platforms and truth be told, the PC version appears to be the most complete, but hey, this is what I have. The Wikipedia entry for this game has a wonderful breakdown of what each version includes by the way.
Activision Anthology is nearly over the hill with a list of games that almost numbers fifty. Although many are rather simplistic – requiring the player to learn to uncomplicated mechanics and progressively improve their score – that doesn’t mean these games aren’t worth playing. This simplicity is these games’ selling point. Understanding the mechanics of these games comes quickly, but having a fantastic session and lighting up the scoreboard is something that requires practice.
With the passage of time though, Activision’s games grew more complicated and some, like Pitfall!, revolve more around the experience of a single player. Though sparse here, these games offer a break from the monotony of shooting waves of advancing enemies. Should this offering wear thin after a sojourn with each title, multiplayer should reinvigorate one’s time with Activision Anthology.
One thing the PS2 game has going for it that perhaps not every version does is top-notch presentation. Barking Lizards Technologies and Contraband Entertainment really knocked it out of the park. Be it through these companies or someone at Activision, it’s clear that there was a real affection for Activision’s output in this era. Rather than a list of games to choose from, the “main menu” is instead stylized after a room as it might look in the 1980s. Situated inside are the Atari 2600, a rack of cartridges, and an old stereo among other goodies.
Hands down, the coolest feature has to be the ability to unlock patches for high scores or other criteria. After achieving a specific goal, a player back in the early 1980s could submit photographic proof to Activision in return for a patch signaling the accomplishment. These patches are quite the collector’s item today and spotlight a cool appreciation program from the past. Also spotlighting the past are the cheesy, premise-based commercials that can also be unlocked; these are definitely worth viewing.
The wealth of games to play, not to mention the numerous unlockables have kept me satiated longer than anticipated, and I don’t have a particular fondness for the Atari 2600! After a week or so, I’m still playing some of these games trying to beat personal best scores and to experience new enemies and stage designs. That’s the bread and butter of this package. Despite the wonderful presentation, the games are the reason to pick Activision Anthology up.
The most notable aspect of Batman: Rise of Sin Tzu is that it marked a first for the Batman franchise: the first time a major character was debuted in a video game. It has been nine years since the game’s release though, and I’m not aware of the villain Sin Tzu gaining much traction; I mean, I’ve only ever heard of him in the context of this video game, albeit, I’m not especially well versed in the Batman universe. Debuting in a mediocre beat ‘em up probably didn’t help his chances at stardom though.
Batman: Rise of Sin Tzu is an Ubisoft Montreal developed, Ubisoft published beat ‘em up from 2003. It was released for the PlayStation 2, Xbox, GameCube, and Game Boy Advance, and while I only played the GameCube version, I’m sure the PS2 and Xbox versions are identical. My friend and I played through what I believe constitutes the first quarter of the game, and I speak for both us when I say Rise of Sin Tzu was underwhelming.
The game revolves around on the eponymous hero defending Gotham City from the eponymous villain. Sin Tzu has formed an alliance with Scarecrow, Clayface, and Bane and they’re wreaking havoc. With the assistance of Robin, Batgirl, and Nightwing, Batman sets out to defend Gotham City from these baddies. Although there are four heroes, the game only supports co-operative play for two, a glaring omission. On the bright side, those two extra players won’t be subjected to the tepid gameplay.
Each hero had slightly different stats and had a wealth of combos to execute, yet I was content to just mash the punch or kick button. The combos were differentiated by timed button presses, although they weren’t starkly different. Special moves could be unlocked using earned points which could also be spent on bonus features like toys or comic book covers. My friend and I played through the first quarter of the game, toppling Scarecrow, and besides the lame combat, the bland level design and poor camera left us unfulfilled.
Stages lasted about ten minutes and tasked us with fighting through groups of Scarecrow’s henchmen. Opposition was light early on but they eventually began using Scarecrow’s gas on us. It affected the camera, making it very wavy, but not problematic like the occasional event of the camera getting hung up on a corner. Still the biggest detriment to our enjoyment was the bland level design. We’d plod down unchanging Gotham City streets, encountering groups of henchmen, but no real excitement. This was compounded by the weak combat and the drab graphics.
Batman: Rise of Sin Tzu is a mediocre beat ‘em up that will likely only be remembered for debuting a character into the franchise.