Wednesday, December 22, 2010

Castle of Illusion starring Mickey Mouse (1990, Sega, Genesis)


Most of Mickey Mouse's 16-Bit endeavors have been held in high regard by fans, and it's relatively easy to see why. The challenges are tough but never overwhelming, the control is almost always tight, and the visuals have that distinct Disney charm to them, making them as fun to watch as they are to play. The first 16-Bit game on the iconic rodent's belt is Castle of Illusion, which came around during the "Genesis Does" campaign Sega was pushing so hard. Sega emphasized the animation of Mickey himself, while not being animated by Disney itself, looked incredibly slick for the time. Most Genesis fans agree that Castle of Illusion was the best game of the Genesis's second year.


The plot is this: Mickey and Minnie were spending time swinging each other around (for some odd reason), when all of a sudden, a rather hideous witch named Mizrabel kidnaps Minnie and takes her to the game's namesake setting; The Castle of Illusion. So now, Mickey has to find seven "rainbow gems" and destroy Mizrabel if he wants to get his girlfriend back. 

Castle of Illusion plays like most side-scrolling platformers. Mickey can move left and right, jump, and throw "items" which are basically ammo. If you press the jump button when you are in the air Mickey will come down with a "butt slam" maneuver that can be used on your foes to launch you up higher. This move is quite novel and bouncing off multiple enemies is pretty satisfying. 

The highlight of the game is definitely the visuals. While not exactly vibrant, they do have that Disney quality to them, and they are quite robust. The forest stage looks relatively dark and even the Dessert Palace looked kind of....gray. The enemies you face, as you probably expect, look like they have been pulled out of a Disney cartoon. Mickey himself is very well animated, and moves and jumps very fluidly. His facial expressions when he falls into a bottomless pit, or is about to fall over a edge, will more than likely bring a smile to your face.

The sound design gets the job done. The music sounds pretty good, some good tracks here and there. The boss theme sounds intense and menacing, and the Toy Palace theme is pretty catchy. The sound effects, however, are not very good. Mickey makes this high pitched shriek when he takes damage, and the 'shing' sound every time you destroy an enemy gets on your nerves.


I couldn't find any real major flaws with Castle of Illusion. It's a truly enjoyable little platform romp for the Genesis and is one of the games that helped Sega take the lead on the 16-Bit era. Almost everyone loves Mickey Mouse in some way, and this game certainly shows the rodent's charm. The Genesis didn't really take off until Sonic the Hedgehog in 1991, but Castle of Illusion definitely helped put Sega on top in the 16-Bit market.

PROS:
+ Great graphics for 1990.
+ Has that Disney charm.
+ Slick animation and fluid control.
+ Surprisingly intense and somber music.

CONS:
- Annoying sound effects.

OVERALL: 9 out of 10




Sunday, December 19, 2010

World of Illusion Starring Mickey Mouse and Donald Duck (1992, Sega, Genesis)

Mickey Mouse has always been one of those characters that has been "around the block" in video games. The iconic rodent has been on almost every console in some shape or form, and unlike most games based on licensed characters, his track record is surprisingly clean. Most retro gamers appreciate Mickey's efforts on the 16-Bit consoles, and World of Illusion is of course no exception, despite a few minor setbacks.

The plot is this: Mickey and Donald are practicing a magic show when all of a sudden Donald discovers a box of some sort backstage. Donald's curiosity got the best of him and he looks inside, being pulled inside in the process. Mickey of course jumps in after him. When they enter, another magician challenges them to fight and defeat him in order to escape this new world they just arrived in.

Gameplay is simple yet enjoyable. It's a ordinary platformer with a cool twist: two player co-op. Both Mickey and Donald can be controlled at once, and it's substantially more fun to play with a friend. You'll notice that both heroes move rather slowly, but there is a "dash" button that can be used for quicker movement. But the kicker with this concept is the level design; there is simply too much stuff to run into that you would be better off just to ignore this feature all together, but at the same time it makes the game seem rather tedious in the process. It's a bit of a strange flaw, but can easily be overlooked.

Believe it or not, the game actually changes depending how you play it. If you play as Mickey, the game is basically at normal mode; the way the game is meant to be played. If you play as Donald, the game becomes significantly more difficult, focusing on pinpoint jumps and evading enemies rather than attacking like Mickey. If you play co-op, the game becomes much more focused on teamwork, adding some new stages designed for two players. This diversity within the game gives it alot of replay value; always a good thing in video games.

Ive always enjoyed the graphics in 16-Bit Disney games, and World of Illusion is no exception. Both Mickey and Donald animate well and the stages are bright and colorful. Bosses are visually impressive, yet easy and uninteresting to fight. The audio is decent as well, however some music stands out more than others (the ocean level sounds pretty) and the effects are a little weak on certain ends.

There are of course some issues. Both characters attacks consist of a enchanted cape that they fling at enemies; turning them into harmless objects, but the cape kind of has a awkward angle of attack which can lead to some cheap hits here and there, but for the most part the attack works just fine. The level design is a times less than perfect, there are traps placed is some very precarious areas that are next to impossible to avoid, again, leading to some mandatory damage.

Despite some pretty glaring flaws like cheap hits and occasionally weak controls, World of Illusion is a excellent sidescroller with a neat 2-Player option. The visuals are stylish and diverse, the gameplay is solid and relatively challenging, the ocean stage's music is really good, and to top it all off, it has the most iconic cartoon character around as the main character. World of Illusion is part of a consistently good "Illusion" series that is the favorite of many Disney fans, and going by this game it's not too hard to see why.


PROS:
+ Colorful graphics.
+ Awesome 2-Player option.
+ Diverse gameplay options.
+ Relaxing ocean tune.

CONS:
- Questionable "dash" option.
- A cheap hit here and there.
- Inconsistent sound design.

OVERALL: 8.2 out of 10

Wednesday, December 8, 2010

Castlevania II: Belmont's Revenge (1991, Konami, Game Boy)

In 1989, Konami released one of their first two games for the brand new Game Boy system; Motocross Maniacs and The Castlevania Adventure. Castlevania fans were very excited that a new game was coming around for the shiny new handheld, and unlike Castlevania II: Simon's Quest, was thankfully like the original.
But hopes were quickly dashed as fans expressed their intense dislike for what appears to be an incredibly lazy effort. Inconsistent level design and sluggish gameplay (even more so than the Castlevania games already are) are rampant through this mediocre title. Fortunately, Konami released a remake earlier this year, and a awesome one at that.

Konami decided to try their hand once again with Castlevania II: Belmont's Revenge. And while it still is somewhat inferior to it's console bretherin, it's still a hell of a lot of fun, and actually is probably the best action game on the handheld. The plot is a continuation of Adventure's storyline. You still control Christopher Belmont, now trying to rescue his son from the control of Count Dracula; thirsty for revenge and bodily fluids. Like usual, not award-winning material, but it gets the job done.

I can tell you right now, Castlevania II's gameplay is vastly improved over Adventure's. Christoper controls like a dream (as far as Castlevania games go, at least), having no noticeable delay on his movements. The game speed is significantly faster, so it feels more like the console titles. Unlike Adventure, Castlevania II actually has sub-weapons such as the Axe and Holy Water. But these are the only two in the game. Unique to this title is the ability to select which stage you wish to go to, however this has no impact on how the game plays out, just the order it goes in. To make the game work with this concept, all of the levels are equally as difficult as each other. This leads to a lack of gradually ramping difficulty, making this game quite easy up until the final few levels. Good news for gamers new to the series, but bad for hardcore fans.

Castlevania II looks great for the monochrome handheld. All of the environments are diverse and detailed, Christopher himself looks improved over the original, and the larger bosses in the game look a bit intimidating as far as 8-Bit goes. Everything looks slick and animates just as well. The music is excellent, even compared to the console games. New Messiah and End of the Day are now staples in the series' soundtracks, and they came from this game. Control is about what you'd expect from Castlevania; slightly sluggish and yet incredibly tight at the same time. You still lose control of your character when he's airborne at all, so you have to plan your jumps carefully, and stay away from pits.

While Castlevania II hasn't really aged particularly well, it's still one of the quintessential games for the famous 8-Bit console. It's looks fantastic as far as Game Boy goes, the music is amazing, a unique (yet pointless) stage select, and the tough-as-nails action are still all here, and in a nice portable package. There's no excuse not to hunt Dracula down once more in this top-notch action platformer.


PROS:
+ Slick presentation.
+ Awesome music.
+ Fixes most of The Castlevania Adventure's problems.
+ Cool "Stage Select" function..........

CONS:
- ....that's practically useless.
- Distinctly lower difficulty that most games in the series.

OVERALL: 8.5 out of 10

Saturday, October 9, 2010

The Legend of Zelda: A Link to the Past (1992, Nintendo, Super NES)

If you are a gamer, and someone asks you, "What is your favorite video game", we all realize that this question is difficult to answer. All gamers like alot of video games obviously, so you have, naturally, alot of games to choose from. But it never was a difficult question for me. My favorite video game was the game that got me into video gaming in the first place.

That game is The Legend of Zelda: A Link to the Past.

This action/puzzle epic was the brainchild of one of the grandfathers of gaming, Shigeru Miyamoto. It was essentially a giant open playground, just waiting for you to uncover it's many secrets. You journey on a epic quest to save the land of Hyrule from the forces of darkness, uncovering many riddles and arming yourself with mighty weapons and useful tools.

The plot is simple, yet effective. You control Link, a boy who was awoken by a vision of a strange girl, beckoning him to come and save her from a horrible fate. Your uncle gets up, armed with a sword and shield. He simply states: "Don't leave the house."

The opening of the game is still one of my favorite moments in gaming, running through a storm going after your uncle. You find your uncle, near death. He gives you his weapons, and your quest begins........

It is deeper than that, but the short version is that you have to find 3 magic pendants, and then find 8 crystals.

The story is brilliantly conveyed throughout the entire game, and it's perfect for this kind of game.
The game looks fantastic, with well-detailed dungeons alongside a colorful overworld, cool effects including the 3D Triforce coming together in the game's intro and the Mode 7 scrolling world map. In short, LTTP is among the best of the 16-bit era graphically.

The sound and music in LTTP is phenomenal. Koji Kondo did a amazing job with this game. From the awesome tune in the title screen, the soothing music of the file selection screen, the epic and majestic theme of the overworld, the dark and menacing tune of the Dark World, the list goes on. LTTP has the best soundtrack on the Super NES, and has one of my favorite game soundtracks ever.

But LTTP's true calling is it's amazing, perfect gameplay(in my opinion). I have never enjoyed a video game as much as this one. It's a perfect blend of arcade-style action and deep, robust puzzle-solving. It's basically a much more fleshed out version of the original. A top-down action/puzzle game with some very light RPG elements. Whether you are exploring the land of Hyrule searching for it's many well-hidden secrets, trying to fight your way through a taxing dungeon, battling a intense boss, of simply swimming through the rivers, you will never stop enjoying this game. It has that perfect balance of difficulty: It's not a easy game, but it never feels cheap or frustrating. The most amazing aspect of LTTP is The Dark World. Imagine if you were living in your town/city, but suddenly, out of nowhere, everything became dark and evil, with certain death lurking around every corner. That is how it will feel in The Dark World, a evil and twisted version of Hyrule. It is a revolutionary game concept and the most ingenious in video gaming.

I can find no flaws in this game. It is seriously, to me, the perfect video game. The Legend of Zelda: A Link to the Past is quite simply the game to end all games. No gamer should not have this game in their collection. If it's on the original system, the Wii's Virtual Console, the Game Boy Advance, or even on a Emulator, you need this game. You need it.

LTTP proves that Nintendo was, and still is, the top dog in the gaming market. It proves that Miyamoto's creations are timeless and age gracefully. The Legend of Zelda: A Link to the Past is Miyamoto's magnum opus, and as I said before, the greatest video game of all time.

PROS:
+ Simple, yet effective storyline.
+ Perfect blend of Arcade-style and Puzzle gaming.
+ Perfectly balanced difficulty.
+ Epic musical score.
+ Colorful and detailed graphics.
+ So many epic moments.
+ Revolutionary and Ingenious Dark World mechanic.

CONS:
+ None that I have seen.


OVERALL: ****10 out of 10****

Friday, October 1, 2010

Okami (2008, Wii, Capcom)

I really never seen video games as works of art. Yeah, I understand that the developers for the most part put their heart and souls into their products, but I never constituted artistic value in video games.

Until I played this.

Okami was released for the Playstation 2 in 2006, created by Clover Studio and published by Capcom. It was released to near universal acclaim, some sites even giving it game of the year awards. But despite the critical success, it was not nearly as successful in the market, barely selling at all in the U.S. It was released a few months before the PS3 and Wii were released to market, so maybe gamers just seen the PS2 as a dying format?

Anyway, I have never played the PS2 game before, but I have played the Wii version extensively, so I will go over this edition of the game.

Okami's plot is complex and very compelling. You control the Japanese sun god Amaterasu, but strangely, you are incarnated as a white wolf. Amaterasu was summoned by the wood sprite Sakuya to save the land of Nippon (essentially Japan) from a evil force. This is the basis of the plot of course, but trust me, it's much deeper than that and there are many enjoyable characters that you will encounter on your quest. Okami's story is much better done than Nintendo's The Legend of Zelda: Twilight Princess (a game I never cared much for anyway) and will keep you playing through till the end.

There is but one thing to say about Okami's graphics: absolutely brilliant. I have never seen a game quite like Okami. The game truly looks amazing, with a art style best described as looking like a Japanese watercolor painting. I haven't quite seen anything like it in any game, and in my opinion it is the most beautiful game I have ever played. Nothing looks bleak or bland, everything has life and color to it. It's really pretty.

The gameplay, however is where Okami truly shines. It is much like The Legend of Zelda series in structure, but it distinct enough to be it's own unique experience. You control Amaterasu through the land of Nippon exploring beaches, forests, caves, cities, and much much more. Okami's true call to fame is the Celestial Brush. By holding down the B trigger on the Wii remote, you will activate the brush and be able to "paint" images and objects that become real. This gives the player a lot of power, with such abilities as being able to cut the hardest stone in half with a stroke of your brush, or drawing the sun into the sky. It does a really good job at making you feel like a god and makes some truly unique puzzles that are a blast to solve.

The combat is similar to Zelda as well, but Amaterasu has access to more weapons than Link does. Her main weapon seems to be a flaming stone disc, but as you progress, you will acquire swords and bead whips to help in purifying the land of evil demons. Also unlike Link, Amaterasu can string together multiple hits to devastate opponents with her divine weaponry. On a added note, Amaterasu can also manually jump with the A button, unlike Link. You also have no transportation, but Ammy can run faster than Epona (Link's horse) can.

Like Zelda, there are dungeons to explore and epic bosses to be fought, but it seems less obvious than Zelda, it seems that everything seems to just seam together and give the game more momentum. The puzzles, like I stated before, are really fun to solve due to the versatility of the Celestial Brush. They are as taxing as Zelda's puzzles, and are equally, if not even more rewarding.

Okami is a lengthy adventure, even longer than Twilight Princess. I guarantee that you will not beat Okami in one sitting. The game runs about 30-40+ hours, and you will enjoy every moment of it.

The music is also fantastic, even on par with Zelda's or Mega Man's music. It has a eastern feel to it (which makes sense) and has an epic, sweeping effect on players. And I swear to god, Okami has the most epic final boss battle ever, just because of the music. (The Sun Rises)

As much as I love Okami, I don't like the amount of dialogue. It seems that you'll be doing a lot of reading thoroughout your adventure and that may put off some gamers. But the dialogue is very, very well written, especially Issun's dialogue. At least Issun isn't nearly as annoying as Navi from Ocarina of Time. On the same note, there are quite a bit of fetch quests, but it seems to be a nagging issue because every single game seems to have them in one way or another. The biggest gripe I have with Okami is it's difficulty, of lack thereof. The enemies and bosses don't seem to be particulary aggressive, and you can even avoid almost all battles outright. Your brush is a little overpowered, making the majority of fights, even the last boss, very simple.

From the very beginning to the very end, there is no better way to describe Okami other than beautiful. This game is truly a work of art, and is my vote for most underrated game of all time. All gamers, casual or hardcore, must experience this amazing game. The graphics are beautiful, the music is brilliant, the story is compelling and light-hearted, the gameplay among the best of The Legend of Zelda, Okami is truly best described as a brilliant work of art. And as far as I'm concerned, Okami has the best ending of anything. Ever.

Okami is a timeless classic in my book, and is one of my favorite video games. There is absolutely no excuse not to buy and experience this brilliant masterpiece.

Long live Amaterasu.

PROS+
+ Best graphics in any game I've ever played.
+ Charming and compelling plot and enjoyable characters.
+ Brilliantly designed gameplay vaguely like The Legend of Zelda.
+ Unique "Celestial Brush" mechanic.
+ Sweeping, and even moving music score.

CONS-
- Dialogue may disinterest impatient gamers.
- Combat is a little too easy.

OVERALL: ***9.8 out of 10***

Thursday, September 30, 2010

Splatterhouse 2 (1992, Namco, Sega Genesis)

Ah, I LOVE me some Splatterhouse! It's the Halloween season, and being the huge gore-fest horror movie buff, Splatterhouse is absolutely perfect for Halloween. I adore the Splatterhouse series because of it's numerous references to famous horror flicks. Splatterhouse also has buckets and buckets of gore. Delicious gore........

Uh, ahem. After reviewing the first game, I decided to look up and play the 2nd one, which apparently is only on the Genny. I would guess that the sequel would be on the TurboGrafx 16, but I digress.
The plot is kinda confusing due to it being edited for the American release. It's been three months since the events of the first game. Rick Taylor, the hero of the series, is being haunted by his inability to save his beloved Jessica, and the Terror Mask's visions. The mask beckons Rick to go back to the house and save her. Even though the house burned to the ground in the first game.

The gameplay is familiar to the first game: it is a side-scrolling action beat 'em up with a arcade flair. Rick still uses his meaty hands to obliterate the evil ghouls, along with lead pipes, shotguns, and thigh bones. You fight through the distinct stages until you reach the evil boss. Unfortunately, the diversity of the stages isn't as great as the original. Actually, as a matter of fact, the level design is kinda dull. It's not unbearably bad, but it's noticeable. But the action is still there, almost to a fault. You still slaughter hordes of evil monsters which always explode into a billion pieces when you hit them.

The graphics are pretty good. Everything has good detail to it and looks pretty good, especially for the Genesis, but nothing particularly jumps or stands out. They get the job done, I guess. Splatterhouse was never renowned for it's sound design, and this game is no exception, sadly. The tunes aren't bad, but they're not up to Sonic 3.

The game is a little more difficult than the 1st, mostly because of the bosses. The boss encounters in the 1st are pretty hard, but in this one they are just plain frustrating. Especially that monster who does the slide kick over and over again.

I think that the big issue with Splatterhouse 2 is that it's not really a sequel. It's more along the lines of a remake, as the house seems to be back(at least on the American version). People probably won't like the fact that Splatterhouse 2 is actually more of a retelling of the first one, even though the plot tries to tie it in with the 2nd one. I like this game a lot personally because it's more challenging and most importantly, more violent. So, if you don't like violent games, Splatterhouse 2 is not for you.

Splatterhouse 2 is that perfect game to play around Halloween time. I always play through the series every Halloween season, and I'm really hoping this reboot coming around this November is decent(I'm honestly more excited about Epic Mickey.) But if you are new to the series, you need to play the original first, or you will not understand the appeal of Splatterhouse 2. Horror buffs and gore hounds will love this game, but gamers looking for a deep experience should look elsewhere.


PROS:
+ Lots of horror movie references and Delicious gore.
+ Challenging and Intense Arcade-style gameplay.
+ Decent graphics and Tunes that create the mood that the game's looking for.

CONS:
A little too similar to the original.
- Confusing plot that seems to be a retelling of the 1st game.
- Frustrating and occasionally cheap bosses.

OVERALL:  ***7.8 out of 10***

Saturday, September 25, 2010

Splatterhouse (1990, Namco/NEC, Turbografx-16)

When I was visiting a friend of mine back a few years ago, he had just bought a system known as TurboGrafx 16. It was mint condition in the box, which admittedly looked like it seen better days, and came with 4 games: Bonk's Adventure, Blazing Lazers, R-Type, and a particularly interesting game called Splatterhouse.

This game stuck with me over the years because it was one of the first games to implement graphic violence in the gameplay. Now you should know, the Turbografx version is not the prime example if this: most, if not all of the violence, has been toned down or removed. Also, certain aspects of the arcade original were changed. I have not played the arcade version, so this post will be about the TurboGrafx version.

-STORY-
You are Rick Taylor, a college student out with his girlfriend Jennifer to visit the mansion of the infamous Dr. West. A storm hits and you and your girlfriend take shelter in the mansion. Turns out that was a mistake because the mansion is infested with numerous types of monsters, and they manage to get a hold of you and your girlfriend. They slaughter you and kidnap Jennifer, but fortunately for you, you are saved by a artifact called the Terror Mask. It revives you, giving you superhuman strength to fight the hordes of monsters to save your girlfriend.

-GAMEPLAY-
Splatterhouse is a side-scrolling beat em' up. Rick can jump, crouch, and attack enemies with either his fists or numerous weapons laying around the mansion, such as cleavers, 2X4s, etc. The action takes place on one plane, meaning Rick can only move left and right, not up or down like Final Fight.
The controls are nice and responsive, but Rick slides a bit after letting go of the directional pad. This led to a cheap hit or death here and there, but it can be easy to work with if you practice. The real fun of Splatterhouse is the use of weaponry, as they commonly destroy enemies with one blow, leaving a nice violent aftermath. The difficulty is on the hard side, as Rick can only take 3-5 hits before losing a life. Pattern recognition is the name of the game here, and if you are just a little slow on the draw, you are a dead man. Add in some tricky bosses, and you have yourself a hell of a time. Thankfully it's worth the frustration and effort, because Splatterhouse is really fun to play.

-GRAPHICS-
The main draw to Splatterhouse is the violence. Rick dispatches his gruesome foes in equally gruesome fashion, green goop flying all over the place, heads flying off, smashing monsters into the walls, leaving a nice stain. The mansion Rick goes through has seen better days, holes riddle the floors, along with countless unidentifiable remains. The boreworm stages look like piles of bloody meat stacked up, and the final boss looks like a human pizza (seriously.). In general, the game's visuals depends on if you like horror films (like me.) If you love gore, you'll love Splatterhouse. All others probably won't like it at all.

-SOUND-
Not much to say here. The music isn't the least bit memorable, and the sound effects don't really give your attacks any impact. Kind of an disappointment, really.

-OTHER DETAILS-
Sadly, the TG16 port of Splatterhouse is heavily censored out. Most of the violence was softened a bit, a good example being the splatter effect when you smash a zombie against the wall in the first area. In the original, the zombie splattered green all over the wall, and slid down, leaving a nice blood streak on the way down. The TG16 edition simply shows the zombie smashed against the wall, nearly bloodless. Another case is with the boss in the chapel stage. The original being a inverted cross, and the revision being another mask. Understandable that they would change this, seeing that it would cause a great deal of controversy, but it's still a buzzkill.

-VERDICT-
Well, what can I say? Splatterhouse screams "Guilty Pleasure". The violence is the main appeal of the Splatterhouse series, but if you take that away, then it feels kind of like a Kung Fu clone, and a sloppy one at that. And that's the big flaw with the TurboGrafx version, it feels cut down. Not just because it's a port on inferior hardware (which it is), because NEC removed most of the violence to avoid problems with parents, which eliminates the purpose of releasing it here in the states any way. As it stands, it's an okay game at best, it gives a bit of challenge, and it's still kinda fun, but I would find a way to play the original arcade game.