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Review – Transformers – Titans Return Overlord

Overlord may be slightly less familiar to a lot of people because he wasn’t a part of any major show continuity in the US. He was the big dog Decepticon in the Japanese series Super God Masterforce, and showed up a bit in some of the other Japanese only G1 shows. His other major role was as the protagonist in the popular IDW comic arc, The Last Stand of the Wreckers. In the original continuity he was a double Power Master. He had two Power Master figures who could slot into his chest behind the panels on his chest. In the Masterforce cartoon, these were Giga and Mega, a husband and Wife combo recruited by Devil Z to combat the Autobots. In the IDW books he was just a big tough guy. In this new iteration, he is a headmaster, like all of the Titans Return figures. He also only has one head, though the Japanese version includes two head options, representing Giga and Mega.

He does have his chest slot gimmick still however. Sort of.  The chest flaps open and have slots where you can stick Titan Masters.  Except the holes aren’t deep enough to allow the doors to close with the Titan Masters inside.  This is actually a real shame given the whole gimmick of the follow up line and it’s Prime Masters.  Having Overlord be able to “power up” with the Power of the Primes would have been a neat little play pattern to tie the two lines together.

The Titan Masters kind of look funny anyway, with their obvious faces and all.  Disappointing chest face gimmick aside, Overlord still has a few tricks up his sleeve.  Unlike a lot of Transformers, he eschews the standard one bot, one vehicle gimmick and splits into two vehicles, a Jet and a Tank.  Neither vehicle has an independent robot mode and both are somewhere between a deluxe and voyager in size individually.  The tank is pretty nice, but even without the need to hide a bunch of extra bulk that most jet Transformers suffer with, the jet is still kind of chunky and weird.

For a Leader class Transformers with two vehicles, the overall transformation is pretty simplistic.  He definitely falls into the category of “G1 with more articulation” in his design in that respect.  Considering Overlord isn’t one of those staple characters who gets a new look every few years, that’s probably for the best.  He fills the role of “Classics Overlord” pretty well.  Certainly better than the TFCC version we got a few years ago.  As much as I like the Bludgeon mold and that figure, he doesn’t work nearly as well as Overlord as the Titans Return figure.

In addition to his two vehicles, Overlord also turns into a pretty nice little base for Titan Masters.  This fulfills the line gimmick of the Leader toys becoming bases and homages back to G1 Overlord, who also became a base.  It’s works really well in this line too given the emphasis on the little Titan Master figures.

Overall, Overlord is just a nice solid toy.  His vehicles and base work well with the Titan Masters.  The robot itself is all around solid and nicely poseable.  He isn’t the most well known character, but he does look the part of being a big menacing bad guy, which is pretty much what he is trying to do.  I’d definitely recommend Overlord.

 

Review – Castlevania: Circle of the Moon (GBA)

Konami – GBA – 1 Player

Castlevania is a game series I haven’t always cared much for. The early games were just plain too difficult for my tastes. If I was going to play a tough platform game I’d play something fun and fast like Blaster Master or Ninja Gaiden. After many recommendations I picked up a copy of Symphony of the Night. It languished for years, un-played, on my game shelf. I’d never been a big fan of the whole “horror/gothic” thing, why would I want to play a game full of it?

I then of course played Symphony and loved every minute of it. This sort of side scrolling action game just isn’t made anymore on these next-gen systems. It’s all about 3D! Sadly, Symphony left me wanting more. Armed with my trusty Game Boy Advance, I managed to find more with Castlevania: Circle of the Moon. 2D is all but dead on the home console but it’s still pushing it self out on the Portable system.

Fortunately, Konami realized the popularity of the new format used in Symphony and continued the new exploration and RPG style elements from SotN into its Game Boy series of Castlevania games. This installment takes us back to the whip thrashing heroes of the older games with out hero, Nathan Belmont, err… Nathan Graves. Nathan sets out with his companions Morris and Hugh Baldwin (No relation to the actor) to slay the newly resurrected Dracula. There’s pretty much only one staple for the Castlevania series, and that’s the fact that Dracula is always pulling the strings SOMEHOW and is pretty much always the final boss. If you didn’t finish by killing Dracula, you’re probably not done yet or you got a “bad ending”.

Gameplay is pretty comparable to Symphony. In this game you’re stuck with using the whip for the entire game however. To help out though you collect DSS (Duel Setup System) cards. These cards are themed around mythical animals and gods and are combined for varying themed effects. For example, combining a Flame based Salamander card with the whip enhancing Mercury card will give you a flaming whip. The Earth based Golum card with Mercury gives an longer earth based whip. At the same time combining either of these animal cards with say, the Jupiter based recovery card will cause Fire or Earth damage to heal you. Only two cards, one from each set, can be used at a time though so you’ll find yourself often switching and strategizing. The cards are obtained randomly from enemies and can be a bit of a challenge to collect.

Still, you’ll end up using the same half dozen combinations for most of the game. A lot of them are mostly useless, especially the projectiles and special whips. I found only the Earth whip to be of any true use since it has a longer reach. This lets you hit many enemies before they get too close and start attacking. Hit, not kill, mind you. Most of the enemies take about twice as many hits as should really be necessary to kill them. I find the hits tended to decrease by one for each level gained but near the end of the game the experience necessary to level becomes astronomically too high. I believe while I was “power leveling” I figured up having to pass through the entire Coliseum bonus areas (filled with the toughest monsters) something like 2-3 times before gaining a level. This is not a small task and the Coliseum enemies are tough and give more exp than normal enemies. Still, with a few DSS exploits the final boss was still relatively easy to defeat at my finishing level.

At least there is a fair variety of enemies to keep you entertained in your times of leveling need. Even basic color swaps (like the armors) have completely different attack patterns. The castle is also expansive and varied enough to keep things interesting the whole trip through. You’ll do some backtracking, but it’s backtracking that makes some level of sense.

In comparison to Symphony of the Night, which is a game that all three GBA Castlevania games try to emulate to varying degrees, I’d say it’s a decent follow-up. It’s not quite as polished overall but it has its own merits and methods. A game doesn’t have to be an exact copy of its great predecessor in order to be worthwhile.

Review – Vigil: Blood Bitterness (PC)

Freegamer | Meridian 4 | June 29th, 2007

So these days I try to make it a policy to complete a game before doing any sort of review.  The thought is, I should experience all of it before passing judgment on it.  Sometimes in order to complete this task I do resort to walkthroughs or even in game cheat codes.  This tends to factor into the review however.  If a game is too confusing to get through without a walkthrough or too difficult to finish properly without cheating then there is clearly a problem with it.  I’ve had enough experience and skill development in a wide spread of games to know how to figure out even really tough games.

There is a problem though when a game is buggy.  Especially when it’s buggy enough that I can’t seem to get it to move on or I spend more time fighting through poor controls than I do playing the game.  Vigil: Blood Bitterness is extremely bug ridden.  The basic controls are simple enough but the path finding of the player is terrible.  I gave up trying to navigate through this game early in act 2 when I couldn’t get the screen to roll over to the next area after running around repeatedly where it should transition.

How do I know it should transition?  Well, strike 2 against this game is that it’s extremely cryptic about it’s presentation.  Ok, cryptic is not the right word, cryptic implies that there is a book or a note or some sort of arrow hidden in the surroundings to point you in the right direction or the right method to solve the game’s puzzles.  There’s nothing of the sort present in this game.  You wander aimlessly through the stylized landscape until you’ve managed to find both cut scenes in Act-1, then you pray on the circles in Act-1 then you look up a FAQ and discover you have to pray in a certain order unlock the ability to pray to another symbol in another room.  There are no clues telling you to do this, without assistance you’re left to trial and error.

Trial an error is only good for artificially extending the length of a short and terrible game.

The game itself is essentially a Gothic Horror puzzle game.  There is some vague plot about your character and his world being destroyed by some unknown entity (unknown by act 2 anyway).  There isn’t any real explanations though of anything.  The cut scenes consist of random sinister sounding one liners with no meaning or coherence.  Honestly the only reason I have any idea of what the plot is about is because it was summarized in the game’s description when I bought it.

What attracted me to this train wreck of a game was the visual styling (that and it was on sale for like a buck at Gamer’s Gate).  The art style is very interesting and stark using almost entirely Black and White lines.  There are splashes of color spotted around to give emphasis to different aspects though they are infrequent.  The IDEA of the game is also a nice draw.  This sort of “dark adventure” genre is one that has started to get my interest lately.  I tend to steer clear of “horror” in movies and games but there’s a difference between the horror of atmosphere and the unknown versus the horror of say, Left 4 Dead.  In this respect though, there are much better titles than Vigil: Blood Bitterness to be found.  Amnisia is the best example of a much better alternative in the Gothic Horror Puzzle game genre.

Review – VVVVVV (PC)

VVVVVV Site Banner

I’m not real sure what to call this game.  VeeVeeVeeVeeVeeVee just doesn’t quite roll off the tongue.  Given the gravity based gimmick I’d say it’s more likely the name is Up Down Up Down.  Or it’s more likely a graphical representation of the game’s gimmick in a symbol form, sort of like Artist Formerly Known As The Artist Formerly Known as Prince.  The name may also be symbolic of the numerous instant death spikes floating around the game.  It’s multifaceted and deep…. or whatever….

Speaking of the game’s gimmick, the main thing is the quirky control method.  You only move left or right and pressing the “action” button or up or down makes the character flip up to the ceiling or down to the floor.  You use this control scheme to navigate through spike filled puzzles.  Occasionally there’s some sort of enemy, often it’ll be an ASCII style character or a word.  A lot of the game is all about timing and reflex.

There is a secondary gimmick of sorts.  The graphical design is excessively simplistic.  The load screen mimics the look of the old Commodore 64 blue screen and the graphics are intended to mimic this style of retro gaming.  It’s not quite all ASCII like say, Nethack or Dwarf Fortress but it’s pretty close.

This only serves to add to the game’s charm though, at least if you’re a Retro junkie like I am.  there also a simplistic semi retro style plot.  There’s not deep explanation, just occasionally some mostly nonsensical text and the basic premise of rescuing your 5 lost crew members.

It’s an interesting game, though it can be slightly frustratingly cheap at times.  Fortunately the frustrations wears off a bit when you account for the fact that you essentially have unlimited lives at your disposal.  There are some challenges however to trying to beat the game while dying less.  You’ll die a lot mind you, especially the first play through.  I racked up around 1000 deaths my first time through, and I actually am pretty sure i did better than many people.  Fortunately the truly cheap deaths aren’t until near the end of the game, at which point you’ll know it’s close which keeps one’s drive going.  If the whole game had been full of pointless dearly unsolvable puzzles it wouldn’t be nearly as fun.

Also, while I enjoyed this game, I can see where it likely isn’t for everyone.  It’s pretty much all the same puzzle over and over in different forms.  Also the frustration of dying constantly could get old for some.  The retro graphics won’t be for everyone either.

I guess the point is, if it LOOKS enjoyable from say, screen shots, it’ll probably deliver, since the game is more or less everything you see, not much more or less.

Review – New Super Mario Brothers (NDS)

Nintendo DS – 1 to 2 Players

Intro
What do you get when you combine an 8-bit mindset with modern technology? You get New Super Mario Brothers of course! Just about the only thing missing is the inability to move left.I’m not real sure what the idea behind the “New” in the title is though. There isn’t all that much new to this title. It’s not a remake of the NES’ Super Mario Brothers either. They could have just as easily called it say, Adventures of the Super Mario Brothers and it would have been just as relevant. It’s likely the new plays off the idea that this is the first 2D Super Mario Brothers game since Super Mario World hence what is old is new again.

Story 6/10
There’s a basic format to the story in pretty much every Mario game. Travel across several worlds, usually eight, then rescue the Princess from Bowser. It’s extremely formulaic. Still, many good games are formulaic. Mega Man, Sonic, Metal Gear. It works if there’s enough extra to make it seem different. Such si not really the cane here. It’s the same exact plot as Mario 1 in a new wrapper.Additionally, it’s not a particularly strong plot. Nintendo’s other flagship series, Zelda, tends to keep the same formulaic approach while providing a much deeper story experience. Metal Gear is another series that does this, basic concepts, new shinny experience. Even some more recent Mario games have some sort of worthwhile story going that varies the theme a bit. This story is pulled right from Mario 1, 3, and World, and others.

Graphics 8/10

The DS comes off as a portable N64, except the NDS seems to feature superior 3D graphics. That’s possibly due to the small size of the screen though. It’s hard to make out ugliness when it’s half a millimeter in size. New Super Mario Brothers, while being a 2D game, features these nice 3D graphics. Despite the 3D, many enemies still come off as just the same as their 2D counterparts. Often things get distorted during such transitions. Then again, we’ve had 3D Mario for years now.As a result, everything moves fluidly and we get lots of nice scaling effects such as those apparent with the Mega Mushroom. The engine actually seems to be a take off of the Mario 64 Engine, though I don’t have anything to suggest it actually is.

Sound 6/10
I’m probably not the best judge of sound quality on any DS title since I often play with the sound turned all the way down. Still, what I have heard is a bit mixed. Many of the sound effects are ported straight from SMB1 which is a really nice touch. On the other hand, these same old sound effects just don’t mix too well with the modern style graphics.The music in mostly underwhelming as well. I couldn’t hum one tune from the game if I had to which tells me none of it was particularly catchy or memorable.

Control/Gameplay 8/10

The game play itself only marginally feels like old school Mario. The basics are there but it completely lacks the speed. With the original Super Mario Brothers, you can easily run full speed through almost every level. New SMB requires a lot more strategy and stopping. This isn’t necessarily a bad thing; it’s just one more step towards why this doesn’t feel like “New” Super Mario Brothers.Still, everything handles very solidly, even when you’re gargantuan Mega Mario. Pretty much the main exception is the Turtle Shell power up, which spins out of control so fast the power up is completely useless for regular play.

Balance 5/10

Most often the case is that a game is too difficult. This one is almost too easy. With the exception of a handful of tricky spots, there’s not much to keep this game challenging. Most levels rely on a single gimmick of some sort, once you figure out the way to thwart each gimmick, there’s not much to keep you from breezing through the level.It’s not helped that most of the gimmicks are recycled from previous Mario games, primarily Mario 3. The solution is likely something you’re already familiar with if you’ve played through previous 2D Mario games.

Replayability 7/10

This is a category solely dependant on how obsessive you are with collecting every item in a game. Specifically, the gold coins. Each level has 3 hidden gold coins that can be spent on the world map to unlock new levels and bonus mushroom houses. You can play through the game pretty quickly, but chances are you’ll miss a ton of the hidden coins and likely two entire worlds. The worlds are more likely to bring you back than the gold coins but not having every coin means you’re also going to miss out on some levels too.As you complete the game, your save files gains one of three gold stars. One star for completing the game, one star for playing every level, one star for spending all the coins. It will take you a fair amount of time to find every coin, but only a couple are truly well hidden to the point of being difficult to find.

Originality 3/10

This game is more or less selling itself on the merit of being a remake/remix of old school Super Mario Brothers game play. As such, pretty much every level comes off as being a direct rip off of some old concept. There’s very little here that’s truly new, especially in level gimmicks.So what is new. There are a couple of new Power ups. The Mega Mushroom makes you turn into “Really Big Mario” allowing you to crush pipes and walls and enemies alike. The Mega Mushroom is the most fun. The Mini Mushroom turns you into “Really Small Mario”, which lets you access tiny pipes and pass through other small tricky areas to discover secrets. The Micro Mushroom is the most useful. Then there is the Turtle Shell. Mario dons a shell that will protect him while ducking and allow him to speed along when running. The trick is that you can’t generally stop yourself while speeding along. This can make for some quick pitfalls. The Blue Shell is the most useless and lame. I believe it’s required for retrieving one of the game’s gold coins, so you’ll be force to use it at least once.Some of the bosses are nice though. Particularly the frantic Monty Mole tank battle and the Mega Manesque Super Lakitu (a boss that gave me serious Cloud Man vibes). Still, the mini boss battles against Bowser JR are very simple and repetitious and back to unoriginality, are almost straight rip offs of the old SMB3 Boom-Boom battles.

Addictiveness 10/10

This is a game you’re going to want to come back to. Even replaying the same levels trying to track down all the coins doesn’t get tiring. Most levels play fairly quickly, though they lack the full on sprintability of SMB1. Still, it’s a blast to play and it will keep you wanting to play more.

Appeal Factor 10/10

Who doesn’t love Mario? Probably the most memorable gaming icon ever created, with inly maybe Pac man rivaling Mario’s famous image. Even new gamers should be able to appreciate the simple addictiveness of smashing blocks and stomping Goombas.

Miscellaneous 7/10O

One of the best returning stars here is the Fire Flower. I don’t know about anyone else, but since the advent of Flying Mario in Mario 3 and Mario World, I never use Fire Balls. In this game you’ll rely on them religiously. In fact the complete lack of flying is really hard to get used to at first.There also Mini Games included to help with replay value but most, if not all of them are carried over directly from Super Mario 64 DS, and they were boring crap when included with that game too.

Final Scores:
Story: 6
Graphics: 8
Sound: 6
Control/Gameplay: 8
Balance: 5
Replayability: 7
Originality: 3
Addictiveness: 10
Appeal Factor: 10
Miscellaneous: 7While I feel like I’ve been a bit hard on the game, it’s still a lot of fun to play. Nothing in it is particularly new or original, but side scrolling Mario Action is always fun, and this game serves it up considerably better then Princess Peach did. Unless you absolutely hate Super Mario Brothers games, which of course means you also have no soul, you should definitely give this game a go.

Final Score 7/10