Sunday, March 1, 2015

Game Reviews: Splatterhouse 2010

   Splatterhouse 2010 Review


October 23rd, 2014

  Splatterhouse 2010, the remake of the cult classic series. I'll be brief this time. For an in depth review, check out Derrick's Review here:
https://www.youtube.com/watch?v=lpVmk9Hi-ek 
     Critics hated it, their idiots, it's good, gory, and agressive stress relieving gameplay. Seriously, this game is really good at making you feel good. I couldn't put it down. The game is awesome and highly recommended for horror or gore hounds, although it's a hard M so don't get it for your kids. The music and atmosphere kick ass. The story is awesome. The weapons and attacks are super satisfying and make you feel like a badass. This game is underrated. The ending pissed me off though given this game did badly and we'll never see a true s sequel. If all that didn't sell you, the original three games are unlockable too which is fucking sweet. Really awesome game regardless, a little hard to find so get it while you can before it's rare and valuable. 8/10,

Game Reviews: Uncharted: Drake's Fortune

Uncharted: Drake's Fortune Review


October 11th, 2014

              While I rarely get to modern games there’s a certain system I want to dive into that has a flagship title in the Uncharted series so it was time to get this one done, more on that system in the future. As for Uncharted, where do I stand? After all this time and hype toward these games, Sony going so far as to make them a mascot of sorts, alongside many other exclusives, it has remained one of the big Sony franchises and doesn’t look to be stopping soon with a 4 on the PS4 I can only assume it will go on indefinitely like Metal Gear even long after the end they’ll make up something to get you to buy the next one. Anyways, let’s get to the game shall we?
                Ever wanted to be a treasure hunter like Ben Gates or Indiana Jones? This is the game for you. The story and characters on display here are exactly those display in such a movie, the adventurer, the girl, the elderly wiseman, and the villain. Motives are little more than to find a giant golden statue and hopefully some treasure to pay off a debt Sully has. Drake, the main character, is likable enough. He is for all intensive purposes Indy or Ben, has the charisma, the comedy, and the skills. The other main characters are all fine and welcome additions that aren’t too intrusive and usually are competent enough. In typical Naughty Dog fashion you don’t have to worry about them dying in combat or anything they only exist to aid you. This is a huge plus. Also, they know how to kill enemies and will do so.
                Let me just get it out there that this game initially rubbed me the wrong way. Why? Well, I made a fatal mistake prior to playing this series. Last Christmas I got the brilliant and beloved character driven and stealth oriented game The Last of Us. Anyone who knows me knows that I don’t fuck around when it comes to playing games in order. How was I to know that the same mechanics that game used were refined to make a superior control system later on? I didn’t think it essential to do these games first and that’s my fault. That being said, going back to a clunkier system were the stealth mechanics are next to nonexistent and the cover system only allows clinging to some walls versus ducking or hiding literally anywhere is a very hard transition to make.  Nevertheless I stepped down a notch and buckled in.
                As I said initially combat was met with frustration. I wasn’t a fan of Halo mechanics to where if I was out of sight I’d just heal again, that was rather frustrating. With time these gripes became bearable though as eventually I got used to how everything worked. I was really scared going in though that I’d come out of  this game with disappointment that it didn’t control as well as The Last of Us, that it would have aged badly given the new strides that game made. I’m happy to report his not be the case though. I think now I can still appreciate the origins of these controls and if they really only progress in the next game like everyone says they will then that will be a minor complaint. In the end I lost a fair number of lives in anger at times when I barely messed up but I adjusted and can now forgive it’s short comings. I’ve seen how it’s a different game obviously.
                In terms of combat, the two gun system was limiting and made for some good, tense decision making. Enemies tend to take a lot of hits which is ok I guess but you take so few that it really is a game of strategizing how and when to strike. The hand to hand stuff was also very poorly implemented in my opinion. It wasn’t a huge part of the game so it’s fine but at the same time its worth mentioning Naughty Dog nailed in later on. Everything they had going was good but a little unpolished.
                Another thing that bothered me was the platforming and at time the control sensitivity in general I would say. It was a cool gimmick to be jumping on different ledges and scaling castles and what not but tell me this, what is the challenge there? To know where to go and not slip on your jumps and that’s it. It felt sloppy at times especially with those damn vines that if you weren’t a hundred percent accurate and were off by centimeters it wouldn’t grab the next ledge and you’d fall to your death. There is a certain rush associated with scaling all of the areas you do but for me this was honestly the cheapest part of the game. It’s not bad but I didn’t always care for it. It felt like I wasn’t really doing anything and it was just there to progress the area and look cool. The only reason this is often worth it is discover secrets anyway which are usually treasures which don’t do much but are fun to collect regardless although most are incredibly well hidden.
                Though I can’t fault this game on its presentation. This was a solid A all around. The landscapes and buildings were well crafted and look good visually for their time. The story while cliché and kind of a parody on the big adventure/ treasure hunting movies really worked and I was always invested until the end. Just the fact that you’re hunting for treasure is great and all the clues make it feel closer and closer. It’s the same feeling you get in National Treasure when they find the next clue and the mystery progresses. Speaking of which the similarities between this and National Treasure are a bit striking to say the least. Since this came out in 2007 I’m assuming they took a lot of inspiration from that movie. The part with the statue also feels a lot like the Lost Arc in Raiders. To kick off this franchise, the story was good. Not to forget the incredibly intense and perfect mood setting atmospheric soundtrack that makes you feel like you really are on an adrenaline filled treasure hunt. A grand and sweeping score guaranteed to work to the scene it’s cover.  It’s that National Treasure vibe that makes you feel the history and intensity of the action. Speaking of intensity, shout out to that part near the end where the game attempts a bit of a different genre, really tense that part, so tense they even refined that and made it part of The Last of Us.
                 At the end of the day, I can’t be too hard on this one. The second half really did get me a lot more than the first and I always wanted to keep playing so there’s that. I know I’ve been giving it a hard time and comparing it to The Last of Us because the mechanics are similar but it’s a fun game in its own right. While the combat and platforming could have used some tweaking, it wasn’t honestly that hard. For an action game it actually even delves into a lot of other genres: platforming, horror, racing, and adventure to name a few. It’s a unique game in the fact that we haven’t had a lot of games that have done a large scale treasure hunt with a cinematic angle yet. There’s something about controlling Drake through that that is awesome. Perhaps because I feel like I’m there or because I’m solving the puzzles and stopping the bad guys but it’s all good fun. In the end this game is very solid, earning a 7.5/10 for me. Looking forward to that sequel.                

Game Reviews: Brain Dead 13

Brain Dead 13 Review


October 3rd, 2014

                Brain Dead 13 was released to the Sega Saturn in 1996 to scathing reviews. 3s and 4s lined the reviews across the board for no real reason. I read those reviews and they don’t make any points other than it doesn’t look great in this port. Today, that’s a stupid complaint because a lot of old games look well old. This game was released and was meant to cash in on the Don Bluth animated games phase in the vein of Dragon’s Lair and Space Ace which were impressive games for their time and still hold a lot of charm today. This game is basically the long lost friend of games like that.
                First off, let’s address the critical panning this game got. There was never really a solid explanation other the fact that this was a $60 game release at the end of the craze of animated games. It’s also simplistic and I’d call it decently lengthed at about an 8 hour runtime to master all the tricky segments so I’m guessing this is what turned people off and understandably so. Nowadays the game retains its value of around $60 which makes it a hard sell to anyone but collectors. I obtained my copy for a mere $14 and I’d say this is a more reasonable price. Price aside, we can now take a game like this into consideration given we’ve removed it from its era. So how does it hold up?
                In terms of animation, this was an impressive title for a home console in its time. I always felt the visuals were the main reasons those games were made for arcades and their brutal difficulty made for a lot of quarters to be spent before the end. So, as a tech demo of video quality on the Saturn, this is a really nice looking game albeit a bit grainy which can be huge distraction if you’re really going to complain about that for a near 20 year old console. Put yourself in the mindset of the time though where this CD craze was stunning people with its visuals. In my opinion all the animation looks really solid and the amounts of it are staggering. All the enemies, your character, the FMV type cutscenes, all beautifully animated with little to no lag and especially on Saturn that’s an accomplishment. Overall, the 3DO and PS1 may have had the better ports but this is still no slouch.
                The atmosphere is really very good though. You genuinely have a sense of exploring a big castle with few but memorable rooms. Don’t think to long which way you want to go because you’ll die in some fashion if you do. The music is good and it’s definitely something that stands on its own but provides a solid aid to the creepy and unsettling atmosphere. But this isn’t Silent Hill or Resident Evil, the horror aspects are mostly played for laughs. This game is notable however for having over 40 unique ways to die, all of which cartoonish are still gruesome in some senses. K-A (now known a E for Everyone) are you kidding me? 
                Onto the gameplay of which there are two main aspects: exploration using a single direction on the dpad to navigate you in an available direction or in rooms you will face events that require you to press the right button at the right time to pass which can get tricky. Unlimited continues and the fact that there are only 4 directions and an action button mean this is not really challenging though just repetitive with the trial and error necessary to advance. This can at times feel really grindy but if you can bear with it, you’ll make it through in no time. Also, the save anywhere feature is nice and the menu can act as a pause and circumvent any disc errors which Saturn games were notorious for. Nice touch guys. While the gameplay isn’t varied the different atmospheres tend to not make it feel monotonous.
                Here’s a helpful hint about how to play this game that the manual doesn’t let you know: You have to beat the 4 bosses in order to advance to the final one. Not just that but each has a gimmick to them that will really defeat them. For example, there are these two witches that are on opposite ends of the castle that are the same stage in reverse. You can beat them no problem by going through the motions but to truly defeat them you must grab an eyeball in a room off the beaten path. Each boss has a gimmick and if you don’t know that or don’t find it, you can’t advance to the final boss. Nowadays the internet can tell you that and even walk you through the game so no excuses there. The game is tough but only without practice. That’s an old school mentality from the retro days.
                The final boss is some brutal gauntlets of scenes you have to play out perfectly, like always, and  the checkpoints between cinemas is few and far between. Climbing the stairs and fending off the stalker that’s been trying to kill you the entire game is satisfying as a final boss to this sort of game and by the end you take him down and escape the mansion. There’s not much of a story here so spoilers are irrelevant.
                Overall this is a gem of a Saturn game that most missed out on. I’m glad to see there’s a lot of nostalgia on the internet from the people who do remember it though. With good animation and fun, rewarding gameplay, great atmosphere, and a solid difficulty it’s an all around enjoyable experience. Brain Dead 13 gets a 6.3 out of 10. It’s a game that’s like a cult classic horror film, rough around the edges, a bit simple, but always a good time.     

Game Reviews: Virtua Cop

Virtua Cop Review


September 4th, 2014 


       So let's talk Saturn finally! Virtua Cop was one of the first Sega Saturn games ever released and it was a port of the arcade version by the same name. The port was nearly spot on with lesser graphics as I recall so this was really the beginning of the era where you could have that experience in your home. What’s a Saturn I hear you ask? Well, it was Sega’s equivalent to the PS1 but was released slightly before to attempt a boost in sales. Sadly, it’s the less remembered, older brother to Sega’s last console the Dreamcast. So that makes Saturn a unique system, it’s underrated, has a small library, and is just a special machine all around.
                On to Virtua Cop. This was the very first Saturn game I got the day I got the console. I picked it up for $5 and I think the Stunner, the light gun used to play it, cost around $20 or so. For Saturn, that’s cheap however. The game is an on rails shooter, one of the first of its kind and really pushed that format. You have the option to use a light gun, as long as you have an older TV which I always have handy. When I say option I mean it’s nearly essential to the experience. I did try this that night with the controller and that didn’t go too well. When using the light gun though, everything is fast paced and super responsive aside from a few instances in which my controller’s trigger had jammed. After fixing that though I had no trouble with the control. It is a bit awkward holding that gun up for hours upon end so that’s a small side effect.
                The game is a very standard on rails shooter. There are enemies that a target zooms in on in an order and if you don’t shoot them quick enough they shoot and continue to chip away at your 5 ‘life’ containers (one hit per so their basically hearts ). Apparently this can be adjusted to up to 9 containers as well as 9 continues (the default being 5). Also, if you hit a civilian whose in the way, YOU take a hit with a life container.
                So not only is the system to shoot the bad guys in a pattern but also to avoid civilians with your bullets. On top of that, you only have a 6 bullet pistol to start which can be reloaded by shooting off screen. To play this game it is essential to master a quick sort of wrist flick movement to manage your reloading and you must learn when to reload and where the enemies are. This is essentially an arcade game I’m reviewing. Also there are powerups, an automatic gun that holds 15 bullets and is faster, a machine gun which holds 30 and is faster, a shotgun which holds 6 but is powerful, and occasionally a magnum with 6 bullets and slower shots. These powerups can be obtained simply by shooting them and are usually hidden in breakable boxes or behind an enemy. This leads to a lot of guess work about what is breakable but it helps keep you on your toes and rewards some risky gun work.
                The levels are well done and the graphics look really nice for 1995 home console. At the time it was revolutionary to have such a solid looking port. The environments are riddled with flavor and life which adds to the atmosphere and is a nice touch. There are only 3 levels in total, a docks level, the mining facility, and the headquarters so this is a short game. Each level is broken into 3 stages which are essentially just checkpoints for your score or to transition to a new building. Also you can choose any level you want in any order. They are labeled beginner for docks, medium for the mines, and expert for the HQ which is a fair assessment of the skill necessary for those levels. I’d say do them in order, it’s better to build up skill in this game. So the levels are set up well and the enemies can come from nearly anywhere which keep things interesting. There are also a few kinds of enemies and some throw projectiles you can shoot down which adds another level of challenge. Mastering these stages takes some doing though, this isn’t an easy game nor is it extremely hard, it’s balanced at least on normal difficulty.
                At the end of each stage you face a boss and they all similarly shoot projectiles at you. They can be challenging because generally you’ve been beaten to hell in terms of credits just to get there. The first is pretty easy, no gimmicks just three fire balls and you shoot him when you can. The second is massively more difficult. He’ll hide and send out soldiers to fight you. Once you’ve beaten them he’ll come back and you can land a few more shots. His attack is even more fireballs. He’s quite the endurance round but easily the hardest boss. The third boss is just a giant mech with this guy in it and you shoot his missile launchers. Regardless, for an arcade game the bosses are a cool change of pace.
                So what do I think about this game? I didn’t think it would do much for me at first but I ended up really enjoying it. The levels are just fun to run through until you have them perfect and are doing excellent so then you can kill the boss no problem. The light gun gimmick is awesome and you can’t beat shooting down a bunch of bad guys with it. There’s also a coop mode so maybe someday I’ll get another Stunner and get some multiplayer going. For an early arcade port to Saturn and for being the predecessor to modern on rails shooters this game still holds up surprisingly well. It’s just a lot of fun to play this game. This game gets a 7.3 out of 10. Here’s looking forward to the sequel and hoping I end up getting that House of the Dead!      

Game Reviews: Final Fantasy 4

Final Fantasy 4 Review


August 23rd, 2014

   Final Fantasy 4: An epic addition to the series on the Super Nintendo!
   Now that I’ve finished the SNES FF2 which is 4, it’s time to get down to my thoughts. It’s surprising how easily I got into this game given it’s on SNES, a console which I’m not a big fan of and only own a handful of truly great titles for. The one thing it’s most well known for is it’s powerhouse lineup of expensive RPGs that stand the test of time. Now having played one to completion, I understand the hype behind that legacy.
   The game starts off with no bullshit, in the thick of the action with the snagging of crystals coming into play to kick off the story. The main characters quickly get introduced in powerful, engaging, and thought provoking ways that envoke conflicts in the world’s government immediately. The story is a lot like Golden Sun wherein these powerful elemental crystals that can shape the world’s fate are stolen and continue to be the driving force for the characters to adventure. So the story in the game was well written with the exception of a lot of jarring jokes injected at unneeded times which were to add a light hearted charm but often just extended the scenes for me.
   The graphics and effects on everything were really good for SNES standards and they Mode 7ed the fuck out of this game.  This was a major worry since I’d done PSP remakes for FF2 and 3 but it was fine going back.
   The dialogue and world building was generally always interesting and I wanted to read all of it. The characters were all well integrated and some I even got emotionally attached with like Rydia, who was probably my favorite character. Kain was interesting in the sense that he’s a villain with genuine motives for one until later on when even he realizes what he’s doing is wrong and rejoins the main cast, which was excellent to have the return of the badass Dragoon class from FF3.
    That is a minor complaint I have is that in this game the excellent job system from FF3 is gone  and replaced with the ones the characters embody  which takes away a bit of my freedom but is fine as I know that system is a one off thing in this series until Tactics Advance and in the Dragon Quest series it is isolated to game 3 as well [with the exception of 7].
   Overall though the combat was really solid in this entry. The spells and summons were fun to use and did enough damage. The timed gameplay always kept things moving at a steady pace. The experience system was also really well balanced and felt absolutely natural given the lack of grinding necessary after a certain point in the game which is good because the enemies always felt challenging but fair due to there not being some bullshit disconnect wasting a ton of my time to sit bored grinding enemies excessively. Instead I felt like I was naturally getting stronger as the enemies were and was never concerned that I wouldn’t be strong enough which made things a lot more fun. The weapons and powerups were hidden nicely as well and handed out at a reasonable pace which felt fine. The RPG elements were near perfect in my opinion, which seems the natural progression to the series at this point chronologically.
    While the world was small and mostly separated into 3 worlds, it was fine and well done as there was not a lot of getting lost and not a lot of blank empty land. It was a tight, vibrant world that was easy to explore which is perfect for people like me who often get overwhelmed by massive overworlds. The dungeons also had save points in this game which are a God send for not having to backtrack a million miles away for an inn thanks to handy tents and cabins that can be used at these spot to basically substitute for an inn while mid dungeon as you cannot just save anywhere in dungeons. Really nice feature. The dungeons themselves were generally easy to navigate and the bosses were usually fun and rewarding through satisfaction. 
      That’s the main draw of this game though is its pacing. Whether it be for the story perfectly balancing and integrating when necessary or the battles that didn’t drag as they were always fun and satisfying.  The game’s dungeons don’t drag either due to save points which are spaced just far enough to be convenient. The game clocks in at a comfy 25 hour runtime which was perfect for me as some RPGs tend to drag with grinding which as I mentioned is not a problem here. All in all the pacing is just about perfect.
     So overall, Final Fantasy 4 is a fantastic jump into the 16 bit Final Fantasy games! It’s easy  to get drawn into with its great story, awesome characters, solid graphics, excellent gameplay, rewarding combat system, great dungeons, and nearly perfect pacing. It’s easily recommendable and somewhat affordable. It stands the test of time. Final Fantasy 4 on SNES gets an 8.5/10. 

Game Reviews: Megaman 8

Megaman 8 Review


August 17th, 2014

  Well, this took me near 5 months of playing to beat this one but with blood, pain, and agony I've slain Wily in Megaman 8!
  Let me begin this review by saying Megaman 8 stood the chance to be a decent game. The anime cutscenes, aside from some forgivable bad dubbing, were nicely animated for their time. It was the 10th anniversary of Megaman and this seemed to lend to the next level of stepping up their game at Capcom.
  The graphics were pretty fine for PS1 standards but they leave a bad taste in my mouth as it's a 32 bit transition away from his retro 8 bit and even MM7's 16 bit style was cool.
  It terms of audio MM8 is middle of the road for me. The stages' music was ok but unmemorable which for a Megaman game is unforgivable due to the wonderful compositions of the previous games. The voice acting was bad too but that was standard fair for the 90s so I can let it slide with the exception of one instance in which I'll get to. Though it did seem the boss's voice acting detracted from any edge they had. For the most of the game the audio only bugged me so I muted it and put on other things.
  All the robot masters themselves were fine and well done. They all seemed to play on each others weapons and had a balanced system of rock paper scissors in terms of weaknesses so they nailed that part of the Megaman formula well. The weapons also felt like they had genuinely good uses outside of boss battles and were actually fun to mess around with, so thumbs up there.
  Megaman 8 also introduced an upgrade system so that things like knockback could be eliminated and more shots could be fired which can be bought with bolts that are generally hidden out of the player's way and promote exploration which is fine but the powerups all seem like stuff you should have from the start to make things less infuriating.  
   Another thing that sucks is they removed E-Tanks [energy tanks which you can buy or find to refill your health] and replaced them with a gimmicky fucking Rush item that allows him to once per life rain down random powerups of health but mostly weapon energy to fill you up. This was fine once I got used to it but must have led to a ton of otherwise avoidable deaths because of the randomness and location of his drops. 
  Now I think I'll just get into it. This game has some of the worst controls in any game I own. The delay on your jump is beyond fucked up and that honestly wouldn't be a problem but that's bad for two reasons. First is the standard reason, it makes the gameplay infinitely harder and platforming is a nightmare. I guarantee I lost 85% of the lives i lost in this entire game because of bullshit jumps.
  And that brings me to my most infamous complaint of this shit game is that they tried to be gimmicky. The level design is most stages is your typical Megaman setup with odd quirks most of which I thought were fine. For example, in Tenguman's stage I was treated to a sidescrolling classic shoot'em up level where the powerups were fan service from other Megaman games like Eddy and Auto from the previous title. I thoroughly enjoyed these stages, they were well conceived, not too frustrating, and were all around actually FUN. They did it again in Wily Stage 2 and it was awesome! Probably my favorite part of the game.
  As a polar opposite, on Coldman's stage I was presented with the single most ABYSMAL thing in any game ever without a doubt, the snowboarding segments. These segments were atrocious and absolutely broke the game for me. Aside from the delayed jumping which lost me most of the lives, a voice and icon appear on screen in a super annoying fashion and tell you when to jump which would be fine for a tutorial but it happens EVERY SINGLE TIME you do these segments for EVERY SINGLE JUMP. This is why I muted the TV, those signals were always fucking wrong about when to jump and lead to infinitely countless deaths.
  The main part of this game I will always remember and will prevent me from ever going back to it is Wily Stage 1, as it is the king example of these segments. The game to that point was standard Megaman, not the best one but still decent and had some good ideas. This segment broke me. It took me maybe a very segmented week to get there. I did this segment for the remaining 4 months I've played this game and it was what prevented me from completing this game for so long.
  The first time I beat it was late one night a few week back. I got the option to save and so I was incredibly happy to move on but after slaving through the remaining Wily stages and getting to his level I set the controller down to go to breakfast with my family, leaving the system on. I return to a powered down PS3 which I didn't think much of considering I had saved. Yet in typical Wily fashion, its a gauntlet and even if you save you go back. In the  end I beat that stage on 4 seperate occasions due to not being able to beat the game on 3 of those times. That’s bullshit to begin with, don’t have a save function that doesn’t save jack shit!
   But what’s so bad about that stage? Well, first of all, the problem is the platforms are way to small for a laggy jumping and sliding system. The screen also doesn’t scroll far enough for you to see where you’re jumping too. That’s bad enough but couple that with the atrociously precious jumping skill nessecary in order to circumvent these problems and it takes literraly months to perfect. Even now I couldn’t probably do that run of the lavaboarding stage perfectly, it’d take a lot of dying to get through. Even all that doesn’t amount to what comes next. You get a checkpoint after the lavaboarding segment but they had the balls to put a bullshit run through enemies and assatry of platforming right after it with a boss with another gimmick item weakness, the kicking ball bomb exclusive to this game that has terrible aiming for most purposes. He not only takes a ton of practice and lucky shot to beat but also if you die, you go all the way back to before the damn lavaboarding segment! This part of the game is the biggest shit compilation of a level I’ve ever seen. It’s Dr. Jekyll and Mr. Hyde for NES level of bad. It absolutely crushes the game and it’s playbility.
       Moving on from that, the final encounter with Wily is in essence a remake of the fight from Megaman 7 which if you know anything about that fight is the hardest final boss level in any Megaman ever due to the timing on the jumps you had to do to avoid his projectiles. Well, it is even more so broken now with the crippled jumping control and the lack of E-tanks. In MM7 E-Tanks were essential to beating Wily and you needed all 4 plus the SP-Tank. In Megaman 8 you have your singular health refill which you generally have to use right away due to the fact that it’s form 2 from a bullshit form 1 that usually killed nearly half my health at least. The fight took me a few hours but eventually I succeeded and finally conquered this bullshit filled monkey that’s been hanging on my back for half a year now.
   At the end of the day this game had a lot of potential but it’s weighted down by lazy or just generally bullshit problems and level design. Gimmicks are fine when done well as shown by the shooter segments but when done poorly like the boarding segments should be scrapped and not implemented as to not water down a decent game. Seriously, if they had removed the boarding segments of just fixed the jumping and scrolling issues this could have been a solid title with some unique gimmicks but they didn’t and that seriously detracts from my experience with the game. When the bulk of you time playing a game is spent bored with frustration trying beat a terribly programmed mess of segment and that hatred is what you have to take away, it’s utterly disappointing as a gamer. We don’t want to have to say games are bad and I’ve been really conflicted with this one but in the end it’s clear to me that one segment done incredibly poorly in an ultimately less memorable and mediocre entry into this beloved series can indeed ruin said entry. The good things are all weighed down by bad. The anime cutscenes are cool but the voice work is terrible. The levels are decently made with interesting bosses but the control is not good. There are good and bad gimmicks. It’s a game that had so much potential like Skyward Sword but many little things broke it very similar to that game.

   So in the end, I have to give Mega Man 8 a 5.2/10 for having some redeeming features but it’s ultimately a game I’d never want to go back to if possible because it’s just so broken at some points.     

Game Reviews: The Legend of Zelda: Skyward Sword Review

The Legend of Zelda: Skyward Sword Review


August 16th,2014

Well, I fucking did it! I beat Skyward Sword after 3 long damn years. All of my opinions are from the standpoint of a person who was hyped as fuck and preordered this game. It certainly had a ton of potential which was shown off well by the last 8 or so hours if the game but it failed to capitalize on this in favor of sloppy level design and a lack of support for motionless control. That's seriously all it would have took to make this game an 8 or 9 for me. 
The presentation and world was fine other than the fact it felt segmented due to the lands being split. I also liked how the music would ramp up with the combat, it made every strike satisfying and that's a unique mechanic. Other than that the music was ok, the skyward sword theme and skyloft theme as well as the classic Zelda theme were all well orchestrated but other that it was not that memorable and more atmospheric. The only audio thing I hated was Link's falling sound, it was annoying and terrible. Fi was sort of annoying too but I like her about as much as Navi, she just needed to not state the obvious so much.
                The story was only well implemented toward the end I'd say.That's where a majority of the setup for the lore of Zelda happened and it really got me at that point. The main characters were all fine I guess. There was waaayyyy too much dialogue at certain junctures though and it could have been heavily toned back. 
The graphics were also very nice and even though i didn't care for them at first, they grew on me.
                The gameplay was this game's major fault I'd say. You get used to all the controls in time but the motion controls were often unresponsive with the whip and bombs a lot. I think the main culprit must be that there was a lot of level design flaws. Often the world was designed to the player's detriment. You will die a lot in this game from bullshit level design or fall and have a million hour talk about why that's bad with a knight. The overworlds were never that much fun to run around in which is bad for a Zelda game.
The dungeons were hit and miss for me. The Ancient Cistern, Sandship, and Final Dungeon were fun but that's it, the rest sucked. And that's a lot of what I have to say about this game, the second half is better than the first but retains a lot of the flaws too and they detract from my fun. There's a lot of needless bullshit like the Silent Realms and the fetch quests before dungeons. 
                There was one thing I found really fun though once I figured it out and that was upgrading my weapons and potions. Getting all the necessary items just engrossed me for some reason. And seeing the differences was rewarding. Bull collecting became fun with the motion control and it was a really in depth sort of stealth experience with some of them. This game also lacked a lot of the freedom of previous Zelda titles. 
While Skyloft was neat little town to explore, it was the ONLY town which made the world feel hollow. The original Zelda didn't have towns but it did have a lot cool people and shops scattered around it's world to make that limitation a fine thing. Skyward Sword could have benefited from some shop characters who would show up at set locations. 
That brings me to my final thoughts. While I found this game abysmal for most of my experience, something about it made me finish it. It's not a great game by any means and I probably won't be revisiting it soon but It had a lot of neat gameplay ideas that were unfortunately either botch in execution or implemented well way too late in the game. This coupled with the mostly bad overworlds and rough level design made for a tiring and tedious experience. The music was ok, nothing special. There was some fun moments but the ride was bit too long for my tastes. All the lost potential and the crippling unneeded bullshit difficulty at some points really hurt the game. Even still, I'm generously awarding it 5.5 out of 10 for some really solid moments and a great ending segment and final boss. Hopefully the next Zelda really nails it. Sorry Skyward Sword, I like you to an extent but we have some very clashing souls when it comes to your design. So much missed potential.