Showing posts with label video game reviews. Show all posts
Showing posts with label video game reviews. Show all posts

Friday, May 21, 2021

Video Game Review: Slayer Shock



Originally posted on November 13th, 2016

Let me start by saying that I do really like developers Minor Key Games. At the time of this writing I've got 44 hours in their first game, Eldritch, a "Call of Cthulhu by way of Minecraft" type first person rogue-lite. So you could say I'm a fan and none of this is meant as an insult against them.

Slayer Shock is an interesting game and does have potential. You play as the Slayer, an implied Buffy expy who hangs out in a coffee shop with a gang of friends and occasionally goes out to hunt undead monsters. The game is very Buffy, even to the extent of dividing itself up into seasons and episodes - every mission is an episode, find and defeat the boss vamp, that's the end of the season. Move on to the next season and the next boss.

It isn't a bad premise and like I said it does have potential. The problem right now is the gameplay. Again, the idea isn't bad. It's basically the same combat and movement mechanics from Eldritch, but turned up a notch. There are RPG elements at play; you can't just expect 1-2 shot kills all the time like you could in Eldritch, instead enemies actually have HP and damage stats of their own.

And that's kind of the issue here. Slayer Shock is a hard game, and unfortunately it's not all for legitimate reasons. Despite what the game's Steam store page says stealth really isn't optional. Enemies tend to travel in large packs, they often take many hits to kill and they strike fast so evading isn't as easy as it was in Eldritch. If you're playing on anything above Easy difficulty open combat becomes suicidal, so you'll really need to rely on stealth to get by.

The problem is, the stealth doesn't work very well. You move so slow that trying to sneak up behind enemies while they're moving away from you is next to impossible, there is no grace period when you're spotted, and even with the perk that lets you deal additional damage on a backstab you're STILL looking at a protracted battle against most enemies.

Worse, enemies like to spawn in on top of you. I've seen enemies pop up two inches in front of my face as I was walking, and unlike Eldritch where you could stop spawns by not looting enemies, here there is NO WAY to stop new enemies from re-appearing constantly.

Basically, Slayer Shock is a good premise, executed poorly. The developers are still working on the game as of this writing, so hopefully they'll fix the stealth mechanics and the respawn problem. If they do then expect this review to be updated but for right now I can't really recommend this game in good faith.


BAD




Annotation From The Future:
It seems that Minor Key Games has, sadly, given up on Slayer Shock so sadly none of these issues will ever be fixed or addressed. I know it's their game but still. It had potential and its sad to see that potential squandered. As they say, a work of art is never finished, it is only given up on, and Minor Key Games... they gave up.

Thursday, January 21, 2021

Video Game Review: Bubsy Paws on Fire

You may remember a while back I reviewed the entire Bubsy franchise, or at least the older ones. I never looked at the newer stuff because I just couldn't be interested. Well, suffice to say I finally managed to work up enough interest to try this game: Bubsy: Paws on Fire... mostly because it was on sale, and I had enough points saved up on the Nintendo eShop to get it for almost-free.

So, did it redeem the franchise and make me think Bubsy is good again?

Ha ha ha ha ha! Ah...

Let's start with the story... the characters and characterizations are all from that god-awful cartoon pilot that no network was stupid enough to pick up, which means that everyone sucks and is obnoxious as Hell. Fortunately, there's a bare minimum of story here. Unfortunately, you still have to listen to Bubsy and his "friends" making crap puns on every stage.

Moving on before I need to kill someone...

Level design! It's boring and uninspired. The environments and obstacles are all very samey, and there's never anything new or interesting to see. Just play the first level. See those wood platforms and sawblades and TNT boxes and bugs? Okay, now eject the game and sell it back to GameStop because you've seen the entire thing.

To be fair, it's probably for the best that there's nothing interesting to see, because you won't have time to look at it anyway. Oh yeah, Bubsy is also a Running Game now, for some reason. It's almost as if the developers realized that literally everything this damn bobcat touches becomes an utter failure, and they just have no idea what the Hell they want the franchise to be anymore... but obviously that's nonsense.

So, yeah. It's not even really a Bubsy game anymore. It's just frustrating and tedious. The controls are weird. Jumps are awkward to time, and one hit from anything kills you instantly, just like in the old school Bubsy games. The difference is this game doesn't even have the humorous death animations that were literally the one saving grace of the old games. Also, Arnold the Armadillo's bonus levels suffer from a bizarre... I'm not even sure what to call it. Glitch? Oversight? Sadistic prank by Satan himself? Point is, you roll down a tunnel, and if you move too far toward the top, then the game reverses your controls for some ungodly reason. Who the Hell thought that was a good idea?

Okay, okay, I'll admit it. The game is at least competent. It's not a bug-riddled mess. It doesn't crash. They didn't forget to add in any of the levels or graphics... but it's just so BORING. Normally this might earn it a rating of 3 - Mediocre, but... this is Bubsy and Bubsy can go to Hell.

It does feel bizarre to say this, considering I'm one of the few people who actually used to defend Bubsy... but it is absolutely mind-boggling to me why people are so insistent on trying to keep this miserable trash pile of a franchise alive, while so many other much better franchises languish in obscurity, just waiting for someone to come along and revive them. Seriously, just let Bubsy die already.


SHOVEL

PROS:CONS:
- Story and characterization straight from the worst cartoon pilot to ever crashland in Crapville.
- Level design is boring and uninspired.
- Environments are boring too.
- Gameplay is frustrating and tedious.
- Literally causes cancer, leprosy, and gout.
- Will kill your dog too.
- And sleep with your wife.
- Seriously, there is absolutely nothing good about this game.

Wednesday, January 6, 2021

Video Game Review: Immortals: Fenyx Rising

On a distant island which is home to the gods of Olympus, a young shieldbearer named Fenyx awakes, washed ashore after a horrible shipwreck. They are alive, but not safe. Monsters roam the island, the gods are nowhere to be found, and everyone they know has been turned to stone. Typhon, the father of monsters, has broken free from his imprisonment, and intends to destroy the world to remake it in his own image. It's up to Fenyx to rescue the gods, defeat Typhon, and save Hyrule -- ah, I mean, the Golden Isle!

Okay, yeah, let's get this out of the way. It's Breath of the Wild. Absolutely and totally. That is what this game is. It's Breath of the Wild, as made by Ubisoft. From game mechanics to art direction, there is no area in which this game doesn't completely ape off of Breath of the Wild. That on its own isn't necessarily bad. People still enjoyed Quake and Doom despite them being basically just level packs for Wolfenstein 3D. More relevant to this, most people have been fairly positive about fellow Breath-clone Genshin Impact.

In fact...

Gameplay

I'll start here because I want to say right off that there are two areas where I actually give points to Fenyx Rising over Breath of the Wild. Number one, your weapons don't break. Number two, and this is going to sound weird but bear with me: it's not a Zelda game. Not because I dislike Zelda, I love it, and that was the problem. My one major complaint that I always had about Breath was that it was a Zelda game without dungeons. It had the shrines, yes, but I'm talking about real dungeons. Ocarina of Time style dungeons. You just can't have Zelda without dungeons. I spent all of Breath of the Wild waiting for the dungeons to appear and I was always disappointed that they didn't. Divorcing the game from the Zelda franchise made that more palatable.

All of that being said, Immortals: Fenyx Rising does not put its best foot forward in gameplay.

For one, looting isn't very fun for me in this game. Weapons and armor aren't particularly interesting here. They don't have different stats, only different perks, none of which seem very useful to me. Also, looting to unlock new color variants for weapons and armor, as opposed to actually unlocking new weapons and armor and then getting to dye them myself if I want to like in Breath, feels really lame.

And now for the more serious complaint...

I'll be honest, I only half enjoy physics puzzles as it is. I'm not really a fan of this genre where I can figure out your fairly basic puzzle in a few seconds, but then fail 30 times anyway because Ian Malcolm was wrong. It gets worse when the physics puzzles are full of bugs. Oh yeah, this game is a buggy mess.

To give you an idea of what I mean, I spent almost a half an hour on one puzzle because it was broken. The puzzle itself was pretty obvious. I had to flip a switch, which caused a wooden ball to spawn, which gets blown by some wind jets over to a platform. I have to run and jump to reach the platform and grab the ball before it rolls away into the abyss. But I can't... because the physics engine bugged out and the ball doesn't make it all the way to the platform. It's obvious that it's supposed to, but it doesn't. Except sometimes it does, and I only ended up getting it after a half an hour because I finally got lucky and it actually hit the jet right, allowing me to move on.

That's only one example of many. Sometimes, as in that example, jets wouldn't push stuff as hard as they should. Sometimes physics objects would spawn inside the floor, or not spawn at all. It got to a point where I could never be quite sure if I was failing to figure out a puzzle, or if the game had bugged out again.

Also, it crashes a lot.

The game does actually work at least, not because there's no bugs or that the bugs aren't serious, but because there's at least workarounds for it. Saving and reloading will reset puzzles and fix the physics, and the game's constant autosaves mean that you never lose much when it crashes. Also, the game is generally pretty fun to play when it is working. I mean, it's Breath of the Wild without weapon breakage. Of course it's fun.

Please note, however, that's not me saying it's all fine. "At least there's workarounds" is not something you want me to say about your game. That's like saying at least you gave me a band-aid for the gaping head wound you left me with.

Rating: 3/5 - Fun to play, less fun to loot, full of bugs.


Presentation

I almost don't even feel fair rating presentation. I'm basically just rating Breath of the Wild here. It's the exact same stylized "3D cartoon" style of artwork. It's nice, but I've seen it before is what I'm saying.

I don't really get why. I mean, aside from the obvious answer of "because BotW did it". Ubisoft has their own style already, and people like it. In fact, according to the developers, they got the idea for this game after a glitch in Assassin's Creed Odyssey turned the sailors into cyclopes and they decided they wanted to see a fantasy-themed Assassin's Creed game... so why not make that? Why not give us your realistic designs except now with grotesque monsters? I know you're ripping off Breath of the Wild and I accept that, but you can at least do one thing of your own, right?

Well, at least it does look pretty. Also, you can select your weapon and armor, and then select their appearance separately, meaning you can play with the perks you want and the look you want too, which is definitely nice. I'm still taking off a point because I don't like the weapon and armor designs, though.

What? You already knew I was an asshole.

Rating: 4/5 - Can't put Fenyx in the Gerudo outfit, 2/10 stars.


Story:

In this case, there's two things I want to talk about. The first is the writing, which I actually enjoyed. I know this isn't the case for everyone, but Fenyx Rising's sense of humor is actually right up my alley, at least most of the time. I appreciated the witty observations on Greek mythology, and I found the Wise Guy/Straight Man dynamic of Zeus and Prometheus to be pretty fun. There were a few times where it got a bit too over the top, and some jokes that fell flat, but also a lot of times that made me seriously laugh out loud.

Even with that being the case, though, there were also definitely times when I wished that Zeus and Prometheus would just shut the hell up and let me enjoy the game in peace. I actually liked the humor and it still got old for me. If you don't even like the humor to begin with, you will hate this game.

And that said... it's time to climb into the cesspool...

The big problem with the story is that we're obviously supposed to be on the gods' side, but the game never manages to successfully convince me of why I should be. To quote Roger Ebert, "you can't have heroes and villains when the wrong side is making the best sense." Typhon's entire raison d'etre is that the gods are trash and bad for mortals and he intends to take their place. While he might not be much better than they are, everything he says about them is right. Even if you don't already know the myths and you're only speaking in the context of the game, it also doesn't shy away from it and in fact plays up the gods' assholery so much that it's impossible to sympathize with them.

And yes, for a slight spoiler you probably saw coming anyway, the gods eventually realize they were jerks and promise to be better by the end of the game... but so what? Look, I believe in second chances as much as the next guy. You need to have second chances, otherwise you might as well just give up and become a serial killer the first time you make a mistake, because you're done anyway. But the Greek gods are not the best choice to use for this allegory. If anything, they make a better allegory for why you should never give anyone any chance ever.

It's one thing to argue for a second chance for a petty criminal or a jerk jock, it's another thing to argue for a second chance for a genocidal psychopath. Just go Kratos on their asses and call it a day. You can't spend your entire game casually joking about the time this character turned into a pig so he could rape a woman, and then murdered her entire family to cover it up, and then expect me to want that character to have a happy ending. In fact, no, you know what? You can't spend your entire game casually joking about rape and murder. What the actual fuck is wrong with you, Ubisoft Quebec?

Rating: 1/5 - #TyphonWasRight


I'll admit I did have fun playing the game. It's not terrible, but it's got way too many flaws for me to call it really good. The worst part of it is the story, and that's such a big part that I can't just ignore it and focus on the gameplay, not when Zeus and Prometheus are going to chime in every time I even look at a new puzzle. So, overall...


MEDIOCRE

PROS:CONS:
+ Pretty fun to play, when it works.- A buggy mess that crashes and glitches out constantly.
+ Fairly witty dialog if you're into this style of humor.- If you're not into this style of humor, then...
+ No weapon breaking.- Constant commentary ruins immersion.
- Trashy story about trashy people being trashy and getting away with it.
- Breath of the Wild and Genshin Impact both already did it better.

Thursday, October 17, 2019

Video Game Review: Windforge, Why Aren't You Good?!

Originally posted on October 18, 2014

With a game like this, a game that seems like it should be so good, it's difficult to tell from reviews alone whether or not it's worthwhile. I knew going in that the game had a lot of negative reviews, but it was impossible not to at least give it a try and I'll admit, I really, really wanted this game to be good. I mean, it just sounds like it should be awesome. It's basically like Terraria, a game I currently have nearly 2,000 hours of playtime in, with the ship-building mechanic from Space Engineers, and set in a richly detailed steampunk world of floating islands and flying sky whales. There's no way this isn't the greatest game ever made. Right?

Sadly, it's not the greatest game ever made. In fact, it's not a great game at all, or even a good game, or even a mediocre game. Windforge is a game which is fundamentally, fatally flawed. By way of explaining how, and because lists are easy to write, allow me to present to you The Top 3 Things Wrong With Windforge!

3. The Graphics
Here's the thing about the graphics: some of them actually look amazing. The flying whales and the krakens that live in the lower regions of the world, and the larger objects like the giant balloons and clocktowers, are all lovingly rendered. The watercolor background is pretty nice too. It's obvious that the developers really worked hard on the graphics. So what the Hell is up with this?

Click the picture for a larger image.

It looks blocky and awful, like my house is built from stacked up Lincoln Logs. This is because there's no blending or tiling with the graphics, which is weird because even Starbound and Terraria have that. Also, there's an awful lot of these blocks. In Terraria your character is three blocks tall, and in Starbound it's four. Here? Freaking eight! These blocks are tiny is what I'm getting at, which makes construction and destruction a massive chore.

What else makes construction a chore? The painfully bad attempt at 2.5D graphics. Everything is in this weird 3/4ths view which I'm sure the developers thought was just so cool, but really it just gets in the way. It's hard to know what block you're digging at with your jackhammer when you're mining, and it's hard to see what you're doing when you're building on a ship or a home base.

Also, what's with my furniture? Look at that. It looks like it's just painted onto the wall instead of actually sitting on the floor.

2. What Do These Numbers Mean?
I'll admit, math was never my big thing. I mean, I'm not completely stupid with numbers, but it never came as easy to me as other things. That said, what the hell do these numbers mean?

My ship weighs 524 widgets, but I have 1,389 whatsits worth of lift and 30,000 doodads worth of buoyancy! That's worth at least 100 million bananas!

My ship's mass is only 524, and I have 1,389 vertical thrust, so shouldn't I be able to move up and down fairly well? No, I can't. For that matter, why is my vertical thrust only 1,389? My three propellers provide a total thrust of 13,500 (4,500 x 3), so how is that counteracted so greatly by a mass of only 524? And shouldn't my buoyancy of 30,000 totally cancel out the mass issue anyway? Honestly, it wouldn't be that big of a deal if I just knew what these numbers meant. Is my mass 524 kilograms? 524 tons? Who knows? The fact that there are no units given for these numbers just makes them all feel arbitrary.

And no, I'm not so stupid that I can't figure out adding a few extra propellers will let me move again, but I shouldn't have to guess at it. And if you DO want me to have to guess at it, then why bother giving me the numbers at all? It's not like they matter.

This issue doesn't only affect airships either. It's also a problem with armor, weapons, pretty much everything. Earlier in the game my character picked up a set of bronze full plate armor. I was excited because it gave her 30 more defense than my old set of leather-bronze bandit armor, so I put it on and went out to fight some people, and noticed that the bandits who were previously dealing 46 points of damage a shot with their pistols were now doing... 46 points of damage a shot. Seriously, what the Hell do these numbers mean?!

1. Movement
So, if I was designing a game about floating islands and airships, and I had to name what I thought would be the single most important aspect of the gameplay, the one thing that I absolutely had to make sure I didn't screw up no matter what, I would have to say that would be a good jumping mechanic. I mean, we're dealing with a game world where one missed jump means, at best, you fall and break your everything on the next floating island down, or at worst you fall all the way into the planet's core and burn to death. That's not a pleasant way to go.

That said, this game has what might just be the worst jumping algorithm of any game I've ever played. You move too fast, and it's too hard to control where you end up. Even walking is dangerous, as stepping off a slope means the jumping algorithm takes over and sends you rocketing over the nearest ledge straight to your death. I found that latching my grappling hook on to the ground was a necessary step whenever I was near a ledge, so that when I fell I would at least be able to stop myself.

Oh yeah, and let's talk about the grappling hook. I'll admit it's fun to swing around on and feel like I'm a steampunk Spiderman. Even so, the grappling hook isn't much better than anything else. It's too fiddly and too slow to fire, it never seems to connect when you need it to, or else it connects to the wrong thing. Even when it does connect right, it's too unpredictable; sometimes you just stop and hang there, and other times you spin around at high speed, usually straight into your airship's propellers.

That brings us to the last mode of movement: airships. Airship movement is... passable. It's a bit wonky sometimes itself, mostly due to inertia and the difficulty of making yourself come to a complete stop. (Seriously, Space Engineers had the inertial dampener system for a reason, Windforge developers.) Also, my ship felt like it had a weird desire to keep drifting upward which always made it very hard to dock properly. Of course, there's also the weirdness of the numbers which I mentioned before, where you always seem to have either not enough thrust so you can barely move, or else too much so you rocket across the map with a slightest touch of the buttons. It's a good thing repairs to your airship are free, because you will crash into things constantly.

KR Rating: [2] BAD

I find that the games I give a rating of 2 out of 5 are generally ambitious failures, and this is no exception. It's clear to me from the detailed nature of this game that the developer really wanted to do a good job. The artwork is great, aside from the afore-mentioned problems. The game world is very interesting and well thought out. (Seriously, just watch this video - this world is amazing.)

It's just a shame that the game they built around this concept is so poorly built. Like Dr. Frankenstein before him, the developer brought his creation to life as a shambling mess that can barely function and will probably end up being the death of us all - I know it's sure killed me more than a few times.

Thursday, October 10, 2019

5 Reasons Nintendo Are The Kings Of Obnoxious Game Characters

Originally posted on November 4th, 2012

There's no denying that Nintendo have a lot of classic video game series and characters. Everyone knows Kirby and Zelda, and no matter how much you love Halo and Call of Duty if you have a heart there's got to be a place in it for the Mario brothers. Let's face it. Nintendo are the kings of gaming, no matter how much Microsoft and Sony may hate it.

Nintendo might also be the bridge-dwelling trolls of gaming, though, because all of their best games also include at least one extremely obnoxious character that seemingly exists only to piss you off. These are the five worst.

5. Navi, Legend of Zelda: Ocarina of Time
Following in the footsteps of the massively popular Super Mario 64, The Legend of Zelda: Ocarina of Time helped to popularize the 3-D action/adventure game genre. Even standing on its own, however, it's no exaggeration to say that Ocarina is one of, if not the best game in the Zelda franchise. The story and gameplay still hold up well even today, and the game also cemented main character Link's place as an icon of the homosexual community, for some reason.

This brings us to Navi, Link's fairy companion in the game. It was Navi's job to buzz around your head and help you out occasionally, whether by explaining things you might not have understood, or by pointing out items and characters that are far away or easy to miss. She also had the job of reminding you what storyline quest you were supposed to be doing, in case you forgot, and this is where her usefulness completely broke down.

If, like most people, you were content to spend your time scouring the world for heart containers, rupees, and collectables, you would be interrupted every half an hour or so by your fairy dive-bombing your head and screaming in a high-pitched, annoying baby voice: "Hey! Hey! Hey! Listen! Hey!"

Yes, Navi. We all know we're supposed to be going to fight the evil villain. We don't care. Shut the Hell up.

4. Tingle, Legend of Zelda: Majora's Mask
The direct sequel to Ocarina of Time, Majora's Mask sent Link, as a child, to an alternate dimension to stop an evil mask and prevent the moon from crashing into the world. It also released Navi from her duty as Link's helper, but don't think that means the game was without an obnoxious character. Mask introduced us to Tingle, a creepy, effeminate goon who wants to be a fairy.

Tingle was a horrid abomination in form-fitting spandex made for someone 50 pounds lighter. He ended every conversation with his annoying catchphrase, "Tingle! Tingle! Kooloo-Limpah!" You couldn't even ignore him because he was the only way to get the maps you needed to find your way around in the game. Even worse, unlike Navi he's still a recurring character in the series. Worse than all of the above, though, is that as a middle-aged man obsessed with fantasy and adventure, Tingle is the creepy, awkward guy all geeks are secretly terrified of becoming.

3. Baby Mario, Super Mario World 2: Yoshi's Island
If I have to explain to you why Yoshi's Island was awesome, then you obviously never played it. Go do that now. I'll wait. By which I mean I won't wait, but since this is text you can just go ahead and play it, then come back and finish reading later.

For those of you who were too lazy to play it when I told you to, this game takes place while the famous Mario is still a baby. His future arch-nemesis, Bowser (also a baby) kidnaps his brother, Luigi, in an attempt to stop a prophecy that they would ruin his future empire. You play as a series of multi-colored dinosaurs who carry baby Mario on a quest to defeat the baby Bowser, thus allowing baby Mario and baby Luigi to save the world in the future. Because Japan is weird like that.

Weirdness aside, Yoshi's Island is still the second best game in the Mario series, just above Super Mario World but just below Super Mario 64. The problem is baby Mario himself. Did you know that humans have a biological predisposition toward hating the sound of a baby screaming? Of course you did, and you now know why everyone who has played this game despises the little brat. Okay, so he only cries when you drop him (ie. when you get hit) and the annoying sound encourages you to get him back quickly, but that doesn't make it any better...especially when the bubble he floats in randomly decides to float just out of your reach, as it loves to do.

It gets to a point where your yoshi's death comes as a welcome release from the ungodly shrieking of the little vomitpile. If you've ever heard a hack comedian joke that babies are cute to prevent us from killing them, this is why.

2. Joey, Pokémon: Gold/Silver Versions and HeartGold/SoulSilver Versions
You know how the upcoming Pokémon: Black/White 2 is being heralded as the first direct sequel in the franchise? Well, punch anyone who says that in the nose, because it's not true. The first direct sequel was also the second regular series game: Gold/Silver. G/S is the perfect example of a sequel done right. It expands upon the original while still being its own thing. Also, spoiler alert: you get to fight your character from the first game and he is harder to defeat than God. (That's not a joke. In the Pokémon universe the supreme being and creator of the world is a pokémon named Arceus and yes, you can catch Him.)

G/S also introduced the Pokégear. It was a combination cell phone, map, radio, and clock - basically a smart phone from before anyone knew what a smart phone was. One of the cool things about the Pokégear was that you could store the phone numbers of certain NPCs you met along your journey and later if they had something good for you - sometimes an item, sometimes a rematch with high level pokémon - they would call you and let you know.

Unfortunately, while G/S might have predicted the smart phone they also predicted the obnoxious text messager. What I didn't mention was that the NPCs you stored in your phone would also message you just to talk sometimes, and never about anything worthwhile.

The worst offender of all was Youngster Joey. He was one of the first trainers you fought and the third phone number you got (after your mother and Professor Elm). He had only one pokémon, a purple vendor trash rat, and he would message you constantly to tell you how wonderful it was. Part of his annoyance was that you got his number so early, but even in the late game he was still the most common person to call you.

And that's how a random 7 year old boy inspired me to destroy the world. Don't worry, though. My Ho-oh only burns to death obnoxious text messagers. That doesn't describe you...DOES IT?!

1. The Dog That Mocks You, Duck Hunt
The infamous Duck Hunt Dog was the one that started it all and is still the quintessential annoying video game character. For those of you who are too young to remember the game, Duck Hunt was a light gun shooter game for the NES. It required the use of the Zapper, a pistol-shaped controller with a spring-loaded trigger that made a loud "SPANG!" sound whenever you pulled it, so that was pretty obnoxious.

Regardless, it was incredible for the time. Oh, sure, it's old technology now that we have the Wii and the Kinect and the PlayStationMove. And sure, light gun technology had already been around for about 50 years from the first light gun toy (Seeburg's Ray-O-Lite machine) in 1936 to Duck Hunt's release in 1984. Oh, and yes, it's also true that Duck Hunt wasn't even the first NES game to use the Zapper. That honor belongs to the more obscure Wild Gunman. The point is, shut up. It was considered awesome and groundbreaking for the time, no matter how stupid that is.

Anyway, when you started the game your trusty hunting dog would jump into the bushes to scare out the ducks, which would then fly around the screen for a while before fleeing. You had to shoot them before they got away, at which point you scored some points and your dog would appear to hold up the ducks you caught.

...unless you didn't manage to shoot any. If that happened then your dog would instead pop up sporting a shit-eating grin and laugh at you. It was the ultimate insult. You failed at your goal and you're already feeling bad about that, then your only ally in the game betrays you and humiliates you even further.

It's not even like it happened because you suck. As the game goes on the ducks get faster until there's no way you could hit them. Couple that with the inaccuracy of those stupid light gun controllers and you end up with a game that forces you to fail and then humiliates you for it.

Why? Because Nintendo are dicks, that's why.

Thursday, May 23, 2019

5 Obscure Video Games That SHOULD Have Spawned Major Franchises

One undeniable fact of the universe is that the best man doesn't always win. For every two-bit hack getting paid to write articles online even though they're wrong about everything and can't go three sentences without a typo, there's someone like me who has impeccable grammar, is always right, and also gets paid nothing and has maybe 5 regular readers of my blog.

Just the same, for every Final Fantasy, every Mario, and every other franchise that everyone knows and that everyone will always instantly buy the next game in the series even if the last one was trash, there's a dozen other games that were just as good, if not even better, but that never made it anywhere, for whatever reason. Here are my personal top five examples that the world isn't fair.



5. Warlords Battlecry
Warlords Battlecry was a spinoff from the Warlords series of turn-based fantasy games, changing the genre from turn-based strategy to real-time strategy. One thing you'll notice is a lot of the games on this list are very similar to other, far more popular game series. In this case, the other series is, of course, Warcraft.

Warcraft actually came first. (Compared to Battlecry at least, Warlords beat the first Warcraft by four years.) However, Warlords Battlecry was far better. It had more factions, BETTER factions, and introduced the idea of a persistent hero leveling system in an RTS two years before Warcraft tried to play it up as new and innovative.

Of course, Warcraft had Blizzard money behind it, and that's all there is to it. On a more fair note, Warcraft 3 was also far more moddable compared to Battlecry, so it does have that going for it.



4. Legend of Dragoon
Developed by Sony Computer Entertainment back before they sucked (as bad as they do now) Legend of Dragoon was one of the best RPGs released for the original Playstation. The game revolved entirely around the main characters' ability to transform into the titular Dragoons, magical super-soldiers with the power of dragons.

The other major draw of the game was the precision combat system. Whenever you attacked an enemy, two symbols would appear on the screen and move toward one another. If you pressed a button when the symbols met, you could execute combination attacks. I have lousy timing so it was never very good for me, but whatever. It was a good system that has been re-used a lot of times in various RPGs over the years. Remember this system, because it will become important in a bit.

Despite receiving universally high scores from independent critics and becoming a cult classic, every major review site of the day BLASTED the game, giving it scores of around 3 or 4 out of 10, which any gamer knows is something that almost never happens. Most of the reviews were clearly written about the first chapter of the game. Every single one of them revolved around the precision combat system, which they claimed was "exactly the same as Final Fantasy's Limit Break system", which is a lie so ballsy they might as well have claimed the sky was neon green. The reviews were all such blatant bullshit that sites were petitioned to re-review the game. The few that did just gave it the same review they already had.

I don't want to be a conspiracy theorist and claim that Square-Enix recognized a legitimate and powerful competitor and paid critics to destroy it. All I'm saying is that every name worth buying totally blasted the game, flat-out dismissed its best feature, and name-dropped its primary competitor right there in the review.

So, I guess, I am absolutely saying that Square-Enix paid critics to kill Legend of Dragoon.



3. Tactics Ogre
How to introduce this series... Tactics Ogre is what Final Fantasy Tactics was supposed to be. Yeah, that works. I don't just mean that as some backhanded way of saying that Ogre is better, either. No, I mean it literally.

Developed by Quest, the series began as Ogre Battle: March of the Black Queen. That one was... actually pretty terrible. It had some cool ideas, but was bogged down by an extremely complicated system where battles could take hours to finish and you had very little control in combat. The follow-up, Tactics Ogre: Let Us Cling Together, revamped the entire concept, practically inventing the tactical combat system that any RPG fan will undoubtedly recognize from other games like, just for a wild example, literally everything that Atlus has ever published ever.

Ogre also set up an intriguing story in a consistent world. Landmasses, politics, and characters carried over between games. The storytelling was deep, involved, and dark without being hopeless.

So what went wrong? Square-Enix went wrong. Since publishers Atlus weren't very active in the United States at the time, Quest went with a company called Enix for the western release of March of the Black Queen. Enix agreed, on the grounds that the game would be a limited release only, and receive no marketing. Years later, another company called Squaresoft pulled the exact same trick with the sequel. That's right, Quest got screwed by both halves of Square-Enix before the companies' merger.

Soon afterward, lead designer Yasumi Matsuno left Quest along with several other senior designers, and eventually went to work for Squaresoft. Quest tried to keep the series going, but it was over. Soon enough Square-Enix bought Quest in its entirety and killed off the series for good. Meanwhile, Yasumi and his team went to work on spiritual successor Final Fantasy Tactics, later taking the name Ivalice Alliance.

So, why am I complaining? Because, as I've said before, Final Fantasy Tactics sucks. Okay, okay, I'll admit that it did some things right, namely adding the mix-and-match customization system that everyone loved. But Ogre has better storytelling, a more compelling world and characters, and just generally really, really deserves to be its own thing.

There was a remake, made by Square-Enix and Ivalice Alliance, of Tactics Ogre: Let Us Cling Together for the Playstation Portable, that added new story content, gave you the ability to play through every branch of the story on the same save file, and was just generally the best thing ever. Too bad apparently nobody liked it except for me, and so the odds of us ever getting another Tactics Ogre are slim to none.



2. The Guardian Legend
Take old school Legend of Zelda, add in a splash of 1942, make it better than both of them, and top it off with a cool robot girl who can transform into a spaceship. That's the recipe for The Guardian Legend.

As "The Guardian" ("full name Strongest Warrior System D.P., pet name Miria"... but that's only in the Japanese manual because they hate us) your job is to blow up the alien planet Naju before it collides with Earth and kills everyone. To accomplish this you'll explore a vast overworld, defeating enemies and collecting upgrades and weapons, then travel into the "corridors", where Miria transforms into a spaceship and blasts through waves of enemies in order to activate the artificial planet's self-destruct mechanism.

The game features a robust upgrade system, and a style of gameplay that is both challenging and unique, being basically two games in one. That does mean each half is smaller than its equivalent, but it's still quite big. Try an overworld map even larger than the first Zelda's, and with roughly 2/3rds as many shooter levels as 1942.

Unfortunately, the reception at the time was almost all negative. Referred to as "mediocre at best" by Electronic Gaming Monthly, the highest score it ever got from any official publication was just shy of an 8 out of 10. A big part of this can be put on the game's stupidly complicated password system. The Guardian Legend came out near the end of the "password" era of gaming, when games were getting too complicated for password saves to be viable. TGL's passwords are all 32 characters long, and include both upper and lower case letters, numbers, and the symbols "?" and "!". Yeah, they're stupid.

Fortunately, emulators and save states exist now, removing the need for those stupid passwords. You can still use the passwords, of course, and ironically they actually make it even better now. Why? Because of "The Lost Frontier". That's the fan nickname for the region outside the playable bounds of the game, which you can reach by inputting certain passwords. The result is Super Mario Bros' Minus World, if Minus World was actually cool - an endless series of (admittedly very glitchy) procedurally generated maps to explore.



Honorable Mentions
Number 1 is coming soon, but first few that didn't quite make the cut.

Psi-Ops: The Mindgate Conspiracy - A pretty damn good third person shooter from the days before the market was completely saturated with those. Featured a decent amount of polish, an intriguing story, fun gameplay with cool psychic powers, a totally pretentious title, and a cool song by Cold. Despite being critically acclaimed and being remembered as a cult classic, it had the misfortune of coming out alongside such titans as Half-Life 2 and Grand Theft Auto: San Andreas, and so it disappeared into the sea of other one-shot titles.

Beyond Good and Evil - One of the most criminally underrated games of all time, Beyond Good and Evil follows the story of Jade, kickass heroine and photojournalist, on her quest to expose the evil DomZ. Envisioned as the first part of a trilogy, the game was considered a commercial failure. It did eventually get an HD remaster, and Beyond Good and Evil 2 is actually in the works now, disqualifying it for this list, but it's worth mentioning nonetheless.

And now...







1. Vectorman
Developed by BlueSky Software, Vectorman had everything. It was fun, it looked marvelous, and it had lots of heart. Draws included a cool transformation system, humorous minigame rounds between the gameplay stages, and near-Playstation-quality graphics... on the Sega Genesis! The point is, Vectorman is the greatest video game ever God damn made, and if you disagree I will cut you.

If any game deserved fame and fortune, it's Vectorman. This should be one of the great franchises of all time that everyone knows and loves. People should be camping out in front of their local GameStop for a copy of Vectorman X 12: Warhead's Revenge. But they're not. Chances are, you never even heard the name "Vectorman" before you read this post.

What happened? Sega happened. BlueSky created a plan for Vectorman 3 for the Sega Saturn, but their relationship with Sega ended before the game could be greenlit. Sega kept the rights to Vectorman, and refused to let anything be done with them, just for the Hell of it. ...ha, no, that would be BETTER. Actually, Sega had plans to make their own Vectorman game, with absolutely none of the stuff that made the original so great, and not even in the same genre. (Speaking of, fans of Guilty Gear should be finding this story extremely familiar right now.)

Sega showed their NEW and IMPROVED Vectorman at the 2003 E3 to universal disdain, and that was the last anyone ever heard of this franchise. As for BlueSky... some of their people went on to found VBlank Entertainment, and to create Shakedown Hawaii and Retro City Rampage DX. So that's cool.

Tuesday, May 21, 2019

Video Game Review: Final Fantasy Tactics: War of the Lions

Originally posted on October 11, 2012.

I'm going to be posting two updates this week, in part to make up for missing last week, and in part because I wanted this up to go along with something I'll be posting this Thursday.



If you're a gamer and you're more than 6 years old then you've heard of Final Fantasy Tactics, and if you've known me for any length of time then you know I hate it with a passion. It occurs to me, however, that I've never entirely explained why I hate it. (Aside from when this was first posted 6 and a half years ago, but ignore that.) With that in mind, allow me to present to you the biggest problems I have with Final Fantasy Tactics... or more specifically with the PlayStation Portable remake, The War of the Lions.

Settle in, this is going to be a LONG one.

Gameplay: Too Random, Too Easy to Lose Everything
The main draw of Final Fantasy Tactics has always been the level of customizability for your characters. Even though I know the Job system has been around since the first Final Fantasy, this is the game that established the mix-and-match system that has been used in numerous titles since. You can do a lot here. You want to make a ninja with super jumping and a sword that turns people into frogs? You can do that. You want to make a heavily armored tank who teleports around the battlefield and bonks people with a book? Weird, but you can totally do that too, as long as you're willing to put forth the effort of searching out rare items, grinding out JP - job points - to purchase all of those abilities, and if you save your game compulsively.

See, it's really easy to lose all of the stuff you've worked on getting. Enemy knights can use the Rend skills to destroy your super-rare equipment, and enemy thieves can steal it. There is no protection given to even unique items, and there is no way to get your items back. Ever. Of course, you can just equip your character with the Safeguard skill to prevent item destruction... if you're okay with completely wasting your one and only support ability slot.

You can even lose your characters if you're not careful. When participating in random battles you'll find the game loves to put you up against hordes of massively powerful enemies, but even if it doesn't you can still lose your people. When a unit is reduced to 0 HP in this game, with a few exceptions, they are downed for a 3 count at which point they are dead forever. If you fail to successfully cast Raise or Arise on a fallen ally - which is entirely likely given the pathetic success rate of those spells, which is usually about 50/50 at best - then kiss your hard work good bye!

Speaking of which, that leads us to the bigger issue. Basically everything you can ever do - buffing your allies, hurting your enemies, etc - has only a small percentage chance of actually working. While you'd think this chance would get steadily higher as you become more and more awesome over the course of the game the opposite is actually true, as your enemies also become stronger and gain higher resistances.

The worst is reaction skills. As the name implies these are skills which activate as a reaction to some event, almost always being attacked, like counterattacking an enemy who hits you, or boosting magic power when struck by a damaging spell. Reaction skills, like basically everything else, have only a percentage chance to activate which is higher or lower depending on the skill in question. Skills like your basic counterattack will activate fairly regularly but anything cooler, like Parry (blocks melee attacks) or First Strike (stops enemy attack and attacks first) will activate so rarely you'd might as well not even have them equipped.

That's pretty much the game in a nutshell right there: the cooler what you're trying to do is, the less chance it has of actually working. Anything more badass then a basic character using basic attacks will fail so often they'd might as well not even exist.

Story: Life Sucks, You Suck, Then You Die
Let's get this out of the way: The War of the Lions is a very well told bad story. Anyone who disagrees with that either didn't pay attention to the story, or only played the first chapter.

And yes, the first chapter is really good. You play as Ramza Beoulve, a nobleman even amongst noblemen, from the most prestigious family in the world, charged with fighting against the rebels who intend to tear the kingdom apart. As the chapter goes on, Ramza begins to question the greed and arrogance of the nobles. He realizes it's their inability to discipline themselves that led to the rebellion in the first place. Finally it all comes to a head when Ramza's best friend's sister is killed, essentially for being a "worthless peasant." Ramza finally decides he's had enough; he renounces his birthright and determines to change the world!

Spoiler: He fails.

Except, wait, that's not a spoiler. They tell you that at the beginning of the game. What is a spoiler is HOW he fails. Despite the game heavily implying that Ramza is going to join the rebellion against the nobles... he doesn't. Actually, he does the opposite. He continues working for the nobles, but as a mercenary. He still works exclusively for the nobility, and he still exclusively takes on jobs that pit him against the rebellion, he just doesn't answer to the nobles directly anymore. Basically, we're playing a wishy-washy coward who's too scared to stand for anything. What a wonderful main character.

Long story short: after murdering literally every good and idealistic person in the world, Ramza is killed as well, his name and deeds are stricken from the history books, and the world enters into a 1,000 year Dark Age which it's only just coming out of at the narrator's time.

Oh, and that's not the Bad Ending. It's the ONLY Ending.

Allow me to take this time to give some advice to any aspiring writers. As both a fan and a writer of DARK stories, there's a trick to making them work. Here it is: things suck, but they get better. That's the important part. Things have to get better. If they don't, then why am I bothering to play the game?

That's the reason why Tactics Ogre: Let Us Cling Together (which I have often cited as being better than this game, and for good reason) had a great story, while this game's story is a load of trash. Tactics Ogre starts you off as a member of an oppressed ethnic minority being faced with genocide. You're asked to do a lot of morally questionable things along the way, and a lot of good people get hurt... but in the end you unify the country under its single rightful ruler, and usher in an era of prosperity. Things get better.

In Final Fantasy Tactics the world sucks, you suck, and then you die. The end.

There's Really Not Even That Much Customization
So yeah, I mentioned how you can do a whole lot with your characters, like making a black mage who wears heavy armor and can jump 500 feet in the air. But if you want that armored mage to also have a sword you can go to Hell.

Each character has five ability slots: two skill command slots (one of which is taken up by that class's default command set, for example "Black Magick" for black mages), one reaction skill slot, one support skill slot, and one movement skill slot. Trust me when I say each slot has a lot of good skills for it that you'll probably want to use. Buuuut, you can't.

Even worse, there are skills you need to have to avoid becoming gimped, but that means any other skills are useless. For example, if you're making a character to use for physical attacks then they need to have the Dual Wield skill to attack with two equipped weapons, or else they won't be able to deal enough damage to keep up in the later game. But what if you also want the Defend skill or the Concentrate skill which makes all attacks always hit, or the Arcane Defense skill to resist magic? Too bad. Melee attackers need Dual Wield, period. Oh, and forget about taking the Equip ___ skills so you can use the equipment you want regardless of class, because that's an enormous waste of your one and only precious support skill slot.

Mages have it just as bad. Mages need to have the Manafont skill, which restores some MP to them whenever they move. Without this skill they will run out of points to cast their spells very quickly, even if using the Halve MP skill. But what if you want your white mage to be able to teleport or fly, to get healing or raise spells to an ally who needs it more easily? Too bad because you need Manafont, period.



As I said, I know I often compare this game unfavorably to Tactics Ogre: Let Us Cling Together, but even on its own merits, this game suffers from fundamental, fatal flaws. The thing is, both games were made by the same team... and Tactics Ogre came first! Ogre suffered from poor marketing in the States, the studio shut down, and most of the team were hired by Square-Enix, eventually becoming the Ivalice Alliance.

Final Fantasy Tactics was a huge step backward for this team. That said, they did fix a lot of the problems in later entries in the series, eventually culminating in the actually pretty good Final Fantasy Tactics A2... and then they fell off the face of the Earth.


BAD

PROS:CONS:
+ Established the mix-and-match Job Class system which would be perfected in other, better games.- Trying to do anything at all is a complete crapshoot.
- Delita should have been the main character.
- Should have been Tactics Ogre.

Friday, May 17, 2019

Maverick Hunter X (Video Game Review)

Original Post Date: September 12, 2007

Due to things going on, it's going to be one more oldie repost this week. Tune in next week, however, for something new!



It's Mega Man X! The first one! Again! Yes, Capcom has gone back to its roots. Anyone who says "no, they did that with Powered Up" is going to make me really angry and I'll whine and cry and storm away and you'll be left going "What! What did I say?"

The entire game has been redone, although levels and enemies are mostly the same, all the sprites have been made into 3D models, and the backgrounds, while still flat, are now beautifully rendered. The game has also had lots of plot added, with cutscenes and boss speeches. And because I know it'll make the old fans like me happy, I'd like to report that gameplay has been left the same. Also, once you beat the game you unlock a short, 20 minute anime movie about X's days as a Maverick Hunter and Sigma's descent into maverickdom.

Also, Chill Penguin apparently has the voice box of Gilbert Gottfried. (Actually Dean Galloway, but it's pretty clear who he was trying to mimic.) First Iago and now Chill Penguin... why do all birds sound like this guy? I'm beginning to suspect something.

If there is one con to this game, it's that it's very short, not to mention easy. The original Mega Man X was actually also pretty easy as Mega Man games go, and this version is easier still, so you'll likely beat it pretty fast, especially if you played the original as much as I did.

Perhaps in the hope of remedying the easiness factor, Capcom took a page out of HAL's book on extending playability by adding Vile Mode, wherein you play as X's Boba Fett lookalike enemy, Vile. However, unlike Nightmare in Dream Land's Meta Knightmare Mode, Vile Mode actually has entirely new cutscenes, redesigned levels, and a revamped upgrade system that will make it actually worth playing through all the way.

Speaking of Vile Mode, anyone who still doubts the sexual orientation of anyone involved with this series and thinks one of two of them could be straight, will be shut up right quick when they get a look at the loving detail put into Vile's ass. It's not helped by Vile's stand animation having his back to the camera when facing right (opposed to X, who turns his back when facing left, which you rarely do), meaning you'll be seeing an awful lot of Vile's ass. Don't think I'm happy about that.

In all, Capcom actually did a damn good job on this remake. I know I give Capcom crap somethings; they can tend to lose sight of their goals and get lazy. (For example, look at the huge gap in quality between Mega Man X 4 and Mega Man X 6.) However, let it never be said that they are incapable of producing quality work. When they get it right, they get it right.


It's just too bad so much of their work went into VILE'S ASS.


GREAT

PROS:CONS:
+ Completely redesigned graphics actually look really nice.- A bit too short and a bit too easy.
+ Vile Mode- Vile's ass.

Thursday, May 2, 2019

Unlimited SaGa (Video Game Review)

Originally Posted on June 24th, 2007

Now that I intend to turn this into a serious review blog, I'm going to be phasing out a lot of the old weird stuff. I'll be deleting the nonsense rants, and reviews that are good enough will be cleaned up and reposted, like this one.

Don't worry, you won't be too deluged with repetition. My current plan is, for each of the four blog posts you'll get in an average month, to make one repost, one Power Rangers, and two new posts.

Anyway, enjoy reliving this very old, very trashy game!



Anyone who's spent time around geeks quickly grows used to dealing with hyperbole. Rarely will a gamer describe a video game as being average. If they like it it's not good, it's TOTALLY AWESOME and likewise if they don't like it it's not bad, it's COMPLETE CRAP. The point is, geeks can be very critical when it comes to their hobbies, and this leads to a whole lot of "best" or "worst" games ever, a designation which is usually wholly undeserved.

Unlimited SaGa is not such a game. It truly is one of the worst games of all time.

Unfortunately, I can't really provide an accurate review of a whole lot of this game. The reason for this is because I've only played this game for about 5 minutes, 4 minutes of which was taken up by me trying to figure out how to get the game to WORK.

Like most SaGa games you start by selecting from between several main characters. Once that's done you go right into the gameplay! Sorta. You see, you can't actually move around in this game. You start on a map and you see talking heads of the characters for the story. Then you select an area to go to on the map... and then you select another area to go to! At that point you may or may not have another conversation, then you select another area!

When you finally do get into a battle you line up as usual...and then the true screwed up nature of this game is revealed. You see, the creators of this game wisely decided to take out all the tedium of actually trying to play the game. When you fight, all of the commands - attack, defend, special attack, etc. - are placed on a wheel which spins at high speeds. All you have to do is press a button to watch the wheel slowly grind to a halt. This is good because it means you feel no responsibility for failing and watching all of your characters die.


This system has me reeling! Eh? Eh?

The true question is, why do we even have this game? It's bad enough that this game was made, but what made them think we would want to play it? For years the Japanese had 3 more Final Fantasy games then we did, and they still have about 6 more Fire Emblems, 7 more Dragon Warriors, 3 more SaGas, and 2 more Earthbounds (or Mothers if you're a weeaboo nerd) than we do, and those are popular games that people love as evidenced by the massive number of Americans who import those games even though it means trying to play in a language they don't speak.

So why, if Japan keeps the GOOD games, do they send us this garbage? The obvious answer is that they hate us. For more evidence see every game Capcom has ever made. Well, at least they're still our only source for anime and Hello Kitty vibrators.


HORRIBLE


PROS:CONS:
+ 100% asbestos free.- 100% gameplay free.




Annotation from The Future:

I wasn't kidding about how long I played this game. I literally only played for about five minutes or so. I didn't even get my character out of the first town before I stopped playing. I know that as a reviewer that's probably not a good thing for me to say (Also, I do usually make a point of having more journalistic integrity than that these days. Usually.) but I'm gonna say it anyway just because I love the fact that even though I barely played it, people who did play the game still tell me I'm absolutely right about it. This game really sucks is what I'm saying.

Thursday, April 4, 2019

Top 10 Monster Hunter Monsters

I've talked about this series a bit before. I also brought it up in my post about character creation in games, so yeah, you might have figured I like the series.

You also might have noticed I named the player avatar as the number one lamest game hero of all time. That is because Monster Hunter holds a unique place among games: it is the absolute best terrible game franchise of all time.

I usually try to avoid gushing on the blog. I even refused to review Avatar: The Last Airbender specifically because I didn't want to gush. That rule is getting put on hold for this review. I love Monster Hunter, I'll say it. I love this franchise in much the same way and for much the same reason that I love stabbing sharp objects into my eye sockets. Below are the 10 best things that Monster Hunter has ever stabbed into my eye sockets.



Does whatever a spider can... which is mostly "be terrifying" and then "eat you."

10. Nerscylla
Arachnophobes, you may wish to pass over this one. Nerscylla is the first and as yet only temnoceran in the series, a giant and terrifying spider, which eats actual wyverns.

The most truly terrifying aspect of the Nerscylla, however, is that it's actually smart. See, the Nerscylla is weak to electricity, and it knows this. In order to counter this effect, it hunts down Gypceros wyverns and skins them, covering itself with their rubbery hides to ward off electrical attacks.

The Nerscylla also has a subspecies in the Shrouded Nerscylla, a desert dweller which covers itself in the flabby and disgusting skin of the dreaded Khezu in order to protect itself from the cold desert nights.

From its disturbingly agile movements, to its frightening skin-cloak, to its extendable scissor-mandibles, to its lair in the Sunken Hollow where the player can find real dessicated Gypceros corpses suspended from the ceiling, this is just generally one of the more disturbing monsters out there.... or at least it was until Monster Hunter World did all of that stuff over again with the Vaal Hazak. Speaking of, Vaal came so close to making this list itself, but Nerscylla takes it thanks to bonus points from actually having a reason why she covers herself in rotting dragon skin.



Not pictured: The new pair of trousers you'll need after the fight.

9. Diablos
Diablos is the unholy lovechild of a dragon, a bull, and Ol' Scratch himself. Even in a world of scary giant monsters, the Diablos is every bit the horrifying monstrosity its name implies, and one of the most violent wyverns that loves nothing more than charging and goring people on its giant horns. Also, it has the most terrifying roar in the entire game, hands down.

The crazy thing about the Diablos is this: it's a strict herbivore, eating only desert cacti. It doesn't attack out of hunger and it has no natural predators. It attacks everything it sees just because.

The Diablos reaches the next level in Monster Hunter Generations Ultimate with the introduction of a new deviant subspecies, the Bloodbath Diablos, a Diablos badly wounded by a hunter and driven so insane with rage that it's now capable of boiling its own blood into a devastating explosion of steam.

GOD. DAMN.



Beautiful. Deadly. Astalos.

8. Astalos
I loved Astalos from the first time I saw it in Monster Hunter Generations. Just look at the thing. From its beautiful stained glass wings, to its wicked earwig-style pincer tail, to the stone-splitting blade of lightning it can summon from its head crest everything about this wyvern is completely awesome.

It only gets better when you see it in action. Astalos is one of the "Fated Four", Monster Hunter Generations' quartet of flagship monsters, alongside the bubble-blowing Mizutsune, the enormous woolly Gammoth, and the fiery bladed Glavenus. Astalos' element of choice is lightning, which it uses to knock out swarms of bugs for it to devour alive, and occasionally to tear apart hunters for it to also devour alive.

It also has a deviant subspecies in Generations Ultimate, the Boltreaver Astalos which I will allow the game itself to describe to you.

Whoever gets caught in the lightning shot by the unique Boltreaver Astalos will vanish without a trace, leaving only their shadow behind.



Eater of worlds, but he'll start with you.

7. Deviljho
Take everything that made the Diablos scary and multiply it by 10 and you've got the Deviljho. At least the Diablos keeps to the deserts. Deviljho, on the other hand, is an invasive species, going anywhere in the world in a quest to sate its endless hunger. It can invade almost any high rank mission, bursting out of the ground like an unholy pickle from Hell to terrorize unfortunate hunters.

To be fair, it's not the Deviljho's fault. It needs to eat constantly in order to maintain its extremely high body temperature. Oh, and you want the Deviljho to eat. Yes, you do, because if it ever gets too desperately hungry it becomes the Savage Deviljho. Savage's basic state is the same as its normal form's rage mode and can become even more enraged, wreathing its entire body with its dragon breath.

If it gets to an actual starving state its green scales fade to gold and it becomes even more powerful, capable of creating eruptions of dragon energy with each step. Probably best not to think about how that works, and just be grateful this particular form only appears in one game.



Commence bombing run. Better yet, just commence running.

6. Bazelgeuse
Alright, now take everything that made Diablos scary, multiply it into the Deviljho, then give it the ability to fly. Now you've got Bazelgeuse.

The first time you get killed by this beast in Monster Hunter World's hard mode, you're likely to not even realize what it was that did you in. This is exactly how it happened for me, when I was calmly minding my own business, saw a shadow approaching, and then simply DIED.

Even when you do see it coming, Bazelgeuse is not one to trifle with. The ash-black scales it drops from its underside are actually explosives, just waiting for Bazel or some foolish hunter to set them off. When Bazelgeuse enters his rage mode, forget about that as his explosives go off instantly, often with enough force to down a hunter in one shot. Blast Resistance won't even protect you from them, as that only applies to the Blastblight status effect.

Where Bazelgeuse is most dangerous, however, is when he takes to the skies, making runs like a World War II era bomber, salting the Earth with his lethal charges, then coming in for a deep slide that sets off the whole bunch.

Oh, and like the Deviljho, Bazel can appear anywhere in the world to ruin your day.



The original true flying wyvern.

5. Rathalos
At this point players have seen so many flying wyverns, bird wyverns, and even piscine wyverns like the Plesioth that all have the same basic shape and many of the same moves, it's easy to dismiss Rathalos, but this is the monster that started it all.

Those of us who played the first game will always remember Rathalos as the first true wyvern we saw when he came barreling in on us during a completely unrelated mission. At a point where most of us hadn't seen anything more dangerous than the raptor-like Velocidrome, this behemoth came in launching powerful fireballs and swinging around his venomous stinging tail, and sent us running for our lives.

Rathalos has a counterpart in the Rathian, the smaller, green-tinged female of the Rath species, which specializes more in poison with less fire attacks, and both have recieved more and more powerful subspecies over the years. There may be many copycats, but none of them have matched the levels of coolness reached by the King of the Skies and the Queen of the Land.



Cloud Strife, Guts, and Mike Cthulhu, eat your hearts out.

4. Glavenus
Glavenus had me sold from the first time I saw his intro scene in Monster Hunter Generations. For those of you who hate yourselves too much to watch that video (or in the very likely chance the video disappears as YouTube videos are wont to do), our bladed friend is challenged by a Rathian, who for her trouble nearly has her wing cleaved off and runs away in fear after a single attack, leaving Glavenus to trot off the victor, mowing the lawn with his just insanely sharp tail blade as he goes.

Glavenus is a beast and easily the best of the many badass members of the Brute Wyvern family. His enormous sword tail can take down most hunters in a single swing, especially if he uses it with his mouth-assisted spin attack that hits everything in a wide area around himself for enough fire and bleeding damage to probably kill you instantly. In the chance that doesn't cut it, he can just spit molten steel from his mouth to finish you off.

It also has a unique variant subspecies, the Hellblade Glavenus, and that should be all I need to say about that. If the name Hellblade alone isn't enough to get you pumped and ready to fight this monstrosity, then this clearly just isn't the game series for you.



The one thing that made Monster Hunter Tri's underwater mechanics bearable.

3. Lagiacrus
I know this one is likely to be controversial.

Lagiacrus was introduced as the flagship monster of Monster Hunter Tri. He's built up as a foil and rival to the original flagship monster Rathalos. Both are weak to the other's element, Lagi's title is "Lord of the Seas" compared to Rathalos the "King of the Skies", they even made an impressive video of the two battling for the game's intro sequence. The comparison is a worthy one, as the sea serpent is definitely a worthy competitor and a blast to fight.

Lagi also got two subspecies, land-based Ivory Lagiacrus, and the terrifying Abyssal Lagiacrus, a water-only battle that's widely considered to be more dangerous than the actual elder dragon it shares its arena with.

Of course, therein lies the problem. There is one mark against Lagiacrus and that is that, well, he IS a sea serpent and as such relied heavily on the underwater combat mechanic that so many players of Tri hated. To be fair, I can see why. Fighting underwater was slow, forced the player to worry about breathing, and opened the player up to attacks from above and below. That said? I don't give a damn. I never minded fighting in the water, especially not if my opponent was Lagiacrus.

Even the removal of underwater combat couldn't keep Lagi away for long. He returned in Monster Hunter Generations as a land-based battle, getting a boost to his land speed and strength, and a brand new arsenal of fancy tricks with his ball lightning.

On a personal level, while he's not the BEST, Lagiacrus is my own favorite. I love snakes and Lagi is the best snake, earning the title of my personal favorite monster.



When your monster's primary inspiration is H.R. Giger, you know you've got a winner.

2. The Magalas
This mysterious black dragon plagues you for the entirety of Monster Hunter 4's story. It attacks the ship you spent a fourth of the game building, wrecking it and leaving you stranded at Cheeko Sands. It attacks your allies, the Ace Hunters, during a mission and requires you to go save them.

It's strong. It's deadly. It's freaking creepy, possessing no eyes yet able to see you perfectly. Even beyond its own power, the pollen-like scale shards that it's constantly shedding have the added effect of driving other monsters into a mad frenzy, greatly increasing their abilities.

When you finally kill this crazy thing it's in an epic confrontation right near your own home town. The day is saved, the danger has passed... until you get the message that more frenzied monsters are appearing than ever before.

Oh, right, did I say Gore Magala was dead? Yeah, about that... turns out a dead Gore Magala can revive itself by shedding all of its black scales and becoming...


Not the Devil, but the Wrath of God.

Meet Shagaru Magala, the first true elder dragon of MH4. With one roar the sky darkens, everything starts exploding, dark energy is flying everywhere... then you finally kill it and the sun comes out from behind the clouds as triumphant music plays.

Hell yes! This is why we play Monster Hunter. This, right here. Say what you want about Capcom, but they know how to make an epic boss battle.



Part warthog, part alligator, part mountain range.

1. The Mohrans
The colossal Jhen Mohran lives in a great ocean of sand and is rarely seen by humans. Like Dune's Shai-Halud, the Jhen Mohran is simultaneously seen as an omen of prosperity due to the rare minerals and ores that are left in its wake, and as a terrifying behemoth due to its propensity for destroying entire cities.

While the Jhen Mohran might not be the most powerful monster or the weirdest, damn is it the most fun to fight. The battle takes place in two parts, first on the deck of a ship skimming across the sand at high speed as the Jhen keeps pace beside you, and then as a desperate last stand on the outskirts of Loc Lac as Jhen prepares to flatten the city that dares to stand in its way.

Both battles involve a tremendous array of weaponry available to you, from the hunting gong that can stun Jhen's sensitive ears, to cannons and ballistae, and a giant bow-mounted drill called the Dragonator.

Monster Hunter 4 ups the ante, introducing the Jhen's cousin, Dah'ren Mohran, a grisly battleship of a beast capable of launching stone missiles that can disable the dragonship's weapons.


And part drill press.

While I personally give it to the Jhen, which I feel has the better design (Dah'ren is just too chunky and monochromatic for my tastes), every single thing about both of these monsters gives the feeling of an epic encounter against a force of nature mere humans can't possibly hope to resist, with the fate of thousands of innocent people in the balance. I'll say it again, this is why we play Monster Hunter, and the Mohrans definitely earn their spot as the best monsters in the series.

Thursday, March 14, 2019

Operation Babel: New Tokyo Legacy (Video Game Review)


Set shortly after the events of Operation Abyss, a new threat - the Embryo - has appeared in the skies over Tokyo and unleashed a horror upon the city below. With Alice Mifune and her allies captured by the Embryo it's up to the New Xth Squad to take the fight to the Embryo and save the day!

Operation Babel is a re-release of the third and final game in the Generation Xth series, Generation Xth: Code Realize, originally for the Playstation Vita. In terms of gameplay, Babel is basically everything Abyss was, only better. They fixed a lot of the problems of the first game, added a new "sub-class" system that lets you take the skills of a secondary class, and even added a new class, the Conjurer. (Side note, I feel like the Conjurer must be a mistranslation because they don't conjure anything. They charm monsters in battle and while their spells are stated to be summons, the mechanics involved and the fact that the spell class is listed as "TRAN" implies that it's actually transformation, not summoning. But I digress.)

That said, it still isn't great. I mentioned in my review of Abyss that it was based on the first two games Experience Inc. ever made and that it shows... well, Babel is based on the third game they ever made and that also shows. It isn't terrible and it did improve on Abyss but it's also still pretty short and the extended post-game is weak. It's essentially just a series of battles against the same seven bosses you've already fought, over and over, getting slightly harder each time. Forgive me as I give the biggest, longest yawn ever.

As for the story... it really pissed me off a lot more than I feel like it probably should have. It isn't bad, but I'll get to that in a bit. First, the reason why I hated it. It's quite simple, really - it's because I liked Operation Abyss. Yes, even though it wasn't the best story ever, I really liked it, so much so in fact that I immediately went out and spent money that I didn't have just so I could play this game and see how it ends. It didn't take long for me to regret that decision. Like I said, the story isn't bad but it has dick all to do with Operation Abyss.

First, all of the characters get changed out. This applies to your own characters - as I mentioned, this is the NEW Xth Squad - but also all of the supporting cast from the first game get shoved to the side for the sake of new characters. I mentioned in the 8 Rules for Character Customization that a good way to piss me off is to make me feel like my characters don't matter. Abyss never made me feel that way. Not only did Babel make me feel that way, it retroactively made me feel that way about the last game because no one even seems to remember my old team.

What's especially weird is that the original Code Realize allowed you to import your team from Code Breaker, who would become playable after you killed the final boss. This was removed from the PC port for reasons lost to the wit of man.

Second, it completely ignores the sequel hook from the end of Abyss with Mu'La becoming the "new King of Babyl," instead making Mu'La a lackey to the new villain, the Embryo.

That said, the story isn't terrible. It's all fairly competently written. It also explains the origin of Babyl, the Abyss, and the Xth Squad's powers, and that explanation actually ends up being pretty damn cool. The story pissed me off because I was a fan of Abyss but after I accepted it for what it was I found that I actually enjoyed it quite a bit.

Well, there is actually one weak link in the story: partway into the game you receive a mission to go back to the graveyard level from the previous game. This mission relies heavily on callbacks to Abyss in order to confuse you, and feels like it was written before the decision was made for this to be a new team. None of it makes any sense from the perspective of this being a NEW Xth Squad, especially not the end of it when you're saved by the ghost of a person who died in the last game who supposedly appears because of his "strong connection" to your characters... who he never met. Just, what?

Oh, and also there is no English voice acting. It's not a huge deal because the text is still in English, but it is disappointing and a little strange considering that Operation Abyss was fully voice acted in English.

At the end of the day... even with 107 hours of enjoyment from this game, I have to admit that it's just objectively not good. At the same time, it's also not as bad as the last game in the series either. Still, my ruling for the purposes of the Steam version of this review remains unchanged. This game is not recommended, and I suggest in its place trying out Stranger of Sword City, which is actually another game I need to review here at some point.

Until then...


MEDIOCRE