RF Generation.  The Classic and Modern Gaming Databases.RF Generation.  The Classic and Modern Gaming Databases.




Posted on Aug 19th 2014 at 04:00:00 AM by (noiseredux)
Posted under PC



Question: what the heck is going on with sports games? I mean, if you're a console gamer, then they're considered over-abundant to the point of being cast off as nearly disposable. Each iteration of each individual series is being released annually so that the supply is so ridiculously high that eBay sellers of console lots need warn prospective buyers "L@@K! NO SPORTS GAMES!!!!" And yet PC gamers - the so-called "master race" seem to be struggling to find recent installments at all in some cases.



Continue reading The State of PC Sports Games, 2014



Posted on Aug 11th 2014 at 03:45:14 PM by (noiseredux)
Posted under PC



Shovel Knight
Yacht Club Games, 2014

For those of us that are a certain age, some current indie games tend to strike a certain chord. They might remind us of our youths. And nostalgia is a powerful thing, my friends. But of course, we sometimes look at our favorite games from yesteryear through rose-tinted glasses. And alas, even a mediocre game of our youth can outshine a better game of today that's just trying too smurf-hard to shoehorn in old references. But Shovel Knight somehow seems different. It's a new game, yet it throws in new experiences that gaming has developed via the benefit of time. And yet somehow, it's something you can also feel nostalgic about. In short, it's the sort of game that anybody who spends time reading retro video game websites would want to play.



Continue reading Review: Shovel Knight



Posted on Jul 17th 2014 at 01:52:07 PM by (noiseredux)
Posted under Titanfall, Origin, Game Time, 2014, EA


Many weekends have come and gone where Steam has offered me various games as part of a "free weekend" promotion. Which is not to say that the game was mine to keep of course. Rather for that weekend I could download the game at no cost, and play the game all weekend, and then come Monday it would be locked up and I'd have to make the decision if I wanted to keep it or not. Though I've never actually bothered participating in any of these trials, it's nice that they exist, sure. But I guess in some ways they just haven't really fit into my life quite right. Which is to say that never has a game that I REALLY WANTED TO PLAY RIGHT NOW THIS WEEKEND been offered to me so that I was actually compelled to spend the time and bandwidth on a Friday night getting it into my library and then tossing my weekend plans to the side so that I could find as many minutes as I could to play it until bedtime on Sunday night.



Continue reading Origin's Game Time or How I Learned to Stop Worrying and Love Titanfall



Posted on Oct 17th 2013 at 06:49:36 PM by (noiseredux)
Posted under PC




XCOM: Enemy Unknown
2K Games, PC (2012)




If you’re one of the handful of folks who actually read my blog you might be saying to yourself “wait a minute… you already wrote about this game.” And you’d be right. I wrote about the Xbox 360 version a couple months back, but a lot has changed since then. You see I had found myself in a position where I needed a new PC. And once I realized the new PC was able to run some new computer games, I started spending a lot of time (and money) on Steam. Thanks to a particularly handsome sale which got me Enemy Unknown along with five of its predecessors for less than I paid for the 360 version alone, I found myself once again heading a team of troops in an effort to rid the earth of an alien takeover.





On my seventh attempt at starting a campaign, I finally saw Enemy Unknown to the end. And as great a feeling as that was, there was actually an even bigger milestone here. When I had tallied up the time spent on both versions of the game, I realized I had put in 105 hours. There’s no way for me to go back and add up all the time I’ve spent on something like say Street Fighter II over the years, but this is the first time I’ve knowingly spent triple-digit hours on a single game. Certainly in such a small window of time - about four months.

So what would drive someone with such a poor attention-span to devote so much time to a single game? The obvious answer is obvious. Enemy Unknown is truly one of the most unabashedly fun games I’ve played in a long time. The battle system is just so riveting, it was easy to spend an hour or more on a Mission and still feel that “just one more before bed” feeling when it was over. But there’s also a lot more to it than just this basic answer.





The story (aka: something I normally don’t care all that much about in a strategy game) was great fun. The alien-invasion/paranoia vibe and pulp-inspired dialogue between missions really kept me interested. The music was phenomenal and I truly hope we see a soundtrack release. But what ultimately sucked me in the most was the progression. That is, even after 20, 30, 40 hours of gameplay I was finding myself still learning much of the finer nuances of Enemy Unknown. It felt like each new start-up would find me better prepared for a campaign. And once I had wrapped my head around base management (get those satellites up ASAP!) and managing terror levels, I started to feel in much greater control.

I suppose it’s also slightly tough to talk about this game without mentioning the emotional attachments you get to each soldier. This is an element that FireAxis implemented perfectly. To use it to greater effect, I named each new hire after a friend. This made it so much easier to keep track of who everyone was. Instead of having to to try to keep track of which snipers had climbed the ranks, I could easily recall that MrPopo and Fastbilly were my stars because I had that association in my mind.





I’d also like to mention that I really did enjoy the PC port of this game. Although having played it on consoles, I can tell you that they’re not miles apart. I did encounter some slight late-game bugs on PC, which I have no idea if they were present on 360 or not. But I enjoyed the convenience of having the quick-link to the Steam forums right from the launcher, and more importantly the screenshot feature. I can tell you that I spent lots of time madly tapping F12 throughout my playthrough. In fact all the pictures in this very blog post were taken in-game by me personally.

I’m quite certain my last post regarding Enemy Unknown was a glowing one. But after all this time with it I can now proclaim quite positively that this game would rank within my Top 5 games of this entire generation. A bold statement for sure. But even after 100+ hours, I’m looking forward to the Enemy Within expansion that is just around the corner.



Posted on Sep 1st 2013 at 02:35:51 PM by (noiseredux)
Posted under Xbox 360




The Orange Box
Valve Corporation, 2007
Xbox 360


I was pretty late to the party as far as ‘modern’ First Person Shooters go. I think this had to do with the fact that the rise of Halo and similar games seemed to happen during a time when I was paying a lot less attention to gaming. However once I did finally get exposed to Half-Life a year or so ago, I was very surprised at how much I enjoyed it. A few months back I played through Half-Life in its entirety for the first time ever and that only led me to start delving deeper into more of Valve’s output. So what better place to do that than The Orange Box - a single disc with three full games as well as two add-on episodes?

The first game I decided to play was Portal. Although I had started it (and enjoyed it immensely) a year or two ago, I had never managed to finish it. So I figured I’d just start it over again from scratch. Although I knew the good old ‘cake’ meme, what I didn’t know was how long the game was. This created a really cool experience, always wondering how close I was to the end. And although it only took me two sittings to play through, I had an absolute blast.


I’ve just realized that I’m writing this with the assumption that everybody in the world got around to playing Portal before I did. Just in case that’s not the case, you should know that Portal is basically an FPS without the ‘S.’ Or to be more accurate, the shooting you do is not a gun filled with bullets that are taking out aliens, zombies and soldiers. Instead you’ve got the ingenius Portal-gun which shoots - you guessed it - portals. Enter one and exit there other. Simple, right?

This is the sort of game that offers up puzzles that you might breeze right through, or then sit there for fifteen minutes trying to make sense of everything and then feel like the smartest person alive for doing so. It’s also full of hilarious personality. And although deaths can happen in Portal, for the most part it’s a first person game with very little action. It’s a game that encourages you to move around slowly and explore and think. And although it’s a short game, I can honestly say that the last level alone is just as much fun as everything leading up to it.




Arguably, the star of The Orange Box would be Half-Life 2 which is included here with its Episode 1 and 2 expansions as well. This was my first experience with the game. The original Half-Life I had played a year or so ago for the first time, and only actually beat it earlier this year. But in that time I grew to really love the game, and consider it one of my favorite FPS games of all time. With that in mind, I was certainly looking forward to playing the sequel.

I’ve yet to actually beat Half-Life 2 (which means I’ve also not played the expansions yet either), but the solid time I have spent with it has been great. I will say however that I’m not yet convinced that I like it better than the first game. Although HL2 definitely improves upon its predecessor in many ways, it’s also hard for me to shake the excitement of experiencing the world of Black Mesa for the first time. I also think I lean towards liking the claustrophobia of the research facility more than the more open-world given to you in the sequel. I’ve also noticed that Half-Life 2 feels a lot more “survival horror” than the first game. Ammo seems a bit more limited here for instance.

But all that aside, Half-Life 2 is an incredible game as I said. It looks glorious and runs smooth on the 360. And of course this is just personal preference, but the 360 pad is definitely now my preferred way of playing FPS games. Sorry keyboard & mouse purists. One thing that really stands out in the second game is the writing. The characters definitely have a lot more personality than in the first game. Oh, and the barnacles still creep me out.

Interestingly enough I had recently started playing Halo for the first time ever (seriously). And one thing that really stuck out to me about Halo was just how bad the driving sections were. I just could not grasp them and constantly found myself crashing when I should have been cruising. As it happens I hit the driving (a boat) part of Half-Life 2 around the same time and it was night and day compared to Halo. Thankfully the driving section there was actually really fun, even if a bit longer than need be.

One addition to the sequel that’s really nice is the Gravity Gun. This thing lets you pick up and shoot objects that would otherwise be far too heavy or too far away for you to do so. In that regard, Valve successfully incorporated puzzles into a true FPS similar to what would be come the standalone game of Portal. It definitely makes you think about how to approach certain sections. For instance in one area I was low on bullets, but there were saw blades all over the place stuck in walls. Turns out you can suck up a saw blade with the Gravity Gun and send it violently shredding through a zombie (these are zombies, right?).



As a bit of a diversion I figured I should at least see what this Team Fortress 2 game was all about. So I hopped on the XBLA server one weekend morning and to my surprise, there were several games going on. What started as a simple capture-the-flag game with a red team and a blue team quickly turned into a pretty decent time-suck. A half hour or so later I realized the appeal to such a game. And now that I was feeling at least somewhat comfortable controlling an FPS, I could even enjoy such a game! Of course I was only playing with strangers, and I’m sure that a much bigger bit of enjoyment would come from playing with a group of friends. Something I’ll have to look into in the future.

And speaking of the future - not only does this mean that The Orange Box has this online game that I can enjoy indefinitely (or until the servers are shut down), but I’ve still got Half-Life 2 to beat and the expansion episodes to delve into. When you look at the number of quality hours of gaming that are on this single disc, it becomes quickly apparent that The Orange Box is one of the finest compilations you get on the 360.



Posted on Jul 25th 2013 at 11:10:53 PM by (noiseredux)
Posted under 3DS




If held at gunpoint, I'd have to say that Street IV is my favorite game of this generation. Oh sure I've had many far more amazing experiences with games like Heavy Rain or Catherine or 3D Dot Game Heroes. But Street Fighter IV is a game I've constantly come back to. In fact, it was something of a revelation to me upon its release. At a time when I thought that these new fancy pieces of hardware couldn't compare to classic sprites, it was Street Fighter IV that sold me on 'the future.' This is a real forum post I made back in 2010:

Quote
So I figured I'd be really excited about Street Fighter IV or the Capcom Vs Namco announcement or the new Marvel Vs Capcom game thats' coming out. But frankly, all the screens I've seen... they just look wrong to me. I mean sure the graphics are pretty or whatever. But the camera angles, the lack of sprites... it just doesn't appeal to me. SFIV just doesn't look like a SF game to me. Is it just me?

And then what happened was this: my wife and I were Christmas shopping that year at the mall and stumbled upon this kiosk. It was set up like an arcade. Just rows and rows of gaming consoles - Wii, PS3 and 360 - all just sitting there to try various games. I had time to kill and saw Street Fighter IV set up on one of the 360's and gave it a go. Within a half-hour my tune had changed. When I finally picked up a PS3 the next year, Super Street Fighter IV was the first game I bought. And in the two years since, it's remained one of the games I've played the most. I've even gone as far as picking up the Arcade Edition (as well as Street Fighter X Tekken) and await Ultra with open-arms.




So when I finally decided it was time to pick up a 3DS this last month, I bundled it with a natural choice - Super Street Fighter IV: 3D Edition. Indeed, the thought of playing SF4 in bed, on the couch, outside, or anywhere I desire was a huge plus for me. But how would this game fair? I mean, as far as portable Street Fighters go, it had some big shoes to fill. And I say this as a guy who's picked up portable Street Fighters going as far back as Game Boy. That said, Super Street Fighter II: Turbo Revival on GBA is by far one of the high water marks in the portable series. And Alpha 3 on GBA was perhaps even more impressive (though not my favorite of the two) and eventually trumped by its PSP iteration.




As far as I'm concerned the important thing is whether or not a portable game can deliver a console experience to me - at least as far as Street Fighter goes. And friends let me tell you that yes, 3D Edition truly does. Now I'll start by saying this - controls are going to be a factor for any of us fighting game fans. Those of you used to an arcade stick, well you know where you stand. But I've always been a fightpad guy. So the lack of six face-buttons on the 3DS hardware is of course going to throw me off. So in fairness, that's the one downfall to me here. I had to kind of relearn how to use shoulder buttons in a Street Fighter game - something I haven't had to bother with since Turbo Revival.

But at the end of the day 3D Edition gives you everything you could want on the go. The visuals are amazing, and truly justify to me that my purchase of this handheld was a wise one. The music that I'm so familiar with is here and perfect. The controls are fluid once you've gotten a grasp of the button layout. You can use the analog nub or the D-Pad as you desire. There's also some combo's you can select on the lower DS screen via touch - but that's cheating I tell you! Cheating! And perhaps the best addition - I've now finally got a portable Street Fighter game with full online gameplay. Again - I can be in bed, on the couch, outside, where ever - and be playing Street Fighter IV against someone in another state! For this alone, I am grateful and highly recommend this port.



Posted on Jul 10th 2013 at 11:44:07 PM by (noiseredux)
Posted under Xbox 360





There's been a lot of talk this year about Aliens: Colonial Marines. Like Duke Nukem in 2011, it's been the game to hate. In fact this unanimous disgust for this game was so intense that it only amplified my desire to actually play it. And what I found was a game that was so enjoyable to me, I'm not even sure why I'd need to defend it. But then again I'm going by nothing but base reaction. Meaning I'm looking at this just as 'a game' rather than 'a highly anticipated game based on a license with rabid fans.'

Let me start by pointing out a few things that might make more sense out of my enjoyment for this game. First of we should discuss the First Person Shooter genre. Though I'm slowly learning to enjoy FPS games far more than I ever did in the past, I'm still far from seasoned. I've played very few of the modern staples. So in reality, I don't have all that much to compare this to that's been critically acclaimed (save for perhaps Borderlands).

I should also point out that while I am a huge horror fan, the Alien films have always been a bit closer to sci-fi (mixed with horror) to me. This means that while I am a fan, I'm not an obsessive fan. I don't rush out to see each film. I haven't even seen them all yet. And so the story here - supposedly cannon - really doesn't matter to me as far as how well it gels with the film series.

And lastly, I didn't follow this game's hype leading up to its release. I didn't pay much attention to the overly long production schedule. I didn't see the demos shown prior to release, so had no anticipations. Add to this that while the game was released this year, I didn't pay $60 for it on day-one, but instead picked up for $10 when GameFly was having a sale.




Now that we got those disclaimers out of the way I can start to tell you about my own experience playing. I delved in blindly, and to my surprise I found that the game was actually very linear. Whereas this might turn off other, more-seasoned FPS'ers, it was just fine for me. Earlier this year I played through Half-Life for the very first time. And while I fell deeply in love with that game and everything new it showed me about the genre, it was really nice to now play through a modern FPS where I didn't have to constantly resort to checking a walkthrough to figure out what my next move was.

Graphically, I thought the game looked excellent on 360. It was well detailed, ran smoothly (save for some glitches I'll get to later) and had excellent lighting. Of course I've since watched videos on Youtube comparing some of the demo footage shown before the game's release compared to the finished product, and certainly the final release has been compromised. But that said, the atmosphere always seemed to work really well for me.




As far as the aforementioned glitches, well they were around. As seen above is a screen shot I took on my phone camera. At one point I was being fired upon by turrets and wondering where my cover, O'Neil was. He should have been right behind me, but wasn't. I decided to backtrack a bit and found him two rooms earlier... stuck in a wall.

These NPC AI glitches were by far the ones I encountered the most. Sometimes one of your partners would seemingly forget he was even alive and would just stand frozen doing nothing for five minutes or so. Other times he would shake violently as if hopped up on uppers. At least twice I ran out in front of my squad only to find them suddenly waiting for me two rooms ahead. And once O'Neil even materialized in front of me out of thin air. So yeah, in that sense Colonial Marines feels a lot more like a budget title. And who knows, had it been released as such maybe we'd all think of it more akin to Earth Defense Force and wink-wink-nudge-nudge at these sorts of shortcomings.




But despite all that, I still found the game compelling enough to find time for it consistently over the last two weeks until it was beaten. And there were plenty of moments that really stood out to me. For example there's one section where you must escape from a rather large Xeno and find yourself sneaking around under his floor. At various moments he angrily bursts through your ceiling attempting to grab you, and the scare was effective enough to genuinely make me yell out startled. (My wife later took it upon herself to burst in to the game room screaming to shake me up a second time).

At another point you come across these aliens who can only see movement, so you must stay still when they get to close. And right as I got to an exit three of them came extremely close to me and I swore I was detected. It was actually tense enough of a moment that I caught myself holding my breath in real life.




The truth is that the game's eleven missions were actually quite well peppered with such moments that really made me enjoy every hour of gameplay. Although I'm still baffled at the ball-drop that was the final boss fight against the Queen. I genuinely have no idea why my squad of marines would think it was cool to let me handle her on my own. And I'm further baffled by the decision to make the boss encounter in a room so filled with barricades to keep her away from me, and so obvious as to how to defeat her. It did seem pretty anti-climatic considering how many more difficult sections had come before it.

But at the end of the day I'm glad I played this game. I don't regret purchasing it, and in fact I'm even bummed at the reception it got which would pretty clearly say "no sequels dudes." Considering its sunken price tag, I'd at least suggest some of you out there with some interest and open minds give it a shot. I'm certainly not saying it's the best game out there, but it's certainly not the worst either - no matter what it is you've heard elsewhere.



Posted on Jun 13th 2013 at 11:46:50 PM by (noiseredux)
Posted under PSP




I have considered myself a fan of the Final Fantasy series since right around the time that the very first game hit Western shores. Though in my fuzzy memories I can't quite recall if it was Final Fantasy or Dragon Warrior that was my first RPG experience, I'm guessing it was the former since that's the series I ultimately felt more connected to over the years. To elaborate, I'd at least call myself more than just a casual fan of the series. I've played nearly every numbered installment - including sequels. I've played many of the spin-off's (Adventure, all three Legend games, Crystal Chronicles, Tactics, Tactics Advanced, Mystic Quest, etc). Hell, in many cases I've even played multiple ports of the same game - for example this first game which I've experienced on NES, GBA and PS1 before picking up this PSP port. And yet here comes the shocker: I've never actually finished a Final Fantasy game. Seriously. Two decades or so of playing these games and I had never watched the credits roll on a single one of them.
 
Whereas some gamers seem to feel a certain compulsion to beat every game they play, I've never really been that way myself. When I know I've got limited time for gaming to fit within my life, that means that I'll generally play a game for as long as it keeps me enthralled, and it's time to move on to something else when that something else successful grabs my attention away. Never once have I felt cheated though. It's just realistic to realize that in many cases RPG's are just too vast for me to see through to the end. Most recently I picked up Final Fantasy XIII-2, not long after launch and paying less-than, but close to retail. Did I finish the game? Nope. Sadly though that one had to do with losing a bunch of PS3 saves. At any rate, while I never got through XIII-2, I did enjoy the ten or so hours I spent with it. In that case how could I be upset? To me, I felt justified spending $4 per hour for a game that I enjoyed playing for ten hours. At the end of the day isn't a video game supposed to entertain us?



 
Oh gosh, I've certainly gotten off track here haven't I? Well the point of all this was to say that even though these are my feelings on such things as 'value' and desired game-length and so on, I also realized that while a fifteenth proper numbered installment to the series has been announced, I've still never seen the end of any of them. And maybe it was time to change that. Sure I could cherry pick. Maybe I could finally see what happens after Shinra Tower in VII (I've stopped there three times since the game's release)? Maybe I could finally decide if I really prefer IV to VI? Maybe I could finally give VIII and XII a much fairer chance than I have in the past? Nah. It seemed like the natural thing to do would be to just start back at the beginning.
 
The original Final Fantasy has been re-released many times over the years. And as stated earlier, I have played many of these different takes on the game. The PSP version seems about as deluxe as you can get. Not only is it easily the prettiest version of the game graphically, but the PSP's wonderful widescreen really accentuates the visuals. Add to this the fact that there were now many impressive cut-scenes to help progress the story as well. Along the same lines the game now has a wonderful CD-quality soundtrack in portable form thanks to the UMD media. Other additions beyond the superficial overhaul include some extra dungeons that I personally spent very little time investigating.



 
As I started the game up I decided to go with the default roster of classes: a knight, a thief, a white mage and a black mage. Sure customization and strategy is great - but for some strange reason I'm sometimes a fan of just sticking to the default and seeing how a game feels if you don't tinker with a thing. Overall, I found the party sufficient. My knight and thief handled the dirty work physically, the black mage was there to unload some brutal magic on bosses, and the white mage did her best to keep us all alive. In fact the party was so sufficient that I actually had very little problem advancing for the entire twelve hours it took me to get up to the final boss, Chaos. I did very little grinding up to that point. I was mostly only equipping items, weapons and armor that I found in dungeons or won from battles. And really my mages (well, now wizards) had only a handful of magic spells to work with.
 
The Chaos battle did not go well. And after a half-dozen or so failed attempts I admitted to myself that it was time to backtrack out of Chaos Tower, go back to all the towns and start spending money on hardcore magic and weaponry. And why not? I had maxed out my gil by the end of the game. I told you I was stingey about spending.



 
As I made my way back up Chaos Tower an hour and a half later, I started thinking back on my quest. Here it was, my first RPG and twenty years later I was finally making a solid effort to see the story come to a close. Oh, how many times over the years had a slain Garland with a level 3 or 5 party and then watched those beautiful opening credits roll? But never once had I seen the end credits. All those years I had gone missing out on so much of the awesome middle game. I hadn't even been aware there were mermaids in this game all those years. But now I was progressing from one floor to the next in Chaos Tower now. My party was all above level 50. We had weapons like the Excalibur and the Marumasa. Heck, even my black mage was killing most enemies in that final dungeon with a single hit.
 
So once more we faced Chaos with narry a worry in mind. Among us four we had nearly every spell in the game including protection spells, and spells that would make us move faster or hit harder. We had a spell that would not only revive a fallen character, but refill his HP completely. We carried 99 potions, hi-potions, ethers and phoenix downs with us. Chaos didn't stand a chance.



 
You better believe that the internal speakers in my PSP were tested that night as I blasted the end-score that played over the closing credits. I saved my game and took the UMD out and realized that for the first time a Final Fantasy game to me wasn't just about enjoying the journey while it lasted until my eventual detour. For the first time I stuck with it until I reached my destination. And though that final few hours dealing with Chaos and grinding infuriated me, I realize it was my own stubbornness about spending gil and powering myself up that put me in that position.
 
And I also realize this: as much as I prefer console gaming, there's no doubt that playing this on a PSP made it far more likely I'd finish. The ability to save anywhere, and pick it up later and continue immediately at the exact spot I left off meant I continued far more often. Any bit of progression could be made with even a spare 20 minutes while half-watching TV. So to that I must conclude that although I've played nearly every version of this game to be released in the US, I'll plan to make my way through II, III and IV via their PSP ports as well.



Posted on Apr 3rd 2013 at 01:52:57 AM by (noiseredux)
Posted under Dreamcast, Sega




I know I've talked on this blog more than once about how Tony Hawk's Pro Skater 2 was my first introduction to the Dreamcast more than a decade ago. In fact I was so enamored with that game that when my college roommate moved out (and took his Dreamcast with him) I had to get my own copy along with its prequel. Though at the time I had a PlayStation 2 rather than a Dreamcast of my own, so although I was more than familiar with the original Pro Skater, it would be quite a few years before I got to play this particular version. And just recently I decided I was due for another race to the end-credits.




There's a lot to love about Pro Skater. It's got an excellent soundtrack (I really wish an official soundtrack had been released), it's got a pick-up-and-play quality to it, and plays great. That said, it's always slightly tough to go back to the original game because it's easy to forget that manuals weren't introduced until the second game. This means that chaining combos together was actually a far more difficult affair back then. But once you get over this small snag, it's easy to see that the first game was already pretty close to perfection.




The original Pro Skater is also the hardest game of the series, at least as far as I'm concerned. Perhaps it's because there are actually less goals per level, and they can often be tough ones. Take for instance the Downhill Jam. This level is probably the one I'd consider the hardest of the entire series. But of course some of that could be my own personal play style. But what was fun about my recent playthrough of the game was that I purposely forced myself to patiently complete every single goal in the Downhill Jam. That definitely made it feel like a bigger accomplishment than just coasting to the final tournament by completing goals in other levels instead.




Posted on Mar 28th 2013 at 01:12:10 AM by (noiseredux)
Posted under Sega, Dreamcast





Hi. My name's noise. And I'm a PSO addict.

I'll be completely honest here: I never thought I'd see the allure of Phantasy Star Online. In the past I'd heard fellow gamers refer to the game as "video game crack," in which every session left you wanting just a tiny taste more. But to me it just sounded pretty unappealing. For one thing I'm not a fan of extremely long games. So something like PSO with its online world which makes it something of a never-ending game was a turn-off. I'm also not all that interested in hack-n-slash battle systems within RPG settings. Nor have I ever found myself drawn to games that focus on hoarding loot. So while I was certainly a fan of the Phantasy Star brand, I just couldn't see myself interested in an MMO.

But one night several months ago while browsing the Dreamcast-Talk forums I thought it might be fun to get my console online and test it out with PSO. After spending some time Googling for free dial-up ISP's in my area, I was able to configure my conole's modem and get connected to the Sylverant private server. Of course I had never played Phantasy Star Online before, so once connected I hadn't the foggiest clue what I was supposed to be doing. So I just sort of walked around and marveled at the excellent graphics and music.




And then soon enough I noticed two characters just standing and talking to each other. Right away I realized that I was seeing actual players since everything they were saying was being typed into word-bubbles above their heads. I admit that for a moment I was severely intimidated. But i approached, introduced myself and warned them that I was a total n00b. "Wait... right now is your first time playing PSO? You mean, like ever?" And these guys were nice enough to then spend the next hour or so giving me a crash-course in the basics. They had my back with monomates to heal me and watched me hit level 2 while playing the game online.

All in all the experience was fun, but I knew I'd need to spend some time offline with the game to really grasp how things worked and try to get myself to at least a respectable level before attempting to seriously play online. So basically the game sat untouched on my shelf for the next several months. Sure I had a good time messing around with it online that night, but it would be a serious committment to play a game so demanding. Hell, you can't even pause PSO!

A few months later we got hit with a pretty impressive snow storm, and I found myself with one of those lazy snow days that gives you an excuse to dive into a game you normally wouldn't have the time for. Immediately I thought of PSO and popped in my copy. The version of I've been playing by the way is Ver. 2, which is (as I understand it) the same exact game as the original Dreamcast release, but with some bug-fixes and some additional quests.

And so I spent that afternoon going back and forth between shoveling and and exploring  Ragol. At first my progress seemed slow and I'd find myself consulting the manual often to try to figure out what all the buttons did and what my objectives were to begin with. But once the ball started rolling I was making my way through quests and getting myself familiar with the Forest and genuinely having a great time to my own surprise. In fact I was having so much fun with the game that as my wife and I packed up all of our belongings to prepare to move into our new house, I spent most of February with Phantasy Star Online being one of only two games I left accessible (the other being Sega Smash Pack).




Which reminds me, I should take a moment to point out that over the months I've spent with PSO, it became a big enough part of my gaming habits to actually justify some further purchases. Perhaps the most obvious is the official Versus Books strategy guide. This book is definitely very handy to have around for reference on such confusing matters such as what to feed your Mag, and of course maps are excellent to have around if you don't want to tie up a big chunk of your screen with the in-game map. PSO also make my decision to obtain a large lot consisting of both the Dreamcast VGA box and Broadband Adapter a much easier one to make. Let me just say that this game looks stunning in VGA mode (though in fairness, so don't most Dreamcast games that take advantage). And although I haven't had the time to hook up the pricey BBA yet, it's certainly nice to have the option to do so.

At any rate, I'm currently making my way through The Mines. I'm now at level 19, and have put about just as many hours into the game. And yet my addiction shows no signs of slowing down. Perhaps the absolute sickest part of it is that I keep thinking that once I get through Offline Mode, I can actually start to play Online. And hey, perhaps I can start a second character when I pick up a copy of Ver. 1...



Posted on Mar 13th 2013 at 12:40:42 AM by (noiseredux)
Posted under Sega, Saturn




When I was in Junior High I had a neighborhood friend who had the NES port of Bubble Bobble. And it had remained pretty much my sole exposure to the game until just recently. In February the Together Retro game club over at Racketboy.com had Bubble Bobble on their calendar. I was actually pretty excited to delve back into this one. The NES game was a really solid puzzle-platformer that offered an excellent co-op experience. Indeed I remember spending many hours as either Bub or Bob and capturing enemies and bursting their bubbles as my friend Jason and I traversed our way through those hundred levels. But this time out I’d be delving into the Saturn port which promised to be much closer to the original arcade experience.

Here’s what I found out:  Bubble Bobble is really hard you guys. Compared to the NES version the computer AI was extremely aggressive. And though I didn’t spend a massive amount of time playing, I did put a fair share of effort. No matter how much I tried I could never seem to beat level 15 by myself. Although “by myself” probably illustrates the biggest issue I took with this game. Bubble Bobble is the sort of game that begs for co-op. Unfortunately my wife and  I were gearing up for a big move, which meant we had pretty limited time for things like video games. And never once did we get to give this game a go together considering I wasn’t even sure which box my spare Saturn controller had ended up in. So more than anything I just found Bubble Bobble really frustrating. Though you can’t hate on the music which is still stuck in my head a month later.





Luckily enough the Saturn release of Bubble Bobble also includes the sequel Rainbow Islands. I had actually never played this one before, and was actually pleasantly surprised by this one. Instead of dragons you play as little humans (who I think I’ve read are actually Bub and Bob in human form… or something?) who have the power to make little rainbows. The rainbows can be used to contain enemies much like the bubbles were used in Bubble Bobble, but they can also create little platforms for you to ascend each stage. The whole thing is really colorful and bright and just a whole lot of fun. Though I didn’t have as much time as I would have liked to spend on it this month, I’d gladly re-visit Rainbow Islands again in the near future.





This disc also contains a third game. But the third game is also my major complaint about this particular release. Bubble Bobble Also Featuring Rainbow Islands includes a sort of remake of Rainbow Islands. But why? Why bother with such a superfluous inclusion when the compilation could have been made totally amazing by adding in Parasol Stars? For those who aren’t familiar, Parasol Stars was the third game in the Bubble Bobble series, and to this day my favorite of the trilogy.  Parasol Stars was one of the few TurboGrafx-16 games I owned back in the day and it sort of combined all the good stuff from both Bubble Bobble and Rainbow Islands into one incredibly awesome game. Sadly, it’s nowhere to be seen here though. Oh well



Posted on Feb 2nd 2013 at 02:20:01 AM by (noiseredux)
Posted under Sega, Dreamcast




There was a time when I thought that the shoot-em-up was the dullest video game genre out there. I'm serious. I'm not afraid to admit my ignorance. It's totally true. But there was a chain of events that led me to discover three very important games (at least to my own gamer development). Games that caused me to fall deeply in love with the genre. Not surprisingly all three games were very different from each other -- but those differences caused me to realize that shmups were not the boring "everything is just Space Invaders with different sprites" that I had originally thought.

The first game that led me to this conclusion was Galaga and I was introduced to it as part of Racketboy.com's Together Retro game club back in early 2009. I remember dreading the thought of playing such a game for a full month, but then getting completely sucked into it for 30 days. To this day I consider Galaga one of my favorite games of all time. It's the one game that I seek out the second I find myself inside an arcade. I love the rare chance to get to play this masterpiece on original hardware. And I've since purchased way more Namco Museum collections than I care to admit.

The second game was Chaos Field -- introduced to me here on RFGeneration all those years back when Crabmaster2000 was still doing his "Unloved" series of blog posts. I remember him comparing it to Shadow of the Colossus in space -- a description so odd that I had to look into it. And really the game is odd, or rather unique in that it's basically just a boss rush with stunning music, incredible visuals and a solid dual-field mechanic that is addictive as all get-out.

But the third game I discovered totally on my own.





Shikigami No Shiro II (or Castle of Shikigami II as it's known in America) is a truly unique shmup. Rather than space ships you've got tiny little flying characters, all animated so impressively. The characters are definitely something that the developers Alfa Systems obviously cared a great deal about. Unlike most shmups which offer you three or so ships to choose from, Shikigami II gives you eight. And each character has an insane storyline to play through. Of course if you're playing the DC port it won't matter if you're an English speaker. But the translation (available on the PS2 port) proves that the story is so bat-poop insane that it doesn't even matter if you're following it or not. In fact, you have the option to turn off the dialogue which is often helpful as it can actually interrupt the flow of things.

What really matters is the game. And the game is just incredible to look at. Though the sprites are tiny they are well detailed. And the Dreamcast version does in fact offer a tate mode for those of you (like me) who are deranged enough to have monitors that you can rotate. And trust me it's totally worth it. This game looks incredible in its original vertical display mode. And audio-wise the game offers up one of my absolute favorite shmup soundtracks of all time.





The gameplay is incredible though, and that's why you're really reading this. You've got this tiny little character with an even tinier hit box. Each character (remember there's a lot of them) plays completely differently -- with different "Shikigami Attacks." Believe me when I say that each character can feel like you're playing completely different games. It's a very deep system. But what's even more intense is that you get far more points if you kill an enemy when grazing bullets. This alone adds an insanity to the game that is riveting. It's a truly unreal risk vs. rewards system where you must put yourself in constant danger in order to score higher. And this system alone means that once again, playing the game for score or playing the game for survival are two totally different games.

Though Shikigami No Shiro II is not the true bullet-hell that games (such as releases by Cave) would be later, they are also not quite as borderline old-school as say Psikyo's (Gunbird, etc.) would be. In this sense it's a similar bridge-game from old school and bullet hell though leaning far more toward the latter -- and of course you've got the crazy grazing dynamic to consider. This game is intense, and incredible and highly, highly recommended.



Posted on Jan 20th 2013 at 08:44:50 PM by (noiseredux)
Posted under Saturn, Sega




To call myself a "fan" of Puzzle Fighter would be a huge understatement. Since I first picked up the GBA port some years ago to quench a thirst for a portable puzzler, I have ranked it as my favorite puzzle game of all time. And though the gameplay remains the same for each of its various ports, I've for some reason felt compelled to seek out (and beat) almost every version released to date. To this day the only versions I've yet to make it through have been on the PSP and PC. With all that said, I feel like I'm a pretty good judge of the various releases. So let's how the Sega Saturn edition came out, shall we?





For those of you unfortunate enough to have never played the game, Super Puzzle Fighter II (there was no part I) has an extremely interesting premise. It's a puzzle game that emphasis a Vs. Mode. You will play against a human opponent or the computer. Each player selects from a roster of super-deformed versions of characters from the Street Fighter and Darkstalkers universes. The goal is to match up colored gems that fall from above and build them up into bigger gems. Sporadically a glowing sphere will drop, and if it touches blocks of its own color it will destroy them -- sending junk blocks over to your opponent. The bigger the gems you create, the more junk you'll send over. This is where the real strategy of the game comes in however. Each character has a different pattern of junk blocks that they send over. Much like in a fighting game, it is just as important to know thy enemy as it is to learn to play well.





The Arcade Mode of Puzzle Fighter plays well on the Saturn. The gem explosions are a bit more pixelated than in other ports, though this certainly doesn't take away from the gameplay at all. The music is excellent -- which is usual across the board as far as the various ports go. There is some loading between rounds, though they're not terrible.

If you're playing this without a friend, the real meat and bones of this game is the Street Puzzle Mode. In this mode you must play single rounds with each character to unlock various 'Goodies.' Each character has five Goodies to unlock. These range from pallet-swaps, hidden characters, background music tracks (both original and remixed), art galleries and so on. These are the sorts of extras (especially the hidden characters) that really makes this game a blast to play in single player, and ultimately opens the game up even more. It is not only one of the only games I've cared enough to "100%," but I've done in it multiple times with multiple versions.

Although this review is meant to be about the Saturn edition, I suppose that it's worth mentioning some pluses about other versions for those curious. It is worth noting that the PSN and XBLA versions do look really nice in HD but more importantly allow for online play. The XBLA version was eventually released physically as part of the 360 Capcom Digital Collection if you're not a fan of downloadable games. The Dreamcast version was only available in Japan, however it does support the VGA cable if you wish to import it. Sadly, its online play option is no longer available. And of course the GBA and PSP versions are worth grabbing if you're a fan of portable puzzlers. However the truth is that any version of Puzzle Fighter is going to be recommended by me. And really, any version will give you a great game to play.



Posted on Jan 12th 2013 at 11:29:19 PM by (noiseredux)
Posted under Sega, Sega CD




Of all the sports games out there, I doubt I've spent as much time on a single one as I have NHL '94. And really that's pretty impressive, as I've never been a hockey fan in real life. The only sport I've ever really followed is basketball. Though I've played many basketball games on various consoles, I can't even guess the hours I had sunk into NHL '94 before I even got to high school. Of course that was the Genesis version. By the time the Sega CD rolled around I actually did upgrade to the new disc-based port of '94, but by then I had sort of played my fair share of the game and wasn't as interested in sinking as much time into this new version. Which brings us to almost two decades later, as I have been building up my Sega collection pretty seriously with all of the focus on disc-based libraries. Though I've played a good handful of hockey games since (most notably NHL '06 on PlayStation 2 and NHL 2K on Dreamcast) it was a no-brainer that I should reacquire the Sega CD port of NHL '94 post-haste.





Mostly the Sega CD upgrade is the sort of shovelware that many gamers complain the console's library was full of. That is to say, it's basically the same game you already owned on Genesis with a few bells and whistles thrown in to justify it being re-released. That isn't entirely false. And it isn't entirely a bad thing either, at least now. Perhaps at the time it was disappointing to get what is pretty much just the same game again. But nowadays, there's no reason to not play this as it is still an excellent hockey game and the Sega CD version is still dirt cheap. In fact the only real negative I can come up with is that there are loading screens, although they're kept to a minimum and never really disrupt any of the games' flow.

Indeed this is still the same great NHL '94 you remember. It still controls wonderfully with a Genesis controller. It still rewards you for playing dirty -- is it just me or do the refs totally look the other way when you beat the tar out of your opponent? I mean I seriously brutalized every team I came across with the ultimate intention of injuring as many members of opposing teams as possible. By the end of the Playoffs I had still not sat a minute in the Penalty Box. And there is something really satisfying about hitting those computer plays hard. But I digress... the game also still has the same AI you remember as well. In some aspects '94 is a game that you can break pretty easily, at least against the computer. You can pretty much always just go to the right of the net, then head to the front of the net and the goalie will drop leaving it wide open for a shot. Because of this many of my games ended with 20-2 victories.





The back of the box boasts "500 megs of new features," so let's take a look at those. The Authentic NHL Footage is there. It's grainy, but it's there. And it really doesn't add much to the game itself. The Digitized Speech is pretty cool though. It's not in-game, but you get some nice spoken commentary before the games rather than just text. The CD Sound Effects are... well, I'm not sure they're any better than the Genesis game's sound effects. And the Real Organ Music is of course the usual selling point for a Genesis game ported to Sega CD. Yes, it's CD quality music. But of course it's not exactly a huge selling point in a game where it's used so sparingly. So ultimately the upgrade to CD isn't exactly necessary, but as I stated earlier you still can't really go wrong with a game like NHL '94 so I'd still recommend it to anyone looking to beef up their Sega CD collections.



Posted on Dec 30th 2012 at 12:16:34 AM by (noiseredux)
Posted under Saturn, Sega




There are shmups and there are shmups. DoDonPachi is a shmup. A very good shmup. Perhaps one of the best shmups ever made. And I spent most of last night playing it along with some buds over on the Racketboy forums.

DoDonPachi certainly has a reputation. In that sense I was maybe even a bit worried to finally get around to playing it. Y'know how sometimes people talk about a book or movie and by the time you see it you're just let down that it didn't live up to the hype? Not to mention that a recent sequel, DoDonPachi Resurrection was the first shmup I ever 1CC'd (on Novice Mode). So again I was mildly worried that going back further in the series might not be as enjoyable as a newer installment.

But it turns out there was nothing to fear at all. DoDonPachi is actually one of the greatest shmups I've ever played. Visually, it looks excellent and far from dated. The sprites are all so well detailed, the color pallet is always appropriate and the backgrounds are stunning. The music is definitely fitting as well. But really what makes the game so incredible is the balance of it all. There's such a perfect ratio of risk to reward in DoDonPachi that it's easy to see why it's still such a fan-favorite.

Not only does the game offer up three ships in the old Goldie Locks manner of Type A being the "super fast but not the strongest" ship and Type C being the "wicked slow but so powerful" ship. No the balance goes so far beyond all that if you're seriously trying to play for score. For instance there's the whole risk/reward paradox of chaining. You have a small meter that runs out rapidly every moment you're not killing something. If the meter runs out, your chain resets. Big chains make for big bonuses. But of course this means really learning a level and timing every single kill. It also means that sometimes you'll be killing in a not-so-effective way just to keep a chain going. Similarly there are icons of Bees that you can pick up throughout levels (with many of them hidden). They give you bonus points that get higher and higher with each Bee you get. But again, this means probably giving up your chain to uncover them all. The game is loaded with these sorts of decisions on how to maximize your score -- fast rapid shot or slow laser? To bomb or not to bomb? And so on.





Perhaps the greatest thing about DoDonPachi however is that it's the kind of game that makes you better at an entire genre. The more you practice, the more you're forced to think about strategy and how to increase your score. Not to mention it's a great workout for your mind and fingers to weave perilously throughout blankets of bright bullets. And all of these skills carry over to any other shmup, be it bullet hell or non. Throughout the month I managed to pull off a score of 11,446,730 which I felt really proud of. This was a lot of improvement from my first run. And I also found a new game that I just completely love and will surely revisit often.


                                                                                                                                                                                                                                               
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