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Review: Christmas Nights Into Dreams (Saturn)

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christmas_nightsConsole: Saturn
Released: December 1996
Developer: Sonic Team
Publisher: Sega
Instruction Manual: It did not have one – manual of the original game should suffice
Difficulty: Easy
Played it as a child? Yes
Value: $24.25 (used), $56.00 (new) (pricecharting.com
Other Releases: Yes – A Japan only PS2 remake of Nights Into Dreams includes the Christmas content
Digital Release? Yes – included in the HD remake of Nights Into Dreams on XBLA and PSN, certain content removed (see below)

Christmas Nights Into Dreams is significant for several reasons, but most of all it’s one of the only Christmas themed games to ever come out.  No, seriously, look through the vaults of retro console history, this is a holiday that is rarely celebrated save for games that focus on certain days (Animal Crossing, for example).  In the winter of 1996 Sega was already in big trouble with the Saturn.  At only about a year and a half old, Sony’s Playstation was killing it in terms of sales and there were few exclusive titles that generated any kind of buzz.  Even Sonic, the faithful hedgehog that always seemed to sweep in and save Sega’s butt, hadn’t released a real game yet.  Not only that, but this was the Christmas release of the Nintendo 64 and Mario 64 was selling out consoles nationwide.  Nights Into Dreams was the only recent release on the Saturn that appealed to the typical gamer and with its colorful aesthetic, roots in platforming, and Sonic Team developer it was Sega’s best bet for the holidays.  Under these circumstances Christmas Nights invaded the market in several forms from being a free pack-in with Christmas console bundles (that already included Nights), inside several magazines, a mail away/in store offer with certain game purchases, and even for rent at Blockbuster Video.  This “sampler” title was everywhere, but only for about 45 days, and now it’s one of the more rare and sought after pieces of a retro gamer’s collection.

xmas_nights_1

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Written by Fred Rojas

December 25, 2012 at 11:00 am

Review: Super Castlevania IV (SNES)

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Console: Super Nintendo Entertainment System (SNES)
Released: 1991
Developer: Konami
Publisher: Konami
Super Famicom? Yes (as Akumajo Dracula – English Translation: Dracula’s Castle)
Instruction Manual: Not necessary – Link
Difficulty: Mild
Played it as a child? No
Value: $22.79 (used) $189.95 (new) (pricecharting.com)
Price: $20-$30 (used) $150.00 (new) and $500 for first edition (v-seam) on eBay
Digital Release? Yes – Virtual Console – $8.00

It’s pretty much understood that Super Castlevania IV is merely a remake of the original Castlevania, however for many reasons it is a significant game in its own right.  In Japan the game held almost the same name as the original (Akumajo Dracula) and in the lore and instruction manual in Japan it literally has the same plot.  For the US release, Konami attached the “IV” as well as giving a slightly different story that suggests the events of this game take place immediately following the second game, Simon’s Quest.  Even though both the developers and the fans agree it’s not a sequel, the two games have little in common with one another.  While it’s a cool experiment with many gameplay characteristics, some that would never return and others became series staples, Super Castlevania IV was also a flagship title for the SNES to show off all the things the various modes (including the overhyped Mode 7) could do to a game.  Think of it as a fleshed out action platformer tech demo that was far more interesting in retrospect than Pilotwings.

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Written by Fred Rojas

July 23, 2012 at 12:27 pm

Revisionist History

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March 16, 2010 was an important day for Playstation manufacturer and video game publisher Sony Computer Entertainment.  It marked the release of God of War III, a technological stunner that promised to be every bit as fun as it was beautiful.  Not only was God of War significant for being the third in the series (and subsequent end to the second title’s cliffhanger), but it was to be the first outing for Kratos on the Playstation 3 console.  God of War II had been slated for the PS3 at one point in development, but Sony opted to keep the title on PS2, marking it as one of the best titles on that console and a fitting end to usher in the PS3.  There was just one big problem.

God of War Collection PS3

Starting in November, 2007, the Playstation 3 consoles had removed backwards compatibility with Playstation 2 titles, rendering them unable to play God of War or God of War II.  When the decision was made to put God of War II on PS2, it was always thought that new PS3 buyers would be able to use this feature to replay the previous titles.  In an era where storylines are significant and a series like God of War required you to know the storyline of the previous titles to understand the current one, Sony was in trouble.  Fortunately a long rumored concept ended up coming to pass – a high definition remake of the first two games on one PS3 compatible blu ray, and at half the price of a contemporary release.  In November of 2009 the God of War Collection was released to masses, an impressive appetizer to the third iteration, which still loomed more than four months away.  Not only that, but it was a great deal, amassing an impressive 1 million+ sales to date and a solid holiday season.  Not bad for two titles that had released a generation ago.  At $30 apiece gamers (myself included) ate it up and IGN’s Chris Roper even declared it the “definitive way to play the game” (guessing he meant games) in his review.

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Written by Fred Rojas

October 19, 2011 at 10:56 pm