Archive for the ‘PS3’ Category
Altered Beast was a game that lived in screenshots. Like it or not, the arcade System 16 classic was less known for the roller skating rinks, bars, and bowling alleys that it was intended to get popular on and instead became the poster child for early Genesis advertising. I say this as someone who was under 10 years old at the time it premiered, though, so perhaps it was burning up the arcades, but all I seem to remember was it coming home. I did get a chance to play the title in coin-op form at my local bowling alley, but after a handful of attempts that never got me further than the second level I gave up on replaying the game. When it came home, however, I needed it on my Genesis and I replayed it constantly. In fact, for a game that is not only easy but also quick to complete (probably about 30 minutes), I find myself replaying it more than most other games from my past. This even more odd given that, sadly, Altered Beast is not a very good game.
The premise is that of a centurion of Greece brought back by Zeus to save Athena, his daughter, who has been kidnapped. Upon your resurrection, you now gain the ability to take the form of different animals in a sort of “were-” hybrid (werewolf, weredragon, werebear, etc) that can be accomplished by collecting power-ups in the level. Beyond that Altered Beast is nothing more than a walk to the right and beat up everything in your path game, often known today as a brawler, but given that it pre-dates most of the Konami licensed brawlers and Capcom’s Final Fight, it was significant for the time. Levels can vary in length, but if you know the game in the least – and what needs to be done – you’ll clear each one in 5 minutes or less. Given that there’s only 5 levels, that’s a short time span. When I refer to knowing what needs to be done, that’s the need to destroy the albino wolves in each level, which contain the power-ups needed to make your character’s strength grow and eventually trigger “beast mode.” Each level rotation has 3 albino wolves and it takes 3 power-ups to go into beast mode, so you have to do it right the first time through or go through another rotation of the level that is usually harder than the first. Beast mode refers to your character transforming into the aforementioned were-beasts from earlier and has even crept its way into pop culture as a meme. While there are new enemies in each level, they all take basically the same amount of hits to defeat and aside form some basic change in behavior, don’t differentiate very much. That’s still not to say this game didn’t have talent behind it because designer Makoto Uchida would earn some notoriety for his future work on Golden Axe and a personal favorite Dynamite Deka (Die Hard Arcade series). Co-designer Hirokazu Yasuhara is even more notable with his planning and design on the early Sonic the Hedgehog titles before moving on and being involved in the design of Jak & Daxter titles with Naughty Dog and eventually the first Uncharted.
The original Tomb Raider was more than just a 32 bit title that launched a strong Playstation franchise, it was a cultural phenomenon. For those that have ever played it, especially if you’ve recently gone back, it’s rather difficult to appreciate that game without the amazing strength of nostalgia. Fortunately when Crystal Dynamics took over for the franchise with Legend the company’s second project was to remake the original. As the following reviews will attest, it was a good faith effort to not only switch up the mechanics and polish the weaker points of the first game, but ultimately the need to keep many of the levels and designs intact tarnish the experience. Crystal Dynamics played it safe with how little it tweaked of the original formula and what resulted was a game that feels so updated and tight at some points and so sluggish and archaic at others.
The original Tomb Raider exploded in popularity on its release in 1996. People were blown away by the 3D graphics and the title helped promote the Sony Playstation despite being released in mind for the Sega Saturn. The game was praised to high heaven by gaming critics and it launched Lara Croft into icon status by being the first digital character to feature on the cover of Face magazine in the UK. Lara would then quickly go on to be more of a sell out than Krusty the Clown. Her image was used to sell various products like the Lucozade energy drink and Land Rover vehicles. After all why not, she was huge in the UK. This game was the talk of many playground conversations when I was younger not just because of the mythical “Nude Raider” code but gamers would discuss how to get through difficult sections of the game. Guides were not common place back then and the small ones printed in magazines lacked the impressive detail we see in fan made guides online today. It was considered a badge of honour if you were able to finish this game without using cheat codes. Its almost twenty years now since this game came out so I made this months Game Club my personal mission to finish this game without a guide. After lots of blood sweat and gamer tears here are my thoughts.
Time has not been kind to Tomb Raider along with the rest of the back catalogue of early 3D 32 bit games. Before I get started on the game itself I really wanted to hit home that I am very nostalgic for games of this era. Resident Evil on Playstation one still remains one of my favourite games of all time, my enjoyment of titles from this generation seems to have actually grown as I got older. This is the beauty of nostalgia, unfortunately for the someone who doesn’t share this connection you’ll probably go into a lot of these old 3D games and have issues with the controls and be generally turned off by the graphics. I acknowledge all these negative points yet I still enjoy these games. I feel these points are worth bringing up before you hear what I have to say about Tomb Raider now.
For the November game club we are playing through Tomb Raider, both the original and anniversary. Fred is tackling Anniversary. By popular request two versions of each video is being uploaded: one with and one without commentary. This has commentary, so if you wish to see the one without simply go here.
Day 7: Catherine
So this is something a bit different, so far on The Countdown Horror Obscura I have covered fantasy horror, gory horror and terrible portable powered horror. Well today I’m going to cover a deep seated horror that concerns the average gamer. I speak of the horror of commitment in a relationship.
Catherine truly is a breath of fresh air in a game. You have a simple premise a man (Vincent) is in a long term relationship with his partner (Katherine) and is conflicted about taking the next big step. Basically all those things that make up an average gamers worst nightmare, such as settling down with the same partner, getting married, having kids. One big plot hole I always questioned in this game was if Vincent was in a relationship with Katherine for as long as he had been, then why on earth was he still not living with her? Instead he lives in an apartment and spends more time with his friends at sushi bars and creepy drinking establishments then actually spending time with Katherine. But this game is Japanese, so maybe its some cultural thing I’m missing. Anyway Vincent has a moment of weakness that all men go through in life where he gazes upon another woman, only Vincent being the dumb Neanderthal man that he is drinks one to many and ends up sleeping with the most blonde just over the limit blonde girl that decided to sit next to him. After this the game plops you in this most disastrous situation you as the player are then given control of how the story progresses. You can take the weight of the situation on your shoulders and try make good with your long term partner or you can just stick with your new love interest as well as make various neutral choices. This control is what most critics and gamers rate as the highlight of the game experience.
Note: This review originally appeared on the B-Team Podcast site and has an agreement with the owner of the review, Fred Rojas, to post on Gaming History 101 as well and visa versa.
Typically any game being remade in HD comes with the acceptance that it was already a prominent title, which accounts for the ongoing debate as to whether or not to re-purchase it. That’s why Legend of Kay Anniversary strikes me as such an interesting decision because almost no one played the original on PS2 in 2005 or even the port to DS in 2010. Granted, when you complete the Anniversary edition the phrase “We’ll be back!” is at the end of the credits so I can only guess an upcoming sequel is the reasoning for this beautiful HD remake. Having now played the game to completion I have to admit that Nordic was smart to purchase it from Capcom and this partial Zelda clone does make for a lengthy and impressive campaign. When it originally released, Legend of Kay garnered quite positive reviews and I’m pleased to say that the game is just as great now as it presumably was when it released, only now it has received one hell of a face lift.
When I heard we were going to do Metal Gear Solid 3 for the game club I came to the sudden realization that I actually owned a ridiculous amount of copies of the game across four systems. So I felt it was an appropriate time to challenge myself as a gamer and begin the month long quest of playing the game through five times across each iteration of the game. What a fascinating journey it’s been. Not only do I now eat snakes for my lunch but I find myself actively camouflaging up and hiding in the spare room from my lady friend. Fortunately, before I completely lost my mind I wrote a review on the game which covers the following five versions of the game: the original PS2 version, Subsistence version on PS2, HD collection edition on Xbox 360, the Vita version, and finally the 3DS version. Be sure to check out my breakdown of which was my favourite of the five and which one I would recommend people track down.
Please Note: Many reviewers out there seem to think it is appropriate to discuss the events of previous episodes of Life is Strange as if everyone who would read it damn well should have already played the previous episodes. It has been my experience that if you have held out this long and haven’t already played this episode then you are most likely wondering how the game progresses throughout the season and will decide whether or not to buy when all episodes are out. This is why each episodic review is spoiler free for the entire season, not just this episode.
Episode 4: Dark Room
We have arrived at episode 4, nearing the end of the season and who knows, perhaps this episode contains the major climax for the arc. I say this without assurance because episode 3 had such an unexpected cliffhanger that I didn’t think it was possible to get me again. I was wrong. That being said I need to come right out and say I was a little unimpressed overall with episode 4, proving that the warning I gave in the first episode’s review may have actually come to fruition. Whereas episodes 2 and especially three can begin to fork based off of your choices and possibly even suggest that two playthroughs is more of a recommendation rather than an option, episode 4 is forcing you down a corridor. Granted, it’s a well calculated corridor that presents itself with the illusion of choice, but I’ve seen this trick before in The Walking Dead series from Telltale and without sounding catty, I thought Dontnod was above that. There’s a decent amount of substance here still, with the story having easily its highest moment yet as the episode closes and again there are some strong emotional scenes that make up a very heavy episode. One thing I do find a bit troubling is the fact that as certain plots unfold, others are left almost unmentioned, which nets a lot of catch up, wrap up, and resolution required for the fifth and final episode. I’m just hoping that it remains as interactive as the others have been and doesn’t become the 90 minute ending of Metal Gear Solid 4. Dontnod has yet to convince me they don’t know how to craft a story and without a doubt they know how to catch my interest, here’s hoping the ending stands as strongly as the jaw-dropping cliffhangers of previous episodes.
Alpha Protocol is a game designed around choice, optimized for espionage, and works really hard at having you roleplay as the type of secret agent you want to be. During our game club podcast, we all would refer to our handling of Agent Michael Thorton as “being in character,” which goes a long way in telling you just how immersed in the game one can get. Before you go thinking this means you’ll feel like a true secret agent, there are many aspects of Alpha Protocol – the most notable probably being the game glitches and bugs – that will remind you time and time again that this is a game and tethered to the tropes of such. Still, as time has gone on and the fact that we have rarely seen games quite like it, Alpha Protocol has had a lasting impression and subsequent cult following that we not so warmly embraced when it released up against the likes of powerhouses like Mass Effect 2. It’s time to take a critical eye to this self-proclaimed “Espionage RPG” and figure out if it’s more James Bond or Maxwell Smart.