Friday, May 28, 2021

Video Game Review #268: Shadow Dancer: The Secret of Shinobi

Shadow Dancer: The Secret of Shinobi
Sega Genesis


Nostalgia Factor:

Do you ever wind up with a video game in your collection and you have no idea where it came from? That's what happened to me with this game. It was never on any of my Christmas or birthday wish lists. I never bought it myself. I'm sure it was given to me by someone, but who? I can't remember.

As a kid, I played through this game from beginning to end a small handful of times before I ended up trading it in to buy a new game. I liked this title, but I didn't consider it a keeper like the Sonic games or any of my other Genesis favorites. Just like that, the game exited my memory forever. 

Even when I began compiling my Every Single Video Game I Have Ever Played list a few years ago, I did not include this game on the list because I had completely forgotten about it. It first re-entered my memory about a week ago when I saw a screenshot of the ninja character with his wolf. I started wondering why that screenshot looked so familiar to me. I looked it up and saw some other screenshots from the game, but even then I couldn't remember if I had played it or not. It wasn't until I started watching a YouTube playthrough when it all started to come back to me.

Why I had completely forgotten about this game, I have no idea, especially considering it is a pretty fun game. I closed the YouTube video and made up my mind right then and there that I was going to come back to this game and immortalize it with one of my blog reviews. Then I could never forget that I had played it!




Story:

Don't expect much from this game's story. In the distant future of 1997, an evil lizard man has arisen to power, destroying cities and taking hostages. You play as a ninja and his wolf companion as you fight your way through this game's five stages. At the end of the game, you kill Lizard Man and restore peace and order to the world once again.




Gameplay:

The game is comprised of five levels, each one made of three stages. The first two stages are your typical platforming stages while the third is a boss battle. Complete all five levels and you complete the game.

Have you ever played Michael Jackson's Moonwalker? If so, you understand the basic premise of how this game works. You fight through each stage, defeating all your enemies, while searching for a pre-set number of hostages to rescue. Save all the hostages and you can make your way to the stage's end marker. Exit the stage to complete it and move on to the next one.

Your character can run, jump, throw ninja stars, and use a slash attack against enemies who are up close. You also have a special attack that either kills everyone on screen, or if used during a boss fight, removes two bars of health from the boss's life meter. Take one hit and you die.

What makes this game different is that your character has a dog companion, and you can use this dog to help subdue your enemies. All you do is hold down the attack button to fill a charge meter for the dog. Let go of the button and the dog sprints towards the closest enemy in the direction you are facing. The dog doesn't actually kill the enemy, but distracts them so that you can come in without fear of attack and finish your enemy off. This is particularly handy when there are multiple enemies filling the screen with projectiles. Siccing the dog on one of them makes it much, much easier to run in and join the fight without getting immediately hit.




Graphics:

Considering this game is 30 years old, it looks REALLY good. I love the colors. I love the detailed backdrops. Your character, the dog, and your enemies are all very detailed and well-animated. You can tell a lot of love went into this game's presentation. The graphical appeal of this game is timeless.




Sound:

This game sounds like a dream too. It's obvious it was created by the same people who made Sonic the Hedgehog, as several sound effects seem like they were either taken directly from that game or inspired by it. What makes Shadow Dancer's sound awesome, however, is the music. Almost every level had me grooving along with its tunes. The little introduction music before each stage is awesome too. I couldn't help but constantly be reminded of Sonic as I played. Any one of these tunes would have fit perfectly in any one of the blue hedgehog's Genesis titles. Truly fantastic.




Overall:

It was a real treat coming back to this game. I still have NO idea how I had come to completely forget about it. No, this game isn't very long and no, it isn't very challenging. But it is just so dang fun. I played through the game twice and you'd think that would make me sick of it. But no, here I am wanting to fire it up for the third time in three days.

This is an excellent game and one that will stay in my collection forever. No trading it in. No forgetting about it. It's here to stay. Even more exciting is the fact that there is an arcade version of this game out there as well, and apparently it is somewhat different from this game. I can't wait to play it!



Final Score:
A-



If you liked this review, check out some of my other game reviews:



Wednesday, May 26, 2021

Video Game Review #267: Rastan

Rastan
Arcade


Nostalgia Factor:

When I was a kid my family used to frequent a restaurant called Shakey’s Pizza at least once or twice a month. In the back of this restaurant was a room that contained a small handful of arcade units. The only one that ever really got my attention was Final Fight. Every time we went, I would plug all my quarters into this game. Can you blame me? Final Fight was awesome!

One day our family showed up and sat down to eat. I ran to the back room while we waited for our food to come out only to discover that Final Fight was out of order. What? Out of order? How could this be? I visited the other units and decided to settle on a game called Rastan. I had seen this game before, but I had never thought to play it because I loved Final Fight so much. I plopped my quarters into the unit and began to play. Immediately, I was blown away by Rastan. The Conan-like character, the fantasy world, the bright graphics. It was a ton of fun too. How could I have never played it before? I was instantly hooked. The only problem was that I had a limited amount of quarters. I didn’t even make it past the first level of the game.

My brother and my stepbrothers came into the back room and tried their luck with Rastan as well. I remember watching them with bated breath, rooting for them to make it farther than I had so I could see what else the game had in store. I couldn’t get over how awesome it was. You could just tell by the game’s characters and its setting that this was a game with a story to tell. It was infinitely cooler than anything I’d played on the NES at home. My siblings didn’t have any more luck with the game than I did, but to me it didn’t matter. Rastan had grabbed my attention. I couldn’t stop thinking about it for days afterward.

Plot twist: our family ended up moving to a new side of town shortly thereafter and we never visited Shakey’s again. Rastan slipped out of my memory for a LONG time. If we’re estimating that this happened around 1990 or 1991, that means about 30 years have passed. 30 years where I didn’t even think about Rastan once the entire time.

That changed earlier this year (2021). I’m part of a retro gaming group on Facebook and I noticed a post about this old arcade game called Rastan. I swiped through the screenshots one by one thinking “why does this look so familiar?” when HOLY SHIT it all came back to me. This was the game that for one week back in the early 90s had completely dominated my entire train of thought. I made up my mind right then and there that I was going to find a way to play this game again. I needed closure on that part of my life, as silly as that sounds. The only question was how on Earth was I going to be able to find an arcade that still had this game? It would be like finding a needle in a haystack.

I made up my mind. I was going to go against my moral code and use an emulator. I had always told myself I would never emulate anything until I had made it through my entire backlog of retro games and it became a necessity. Instead, I did the complete opposite and fell down the rabbit hole that is video game emulation. Expect to see lots of reviews of older, classic games that I never had the chance to play or revisit on the horizon. But I’m getting ahead of myself. First, we need to talk about Rastan.

 


Story:

There’s not much to this game’s story. Everything is set up by the one screenshot above, and that’s all you get before you start playing.

You fight through 6 grueling stages and the game’s story is never brought up again. When you slay the final boss (a dragon), old Rastan reappears and says that this was just one of his adventures that paved the way on his road to becoming king. Sit tight, as he still had several more stories to tell.

The end.

Again, not much story to go on. But it did get me excited for the possibility of playing this game’s sequels. I didn’t even know it had sequels! I guess I have playing those to look forward to in the coming weeks and months.




Gameplay:

I wouldn’t be surprised if the phrase “hack and slash” started with Rastan. You do your fair share of both hacking and slashing many many times as you make your way through the game. Basic gameplay consists of controlling your character as he makes his way from the start of the stage on the left side of the screen all the way to the end of the stage, located on the far right side of the playing area. Your main weapon is a sword, which you use to kill your enemies in (usually) one or two hits. You jump over obstacles. You climb up and down ropes. You swing from vines. You collect power-ups. You dodge the barrage of enemy attacks that are constantly coming your way.

You have to be very careful because it doesn’t take much to kill you. Enemies occasionally drop power-ups which restore your health, but these can’t be counted on as they appear very randomly. You can collect weapon power-ups, which help a lot. Mainly these weapon power-ups are just longer or stronger versions of your sword, but there is a flame sword that allows you to shoot projectiles at your enemies. This is the only projectile weapon in the entire game, so when you snag one make sure to guard it with your life!

That is easier said than done, however. Everything is out to kill you. Respawning enemies, tumbling rocks, flying bats and birds, flames jumping out of pools of lava. Enemies even start firing projectiles at you the deeper you make it into the game. As if all this stuff wasn’t tough enough to avoid, there are several dangerous platforming sections where one wrong jump will kill you. Some of these sections can be extremely difficult, most notably when you are sliding down a hill or trying to swing from rope to rope. This game must have been a major quarter eater back in the day. No wonder why as a kid I couldn’t make it through the first stage of the game!

Rastan’s stages follows a very predictable formula. The game is broken up into six levels, each one comprised of three stages. The first stage is always an “outside” stage as you make your way to either a cavern or castle at the end of the stage. The second stage consists of said cavern or castle. The third stage is a boss fight. Make your way through all six levels, defeat the final boss, and you have beaten the game.




Graphics:

This looks amazing for something that came out in 1987. Seriously – I was five years old when this was released. That is so hard for me to believe. Bright colors, beautiful backdrops, detailed scenery, distinctive looking enemies and characters. It is like a cartoon version of Conan the Barbarian come to life. At the time I played this game, which I estimated to be 1990 or 1991 – this game had already been out for three or four years. And I thought it looked better than anything I had played or seen in recent memory. That should tell you how ahead of its time this game’s visuals are.




Sound:

There’s only a small handful of songs in this game, so expect to hear them over and over again. They’re okay. I guess my favorite game track would be the music that plays during the “outside” levels. The sound department isn’t really this game’s forte, however. The sound effects are just average and to be honest there is nothing memorable or iconic as far as sound goes that I am going to take away from this game and remember forever.


 

Overall:

Eight year-old Dan would be so happy I finally got the chance to come back and finish this game. I wish I could go back and tell him that anything is possible when you believe in your dreams.

I kid, I kid. While it is nice I got some closure on the Rastan chapter of my life, I can’t say I had TOO great of a time with this game. I enjoyed it. I had fun. It was a good walk down memory lane. It gave me a stiff challenge too, which was a refreshing change of pace. Games never challenge me anymore. And when this game got too hard, hey guess what? I was playing on an emulator and could manipulate save states to make sure I was getting through each stage with minimal damage taken.

That said, the game itself is perfectly average. Outside of the creative look and feel of the game’s graphics and level design, at heart Rastan's gameplay is simply "all right". You start on the left side of the screen and you make your way to the right, which is typical of games of this era. You move slowly. Very slowly. Apparently Rastan is in no hurry to get anywhere, it seems. You hit enemies with your sword. You jump over obstacles. You die a lot. And that’s really all there is to this game.

The graphics and presentation of this game, along with all the fun memories I have of it are enough to keep it out of the C range, even though I did just say the gameplay is perfectly average. This came out in 1987, and it was FAR ahead of its time when it was released. I would have given this an A+ if I had reviewed it at the time. Should its score suffer just because I so happened to have gotten around to playing it super late in life?

I guess that is going to happen regardless, but the bottom line is that this game is still, 34 years after its initial release date, fun to play. Can you believe when my son is 16, this game will be 50 years old? I bet it will still be fun to play then, too.


Final Score:
B-
 


If you liked this review, please check out some of my other game reviews:


Tuesday, May 25, 2021

Video Game Review #266: The Lawnmower Man

The Lawnmower Man
Super Nintendo



Nostalgia Factor:

Growing up, the Lawnmower Man was a movie that I desperately wanted to like. I always thought that virtual reality was the future of gaming, and that this movie would be the gateway that popularized this brand-new technology. When I watched this film, all I was focused on was the VR and how great it looked. Did I care (or even notice) that this was actually a really terrible movie? No.

You can say the same thing about the video game adaptation of the film. I ended up renting this title for the Sega Genesis in 1994. I was so enamored by the virtual reality scenes and how hypnotic and beautiful they were that I didn’t even notice the game itself was a real piece of garbage. I played this game the entire weekend I had it. Despite the game offering a somewhat stiff challenge, I was able to complete it before sending it back. When all was said and done, I liked the game and I had a good time with it.

27 years have passed and I now find myself in the year 2021. Opportunity knocked for me to revisit this game, albeit the Super Nintendo version of it. Since my memories of the game were so positive, I jumped at the ability to play it again. Man oh man. Sometimes your memories can really lie to you. I did not enjoy this one bit. Read on for my full review.




Story:

This game loosely follows the events of the film, where a mentally handicapped man (Jobe) becomes an evil genius through virtual reality sessions. Jobe infiltrates the internet and tries to take over the world before his devilish plan is interrupted by James Bon- I mean Pierce Brosnan, I mean Pierce Brosnan’s character Dr. Angelo. The game takes the events of the film even further, as Dr. Angelo storms the sinister Shop’s headquarters and destroys their leader, Hank Schroeder – I mean Dean Norris. I mean his – yeah whatever. This game’s plot is pretty much inconsequential and completely forgettable. At least they tried.




Gameplay:

There are two main styles of play in this game – run and gun platforming action and 3D VR stages. Let’s start with the good and focus on the VR stages.

The VR stages look really nice, and I can see why my 12 year-old self would have fawned over them. In some of the VR missions, you control your character from the first person perspective, seeing only a pair of floating hands in front of you as you try to avoid obstacles and make it to the end of the stage unscathed. Touch or bump anything – and I mean ANYTHING, and you die and have to try it over again. Other VR stages involve shooting enemies with a cursor or controlling a racing pod as you zoom through an obstacle course. Objectively speaking, these segments of the game are the most enjoyable thing about the Lawnmower Man.

The reason I dislike this game so much is because of its 2D platforming stages, which comprise about 90% of the game. I don’t really know what they are trying to go for here. Maybe something like Contra? If so, they failed miserably. These stages are just SO uninspired and milquetoast that they completely wreck the entire game. They’re so bad. So generic. In these stages, you control some tiny little dude, firing your weapon ahead of you as run and jump your way through the game’s absurdly bland environments. Seriously, these segments of the game look like they were designed by one guy who threw them together in about 15 minutes. I guess I’ll rip on these stages more in the graphics section of this review. But the gameplay is just as bland as the game’s visuals!

There is nothing inspiring about this game’s 2D stages. Nothing at all. Hundreds of other games have tried something similar but with better results. I don’t know they managed to make something so boring, but it happened. You can collect weapon and suit power ups as you play, but you lose them if you get hit, which you will (a lot). Some of the weapon upgrades aren’t even really upgrades, as things like the homing laser take a ridiculously long time to kill your enemy. What kind of game is this where your default weapon is more powerful than one of the most high-powered weapons in the game?

Not only do some enemies take a long time to kill, they will often cheap shot you the second they appear on screen. Better have your finger on the duck or jump button at all times, as these enemies aren’t fucking around. Oftentimes I didn’t even know they were firing at me because the shots I was firing were obscuring or blocking the shots they were firing. It is tough enough to react as it is, especially when enemies duck and shoot. You have about a fraction of a second to respond, or you get hit. But to not even be able to see if your enemies are firing because your OWN FUCKING BULLETS are obscuring your field of vision is particularly fucked up.

Who thought this was a good idea?

With only three lives and three continues, this game can be particularly challenging if you aren’t ready for it. I’m up for a challenge, but not in a game where you get “cheap deathed” as much as this one. Lose all your lives and continues and you have to start the whole game again from the beginning. Unless you are playing with an emulator or something with save states, be ready to play for a long time if you want to beat this one.




Graphics:

I’ve already said how bland this game’s 2D stages look, but I guess for posterity I’ll say it again. They look really bland!

The 3D VR stages however are a different story. You have to admit that for a video game released in 1993 or 1994 they really nailed these segments of the game. It is rare that you saw anything like this back in the 16 bit era. Even Star Fox was kind of clunky and primitive looking. These stages are not. They are sharp, colorful, and smooth to play. Hypnotic too. The racing pod stages actually made me dizzy when I was a kid!




Sound:

I can’t remember any of the game’s music so I am just going to go out on a limb and say that it wasn’t very memorable. At the same time, it must not have been very bad either or I would have noticed. Same with the sound effects. Can’t remember any of them!




Overall:

The 3D VR stages are not enough to keep this game from getting a poor review. The 2D platforming stages make up about 90% of the game and that is what you are going to be dealing with most of the time. Take away the VR stages and this immediately becomes one of the most boring and uninspired games I have ever played. Easily a game worthy of an F score.

The VR stages keep it afloat…. barely. Maybe nostalgia is talking a little bit too. That weekend in 1994 cooped up in my bedroom each night, playing this game till the sun came up and the birds started chirping. I remember that fondly. As much as I didn’t like this game playing through it again in the year 2021, I just can’t bring myself to give it a failing grade.

This is not a good game. The only reason to play it is to check out the VR stages. The platforming sections of the game are a complete abomination. Play this game at your own risk. Just don't say I didn't warn you.


Final Score:
D-




If you liked this review, check out some of my other game reviews:



Video Game Review #265: Metal Gear Solid 4: Guns of the Patriots

Metal Gear Solid 4: Guns of the Patriots
PlayStation 3


Nostalgia Factor:

Any loyal readers of this blog should know that I absolutely love the Metal Gear Solid series. In fact, getting the chance to play this game was one of the deciding factors when it came to me buying a PlayStation 3 console. I didn’t have much money left after buying the system, so I ended up just renting this game instead of actually buying it. I thought the game was fantastic though, and for a short while it actually bumped Final Fantasy VII down to #2 on my list of favorite games of all time. I’d end up buying the game and replaying it a few months after this, and that is when I realized that while this was a good game, it had no business being ranked as my favorite game of all time. Heck, it probably shouldn’t even have been in my top ten!

All of this took place a good ten plus years ago. I haven’t touched Metal Gear Solid 4 since then. 

Enter 2021. How would I feel about this game after so much time had passed? Let’s find out.




Story:

There’s a lot to unpack here, almost too much to unpack. I’ll give you the Cliff's Notes version instead.

Several years have passed between the events of Metal Gear Solid 2 and this game. Solid Snake has started to rapidly age to the point where he now looks like an old man. Snake is working closely with Otacon to track down Liquid/Ocelot and put an end to him and his terrorist ways once and for all. When Snake finds out he doesn’t have much longer to live before he becomes a Fox Die spreading bio weapon, he lays it all on the line to take down his arch nemesis.

Liquid has become a mercenary with a vast group of soldiers under his command. In the not too distant future, war fuels the global economy. Liquid has used his soldiers and his expertise on the battlefield to get rich fast. Liquid seems intent on using this power and this money to wipe out the Patriots, the mysterious shadow organization that was revealed in Metal Gear Solid 2.

Snake’s journey to take down Liquid takes him all over the globe, including a surprise return to Shadow Moses Island. I won’t dive too much into spoiler territory, but the game wraps up in a satisfactory manner, with nearly all loose ends from the series tied up. And boy, were there a lot of loose ends.

Meryl comes back. Naomi, Mei-Ling. Vamp from Metal Gear 2 returns, as do Raiden and Rose. Olga Gurlukovich’s daughter Sunny plays a prominent role in this game. Almost all of the cast of Snake Eater returns in some form or another. Even the pooping soldier from previous entries in the series makes a return!

All in all, story-wise this game was a fitting end to an epic series.


 

Gameplay:

This is where I had my biggest issue with this game. Metal Gear Solid is at its finest when you are investigating an open world, Blaster Master-like environment – such as Shadow Moses Island from the first game or the Big Shell from its sequel. This game is as linear as they come, where you rarely (if ever) explore game environments or backtrack to find items. You just move from one screen to another, either shooting your enemies or sneaking by them. And honestly it doesn’t really matter how you play because as soon as you move from one area to another – your alert status goes away.

I found the whole first half of the game to be really repetitive. You can just run through each level without engaging or fighting enemies and pass with flying colors. Midway through the game they try to spice things up by adding some sneaking spy elements into the mix, but honestly I found this to be my least favorite part of the whole game. My favorite chapters were the Shadow Moses one (of course) and the game’s final chapter. It took more than half of the game to do it, but eventually it found its footing with me.

Where this game excels is in its boss fights and predetermined big battle set pieces. Metal Gear has always had great, imaginative boss battles and this game is no exception. Some of these fights are supremely epic, rivaling in scale what you would see in a big budget Hollywood movie. They are a lot of fun to play through too, and make you use your brain to determine proper strategies that will lead you to victory.


 

Graphics:

I thought this game looked stunning when it first came out, but honestly it has already started to show its age a bit. Some of the early game environments, like the Middle East, are dull and bland to look at. Things become more interesting visually as you get deeper into the game, but honestly nothing stands out to me as gorgeous or jaw dropping. The most interesting things visually in this game are the big, epic fight sequences which I touched upon earlier.

The characters in the game look pretty good. It is interesting to look at Snake from the first Metal Gear Solid game and compare him to where he is now. We’ve come such a long way! A fun flashback moment in the game even alludes to this very statement.




Sound:

The game’s visuals may not have aged too horribly well, but its sound does not have that problem. Everything sounds fantastic, from the music to the sound effects to the voice acting. The music is everything you’ve come to expect from the Metal Gear series. I think the word epic describes it pretty well. One of my favorite Metal Gear tracks, The Best is Yet to Come, is playable on Snake's in-game Ipod. Did I listen to this song on repeat over and over again as I played through the Shadow Moses stage? You bet your sweet behind I did!

But the heart of the series has always been its voice acting, starting with Solid Snake. David Hayter is back in action and better than ever before. The supporting cast sounds fantastic too. Liquid, Raiden, Naomi, Campbell, Otacon – everyone. Spot on voice acting. The classic alert noise makes its return as well. 

One of my favorite moments in the game is the music montage during the final battle with Liquid. It pays homage to so many different musical memories from the series. It is as close to perfection as you can get.




Overall:

There is a lot to love about this game. The story, the characters, the music, the voice acting, the big action scenes. I just wish it was more fun to play. Too much of this game consists of simply running from one screen to the next. You can simply run right by a bunch of enemies and go on alert status. It doesn’t matter. The second you leave the area, a cut scene or a Codec conversation will start playing and your alert status will go away.

It often seems like you can’t walk five steps without a cut scene interrupting you. This isn’t new to the Metal Gear series. It’s always been very heavily story-oriented, with lots of talking and Codec conversations. But this game takes things to a whole new level. I think there is one cutscene in particular that is more than 45 minutes long. Seriously! You definitely do more watching than playing with this game. And when you do play, it really isn’t as fun as you want it to be.

I think I was spoiled by having Metal Gear Solid one as my introduction to the series. It is an amazing A+ game, and every game in the series has been judged by the standards this game has set. Is Metal Gear 4 a bad game? No, not at all. But if we are looking at the gameplay and JUST the gameplay, this is a C title at best. The only things elevating it for me are the story, the voice acting, and the game’s overall presentation. The fact that this game ties up so many loose ends, and does it effortlessly as well, is amazing. It was a real treat seeing Snake’s story, which began on the PS1, fully wrapped up here on the PS3.

But like I said, if ONLY this game was more fun to play. It could have been a masterpiece. Instead, it stands as a slightly above average 3rd person shooter.
 

Final Score:
B-




If you liked this review, check out my other Metal Gear reviews:


Tuesday, May 18, 2021

Video Game Review #264: Contra III: The Alien Wars

Contra III: The Alien Wars
Super Nintendo


Nostalgia Factor:

Having grown up a Genesis kid, I never got the opportunity to play Contra III: The Alien Wars. Thanks to the Contra collection for PS4, I now have that chance.

Released for the Super Nintendo in 1992, this game is often lauded as one of the better early entries in the Contra series. How would it fare in my book? Let’s find out.




Story:

Uhh, errrr… This is a Contra game. Does its story even matter? You shoot things and blow stuff up. Judging by the title of this game, presumably aliens.

There’s not much else to say. You fight through the stages, you kill the alien boss at the end of the last level, and then the game is over.

Wham bam, thank you ma'am!




Gameplay:

While you may not play this game for its story, you definitely play it for its gameplay! Everything you know and love about the Contra series returns in style. You run, you jump, you kill things, you avoid a constant hail storm of bullets, and you die a lot in the process.

Contra III consists of only six stages. Most of the stages are of the typical side scrolling variety. You run and shoot your way through these stages and their bosses. There are a few gameplay tweaks as well, like the ability to scale walls and latch onto things. In the earlier Contra games, all you did was run and shoot. In this game, you’ll be swinging from spinning platforms, climbing up walls, and hanging and jumping from ledge to ledge. The third stage in particular was perhaps the hardest for me. So many tough jumps to nail, and the bosses at the end were just BRUTAL! I almost gave up on the game right then and there, but luckily it gets easier after that.

The other stage variety you’ll encounter are the top-down stages. In these stages, you pick your starting location on the game’s map. You have to make your way through this map, destroying a certain number of pre-determined targets along the way. The controls are a little bizarre in these segments and take some getting used to, but you should be able to adapt in no time.

Although this game doesn’t do much to change the tried and true Contra formula, it doesn’t need to. It takes everything great about the NES versions of the game and makes them even better. Better graphics, music, sound, more intricate enemies and stages, a bigger weapon variety. Bigger and better everything, pretty much.

Contra III is challenging, and at times almost overwhelmingly so. I was lucky to be playing this on the PS4 with save states, otherwise I have no idea if I ever would have been able to beat the game without them. Actually, nah – that’s a lie. I played through this game twice (using save states the second time as well), and I got significantly better on my second playthrough. I didn’t die on any of the overhead stages, nor did I die on that motorbike stage. That’s half the game I would have made it through unscathed. This is a tough game, yes, but I feel as if it is fair at the same time. Enemies have patterns and there is nothing you can’t conquer in this game without a little trial and error.

Side note: I played through this entire game twice without realizing there were bombs you could use that kill everyone on the screen or do big-time damage to bosses.

*facepalm*

That certainly would have made things easier for me.




Graphics:

Easily the best looking Contra game I’ve played. Big, detailed characters that really pop off the screen. Colorful backgrounds. Inspired level designs. Visually, this game is extremely impressive – especially when you take into account that it is 28 years old. Wow, does that make me feel old! This came out when I was 10, and I am only just playing it now at the age of 38. Yeesh!




Sound:

They just nailed it in the sound department. Great music, great sound effects. Just great all around. They really poured a lot into the presentation of this title without sacrificing any gameplay quality in the process. Most impressive.


 

Overall:

Looking at my past Contra reviews, the only one I actively disliked was Super Contra for the arcade. The rest of them ranged from simply okay (Operation C on the Game Boy) to good (Super C for the NES) to great (the original Contra for the NES). This game stands right up there with the NES Contra in the great category.

Even though it is as difficult as it is, I was never deterred by its difficulty. As long as you plug along, make note of enemy and boss movement patterns, and proceed with extreme caution you should be okay. Yeah, yeah - says the guy who only beat the game using save states. What can I say? I have a one-year-old, a giant backlog of games, and a limited amount of time to spend gaming anymore. As much as I would have loved to spend several weeks mastering this game, that just isn’t an option for me right now.

When you look at this game’s overall package, you can’t help but be impressed. Great music, great graphics, great presentation, improved level design – all without sacrificing any of that great console Contra quality in the process. While you may think a game as challenging as this might get frustrating after a while – it is just so well-made that you can’t get angry or frustrated at it. I looked at each stage as a fun challenge, and I really got locked “in the zone” as I played. It was able to bring back out that intense, competitive kid in me again. And that’s great.

I really wish I had grown up playing this game. If I had, it might have been able to earn the title of best Contra game for me. That award still goes to the original Contra, at least in my opinion, but this is game is easily sitting in second place right now. If I was able to brush nostalgia aside I might, MIGHT consider it for the top spot. It’s that good.

 
Overall:
A


Check out some of my past Contra reviews:



Monday, May 17, 2021

Video Game Review #263: Castlevania II: Simon's Quest

Castlevania II: Simon's Quest
Nintendo Entertainment System



Nostalgia Factor:

As a young kid, I absolutely loved the original Castlevania. Its sequel, however, I had very mixed feelings about. Whereas the original game in the series was a straight up platformer that was as linear as they come –  Castlevania II changed the formula a bit. You had an open game map. You visited towns. You talked to people. You bought things with in-game currency. There was no “obvious” destination you had to go. You’d start up a new game and get dropped into the action, with no directions or instructions whatsoever.

I’d play that game for hours on end, wandering aimlessly, constantly getting stuck. Where was I supposed to go next? How was I supposed to get there? What was I even doing??? As a result, I ended up actually really hating the game. I was never able to beat it and eventually I just gave up on it.

Let’s fast forward thirty years into the future. I’ve been running this blog and writing game reviews for several years now. I always knew that eventually I was going to have to come back and give Castlevania II another chance. I kept putting it off, putting it off, putting it off. Truth be told: the game scared and intimidated me a little bit. I was never able to conquer it as a kid. All my memories of it were negative. I had it in my mind that this game sucked and that playing it would be an absolute chore and a half.

You know what? I sucked it up, buttercup. I knew that with the help of the internet, which I didn’t have back in the late 1980s, I should be able to make it through this game.

Did I do it? Would my opinion on Castlevania II change? Read on and find out.




Story:

I don’t have the original instruction manual for this title, so everything I know about the story of Castlevania II comes from in-game text. This text doesn’t do a great job at explaining things, but if I understood properly – Simon Belmont was cursed by Dracula at the end of the original Castlevania. The whole purpose of the game is to find Dracula’s body parts, which have been scattered around the countryside, and reassemble them so that you can kill Dracula (again) and break the curse forever.

That covers the basic gist of things, right?




Gameplay:

Controlling Simon, you  must traverse the forests, villages, and marshes of the area surrounding Dracula’s castle. The D-pad moves your character. You use your whip to attack enemies. Enemies drop hearts, which are used as this game’s version of currency. Gather enough hearts and you can buy things from the game’s villagers. These items include holy water vials, throwing knives, whip upgrades, and plot-specific items that help you advance in the game.

As I mentioned earlier, this is no linear platforming title. When the action begins you are dropped in the middle of the game’s opening village. You can walk around, talk to villagers, and get a feel for the action of the game. You can exit the village from two different sides. The left side takes you to a difficult area of the game that clearly you aren’t ready to handle yet. Take the right side exit and it takes you to a forest filled with very manageable skeleton, wolf man, and spider enemies. It won’t be long before day turns to night, in one of the more infamous transitions in video game history. All of a sudden the enemies are tougher, the villages are not safe havens, and you can die a lot – LOT easier than you would during the day. The catch? Enemies drop double the currency when it is night time. Schwing! So if you are saving up money for that big whip upgrade, farming for currency is best accomplished at night.

It is your goal to find five different mansions in the game’s overworld. Four of these mansions contain the Dracula pieces you need to complete the game, and the last one contains Dracula’s ring, which helps bind the pieces together. The catch is that these mansions are very, VERY well-hidden – to the point where their locations are terribly obscure and almost impossible to discover on your own if you don’t have a playthrough guide sitting right next to you. For example, to unlock one of the mansions you have to equip the blue crystal and duck at the edge of a lake for ten seconds. Doing so reveals a hidden passageway under the water that takes you to the game’s next mansion.

Huh? How would you have known to do that? The game’s villagers are supposed to give you tips and hints to help you on your journey, but no one says anything about that! Luckily for me, as a kid, one of my friends told me how to do this. Using this tip, I was able to complete two of the mansions in my childhood. The rest of them? Never was able to find them.

I tried to play the game without enlisting the help of an online guide, but even as an adult I couldn’t figure out what to do next. I had gotten stuck at the exact same place I had as a kid. To the internet, I turned.

What did I have to do? Equip Dracula’s Heart and talk to the ferry man on the left side of the map. That took me to an area of the game I had never previously discovered. I cleaned up house over there and returned to the ferry man. This time, I took the normal path I had taken as a kid. This path took me to what was seemingly a dead end. What do you have to do here? Equip the red crystal and duck in front of the wall for ten seconds. A tornado comes and picks you up and takes you to the next location of the game. Again – how would I ever have known I was supposed to do that???

Luckily, the rest of the game was pretty straightforward. I was able to figure things out, advance to the end of the game, and defeat Dracula once and for all. Well, maybe not. There are how many Castlevania games after this?

Regardless, I could feel a giant weight lifted from my shoulders as I beat this seemingly impossible game from my childhood for the very first time. And you know what? I had a good time playing the game. Aside from the handful of instances where I got stuck, I found this whole thing to be a pretty enjoyable experience.


 

Graphics:

I’m sure by today’s standards this game isn’t much to look at, but you have to remember: I am an old fart who grew up with games that look like this. I thought back in the 80s that this game looked really great, and I STILL think it looks really great. Okay, maybe not really great, but pretty darn good. The enemies have some nice detail to them. The game’s environments are all very distinct and different looking. No two areas look the same. It’s easy to get lost in this game, but not for that reason. Throw the music on top of that and Castlevania II on the whole is one pretty darn engrossing experience.




Sound:

The music is probably one of the highlights of this game. It sounds AWESOME. And my opinion on that hasn’t changed over time either. So many memorable tunes. The sound effects are great too. That talking/typing/whatever sound it makes when the game transitions from day to night is unmistakable. Blindfold me and put me in a room with someone playing this game, and I can identify it IMMEDIATELY. I could have done that even before my recent playthrough, after having not played the game for over 30 years. That is a true mark of greatness in my opinion.




Overall:

This is a really fun game. I don’t understand why I hated it so much as a kid. Well, I guess I do understand (the obscure tasks you have to complete, the well-hidden game locations, the lack of direction, etc) but none of that matters now. This game has redeemed itself in my eyes. I had a lot of fun playing it, and as soon as I finished playing I wanted to turn around and fire it up again, seeing if I could find everything without the help of the internet this time. 

It’s well mapped out, it’s clever. The RPG-like elements were really ahead of their time too. If I had to fix anything about this game, it would be that the villagers and NPCs did a better job telling you what to do or where to go next. You should never, ever HAVE to rely on a guide or a walkthrough to finish a game. If they could have fixed this issue before pushing this game out, it would have gone down as an all-time great.

I still think this game is pretty great, but for me it doesn’t quite hit the high notes of the original Castlevania. That said, almost no NES game can! Castlevania II is a solid, fun title that gets a bad reputation because of some of its flaws in  game design. If you can look past these flaws, you’ll find a perfectly fun and enjoyable game at its heart.
 

Final Score:
A-



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Sunday, May 16, 2021

Video Game Review #262: Blaster Master Zero

Blaster Master Zero
PlayStation 4



Nostalgia Factor:

I LOVE Blaster Master. It is one of my favorite NES games of all time. While people use the term “Metroidvania” to describe games in this genre, I like to be different and say they’re like Blaster Master instead. That’s how much I love this game.

I first heard they were remaking the original Blaster Master several years ago. While I thought the game looked really cool, it was for the Switch – a system that I do not own. I basically gave up all hope of ever playing that version of the game. Flash forward to a little over a week ago. I was perusing the Spring Sale on the PlayStation Network when, lo and behold, what did I see? Blaster Master Zero for the PlayStation 4. For five dollars. I didn’t even need to think about it. I was buying the game. Its sequel, which I didn’t even know about, was also on sale for five dollars. I bought that too!

How would this game stack up to the original? Well, that’s what we’re here to find out.



 
Story:

The original Blaster Master's story was extremely simple. A boy chases his pet frog into his back yard, where it gets zapped by radiation, grows into a giant size, and jumps into a hole in the ground. The boy jumps down the hole after the frog, only to find himself in this bizarre underground world filled with all kinds of hostile alien creatures. The boy jumps into a conveniently placed tank nearby and heads off on an adventure to reclaim his lost frog.

This game’s story is similar, but a LOT more fleshed out. Blaster Master Zero takes place in the distant future. The earth had at one point become completely uninhabitable, forcing humanity underground to wait it out until the surface became habitable again. After hundreds of years had passed, humanity emerged from below the surface of the planet and once again resumed living topside. While they were underground, they had created this complex society filled with all kinds of advanced technology and strange creatures created through genetic testing or mutation or some kind of shit. When they returned to the surface, all of that was left behind and forgotten.

Jason, a young scientist, is examining a bizarre frog-like creature when it escapes and jumps into a randomly created wormhole that seemed to come out of nowhere. Jason follows the creature and finds himself in the underground environment where humanity had once lived. He hops in a conveniently placed tank nearby and sets out to explore this strange new (but also old) world.

Jason encounters EVE, an alien robot who is looking for Fred (the frog) – who is also an alien. Eve and Fred were sent to Earth to eradicate the Mutants (led by the Underworld Lord), who had once threatened and attacked their home planet. You team up with these two and explore the underworld, eventually finding the bad guy, killing him, and saving Earth. Yay!

Depending on how you play the game, there are two possible endings. The basic ending consists of Jason and Eve parting ways. Eve, her mission complete, destroys herself. The end.

In the alternate ending, which you obtain by collecting 100% of the game’s items and defeating all of its bosses, you unlock a bonus stage. Turns out there is another powerful Mutant still out there. Eve leaves to battle it herself, while Jason is forced to chase after her in a new version of the tank – the SOPHIA ZERO. Jason arrived just in time to save Eve from certain death and defeat the Mutant Core. The world has once again been saved, and Eve doesn’t destroy herself this time. Yay! A happy ending for all.


 

Gameplay:

The gameplay is, for the most part, identical to the original Blaster Master. You are in a tank and you drive around and shoot stuff. You occasionally get out of the tank and explore bunkers and dungeons, where you defeat bosses and uncover items you need to upgrade your tank so you can advance to new areas.

If you’ve played the original version of the game, you’ll be pleasantly surprised to discover that most of the stages and bosses have remained untouched. I was still able to find my way around pretty easily. Aside from some graphical updates and minor gameplay tweaks (like save points and a map), the first half of this game is very loyal to its source material. As I got deeper into the game, the more I noticed things starting to change. I don’t know if it was just my memory being faulty or if they actually did make a lot of changes to the late-game environments, but pretty much nothing from the end of the water level to the end of the game was as I remembered from the original.

The obvious changes were welcomed by me. There are now bosses that you can fight in the tank, which is pretty cool. There are weapon upgrades not found in the original game. A lot of good “quality of life” improvements, among other changes that were necessitated by the direction of the game’s story. All in all, I found the whole game to be the perfect mix of old school Blaster Master and modern day improvements and upgrades. My main issue is that there is little to no consequence for dying. There are save points everywhere you turn. One of the things that made the original Blaster Master so fun, yet so daunting at the same time, was its difficulty.

No way around it, this game is WAY too easy.




Graphics:

This game looks really great. It retains its 8-bit charm while receiving a modern day facelift at the same time. This is what I wanted from the Final Fantasy VII remake. I didn’t want a completely brand new game. I wanted a remake of the original with improved graphics, added story elements, and several “quality of life” changes and upgrades. Blaster Master Zero definitely nailed it here.



 
Sound:

This may be an unpopular opinion, but I prefer the original game’s music to Zero's. The sound effects are pretty much the same, but I found that the music was too “sped up” in this version of the game. There is more of an electronic dance element to it, as opposed to the original game where the tunes are a lot more basic. They tried to modernize the music like they did with the graphics, but didn’t quite get the job right. Listen to this comparison of the original game’s first level music and Zero’s and hopefully you’ll see exactly what I mean.

That said. I still think the game sounded pretty good. 





 
Overall:

My experience with the game was a little strange for me. On one hand, I really loved the first half of the game, grooving along and revisiting some old, classic game environments. It wasn’t until later in the game that I started to get tired out on this title. It’s just so absurdly easy, and you’re doing the same thing over and over again. Look at the map, find the next bunker you haven’t discovered yet, and raid it so you can upgrade the Sophia. Then move onto the next one. And the next. Occasionally you fight a boss.

The map guides you everywhere you need to go. There was literally NO challenge for me as I played. Like I mentioned earlier, the original game was famous for its difficulty and how it made you think about where you have to go next. This game hands you everything on a silver platter.

To unlock the game’s “real” ending, you have to find 100% of all items in the game, which was a real chore for me with all the backtracking. It wasn’t difficult, just time consuming. It got to the point where it was simply too much Blaster Master. The game was never meant to be this long (although in all reality is still fairly short).

The new stage you play at the end of the game isn’t even any fun to play. It’s just annoying with the weird gravity shit going on and all the changes made to your tank. I would have welcomed with open arms a new, original Blaster Master stage. But what they gave us was just… weird. By the time I was done with Zero, all I could think was thank god it’s over. I should never have those thoughts about a Blaster Master title, EVER. It’s almost sacrilege!

In fact, it made me a little weary of jumping into Blaster Master Zero 2. Is it simply just going to be more of the same? I don’t know if I can sit through that again, so soon. I need a break from this series before I give that game a shot. Absence makes the heart grow fonder, as they say.

While it sounds like I’m harping on this game, overall I did like it. They took what was great about the original Blast Master and modernized it to near-perfection. Unfortunately, most modern games are too easy and loaded with save points galore, so that came with the territory.

Would I recommend this to fans of the original Blaster Master? Absolutely. It is awesome seeing such an underrated classic given the modern-day treatment. Just don't expect this to be better than the original, because it's not.

 

Final Score:
B







If you liked this review, check out some of my other game reviews:



Wednesday, May 5, 2021

Video Game Review #261: Celeste

Celeste 
PlayStation 4



Nostalgia Factor:

This was the first time I had played Celeste, so I have nothing to get nostalgic about here. I first became aware of this game a few years ago when I had read some positive reviews for it online. As soon as I saw the game’s old-school graphics and presentation I knew I’d have to check it out someday. Well, that mythical someday finally came.

 Side note: this was the last game I rented for GameFly before canceling my subscription, so I will return to attempting to work through my giant backlog of games very shortly.



 
Story:

Celeste starts out as the simple story of a girl named Madeline who is attempting to climb a daunting and dangerous mountain. As Madeline progresses up the mountain, she encounters a colorful cast of characters including Theo – an explorer also attempting to climb the mountain, Granny – who lives at the base of the mountain and seems to have some type of connection with it, Mr. Oshiro – a man who used to own a hotel on the mountain and seems to be in denial that his business has fallen apart, and “Part of Me” – a mysterious mirror personality of Madeline who attempts to sabotage her climb at every opportunity.

The deeper you get into the game, the more it becomes apparent that the mountain has some type of supernatural qualities attributed to it. “Part of Me” is literally part of Madeline – her insecurity come to life. Theo’s personal demons have also come to life to make their climb more difficult. After some soul searching conversations with Granny and Theo, Madeline decides to take control of her insecurities and work hand-in-hand with her mirror self to make it to the top of the mountain.

Madeline and her friends celebrate this achievement by eating some cherry pie. The end!

What I got out of this game’s storyline was that it teaches a nice, heartfelt lesson about conquering your personal demons and insecurities. Don’t just shove them aside and try to forget them. Instead, own them and use the experiences you’ve gained to make you a stronger person.

It’s a fun, quaint little story. I enjoyed it, for the most part. For this type of side-scrolling game it was 100% appropriate. Nothing too deep or groundbreaking, but still memorable at the same time. And it seemed to match the theme of the visuals and the music very well.

There is more to the game’s story that you can find in its DLC, but honestly I found the DLC too absurdly difficult for me and not worth the hassle of playing, even to see what happened with the game’s story.


 

Gameplay:

Prepare to die. A lot.

If you don’t like challenging, often frustrating 2D platforming I can save you the time and effort by telling you that you won’t like Celeste.

The basic gameplay premise is pretty simple. You don’t attack, you don’t fight anything. All you are going to find yourself doing is exploring and navigating countless platforming challenges. Sounds pretty simple, but in reality it is a lot tougher than it sounds. You start out with some very basic abilities and you learn more as you progress deeper into the game. Basic moves include jumping, double jumping, dashing forward, and climbing on walls. Each stage has a designated beginning and end location. You can head straight for the level exit or you can take your time to explore all the branching paths and collect hard to reach items (strawberries). These strawberries don’t really do anything to help you as you play – they mainly just add an extra layer of challenge to each game screen while also slightly affecting the ending cinematic depending on how many of them you have collected. Collecting certain pre-set numbers of strawberries earns you PSN trophies as well. 

What makes the game tough is all of the challenges it is constantly throwing at you. That strawberry you see in the upper left corner of the screen may look easy to nab, but to get it you have to climb up a wall, time your jump so you land on a moving platform, jump to another wall you have to climb up, jump away from the wall and back to it in order to avoid some spikes jutting out of it, jump to another wall, slide down it, dash over some spikes on the ground, wall jump back and forth between two pillars, nab the strawberry in mid-air, and make it back to safe ground without dying. Oh, did I mention that one hit kills you in this game? Well, it does. Even do so much as touch a spike or an enemy and you die. Fall off the screen and you die. Pretty much do anything and you die.

The first few stages of the game were pretty easy to deal with. It was challenging, but not overwhelmingly so. I still felt like I could beat the game as long as I stayed persistent. The deeper I got into the game, the more difficult it became, throwing more and more new challenges my way. Wind that pushes you back. Floating fish you must dash into to trigger an explosion that will fling you in (hopefully) your desired direction. Platforms that crumble and fall as you grab onto them. Springs that launch you into the air. Jellyfish that you use as hang gliders.

No matter how good of a player you think you are – you are going to die a lot as you play this game. I think I died over 200 times on each stage of the game. To make things even harder, each stage has a “B-side” that is infinitely more difficult than it is originally. I barely, barely was able to make it through even stage one’s B-side. Luckily, you don’t have to do this in order to complete the base game.

Once you finish the game, you unlock its free DLC. This basically extends the story a bit, telling you what happened after the events of the main game. I started playing through these extra stages to find that they were harder than shit. As difficult as the main game was, it had NOTHING on these extra stages. And to access these extra stages you have to collect the hidden heart icon in each of the previous stages. Using an online guide I was able to do this quite easily. But once you hit the halfway point of the DLC, you have to have collected ALL of the hidden hearts so far in the game, including the ones from each stage’s B-side. Um, no. Fuck that. I was NOT doing that. I could barely make it  through this extra stage as it was. The fact that I had to go back and play through each B-side (when I could barely even complete stage one’s B-side) was something that I was simply not willing to do.

I had finished the main story. I had watched the credits roll. In my mind, I considered Celeste to be a beaten game. I put it back in its envelope and sent it back to GameFly.




Graphics:

Celeste has a really charming look to it. I love the pixel based graphics and the fun lighting and atmospheric visual effects.

That said, this game is a weird combination of looking both primitive and advanced at the same time. Sure, the graphics may be a bit basic at first glance, but they work. The colorful, dream-like aspect to the visuals are what put it over the top in my opinion. I’m finding it really hard to put into words what made Celeste so visually appealing to me. While most of this game looks like it could have been made on the Super Nintendo or the Sega Genesis, there are moments of brilliance that make it clear that those systems could never have handled what Celeste tries to do. The look of this game falls somewhere between 16 and 32 bit. 24 bit?

Who knows? All I know is that I just really enjoyed the look and feel of this game.
 



Sound:

Celeste’s music and sound effects really shine through as well. This game doesn’t attempt to do too much in the sound department. It is subtle yet effective at the same time. The music, in fact the whole tone of the game’s sound palette, always adjusts flawlessly to what is happening on screen. It is the perfect marriage between the graphics and the music that make this game such a delight to soak in atmospherically. Maybe neither aspect would be too horribly impressive on their own, but when combined… it works. It just works.




Overall:

If you think it sounds like I had mixed feelings about this game, you would be right. I love the game’s visual style. I love its atmosphere. I love the story. There is so much to love about this game’s presentation and its look and feel. Growing up in the 8 and 16-bit era, this game tickles my nostalgia bone in many different ways.

Is the game actually fun to play, though? To me, that is its biggest question mark. As good as the game looks or sounds, it is all for naught if the game isn’t fun to play. I found myself having an okay time with this game. Just an okay time. Nothing more, nothing less.

I liked the challenge of the game when I felt it was a fair challenge. Some of the later levels and DEFINITELY the B-sides and the DLC are not fair challenges. They are just absurd. I got stuck for an hour on one of the game’s screens while playing the DLC. In this stage, you have to jump on a series of spiked platforms that begin to fall as soon as you come into contact with them. You then have to jump up and around the platforms as they are falling and race to the bottom of them before they fall off the screen in order to bump into a spring on the bottom corner of them that launches you to the next falling platform. You have to be accurate down to the very pixel. If not – you die and have to do it all over again. The next screen was just as bad. By this point it was literally taking me an hour to get through each screen of the game. I was not having ANY fun whatsoever.

Fortunately, the main game isn’t nearly as bad as the DLC. There were times I’d get stuck or I’d end up dying dozens (if not hundreds) of times, but I always felt like the challenge was doable. The stages where you have to use your brain and plan out exactly what you have to do and when are some of the highlights of the game. 

All in all, however, Celeste’s gameplay really wasn’t my cup of tea. You can only jump and climb and avoid obstacles a certain number of time before it starts to get tiresome. I feel as if the ability to fight would have added so much to this game. Maybe some boss battles. I understand that that isn’t necessarily what Celeste is, and would fundamentally make it a different kind of game altogether. But it would have added some depth to the title that I feel it is sorely lacking.

By my second day of playing this game, I was tired of it and ready to move on. I kept going for the story and the graphics, but as far as the gameplay goes I was only going through the motions. That is not a good thing.

Okay, now it sounds like I hated the game. I truly didn’t. It’s just… very complicated in a way I’m not quite sure I know how to describe. I’ll just fall back on my whole “this game is okay” spiel from earlier in the review. The graphics, music, storyline, and presentation will bump this up slightly from your standard C grade.

Can I recommend Celeste to you? I think it definitely should be played, yes. Can I guarantee you that you’ll like it? That’s another story altogether.


 
Final Score:
C+

 

If you liked this review, please check out some of my other game reviews: