Mega Man 10


Another digital-only release, Mega Man 10 is a direct sequel to the main storyline. As such, it continues the plot of one Dr. Wily and the story somehow still sticks despite this being the 16th title I’ve played in this series! (And I have yet to get to most of the X and any of the Zero titles!)

Now, let me say, for my gripes with Mega Man 9, 10 is a really solid title. I felt most of the weapons were balanced (except that sheep/wool/cloud crap) and being able to replay as different characters (such as Protoman) is really cool.

However, they left out some key abilities from previous iterations, like being able to slide, which I felt took away from this game.

Another change I wasn’t happy about with 9 or 10, is the return to MM1/2 style graphics: the later games in the series looked sharp, including 5 and 6 on NES.

There was no need to strip MM10 down to its bare bones.

Following playing the Genesis release (which was a remake of 1, 2, and 3) I question the move even more. The Sega version was sharp. The Super Nintendo games were sharp. And Mega Man 8 on the original PlayStation was tremendous, almost like playing an anime cartoon.

This felt nostalgic, but it was unnecessary – unless it was deliberate to churn more profit by not getting too fancy with the visuals.

Regardless, if you’re into Mega Man or retro games, this one holds up pretty well. (No wonder this spawned yet another sequel!)

Crackdown


I’m not Microsoft ever intended for Crackdown to become a franchise.

Basically, the Xbox 360’s answer for a Grand Theft Auto open-world style game, Crackdown was originally pushed with an add-on disc for one of the most anticipated games ever – a beta version of Halo 3, the Master Chief’s first foray on the 360.

It was a clever marketing tactic: buy Crackdown, get a first look at the upcoming Halo 3. Yet, Crackdown stood on its own and over time became one of the best-selling games on the console.

The premise is a bit of the opposite as GTA. Instead of playing as a criminal, Crackdown puts you in the shoes of a genetically enhanced “agent”, sent by an organization called “The Agency”, in order to clean up Pacific City. Like others in the genre, your character grows over time, leveling up in one of five areas: strength, agility, explosives, firearms, and driving ability.

In order to level up in each, you must perform those abilities through your standard gameplay – with the exception of “agility orbs” and “hidden orbs” – the former increases your ability to jump, while the latter increases all of your statistics by some random distribution method. (Maybe?)

The agility orbs are the heart of the game and what makes it feel as if you’re playing as Superman at times. Buildings in different areas range from small one-story shops to apartment complexes and skyscrapers. The creative ways in which the developers bring you along vertically scaling throughout the game gives you a big sense of achievement as your character turns into a bad ass who can blow things up a la a Michael Bay movie or jump from rooftop to rooftop.

With over 500 agility orbs and 250 hidden orbs, collection-crazed gamers who must complete every minute task in a game stay challenged as well. (There are also various races, such as rooftop races on foot or stunt races with the vehicles to complete too.)

This game is also one of the first I can recall having changing real-time ads on the in-game billboards throughout the city. Playing through for my third time on the Xbox One seems to have updated the previous ads from many years ago (which I believe were for a Dodge truck and maybe Mountain Dew.)

I haven’t even discussed the wide array of weapons and vehicles at your disposal – yes, you can toss civilians out of their cars just like GTA and take the “acquired” vehicle for a spin.

Your agent then uses all of the above to remove three areas of Pacific City from three rival gangs – you can go straight to the end from the very start, but you’ll get smoked almost instantly… which is the appeal of leveling up and progressing through the game at a certain pace.

Ignore that advice and you’ll just keep dying trying to defeat some of the bosses: with each gang having a main “godfather” of sorts and a number of underlings that must individually be disposed of to help cripple their various operations.

Graphically the game used a cell-shaded cartoon style which still looked semi-realistic on screen. For the 360, it was one of the more visually impressive games upon its release. The audio is pleasant, the explosions are blockbuster-esque and the controls are mostly on point, which the exception of some tedious jumps that may not go as planned (especially when scaling the larger buildings later on).

There were some gripes about framerate stutter when there’s too many enemies on screen firing at once, but to be honest, its such a minimum and almost expected when so much has been packed into the game.

Crackdown may have been thought of as the ticket to previewing Halo 3 at first, but it has a cult following and a legacy as one of the best 360 games created – and perhaps the best of the three titles in the series.

With its arcade-driven gameplay straying from some of the more story-driven elements of GTA games, those gamers who don’t like GTA will perhaps enjoy Crackdown even more.

In fact, it will remain one of my favorite games ever played.

Sonic the Hedgehog 2 (Game Gear)


For the most part, Sonic the Hedgehog games on Sega’s handheld Game Gear console are a forgotten gem.

However, the 8-bit sequel to the excellent first Sonic game on the handheld quite frankly sucks.

That may not even be a generous term – and it’s also lame that Sega named the first and second games identically to their siblings on the Genesis!

While Sonic 2 on the Genesis was a fantastic follow-up in the series, Sonic 2 on the Game Gear was riddled with issues. Oddly, this title came out before the Genesis version, which meant it was the real debut of Sonic’s buddy Tails.

The premise is the same: it’s a platformer. Collect rings (which you can recover some of after being hit, unlike the first game) and defeat the bad guys.

It’s the extras added to this game that make it awful. Sonic has an ability to smash through certain walls, but you have to know when and where to use this. Gimmicks such as a ridable mine cart and a hang glider are introduced too.

And that’s where the removal of checkpoints along with these gimmicks makes the game incredibly frustrating. The hang glider is impossible to use. Even in the case of using save states, several areas took quite the stitching together of well-timed pauses in order to continue across gaps.

If you die? Then you start over at the beginning of the stage.

The game is riddled with all sorts of cheap ways to die: random spikes you’d never know are there, impossible paths to backtrack, and you know right away something’s off because Act 3 of the first Zone has Dr. Robotnik carry you to a hillside a la the Sarlacc Pit in Return of the Jedi, where you avoid sliding to your instant death while other instant kill bombs bounce down the hill toward the, um, enemy.

The very next Zone sees you nearly meet your maker as soon as it starts, with bridges that collapse and spikes at the bottom of the pit.    Giant air bubbles to float around to higher areas of certain levels offer a pretty crappy “challenge” too. Another underwater level starts with next to know air bubbles in which to avoid death either.

It’s quite shameful that the developers thought any of this was a good idea, but it gets “better” when you realize you cannot rescue Tails unless you follow a specific path of getting all six emeralds – one is hidden within each of the five zones.

In the sixth zone you must earn it by beating the zone’s boss and hopefully, you did well and your game doesn’t end right there – that’s right, if you don’t get the emeralds, you cannot access the final zone and rescue Tails.

The game simply ends… maybe mercifully.

Several of the bosses are very challenging in a sense of there’s not enough screen real estate to properly battle them, leading to more cheap defeats and having to do a lot of work over again.

If you read my part about the gimmicks above, then you can sense the pattern of wanting to thrown the Game Gear across the room. (One zone is appropriately named “Gimmick Mountain” in what may be a nod of how craptastic this game is!)

Another consideration in this era of playing the game versus back in the day: I’m not sure how anyone had enough battery life to actually complete the game unless you were a ridiculously good pro video game player.

Hard games were a way of life for an 80’s child growing up, but dumb and buggy games are another story. I only recommend someone check out this game to see the insanity for themselves. Otherwise, this is one of the Sonic games you can definitely skip.

Super Mario Bros. 25th Anniversary


Amidst the Mario mania for our favorite plumber’s 35th anniversary was a loosely celebrated 25th anniversary for Super Mario Bros. some ten years ago on the original Wii.

To celebrate the milestone Nintendo had a special red console released, along with a re-release of the Super Nintendo’s Super Mario All-Stars collection. The 4-in-1 disc included revamped versions of the first three Super Mario Bros. titles as well as the first stateside appearance of the true Super Mario Bros. 2 which was only released in Japan at the time.

In other words, it was the exact same set of games as they appeared on the SNES cartridge version in the 1990’s.

Naturally, there must’ve been more for the big guy’s birthday, right?

Well, there was a game music compilation CD and a booklet which came with the above physical game release – and this Wii Virtual Console release celebrating the big two-five.

That seems really exciting doesn’t it? Back then it did, and looking back now, after getting a taste of Mario 35 on the Nintendo Switch, retro gamers must be thinking “wow, I need to play Mario 25 now!”

Well, sorry to let you down (as I have a habit of doing sometimes) but the reason I haven’t mentioned much about this game is that there’s not much that was changed or updated to make this much of a special release to play.

It’s Super Mario Bros., with a new date added to the copyright on the title screen and “?” blocks replaced with “25” in them instead.

The only other noticeable tweak is Princess Peach, who upon completion of the game adds another line about pressing “B” to choose your world on the menu screen – you can go straight to the first level of any of the eight worlds, but in the “second quest” or whatever its called when you beat the NES version and everything changes to hyper speed with buzzy beetles in place of goombas.

Actually, that part isn’t too shabby, but I imagine it was included somewhere else in the history of Mario – and its especially underwhelming for those of us who have used cheats or save states to do the same thing in the past.

For someone playing on the Wii?

My guess is if you wanted your SMB fix, then you would’ve already purchased the unadulterated version from the Virtual Console shop, which was a release day title anyway.

Don’t get me wrong: this is still Mario. The controls are tight, and the translation to play a bit more of the levels on a wider screen, but not so much as to ruin the original experience, totally works. It’s a good port.

However, this game was nothing special other than the swapped “25” blocks; essentially something a game hacker could’ve done with a little bit of extra time on their hands.

Check it out at your own risk.

ClayFighter


Following a flurry of reviewing fighting games for an entire month I had unearthed one forgotten game of my childhood amongst a sea of potential games to review. With Halloween around the corner, I felt it fitting to still keep ClayFighter on the schedule, because it better represents the current season than an actual fighting game.

Unsurprisingly Street Fighter II and Mortal Kombat sparked a fighting game craze in the 90’s, with many competitors looking to clone the success of those two games for themselves. Every software developer, including Sega and Nintendo themselves, got in on the act.

Then there was Visual Concepts, who have a reputation of making some great games, but instead when the parody and comedy route with ClayFighter. The main reason this game doesn’t get a fat thumbs down from me is basically due to VC’s input with audiovisual content for the title. The fighters are all 3-D generated from actual clay models (hence the name of the game) and look superb for a 16-bit Super Nintendo title.

The sound, including an announcer, are crisp and ahead of their time too.

But it’s the gameplay that is lacking… that’s putting it kindly.

Once the humor wears off, which is quickly after scrolling through the unique characters on the main menu, you are deluged with combat that takes after the Street Fighter button scheme, but not the pace or cohesiveness of being a fighting game. Computer opponents tend to block and jump all too often, with special moves often being to difficult to pull off or slow in animation to make an impact.

The traditional two-round win format is there, with a cutesy bomb as your timer, with the wick burning down to “zero”. I’m not sure if the rounds are actually 90-ish seconds like the rest, but it sure does feel like an eternity to play through just one sitting.

The levels are inspired and tied to each character as well – another annoyance as you play through the “world map” and discover you have to face some of them a second time; which is mundane as it gets.

The final boss is a “ring” and outside of that, you really get no sense of purpose for the fighters, what they’re doing there, what they’re fighting for, or even one still end-screen that tells you squat about the character you just completed the game with. It simply shows the long scrolling credits of everyone who created this mess and a neat “thanks for playing” when that’s through.

Also, the menus and even portions of the game screens (like the health bars) come off as generic – almost 8-bit generic. Whether intentional or not, it cheapens the game. Combined with frustrating controls, cheap computer opponents, and no real plot, it’s difficult for me to recommend this game at all.

Worse, if you grew up playing the Blockbuster Video Game Championships, as I did, you were likely duped into renting the store exclusive “Tournament Edition” to practice with. Hopefully a rental is all the more money you escaped spending on this game way back when, because it would’ve been a good waste of $60-70 for a cartridge that will quickly collect dust.

Killer Instinct


What a difference a couple of years make…

In the Fall of 1993, Mortal Kombat, widely considered one of the most violent video games of its time, was released on the Super Nintendo. However, it was a stripped-down port of the arcade which replaced blood for sweat and neutered the violent “finishing moves” that had caused controversy.

Mortal Kombat had also caused a legal stir, forcing the video games industry to adopt a ratings system similar to what was the standard for motion pictures.

In 1994, the sequel to Mortal Kombat arrived untouched to the SNES, hinting at a change of heart when the competing Sega Genesis’ first game in the series outsold Nintendo’s. With blood and gore intact this time, Nintendo shocked arcade audiences roughly six weeks later with a game no one would’ve seen coming a year earlier: Killer Instinct.

The name of the game itself was a big change for Nintendo, which always stood for family entertainment in video games much like Disney did the same for TV and movies. With a hot console war on their hands against Sega, which marketed their Genesis console toward teenagers and adults, it was time for the company which brought us Mario to mix things up and get dirty.

Killer Instinct first landed in arcades on my birthday, October 28th, 1994. Developed by Rare and published by Midway, the game provided a sneak peek into Nintendo’s upcoming next-gen console dubbed the “Ultra 64”. It was one of two games (along with Cruisin’ USA) to use a specialized version of the hardware, intended to plant the seeds for what would become the Nintendo 64 in due time.

The arcade game was a marvel to look at and play – and fans were waiting for KI as an N64 launch title. However, delays set the console launch back, and thus, Nintendo surprised everyone by released Killer Instinct on the SNES.

Of course, the 16-bit hardware was a far cry from the looming “64-bit” era of the Ultra 64. Marketing made it seem as if Nintendo was bypassing “bits” from 32 to 64 for their next gen – so how could KI, which on paper requires 4x the hardware horsepower, run on the aging Super Nintendo?

A number of special concessions were made, of course, as gamers were used to back in these days. While the next generation Ultra 64 and competing Sega Saturn and Sony PlayStation began to promote “arcade perfect” ports to the home consoles, fans knew from other arcade classics such as Mortal Kombat, NBA Jam, and Street Fighter II, that there would be alterations to the game.

The end result was Rare flexing their muscle, reducing colors and sprites, removing full-motion video clips and large audio files, and utilizing tricks involving the Super Nintendo’s Mode 7 graphics.

While it wasn’t as impressive as the arcade, the game retained a great deal of the gameplay features along with some stunning imagery and sound considering what it was being played on.

By this time too, fighting games were watering down the market – but Nintendo finally jumped into the foray with their own game and as far as exclusive titles are concerned, Killer Instinct holds up on its own. While the plot (like others in the genre) is practically non-existent, the ability to pick up and play was easy – mastering the game could be a challenge, but the Street Fighter six-button (three for punches, three for kicks) scheme fit the game well.

Differing from other fighting games, KI did not use a round system, rather two life bars that would be drained until the screen flashes red and the announcer states “danger” – permitting the victor to pull of a quick button press series for one of two finishing moves (violent and brutal, the same as MK) or a humiliation (also pretty much borrowed from MK).

A neat combo system was instituted, including a groundbreaking automatic combo, or combo breaker, provided the right button sequence was pressed.

Overall, I feel Killer Instinct was fairly average, particularly on the SNES. It’s still amazing at how well it runs and the achievements made porting such a big title down to the small screen. Yet, it wasn’t too groundbreaking in anyway other than Nintendo allowing something with the name “Killer” on their console.

Unfortunately, I feel KI would’ve been far better remembered had the N64 launched on time with it as a catalyst to show off the new system. Instead, it was tacked on in August of 1995 to the tail end of the SNES’ lifespan.

While the console would be produced into the 2000’s, the N64 would launch in North America a little over a year after this fighting game first graced home consoles – and late to the party as Sony introduced the PlayStation a mere two weeks after KI released on the SNES.

Dead or Alive


We are all well aware of the significance of this game and how it launched into a money-making series: bouncing boobs.

In a nutshell, a nearly bankrupt Tecmo went to the drawing board and used sex and violence to get eyes on a video game which is actually much deeper than what you see on the surface. Sure, some top-heavy gals have been heavily featured throughout the years, but when the game was initially started, it drew inspiration from Virtua Fighter, even running on Sega’s hardware – and far surpassing it’s predecessor in almost every way.

The first DOA game came to us in the arcade with Japanese gamers getting a truer port on the Sega Saturn. However, the Saturn version never landed in the US, leaving American gamers to wait nearly two years for a revamped version of the original game on the PlayStation.

Did I mention the significance of this title earlier? Not only was it one of the first non-Sega developed games to use their hardware in the arcade, but it also became the first game from that hardware to arrive on the rival Sony platform.

Oh, and the bouncing boobs ended up saving Tecmo from certain doom too.

But why else did this game succeed?

When comparing the 3-D fighters of the era, DOA was just smooth as butter. It didn’t have the “blocky” or “jagged” appearance of its competitors. The game ran fast, as in Street Fighter II type speed with each move transitioning into the next animation effortlessly. And crazy enough, each of the fighters motions were taken from motion-captured actors as well.

Counter maneuvers were added, which replaced the boring “blocking” of other fighting games. Counters came in the flavor of offensive and defensive “holds”, adding another dynamic which made the game feel tighter control-wise and gave new gamers as much of an edge against seasoned foes.

The plot is almost non-existent, save for playing as Kasumi. The game promptly ends on credits for each of the fighters. The levels can also get repetitive, reusing some of the same effects between stages and simply palette swapping day for night – however, removing “ring outs” for explosive damage is yet another reason DOA feels superior for its time.

The PlayStation version also adds two more playable characters, with Bass Armstrong heavily drawing inspiration from Hulk Hogan in his appearance and stature. The boss, Raidou, is also an unlockable player.

It’s about what you’d expect from a fighting game released in the mid-90’s and may not come off as especially groundbreaking to today’s audiences, but DOA was massively successful and critically acclaimed for its gameplay and audiovisuals.

I would challenge anyone who enjoys retro fighters to put this up against others of the same era: and then realize for yourself just how ahead of its time this first entry into the DOA series was.

Darkstalkers: The Night Warriors


When Darkstalkers first dropped in arcades around 1994, I was mesmerized. In 1996, it would get a proper port to Sony’s PlayStation.

Originally, I was a huge fan of Street Fighter II, so imagine when I saw Capcom taking the same engine and beefing up the game ten-fold.

Darkstalkers introduced quite a few firsts within Capcom’s fighting games. While I always liked its cartoonish style, I had never realized just how much the individual frames stood in their originality. The game looks original and plays like you’re watching something on TV. The characters can do some bizarre things as well, since they’re not rooted in the same “realism” of the Street Fighter series.

This levels the playing field for larger than life characters like Ankaris or the smaller statured Sasquatch. Just like it’s cousin, you actually want to play and attempt to master each of these characters – each inspired by different monsters. From a vampire to Frankenstein, everyone is represented.

Of course, another draw for teenage boys (such as myself at the time) were the scantily clad female fighters, Felicia and Morrigan too.

The learning curve is identical to Street Fighter, a bonus for those players who were already familiar with that system.

Some of the cooler things to note are the special moves bar which fills as you fight and background items which can also be broken. Air blocking and crouch walking were also introduced, but creating combos, and seeing it listed as such on-screen, as also a major draw to this game.

The controls are incredibly tight, and the final two bosses are incredibly cheap – everything you’d expect in a Capcom fighter.

The menu options are also identical to Street Fighter and Darkstalkers also includes three turbo modes from the beginning.

The game is truthfully tuned to any skill level, which makes this PSX port even more accessible. It literally hasn’t aged one bit and is as good as it was 25 years ago. Fighting fans should definitely check out this trailblazer from the Capcom library.

Primal Rage


A friend recently reminded me of another Atari fighting game after reviewing Pit Fighter and I wish I could say my rosy memories of this one held up.

Primal Rage was Atari’s answer to the fighting game boom of the early-to-mid 90’s. The story revolved around prehistoric creatures doing battle in a and attempting to reign supreme over a post-apocalypitc Earth called “Urth”.

There are seven characters to choose from, with fire and ice, fast and slow, being among the common themes lifted from similar fighters.

Like other in its genre, it was a 1-v-1 arcade game, which was a better fit for the way it was developed. When it was ported to consoles, the main mechanic of the game was to hold buttons and then move the joystick in certain directions to perform special moves.

This was later changed to include the traditional method of movement then buttons, but regardless, the game used some convoluted sequences, such as holding 3-4 buttons at the same time, in order to achieve those moves.

Doing this with an arcade joystick and buttons was far easier than on a console, but a PITA regardless!

As with most PSX games, this one suffers from extremely long load times. Beyond that, it’s a nice recreation of the arcade down to the graphics and sounds – if you recall, stop-motion models of the dinosaurs were used in place of motion-captured humans, which upped the realism of games like Mortal Kombat.

Primal Rage also capitalized on the violence and gore factor of its era, maybe even more so than Mortal Kombat – likely its intention in order to gain attention. It must’ve worked, as the game was ported to every console known to man at that time, including handhelds, 16-bit consoles, and next-gen systems like the PlayStation (which this review is based on). The game even appeared on Sega’s Saturn, and the ill-fated 3DO as well as Atari’s own entry into the “64-bit” realm, the Jaguar.

Also, like Mortal Kombat, the game borrowed fatalities, again upping the ante for gore. The finishing moves are incredibly difficult to pull off, not only from the button and joystick sequences required, but the stupid short timer window to complete them. Using save states and cheats, I found Chaos’ famous “golden shower” fatality to be especially problematic and eventually gave up:

Hold 1+3 and move joystick D, D; then hold 1+2+3+4 and move joystick A, T, A, T

I couldn’t imagine being the kid who doesn’t know the proper sequence let alone being a full-grown adult that does and still can’t pull off the maneuvers.

Regardless, the blood flies everywhere in this game. Health bars and a brain stem bar show both organs on-screen, with the heart exploding following being “conquered”. Caveman-like humans scurry onto the screen at random times – they can be eaten for health, but those who support you will hurt your cause as your opponent can eat them and deplete your health too.

It’s a gimmicky addition to a game that’s already riddled with poor controls and difficult game play. It seems as though any basic attacks you throw at the CPU are instantly blocked and rendering enough damage within the 99-second time limit proves to be frustrating.

In fact, the final battle sees you fight everyone that’s in the game, in what might be the most annoying endurance round ever created – at least Atari left the time to “infinite” for this level (and some cool death animations as you defeat each opponent).

Yet, it’s not enough to save my opinion of this game.

Cheats and save states didn’t help relive my enjoyment of what likely ate my quarters quickly when I was younger.

While the game has some cool concepts and is worth seeing to believe, its holds up horribly as a viable fighting game with little replay value.

Virtua Fighter


You cannot mention groundbreaking video games without bringing up Sega’s Virtua Fighter.

Arcade goers were wowed by the first video game to fully feature 3-D polygonal graphics back in 1993. The game was considered one of the top arcade cabinets of the year and generated high review scores from a variety of critics.

So, imagine everyone’s surprise when this title landed on the Genesis add-on 32X and could be played at home!

Yes, the Sega Saturn was on the way – and even out in some markets already with a graphically superior, but glitchy version of the same game. However, before the next generation officially landed we were receiving near-perfect arcade ports at home via Sega’s 32X, which promised “32-bit” processing when doubling down on the previous 16-bit era of consoles was smart marketing to show an advancement in technology.

Virtua Fighter was one of the arcade-to-home 32-bit translations for Sega’s Genesis accessory. The game was the first of its kind to introduce a fully 3-D fighting arena and featured a multitude of characters, each with their own special features.

As with the 2-D fighting landscape, each fight was the best of three rounds where a player obtains a win via knocking an opponent out (i.e. depleting their life bar) or having more health than their opponent when the timer reaches zero.

Forcing your opponent out of the ring was another key to victory in the new 3-D landscape too.

Unlike a lot of its counterparts at the time, Virtua Fighter didn’t go with a violence motif. It was instead centered around the gameplay, with the central storyline revolving around a “world’s best fighter” style tournament (albeit with a criminal undertone making their presence known as the antagonist).

Regardless, the main historical reference of this game was taking a three-dimensional title with (then) state-of-the-art graphics from the arcade to a nearly identical experience at home. While arcade ports such as Mortal Kombat, Street Fighter II, and NBA Jam were already being done on the Genesis and Super Nintendo, there were stark contrasts between those ports and their “big brother” in the arcade.

Virtua Fighter, however, felt more complete and gave us a glimpse at the future of gaming, despite being on the sparsely supported (and gimmicky) 32X add-on.