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Wonder Boy: The Dragon’s Trap Review

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I’ve been waiting for a Wonder Boy revival ever since I saw that dammed “to be continued…” message at the end of Wonder Boy in Monster World on the Mega Drive. I did get some relief when the Wonder Boy Collection was released in 2012 for Xbox 360 and PS3, however. This game featured the localized version of Monster World 4 which was the sequel to the beloved game from my childhood. Of course this was just an English translation of a Japanese game that had been around for years. Some would be happy with this but, I wanted more Wonder Boy darn it! Which was why, last year I came over as giddy as a school kid when I heard Wonder Boy would be making a return in not one, not two but three games. One of these three games, Wonder Boy: The Dragons Trap developed by Lizardcube, is a remaster of the 1989 Sega Master System game. While not exactly a new entry into the Wonder Boy series, Lizardcube have put a lot of care and attention into this title, reviving a classic forgotten game to showcase to old fans and a potential new audience.

The Dragons Trap is a beautiful remaster with hand drawn graphics, which brought Monster World to life by filling the 2D game with lots of detail in the backgrounds as well as the character sprites. The game allows you to instantly switch between the old and new graphics at the touch of a button. This simple effect doesn’t interrupt the gameplay and allows you to see just how much effort has been put into the remaster when held against the original. The soundtrack has also been updated this time with a full orchestra. The music is still reminiscent of the old 8 bit titles but has really been brought to life with the updated score. Just like the graphics you can also switch between the old and new soundtracks at the touch of a button.

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Written by jamalais

June 7, 2017 at 11:00 am

Seasons After Fall Review

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There is an undeniable attraction to Seasons After Fall.  In what I can best describe as a painting come to life, the striking graphical style draws your attention and the playful orchestral soundtrack keeps you interested.  The game presents a simple premise: a fox, a forest, and magic.  It’s a compelling argument, even before the first true moments of gameplay.  Things aren’t always as they seem with this title, however, as it doesn’t quite play as good as it looks.  Your tolerance to design quirks aside, the value of this title lands solely on the premise that it delivers on what I think games should do: take you to another world.

Seasons After Fall originally premiered on PC last fall during a time that seemed more riddled with open exploration puzzle platformers – I refuse to refer to this title as a “MetroidVania” – including Ori and the Blind Forest and Unravel.  Despite looking similar to these other titles, they are very distinct from one another, but somehow always seemed to be lumped together.  Seasons After Fall now comes to consoles in a direct port, but it’s successfully separated from these familiar looking games.  It’s a true puzzle platformer, best proven by the lack of combat in the game.  Yes, there’s absolutely no fighting, attacking, running from enemies, no enemies at all, and no boss battles.  Nope, this title is as a pacifist as they come.  There’s also no penalty for dying, if you can even call it that since falling into the rare pit results in you simply being brought back to the ledge you jumped off.  Despite these facts, don’t write off Seasons After Fall as a mindless stroll in the woods, because the challenge is in solving the puzzles and as the game progresses there’s a decent incline in difficulty.  It’s at this point you’ll either like how this title attempts to challenge you or hate it.  I might even say it’s impossible to describe your time with Seasons After Fall without mentioning at least a few moments where you are utterly stuck with no idea what to do.

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Written by Fred Rojas

May 15, 2017 at 11:00 am

Podcast: Beyond Oasis/Story of Thor Game Club

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One of the latest Sega Genesis/Mega Drive releases is a top down action RPG and brawler from Ancient, the team also responsible for Streets of Rage 2.  It was known as Beyond Oasis in North America and The Story of Thor in all other regions, and it tells the tale of Prince Ali as he recruits elementals to assist him in defeating an ancient evil.  Jam and Fred delve deep into the development, gameplay elements, and main campaign of this late, but great, 16-bit Sega game.


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Written by Fred Rojas

April 26, 2017 at 3:00 pm

Outlast 2 Review

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Outlast 2 is a truly unsettling game.  No matter what you are doing at any one moment, there is sure to be something unpleasant about the situation, even when it’s more game design than content.  The follow-up to Red Barrels’ 2013 take on the horror genre demonstrates what you want out of a sequel by taking everything up a notch.  Along your path you will be jarred, challenged, see things you wish you hadn’t, and even feel helpless.  It also improves upon the flaws of the original and provides countless visuals that I fear may have made me more desensitized to brutal violence than ever before.  If you want controversial topics, this game has it in stride from the inhuman, to unthinkable tortures, and even a strong anti-religious undertone.   Then again, making you flinch is the entire point, isn’t it?

If Outlast was a haunted house, Outlast 2 is the spook walk.  The setting changes drastically, moving away from the confines of a lowly asylum and into Arizona’s Sonoran desert, where a married couple are investigating the mysterious murder of a young pregnant woman.  Things quickly escalate when their helicopter crashes and the wife, Lynn, goes missing and you take control of husband Jacob in search of her.  Where the original Outlast tended to use confined spaces to build tension, Outlast 2 thrives in large, open environments where you could find anything among the foliage from intense danger to nothing at all.  It truly becomes more of a stealth title than anything else and dare I say reminded me more of the first half of Call of Cthulhu Dark Corners of the Earth than anything else.  Rarely do you see the same scare or scenario play out, which is a welcome change from the redundancies I experienced in the original and kept me far more in focus.  The storyline baits you to keep moving forward more than anything else and your handy camera is no longer simply night vision but also a journal that documents the plot points along the way, which can be reviewed at any time.

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Written by Fred Rojas

April 24, 2017 at 2:00 pm

The Crow’s Eye Review

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A storm rages outside, the unsettled abandoned buildings keep making noises as they groan into settlement, and I’m alone with nothing but a lighter to guide me.  I turn a corner and gasp loudly.  It’s my worst nightmare: another box puzzle.  The Crow’s Eye is a crafted puzzle experience that doesn’t just focus on keeping your problem solving skills in check, it has ulterior motives.  Despite some design choices that can dissuade you from continuing the experience, there’s no denying that the world set before you has been carefully crafted and even comes with a story to compel you forward.

You play as a young man who awakens in the abandoned Crowswood Medical University, seemingly as part of someone’s twisted experiment.  It’s been nearly twenty years since the disappearance of four students ignited a massive investigation that saw several more people go missing until eventually the facility was shut down by faculty.  Now you wonder the halls of the abandoned buildings with nothing more than a lighter and the items you find in the environment as you attempt to overcome the challenges set forth by a sadistic puppet master.  It’s honestly a heck of a setup for what could have merely been a series of puzzle rooms thrown at you in succession and instead becomes a cohesive adventure.  If you look at these screen shots you may notice the game borrows some aesthetics and HUD elements from another popular first person franchise, but aside from the look the comparison stops there.  I’m actually okay with this given that it’s a sense of familiarity that invokes the same type of mindset without having to be told.  In that game I picked up audio logs and focused on any shiny piece of paper that could offer information vital to the story, and the same is true here without having to be given so much as a hint.  The way the story unfolds in these journals, letters, and well-acted audiologs is also commendable and assists in the atmosphere that’s critical to keeping you in tune with the story.  There’s no doubt that the world of The Crow’s Eye and the story embedded within it is quality, but you won’t be calling this a “walking simulator.”  It’s a puzzle game with some adventure elements.

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Written by Fred Rojas

March 20, 2017 at 12:00 pm

River City Ransom: Underground Review

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To appreciate River City Ransom: Underground it’s probably best you know about its predecessor, River City Ransom, which is a beloved NES title with a cult following.  A Western-localized version of Downtown Nekketsu Monogatari from Japan, Technos created a long-running series known best as “Kunio-kun” titles given that the lead, Kunio, appears in every game.  River City Ransom was the only action brawler in the series to make its way to the States and fans have been pining for another game in the series since the original premiered in 1990.  Since then Technos Japan has closed, been reborn as Million, and while Japan has received consistent releases over the past two decades there’s been almost nothing to show for it in the West.  That’s when Canadian-based developer Conatus Creative decided to acquire the rights to make a River City Ransom follow-up.  The result has finally arrived with River City Ransom: Underground proving that it is possible to make a sequel to a 20-year-old game and do a great job at it.  Those who remember playing the original alone or with a friend on the couch will be in for a treat, but if you’re hoping to utilize modern online gaming, this title is still a work in progress.

river_city_ransom_underground_1From start to finish the mechanics of River City Ransom: Underground are spot on.  The game acts as a direct sequel to the original and has an appropriate prologue set on re-establishing the two leads, Alex and Ryan, as they confront and defeat Slick on the school rooftop.  It’s much akin to the Dracula fight at the beginning of Castlevania: Symphony of the Night that re-hashes the battle from the end of Rondo of Blood.  Upon jumping into the present you are greeted with four new protagonists, each one with a distinct fighting style, and off you go.  You’re either a fan of the brawler genre – namely RenegadeDouble Dragon, and of course River City Ransom – or you’re not, which only bears mentioning because Underground is cut from that cloth.  Any criticism weighed against the genre applies to Underground as well, but beyond those caveats I must admit the single player campaign really has none.  It’s an ideal follow-up.

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Written by Fred Rojas

March 6, 2017 at 11:00 am

Perspective of a Retro Gamer: Resident Evil 7

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This series is basically a review of a modern game but with the context of a retro gamer visiting the present.  As such it does not contain a review score and often speaks to concepts and franchises from the past.  This article is spoiler free outside of what is revealed in trailers and public demos, which is why the screen shots are so vague.

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Resident Evil has had a rocky journey over the last five years, up to and including the “Beginning Hour” demo for this very title.  The comparison to P.T., Hideo Kojima’s “playable trailer” for Silent Hills that has since been canceled by Konami, is unmistakable.  I don’t know about the rest of you, but I don’t want my Silent Hill getting mixed into my Resident Evil, the two should remain mutually exclusive.  Couple that with the recent missteps of Resident Evil 6, my personal distaste for Revelations 2, and whatever goal Umbrella Corps. had, it wasn’t looking good.  I for one was also a bit worried about the hodgepodge of features thrown at this title including support for 4K resolution, PS4 Pro support, Playstation VR support, and HDR support on all platforms.  To my shock and awe, every bad indicator going into the release was without merit as Resident Evil 7: Biohazard demonstrates a return to form I have not felt since the remake of the original on GameCube in 2002.

resident_evil_7_eerieSet in an old farm house in Louisiana, you play as main protagonist Ethan in search of your girlfriend Mia, who went missing years ago.  Those that played through the “Beginning Hour” demo, especially if you caught the final “midnight edition” will find the opening scenes to be familiar but clearly re-engineered.  I like this touch and I feel it was necessary for how many times Capcom made us play that thing in hopes to figuring out what was with the dummy finger and several other mysteries from the last six months.  While it’s interesting to play through – not to mention the reward you receive for completing it with the good ending and the on-edge “kitchen” demo on Playstation VR – none of this is required if you’re just jumping into the main game.  It reminds me why I’ve always appreciated the original work Capcom did on the Resident Evil series.  Whether it was “arrange mode” in the original, the way the mansion was reworked in the remake, or even the drastic differences between the shack in the demo and the main game of Resident Evil 7, you won’t be able to guess what’s coming.  After that opening sequence you will descend into a literal house of horrors and beyond that kept me on the edge of my seat and thoroughly creeped out for a majority of the game’s 8-12 hour campaign.

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Written by Fred Rojas

February 7, 2017 at 3:00 pm

Podcast: P.N.03 Game Club

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It’s finally time to discuss the Gamecube title Fred didn’t even know existed.  The first of the “Capcom Five” titles, what starts off looking like a traditional third-person action shooter ends up being a bit lighter on content and much heavier on replayability.  With Jam on haitus, Fred is joined by special guest Strip Mahjong and they delve deep into the development, gameplay, and campaign.


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Written by Fred Rojas

January 25, 2017 at 11:00 am

Perspective of a Retro Gamer: The Last Guardian

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Perspective of a Retro Gamer was formerly known as “cross talk” when I was actively involved in the B-Team Podcast.  Since I’m on a hiatus, this is the same context in that it’s a largely old school gamer playing a modern game.  Think of it as a review that’s more about my perspective as opposed to that now “traditional” definition of a product review fused with a content review.  As such, no scores are part of this series.

The Last Guardian has become synonymous with retro gaming, most likely because the design is as aged as the development itself: over 10 years old.  So while many contemporary players are walking into the title wondering if it will appeal to them, it seems like the retro crowd such as myself are expected to take to it naturally.  Couple that with the assumption that if you like previous games by Team Ico, especially the studio’s initial title Ico, you should enjoy this as well because it is similar in gameplay and design.  I’m here to say that after a wonderful initial three hours and a painstaking three more that followed, this is simply not the case.  I like old games, I like old game design, and I really like Ico, but I think I’m done with The Last Guardian.  Not only that, I find the claim that this title shares much in common with old game design or Ico to be as inaccurate as those that compared Prototype to inFamous back in 2009.  For me this is heartbreaking because the game leads you down a path with such wonder, grace, and promise that when it all gets taken away it seems cruel.

the_last_guardian_1Your journey begins as a young boy protagonist – nothing new for Team Ico games there – awakening in a room.  The first thing you will notice is the hulking body of your soon-to-be companion, Trico, fast asleep in the room with you.  This introduction was abrupt and unexpected, which was magical, as was the reality that you are stuck in a room with a creature you don’t understand yet.  There’s no prompt to do something outside of a bit of narrated exposition seemingly told to the player by a future self as well as a handful of prompts on what buttons do without a hint as to your goal.  Shortly after Trico wakes up, doesn’t do a great job of telling you what’s expected, and you have to figure it all out.  Your journey begins, you go exploring, it’s all basically self explanatory.  It’s also stunning to look at.  I will admit that the textures are stretched in areas, the shading on the game is an obvious attempt to make it look better than it should, and a vast majority of the whole art direction screams Playstation 2 game.  That said Trico is crafted to near perfection.  The way the fur or feathers all move as Trico walks or part away like blades of grass as you maneuver its body make the whole thing seem so real.  Its eyes, those Trico eyes, are a glance so lifelike that any dog or cat owner can appreciate.  Perhaps most convincing was that its movements were so familiar even though no creature like Trico has ever existed.   I loved this opening.

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Written by Fred Rojas

January 23, 2017 at 11:00 am

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Sleeping Dogs Definitive Edition Review

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2016s Game Club selection may as well be renamed “Jam’s gaming bucket list” as the vast majority of the games we have played this year are titles I’ve been wanting to play for sometime but just haven’t got around to. I could use the easy excuse where I say I’m too lazy or too busy but I choose to go with the excuse that I was on a long and arduous quest to find twelve jade statues in order to prevent the end of the world by new year. Fortunately for myself and humanity I completed that quest, surprisingly in Sleeping Dogs as well and I’m able to finish off 2016 with my review of the game. All in a days work I guess.

sleeping_dogs_definitive_edition_1Sleeping Dogs is an open world game set in Hong Kong where you play as Wei Shen an undercover cop who is attempting to take down the Triads from the inside. Of course its not that easy for Wei. He soon becomes close with the gangs leading you as the player to question who Wei is truly loyal to. While the story is certainly serviceable and well acted by the voice cast I never felt completely invested. There are some emotional moments in the plot with key characters but the ultimate pay off seemed somewhat lackluster. With the game ending open ended and setting up for a sequel, is disappointing since United Front Games has now closed and the chances of seeing this sequel are very slim.

As with most sandbox games there is a mix of various gameplay styles. Sleeping Dogs main stand out feature is the hand to hand fighting system. Wei Shen is well versed in martial arts as is every bad guy in this game who you’ll usually take on in large groups. You can attack and counter in a system very similar to the infamous Batman Arkham games, although Sleeping Dogs appears to have its own rhythm to its fighting system. I found that you had to be very careful with your button presses to begin with. Once you got the games own rhythm down, I was quite capable even with the odds stacked largely against me, once I got to this stage I felt like Bruce Lee (insert broken table). You can also grapple enemies and maneuver them to create devastating environmental kills such as impaling guys on sword fish or smashing someone’s head into a urinal which reminds me of a fond scene from the film True Lies with Arnold Schwarzenegger.

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Written by jamalais

January 5, 2017 at 11:00 am