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Review: Sonic CD (Sega CD)

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soniccd_boxConsole: Sega-CD/Mega-CD
Released: 1993
Developer: Sonic Team
Publisher: Sega
Instruction Manual: Not Necessary – Link
Difficulty: Moderate
Played it as a child? Yes
Value: $11.99 (used), $23.50 (new) (pricecharting.com
Other Releases: Yes – PC, PS2/Gamecube (Sonic Gems Collection)
Digital Release? Yes – Steam, Xbox 360, PS3, Android, iOS ($5 on all platforms)

Sonic CD is one of those games that it’s just popular to like.  I don’t want to start on a negative note, the game does have some merit, but it’s not a particularly good Sonic game and doesn’t quite change the universe like many will claim.  Before Sega decided to blitz every console on the market with the digital version, Sonic fans were gnawing at the bit for a decent port (sadly the Sonic Gems Collection ports had emulation issues).  Now that it’s everywhere the gaming community seems to have adjusted to a more realistic view of the CD adventure that throws a few imaginative ideas at relatively lackluster level design.

At one point you're forced to beat Metal Sonic in a race.

At one point you’re forced to beat Metal Sonic in a race.

For those that aren’t up on their Sonic history, the hedgehog was co-created by Naoto Oshima and his more known partner Yuji Naka.  After the release of the first game, Naka and several members of that team moved to the United States and joined with STI (Sega Technical Institute) to create Sonic the Hedgehog 2.  Meanwhile the remaining developers, including Oshima, took the concepts that were in early development for Sonic 2 and expanded upon them into what eventually became Sonic CD.  This is why despite coming out around the same time as Sonic 2, Sonic CD looks graphically more like the original and doesn’t seem to adapt some of the great ideas of the sequel.  Still, it does feature some interesting gameplay mechanics, like the ability to move into the past and future with two full versions of the many levels.  This dual expansion of the campaign does have a casualty: level design.  Many of the levels in Sonic CD feature plenty of wasted real estate in the interest of moving quickly to the right, odd gimmicks that net death if you don’t tolerate the so-so platforming, and several instances where Sonic’s momentum is completely spoiled by a random ramp or springboard.  Despite these layout flaws I still contest that the boss designs are superior over Sonic 2 and prove that not all of the talent in Sega’s Japanese team migrated to America.

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Written by Fred Rojas

November 30, 2012 at 9:09 pm

Feature: Max Payne – A New Perspective

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Growing up, I played Max Payne for the excitement I got out of the gameplay, that slow motion diving and shooting mechanic. It felt perfect when I was in my teens playing these games for the first time. It was over-the-top action fun. I wasn’t looking for realism or a great story, I just wanted to shoot things. The Max Payne games were a perfect fit with their smooth and methodical gunplay.

I’ve played through Max Payne 1 and 2 about four times each, always playing the second title just after the first. It isn’t hard to do. Each game is only about 5 to 6 hours long. If I wasn’t completing one of the games in less than 6 hours it sure as hell felt like I was.

Other things that kept me coming back were the locales. They’re iconic and memorable – a frozen New York City, a grimy subway station, a sleazy hotel, an old church turned gothic nightclub, just to name a few.

“Life knows two miseries: getting what you don’t want and not getting what you want.”

Even though the locales were iconic, the gameplay superb, and the playtimes short, the story of Max Payne was something I had never paid attention to. I haven’t played the first two games in years, but I recently went back and finished them again before playing Max Payne 3.

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Written by Fred Rojas

November 17, 2012 at 1:22 pm

Video Playthrough: Rule of Rose (PS2)

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Console: Playstation 2
Released: September 12, 2006
Developer: Punchline
Publisher: Atlus (in US)
Value: $48.33 (used), $79.99 (new) (pricecharting.com
Price: $40-$60 (used) (eBay)
Digital Release? No

This article is purely gameplay videos.  It will be updated as the game is completed.  We also discussed and partially reviewed this game on our podcast, the specific episode can be found here.

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Written by Fred Rojas

November 12, 2012 at 2:39 pm

Grand Theft Auto Vice City Turns 10 (PS2/Xbox/PC)

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Console: Playstation 2, Xbox, PC
Released: 10/29/2002 (US, PS2)
Developer: Rockstar North
Publisher: Rockstar
Difficulty: Moderate
Value: $0.88 (used) $8.25 (new) (pricecharting.com) – Prices for PS2 Version
Price: $5.00-$10.00 (used) $10-$20 (new) on eBay
Digital Release? Not Yet – ESRB suggests a PS3 and possibly Xbox 360 release and iOS/Android app should be out any day

When Grand Theft Auto III hit the Playstation 2, Rockstar North single-handedly proved that it could make a clearly defined, open world that players could explore in a fully rendered 3D city.  It wasn’t until the follow-up, Grand Theft Auto Vice City, that the studio gave this concept personality.  Some think of it as a sequel, but in retrospect Vice City was merely an update to the engine that allowed to tell a side tale, which would be made available nowadays as a large DLC add-on.  It basically retells the story of Scarface within the GTA III engine, but adds enough detail and flair to the mix to place it among one of the top rated games of last generation – and even garnered it a sequel that started life on PSP and moved to the more prevalent PS2.  Personally, this is my favorite game in the series because it’s clever storytelling promotes completion of the campaign while the familiar 80s soundtrack brings me back to the early days of my youth.

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Written by Fred Rojas

October 30, 2012 at 1:27 pm

Podcast: (Re)Visiting Silent Hill 2

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This week Fred reflects back on survival horror favorite Silent Hill 2.  This is his first time playing the game and he discusses the atmosphere, gameplay, and plot of Konami’s unnerving title.


Download this episode (right click and save)

Written by Fred Rojas

October 24, 2012 at 12:47 pm