Thursday, December 30, 2021

Video Game Review #323: Moon Patrol

Moon Patrol
Arcade


Nostalgia Factor:

While I would never consider it one of my favorites growing up, I always enjoyed Moon Patrol. It was one of those games where I could throw in a few quarters, enjoy myself, and actually feel like I had a chance with the game. It had the perfect balance to its difficulty where it was accessible to pick up and play, but was challenging enough that I could never *quite* make it all the way through to the end.

As I got older, Moon Patrol kind of faded out of my mind forever, until the last few months or so when I kept seeing posts about it pop up on social media. Now that I have a Retropie, I figured there was no better time than the present to revisit this game and see if I could beat it once and for all. 

Fun fact: this game initially came out in August of 1982, just one month after I was born. It’s like me and Moon Patrol have grown up together.


 

Story:

Uhhhh… as far as I know this game doesn’t really have a story. I’m sure if you looked at the Wiki page for this game you’d come up with something, but as far as I know nothing is ever explained in-game. If it isn’t explained in-game, I don’t talk about it here. Those are my rules, not that I think it really matters with this game. You drive and you shoot stuff, and that’s really all you need to know about Moon Patrol coming in.




Gameplay:

This is a very straightforward game. You control a little tank-like vehicle as it races across the surface of the moon. The joystick either speeds you up or slows you down. You cannot bring your tank to a complete stop, however; it is always in motion going forward as you play this game. Aside from the joystick, you only have two buttons: jump and fire. The jump button does exactly what you’d think it would do: it launches your tank off the ground for a second or two, which is something you’ll need to do in order to get over pits, mines, and other obstacles. The fire button shoots a projectile weapon both in front of you and directly above you into the sky. Why do you need a weapon that fires in two directions, you may ask? Because in addition to enemies coming at you on the ground, they come at you from above as well.

Moon Patrol is very fast paced. You’re always going forward. You’re always shooting at stuff (both in front of you and above you). You’re always evading enemy fire. You’re always jumping over obstacles. The game is divided into two main “courses" - beginner and champion. Each course is broken up into 26 segments, as noted by letters of the alphabet. Once you get through all the letters you complete the first course and move on to the next one. The champion course is also broken up into 26 segments. Make it through them once again and you complete the game. Yay!

But I am not sure you can call it really “beating” the game, because everything starts to loop from the beginning of the champion course again. Just like the games of its time (Pac-Man, Frogger, etc) Moon Patrol doesn't really end. Like the Energizer Bunny, it keeps going and going and going...




Graphics:

I'm sure you can tell by these screenshots that the game doesn't look like much. Everything is very basic looking. Aside from a few minor differences in the background, most stages look very similar to one another. 

That doesn't mean the game looks bad, though. By today's standards, a lot of games that are this old haven't held up well over the years. They look rough around the edges and in some cases flat out ugly. Moon Patrol does not have this problem. The game looks simple, yes, but it has a charm to it that is difficult to put into words.




Sound:

This game's music and sound effects are very simple too. The stage music you hear throughout the game never changes. It's the same for each and every level you play. While you'd think this would get old fast, I never found myself minding. I like this game's music. It's got a catchy beat to it that really makes you feel like you're on a mission each time you respawn or a new stage begins.

The sound effects are pretty standard for a video game made in 1982. What makes Moon Patrol different is that it never once has that "annoying" sound to it. You know, those loud and obnoxious beeps and bloops that are associated with games of this era. Moon Patrol is pleasing to the ear the whole way through it.




Overall:

I kind of feel bad that Moon Patrol never got the recognition it deserves. When you think of all-time arcade greats, you think of games like Frogger, Space Invaders, Donkey Kong, and Pac-Man. But Moon Patrol? You never hear it brought up.

I think this game is just as good as some of those titles, if not better. I'd rather play Moon Patrol over Pac-Man or Donkey Kong any day of the week. It's fun, it's accessible, and it has more depth and strategy to its gameplay than many other games of its time.

If you have the means to play Moon Patrol, you should check it out. It's a fun little piece of gaming history that's actually a very entertaining game as well.


Final Score:
B


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



Tuesday, December 21, 2021

Video Game Review #322: Final Doom

Final Doom
PlayStation


Nostalgia Factor:

I was always a big fan of the Doom series when I was growing up. I never owned Doom I or II, but I played them more than my fair share of times. I remember renting Final Doom for the PlayStation at some point, but I don’t remember much about my time with the game other than the fact that I played it and I beat it. I am pretty familiar with the first two Doom titles, so when I got my Retropie a few months ago I decided to skip over them for now and check out Final Doom, since I can barely remember it at all.

Turns out it is no surprise I didn’t remember it very well, seeing as how it is pretty much the same thing as the first two games (but with new levels).

Is that a good thing or a bad thing? Let’s find out!

 


Story:

Does it even really matter? You’re Doom guy. There’s a portal to hell. You fight demons. If you’ve played pretty much any old-school Doom titles you’ll know that this game’s storyline is a complete afterthought. You play Doom to shoot things, not to enjoy its story.

 


Gameplay:

Final Doom is a first person shooter. You play through about 30 stages. Your goal is to make it from the starting point of each stage to its end point. In order to reach the end, you have to collect keys, open doors, push switches, and solve puzzles. Oh, and shoot a lot of things in the process. And by a lot of things I mean a LOT of things.

Doom itself is a chaotic series, and Final Doom is no exception. Hordes of enemies are always coming at you. Enemies with shotguns (who seemed more annoying in this game than in any other Doom game), demons that bite you, demons that launch fireballs at you, giant robot spiders, rocket launching skeletons, flying skulls. This game has it all.

Your typical Doom arsenal is at your disposal. No new weapons, which is a little disappointing, but it is what it is. Cycling through these weapons in the heat of battle is as easy as can be. Enemies drop ammo all the time, and there are plenty of hidden caches to be found, so running out of ammo is rarely something that happened to me. My weapon of choice was the double-barrelled shotgun, which always made pretty quick work of my enemies. I got darned good at aiming with that thing, too. I enjoyed using the machine gune as well, but you can burn through its ammunition in no time at all if you aren’t careful.

Final Doom does literally nothing that you haven’t seen in Dooms I or II. In fact, if I wasn’t so familiar with those games you could probably give me Final Doom and tell me it is one of them, and I would have believed you. This game did seem at times a little clunkier than I remember the other games being, but it's been so long since I have played them I don’t know if that is true or not.

All in all, if you come in expecting just another Doom title, you probably won’t walk away disappointed. If you come into this expecting it to be different and unique, you are going to be in for a rude awakening, fast.




Graphics:

For the most part Final Doom looks like your average Doom game. The stages are dark. The enemies and environments are pixelated and a little messy looking, but that’s fine. Everything is permeated with that classic Doom creepiness.

Again, I don’t know if this is just my bad memory or what, but I seem to remember Dooms I and II looking better than this game. No one is going to say that any of the old Doom games look beautiful by today’s standards, but I don’t remember Doom I and II looking quite as messy ast this game. Blocky textures, messy frame rates, decore that can be flat out ugly looking at times. You’d expect the third installment in the series to look better than the previous two, but for some reason that didn’t quite happen here.



Sound:

At least Final Doom still does its sound right. I love the game’s grim and moody atmospheric music. The sounds of the weapons are all spot-on classic Doom – as are the noises the enemies make and the sounds of doors opening and closing.

Even with the messy graphics, you should play this in the dark with your headphones on. I don’t know if this game will necessarily scare you, but it will put you on edge.


 

Overall:

It seems like I’ve been harping on this game, but the truth of the matter is that even a mediocre Doom game is still a really good video game. Even though I didn’t enjoy this as much as Dooms I or II, I still had a good time with it. This became my go-to game when I would come home from work, beating a level or two before heading off to bed. Playing it like that really helped prolong the experience for me and keep it fresh over time. I think if I had sat down for several long playing sessions trying to make my way through this game, I would have tired of it quickly.

I don’t really know what else to say about this game. If you like Doom, chances are you’ll get some enjoyment out of Final Doom. If you aren’t a fan of the series, this game will do absolutely nothing to change your mind otherwise.

I’d say out of all the early Doom titles (I, II, 64, even the Quake games which I find pretty similar to Doom), this one is probably the worst. But it still gets a B-. That should tell you a lot about the quality of these games.
 

Final Score:
B-


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


Video Game Review #321: Star Fox

Star Fox
Super Nintendo


Nostalgia Factor:

When Star Fox came out in 1993, I remember being thoroughly unimpressed. Everyone at the time was going nuts for its groundbreaking 3D polygonal graphics, but to me I thought the game looked like crap. I remember playing it for a couple of minutes when it was on display at a local Target store. Those few minutes were enough to convince me that I never needed to play the game again.

Well, shortly thereafter my stepbrother Kyle ended up getting Star Fox. He brought it over to our house to show it off to everyone during one of his biweekly visits. I was still relatively unimpressed, but being a Genesis kid growing up, I wasn't going to turn down the opportunity to play the Super Nintendo for a few hours. And wouldn't you know it, I ended up really liking Star Fox.

I never owned the game myself, since I didn't have a Super Nintendo, but I would end up purchasing it later on in life. Over the years I have come to love and appreciate Star Fox. I haven't played through it since I began writing this blog back in 2015. How would I feel about this game after such an extended absence from it? Let's find out.




Story:

Unlike some later entries to the Star Fox series, there isn't much depth to this game's story. You play as Fox, leader of an Arwing squadron. Your goal is to take down Andross, the evil villain who has declared war on the Lylat system. You fly and fight through a series of levels before arriving at Venom - Andross's home base.




Gameplay:

Star Fox is considered a rail shooter. What this means is that the game takes you on a predetermined route while you have limited control of the matter. You can fly your ship around, do barrel rolls, speed up or slow down - that kind of thing. But you are basically stuck on the same path that the game has set out for you. This was the first rail shooter I can remember playing as a kid. To this day, whenever I play a game that follows a similar formula (like Panzer Dragoon or Solar Eclipse for the Sega Saturn), my first instinct is to always compare the game to Star Fox. You never forget your first, amiright?

The game mostly takes place from a behind-the-ship perspective, but you can switch to first person mode if you'd like. In fact, some of the stages that take place in outer space automatically place you into first person mode. While you'd think this would be my preferred method of playing since first person mode gives you an aiming reticule for higher accuracy, I actually prefer the behind-the-ship view. I don't know if it is all in my head or what, but every time I try first person mode I feel as if my ship has no mobility. I can't avoid enemies, I can't react fast enough to pick up items, I can't get around obstacles. So I always, ALWAYS play in third person mode - despite the increased inaccuracy of my ship's weapons.

Each stage is about ten minutes or so long. You shoot down enemies, you fly through arches, you avoid obstacles like buildings, ships, or giant enemy crafts. Along the way you can pick up health items to replenish any damage you have taken, missiles which pretty much destroy everything onscreen, and weapon upgrades that turn your simple pea shooter into a dual blasting cannon that rips through your enemies. If you aren't careful your ship can take damage and lose a wing. This is a major pain in the butt. Not only does it decrease your mobility, you can't pick up any weapon upgrades (and are stuck with the pea shooter) until you either die or find a rare ship repairing item.

When you first start playing this game, there are three separate paths you can select from the main menu: easy, medium, or hard. Each path starts at Corneria and ends at Venom, but takes you on a different route to get you to your destination. This gives the game some added replay value, as each difficulty level allows you to see stages you can't see if you select another difficulty level. So it is like three different single player modes - each with its own unique set of levels. Be warned, however - the hard difficulty is very, very hard. I struggled immensely to make it through this one. It is doable, but just barely. Some of the levels throw constant obstacles at you that completely batter your ship to and fro. And the bosses are just plain savage. I'd suggest tackling easy and medium first, at least a couple of times, before taking on the hard route.




Graphics:

I am a little torn on this game's graphics. Even in 1993 I thought this game looked ugly, and honestly it hasn't held up particularly well over the years. That said, I know that this is one of gaming's first forays into full 3D, so I can forgive it. Kind of.

What this game does well is in its small atmospheric effects. Explosions, giant bosses going down, the streaking light effects that you see in outer space. This game does an excellent job of filling you with that sci-fi "sense of wonder" that is hard to put into words. Despite this title's graphical limitations, I experienced many moments as I played this where I just had to nod my head and be like: "yeah, this is cool."




Sound:

This game's graphics may not have aged well, but its sound sure has. Star Fox has such an iconic soundtrack. The title screen music, the music that plays when you launch your Arwing the first time, the stage select music, heck - the stage music in general: it's all awesome. The music for the very first stage of the game, Corneria, is epic and is on all of my video game music playlists. It is great.

The sound effects are perfect as well. Everything from the way it sounds when you fire your weapons to the sound of explosions to the sound it makes when you accelerate: it is all spot on. The only thing some people might frown upon is the "voice acting", if you can call it that. If you've ever heard the sound of the teacher talking over the phone in the Peanuts cartoon, that is the way the characters sound here. Maybe not quite as obnoxious, but still very strange. I like it though. I'd often find myself repeating their gibberish phrases back to them.

"Deh deh deh, deh deh deh."

"Gripping and grabbing!"




Overall:

I've listened to a few retro gaming podcasts lately where the reviewers revisited Star Fox, absolutely trashing the game. "It doesn't hold up. It sucks! A product of its time."

While maybe I can see where these people are coming from, I don't agree with them. On the surface this may not be the most aesthetically pleasing game, but graphics aren't everything. The game handles just fine, despite the way it looks. The levels are diverse and creative. The enemies are unique. The bosses are big, intense battles that put you on the edge of your seat. I like the way you can take three different routes to get through this game. It gives you a different gameplay experience each time. Oh, and the music is fantastic too.

In addition to this. Star Fox hits all the warm and fuzzy nostalgic spots for me as well. I still remember how much I had dismissed this game when it first came out, and how I'd oh so quickly changed my opinion on it.

When it comes to rail shooters, Star Fox is one of the absolute best. This game doesn't come anywhere close to matching the greatness of its follow up, Star Fox 64, but then again few games can. Check this game out if you have the means. You might be pleasantly surprised by how it's held up.



Final Score:
B



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


Thursday, December 16, 2021

Video Game Review #320: Spot Goes to Hollywood

Spot Goes to Hollywood
PlayStation


Nostalgia Factor:

When I was a kid I absolutely loved Cool Spot for the Sega Genesis. Spot Goes to Hollywood came out a few years later, but for whatever reason I never got around to playing it. I think I had simply gotten it confused with Spot: The Video Game, a puzzle title that I had absolutely zero interest in playing.

In the past few months I have been using my RetroPie to visit games that I had missed out on when I was younger. Spot Goes to Hollywood was one of the first games on my list that I wanted to play, especially now that I knew it wasn’t Spot: The Video Game. Would it be worth the long wait?

Read on for my full thoughts.

Note: I picked the PlayStation version of this game over the Sega Genesis one as I figured the graphics/music/etc. would likely be better on the PS1, but it turns out that these are actually two completely different games – even though they share a lot of similarities. I’ll be reviewing the Genesis version… eventually. 




Story:

This game starts with a pretty cool FMV sequence. Our titular character Spot is in a movie theater and is pulled into a movie playing onscreen via the projector beam. The game consists of you fighting through several different types of movie genres as you look to escape the big screen and make it back into the real world.

At the end of the game, if you didn’t collect all of the game’s special stars you don’t get to see the true ending of the game, and are sent back to the very beginning of the game again to collect everything you missed  the first time around. Collect them all this time through and you get to play one last sci-fi themed stage and see the real ending of the game.

Unfortunately, I did not collect all of the stars the first time through and there was absolutely no chance in hell I was going to play through this game again to collect them all. If I want to see this game’s true ending, I guess I’ll look it up on YouTube or something.



 
Gameplay:

Spot Goes to Hollywood takes place from an isometric viewpoint, similar to what you see in Sonic 3D Blast. It retains a few elements from Cool Spot, like your projectile attack and some of the same sound effects. Otherwise, this is a brand new game.

But that’s not necessarily a good thing.

Right off the bat, I knew that something was off about this game. When I first started the game up, I was introduced to a blank title screen with just the words “Spot Goes to Hollywood” on the screen. There were no menu options. Nothing to select. I just sat there for a minute or two, waiting for something to happen. I pushed the up and down arrows on my controller and I could hear sound effects like I was cycling through a menu, but nothing happened on the screen. I pressed x and was taken to a password input screen. As this was my first time playing, I exited back to the title screen. I am going to chalk this up to a rare misfiring of the RetroPie, but for whatever reason it wasn’t letting me see any of the menu choices. I can’t really hold this against the game itself, but it was still an annoyance I had to deal with. Eventually I was able to blindly select what must have been “start game”, so I started the game.

After the cutscene I took control of Spot and started to play. Immediately I was taken aback by the game’s odd controls. Normally I have no problem playing isometric games like this (I’m one of the rare people out there that is actually a big fan of Sonic 3D Blast). But the control scheme is just flat out weird. It’s like Spot is moving on a grid, and it’s almost like you use tank controls to move him around. It’s hard to describe. But it is very awkward. I did my best to acclimate myself to the game’s controls and moved on. Whatever. I can deal.

The point of the game is to make it through each stage – killing enemies, jumping over obstacles, and collecting things along the way. Every once in a while you’ll fight a boss character. Pretty standard stuff. Unfortunately when I first started playing this, I didn’t know that you had to collect 100% of the special stars in order to see the game’s true ending, so I didn’t bother with them. Oops.

The main complaint people have about this game, and one that I share, is how difficult it is to line up your character for even the most standard jumps. I jumped to my death an uncountable number of times in this game. Of course you can use the tried and true method of lining up your shadow over where you want to land, but that trick doesn’t really work too well in this game, especially considering that you may not even be jumping where you want to jump, period. I can’t tell you how many times I lined myself up for what looked like a routine jump, took a running start, jumped in the air, watched for my shadow… only to have it not appear and for my character to fall to his death next to the platform I was trying to jump on. Wut?

If you’ve read my reviews, you should know I’m not one to bicker about poor controls or bad camera angles, as long as the game is still fun to play. Spot Goes to Hollywood severely put this to the test. I was getting SO mad at this game, to the point where it took me several playing sessions to beat it because I kept turning it off out of frustration. You can’t even tell me “get good, loser” because I tried my absolute best to make this work. This game just has absolute shit controls, no way around it.


 


Graphics:

I may not have been too thrilled about this title’s gameplay, but there is no denying that it looks really good. Bright colors, detailed and crystal clear stages that look like they were plucked straight out of a Saturday morning cartoon, cleverly created characters. I love the stage themes too. Good stuff! Definitely couldn’t have been done on a 16-bit console. I looked up the Genesis version of this game and it looks terrible, so at least this version has awesome graphics going for it!




Sound:

This is another thing I can’t really hold against the game itself since I am pretty sure it is a RetroPie issue, but the game’s stages didn’t have any music. The sound effects were there. There was music during the FMV sequences. But nothing during the actual stages. Very odd. I didn’t even notice it until I had already completed about two or three stages, and then I was like “wait a minute, doesn’t this game have any music?” I looked it up online, and yes this game has music. In fact, it is one of the few things about this game that reviewers have said positive things about. I’m just going to give it the benefit of a doubt here and give the sound department a thumbs up. I liked what I heard, even though I didn’t hear it all.




Overall:

This is a toughie for me. As you can probably tell from what I have written so far, I wasn’t a giant fan of this game. But the game isn’t horrible either. If this was the 90s and I had this game for my PS1, I probably would have played the daylights out of it, and enjoyed every second of it. But the video gaming landscape was completely different back then. Playing this game in present day, it is rough. Real rough.

I got *some* enjoyment out of this game, but for the most part I was not impressed. After I had gotten through a few stages and realized that what I saw was going to be what I got for the rest of the game, it just became a matter of going through the motions so I could beat this game and move on to something else. I can’t recommend this game to anyone else, and I highly doubt I’ll come back and play it again – even to get the secret stars so I could see the real ending. Just not worth my time. Or yours. 


Final Score:
D




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


Tuesday, December 14, 2021

Video Game Review #319: The Witcher 3: Wild Hunt - Complete Edition

The Witcher 3: Wild Hunt - Complete Edition
PlayStation 4



Nostalgia Factor:

The Witcher 3 came out in 2015, a little over six years ago. In the years that have passed since its release, I have heard nothing but universal praise for this game. I’ve even seen it ranked as high as number one on several gaming websites’ best games of all time lists. Obviously I was interested in playing this game, but from what I had heard it was a massive time commitment – something I was never quite ready for at the time. I kept putting it off and putting off before I finally bit the bullet here in 2021.

I’m late to the party, yes, but what would my thoughts be on The Witcher 3? Would it live up to the tremendous hype? Let’s find out!




Story:

There’s just so much to unpack here. I’m going to try to keep it simple and only touch on the major plot points of the game. But we’ll see how that goes.

I’ll preface this by saying you don’t necessarily have to have played the other Witcher games before playing this one. I’m sure it’s helpful, as there are many characters who appear that I assume you are supposed to “know” from games’ past. But I personally have not played any of the other Witcher games and it did not affect my enjoyment of this title one tiny bit. I did see the first season of the TV show on Netflix, however, so I didn’t necessarily come into this game completely blind.

What I knew from the show coming in was that Geralt is a Witcher – an enhanced human being who was taken as a child and turned into a monster hunting machine. The show tells the origin of things that you’ll see in this game, such as the Nilfgaard War, where Yennefer came from, and what Geralt’s nickname the Butcher of Blaviken means. It also sets up the world of the game beautifully, giving you a glimpse of its creatures, its people, and its lore. What I mainly got from the TV show was the importance of the bond between Geralt and Ciri – a young girl with strong magical powers that is basically set up as a “daughter figure” to Geralt. I’ve only seen season one of this show, and as of the time of this review, season two hasn’t come out yet (it’s slated to hit on December 17th, two days from now. You bet I’m going to be all over that shit!). So that was the extent of my Witcher knowledge coming into this game.

Witcher 3: Wild Hunt takes place several years after what I presume will be the end of the show. Ciri is no longer a small girl. She is a young woman who has trained with Geralt in the ways of becoming a Witcher (although she has not technically joined their ranks). Ciri has been absent for a while now, whereabouts unknown. Geralt is tasked by her father with tracking her down and bringing her back home. Thus begins your quest.

Ciri was last spotted in three possible locations. You can visit these locations in any order you want (I think?) but the game kind of nudges you to handle them in order of lowest difficulty area to the highest. Each area you visit you pick up on Ciri’s trail, following little bread crumbs that point you in the right direction. In several spots you even play as Ciri as the game shows you what she was up to while she was missing.

There’s much, much more to this game’s storyline but the basic premise is that you spend the majority of the game looking for Ciri – who you discover is on the run from something called The Wild Hunt. As you dig deeper, you find out that the Wild Hunt is a band of elf-like creatures from a parallel dimension that are trying to kidnap Ciri because she is the only one with the power to save their world from annihilation. And they will stop at NOTHING to capture her.

Geralt eventually locates Ciri (about 70 plus hours into the game) and the two come up with a plan to lure the leader of the Wild Hunt into a trap and kill him in his minions in one giant, epic battle. They succeed.

Now, the way you play this game has a direct effect on the ending you’ll receive. Who lives, who dies, what ultimately happens to both Geralt and Ciri. I’m not going to spoil anything, but luckily I think I got the “good” ending – or one of them at least.

Again, this is just a very basic outline of this game’s story. As you play you will meet many characters, tackle many quests, get into some romances, make big decisions, and get completely side tracked from your mission to find Ciri. I would be writing for six more hours if I got into every single nugget of story-related info I have on the game, so I will spare you those details. But suffice it to say, this is an incredibly fleshed out world that has an amazing and deep lore to it. As you play you uncover history books where you can read all you would ever want to know about the history of The Witcher. Personally, this game was long enough that I didn’t bother to read all of that stuff, but the option is there if you are so inclined.



 
Gameplay:

All right. The meat and potatoes of The Witcher 3: its gameplay.

Despite all the things I had read about this game coming in, I still didn’t know much about its gameplay. When I first started playing it, my initial impression was that the controls, combat, and overall maneuverability of Geralt were similar to what I experienced with Aloy in Horizon Zero Dawn. The quests, the world of the game, the choices: they were more like Fallout or Skyrim. Even after completing the game I feel safe saying that these comparisons are fair, regardless of which game came out first or which one borrowed from which one.

Just like with its storyline, I could sit here for hours and hours dissecting the intricacies of the Witcher’s gameplay. But I am not going to do that. Instead I will talk about the basics. You control Geralt using the left joystick. Geralt can walk, jump, run, and climb on things. Geralt has several “signs” he can cast from – which act as this game’s magic. Some of these signs include a fire attack, an energy shield for Geralt, or a Fus Ro Dah-type force push move. There is no MP in this game. Instead, there is a meter on the top left of the screen that controls how often you can use these signs. You have to wait for the meter to fill back up naturally, which means you can’t just spam the same fire attack over and over again. This meter is also your stamina meter. You can run in this game, but it drains your stamina meter pretty quickly. You’ll find yourself letting go of the run button every once in a while to give Geralt a breather. Because your signs and your stamina share the same meter, this means you can’t come charging into battle at full sprint and expect to be able to use a sign right away.

Combat is pretty simple. You have both a strong and a weak melee attack. If you‘ve played literally any other games in this genre, you’ll immediately know that the strong attack is slow and the weaker attack is fast. Using different button combinations you can unleash combo attacks on your enemies. The classic weak weak strong attack combo rears its head yet again in the Witcher 3, and I took full advantage. Battles in this game aren’t too challenging. Mix up your attacks by casting some signs. You can roll out of harm’s way. You can block and counter enemy attacks if you time things right. Rarely did I encounter a fight that was too difficult to win, but it did happen. I’d just come back and try again after handling some other quests and leveling up a bit.

One thing I will complain about with The Witcher 3 is that it is yet another one of those games that allows you to become overburdened with items. I’m one of those people that just grabs everything in sight, and it bugs me to no end when games install these artificial weight limits that prevent your character from moving or severely limit their mobility when they are carrying too much stuff. I was always having to stop and empty my pockets in the middle of the road. It was not an uncommon occurrence to see me running to the nearest vendor to sell things after each and every mission I’d complete. Inventory management became half the battle in this game.

More complaining: your weapons and armor take damage as you use them. Having to visit blacksmiths to repair my equipment all the time started to get old fast, not gonna lie. I also don’t like how expansive the inventory system is. Crafting? Alchemy? I don’t have time for all that shit. Nor do I have time to read in-game history books. Or play that freaking card game, Gwent. I gave it a shot towards the beginning of  the game but got my ass handed to me and never played again, unless I absolutely had to in order to advance a mission. Me and video game card games (cough, Final Fantasy IX, cough cough) don’t go well together.

I guess while I’m complaining I’ll just keep the ball rolling. Geralt’s mobility is not the best. I can’t tell you how many times I’d be walking along and get “caught up” on the edge of something, like a bush or a fence post, and not be able to move. This happens ALL THE FREAKING TIME. It’s even worse when you are on your horse, Roach. I swear it is faster to just run from location to location rather than using your horse, because that thing is ALWAYS getting hung up on a rock or a tree or a slight drop in the land. You even so much as bump anything and the horse completely stops and starts neighing at you. So annoying. And then it takes forever to start going at full speed again. Oh, I didn’t even mention that every time you call your horse, it comes running from the opposite direction in which you’re going. So if I want to go south and I’m running south, the horse will appear behind me – making me have to turn around, run the opposite direction, get on the horse, and then start kicking it in the right direction. Again: very annoying. Why can’t the horse just run up to you after you call it, and you hop on it seamlessly in the direction you need to go – like other games like this? Roach is not getting a Christmas card from me.

I can’t complain about your characters’ mobility without complaining about how Geralt acts in battle. He draws his sword and he kind of hunches over. Whatever. He’s in battle: he’s got to be ready to strike! But many of the other button commands suddenly get remapped. If you’re stuck behind something or want to jump up onto a ledge, well guess what? The circle button doesn’t jump anymore. It rolls Geralt away from your enemy. That’s right, as soon as you enter into a battle you can’t jump on anything anymore. If you’re stuck behind an obstacle you won’t be able to simply hop over it when you’re in battle. It happened to me a few times where enemies would attack when I was in a corner, with a tree branch or something in front of me. I’d be stuck in that corner since I couldn’t hop over the tree branch to start fighting my enemies who were  RIGHT ON THE OTHER SIDE of the freaking branch. It’s amazing to me how many ways there are to get stuck in the middle of battle, especially considering how dynamic the landscape of the game is. My favorite thing is when I was stuck in a ravine with enemies above me. Geralt goes into combat mode. But can I climb the ravine to attack the enemies right above me? No.

Trying to run from battles is an adventure, too. Geralt always wants to face his enemies, so if you are running away he will keep turning around over and over again to try and fight them. No, Geralt, you dumb shit! Can’t you see I’m trying to run from this fight???

The complaints keep coming. I’m just going to get them all out now. The loading times! My god, this game has to have the worst loading time of any game I have played in my life. I guess the wait when starting the game up isn’t too bad considering the size of this game. Even using fast travel is a wait that I expect when it comes to a game of this genre. But the loading times after you die… ugh. We’re talking two to three minutes here. And you die a lot in this game, too. Especially considering how much of a pansy Geralt is when it comes to falling long distances. In most video games you can accidentally walk off the side of a cliff or a rock staircase and survive the fall long enough to get back up to where you were going again. Not here. You can’t even leap out of a second story window to the ground below to save time. You’ll die – and then it’s three minutes of loading screens for you! I lost track of how many times I died falling from distances you could easily survive in other games. So, so annoying.

Am I done complaining yet? No. The characters talk too much. Just point me in the direction of a monster and let me go after it. I don’t need these long winded ten minute conversations telling me everyone’s back story. You read faster than you talk, so I’d often skim through these long conversations, reading the text on the bottom of the screen and cutting the character off before he or she was even allowed to speak. The downside to this is that I’d often skip over entire cutscenes because I’d just want to skip someone saying “okay I’ll do that”. If that’s the last thing they say and there’s a cutscene after your conversation, you skipping their words will skip the cutscene. Again: very annoying. So much annoying about this game.

I’m still not finished complaining. The quests are repetitive as fuck. There are only so many times I can investigate a crime scene with my Witcher senses and follow the footprints to find the culprit of the crime. Character behavior is predictable too. You can’t do anything in this game without getting sent on endless fetch quests. I need to talk to the village shaman, who was the last person to see Ciri? Oh, it may sound simple enough, but rest assured when you get there he is going to send you on a complex, multi-step mission you have to complete before he will tell you anything. That’s how the entire game works. Any time you are sent to talk to anyone, you can be guaranteed that they’re going to have a mission for you to complete before they’ll spill the beans. Sometimes when you are doing missions for people you even get stuck doing missions within that mission because whoever you are sent to deal with won’t comply with you either unless you do something for them. It’s a cycle that seemingly never ends. 

Now am I done complaining ? I can’t think of anything further to bitch about so I guess so. Where were we? Ah yes, I haven’t even explained the basic flow of the game yet.

You begin the game with one main quest in your pause menu: find Ciri. As you start playing, you’ll quickly pick up other quests you can work on. You can take monster hunting quests off of notice boards, you can talk to people to take on individual quests for them, you can trigger quests on your main map by just wandering around and stumbling across something interesting. Before you know it you’ll have dozens of active quests in your pause menu that you can work on – and in any order you’d like.

The world of this game is freaking huge. And I mean huge. I’ve played other games like this before, but I can’t say with any certainty that the worlds of those games are as big as this one. As you play it is impossible to ignore the rich lore and world-building of this game. While it may seem on the surface like you’re playing “just another” open world game with lots of quests and things to do on the map, The Witcher 3 is so much more than that. That’s why even with all my complaints and nitpicking I still hold this game in high regard. There’s always something to see and do. Even putting aside quests and just exploring is something I’d do every so often. I’ve heard of people who turn off quest notifications and just wander the land in no particular direction, creating their own story as they go. If I ever play this game again, that is how I want to play this game.


 

Graphics:

The game is a beauty to look at. For some reason I didn’t expect it to look as good as it did when I first started playing it. Maybe because of the game’s age? It doesn’t seem like it is over six years old. The characters look great, the landscapes are breathtaking, and the world is just so incredibly fleshed out, filled with a countless number of details and small touches. Considering the size of this game, it must have taken years and years to complete. The amount of real estate you cover is like the size of freaking Texas. It’s so big. You’ve got cities, swamps, forests, caves, mountains, rivers, lakes. You see it, you can probably explore it. I’m beyond impressed by both the graphics and the scope of the game.




Sound:

This game amazes me with its sound, too. The voice acting is tremendous. Like I said before, my only Witcher experience before this was the TV show. I expected to struggle with the fact that Geralt in this game isn’t Henry Cavill, but to be honest this Geralt is much better. That voice, that emotion. It’s terrific. The supporting cast sounds great too. Considering how big this game is and how many hours and hours of dialogue must have been recorded for it only makes this title even more impressive.

The music is great. The sound effects really bring the world of the game to life. The roar of busy city streets, the quiet conversation in a local bar, the birds chirping as you ride your horse through the open field. Completely immersive and incredible. Nothing to complain about here. Nothing!




Overall:

So what useful information have we been able to parse from this review so far? The loading times are long. There are too many long-winded characters. Too many conversations that go on forever. The quests are repetitive. Geralt can’t survive minor falls. The horse is a real piece of shit. There are a lot of annoying gameplay quirks that drove me up the wall sometimes. Yada yada yada.

Complaints aside, this is a tremendous game. The scope of it is just incredible. A giant world, tons of locations to visit. Gorgeous visuals, a really engrossing environment that sucks you in. Memorable characters. A fun plot. So many thing to see and do and discover. As much as I like to complain about this game’s faults, it is a great game. I couldn’t put it down half the time I was playing it. I always wanted to complete just one more quest or uncover just one more question mark on the map.

That said, there were times the game felt like a chore to play, especially when you’d start working on a group of missions that you didn’t have any particular interest in. The whole “tracking down Dandelion” in Novigrad part of the game was just brutal for me to slog through. The game hits low points every so often. You just have to power through these parts while knowing that the reward will be well worth it.

And that's why I can't give this game an A+. That score is reserved for what I consider to be "perfect" games that are fun from start to finish. Super Mario Bros. is a game that received an A+. Herein lies another flaw in my review system.

You can't tell me that a game that had so much time and effort put into it, like the Witcher, isn't better than Super Mario Bros. with its simple gameplay and its outdated graphics and its tinny music and its short length. The Witcher 3 takes you hundreds of hours to complete. It has beautiful graphics, where each blade of grass seems like its given personal attention. Where the waves crash against the shore as you can stop to watch the sunset. There are hundreds of hours of recorded dialogue, hundreds of quests to take on, a map that could take you days to fully explore on foot. There's weather. A day and night cycle. People in towns that you can interact with. The Witcher 3 when compared to a game like Super Mario Bros. is like an absolute titan juggernaut demigod looking down on the smallest of ants.

But Super Mario Bros. gets the better review score? Yeah brah. That's just how it goes. When you play Super Mario Bros., you play something that you have fun with nearly 100% of the way through. In the Witcher 3, you have fun maybe, um, 60% of the time you're playing? When you're not running from location to location, sitting through long loading screens, getting stuck in mind numbingly boring conversations that seem like they will never end.

That's my story and I'm sticking to it.

The Witcher 3 is more than just a good game. It's a great game. It's an epic game. It's a game everyone who considers themselves a gamer needs to play immediately.

But it's not a perfect game.

Final Score:
A






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Video Game Review #318: Wild West C.O.W.-Boys of Moo Mesa

Wild West C.O.W.-Boys of Moo Mesa
Arcade


Nostalgia Factor:

I feel as if I have to get one thing out of the way before I dive too deep into this review: I am not familiar with the Wild West C.O.W.-Boys of Moo Mesa franchise. Even though the cartoon originally aired when I was 10 or 11 years old, somehow it escaped my attention - as did the video game adaptation.

I probably STILL would never have heard of the franchise if I didn’t stumble upon a YouTube review of this game by SNESdrunk. I’m always looking for new stuff to check out on my RetroPie, and as soon as I saw the appealing graphic style of this game with its bright, cartoonish worlds that brought to mind the TMNT and Simpsons arcade games, I knew I had to play it. Combine that with gameplay very similar to Sunset Riders? OMG sign me up now.

How would I like the game in the end? Let’s find out!



 
Story:

Not knowing anything about the source material, I can’t tell you much about this game’s story. You play as a group of, uh, cowboys that are actually cows. Your job is to rescue, uh, some female animal creature that’s been kidnapped by the bad guy. What’s the bad guy’s name? Uh, I don’t know. And it doesn’t really matter.

I like to compare this to TMNT. The four “cow” boys (har har har) are like the Ninja Turtles. The woman you rescue is like April O’Neill. The bad guy is like Shredder. That’s really all I took away from this.



 
Gameplay:

Wild West C.O.W.-Boys of Moo Mesa is a 2D run and gun shooting game. There’s really no way you can’t compare this to Sunset Riders. It is SO similar. You pick your character. You start off with a single-shooter gun. You run through each stage, picking off bad guys as you go. You get gun upgrades that allow you to launch faster and more spread out wide range attacks. Unlike Sunset Riders you can get hit three times before you die, with the opportunity to refill your life meter via special items. You get three lives. Each time you burn up those lives you have to plug in a quarter to continue.

The game is comprised of a number of stages, and you can pick the order in which you want to complete these stages. At the end of each stage is a boss character you have to fight against. While most of these stages are your standard run and gun fair, the game does keep things fresh with some flying segments, as well as a stage that takes place on mine carts that are constantly bouncing up and down off the track. Fun stuff.

If you have played Sunset Riders, literally NOTHING you see here will surprise you. To say that this game was simply “inspired” by Sunset Riders would be an understatement. It is like the same game but in a different, easier skin. Just picture an alternate reality Sunset Riders where the cattle have taken over the planet – and you’ve got C.OW.-Boys of Moo Mesa.



 
Graphics:

This game looks phenomenal. I keep comparing it to Sunset Riders, but as far as graphics go there is no comparison to be made. This game looks SO much better. Again, not being familiar with the source material, I can’t say whether or not this game matches the vibe of the TV show, but seeing as how Konami nailed the look of both the Simpsons and the TMNT arcade games I have no doubt that it does. Bright colors, detailed characters, cartoon-like stages and enemies that really pop off the screen. It looks amazing, like you’re playing a Saturday morning cartoon come to life.

I can’t believe this game came out in 1992, when I was just ten years old. They were still making NES games in 1992. This game is just light years better looking than anything you’d normally see back then.




Sound:
 
As far as this game’s music is concerned, it’s like they didn’t even try to separate its identity from Sunset Riders. If I closed my eyes and you started playing the music from the first stage of this game, I would have immediately told you it was Sunset Riders, no questions asked.

Unfortunately, while this game may sound like Sunset Riders at first, don’t expect its soundtrack to be quite as good as the game it was inspired by. It’s still a decent soundtrack, but no real memorable tracks and nothing that sets it above the pack. What I did like about this game’s audio are the voices from the boss characters. Yet another Sunset Riders inspired touch, but this time they nailed it spot on.




Overall:

If I have to mention Sunset Riders one more time I swear to god I am going to throw up. It’s hard not to do, however, when this game is SO very clearly imspired by it. The gameplay and the music are dead ringers for Sunset Riders, or at least a “poor man’s” version of the game. I feel as if to call this title a poor man’s version of anything would be doing it a disservice, though. This game is a lot of fun to play and it is easy to see that a ton of love and attention and detail went into its presentation. I almost want to track down the old cartoon and start watching it just because of this game!

Moo Mesa is a pretty forgiving game considering the genre it hails from. I nearly made it to the third level without dying even once before I ran into a boss character who killed me over and over again. And therein lies the real challenge of the game, at least in my opinion: the boss battles. The stages themselves are pretty easy. They’re short, you have unlimited ammo, you can just keep firing ahead and killing enemies as soon as they come onto the screen because most of them die in one hit. Power ups are very plentiful, as well. But the bosses? They are bullet sponges that take a LOT of shots to kill. Their patterns for the most part are easy to memorize, but you are likely going to get hit and die a couple of times before you’re really able to pin down those patterns. Because I’m playing on an emulator with unlimited “quarters” to plug into the system, I was able to get away with just standing there and firing away at the bosses in a war of attrition until they died. Took some of the fun or the challenge out of it, but whatever.

All in all this was a really good game. I enjoyed it so much I played through it twice. And seeing as how this is a cooperative mutiplayer title. it’s something I plan to revisit some day with my son Channing when he’s old enough to play video games. I can’t wait!

Would I recommend Wild West: C.O.W.-Boys of Moo Mesa to anyone who hasn’t played it before? Absolutely, regardless of whether or not you are familiar with the source material. It’s a fast paced and entertaining game that is a lot of fun to play. The only downside is that it is pretty short and easy. You can beat this and be done with it in about a half hour. It has no real legacy to speak of whatsoever, either. As soon as you finish playing this game, it will quickly become a distant memory.

But hey, it is still a lot of fun to play while it lasts.



Final Score:
B






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Monday, December 13, 2021

Video Game Review #317: Wetrix

Wetrix
Nintendo 64



Nostalgia Factor:

Wetrix came out for the Nintendo 64 back in 1998. Initially, I had zero interest in playing this game. Aside from Tetris, puzzle games really weren’t my thing. It wasn’t until I arrived at Blockbuster Video one random 90s evening and I saw that they had literally NOTHING I wanted to play that I finally gave Wetrix a look. You don’t just go to Blockbuster and leave empty handed.

To my surprise, I ended up really enjoying Wetrix. I played it a lot the weekend that I had it. After my three days were up and I returned Wetrix into the drop chute at Blockbuster, I never had the opportunity to play this game again.

Until now.

 


Story:

As far as I know, this game has no story.


 

 
Gameplay:

This is a tough one to describe, but bear with me. Each game starts you out with a flat square mysteriously floating in the air: your 3D playing field. Pieces fall from the sky. Using these pieces, you are expected to build a perimeter around the edge of your square. Why? Because your goal is to stop water from overflowing over the edge of your square. If too much water escapes, you lose and you die.

Building that perimeter is easier said than done. Before you know it, the game stops giving you pieces to build your structure and starts giving you giant water droplets you have to place on the board. If you build little dams or lakes, you can drop the water right into them so you don’t have to worry about it reaching the edge of your floating island and flowing over. But the game doesn’t give you enough pieces to cover all your bases. You have to strategically decide how you want to contain your water while at the same time making it so that the water can’t rise up over what you have built and start to escape.

There are going to be times where water is leaking out from multiple places, and you are going to have to live with that. You have to plug those holes and fortify your structures and your perimeter as best as you can. Wetrix is a constant, intense race against time. The game occasionally gives you a break via a falling fire ball that if you place it in a pool of water, it evaporates the water. What Wetrix giveth, it taketh away, however. You are also given bombs that you have no choice but to place onto your board. These bombs will destroy whatever structure you have in place, leaving a hole in its wake that water can leak out of. You have to immediately cover it up or you risk death.

You’re also given “down arrows” which will erode or erase certain parts of the structures you have built, depending on where you place it. The deeper you get into the game, the more twists are thrown at you. Ice can freeze all your water and mess up the structures you have built. Earthquakes happen if you have too much “mass” on your island. The only way to stop them is to use the bombs or down arrows strategically to eliminate parts of the structures you’ve built – thus reducing the mass and the strain on your floating square island. If your island gets too weighed down, the earthquake starts and completely decimates everything you’ve built. If you have a lot of pooled water on your island, this is almost an instant game over. Earthquakes are bad and you should avoid them at all costs.

As far as I know, there is no end to Wetrix. The game just keeps going and going, getting faster and more difficult the further along you get. Eventually it becomes too much and you die. Just like Tetris. It’s kind of dissappointing that there is no “story” modes or anything like that which you can complete or “beat.” You’re just playing for points, and to survive as long as you possibly can.

That means this game does not have a whole lot of replay value.


 


Graphics:

For a Nintendo 64 game, Wetrix looks really good. The water effects are amazing. The colors are bright and vibrant. Even though this game is very simple, it has a nice aesthetic to it that is interesting to look at – and timeless in a number of ways. I don’t know if this is a graphics or a gameplay issue, but I will complain that the camera choices are either too zoomed in or too zoomed out, often making it difficult to play pieces properly or to even see what is happening on your board.




Sound:

I just love this game’s music. It has this eerie vibe to it, like what you’re doing as you play carries the most dire conseqeuences to mankind. It’s so dramatic and I love it. The game’s sound effects are great too – as well as the announcer’s faintly robotic/accented voice. As I played I felt as if there was some kind of storyline hidden under the surface of what you’re doing in this game – one that is never revealed or so much as hinted at. It makes the game feel mysterious.




 
Overall:

The concept of Wetrix is extremely unique, and one I haven’t seen emulated by any other games to this day. The music, the graphics, and the oddly haunting atmosphere really add a ton to this game, too. As soon as I started playing Wetrix, it gripped me in a way that no other puzzle game has been able to do.

That said, the replay value of this game is very low. Also, I found that the game was best played in small doses. If I ever sat down to play Wetrix for more than an hour or so, it would irritate me and I’d actually start to play worse over time. In small batches, however, this game is a lot of fun.

As much as I enjoyed this game, however, I started to get sick of it quickly. Aside from classic mode, there are a few alternatives to check out: challenge mode, practice mode, handicap mode, etc. There’s even a split screen two player mode. But all of these modes amount to pretty much the same thing: doing what you’ve already been doing in classic mode.

There’s only so much structure building and water dropping you can do before the gameplay begins to get stale. After playing this game off and on for a couple of days, I think I am done with it. And really I don’t see much of a reason to ever come back to it, unless I ever want to get a quick round in to kill some time.
 

That said, this is a fun game and I applaud the unique concept. I just wish it gave us MORE. Instead, I was left a bit wanting.


 
Final Score:
C+




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