What does Tecmo have against PS4 owners?

I’ve made no secret that Dead or Alive is one of my favourite fighting game series’ and I’ve also made no secret of the fact that I enjoy the unashamed smut that Tecmo’s fighter has peddled ever since its debut. So I was disappointed when they decided to get serious with DOA6 and dial back the sexy stuff for the sake of being more “acceptable” and modern. Thankfully, that change in philosophy didn’t turn out to be too radical and we didn’t see Kasumi and co. trying to duke it out dressed as nuns.

That said, I still haven’t picked the game up. Partly because I still feel that I have some mileage to extract from DOA5 and partly because I wasn’t a fan of the in-game unlock system for new costumes. However, I sat up and took some notice when the new Seaside Eden season pass was announced, compromising of a new beach stage and a truckload of bikinis. The pass is to cost $79.99 USD which is a lot of money but I assumed that wouldn’t matter. After all, if I finally took the plunge with Dead or Alive 6, I could just cherry-pick individual costumes…couldn’t I?

Wrong-1

This was where I discovered something pretty surprising and annoying. For those who have been playing DOA6 for a while now, this is probably a really dated rant but I genuinely had no idea that costumes can be purchased individually on every platform EXCEPT for the PS4…in the West. Playing DOA6 on the PS4 in an Asian market? No problem. Xbox One or PC? We got your individual costume purchases covered, buddy. PS4 in America or Europe though? Fuck you, says Tecmo.

What sense does this make exactly? I can’t see one although I have come across two possible theories that I think are both a load of old cobblers.

  1. Sony is to blame for wanting to keep the PS Store uncluttered and streamlined
  2. It is a marketing strategy in order to make more money in the West by forcing punters to purchase season passes or entire sets of DLC

The first theory makes some sense initially. Anybody who dabbled in DLC for either the PS3 or PS4 incarnations of DOA5 knows how awful the organisation of the DLC was and the nightmare of pissing about with compatibility catalogues or trying to make old DLC purchases work with updated versions of the game. So it would be understandable if Sony insisted on keeping things clean with DOA6. But this theory falls apart when you remember that PS4 owners in Asian markets can buy whatever the hell they want.

doa6-DLC-1

The second theory also has no legs when Xbox One and PC owners don’t have to commit to a season pass.

So why are Western PS4 owners snubbed? I honestly don’t know but what I DO know is that I won’t be buying Dead or Alive 6 until Tecmo sort this shit out. Some may argue that missing out on the DLC (especially superficial sexy stuff) won’t harm my enjoyment of the actual game and while I agree with that, I also know that I purchased a lot of DLC for DOA5 and I would likely want to do similar with 6. This isn’t even an anti-DLC rant. I want to buy what Tecmo/Team Ninja are selling but it’s the principle of being forced into buying a mega-expensive season pass that turns me off, especially when owners of other platformers don’t have to deal with that crap.

Sort it out, Tecmo.

Review – Crash Bandicoot N Sane Trilogy [Playstation 4]

DSC_0395Earlier this year, I played, completed and reviewed the rather wonderful Spyro Reignited Trilogy. The remastered collection of one of my favourite series’ of games wasn’t perfect (largely due to unwelcome glitches) but it made me smile no end and really, that’s what gaming is all about. It wasn’t the first modern remaster of a beloved Playstation platforming series though; that accolade goes to the Crash Bandicoot N Sane Trilogy – the commercial success of which can likely be thanked for Spyro’s adventures receiving a makeover. I actually received both collections for Christmas last year but made a beeline for Spyro as those games were my favourites. Now, I’ve had the chance to unwrap, play and complete Crash’s remasters so here is my review of the N Sane Trilogy.

A sympathetic makeover

In my review of the Spyro Reignited Trilogy, I had this to say about the overall makeover of the original games:

My overall feeling is that Spyro Reignited Trilogy is a totally authentic and – more importantly – sympathetic remake. Everything from the level layouts to the word-for-word script is as I remember it. The individuality between games has also been retained i.e. the designs of the treasure chests, the shapes of the gems and the extra life systems. Immediately, there is nothing on a basic level to offend the traditionalists who demand the most minimal of changes…

The same is true here for Crash. Everything is as you remember – it just looks a hell of a lot better. The beauty of the original Crash Bandicoot and Spyro games is that, while their worlds were crafted from (then) cutting-edge polygons and 3D tech, it was done in a cartoon-like, exaggerated style. So while those games are clearly aged when viewed through a modern filter, they are still perfectly acceptable today. Pop the original discs into your Playstation or download the digital versions from the Playstation store and you won’t be offended by horrible textures or laughable “realism” because those original games were inadvertently future-proofed by not chasing realism. The visuals are still sharp, the games still move smoothly and the music remains timeless.

With that in mind, I was sceptical about what the remasters could achieve. After all, there are plenty of other Playstation games that I think would absolutely benefit from ground-up remasters because the originals are just difficult to deal with after several decades of videogame evolution and refinement. Crash on the other hand didn’t really need much in my opinion. That said, the N Sane Trilogy manages to impress regardless. We have realistic textures now, much more dynamic special effects and nice, detailed touches such as Crash actually having proper fur. All of this is achieved without taking away any of the original games’ cartoon appeal.

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It’s as you remember, just furrier and, er…plantier. Wumpa fruit looking good enough to eat though!

Audio-wise, the music has been updated too but again, it’s very subtle, a testament to how good the original soundtrack was. I think I prefer the original but only because I’ve played the Playstation originals so much that I miss some of the minute details (the more pronounced clanking sounds in the sewer levels for example). Overall though, it’s an on-point mix that I can’t grumble about.

As with Spyro, the individual games and level layouts themselves remain utterly unchanged which pleased this crusty veteran gamer. There were only a few small additions that I noticed. You can now switch between Crash and his sister Coco for example. I didn’t detect any difference between the two Bandicoots but it’s a nice surface-level update. Coco was, after all, only originally playable in specific levels in Crash Warped. You also receive useful hints on the loading screens to point you in the direction of the bonus gems and secrets. Some may call this “dumbing down” but many of the secrets in the Crash games were pretty obtuse and even I couldn’t remember how to reach some of the coloured gems.

“A smashing blast from the past!”

One thing that the N Sane Trilogy successfully reminded me of was how challenging the first game in the series was. This is where it all began and so Crash’s reportoire of abilities is restricted to just jumping and spinning, severely minimising the amount of tricks that the player can use to negotiate the levels. This is proper old-school platforming that demands pin-point accuracy, respect for hazards and practiced timing. A lot of so-called “hardcore” gamers like to scoff at the 32-bit Playstation era and proffer the elitist opinion that this was where games got too easy and while I cannot argue with the crushing brutality of the preceeding 8 and 16-bit eras, Crash’s debut is no walk in the park and Activision did nothing to soften the punches with this remaster.

The later castle-themed levels for example play out in a 2D style and feature a gauntlet of moving platforms, staircases that collapse into ramps (requiring perfect timing) and moving enemies that must be used as platforms. Then there is the natural hazard of the into-the-screen, forward-facing platforming that often makes it difficult to safely land Crash when jumping between platforms. Yes, you have Crash’s shadow as guidance but even then, it can be challenging to guage the relative height of other platforms. This is a recurring quirk of the Crash Bandicoot games that never really goes away throughout the series and is something that you simply have to get used to.

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You will learn to hate those stairs. [Source – Youtube]
Going for the 100% completion is also much harder here than in the sequels. To earn the bonus clear gem, you must destroy all crates within a level. This much is common between all three games. What makes this objective harder in the first Crash game however is that you must perform this feat without dying even once. You need that perfect run which can require multiple restarts as well as trial-and-error mastering of a level. I had expected Activision to nix this for the remasters but they didn’t, much to their credit. It provokes frustration and sweaty-handed, tense gaming on the more challenging levels but that challenge is what we all want from our games, right? My main nemesis when going for the 100% completion was the “Fumbling in the dark” level which must have taken me three-quarters of an hour of constant re-tries to nail. That feeling upon finally hitting that perfect run though? Priceless.

Crash Bandicoot 2: Cortex Strikes Back is my favourite of the trilogy and this has always been so. The game remained challenging and laden with secrets but lost that brutal edge that the original game sported. For example, you can now collect the clear gem for smashing all crates without worrying about dying in the process. Crash also has some new moves such as the belly flop, crouch-jump and the uber-useful slide. Sliding then jumping allows Crash to fly further forwards for those trickier leaps of faith. You can also slide, jump then spin, a combo that requires lightning-fast inputs but launches Crash even further.

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Being able to play as Coco is a nice addition, even if she doesn’t bring any unique abilities to the game. [Source – Youtube]
Crash 2 is the perfect balance. The player will be challenged to achieve the 100% but it is nowhere near as demanding to do as the first game. Crash’s new moves give him enhanced mobility, the music is possibly the best of the series and the game saw the debut of memorable level designs such as the jetpack segments and riding the adorable polar bear.

For many gamers though, Crash Bandicoot Warped is their favourite. The game follows a similar hub-world structure to Crash 2 but this time, the levels center on real-world themes including medievil/fantasy, the Great Wall of China and Egyptian tombs. Underwater levels make their debut as do jet ski and aeroplane missions. The overall sense I get from Warped is that the traditional platforming challenge is traded off to a degree in favour of visually impressive set pieces. Here again, we have parallels with the evolution of the Spyro franchise which gradually reduced the difficulty in favour of side-missions and unique mini-games.

That’s not to say that Warped is a weak sequel – far fom it. It is undeniably the easiest of the trilogy to beat however. This is largely down to the fact that Crash gained even more special abilities and by the time you have them all, Crash is operating in Super Saiyan territory. If you had all of these abilities in the first two games for example, there would be no challenge at all. There is now an enhanced belly-flop that can destroy nearby crates with a shockwave. You can also keep pressing the spin button to fly a great distance through the air, dramatically reducing the threat posed by pits and ground-based hazards.

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Crash has the moves in Warped. [Source]
The number one offender however is the Fruit Bazooka. Once you have this, the game becomes a cakewalk. Crash can stand still and take aim at distant enemies with this weapon and eliminate all threats without ever having to get near them. Crates can be shot for easy collection as can TNT and nitro crates, removing those hazards from Crash’s path as well. Did I mention that the ammo is also unlimited? This weapon is just absolute overkill in my opinion and I still don’t know why Naughty Dog thought it was a good idea in the first place. Granted, the Fruit Bazooka is a welcome friend when you are chasing the 100% but it also feels like you are cheesing the game.

Warped is nonetheless a great game and was a great way for Naughty Dog to sign off from the franchise (CTR not withstanding) back in the day. The set pieces and variety in gameplay keep things interesting and at the end of the day, it is fun which is what matters.

Conclusions

Like the Spyro Reignited Trilogy, these Crash Bandicoot remasters are a warm, welcoming nostalgia trip. They will raise a smile and take your mind back to the late 90’s, a time where life was – possibly – simpler and the future was teeming with possibilities. Gaming was simpler back then too but despite the aged formula, the Crash Bandicoot series has stood the test of time. Clever platforming design, an unmistakable visual direction and loveable characters are the key. The N Sane Trilogy brings it all back for gamers old and new without stepping on Naughty Dog’s toes and altering their work. In short, this is the perfect example of an ideal remaster.

(Not so) Special Edition

One of E3 2019’s biggest stories was the new footage of Final Fantasy VII Remake. Expo-goers seemed to love what they saw and much frenzied fanboy whooping and cheering ensued. Hitting the videogame news outlets a little more quietly was the information on several special/collector’s editions that will be available when the game releases in 2020. The most premium of these editions will include a statue of Cloud astride his Hardy-Daytona motorcycle and be available exclusively available at Square’s online store. It’s also going to be very expensive. If you want the details then I suggest you check out Strange Girl Gaming’s blog since that’s where I learnt about it.

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But I’m not here to talk about this particular special edition specifically. This pricey collector’s piece is simply the inspiration that I’ve needed so that I might collate my thoughts on special editions in general and put my opinion out there. You see, in the past, I would have been all over a product like the FFVII 1st Class Edition and making sure that I slapped that pre-order down before it was too late. Times have changed however because the 2019 version of me doesn’t lust after collector’s editions anymore.

In fact, I think the majority of them are just garbage. There; I’ve said it.

The market for special editions wasn’t always this way of course but you have to cast your mind back to a time when special editions were the exception rather than the rule. Younger readers amongst you might not remember but most games prior to the PS3/360 generation only shipped as standard copies. Special editions were unusual and the ‘special’ in the designation actually meant something. They were actually limited (today’s “limited” editions have pretty big print runs in comparison), difficult to find and came with bonus items that actually had some thought and money put into them.

There were two examples that immediately sprang to mind when I first started thinking about the evolution of special editions and how the older examples were simply much better. The first was The Last Ninja 2 on the Commodore 64. Here, the special set came with a real shuriken (imagine that being permitted now!) and a wearable ninja mask/hood. The other was the Ecco the Dolphin boxset for Sega’s Mega Drive. Manufactured in tiny quantities, proceeds from the sale went towards a real dolphin in the London Aquarium that had been named ‘Ecco’ as part of the tie-up.

LastNinja2-CE
[Source: ebay]
But somewhere along the line, publishers realised that they could charge a small premium on top of the standard RRP of a game by placing the regular game case within a flimsy card outer sleeve and including a non-comprehensive artbook and sometimes a soundtrack CD (again, non-comprehensive and usually more of a sampler CD). JRPG’s were the first genre to frequently receive this treatment in the PS2 era and while nobody can deny the appeal of some nice extras, the problem for me was that if you enjoyed the art of the game THAT much, then there would usually be a ‘complete’ artbook available to buy from Japan which included ALL of the concept art. Likewise, a complete version of the soundtrack would be available in a standalone CD set.

The trend wasn’t so bad when confined solely to JRPG’s though. After all, JRPG players are more likely to be collectors in general so a pretty boxset that offered a little more than the usual retail release was a welcome option. But then the concept spread to pretty much every other genre and by the time of the PS3/360 era, seemingly every game had a special/collector’s/limited edition. Steelbook editions became a widespread trend as did packing games into oversized boxes with massive figurines or statues. Some games had multiple special edition variants exclusive to different retailers and then came the ‘Day One’ editions of games which usually included a voucher with some free DLC on it (did you feel ‘special’ buying those ones?). I seem to remember one of the Call of Duty games going a step further and shipping with a ‘Day Zero’ special edition.

Ar Tonelico 2 SE
The JRPG side of the PS2’s library regularly featured boxsets like this Ar Tonelico II special edition of mine that I recently sold.

The reasoning for all of this was actually quite simple. Videogame publishers were losing money thanks to the a) the pre-owned market b) retailers slashing prices within a week or two of a game’s release in order to be ultra-competitive with their rivals and c) the ignorant, entitled consumer expectation that they should receive incredible gaming experiences and pay nothing for them. Eliminating manuals, reaping extra revenue through DLC and selling season passes were methods employed to recoup some of the profits they were losing. Exploiting the materialistic magpie in us was another.

Some of you may be thinking, “Well, the contents of the special editions would cost more to produce in the first place so the publishers wouldn’t make that much money on them.” It’s a fair point until you consider that a great chunk of these collector’s editions were packed with cheap tat that really wouldn’t have cost that much to manufacture. Outer boxes were flimsy for example. Many steelbooks were produced from cheap tin, as evidenced by how many older ones are rusty or corroded at this point in time. And the bundled statues were cheap, low quality efforts that paled in comparison to dedicated releases from specialised figurine/toy outfits, trading on their eye-catching size rather than finish.

And as I touched on earlier, the vast majority of these so-called premium variants were not as limited as many believed. Some were still readily available from major retailers months after release with heavily discounted price tags to encourage buyers to take these hunks of plasticky shit off the hands of stores. The Duke Nukem Forever ‘Balls of Steel’ edition for example was far cheaper than the RRP of the standard game in no time at all. I too got burnt when I bought the special set for Driver San Francisco, only to discover that the bundled Dodge Challenger model was nowhere near as good as I’d expected. Worse still, it launched for around £60 before tanking to the £20 territory.

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Looked impressive but rapidly lost all value. [Source: Youtube]
Whichever way you choose to analyse the market for special editions, there is only one truth as far as I am concerned. That truth is that publishers saturated the market with this crap and forged a paradox where something ‘special’ isn’t actually ‘special’ anymore. Take billionaires for example: we see them as extraordinary people with masses of cash that lead the kind of lives we can only fantasise about (unless you, valued reader, are a billionaire too in which case I feel a little honoured by your presence on my blog!) but if everybody was suddenly to become a billionaire then none of us would be extraordinary. In fact, we all be extremely average and ordinary. Boring, even. It’s a similar thing that has happened to special editions.

To put it another way, you EXPECT there to be a some form of limited/special/collector’s/ultimate/Day One/Day Zero/steelbook/exclusive (delete as applicable…) variant of any new release these days. There’s no surprise anymore; no value. We all could have safely bet next month’s paycheck on Square unveiling a lavish special edition for the Final Fantasy VII Remake but the odds on such a bet would have been incredibly low because we’d all win that wager.

I very rarely show interest in special editions anymore. Partly because of what I’ve discussed so far in this post but there are other reasons too. Storage space is one. These big boxsets take up a lot of room and when you are buying a lot of special editions, that space is eaten up rather quickly. They also cost a lot of money and investing both space and money into piles of cardboard and plastic that is often never used or displayed (just stored in boxes, cupboards or attics for the sake of ‘having’ it) is not something I see much logic in doing. For me it is just straight-up materialism and I am personally attempting to move away from materialistic personal values. I want a more minimalist, rooted approach to life where I own a few things but not excessive amounts of products that don’t enhance my life.

You might be wondering if there was a specific tipping point or collector’s edition that broke the camel’s back and you’d be correct in asking that question. For me, it was the Soulcalibur VI collector’s edition on the PS4. I was hyped for this game and pleased to say that the end product surpassed all expectations I had – SCVI is fantastic. Unfortunately, that hype led to me pre-ordering the collector’s edition which I consider to be one of my biggest wastes of money.

The big draw was the large Sophitia figure that takes up most of the box. Sophie is my favourite character in the series and so I was enticed by the prospect of owning a decent model of the Greek warrioress. Unfortunately, the actual figure felt cheap and unimpressive once I had her in my hands (I’m sure the real thing – if Sophitia wasn’t just polygons and code – would be less disappointing!). If I’m being generous, it was extremely average and not something I was happy with.

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Looks good from a distance and in pictures but up close, I wasn’t impressed. [Source]
To add salt to the wound, I then discovered that we’d been utterly shafted here in Europe by Bandai Namco. Our soundtrack was a download voucher rather than physical as in the North American version of the collector’s edition. Also, we didn’t receive the artbook or steel case. The Euro version of the SCVI CE felt like a cheap, watered-down imitation of the American counterpart. Worse still, the pre-order price for this (incomplete) edition was £130. At the time of writing this article, that translates to $163.41 which is an utter joke when you consider that the US equivalent launched for $149.99…for MORE extras.

Right now, the Euro version of the CE is still available from Amazon for just under £80. So…it’s still in stock and cheaper than it was when idiots like me pre-ordered the fucking thing. Thus proving my earlier observations that CE’s are over-priced, undesirable and nowhere near as exclusive as made out.

All I had to show for my purchase in the end was the game and bundled season pass (which has proved to be great in fairness). I struggled to sell the figure, soundtrack voucher and box on ebay for more than £25 so had to take a massive loss on the chin and learn a valuable lesson. I won’t be buying any more special editions in a hurry, that’s for sure.

What is your opinion on special editions? I’d love to read your comments/thoughts on the subject.

Thoughts on Mortal Kombat 11’s Microtransactions

MK11-1

In the interests of balance, I will begin by clearly stating that I have no intention to buy Mortal Kombat 11 anyway regardless of this microtransaction issue. The game looks fantastic and in another universe, I would purchase it day one purely on the basis that MK9 and MKX were so damn good. But this is THIS universe and here, I don’t have as much time or the drive for gaming as I used to. When I do feel like picking up a controller for a few hours, I have other fighting games that I’m already enjoying and want to get my money’s worth from. I have big story-driven games that never seem to end as well as a large enough backlog of unplayed stuff on the shelves.

What I’m saying is this: yes, I am going to grumble about something I’m not even buying into but I just wanted to make clear that my initial reasons for not picking up MK11 have nothing to do with what I’m about to talk about here. I feel that the microtransation topic is worth discussing however as it effects an entire genre – a genre of gaming that I am most passionate about.

So basically, NetherRealm Studios has locked masses of cosmetic items such as character skins, taunts and intros behind a microtransation paywall. You CAN earn the “Time Krystal” currency in-game but as you may have already guessed, it takes ageeeeees to amass enough of this currency to buy anything. Conveniently, you can also purchase Time Krystals with real money…funny that, isn’t it? There are no LOLs to be had when investigating the prices however. At the time of typing this post, the exchange rate is $1.00 for 100 Krystals (I’m UK-based but using a US article as my source so dollaz it is) which means that a character skin is costing $5.00. Intros are a whopping $7.50.

Each character has approximately 90 pieces of add-on gear and if you want to buy the skins alone then your wallet will be held up for something in the region of $300 which I find insane.

wtf
[Source]
You aren’t being forced to purchase any of these bolt-ons of course and it’s perfectly possible to buy the game and just enjoy some Mortal Kombat without being parted from more of your money. But this is how publishers get away with implementing these sorts of systems. That and the fact that they DO allow players to accumulate the bespoke currencies in-game for no extra cost. Unfortunately, there is also nothing preventing them from fixing the acquirement rate so low that people will inevitably cave in and start spending real money. If you’re anything like me and have the need for completion then this will be immensely frustrating.

To summarise my main issues with what Mortal Kombat is doing using quick bullet points:

  • This microtransation system was kept under wraps right up until launch, giving nobody time to accept the game’s structure for what it is and know what they were buying into. Sucks if you pre-ordered.
  • All of this was pre-planned content, locked away before the game was even released.
  • It is a full-price retail release that already costs in the region of £40, not a freemium or F2P game where you should expect microtransactions as the nature of the beast.
  • It’s cynical design, playing to consumers’ need to have everything NOW and enticing them with shiny goodies that only cost “a few dollars”.

This mobile phone game style of making money seems to have infected consoles and fighting games in particular in recent years much to my dismay. As I said above, it’s easier to swallow if you are downloading an F2P game, not so much after dropping a stack of notes on a full-price retail release. Dead or Alive 6 has implemented something similar while Street Fighter V was an utter disgrace in my restrained opinion. Now it has arrived in Mortal Kombat too.

I have no issue with genuine post-release DLC. Right now, I’m enjoying SoulCalibur VI a lot and the developer is putting out new DLC over time which takes the form of new characters and packs of customisation equipment. It keeps me playing the game beyond the initial launch window and is genuine post-release content that the developers have been working on. It comes with a price-tag and you just buy it. Straight-up, traditional DLC with no tricks or attempts to hide monetary outlay behind smokescreens of in-game currency accumulation or philosophies of “well, you don’t have to buy it…”

But to me, these microtransations are simply bullshit that spoil modern gaming. It’s why I had no love for Street Fighter V when I’m happy playing offline but can’t amass enough fight money to buy anything – a real problem when Capcom want you to pay for simple things like palette swaps. It’s why I would probably boycott MK11 if I was in the market for a new game and my aforementioned reasons for giving the game a miss were no longer obstacles.

As I say, I don’t have to pay for any of the extra content if I’m THAT against it. After all, the “buy it if you want it that much; don’t buy it if you don’t” way of looking at things is a valid and usually accurate approach to all things DLC and add-ons. That said, I firmly don’t believe in these money-grabbing systems when the game is a full-price release. Street Fighter V was exactly the same and I waited until I could pick up the game for £15 or thereabouts because I know there would be some bits I’d want to buy but not if I’d already put £40-£50 up for the disc in the first place.

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You can grind, grind, grind for alternate costumes like this…or just give Capcom money. [Source]
It wasn’t so long ago that there was uproar when Capcom were asking a lot of money for a bunch of extra characters in Street Fighter X Tekken…extra characters that had been found to be on the launch disc by data miners. In other words, post-release DLC had been exposed as already existing prior to launch and closed off to the consumer. Your money didn’t buy brand-new content; it simply unlocked a part of the game you already owned. People were pissed and SFxT‘s name was dragged through the mud. Yet here we are with the same companies pulling the same shit and now we seem content to just shrug our shoulders and accept it.

I don’t know whether the younger generation of gamers are on-board with paying through the nose for costumes and colour swaps but I’m an old-school gamer. I remember having to beat Tekken 2 with all characters to unlock everybody. I remember having to hunt down shit loads of weapons to play as Sophitia in a bathing costume in Soul Blade. I remember having to have perfect runs and then beat horrendous over-powered bosses to unlock sweet stuff. I remember earning in-game currencies at sensible rates. Nowadays it seems that everything in fighting games is either already unlocked or needs paying for. I miss the thrill of chasing content and earning it with effort. I miss paying for the game disc and that was it – the complete, straight-up deal.

When I read about what Mortal Kombat 11 was doing, I felt very disappointed. Yes, I wasn’t planning on buying it anyway but even so, I certainly wouldn’t now because I wouldn’t want to give NetherRealm my money and support such a crappy method of squeezing every last penny from the playerbase.

Review – Metal Slug Anthology [PSP/Playstation 2/Wii]

MSA-1Release Date: 2007 (Europe)   |   Developer: SNK Playmore/Terminal Reality   |   Publisher: Ignition (Europe)

If you’ve lived behind a tower of modern games or are a younger gamer then you may not be familiar with SNK’s Metal Slug series and that is truly a shame because you might be missing out on something special. For those already in the know, Metal Slug is a stone-cold arcade classic requiring no introduction but for the uninformed, here’s the deal. Released in 1996 for SNK’s Neo Geo arcade hardware, Metal Slug quickly became one of the quintessential run ‘n gun experiences that the rest of the genre suddenly found itself compared to. Nazca Corp. blended tight, challenging gameplay with their stunning 2D artistry to create one of the defining Neo Geo experiences and a killer app for the (incredibly expensive) home version of the hardware.

The game oozed charm and was overflowing with character thanks to the comical nature of the cartoon-like visuals which should have been at odds with the military theme and bright red blood. It was – as previously mentioned – challenging too but not necessarily in an outrageously cheap way; not to begin with anyway – that’s a sin for some of the sequels to atone for and we’ll hold court on that subject in due course.

By the time SNK called time on the creaking Neo Geo hardware in 2004, the system had hosted six Metal Slug games. If you weren’t rich enough to own a Neo Geo and splurge on massive cartridges sporting eye-watering price tags (so most of us then) then it was difficult to be a Metal Slug fan though. There were ports to all kinds of the consoles such as the Playstation, Saturn, PS2 and original Xbox but these tended to vary in terms of quality and accuracy. In 2007 however (2006 for the US), we were treated to Metal Slug Anthology for PSP, Playstation 2 and Nintendo Wii. This compilation from the retro gods collected unaltered arcade versions of the five Neo Geo ‘Slugs plus the Atomiswave’s Metal Slug 6 which was brand-new for the West when Anthology hit the shelves.

LOADING…

I’ll start by quickly talking about the compilation in general. I won’t discuss the Wii port as I haven’t been lucky enough to own a copy but I have owned both the Playstation 2 and PSP editions of the game. Sadly, Sony’s versions suffer from unwelcome load times, even in basic areas such as the front end menu or in-game character select screens. It’s not a deal-breaker but is still pretty unforgiveable in my opinion, especially since the PS2 and PSP shouldn’t have been at all taxed to run a small collection of old Neo Geo games when the PS2 didn’t appear to break a sweat over big stuff like Gran Turismo and Black. The PSP is a more understandable situation given that the handheld’s loading capabilities were often scuppered by the UMD drive. Even so, I play all of my PSP games direct from the memory stick (thanks to the wonders of Custom Firmware) and even then, the loading isn’t completely eradicated. The Wii port is meant to be a lot better as it was allegedly coded by SNK themselves while Terminal Reality handled the PS2 and PSP versions. Don’t quote me on that though; it’s something I remember reading in period reviews.

In terms of extras, there’s an art gallery to unlock using tokens earnt by playing through the six games. It’s not much but I’m personally a big fan because outside of the official press art for SNK games, there is a wealth of bizarre artwork resembling fan art and this is often included in their games. Artwork won’t be of interest to everybody, granted, but I love the quirkiness of SNK’s galleries at times. That said, what we are really for are the games so let’s talk about them.

Original and best

Perhaps unsurprisingly, the original Metal Slug is in close contention for being the best game of the series. It’s a purer experience than the sequels and suffers with less of the bloat and often unnecessary variety that its successors injected (in a well-meaning way of course). You simply run to the right, avoiding enemy fire and blasting anything that gets in Marco Rossi’s way. You are granted three lives per credit and ten grenades per life. Continuing with a fresh credit gifts you the Heavy Machine-Gun power-up upon re-spawning as a welcome gesture. You might think then that Metal Slug is about as complicated as Paris Hilton and that’s a fair assessment as there’s nothing overly innovative about the whole thing. It’s HOW the game does what it does that makes it so endearing.

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First of all, the controls and ‘feel’ are spot-on and you should never find yourself condemning either for getting iced by an enemy. Secondly, the power-ups are just so damn fun to acquire and put to use. The Heavy Machine-Gun makes you feel like a force to be reckoned with, the shotgun’s explosive punch fills you with confidence and the Rocket Launcher is just the nuts. Special mention must go to the Arnie-like “Rocket Lowncher!” announcement from the voice-over dude when you collect the latter – always a pleasure to hear. Then there’s the Metal Slug tank itself which can take several hits before being destroyed. The tank is actually pretty cutesey thanks to its stubby profile and ability to jump but the rapid-fire machine-gun and cannon pack a serious punch.

Finally, there’s that distinctive art style which is a big part of the game’s appeal. Without it, Metal Slug would just be another solid run ‘n gun game but thanks to Nazca’s artistic sorcery, every backdrop, sprite and tiny detail deserves close attention. In fact, there is such a ludicrous level of detail in every single thing that it’s a wonder that they ever finished the game or were permitted the time to go so crazy in the first place. Special mention must go to the enormous bosses which are both intimidating and spectacular. Taking them down always feels like an achievement.

The visuals are backed up by the audio which consists of memorable voice-overs, fantastic sound effects (the explosions are awesome) and memorable music that blends military-themed composition with Nazca’s jazzy sound, the latter fitting in perfectly against all sound reason.

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I’ve already stated that the game is challenging as it really is but the original Metal Slug is perhaps the fairest of the lot. The first three missions are no cake-walk but can be completed with minimal stress. It’s only towards the end of the game that the opposition begins to overwhelm and you will have to feed in credits in order to push on. This was an arcade game designed to part punters from their cash but that said, I’ve certainly played much, much worse that would have you searching for Dick Turpin’s name in the developer credits.

Put simply, the original Metal Slug is a creative masterpiece and a very enjoyable arcade action game that deserves its lofty reputation. If you only play one game in the series then this has to be it but SNK did make some sequels so let’s address those next…

Bigger isn’t always better

Metal Slug 2 is probably the closest rival that the original game has for the honour of being the best in the series. I did say that if you only play one entry then it should be the original but ideally, you’d play the immediate follow-up as well. MS2 is more of the same but bigger and more extreme than before. New power-ups and new Slug vehicles debut as do the Mars People alien enemies. The bosses are equally impressive if not better than before with special mentions going to an Arabian palace that turns into a missile launcher and the second mission’s boss which sees you constantly climbing to avoid the chasing jaws of an enormous machine. The only issue I have with Metal Slug 2 is that the last few levels are a bit brutal with the player being expected to dodge too much crap and kill far too many aliens. That aside, it is a worthy follow-up deserving of your time.

Metal Slug X is essentially a remix of Metal Slug 2. The first stage for example now takes place at dusk, there are new enemies, remixed music and new power-ups. There’s a handy list of the updates here on Wikipedia. Whether you prefer X over ‘vanilla’ Metal Slug 2 is a personal preference but being as it is very similar, I would also class X as a game you can definitely keep coming back to.

Unfortunately, the series takes a nosedive with Metal Slug 3 that it never really fully recovered from. This was the last game produced by the original Nazca/SNK partnership before SNK went bankrupt and rose from the ashes as SNK Playmore. They went all-out and cranked the creativity up to the max with MS3 which should have been a positive thing but ends up being both good and bad. Starting with the good, they went pretty wild here and introduced a ton of new stuff and awe-inspiring bosses, all rendered in the same agonisingly attractive art style. The game also still plays perfectly soundly. The first problem however is that you aren’t only fighting military forces this time around but all manner of organic creatures and aliens. This did allow Nazca’s artists the chance to flex and animate a bunch of crazy stuff (which all looks lovely) but you will miss the characterful enemy soldiers and military hardware when you’re shooting at crabs, insects and…zombies?

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Yes, there is a zombie-themed level that mimics a slasher movie and I really hate this shit. When you get killed, a bolt of lightning will resurrect you albeit as a shambling, sluggish zombie with none of the agility that you need to avoid the onslaught of enemies. It doesn’t fit in with what Metal Slug is meant to be but even if you can overlook that, playing as a zombie slows the action to a crawl and puts a definite damper on things. Even when you are still in human form, emptying vast amounts of ammo into walking bullet sponges is no fun. The only enjoyable thing that comes from the whole zombie thing is the ability to vomit a massive arc of blood that covers most of the screen and takes out enemies with the force of a grenade. That’s fucking cool.

The other killjoy is the fact that Metal Slug 3 is just too damn hard. They really wanted your pocket change with this game, possibly to stave off impending bankruptcy. The first level is reasonably manageable but the cruelty factor soon arrives with the player being expected to dodge an unreasonable amount of on-screen shit. The final stage in particular is downright sadistic with overwhelming quotas of dangerous enemies clogging the screen and an insane amount of lethal projectiles to avoid. It also feels as though it will NEVER end. Whenever I decide to play MS3, I find myself begging the game to simply stop by this point. The bosses in this game also absorb a ridiculous amount of firepower before they go down, to the point that you may question whether your game has glitched out and granted said bosses immunity to death.

Metal Slug 3 is not a bad game per se. It has a lot going for it in the aesthetics department but the difficulty spike and general madness of battling crustaceans, Aztec gods and zombies really let it down. I simply cannot enjoy this game when I play it because it’s the first time that Metal Slug felt too cheap and remorseless to WANT to perservere with. It was the end of the original era though so how did SNK and Metal Slug fare in the Playmore era? Hmm…

A mixed bag

By this point, SNK Playmore didn’t yet exist and it was entity simply known as “Playmore”. In conjunction with Mega Enterprise, they kept SNK’s franchises’ ticking over with Metal Slug 4 being one result. I have to be honest and say that I really don’t care for this game. It’s not that it’s bad but it’s incredibly “meh”. Unsurprisingly – given the financial situation – MS4 is a recyclathon of old sprites and ideas but the classic Nazca art clashes somewhat with new stuff doing its best to imitate. The game receives points straight away for returning to military enemies but then throws it all down the toilet by re-introducing mummies and zombies. The level design is incredibly by-the-numbers and dull with very few set-pieces since the game instead favours holding the player up on the same screen for an eternity while wave after wave of enemies pour in from both sides, often in suffocating volumes that slow the game down. Bosses aren’t too interesting either and trade patterns for simply filling the screen with as many bullets, bombs and enemies as possible. Granted, I’m no master player of videogames but I don’t see how it’s possible to avoid some of the stuff that later bosses throw at the player.

Metal Slug 4 could have been a lot worse but at the same time, there’s no avoiding the fact that it had very little charm or creativity going on. It’s not a sequel that I can recommend on any grounds, really.

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Conversely, Metal Slug 5 is far superior. Aside from some tribal enemies at the outset and the final boss itself, it’s back to military enemies for a more traditional ‘Slug affair. The opposing army isn’t headed up by series antangonist Morden this time (even though the sprites are blatant re-skins) but the darker colours, black ops-style enemies and gritty rock music do suck some of the series’ trademark humour out of the game it has to be said. However, this is a reasonable trade off considering that the game is much fairer than the previous two and as a result, far closer to the formula of the first two games which were challenging but not downright malicious as per MS3 and 4. Bosses too have much better attack patterns and as such, aren’t a drain on your soul to take down. The final boss is a bit cheap though and probably the most ridiculous, out-of-place end boss in the series. Looks awesome though.

Unfortunately, Metal Slug 6 ruins the redemption of MS5. This was the first post-Neo Geo Metal Slug with Sammy’s Atomiswave platform taking over the hosting duties. Appropriately, SNK Playmore tried to inject some new blood into the series by upping the character select screen to six with the addition of Ralf and Clark from Ikari Warriors/King of Fighters. In addition, each character has special abilities such as Ralf’s Vulcan Punch attack and Eri’s ability to aim grenades in specific directions. You can now also stock up to two power-ups and switch between them. Also, MS6 introduced an easy mode which lowers the difficulty and grants the player the Heavy Machine-Gun as the standard weapon at the expense of not being able to challenge the game’s final stage.

That’s the good/interesting stuff. Sadly, the game just feels like an imitation or a fan-made tribute. Yes, the familiar sprites and visual design are correct and present but as with MS4, the new backgrounds and enemies aren’t as impressive and clash with the old, classic Nazca creations. Sound effects and enemy voices are also different (not for the better) and once again, the series returns to aliens and weird shit before long. The difficulty beyond the first few missions is also tough to swallow with all manner of bullet-sponge aliens and bizarre creatures flooding the screen and demanding a ridiculous amount of firepower to put down. The game feels cheap too with so much shit happening at once that there’s no hope of surviving. The final stage takes a (rotted) leaf from Metal Slug 3‘s book and features and seemingly endless gauntlet of everything that makes this sequel so charmless and unenjoyable to endure. By the time I reached the final boss, I was both bored and frustrated – emotions that I would never have associated with Metal Slug when playing the first two games. In short, it’s still a solid run ‘n gun but only because of all the work that Nazca put in back in the 90’s. Without their blueprint and artwork, games like Metal Slug 4 and 6 wouldn’t even be worth talking about.

Conclusions

To sum up the core Metal Slug series, I would say that the first two games + Metal Slug X are utterly essential run ‘n guns that any gamer with an interest in old-school, arcade gameplay should experience. As for the rest…Metal Slug 3 is worth a look for it’s aesthetics but is simply too cheap to enjoy, Metal Slug 4 and 6 are not worth your time while Metal Slug 5 is surprisingly decent with genuine replayability. Personally I’d rank them as MS1 > MS2 > MSX > MS3 >MS5 >MS4 > MS6. As for the Anthology specifically, it’s a shame that there are those loading niggles with the PSP and PS2 versions but whichever port you go with, the value is undeniably strong.

Review – Marvel Nemesis: Rise of the Imperfects [Playstation 2]

mnem1Release Date: 2005   |   Developer: Nihilistic Software   |   Publisher: EA Games   |   Also On: Xbox, Gamecube, PSP, Nintendo DS

Gather ye round, little ones and listen to this old man’s tale. Once upon a time there was a fantastic wonderland known as 90’s Gaming. It was a time of great change, innovation and colourful arcade games that made everybody go deaf and blind such were the booming audio and bright visuals. Today, we live in a second gaming wonderland with access to all of the old goodies plus huge, immersive experiences that previous generations of gamers could only fantasise about. But in between these two ages there was a dark age. It was a time when everything had to be moody, brown and uber-violent to pander to the teenage boys locked in bedrooms with closed curtains and crusted, very soiled socks hidden beneath beds. Games had to be brutal and gangsta and feature women with enormous breasts and blank, “sexy” expressions. Because reasons.

And games that had no reason to get serious were affected too. If – like me – you were a massive fan of the magnificence that was Marvel Vs Capcom 2 then you could have been forgiven for feeling the hype when EA announced Marvel Nemesis: Rise of the Imperfects. After all, it was a 3D Marvel fighting game backed by the might of EA. It was going to be huge! Holy shit! And it was huge…a huge fucking disappointment that has been lost to the mists of time. Nobody talks about it and very few remember it. here’s why…

Devoid of imagination

For some reason, I had always assumed that Marvel Nemesis was a 3D fighting game but no, I’m an idiot. It’s a 3D action game where you move about arenas/stages defeating enemies in a beat ‘em up fashion. The game’s story mode opens with The Thing walking along a bridge when aliens suddenly attack New York City. Your job in this first stage of the game is to defeat all the enemies on the bridge, punch through some blockades and that’s it. The next stage demands that you defeat all enemies on the streets. The third stage is back to the bridge again with the task of (guess what?) defeating all enemies. Okay, there’s a time limit this time but it isn’t anything taxing. Then it’s back to the streets again to…you get the idea. These opening stages with The Thing really show you what Marvel Nemesis is about. All of the stages in the game are essentially identical. Some have time limits or other conditions including handicapped health but the underlying requirement is always to beat all enemies or destroy a certain number of objects. The level descriptions sometimes almost attempt to disguise this mundane exercise but others can’t be bothered and simply state “Spiderman must defeat all enemies!” or “Daredevil must defeat all enemies!”

There’s nothing inherently wrong with this set-up because – as you may be eager to point out – even the classics such as Final Fight have the same paper-thin game structure. The PS2 has its own collection of competent 3D beat ’em ups such as Urban Reign and Beatdown: Fists of Vengeance so the formula could still work back in the mid-00’s. It has to be interesting to play though and aesthetically appealing on some level. Marvel Nemesis could only dream of being these things.

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Spiderman vs some bloke that nobody cares about. With added brown for that gritty effect.

There’s very little challenge for example with most of these ‘missions’ finished in a matter of minutes. Honestly, I felt like I was looking at loading and saving screens more than I was playing the game. Some of the missions are just plain embarrassing too such as the one where Wolverine must “navigate the traps in the Avengers mansion and defeat all enemies”. This translates to bypassing one set of security lasers then clearing a single room of enemies. Big mansion, huh? The character bios in the manual make mention of the ‘New Avengers’ so why the hell is the Avengers mansion even here? Anybody who reads Marvel comics knows that the mansion was destroyed before the New Avengers were formed. Obviously I’m nitpicking on a dangerously nerdy level here but that’s what happens when you play Marvel Nemesis; you get so bloody bored that your brain exits stage left and goes for a wander.

The graphics do a supreme job of reflecting your mood when playing this game. Everything is dark, muddy and desperately dull in a game world that barely manages to look much better than a PS1 title. The music is similarly complementary in that beautifully forgettable ‘stock music’ fashion. The soundtrack isn’t criminal but you won’t remember it thirty seconds after shutting the game off. I’ll let you decide whether that’s a positive thing or a big fat neg.

You’d expect the controls to be rotten as well wouldn’t you? Well you’re wrong! Shockingly, the controls are actually functional here; one analogue stick controls movement while the other offers generous manipulation of a reasonably compliant camera. You have buttons for attacking, blocking, grabbing/throwing and jumping so there’s very little to get wrong. Holding R1 while attacking allows for some more powerful moves (such as Storm’s lightning or Daredevil’s club) while doing the same with L1 allows for bigger jumps or some characters i.e. Human Torch and Spiderman to fly or swing.

Complimenting the controls is like trying to apply a tiny plaster to a massive, gaping wound that is gushing blood from a main artery however.

Marvel Nemesis shouts about having fully destructible environments but this really boils down to having arenas littered with projectiles such as cars, furniture and oil drums. As suspiciously numerous and carelessly abandoned as these drums are, they swiftly become your best friend in the whole wide world because most tight spots and boss battles can be negotiated by simply spamming drums and throwing them for big explosions – a tactic that remains effective no matter how far you get into the game. Stand in the wrong place when an enemy is throwing a drum though and you can instantly lose over half of your energy in one massive blast when getting caught in a chain reaction of exploding drums and cars. Well, you gotta take the rough with the smooth. Swings and roundabouts and all that.

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Surely this cannot be visually appealing to anybody?

I said that the game is really easy but there are ways for your ass to be handed to you in no time at all, the aforementioned random explosions for example. Like all poor 3D beat ‘em ups though, you can also get caught between multiple enemies and trapped in a loop of hits that will leave your character with hardly any health. Boss fights too swing from pathetically easy to being extremely cheap. The boss battle against Storm for example saw me getting hit by a bolt of lightning before I had the chance to move then stuck in a cycle of follow-up hits, leaving me with no energy and open to a finishing move in seconds. After many copy/paste starts to the battle, I finally won by jumping around and…throwing oil drums…sigh. The only way to overcome some of these battles is to fight fire with fire and be cheap by abusing oil drums or ranged attacks. Other times I have witnessed boss battles end instantly thanks to the opponent graciously walking themselves off the edge of the stage and to a ring-out defeat.

With the gameplay confirmed as tedius, poorly designed and possessed of stupid difficulty spikes and a severe lack of fun, what about the playable characters? You need to remember that Marvel Nemesis was released in the mid-2000’s so the roster is a good reflection of the pre-MCU era of Marvel cinema and who was popular as a result. There’s Spiderman (complete with Tobey Maguire era costume), Daredevil, Elektra, Iron Man, Wolverine, Storm and Magneto to name a handful. There really isn’t much more to say but I can’t avoid discussing Elektra.

For some reason, Elektra is the only character to have been given a visual revamp by EA and her new outfit looks like a bra/thong set from a racy lingerie catalogue with the red trousers from the crappy Jennifer Garner Elektra film thrown in for good measure. Oh and a spiked gothic choker. She looks nothing like Elektra should other than being garbed in red and her model is just plain fugly. All of her attacks seem to be accompanied by sexual moans and groans and even sans super-powers Elektra can still rip parking meters out of the ground and smack enemies about with them. Who needs the Thing?

Worse still however are the ‘Imperfects’, the foes of the game. The Imperfects are humans modified with extraterrestrial technology by the game’s alien villain so that they can do battle with Marvel’s finest and capture them for their powers (it’s a really crap storyline) but EA’s villains receive no injection of originality and appear to ape the powers of existing Marvel characters. Can you guess what sort of superpowers the likes of Solara, Fault Zone and Johnny Ohm (good grief!) have at their disposal? Asking these characters to stand next to Marvel characters is like you or me going back in time to when Arnold Shwarzenegger was still on the body building circuit and being asked to compete on-stage next to him. It would be a competitive massacre and the same applies here in Marvel Nemesis. I think I can say that Stan Lee didn’t lose sleep over being beaten to creating Johnny Ohm.

Conclusions

In hindsight, this game had all the ingredients of a disaster but we were naïve and could not have known that Marvel Vs Capcom 2 would remain the definitive use of the Marvel license until Capcom came riding in to save us in 2011 with MvC3. Likewise, it’s only now that we can look back on EA’s mid-2000’s output and realise just how many shoddy movie tie-ins, licensed trollop and relentless yearly updates their logo ended up being slapped on. If I had paid £40 for Marvel Nemesis: Rise of the Imperfects then I would have been absolutely devastated. Thankfully, I chose other games back in 2005. Aside from functional controls and the almost perverse desire to go back in time and experience shit games, I can’t come up with any other legitimate reasons to recommend Rise of the Imperfects. If anything, it shows just how far Marvel has come and you can’t imagine that precious money-printing license being permitted to associate with garbage like this game in the same way that films like the 2003 Hulk or Jennifer Garner Elektra would never happen in 2019.

Summary

The controls work at least

Repetitive, non-imaginative gameplay

Miserable visuals and forgettable music

Original characters are unispired and uninteresting

Random cheap deaths and chaotic gameplay

 

 

Why Dead or Alive 5 was great

It seems like a long time ago now that Dead or Alive 6 was first announced but guess what? It’s finally here. At the time of writing this however, I still haven’t picked the game up nor had the time to watch any footage of it in action so I’m still sceptical about Tecmo’s promise to tone down the titillation and how this will affect the series. That and Sony’s recent shift towards tighter censorship for games appearing on Playstation platforms. Don’t misunderstand me though: I have no doubt that DOA6 is a superb fighting game (and one that I WILL eventually buy) but for me, the silly sexualisation and appealing female characters are a traditional part of the series.

And I enjoy it so shoot me if you disagree.

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Obviously there are pros AND cons to adjusting Dead or Alive‘s DNA. Tecmo clearly want DOA to be taken as seriously as the likes of Tekken and Street Fighter at a competitive, e-sport/tournament level, an ambition that can only go so far when many of the characters’ outfits in the outgoing DOA5 are banned from being selected. Also, as much as I personally approve of skimpy alternate outfits and being able to play around with breast physics in the options menu, these aspects no doubt restrict DOA‘s audience to the faithful core of loyalists, doing nothing to change the outside opinion that DOA is “just a game for pervs” (a real-life quote from somebody I know).

With all of this in mind, I thought it would be timely to take a quick look back at Dead or Alive 5 and why it was so good. After all, if 6 does decide to be a bit too serious then it’s comforting to know that we can always break out our copies of DOA5: Last Round.

The Guest Characters

These days, guest fighters from rival games (or even completely unrelated genres) are a standard feature in fighting games but this doesn’t necessarily mean that they always fit right in and compliment the roster (Noctis and Negan in Tekken 7 for example). DOA5 quietly got it so right though. The four Virtua Fighter guests feel right at home and retain their familiar moves whilst also seamlessly slotting into DOA‘s fighting system. It has proven to be one of my favourite fighting game crossovers of all-time, even if CPU Jacky and Sarah sometimes seem suspiciously difficult to beat.

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Even better was the signing of SNK’s Mai Shiranui. After all, who fits a Dead or Alive game better than a loosely-garbed female ninja with huge boobs? The best thing about this specific guest appearance however was that it seemed like the kind of thing that fans of fighting games would have been asking for in their dream scenarios. Mai looks fantastic in DOA5 and comes with her signature special moves from KOF while learning some new combos to help her ‘work’ in her new, 3D environment (KOF Maximum Impact doesn’t count as prior experience…). Happily, she was recently confirmed as part of DOA6‘s roster.

The New Characters

New characters in long-running fighting game franchises are always a tricky one. The developers must:

  1. Come up with a distinctive and unique fighting style that hasn’t been done before in the series.
  2. Design a visually-appealing character that isn’t too similar to existing characters

Get it wrong and you end up with clones or characters that are simply uninteresting to play as. With DOA5 I feel that they mostly succeeded with the new characters as far as the overall fanbase and reception was concerned. I wasn’t personally a fan of all of the new challengers but I’ll get to that in a second.

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I really liked Mila for being a more rough ‘n ready fighter with an MMA-inspired style of fighting and slightly more realistic look that wasn’t all about the supermodel looks and massive boobs (although Tecmo ensured that she put up an ample fight with the latter). Then there was Rig who looked really bad-ass and brought Taekwondo to the series. The last of the new characters that I liked was Nyotengu who I just think has a really cool design and interesting fighting style.

The other new characters have all been successful for Team Ninja but aren’t personal favourites of mine. Phase 4 was a Kasumi clone that I couldn’t really get that excited about and Honoka was a typical archetypal schoolgirl with mountainous breasts and a fighting style that I didn’t really think that much of. Finally, there was Marie Rose who – despite being classed as 18 years-old – always struck me as uncomfortably young in appearance given the game’s inclusion of swimsuits and sexy attire. More importantly, I don’t care for her fighting style either.

On a commercial level however, all of these characters were a big success for Tecmo and Team Ninja. Honoka and Marie Rose for instance became immediate fan favourites and the cover stars of Dead or Alive Xtreme 3 as a result.

The Cinematic Look

Before I played the OG version of DOA5, I have to admit that I was pretty apprehensive about the game’s big action movie approach with cinematic set pieces and dynamic, multi-layered stages. After all, being able to deal extra damage by booting an opponent over the edge of a rooftop or launching them into a piece of interactive stage scenery seemed to break the rules of fighting games to me. True, we have seen this sort of thing before but it looked like it was going to be more heavily-promoted this time and moved front-and-centre.

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Truth be told though, I actually ended up really enjoying it all. It gave DOA something unique and a little more interesting and definitely contributed to the excitement of the fights. A particular favourite of mine was one of the city stages where you can kick an opponent off a collapsing rooftop just as a fuel tanker crashes and triggers a massive explosion. Thankfully, you can turn this stuff off if you prefer to be a bit more traditional but on the whole, I don’t think it interferes too much at all anyway and it’s worth remembering that while you can suffer “cheap” damage, you can also win rounds yourself by taking advantage of a stage’s hazards.

Also, the additional battle damage detail such as the dirt, realistic perspiration and the water-related wet effect were nice touches that made a battle seem just a touch more realistic after it was over and your character struck their win pose.

The DLC

Now this one is a double-edged sword. DOA5‘s DLC was certainly too expensive and far too vast, prompting many of us to reach the not-unreasonable conclusion that Tecmo were simply abusing the fans and the marketing force that is “sex sells” by releasing an endless stream of outfits that grew progressively more outrageous as time went on. The online store was (and still is) an utter mess with outfits difficult to find, certain packs not working unless you downloaded compatibility “catalogues” and DLC from previous versions of the game not working with the updated releases. Other outfits simply state that they are not available to purchase for no apparent reason and making people pay for DLC characters that were later included on the disc in Last Round felt a bit shitty.

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On the flipside, the constant stream of DLC did at least mean that there was always something to keep the playerbase playing. Very little of it was conceived prior to release so it was a good example of a developer constantly providing for owners of the game as the years passed. Obviously, the cynical motives behind the overall DLC strategy will be impossible for many to ignore and there’s no denying that the pricing and organisation are unforgiveable BUT if you can look past all of this, then DOA5 is a game that endured. You also need to remember that just because a DLC strategy rubs you up the wrong way, doesn’t mean that you are being forced to purchase any of it. I personally enjoyed the DLC and was only really aggrieved by my downloads from the base version’s collector’s edition not working with Last Round, causing me to piss about for ages downloading compatibility packs etc. Ultimately, I’m still playing the game today and a small part of that is because there are still a great many bits and bobs that I can still buy from the store.

Parting Thoughts

All of these reasons aside, Dead or Alive 5 was simply a great game. Many like to poke fun at the series and call it a “game for pervs” and there’s no denying that there is some truth in that viewpoint – let’s not embarass ouselves by spouting airs and graces. However, DOA has always been a fantastic fighting game in its own right. Fast and fluid with organic combos that are easy to learn for button-mashers and difficult to master for pros, DOA is a unique game. The hold system separates the amateurs from the learned and there are endless ways to link moves together.

Additionally, DOA5 (in any incarnation) looks utterly fantastic. The graphics and character models are impressive and the detail with regards to things like sweat and dirt only help to enhance this.

By the time DOA5 reached it’s Last Round incarnation, it was truly one of the great fighting games of the last generation. The roster was filled out and very comprehensive as far as the series’ legacy goes, the available DLC was enormous and there were some very nice special features available such as being able to customise the soundtrack with tunes from previous DOA entries. Add to that the collaborations with other videogames/anime for interesting DLC and the guest characters that I talked about earlier and it’s not difficult to see how DOA5 lasted for so long. Yes it has its flaws and the titillation will not be for everybody but it was a great game and always will be.

Review – Spyro Reignited Trilogy [Playstation 4]

spyro-2I’ve been gaming for a hell of a long time now and so you’d be forgiven for thinking that some of my viewpoints on modern gaming are somewhat cynical and the unfortunate victim(s) of rose-tinted vision. For example, I am about as interested in remakes and remasters as I am in that scene in Terminator Genisys where Emilia Clarke gets naked but the smart troll-ish 12-rated camera work denies you a glimpse of the goodness. Either I have no enthusiasm for retreading old ground in HD-o-Vision or I get all old-man grumpy and ignorantly presume that the developer will remix everything too much.

However, that has all changed very recently and my attitude towards a remake has softened a little. The game responsible for this shift is Spyro Reignited Trilogy, a full remastering of one of my favourite videogame series’ of all-time (pre-Enter The Dragonfly of course). Younger readers or newer gamers might not understand the big deal but I had the originals on release and still regularly play through all three most years. I adore these games and no amount of mowing down hookers in GTA (after purchasing their wares of course) has succeeded in dulling my enthusiasm for whimsical fantasy worlds and cutesy characters.

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The games look amazing now, all without any alterations to level layout or loss of the original charm [image: forgetoday.com]
As you might imagine then, I was gravely worried about what Activision and Toys For Bob might do to my childhood memories when Reignited was first announced but I needn’t have been concerned because the boys ‘n girls at ‘Bob did good and managed the near-impossible task of impressing this old-school gamer with a remake of all things. It isn’t all good news but the positives definitely outweigh the crappy stuff so I’ll talk about why this is such a great remake first and foremost.

My overall feeling is that Spyro Reignited Trilogy is a totally authentic and – more importantly – sympathetic remake. Everything from the level layouts to the word-for-word script is as I remember it. The individuality between games has also been retained i.e. the designs of the treasure chests, the shapes of the gems and the extra life systems. Immediately, there is nothing on a basic level to offend the traditionalists who demand the most minimal of changes and this is nice because Toys For Bob could have easily decided to bring each game in line and go for a uniform approach. The only big alteration to the trilogy as a whole is that the sideways roll feature that was originally canned for the sequels has been carried over to Gateway to Glimmer and Year of the Dragon for the remakes. This is actually a welcome change because many fans bemoaned the way that Insomniac took the roll away back when these games were first released. Now though, you can showboat to your heart’s content while avoiding enemy attacks.

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One for the ‘Furries’ out there. Bianca looks a lot foxier this time which ironic since she’s a rabbit [image: Youtube.com]
Then there is the all-important music, originally composed by Stuart Copeland of The Police and adored by fans ever since. The soundtrack of the first game in particular is especially good since each level has a distinct sound influenced by the theme of its home (or ‘hub’) world but the same set of instruments used throughout results in a very cohesive OST. The mix in Reignited is extremely gentle and in all honesty, it didn’t need to be dramatic anyway; the original OST was fantastic as it was and in some respects was ahead of the games themselves and what the technology of the time allowed them to do visually and technically. So it sounds very similar to the original tracks but with a bit of added depth in places. There is an interesting ‘dynamic’ effect too which alters the tone of the music when underground or in tunnels/caves. Stand stationary for a few seconds and the tone will shift to a more ambient, trippy chilled-out zen-like sound that I really enjoyed. You can switch the dynamic mode off and also revert to the original soundtrack if you wish so everybody should be satisfied.

All of that important preservation work acknowledged, we come to the new stuff. Most obvious are the brand-new visuals which really are beautiful. The dragon worlds and Avalar now look utterly sumptuous with so much more detail than was possible before. Obviously we cannot say for certain but this is perhaps what Insomniac would have wanted their games to look like if the technology had been available at the time. On the Playstation, they had to make do with simple colour schemes and basic textures to simulate the real things and define a level’s identity. Not so in Reignited. Flat greens are now proper grass with long blades that sway in the breeze, water looks good enough to drink and the smudgy, minimalistic backdrops now have some detail. It really was a joy to take my time exploring the familiar while absorbing the new.

Some levels in the sequels look like they have been revamped more than others but that’s down to their original designs. After all, some (especially in Year of the Dragon) felt a little uninspired back in the day and a retread of previously-utilised themes.

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The revamp is dramatic yet respectful [image: silconera.com]
The dragons have all been given unique, detailed looks and personalities too which is a massive upgrade over the original designs. Some of these look a bit too comical and over-the-top to me but otherwise it is a nice injection of variety and individuality which wasn’t present before. As mentioned earlier, the dragons still retain their original speech so it’s a nice little compromise between old and new in my opinion. Overall on the graphics front, I felt that Reignited had an almost Pixar-esque quality to its aesthetics and all three games were just so enjoyable to play through for that reason alone, let alone any others.

Obviously the only issue with these remakes being so authentic and true to the originals was that I absolutely caned them and literally had to impose play time limits on myself in order to refrain from completing them too quickly! The original trilogy was released between 1998 and 2000 and I’ve been playing them on and off via my original PS1 discs or the digital versions from the Playstation Store ever since so I know all of the secrets and solutions. Handily, Toys For Bob did attempt to add a little extra longevity with ‘Skill Points’. Skill Points first appeared in Spyro 2 and rewarded the player with an extra life for completing bonus tasks such as flaming all of a specific object within a level or beating a boss while taking no damage.

Similar challenges await in Reignited but this time around, many of the ‘flame all of X object’ Skill Point requirements have been replaced by new targets for variety’s sake. These include burning hidden objects (some of which are genuinely difficult to find) in the first game, completing three perfect laps of the supercharge circuit in Spyro 2‘s Fracture Hills level and beating the course records for the skateboard parks in the third game. Each game features two pages worth of challenges and these are worth doing to unlock the concept artwork which I quite liked the look of. There are trophies too of course and I assume that the Reignited Trilogy will be a relatively easy platinum. I achieved around 80% trophy completion without trying for example.

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Speedways look awesome and provide a nice challenge as usual but the controls feel a little off to me [image: gamepressure.com]
So as a remake of a fan-favourite set of games, Spyro Reignited Trilogy is a resounding success that managed to make me feel rather moist in a sexy way. Perfection is an impossible destination to reach however and so I must now – regrettably – lower the tone and talk about some of the what I didn’t like as well as what nobody will like.

The first collection of criticisms will probably only be relevant to those of us who played the original games and it’s to do with controlling Spyro and some of the hit detection. To me, Spyro felt more difficult to control at charging speed with slower rotation and a less compliant turning circle as opposed to the super-sharp handling in the OG games. Flames don’t seem quite as wide-reaching as before (feels like you have to be just a touch closer to actually make contact) and – most frustratingly – the gliding felt “off”.

It’s difficult to describe properly but I noticed that many of the glides between platforms were now more strict. I wouldn’t have thought twice about these glides in the original games but now it’s almost as if they are only just possible and on the very edge of Spyro’s capability. It’s almost as if he loses altitude that much faster and it’s only really a big issue in the first game which wasn’t equipped with the hover ability that afforded Spyro a little extra reach in the sequels. I experienced many annoying deaths in this way but I will admit that a lot of this was probably down to my instinctive behaviour (learned from years of memory-mapping the originals) being challenged by the remakes. I’m not sure if newcomers or those who didn’t play their PS1 copies into oblivion over the last two decades will feel the same but I thought it was worth noting.

Flight in the ‘speedway’ levels also felt a bit weird and not as tight as before. There were many times when cornering or making a sharp turn that Spyro felt like he was drifting wide or ‘sliding’ in the air like a racecar would when drifting around a corner, causing me to miscalculate and miss a target. Again, it’s no disaster and just took a little getting used to but even so, I’m not sure that understeer and a loss of traction is possible in mid-air…

There are a few other niggles with fiddly controls in some of the third game’s many unique missions/mini-games, some of which used custom mechanics and viewpoints. Skateboarding is one of the biggest culprits with the occasional bizarre collision detection and the game failing to register some of the more complex tricks. The other example that immediately springs to mind are the hideous controls for the speedboat in Seashell Shore which seem to continuously change depending on which way the boat is facing.

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Excuse the language but fuck the controls of this boat. Seriously. [image: gamepressure.com]
The game has also fallen foul of the need to be a little more politically sensitive in order to achieve a family-friendly age rating to slap on the box cover. The enemies in Twilight Harbour no longer resemble guerrilla fighters for example and their machineguns have been exchanged for comical paint guns; their grenades for explosive barrels. Guns were also taken away from the enemies in Spyro 2‘s Scorch level and replaced with catapults. Lastly, the fairies and various female characters are a lot less busty and sexualised this time around, particularly noticeable in the third game’s Desert Ruins level where the Lara Croft-imitating character of ‘Tara’ no longer has the titantic breasts to match her inspiration.

These alterations are not really “negative” changes that should affect your feelings towards Reignited but they stood out to me personally as a staunch anti-Political Correctness kind of guy. Other little differences that I wasn’t so excited about were Hunter’s new voice actor and a tiny portion of the updated soundtrack for Year of the Dragon. A few tracks sound very different (not bad just less recognisable vs the majority of Reignited‘s mixes) and I feel that Bamboo Terrace – one of my favourites – loses something without the chilled chanting in the background.

These are trivial moans that won’t apply to everybody. The universal gripes that should unite all players are the glitches however. It’s worth mentioning that I was lucky and managed to complete all three games without any major issues but looking around online, many have complained about game-breaking problems that render levels impossible to complete amongst other horror stories. Personally, I encountered some dodgy collision detection and occasional (but dramatic) framerate drops as well as a glitch at Lost Fleet’s skateboard race where crossing the line didn’t trigger the next lap (I had to keep trying and eventually I overcame it).

The blame for all of these technical issues can be levelled squarely at Activision and their insistence that the game be on store shelves in time for Christmas, pushing Toys For Bob hard in the process. They had already intended for Reignited to be released in September 2018 before pushing the date back, don’t forget. It’s the same reason that Spyro 2 and 3 don’t even ship on the physical disc and have to be downloaded as a 20GB+ “update”. My internet is perfectly fine for regular web browsing but too slow for fat-ass downloads like this and so I had almost completed the first Spyro before the rest of it had finished downloading in the background (it took FOUR DAYS). Worse still, there are (at the time of writing) no patches or word on forthcoming fixes for the bugs in this game.

All of which is a massive shame because Spyro Reignited Trilogy did pretty much everything right for me and was the first game in a long time that I couldn’t pull myself away from. To have such a good thing slightly spoilt by bugs and a game disc that may as well be a download code on a piece of paper is like enjoying a particularly tasty sandwich only for a seagull to swoop down and snatch the last mouthful. Shame on Activision and their pushy policy but much kudos to Toys For Bob for reviving a much-loved series in such an accomplished manner.

Final Fantasy VII Remake isn’t going to live up to expectations

When Square-Enix revealed the long anticipated and much demanded Final Fantasy VII remake in 2015, they finally put their fanbase out of their misery and sent the community into meltdown mode, especially as the same expo saw the announcement of Sega’s Shenmue III. Things have gone decidedly quiet since then however with only the occasional reassuring statement to let fans know that development is still on-track.

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[Image: wccftech.com]
This isn’t a post about how I have concerns for the project’s progress though. This is going to be me exploring why I believe that the FFVII remake – no matter the eventual quality of the finished product – will fail to satisfy expectations. This isn’t just baseless doom-mongering and negativity on my part but a stance inspired by videogame history itself which has shown that remakes and sequels to beloved games/franchises have such a microscopic sweet spot to hit if they want to please everybody.

Change too little and the new game can seem unnecessary and can even come off as a quick, lazy money-spinner for a publisher. Alter too much and the developer risks alienating fans of the original products. With the FFVII remake, it is my belief that Square could run the risk of the latter. I have no doubt whatsoever that the finished product will be a fantastic, polished game of high production value in its own right but in the process of thoroughly modernising everything and going down the episodic route it could lose too much of the original’s charm and ‘feel’. To look at one example, the FFVII community has been slightly split in the years following the original game with many not entirely happy with the realistic, sometimes ’emo’ mood that the spin-offs and – in particular – the Advent Children CG movie adopted. FFVII Remake is certainly going to look a truckload more realistic than the world inhabited by Popeye characters in the Playstation original but it’s important that Square don’t try and get all serious and gritty as with more recent Final Fantasy installments.

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The game is going for a more action-based, realistic look this time around but will it put off stalwarts? [image: polygon.com]
Speaking personally, I can’t criticise the newer games because I haven’t played them but the battle systems and general gameplay have left me doubtful purely based on the footage I have watched over the years. Obviously, this could simply be me refusing to let go of the Active Time Battle system but on the flipside, I am one of millions of gamers who enjoyed the original on the PS1 and so a remake that behaves like many other action games will be off-putting. It looks a bit Kingdom Hearts-like thus far and while I had no issues with the battle system in those games, I also don’t have any overly fond or nostalgic memories of it either. Like it or not, people like me have to be catered for if you choose to remake a game that is as special as FFVII. Newer FF sequels…not really; they can do as they like and lean more towards the younger gaming generation. It’s called progress.

If you want to see some examples of remakes that succeeded in the black art of remaining true to the structure(s) and feel of the originals while also looking like fresh, modern experiences for newcomers then you need to check out the likes of Yakuza Kiwami, Pokemon FireRed & LeafGreen and last year’s Spyro Reignited Trilogy. All of these were brought right up to (the then) modern standards with minimal meddling with the original game design and mechanics.

Final Fantasy VII Remake is going to be an entirely different beast that will not resemble the original game that much at all and while I reiterate that it will be a great product, I also think it will simply be too different for those that adore the Playstation classic and still regularly embark on play-throughs of the game all these years later. This reasoning aside, it has also been too long, With all of the hype and anticipation that has built up over the past fifteen years or so (remakes were first talked about by Square in the PS2 era!), there’s very little chance for the remake to actually meet these sky-high expectations. This isn’t a damning prediction that I am levelling exclusively at the FFVII remake but at any long-awaited remake or sequel such as Shenmue III, Half Life 3 or Streets of Rage 4.

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It doesn’t look like this segment will appear in the remake which is a shame. Direct your thanks to those who would find some way to twist it into an “offense” or social injustice…

You could say then that Square were foolish to even consider greenlighting such an ambitious project that has to be realised in a very precise and specific manner. On the other hand, a lot of the old guard amongst their fanbase have drifted away over the years anyway with hardcore fans who have been there since the early days of FF not gelling with the likes of FFXIII and the the recent MMO style sequels. In this sense, perhaps they don’t fear pissing off the loyalists as much as they might have done ten or fifteen years back. At the end of the day, it will be a great end product and it’s good to see a publisher committing money and manpower to a bring into being something that their fans have pleaded for.

Me personally, I would have opted for a much more mild remake that would have risked less consumer division and taken less time to produce. I would have kept the third-person perspective that they are going with for the town/overworld exploration but ensured that things don’t get too dark by careful use of colours and music. I would have retained the Active Time Battle system (regardless of how outdated it may seem) and given the music a sympathetic mix (i.e. not transforming the OST into the “badass”, techno and rock update that I fear will actually happen) with the option to use the original composition. I would have let the visuals, CG scenes, updated script and a few extra expanded areas here and there do the talking when it comes to the actual updates and new content.

But that’s just my view as a gamer who has a special place in his heart for the original and doesn’t wish to see radical changes that will alter the atmosphere I recall. The remake will be a big event, will be a good game and will likely sell by the bucketload so the opinion of a dusty oldtimer like me doesn’t necessarily mean all that much but there are a lot of us out there and I – sadly – don’t see us all being satisfied come release day. Pleasing everybody is impossible and that’s just a fact.

Conan [Playstation 2]

Note: This review is part of a series I am going to call “Resurrected Reviews”, essentially stuff that I wrote for previous (now deceased) blogs and review topics on various gaming forums over the years. I have dragged them kicking-and-a-screaming into the harsh light of the present day and revamped them where necessary. Some may say “Rehash” but I say “Recycling”.

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Release: 2004 | Developer: Cauldron | Publisher: TDK Mediactive | Also On: PC, Xbox, Gamecube

“What does not destroy me, makes me stronger”

When talking about the videogame adventures of Robert E Howard’s legendary barbarian warrior, most will be more familiar with the PS3 game by THQ, a very average 3D adventure game that I personally found to be akin to a poor man’s God of War. The game that I will be talking about now (also titled simply ‘Conan’) came before on the PS2 and Gamecube and was published by TDK, developed by Cauldron. It’s completely unrelated to the THQ game but would it be better for it? Well…

Picture this: after a mere ten minutes of gameplay, I was staring dully at the TV screen with mental despair taking hold. I was thinking, why oh why are there no good Conan games? The PS3 game was an un-enjoyable slog to the finish after just a few hours of playtime and there are no others that I know of aside from the PC Age of Conan MMO which I can’t be arsed with as I simply don’t ‘do’ PC games. The only other Conan game I have glimpsed came in the form of a few screenshots for an unreleased Atari Jaguar side-scrolling beat ‘em up (the very definition of obscure!) so I was desperate for this PS2 effort to satisfy the Conan fan in me. But no, it just had to be another bitter pill of disappointment.

Why are there no decent Conan games? Why? The films were great (well, the first one was. Conan the Destroyer isn’t quite the same and the remake is just pointless) but the books were even better. I’ve read every one of Robert E. Howard’s Conan stories and they were brilliant. Between these and the movie adaptations, there is a world of resource and inspiration for some good Conan games so why…are…there…no…good…Conan…games? WHY? WHY? WHERE ARE THE GOOD CONAN GAMES?!?

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Whew. That’s better. Talk about your pent up frustration. In the spirit of Conan himself, I persevered and so with pad in hand I asked Crom for the strength to beat this game and if he wouldn’t listen? To hell with him.

To give Conan some credit, the game is at least faithful to the source material when it comes to locations, weapons and even the characterisation of Conan himself. This isn’t Conan as played by Arnie but the real Conan from E. Howard’s books and – as a fan of those tomes – I really appreciated what Cauldron did to keep things legit and authentically presented. The ‘epic’ music is generic but a good fit for the game (nothing else to say about it to be frank).

Gameplay revolves dispatching enemies with various button combinations. You have light attacks, heavy attacks, grabs and a block button. These are utilised to pull off preset combos and by killing enemies the player earns points to spend on unlocking new, flashier moves – standard stuff. Movement however is really clunky and despite using a few different pads, Conan sometimes simply refused to move in the desired direction when changing course. It didn’t cause too many unnecessary deaths during my play-through but it’s pretty piss-poor when a game makes you question the condition of your controllers, especially when it turns out that they are all working correctly.

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This screen is actually from the Xbox version but I’m not sure I care enough.

If you do run out of health though then Conan is transported to the realm of Crom where you must defeat enemies in an enclosed arena in order to be fully restored to the spot where Conan snuffed it. Sounds pretty sweet right? Especially when you consider that the feature has unlimited uses. It’s actually the opposite though because these arena battles are much easier than battles in the mortal realm making Conan’s resurrections assured and the threat of enemies neutered. If you can’t ever technically be killed then where is the challenge? Conan’s apparent immortality also makes a mockery of boss battles because you can be infinitely restored to the spot with the enemy’s life bar still depleted.

The only way that you don’t get a chance to fight for Conan’s restoration is by falling foul of environmental hazards such as holes or traps (apparently Conan hasn’t died as a warrior thus denying him the right to be resurrected) but this still doesn’t excuse the ability to ignore strategy completely and abuse this mechanic. Ultimately, I wondered if there was any point at all in trying to utilise the game’s full range of moves because you may as well repeat the same handful of basic sword combos while spamming this revival ability. It’s certainly possible to beat the game this way with little trouble.

You can switch between swords, axes and maces throughout the game but again, unless you need the mace for beating down armoured foes more effectively, there’s no incentive to bother. There’s also a running side quest to locate and assemble all four pieces of the Atlantean Sword but any exploration is voided by the fact that a) environments are incredibly linear and bland and b) only one of the pieces is easy to miss with the others all in plain sight or after beating a boss. The Atlantean Sword deals with enemies in one hit and shamefully, I even killed the final boss with one wild swipe! Who tested this shit?

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Braving the harsh elements and wild animals. At least the feel of the character and setting(s) is there.

The main problem with this game is the clunkiness and just general, basic dullness of everything. It really is an exercise in getting from A to B by killing everything in between, pulling a few levers and avoiding pitfalls. Lots of games have adopted this approach in the past and have turned out really well but Conan is just so uninteresting to sit through with repetitive scraps that don’t ever offer something new or stylish to at least paper over the shortcomings. It does say something that my highlight of the game was the quick cinematic of Conan punching a camel in a marketplace, a reference to a humorous scene in the original Arnie film. It made me smile at least when nothing else did.

The sole reason I persevered to the end was because the authenticity to the original books was spot on and I still wanted to see what happened in the end. I can imagine a non-Conan fan playing this game and binning it after a few levels because as much as I appreciated the videogame renditions of stuff from the books, it was always a case of sitting down and saying “right, got to get this bloody Conan game finished so I can play something else” rather than enjoying the game. I’m bored just writing about it.

Now that I’m nearing the conclusion of this review, I’m looking back over my words and thinking that I haven’t really gone into much detail but the truth is, I just don’t have anything else to say. So…is this an angry rant ending on a mellow note? Not until I’ve gone over the game’s miserable save system! I knew there was something else I hated about Conan – must have blocked it out of my mind for a moment there. Well, there’s no use in burying my head in the sand so I’ll talk about it.

Conan needs to possess a crystal to save the game. You can save anywhere (good) BUT you can only carry four of the damn things at any one time (bad) and let me tell you: there’s nothing worse than trying to make your last crystal go as far as possible only to fall down a hidden pit or be killed by a barely-visible trap because it means slogging back through the whole unsaved section all over again, slaying the same boring enemies and looking at the same uninspiring scenery (extremely, diarrhoea-grade bad). Who thinks that weird save systems like this are a good idea? Fuck these people. A game this underwhelming didn’t need to be any worse but congratulations developers, you managed it.

Overall Thoughts

It’s a shame that the gameplay is so uninspiring and bland because the source material was treated really well with this one. Conan is at least authentic in spirit but that means little when you barely want to play the actual game. Another missed oppurtunity.