Thursday, May 21, 2020

Video Game Review #229: Congo The Movie: The Lost City of Zinj

Congo The Movie: The Lost City of Zinj
Sega Saturn



Nostalgia Factor:

The movie Congo has always been a guilty pleasure of mine. Everyone loves to hate on this movie and say how awful they think it is, but you know what? I like it. It's fast paced, it's fun, it's funny (stop eating my sesame cake!!), and it's got some adrenaline pumping action sequences in it. Sure, it's no cinematic masterpiece, but if you take it for what it is - a goofy popcorn adventure movie - it really is quite entertaining.

Being such a fan of the movie, I was really excited to play this game when it first came out. I scraped together my hard-earned allowance money and paid full price for this bad boy. I expected something along the lines of Doom or Wolfenstein 3D, but with a jungle setting. Wow, I couldn't have been more disappointed when I first turned this on. The controls were choppy, the graphics were a hot mess, and I thought the game was an absolute disaster that I immediately regretted buying.

Over time I came to mildly like the game, but I never loved it. I beat the game a couple of times before I ended up putting it in a storage bin, where it sat idly for a good 20 something years.

When I started writing game reviews for my blog, I knew eventually I'd have to dig up Congo and play it again from beginning to end. It is my goal to play through and review every game in my collection, after all. But I was dreading that prospect. I remembered how much this game had let me down when I was a kid. I had read all the negative online reviews where people were bashing it as one of the worst Saturn games out there. I also remembered it being fairly difficult, and my Saturn has lost its ability to save game progress anymore. I knew I would have to beat the game in one sitting, and honestly that was a very daunting prospect for me.

But here I am. I beat the game. I'm writing this review. It's over. Is Congo The Movie: The Lost City of Zinj as bad as all the online reviews, and my memory, indicate? Read on and find out.




Story:

This game's story is as basic as they come. You play as the lone survivor of the original doomed Travicom expedition from the movie. Your goal is to continue the expedition, collect as many diamonds as you can, and return home.




Gameplay:

I would say that this game's controls are really showing their age, but to be honest they were never very good to begin with. Your character is slow-moving. Turning is a herky-jerky and choppy affair. Trying to navigate your character through jungle passages is like trying to steer the Titanic through a narrow corridor of water. You're going to "run ashore" by going off the path and going up into the bushes more times than you can count. You're going to get disoriented. You're going to lose track of where you are. You're going to get hit by enemies and have absolutely NO idea what is hitting you. It takes you a good ten seconds to rotate your character in every direction, which only adds to the frustration level. There is a very steep, punishing learning curve just learning how to move your character that you must conquer if you want to succeed at this game. It's no wonder that most YouTube playthroughs of Congo don't extend past the first couple levels of the game.

Jumping can be a frustrating affair as well. You don't need to jump a whole lot in the first half of the game, but towards the end you have to jump from platform to platform over giant pools of lava with pinpoint precision. Due to the game's sloppy controls, I ended up falling more times than I care to admit. It got quite frustrating the more I played and the more I failed.

Combat isn't much better. Your weapon fires at a very slow rate. Ammo can be hard to come by and I was finding myself running out quite often. I do like that there is an auto-aim feature, because the overall shoddiness of this game's controls would otherwise make it extremely difficult, almost impossible, to line up your shots properly.

There isn't a huge variety of weapons in this game, but what you are given is good enough to suffice. You get a handgun, a shotgun, a machine gun, a rocket launcher, and a diamond-fueled laser gun that you pick up in the later stages of the game.

Most stages consist of simply making it from your starting point to a satellite dish at the end of the stage. Do that, and you move on to the next stage. Conceivably, you could just run past all enemies straight to the satellite dish in most of these levels. What stops you from doing this are the hordes and hordes of creatures in your way. You'll be walking along, minding your own business, when all of a sudden a giant gaggle of spiders will run out of the jungle and swarm you. Poisonous butterflies do the same. So do the game's "main" enemies, the gorillas.

You can't just run past these enemies, as you get stuck and caught up on them if you come into contact with them. You can try, but be warned that you might get surrounded on all sides if you try to do this, constantly taking damage with no way to move your character. So really, if you want to make things easier on yourself, you'll back off and clear out your enemies before moving on.

I do have to give Congo credit for trying some new things. In one stage, a giant earthquake rolls through every 45 seconds or so, (picture the wave at a baseball game) tossing your character up into the air and dropping him down with a satisfying oomph. You must use this earthquake to your advantage to get over an otherwise impenetrable wall to collect an item you need to advance to the next stage. Your character can also get poisoned, which reverses the game's control scheme on the D-pad until the poison is cured.

Level layouts start off pretty basic, but improve as the game goes on. The first few stages have you running through a generic jungle setting, fighting enemies, collecting diamonds, and making it to the satellite dish at the end of each stage. The earthquake stage is the first one with any puzzle-solving elements, as it has you collecting artifacts to unlock a gate which leads into the Lost City of Zinj. Zinj itself is pretty cool, as you find yourself exploring ancient ruins, flipping switches, avoiding booby traps, and going into combat with the city's defenses.

The most enjoyable stages for me, however, were the cave stages towards the end of the game. I liked going through the dark, fighting spiders and exploring every nook and cranny of the cave system. The level where you enter into some kind of "colosseum" battle with the apes was a fun challenge. So was the underground river with all the poisonous snakes. And as much as the platform jumping over lava pits irritated me, these stages were very challenging and gave me a strong sense of pride, like YEAH I DID IT!!! whenever I would make it through a particularly tough segment.

I'd be remiss if I didn't mention Congo's save system. It's the weirdest save system I've seen in any game, period. If you die, you are given the option to either continue playing, which costs you a life, or quit to the title screen and restart the level. If you choose the former, your game data is deleted when you get down to zero lives and you have to start the whole game from the beginning all over again. Going the second route is the safer way to go, but having to restart each level from the beginning whenever you die is a major pain in the arse. I don't know what they were thinking when they came up with this idea.




Graphics:

I would say Congo's graphics are a mixed bag, but really they are mainly poor. Everywhere you look you'll find rough and grainy surfaces and heavily pixelated flora and fauna. Some of the enemies you encounter are just an absolute joke to look at.

The jungle section of the game is particularly rough, as all the leaves, trees, and bushes around you disintegrate into blobs of ugly pixels when you get too close to them. When you get deeper into the game and the action shifts indoors, things start to look a lot better. The textures are still crap, but it feels like things are more basic and they aren't trying to "do too much" with making things look fancy (and failing in the process).




Sound:

Congo's music and sound effects are decent but nothing spectacular. I expected some of the more memorable tracks from the movie to make their appearance in the game, but they never do. Instead you get a bunch of boring and uninspiring jungle beats.

Sound effects are alright. Your weapons sound... fine when you fire them. I really wish your enemies made some kind of noise when they approached you, but they don't. This, along with the game's questionable graphics and controls, can lead to some fairly disorienting moments as you play.

One thing I do enjoy is the atmosphere the game creates in some of the later levels. The haunting music that plays as you explore the City of Zinj and the diamond mines fits the grim mood of the levels perfectly.




Overall:

As flawed as this game is and as much as I hated it when I initially fired it up, I ended up kind of liking it by the time I finished it. Not to say I am a big fan of the game or that I will ever play it again in my life, but it wasn't HORRIBLE. Some spots were super rough while others were somewhat enjoyable.

I definitely disagree with all the reviews that call Congo a steaming pile of garbage and an absolute abomination. Let's be real, the game is bad but it is not THAT bad. I've played much, much worse. It definitely does not deserve to go down as one of the worst video games of all time.

Would I recommend Congo to a friend? No. Would I recommend it to someone who likes the movie? Probably not. I know this game isn't for everyone. I know it is a very, very mixed bag. But if you are patient enough to make it through the first few stages, you'll discover that there is some fun to be had with this title. Or you won't, and you'll still think it is garbage. I can't even disagree with that. I would totally be okay with you trashing the game because I can totally see where you are coming from.

But me? I had a decent time with this. Kind of. Maybe.



Final Score:
D+



And just like that, I don't have any more physical copies of Saturn games to review! I've reviewed every single Saturn game in my collection, with the exception of one: the original Panzer Dragoon that is an unlockable feature for Panzer Dragoon Orta on the Xbox. I can pack up my Saturn and all my games and put them into storage where I don't have to worry about them getting lost or damaged anymore. Since I started writing this blog back in 2015, this is the first system I've played and reviewed every single game I own 100%. Yay me!



All my other Saturn reviews:




Thursday, April 30, 2020

Video Game Review #228: Shenmue III

Shenmue III
PlayStation 4


Previous Shenmue reviews:


Nostalgia Factor:

My love for the Shenmue series has never been a secret. The first game in the series was unlike anything I had ever seen before, and its sequel took everything that was great about the first game and ramped it up to a whole new level. I consider these titles to be two of the greatest video games ever created. Truly, they are brilliant. I even included my reviews for these games up above for reference if you wanted to check them out.

While we’re on the subject of those reviews, let’s revisit my Shenmue II review, specifically, the last few sentences of that review. Here is my exact quote:

“This game sets the bar ridiculously high for the upcoming Shenmue III. It has been nearly an 18 year wait. I sure hope it’s worth it.”

*sigh*

It wasn’t worth it. To say that this game was a disappointment would be a major understatement.

Let’s just move on to the review and I’ll explain what is so disappointing about it.




Story:

This game picks up immediately where Shenmue II leaves off. Shenhua’s father Yuan has gone missing, so Ryo and Shenhua head to nearby Bailu Village to look for clues. Turns out that a bunch of thugs has recently raided Bailu Village, looking for stonemasons. A lot of stuff happens, but long story short: Ryo defeats the thugs in battle and they reveal to him that Shenhua’s father has been taken to the nearby city of Niaowu. This comprises the first half of the game.

In the second half of the game, Ryo and Shenhua travel to Niaowu to continue their search for Yuan. Niaowu is a large, bustling city whereas Bailu Village is more peaceful and tranquil. Ryo again follows a trail of clues that leads him to a group of thugs called the Red Snakes. These Snakes are holed up in a nearby castle where they are keeping Yuan. Ryo teams up with Ren, who believes that the Dragon and Phoenix mirrors will lead him to a massive treasure, and two other fighters he meets over the course of his Niaowu journey. They storm the castle, beat up a bunch of bad guys, and recover Yuan. Unfortunately, however, Lan Di is there and he kicks everyone’s ass. The castle burns down, Ryo and company escape with their lives, and Lan Di gets away once again.

Yuan offers answers to all of Ryo’s questions, but the game ends on yet another cliffhanger. The last thing you see is Ryo and his friends scaling the Great Wall of China before the game ends.

What, we waited 18 years for THIS???? No answers, no great mysteries revealed, the game ending on yet another cliffhanger. Why are the mirrors so important? What is Lan Di after? Is it just treasure, or is there more to this story? Who are Shenhua’s real parents? Why are they going to the Great Wall of China? What part does Ryo have to play in all of this?

Nothing. The game gives us virtually nothing as far as answers go. After faithfully waiting around for 18 years in-between installments, you would think the game would have thrown us at least some kind of bone. But no.

*sigh*

The chances are incredibly slim that there will ever be a Shenmue IV. It's not like I expected them to wrap up the series in one game when it was originally projected to have five or maybe even six more installments to come. But after the 18-year long wait I think we all expected something more groundbreaking to happen in this installment. Instead, the whole game is basically one big quest to rescue Shenhua’s father, and no real answers are ever given to us as to the larger scope of things going on. Just a few small clues here and there.

Since we don’t know if the series will ever continue, here is my personal theory. The Phoenix and Dragon mirrors represent a real phoenix and a real dragon, which have been imprisoned in some kind of mystical prison for thousands of years. The mirrors keep these creatures in their prison (which may or may not be located deep within the Great Wall of China). Every few hundred years, these mirrors have to be reinforced or rebuilt completely, which would explain why they were “created” a hundred years or so ago. Lan Di wants the mirrors so he can try and control these creatures for his own personal benefit. Ryo’s father wanted to keep the mirrors hidden away so that these dangerous creatures would be locked away for all eternity. Ryo’s destiny is to release the creatures and guide them to the Shenmue tree, which will return them to the spirit realm from where they originally came.

Or something. I don’t know. I am sure I am way off base. But I refuse to believe all this fuss is over something as horribly clichéd as treasure. Hopefully we get the chance to find out someday.




Gameplay:

The first thing you’ll notice when you start playing Shenmue III is that its basic gameplay hasn’t changed much from that of its predecessors. Ryo handles the same. His movements are the same. The way you interact with things and talk to people is the same. On the surface, very little has changed.

It is only when you really start digging in that you notice the differences. I’m just going to get my biggest gripe out of the way immediately: the stamina meter. The damn stamina meter.

I don’t know who thought this was a good idea. I mean, I get it. The goal of Shenmue has always been to deliver a living, breathing world to the players of the game. It makes sense that they’d want to have to Ryo stop and eat every once in a while. But they took it way too far in this game.

Let me elaborate. In Shenmue III, Ryo’s stamina bar is ALWAYs dropping, even if you are standing still and not doing anything. If you make him run, the stamina bar absolutely plummets. Once your stamina bar empties out, you are forced to walk until three bars of your meter have recharged. Start running again, that meter empties out in about two seconds.

In this game, you are going to be running back and forth quite a bit. Ryo moves way too damn slow when he is walking, so completely ignoring your stamina meter is not an option. The only way to recharge this meter is to eat. But eating costs money. You have to buy food from vendors and then eat the food. Sounds par for the course when it comes to video games, but your average food item restores only about 30 units of stamina, and Ryo’s bar is over a thousand units. So you’d have to eat something like 40 to 50 apples to fill your stamina bar. That’s a lot of apples. More importantly: that’s a lot of money.

To earn money in this game you have to take on mundane jobs like chopping wood, collecting herbs, and fishing. If these jobs paid well, I’d be more okay with this system. But they don’t. To get through this game, I’d say I had to chop wood at least 100 times, and that is not an exaggeration. Where did that money go? To food. Just so I could make my character run, something that you could do for free in Shenmue I and II.

WHY??????

That’s not the end of it either. Ryo’s health bar and his stamina bar are one in the same. So if you have to run halfway across the game’s map and you get attacked, you are going to be going into battle with a depleted health meter. The game’s combat is challenging enough as it is. I don’t know why the game makers felt the need to handicap people like this. The good news is that if you die, you can restart from right before the battle. So you can load up on the 40 apples you need to eat to refill your health before going in to finish the fight, or whatever. But still, this is very very obnoxious.

You know what else is obnoxious? The combat. I had no issues with the fighting in Shenmue I and II. In this game, however, it is super challenging. If you go into battle and you aren’t leveled up enough, you are going to get your ass kicked to next Tuesday. How do you level up to make Ryo stronger? More grinding. Yaaaaaaayyyyy! Just what I wanted to do in a video game, work out at a gym. So not only do you have to grind for money to keep your health and stamina meters filled, you have to grind to be able to win fights too. How fun.

Not.

When you aren’t chopping wood, eating, exercising, or fighting, you will find that this game at its heart is fairly similar to its predecessors. You walk around, you explore, you talk to people, you follow clues from one area of the game to the next. This is where I had my most fun with this game. But even this is flawed too.

The backtracking. My god, the backtracking. It’s like they are trolling the player on purpose. Talk to someone near your hotel and they tell you to talk to someone on the opposite end of the map. That person tells you to talk to someone at the docks, which is right by your hotel. That person tells you to talk to someone on the opposite end of the map, right by the other person you had previously talked to. That person sends you back to the other side of the map. It is maddening, and there is no way this wasn’t done on purpose. Maybe I wouldn’t have had such an issue with this if it wasn’t for, AGAIN, that goddamn stamina meter.

Very quickly this game began to feel like an absolute chore to play. I know you have to backtrack and work jobs and earn money in the other Shenmue games, but this game takes it to a whole new extreme. And not a good extreme either.

All this complaining and I haven’t even gotten to the QTEs (Quick Time Events) yet. These are annoying too. Normally I don’t have an issue with these in games because I am pretty quick on the trigger, but they are AWFUL in this game. Even me, the master of QTEs, routinely failed these. They just simply don’t give you enough time to respond. If you read my review of Shenmue II, you’ll remember how I hated the QTEs when you have to walk over the wooden planks late in that game. Every QTE is like that in this game. It’s maddening. Luckily when you fail you start over right from where you left off, and the button prompts don’t change, so you can memorize them. But still. Annoying AF!




Graphics:

Graphics are a mixed bag here. On one hand, the landscapes in this game are freaking beautiful. The colors are eye popping, the scenery looks amazing. I’ve never been to China, and probably never will, but this game gives me a pretty good idea of what it would be like to live in some of its rural areas. The attention paid to detail when it comes to indoor environments is also incredible. Considering the small budget this game had to work with, I can’t help but be impressed by how much work went into making Shenmue III so authentic to the area it is set in

The bad: the character models. Ryo, Shenhua, and some of the main characters look fine. Other characters look like grotesque, freakish creations pulled straight from the set of the 1990 Dick Tracy movie. NPCs in this series have always looked a little freakish, but this game, again, takes this to a whole new level.

All in all, though, I would give this game’s graphics a thumbs-up. The landscapes and its attention to detail are enough to override any other flaws it may have.




Sound:

Voice acting is just as bad as ever. I didn’t harp on it in my previous Shenmue reviews, so I am not going to do that here either. Poor voice acting is a staple of the series, and honestly I am glad the tradition has been upheld.

Music is, for the most part, fine. Aside from the “Shenmue theme”, nothing really stood out to me as far as anything I would put on a video game playlist. Bailu Village’s theme sounds eerily like Pure Imagination from Willy Wonka and the Chocolate Factory. In fact, the first time I heard it I nearly lost my shit, like REALLY? But it’s different. Kind of.

Meh.




Overall:

It seems like all I have done is bicker and complain this entire review. I should just shut up and be grateful I even have a Shenmue III to play, right? Right???

I mean, kind of. It is somewhat of a miracle this game was even made to begin with. Even though I wasn’t a huge fan of the game, I am still grateful I got to play it. But the fact still remains that I didn’t really like the game. All I can do now is cross my fingers and hope that Shenmue IV is made, and that if it is made, it is better than this game.

In a way I kind of feel bad even giving this game a bad score. But what can I do? I didn’t enjoy playing it. It has too many flaws, it’s too slow, and it feels like an absolute chore to play. Rarely, if ever, while playing this game did I ever have “fun” playing it. The stamina meter, the grinding, the difficult fights, the backtracking, the running out of money…. oh yeah I thought of something else to complain about!

In two separate parts during this game, you need to buy something with a large amount of money in order to proceed. We’re talking 2,000 yuan that you need to have in your inventory on two separate occasions. Chopping wood gets you somewhere from 60 to 70 yuan a pop. That’s a lot of grinding if you’re trying to save up that kind of money. You can fish, but that’s not much more efficient than wood chopping. You can gamble, but you don’t earn money when you gamble. You earn tokens that you can cash in for rare items, which you can then sell for money. This also is not a horribly efficient way to earn money. You can drive a forklift in the second half of the game, but AGAIN this doesn’t give you a whole lot of money. I found myself earning the most by collecting and selling herbs. Some herb collections can net you 350 plus yuan a pop, but you have to be scavenging and keeping your eyes open all game long in order to be able to do this. Again = inefficient.

You get the point. At least I hope you do. Shenmue III is a flawed game full of nearly unforgivable flaws. Slow, boring, grindy, completely unfun to play. It’s only redeeming factor is the fact that it is Shenmue. While watching me play this game, my wife told me that it was the most boring video game she has ever seen me play, and honestly I can’t argue with her.

I truly, desperately wanted to like this game. But I don't. Sorry.



Overall:
D




For a complete index of all my game reviews, click





Thursday, April 23, 2020

Video Game Review #227: Sonic & Knuckles

Sonic & Knuckles
Genesis



Nostalgia Factor:

Back in 1994 the hype for this game was very real, and I have to say that I completely bought into it. While I loved Sonic 3, I felt that it was just more of the same as far as the Sonic series was concerned. I began to feel like there was only so much they could do with the series and it was starting to get stale. Sure, they tried to keep it fresh with small changes from game to game, like the addition of new bonus stages, multiple path choices, different shield types, etc. But it wasn't enough.

Sonic & Knuckles seemed like the answer. Not only did this title give me a brand-new Sonic adventure, it also gave me the opportunity to play as Knuckles, one of the bad guys from Sonic 3. This was unprecedented for back then. Playing as a villain? Whaaaat? Not only did the game give you the chance to play as Knuckles, it also featured "lock-on" technology that allowed you to attach the Genesis cartridge to both Sonic 2 and 3 and allow you to play as Knuckles in those games as well. Really, buying this game was almost like getting three games in one. My mind = blown.

Despite all this, I never actually ended up owning Sonic & Knuckles. I had it on my Christmas list that year, but I ended up getting Jurassic Park: Rampage Edition from my mom instead. I went ahead and just rented Sonic & Knuckles. I played the hell out of it, and saw everything there was to see in the game in just one weekend. Despite all the innovations this game brought to the table, I STILL ended up dismissing it as just another Sonic game that didn't do much to break the pre-ordained Sonic formula.

I wouldn't play Sonic and Knuckles again for at least another ten years or so, when I got the Sonic Anniversary Collection for the Nintendo Gamecube. Sonic & Knuckles is on that disc, along with the lock-on versions with Sonic 2 and Sonic 3. I still have this disc, and that's actually the disc I used when I played the game for this review a couple of days ago. Would I still think that this game was nothing too special, or would my mind change?

The answer is actually kind of complicated. Read on to find out.




Story:

This game picks up directly after the events of Sonic 3. The Death Egg has crashed to the surface, and Dr Robotnik once again is after the Chaos Emeralds, which he hopes to use to fix his broken creation and resume his quest for world domination.

Knuckles, one of the villains from Sonic 3, realizes that he's been used by Dr Robotnik and ends up joining forces with Sonic to take down the evil Eggman.

And take down the Eggman, they do. The end.

What can I say? If you are looking for intricate, detailed storylines in Sonic games, you are coming to the wrong place.




Gameplay:

I've already played and reviewed a shit ton of Sonic games, so I am not going to sit here and recap how they work. If you aren't familiar with the "Sonic formula", I direct you to my previous reviews in the links at the bottom of this post.

Instead, let's talk about what Sonic & Knuckles does to break that formula. The answer is not much. If you play as Sonic, expect a journey similar to what you've already seen in Sonics 1, 2, and 3. Especially 3. This game is essentially a continuation of that game, and does not really do anything differently from that game at all. I think I've read that Sonic 3 and Sonic and Knuckles were originally meant to be combined as one longer game, but instead got split into two shorter games due to budgetary/time restrictions. That would explain a lot.

If you play as Knuckles, this game is still pretty similar to what you've seen in past Sonic games. The only differences are that Knuckles can glide in the air, grab on to walls, and climb up them. There are also special breakable walls scattered throughout the game that Knuckles can smash through, but Sonic can not. This gives you a couple of different paths you can take when playing as Knuckles that you can't take when playing as Sonic. This does give the base game some added replay value, I must admit.

If you look at the base version of Sonic & Knuckles as a standalone game, it really isn't anything too special. The levels are some of the least memorable I've seen in a Sonic game. Sure, there are some standouts like Mushroom Hill Zone and the Sky Sanctuary, but there's also a boatload of clunkers like Flying Battery Zone, Sandopolis (which I HATE), and the Lava Reef Zone. I'd even venture to say that if you look at the base game on its own merits, it may actually be the worst of the 2D Sonic Genesis games.

But Sonic & Knuckles is much more than just the base version of the game. It lets you play Sonic 2 as Knuckles, which is an awesome reason to revisit an old favorite. I am not sure if Sonic 2 was built with lock-on technology in mind, so nothing really changes except the character that you play as. But that's fine.

What really makes Sonic & Knuckles a great game is the ability to lock-on to Sonic 3. I'm not just talking about the ability to play through Sonic 3 as Knuckles. I mean, that's all fine and dandy and everything. What I am talking about is that these two shorter, half-realized games combine to create one longer, really really epic Sonic game. The base version of Sonic & Knuckles may not be much, but combine it with Sonic 3 and you've got something special.

If you look at Sonic 3 & Knuckles as one game, it is easily one of the best Sonic titles out there. It's long, it is challenging, it's full of secrets, and it has fantastic replayability. You can play through the game as just Sonic, Sonic and Tails, just Tails, or just Knuckles. Each character you pick gives you a slightly different storyline. It affects the levels you get to play, it affects the paths you can take through these levels, and it offers you several different methods of gameplay due to character quirks and gimmicks (like Tails' flying and Knuckles' wall bursting and climbing) to get you through these stages.

Sonic 3 & Knuckles is like the ultimate Sonic title. At its heart it is still the same basic Sonic game that we've already seen a number of times already. But it's polished, it's refined. It takes that "same old" Sonic formula that I've been mentioning and perfects it to a T.




Graphics:

This is still a terrific looking game, 26 years after its initial release. Bright colors, fantastic visual effects, well-designed characters, stages with actual depth in the backgrounds. This is like a Saturday morning cartoon come to life.

It is so impressive to me how this game, and the Sonic series as a whole, holds up after all this time. It truly does have a timeless feel to it. Games that came out 10, 15 years later like certain titles in the GTA series can feel aged and awkward when you play them in the present day. And those are great games! Sonic & Knuckles doesn't feel old or outdated one tiny bit, despite it being much older than those games.

Very impressive.




Sound:

I may not have been too horribly impressed by Sonic & Knuckles new stages, but I have to admit that the soundtrack for the game is fantastic. So many memorable tunes in this game, particularly the Sky Sanctuary Zone. That's probably one of my favorite tracks from any Sonic game, period.

Sound effects are the same thing you've been hearing in every past Sonic game, which is fine. If it ain't broke, don't fix it, right?




Overall:

If you look at the base version of Sonic & Knuckles (from the Mushroom Hill Zone to the end of the game), it isn't anything too horribly special. When reviewing this game, however, you have to factor in the entire experience. The base game, the ability to lock on to Sonic 2, and most importantly: the ability to lock on to Sonic 3.

When you take everything into account, it is enough to boost this from simply being an "okay" Sonic title to one of the best out there. Sonic 3, when combined with Sonic & Knuckles, offers a large, fun, colorful, packed with content, fully realized Sonic game to the masses. Great music, great graphics, great everything. This is Sonic at his absolute prime.

Does this game give me the same warm and fuzzy nostalgic feelings that Sonic 1 and 2 do? Not really. That may be what is keeping me from giving it an A+. Plus you have to factor in that the base game of Sonic & Knuckles is nothing to write home about. Looking at the big picture, however, this is a truly great Sonic title that anyone who is a fan of the series should own. It's making me want to revisit Sonic Mania, which I may have to do soon. Don't be surprised to see a re-review of that game on the horizon.




Final Score:
A




All of my previous Sonic reviews:




Friday, April 17, 2020

Video Game Review #226: Double Dragon

Double Dragon
Arcade


Nostalgia Factor:

I have many fond memories of Double Dragon from when I was a child, but most of those memories are with the NES version of the game. Although I did manage to play the arcade version a small handful of times, I never got to know it nearly as well as I did the home version. The last time I played the arcade version I was probably somewhere between five to seven years old. Now I am 37.

I've read a few comparisons online over the last couple years, and a common consensus seems to be that the arcade version of Double Dragon is superior to the NES one. I had my doubts, since I am a hardcore supporter of the NES game. But at the same time I never had the chance to play the arcade version of the game as an adult and make that final decision myself.

Imagine my surprise when just last week I stumbled upon the arcade version of Double Dragon on sale for the PS4. One of the great things about living in present times is the thrill of rediscovering something you thought you had lost forever. I never thought I'd be able to play this game again. I immediately jumped at the opportunity to download it and fire it up.

30 something years after last playing this game in the arcades, I was finally able to play through this in its entirety from start to finish without exhausting an entire pocketful of quarters. How would it stand up compared to the NES version of the game?




Story:

Double Dragon's storyline is about as basic as it gets. A bunch of goons beat up and kidnap your girlfriend, and you have to go rescue her, knocking the crap out of anyone who stands in your way.

This game does have an interesting twist that the NES version does not: if you are playing in two-player mode and you make it to the end of the game with your partner, you then square off against each other for the love of the woman you rescue. Harsh!




Gameplay:

Double Dragon's gameplay is as basic as its storyline. You have to fight your way through a short number of stages, beating up and knocking out every enemy you encounter.

Generally, you start on the left side of the screen and make your way to the right. You can punch and kick your enemies into oblivion. You can also jump and kick your enemies, but I found that this wasn't nearly as effective as it was in the NES game. I found myself just spamming the attack buttons the majority of the time I played this.

The use of weapons is a lot more prominent in this game than it is on the home system. You're going to find yourself picking up whips, knives, and baseball bats a lot more often this time around. I don't believe the weapons vanish when you use them too many times either. You can still lose them if they go off-screen or fall down a hole, but realistically you could hang onto most weapons the entire stage if you are dedicated enough to keep them.

While the NES version of this game had many platforming elements to it, you won't find these elements here. Mainly you walk forward, you fight, you fight some more, you walk forward, and you fight some more. Occasionally you will go up ladders or jump over pits, but this is for the most part a straight-up fighting title.




Graphics:

This arcade Double Dragon is a lot more pleasing to the eye than the NES version of the game. The colors are bright, the stages are varied and unique, and the characters have a more refined, cartoony like to them than they do on the home console. While that version of the game could look dated and old to certain people (I for one think it looks great), THIS version of the game has a timeless look to it. I could easily see graphics snobs turning up their nose at the NES Double Dragon, while having no problem playing this.




Sound:

The NES version of Double Dragon wins the sound battle pretty handily in my opinion. This game's musical tracks have a certain grating, "tinny" quality to them. It's still a decent enough musical track, but I think the NES version of the game is a lot more iconic and pleasant to listen to.

Sound effects are fine. Nothing stood out to me as particularly good or bad in either direction.




Overall:

I feel as if I've spent too much time comparing this version of the game to its NES counterpart. I'll put the great debate to rest before we go any further and just say that I much, much prefer the NES version of the game to this one. It's longer, it's more challenging, the added platforming sections give the gameplay a bit more variety, the levels are bigger and give you more to look at, and there is a certain strategic element involved in leveling your character up and helping him learn new attacks that is lacking here.

Plus there is that good ole nostalgic element thrown in that I just can't ignore. I grew up playing the NES version of Double Dragon. I owned that version of the game and beat it more times than I can count. I played the arcade version maybe five times in my life, if that, and I never completed it at all. I recognize that this is a very fun game, and the fact that it has a two player co-op mode probably makes it a lot more attractive to some people than the single player NES title. But my final ruling is that the NES game is better.

Now that we are done with that, let's talk about how this game stands out on its own merits. First off: it is a lot of fun. While the gameplay is very simplistic, there is something satisfying about taking out large groups of thugs at a time, often with their own weapons. There are a ton of different character models for your enemies, too, so it never feels like you're just beating up the same person again and again. This is the first video game I ever remember going toe-to-toe with a woman in combat when I was a kid.

The graphics are bright and colorful. The stages are fun and unique. The last level with the brick walls coming out, and the long lances stabbing down at you is one of my favorite stages from any arcade game ever. And the big battle royale at the end in the big room with the red carpet is the stuff of video game legend.

This game is short. Due to the fact that you can continue as many times as you want (for the PS4 version I downloaded) means it is pretty easy too. Even if I was playing this in the arcade, I don't think it would have taken more than a couple dollars for me to beat it, if we're talking about it costing one quarter per continue. This game really isn't that difficult at all.

I had a fun time with this game, but it was so short and easy I kind of felt a little bit empty on the inside after I finished it. I think I completed it in about 20 to 25 minutes. I went through the game and completed it again just to get my money's worth out of it, but now that I've beaten it twice I don't see any reason to play it again any time in the near future.

Is this a fun game? Yes. Is it something that's going to keep you occupied for more than an hour if you buy it? No. Even playing this game twice you'll be done with it in under an hour. So I can't really tell you if it is worth the money or not. It's up to you and if you are interested in classic, genre-shaping arcade games. I have to give Double Dragon credit. This is the first game of its kind I ever played as a kid, and the influence it's made on the beat-em-up genre has been absolutely undeniable.



Final Score:
B



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



Saturday, April 4, 2020

Video Game Review #225: Operation C

Operation C
Game Boy



Nostalgia Factor:

Well, here it is: history in the making. This is my first Game Boy review for this blog. Not only is this my first official review of a Game Boy title, this is actually the very first Game Boy title I've played and beaten from start to finish, period. All kinds of history being made today, folks.

Why did I choose now, the year 2020, to play my first Game Boy game? Simple, I have been playing through the Contra Anniversary Collection in order, and it was simply Operation C's time to shine. For the most part I've enjoyed all the Contra games to date, with the exception of Super Contra for the arcade. How would I feel about this one? Let's find out!




Story:

Does this game even have a story? I'm sure there is something written in Operation C's instruction manual, but as far as in-game prompts go, I don't think I was ever given an inkling of who I was or what I was supposed to be doing. I mean, it's a Contra game. I know I'm going to be shooting aliens and enemy soldiers. I guess the game's storyline isn't important in the long run. But still, it would have been nice if they'd at least made some kind of attempt at one.




Gameplay:

This is what is most important to a Contra game: not its graphics or its storyline but its gameplay. Much to my surprise, Operation C does a pretty decent job emulating the gameplay of the original NES Contra games. Your character controls exactly the same as he does on the home console. You run, you jump, you shoot, you collect weapons, you fight bosses, and you do your best to stay alive.

If you've played either of the NES games, nothing about Operation C should surprise you. The only thing Operation C does differently is its inclusion of 3D over the top view levels, kind of like what you see in Super C. Even that's not really a big surprise at all.

Even though the game does do a decent job emulating the feel of the original games, I can't help but feel that it falls a little bit short in its attempt. I have to applaud the effort, though. You can really tell that the makers of the game wanted this to be another standout title in the Contra series. And it almost is. Almost.

Perhaps it's the fact that the game is black and white. Perhaps it's the fact that a lot of these stages feel like rehashes of stages you've already seen in the series. Perhaps it's the fact that this game doesn't do anything to push the classic Contra formula to new heights. Perhaps it's the lack of creativity with the game's bosses as enemies. Try as this game might, it just can't match the awesomeness of Contra and Super C. If anything, it's a big step backward. Yes, Operation C was always going to be limited because it is a Game Boy game. Despite that setback, it still came very close to being a success in my mind. But it's lacking that certain something, that extra special little oomph that pushes it from being a decent game to a really good one.




Graphics:

There isn't much to say about this game's graphics. It looks just look a classic Contra game, but in black and white. This never got in the way as I played. I always had a clear idea of where I was, where I was going, and where the enemies were. Yeah the game isn't exactly pretty, but it's not like it is unplayable or anything either.

I do feel as if there is a certain lack of creativity that comes along with this game, though. The lack of color really makes things look drab and uninspired. The original Contra has so many standout stages, and a lot of that is due to the game's vibrant color scheme. Nothing stands out here. I can tell what they're trying to do with the design of each of the stages in this game, but it doesn't always work 100%. As far as graphics go, this is as bare bones of a Contra game as I've played to date. Again, this game is for the Game Boy so obviously it is going to be at a big disadvantage compared to everything else in the series. But that doesn't make my statements any less true.




Sound:

I can't knock Operation C for its music and sound effects. While it may not look like a home console-worthy version of Contra, it sure does sound like one. The music, the sound effects, everything sounds just as it does on the big screen. Again, this game doesn't really do anything original to contribute to the evolution of the series, it just kinda maintains the status quo. But that's fine. At least the people who made this game are consistent.




Overall:

I'm really torn on how I feel about this game. For a Game Boy title it does an admirable job bringing an NES-style Contra game to the small screen. If this was 1991 and I didn't have an NES, but I had a Game Boy, I probably would have loved this game. That's probably the only way anyone would have loved this game, though. It is so clearly inferior to its NES counterparts. I can't imagine owning all of these games and picking this one as my favorite. It just doesn't compute with me.

That said, this is still a relatively well-made game. If for some reason you are itching to play some Contra, this game will definitely scratch that itch. As far as gameplay goes, it plays the part. It sounds the part. It sort of looks the part. It kind of falls apart under intense scrutiny, however.

Sigh.

This is a decent game. I'll give it that. It definitely does NOT suck (cough cough I'm looking at you, Super Contra). But it doesn't stand out either. It's just kinda there. All in all you only get five stages to play, and none of them are very long. You can beat this in 25 minutes, easily. The other Contra games are short too, but I feel as if their iconic enemies and level design keeps you coming back more than this game does. I beat it solely for the purpose of writing this review, and I can't imagine ever coming back to it again.

So that's where I stand. This game is okay. I'm not going to waste your time or mine writing any more about it.


Final Score:
C-



Hey! While you are here, check out some of my other Contra reviews:
Contra (arcade)
Contra (NES)
Contra (NES re-review)


Video Game Review #224: Teenage Mutant Ninja Turtles III: The Manhattan Project

Teenage Mutant Ninja Turtles III: 
The Manhattan Project
Nintendo Entertainment System



Nostalgia Factor:

Kids these days may never understand just how big the Ninja Turtles were in the late 80s/early 90s. I lived and breathed the Ninja Turtles. Posters on the walls, action figures scattered all over my room. I had the video games, I had the movies. I had a bunch of recorded episodes of the cartoon on VHS. I acted like the Turtles during recess. I quoted them constantly. I dreamed about what it would be like to meet them in real life. I even had an audio cassette tape of their "Coming out of Their Shells" music tour.

As you can imagine, I was very excited when I first learned that the NES was getting its very own new TMNT title, similar to the arcade game but made exclusively for the NES. I went out and got it almost as soon as it came out, and quickly fell in love with the game. I must have played it and beaten it dozens and dozens of times when I was a 10 year old boy. But then came the ill-fated day (as I have mentioned many times throughout this blog) when my mom sold all of my NES games so that she could get me a Sega Genesis. TMNT III was one of the games I had to say bye-bye to. I didn't even have it a full six months.

That was 1992. Let's fast forward alllllll the way to the mid 2010s. I found a copy of TMNT III at a used game store and all the memories of the game came crashing back to me. I had no choice but to buy it. So buy it I did. The game would sit on my shelf for several years, however, until now in 2020. Quarantined at home during the great Covid-19 scare, I had nothing to do but sit around and play video games. What better time to sift through my backlog and knock out a couple of game reviews? TMNT III was one of the first games I picked.

Would I still find this game as magical as I did in 1992? Let's find out.




Story:

The Turtles are enjoying a nice, relaxing Florida vacation when a disturbing report comes on their TV screen. Shredder has hijacked Manhattan, boosting it into the air using some kind of repulsor technology. He snags April O'Neill and challenges the Turtles to come rescue her and stop his nefarious plans.

Off the Turtles go to save the day!

Not exactly groundbreaking stuff here, but no one plays these old Turtles games for their storylines anyway.




Gameplay:

This game is simple to pick up and play, but difficult to master. Taking control of one of the Ninja Turtles, you must fight your way through eight different stages until you get to the end and defeat Shredder once and for all. You can play this game with the assistance of a second player, but for my playthrough I made it through the game all by myself.

Using the directional pad, you can move left and right and up and down on the game's field of play. You have two buttons for attacking: the jump button and the attack button. The attack button simply lashes out at your enemy with your Turtle's regular weapon. The jump button allows you to jump over enemies and obstacles, and also allows you to jump kick, which is one of the more useful attacks in the game. Hit the two buttons together and you launch into an extra powerful attack with a wide attack range. The downside to doing this is that it saps some of your health every time you use this attack. I only used it as a very last resort.

The attack I found myself using the most is one where you press the down button and the attack button at the same time. This launches the enemy over your head and into the air, where they fall to the ground and die. That's right: this attack kills your enemy in one hit. Why wouldn't anyone use this attack on the regular?

After fighting your way through each stage, you face off against a powerful boss character. Most of these bosses have patterns you can pick up on, which makes them fairly easy to beat. Your first time trying to play through this game, however, you will probably die a bunch of times squaring off against these bosses.

Most of the levels are pretty straightforward; all you do is fight fight fight your way to the end. But the game does throw a few wrinkles at you from time to time. There's a stage where you race across the water while fighting on hoverboards. There is a stage you fight on an elevator. There are all kinds of environmental things you have to avoid, like falling signs, deadly pits, mounted weapons, exploding pipes, and electrical beams. Even though the game tries, however, it is still fairly repetitive for the most part.




Graphics:

This game doesn't look like much by today's standards, but in 1992 this was as good as it could possibly get. The cinematic cutscenes at the beginning of the game perfectly capture the essence of the cartoon. All the Turtles are easily identifiable by their color schemes and have their own unique animations that go with their different weapon attacks. The bosses you encounter just ooze (pun intended) 90s nostalgia.

There are a wide variety of enemies for you to fight as the game goes on. Most of these enemies are just reskinned Foot Soldiers, but I like how there is a large variety of them to fight, each with their own specific attacks and move sets. I don't know why, but I always got excited to fight the white ones. The red ones with the spears, however, can eat a bag of a thousand dicks.

The game's stages all have their own unique look and feel. Whether you are fighting on the beaches of Florida, cruising the water on a hoverboard, battling atop a high bridge, battling through a dank sewer, or racing along a high speed conveyor belt while fighting enemies and dodging laser beams, you will notice that no two stages are alike. Considering this title's gameplay doesn't offer much variety, it is good that the stages are all so visually different.




Sound:

The game's music is very charming. Hearing it brings me back to a carefree time in my life when I was TMNT obsessed, and I had nothing to worry about but school and video games.

There aren't a whole lot of individual stage tracks that really stand out, but as a whole they do the job very well and lend a good deal to the game's charm. The remixed "classic" TMNT tracks are the game's bread and butter. You can't be my age (37) and not feel a certain tingling in your body when you hear these tunes. It's just impossible.




Overall:

I wasn't sure what to expect when I fired this game up. It had been SO long since I'd last played it, I was worried it wasn't going to be able to match the lofty nostalgia my heart had built up for the game.

I am glad to say that after all of these years, the game is still a lot of fun to play. Each new stage I'd open up, each new type of enemy I'd encounter, each new boss I'd take on brought back a ton of memories that I had completely forgotten about. This game is everything I loved about the Teenage Mutant Ninja Turtles in a nutshell. Fun, bright, colorful, action-packed, and filled with lots of memorable characters, settings, and music.

I do have to address a few of the game's flaws before I give you my final evaluation, however. First of all, the game is VERY repetitive. You fight enemies, fight more enemies, fight more enemies, and then move on to fight the boss of the stage. Really all you do this entire game is fight. I mean, the game is still fun to play, but I couldn't possibly imagine playing and beating this game over and over again like I did when I was a kid. I beat it once and that was enough for me.

Also, maybe this is just a me problem, but I found my hand hurting from the NES controller after I finished with this game. You may bring up that I play NES games with the classic controller all the time, so why am I only complaining about the controller now? I don't know. My hand didn't hurt after playing Super Mario Bros, Contra, Jackal, Blaster Master, Castlevania, Ninja Gaiden, any of those games. I think it only hurt after playing this game because it is so repetitive. You hit the same buttons and the same controls over and over again for hours at a time. I had a bump on the side of my finger that made me take a break from video games for a couple days after playing this. It was so bad!

Small gripes aside, this game is still a classic. It probably wouldn't rank in the top ten, top fifteen, or heck maybe even the top thirty of my favorite NES games of all time, but it is still one that I have awesome memories of and I look back on fondly.

Playing this game was a fun, challenging trip down memory lane. I loved this game so much as a kid, and now as an adult I still can't deny that it is an undeniably charming game. It is repetitive and by no means a perfect video game, and I certainly won't be playing it again for another 20 years, most likely. This isn't a game like Mario or Contra that I can pick up every couple years and have an amazing time with. But whenever I do play this game again it is going to be quite a treat for me. I look forward to that day.




Final Score:
B+





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



Saturday, March 28, 2020

Video Game Review #223: Wolfenstein: The New Order

Wolfenstein: The New Order
PlayStation 4



Nostalgia Factor:

Back in the 1990s, Wolfenstein 3D was my introduction to the first person shooter genre. I’ve been a fan of that game basically my whole life, but I have never bothered to play any of its sequels or spinoffs, outside of 2003’s Return to Castle Wolfenstein for the PS2. Although the game got favorable reviews, I personally thought it sucked. As a result, I wrote off the Wolfenstein series as dead. I didn’t give it much thought until 2014, when I heard that the series was getting resurrected for the current generation of consoles.

Over five years have now passed since Wolfenstein: The New Order initially came out, and I am just now finally getting around to playing it. Would I like this game, or would it turn out to be another disappointment ala Return to Castle Wolfenstein? Spoiler alert: I liked it. In fact, I liked it a lot more than the Doom reboot, which I initially had much higher hopes for.




Story:

Wolfenstein: The New Order takes place in an alternate reality where the Nazis use advanced robotic technology to win World War II.

It starts with BJ Blazkowicz, the protagonist from the previous Wolfenstein games, leading an attack on a Nazi research facility during the war. The attack fails, and BJ is grievously injured during the assault. He is sent to a mental hospital, where he spends 14 years in a vegetative state. During BJ’s 14 year absence, the Nazis win the war. BJ awakens when the Nazis attack the hospital, deeming the patients expendable to, well, whatever it is that the Nazis do. BJ fortunately “comes to” in the nick of time, and fights off the Nazis while rescuing the woman who had been looking after his health. You’d think he’d have lost some of his hulking muscle mass and that he would be too weak and unable to fight after being virtually comatose for 14 years, but some suspension of disbelief is required to enjoy this game.

BJ ends up with an underground resistance unit that is trying to disrupt the Nazi war machine. As you play, you’ll do things like bust people out of prison, destroy Nazi facilities, steal their technology, wipe out their bridges, and infiltrate their lunar facility. That’s right, technology is so advanced in this alternate timeline that the Nazis have a base on the moon.

I didn’t get caught up too much in the particulars of this game’s storyline. I was too busy blasting away at stuff to pay attention half the time. But I liked the premise of the game and how it is so uncompromising in how over the top it is.




Gameplay:

In the original Wolfenstein 3D, you didn't do much aside from run around and shoot bad guys. This game has a lot more depth to it.

Basic combat is focused around running and gunning, sure. You can equip up to two weapons at a time to blast away at your enemies. You want to duck and use corners as cover as much as possible. You rarely want to run into a situation with guns blazing. You can get surrounded pretty quickly and find yourself dead in no time.

There are stealth elements to be found in this game as well. There is nothing more satisfying than sneaking around a stage and knifing Nazis discretely in the back when they are completely unaware of you. You can clear entire areas sometimes without firing a single shot. Once an alarm is raised, however, enemies will flood the area and you have to resort to the basic run and gun tactics.

This is a very power-up heavy game. You are going to find new guns all over the place. Ammo is never a scarce commodity. Health items and armor upgrades seemingly hide out in every nook and cranny of the game, which is a good thing. This is a fairly challenging title, and I often found myself low on health and running for my life. Luckily, this game is filled with secret areas galore where you can restock and lay low for a little while.

When this game hits its full stride, it is very fast paced and almost arcade-like in its action. It is very fun and very addicting to play. Not to say that all you do is run around and kill stuff. You are going to be watching a lot of cutscenes. There is a lot of story to digest. There are also levels where you are in your base and you have to walk around and talk to people and run errands for them, which almost gives certain parts of this game an RPG-like feel.




Graphics:

Despite the fact that this game was released over five years ago, I was very impressed by its visuals. The world of this game is very fleshed out and well-detailed. You will see lots of small touches and personal details everywhere you look, that really make you realize how much time and effort was put into making this game look as authentic as possible.

Character models look really nice. Everyone is well animated. The environments are authentic and believable. It is very easy to immerse yourself in the world of the game. Wolfenstein: The New Order finds a way to make things like Nazi outposts on the moon seem believable.

The quality of this game's cinematics is top-notch as well. Maybe this isn't the most gorgeous game in the world like God of War or Horizon Zero Dawn, but never once did I stop to think that anything looked ugly or out of place. Solid stuff.




Sound:

This game's sound quality is excellent too. Roaring machine guns, massive explosions, the shouts of the Nazis raising an alarm when you are spotted: everything sounds undeniably fantastic.

The game's music fits its stages appropriately, although no particular scores stand out in my memory. The game can be very immersive when you play with headphones on. You can listen to small audio cues to determine your enemy's location, which is always helpful.

I remember the game's voice acting and dialogue being a little spotty at times, but I always was able to look the other way in that regard, This is a campy, over-the-top action title. No one is here to watch any Oscar winning acting performances.





Overall:

After being let down by the 2016 Doom reboot, I had similar expectations for this game. But it turned out to be a pleasant surprise! I had a lot of fun with Wolfenstein: The New Order. At its highest highs, it is an insanely addictive, fun, well-detailed, immersive, and action packed extravaganza. At its lowest lows, I found myself a little bored with some of the forced story aspects and character interactions with your fellow resistance members. I just wanted to get back to fighting Nazis, darn it! Can you blame me?

Not only is this a fun and addicting game, it has some replay value too with all of the collectibles and hidden trophies for you to unlock. I found myself revisiting several old stages to find things that I'd missed the first time.

One criticism I have is in the game's difficulty. I am always up for a good challenge, but there are several areas in this game that seem to be a little too unfairly hard for my tastes. I remember one particular area in the game in the bridge stage where there is a horde of enemies in the distance that are shooting at you with missiles and sniper rifles, while all you have are big, clunky, close range guns. Duck out from cover for a MICROSECOND to try and shoot one of your enemies and you're getting hit five times before you can even blink. Since your weapons are so ineffective when battling distant enemies, you have to rush in to fight them. But with limited cover around, I found myself getting torn to pieces in mere seconds. I eventually made it through this area, but I must have died about 30 times. I had to resort to cheap, ineffective hit and run tactics to slowly make my way through all the enemies. That part of the game was NOT something I would describe as fun, by any stretch of the imagination. And that's not the only area like that either. I must have found myself getting endlessly killed and having to try again at at least five or six other spots in the game. I definitely raged in front of my television set on several occasions.

But it was all worth it in the end. Overall, I look very favorably on my time with this game, despite its occasional overly challenging segments. I can't believe it took me so long to give this game a try. What is exciting for me is that there are several sequels and follow-ups that have already been released since this game hit store shelves nearly six years ago. I have heard that Wolfenstein II: The New Colossus is even better than this game. I can't wait to play it!

Should you play Wolfenstein: The New Order if you haven't already? If you are a fan of Wolfenstein 3D and you want to see how far the series has come since the early 90s, definitely! If you are a fan of first person shooters in general, definitely! If shooters aren't your thing, this won't be the game for you.

I liked it a ton, however. I won't go so far as to say I loved it, but it far exceeded each and every one of the expectations I had for it. Good game.



Final Score:
B+





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