Metal Gear Solid V: The Phantom Pain is a fantastic game. At the time of this writing, I have put over one hundred and fifty hours into the game and I'm sporting a completion percentage of only 70%. I would write a full review of the game if it weren't for two things. First of all, I finished the story missions so long ago that some of them have blurred in my memory. Secondly, even if I did remember all the finer details, a comprehensive review would be more than I would be willing to take on. However, I was so excited to play this game upon release that I wrote my first blog post here about playing it with the rest of the world. Since it's almost been a full year since the game's release and that article, I wanted to talk about the game's lasting effects and why I am still playing it.
Compile is well known for making excellent shoot'em ups and of all the ones I've played, Gun-Nac is my favourite. This is not a game I played as a kid. I only tried it for the first time within the past year, but I was immediately hooked and I now consider it one of my favorites on the NES.
Aside from very solid controls and a variety of weapons and power-ups, the thing that stands out most is the amazing, somewhat bizarre, environments. Each stage has a theme that's a little different than your average shmup. In one, you battle sentient vegetables, while in another you're up against currency. Boss battles that include giant robot rabbits and Maneki Neko are a nice change from battling other spaceships.
So far I've been sharing reviews of games I adore and have gushed over them accordingly. Today I thought I'd share a review of a game that evokes a lot of nostalgia, but very little love.
The original Prince of Persia is a game that was quite ubiquitous in the early 90's. Originally developed for the Apple II, it was soon ported to over a dozen other platforms. It's the NES version that made its way into my game library when I was a kid, and did it ever make me feel terrible at video games. Between the jerky movement, odd controls, and inexplicable 60 minute time limit, I never managed to get very far in this game back when I first played it. It rarely managed to stay in the console for more than a few minutes before I got frustrated by constantly dying and swapped it out for Star Tropics, Felix the Cat or solo games of Monopoly.
Give the video a watch to hear my thoughts on playing this game many years later.
When the new DOOM was revealed at E3 last year, I was not remotely interested in playing it. It looked like just another first-person shooter that seemed to be gory for no good reason. I had limited experience with the original games - I'm more of the Wolfenstein girl - so the nostalgia factor wasn't even there. Pass.
Once the game released and rave reviews started coming out, I thought maybe it would be worth a look. Boy, am I glad I gave it a chance. DOOM is some of the most fun I've had with a game in a long time. The pace is relentless, the combat is satisfying, and the level design is fantastic! By going back to basics and skipping mechanics like cover, regenerating health, and having to reload your gun, id Software produced a game that feels fresh.
I was really excited to make this review and found myself writing it in my head as I played the game. Give it a watch if you want to hear some more about DOOM.
This article was authored and submitted by RF Generation's own SirPsycho. Our seasoned writer has been having computer issues as of late. Best of luck on a full recovery good sir. Boy are my hands getting tired....
For my return to reviewing, I wanted to talk about something special. You will get a review of two games for the price of one! We will journey to the dark lands of Sega's Master System and look at the Hang-On/Astro Warrior combo cartridge for a dual review.
Just under a month ago, the group from Humble Bundle brought us the second bundle for the Wii U and 3DS games with the "Humble Friends of Nintendo Bundle." Naturally, I bought it. There was a solid lineup of games from the start and for $13, I ended up with quite a selection of games for each of my consoles. One of those games being Shantae and the Pirate's Curse.
Now, I've seen the Shantae games in screenshots and honestly hadn't had a lot of experience with WayForward games aside from Mighty Switch Force. As a result, I had already sort of dismissed the game as being oriented toward girls. After playing the game, I couldn't be more pleased to have been so wrong.
The Sega CD is a somewhat underrated, or at least overlooked, console. However, it's home to a number of unique games that are worthy of attention, one of the best of which is Snatcher. Snatcher was developed by Konami and released for Sega CD in 1994, six years after its original release in Japan. It's a visual novel with adventure elements whose story borrows heavily from movies such as The Terminator and Blade Runner. The game is one of Hideo Kojima's earliest works, but it highlights his unique style - the humor in the game is often bizarre and self-referential, the influence that cinema has on the game is evident, and he loves sexy, pixelated women. Though mechanically Snatcher can be somewhat awkward at times, it is a game where the whole is definitely more than the sum of its parts.
This video review is a bit older, but I think it's one of my best and I wanted to make a strong start for my first post here at RF Generation. Give it a watch if you're interested in hearing more about Snatcher.
When I picked up Fire Emblem: Awakening in 2012, I had no idea I was about to play what would become not only my favorite 3DS game to date, but one of my favorite games of all time. I had never played a strategy rpg, but I was aware of the Fire Emblem series' reputation as both a quality franchise and also a brutally difficult one. I might not have gotten into Fire Emblem if it weren't for the controversy surrounding developer Intelligent Systems' decision to make the series' trademark permadeath completely optional.
Many modern, first person adventure games are labelled as "walking simulators," particularly the ones with a narrative focus. This term refers to a game in which players walk throughout the in-game environment without doing much else like engaging in combat or finding collectibles. It's a label that, while superficially accurate, is often applied to a game because players can't decipher much more beyond the surface characters or stories. However, more often than not that couldn't be further from the truth of what these games offer. Take, for example, Dear Esther; it features the final fleeting thoughts of its narrator as his life fades away. It's true that the gameplay only involves walking from one set piece to the next, but what makes the game substantial is the emotions and memories the narrator presents. The walking simulator is the most effective at allowing players to really get into the head of a game's character.
Firewatch, the first game from Campo Santo, is the latest inclusion in the walking simulator category. The fact is that this game offers much depth of character, narrative interactivity, and even some role-playing which can only be achieved by utilizing this unconventional and divisive genre.
MAJOR SPOILERS FOR FIREWATCH CONTINUE READING AT YOUR OWN RISK!!!
Image shamelessly linked from GameFaqs. It's Star Wars, and it's a "Million Seller" - how bad can it be?
I am a fan of Star Wars. I'm a big fan of the original trilogy of movies, I don't completely hate the prequel films, and even got some level of enjoyment (as a kid, anyway) out of the two "Ewok Adventure" films, and the short-lived Droids cartoon. Though I didn't get to go see it right away, I did go see Star Wars: The Force Awakens and enjoyed it very much. I plan to go see it again, if I have the opportunity before it's out of theaters, and will be purchasing the BluRay once it's available. I own at least 3 Star Wars-themed t-shirts and a zipper hoodie, and as of this writing, I own 2-dozen video games set within the Star Wars universe. I have the final VHS release of the original trilogy (before George Lucas began changing subsequent releases with his revisionist history), I own the "special" edition DVD set, and at some point, I hope to own the original trilogy on LaserDisc. I'm holding out for a BluRay release, hoping that, at some point, Disney will decide it's worth putting out something equivalent to the original theatrical release (or at least the final VHS/LaserDisc version), though that could be a sticky Wicket (see what I did there?), if Lucas made that a stipulation of his $4 billion sale of Lucasfilm to the Disney corporation. After all, those of us "in the know" won't settle for a cut of the original film where Han Solo didn't shoot Greedo first, right? Needless to say, I'm a big fan of the Star Wars universe, characters, and mythos.
The Count Lucanor, from Baroque Decay Games, is the result of blending The Legend of Zelda and survival horror. It's a combination that's intriguing enough to support the core gameplay, but its execution is only effective for a couple of hours.
Ah, Super Mario Bros., a classic... Level design, enemies, the music, the sounds, the atmosphere...
Oh... oh, no...
Super Mario Maker is a title developed by Nintendo that brings the task of designing levels to you! Select your game and scenery, then drag, drop, and point to make your level! That's all there is to it. It's simple and it's fun!
Image shamelessly linked from GameFAQS. I'm not seeing much that screams "castle" here, save for the faux family crest with carrots on it. And never once does Yosemite Sam fire a gun in the game. Not once. False advertising, or just paying homage to a lovable, idiosyncratic cartoon character from a bygone era? You decide.
Licensed properties can be a tricky beast. If you pay for licensing rights to a property, chances are, you're not going to have exclusive rights to that property, or your rights won't cross all borders. Your licensing rights will expire at some point, and you'll have to weigh the pros and cons of paying to continue those rights, or let them lapse. Sometimes, the window of opportunity for a licensed property is relatively small, and you are forced to come up with a product based upon that property in a rather short time frame. Sometimes, the results can be less than stellar. Such is the case with Bugs Bunny Crazy Castle.
Image shamelessly linked from Adventure Amigos. "I choose" the realistic offensive strategies, but the defensive strategies are tough - does that mean they're not realistic? Or are they both tough AND realistic? Can the game possibly live up to this box art?
I must begin this review with a bit of history, nostalgia, and a confession. As I write this, I'm reeling from the news that the Kansas City Royals, long the proverbial butt of many a baseball joke, have won the World Series against the New York Mets. Though I don't consider myself a sports fan, I got a little bit of whiplash with that announcement, and had to check my calendar to make sure it wasn't 1985 again. I was a fan of baseball for many years, as a kid, until the player strike brought the ugly realization that athletes can often be petty, whining oafs that are just money hungry. Granted, they're not all like that, but the strike certainly gave me a new perspective on things. So while my love for baseball lasted a number of years, my interest in professional football was relatively short-lived. In 1985 and 1986, I fancied myself a pro football fan, if only to impress my classmates and the neighbor kids, who all thought I was a giant dork (spoiler alert: I was). I told people I was into the Dolphins and the Bengals, and that Dan Marino was pretty much the best quarterback on the planet. Of course, I never really watched any football games, because we had 1 TV in the house, my parents weren't into pro football, and none of my friends invited me over to watch with them. Subsequently, my neighborhood kids (and kids at school) saw through my petty charade. Yes, I was destined to be a nerd.
Image shamelessly linked from GameFAQs. 2 out of 5 Game Boy launch titles were sports games. I'm not sure what that says about Nintendo, but it does make me wonder why every platform got so many.
So this is Tennis, the final of 5 launch titles for the Nintendo Game Boy. The 2nd of 2 sports titles in the launch line-up, Nintendo of America must really have been banking on the popularity of sports games, because the launch line-up included 2 games, much like the Japanese launch included Yakuman, a mahjong game. In the same way that every video game console ever released in Japan has likely seen a mahjong game (or thirty), every game system ever released in North America is generally peppered with sports titles throughout the console's life span. The Game Boy was no exception, and it received both Baseball and Tennis.