Wednesday, December 7, 2022

My friend Aaron





I hate that I have to write this.

A few weeks ago, I found out that my good friend Aaron died back in March of this year. Aaron has been one of my best friends through life going all the way back to the fourth grade. As someone with very few friends, much less life-long friends, this news has been particularly hard for me to process.

I first met Aaron back in 1991. I was nine years old. It was the first day of the school year. I was hanging around outside of  school, waiting for the doors to be unlocked so all of us kids could be let in. There was a new kid in the lineup, someone I didn't recognize from the previous school year.

Aaron and I started talking, and I immediately liked him. I was relatively new to this school, having joined it in the third grade after our family had moved into the neighborhood. This was my second year there. I had been known as the weirdo in school, and although I would say I had friends, none of them associated with me outside of school hours.

Aaron and I quickly became friends, hanging out during recess and goofing around in class. It took Aaron a little bit of time to work his way into the good graces of our classmates, however. I was still the definitive weirdo of the class, but Aaron was pretty low on the totem as well. That first year, it seemed like his entire wardrobe consisted of those Rude Dog shirts that were so popular back in the 90s. He had warts all over his hands and up his arms. But perhaps the most unforgivable thing about him was how he wore a fanny pack everywhere he went, 24/7.

I hate to say this but there might have been something else going on as well. We went to a religious school, and Aaron and I both had parents that were divorced. Our family wasn't big on "school board" type things or staying involved in the church. Our families drove crappy, rusted cars that you could hear coming from blocks away. Some of our family members had mullets. We didn't come from a lot of money. It seems silly in retrospect, but stuff like that mattered back in grade school.

It took a while, but Aaron did pass me on the "cool" meter - not that I had set the bar very high. He played a lot of sports. He made friends. He became interested in girls much more quickly than anyone in our class. But as cool and as popular as Aaron became, he always had time for his good pal Dan.

Our main activity was riding bikes and exploring the neighborhood. There was a guy in our neighborhood, and I want to say this politely, who was mentally handicapped. His name was Jeff Strelow. Aaron and I always would ride past his house to see if we could spot him. One day Jeff had a bad fire at his house, and they had to knock a hole in his roof to help put it out. I remember coming by the next day with Aaron, and we both picked up pieces of rubble and brought them home as souvenirs. A piece of Jeff Strelow's house. What a prize.

Sometimes Aaron would come to my house and play with toys and video games. Sometimes I'd go to his. I always remember a game we'd like to play at his house was where one of us would tie up the other one, and then hide in the house and set a timer. Whoever could get out of their bonds faster and find the other kid would win the game. I've never been a great knot tier, so Aaron always won at this game. Aaron had a Super Nintendo, but he rarely wanted to play when we were at his house. At my house, however, we were always gaming.

We were good kids. We stayed out of trouble. We had fun. We were harmless. Aaron in particular was a better person than I was. I remember one time we went to the corner store to buy some snacks, and a kid who was walking out dropped a five dollar bill. I ran up to go grab the money and pocket it, while Aaron was like "hey, you dropped a five dollar bill." I was so mad at him for that. The only time he ever did anything bad was one random Halloween where he wanted to go around the neighborhood smashing everyone's pumpkins. 

He enjoyed the holidays, especially Independence Day. I remember spending a random July 4th at his house, and coming home with a big red, white, and blue hat - and balloons and decorations. The whole nine yards. Later on in life when we reconnected, we went to July 4th fireworks at the lake front. Aaron was decked out in a paper top hat hat and big obnoxious sunglasses, and red, white, and blue clothes. Immediately I thought back to when we were kids and how he liked to dress up for July 4th even back then.




I liked Aaron's parents and his family. I always had to mess with them when they'd pick him up after school, by chasing after their car and screaming at them to come back. It became an after school tradition. One time they slammed on the brakes as I was running after them and I ran straight into the back of the car with an audible thud and collapsed to the ground. Aaron never let me live that down, even as adults. I never told him this because he thought it was such a funny moment, but I totally faked it to be dramatic.

We had such fun as kids. Riding bikes, playing games, goofing off, and just enjoying life. When we graduated from grade school in 1996, we each went our own ways to separate high schools. I lost touch with Aaron for years and years. It wasn't until about 2003 or 2004 when we reconnected. I was working at a gas station late at night when this dude-bro comes in looking to buy a pack of Newport 100s. We didn't have any in the sliding holder above the register, so I walked behind the display case to grab a new carton. When I came back around the corner, ripping open the carton as I walked, I looked up and made contact with the dude-bro.

Why did he look so familiar? Before I could start searching my mental database, the guy said "Dan?" He knew me. Who the heck was.... oh my god! It was my old friend Aaron. We immediately started talking and catching up on old times. I remember him telling me he only recognized me by the way I walked, which is such an Aaron observation. This was before the society-wide prevalence of social media and the internet, so we exchanged phone numbers and promised to hang out.

Later that week, he came to visit me at my mom's house, where I was temporarily living after a bad break up. He brought along with him his cousin Ben, who I recognized as a regular customer at the gas station. We smoked a doobie in my mom's basement, caught up on old times, and promised to hang out on a regular basis.

Aaron called me later on in the week to ask me to come out to a party he was attending. I remember him making a disparaging comment about how there wouldn't be any "fat chicks" at this party, and it immediately turned me away from him. I had been dating a girl who you'd describe as a "fat chick". I immediately had second thoughts about whether I could bring her around Aaron, and vice versa. Was he going to be mean to her or say bad things behind her back? I really cared for this girl, and I didn't want to risk it. I stopped answering Aaron's calls, and never bothered to call him back. Eventually he gave up and stopped trying. Once again we lost touch for several years.

Fast forward to 2015 or 2016. It was the age of social media. I was looking up people that I once knew, and Aaron's name popped into my head. I searched for his name and, wouldn't you know it - there he was. I sent him an innocent friend request.

I didn't hear back for weeks. I just assumed he had either denied my request - or he didn't use Facebook very frequently. Turns out it was the latter. Aaron wrote me back, wanting to hang out. He asked for my number and I gave it to him. He called me back immediately wanting to set something up where we could go to the bar or go out to party and catch up on old times. It was a bit of a culture shock for me. At this point in my life I was very introverted. I didn't have friends, much less guy friends. I didn't go out to bars or do things like that. But I just couldn't pass on the chance to meet up with an old friend. And he was very persistent.

As soon as I saw Aaron I was immediately taken aback by his appearance. You know how Two-Face from Batman has one normal side of his face, and then right down the middle the other half is burned? Aaron had kind of a Two-Face thing going on, but with his hair. If you looked at his profile from the left, he looked like a clean shaven guy with short hair. If you looked at his profile from the other side, you'd see a mustache, facial hair, and hair on his head that had been growing out for at least a few weeks. If you looked at him straight on, well, it was very confusing. Two-Face, but with hair instead of burns, is really the only comparison I can make here. I was also a little taken back by his demeanor. Aaron was a lot harder edged than I had remembered. Kind of had a swagger to him that had not been present when we were kids. I was little on edge that first time we hung out, like he was going to fight me or something. But I got over that feeling pretty quickly.

At the time he was living in his grandmother's condo and helping her take care of things around the house. This condo had a recreation area with music, darts, a pool table, a bar - all that fun stuff. I remember hanging out down there with him, playing pool and shooting the shit. We'd step into the adjacent parking garage every once in a while to pass a doobie back and forth. A friend at the condo unit had let Aaron use their bicycle. It was an old-fashioned bicycle with a side car. I remember riding around in the parking garage in this thing, both as the passenger and the rider, up and down the ramps and around the big curves. I was buzzed and feeling good and shouting at the top of my lungs, and so was Aaron. It was like we were kids again.

Off and on Aaron and I would hang out for several years. We'd either go out for a night on the town, or we'd stay in and just shoot the shiznit. Wherever the night took us, I was always happy with it. I remember having a heartfelt conversation one time where he told me that I was the closest thing he had to a best friend, and I remember being very touched. Like I said, I didn't have a lot of friends back then. Certainly not anyone I would consider a best friend. It meant a lot to me.

Our friendship level upped itself. Aaron and I hung out several times a month now. It felt like every single weekend for almost a year on end. Again, if you know me and my history with hanging out with friends, this was a remarkable accomplishment.

Aaron was always looking for that special someone when we'd go out. I've never met someone more girl crazy than him. Look at her over there. How about that one? How about her? He was always asking my opinion. He had lots of wild and crazy stories to tell me about some of his "conquests." But you know what? Every time I hung out with him, he was single. Every time we went out, he came home alone. I think he liked to talk a big game, and maybe there was some truth behind his wild stories. But maybe they were embellished a bit too.

One thing about him was that he kept me honest. When we went out to the bar, he was always right there to keep me out of trouble. If a woman so much as even talked to me, he'd be right there to interject with a question about how my wife was doing, or if we were having any luck getting pregnant. It was kind of sweet how protective he was. I think a little bit of it was jealousy - because he always claimed to be this great ladies man, yet he struck out 100% of the time when I was with him. But it was still sweet.

Whenever Aaron did have a girlfriend, we wouldn't see each other for a few months. You know how it is with young love. I remember him having two long-ish relationships with a girl named Nissa and another one named Shawnee. I probably butchered those spellings. But I never met either one of them.

As soon as he broke up with them, however, we'd be back in action - hanging out and going out to party. I was kind of like his wing man, not that it did him any good when he was with me.

Some Aaron memories I'll treasure forever: going to a Brewers game spur of the moment with my wife and her cousin Holly. Aaron wore Heelys and the sight of him zipping around the Miller Park walkways with these things on made all of us laugh. There was the time when we went swimming and he cannonballed into the pool, and splashed a couple of people sitting nearby. He got their phones all wet. I thought for sure a fight was about to break out. I remember when we went out for my birthday, and his friend drove up on the curb on the way home and drove all the home from 20th and Capitol to Highway 100 on a flat, sparking tire. I remember when Aaron had a crummy birthday weekend and decided the next week to throw himself a giant poolside barbecue. He had me cooking and setting up furniture and doing work for him. I was like dang dude I didn't come here to work! But it ended up being a great time. One time I went to go pick Aaron up, and he was doing yardwork for a 90 year old lady in the neighborhood. That's just the kind of guy he was. He was always helping other people. He charged money because he didn't believe in "actual jobs". He was a hustling kind of guy. But he still liked to help.

And I remember riding bikes in the parking garage. Like I said, I'll never forget that.

But you could never talk about Aaron without mentioning the alcohol. He was always drunk. At first I didn't think much of it. He's just a fun party guy. He'll grow out of it eventually. But the more we hung out, the more concerned I became. He would chug hard alcohol straight out of the bottle. It seemed like he had no limit. The drinking was constant. He never did not have a drink in hand.

One time I came over to visit after a few months of not hanging out. I think it was when he had one of his two girlfriends I mentioned earlier. He had this look in his eye. I remember him telling me that I should be glad I was coming to hang out with him, because it might be the last time I got to see him. Of course, I asked him what he meant. He told me that his drinking had gotten so bad, he'd started to experience seizures and blackouts. He'd thought he was going to die at several points in the last few weeks.

It wasn't long after this that Aaron checked himself into AA. This was great for him because it was something he needed to do. He couldn't keep going down the path he was on. But at the same time, it was terrible for our friendship. 90% of our friendship revolved around drinking and going out. What were we going to do now?


He went through a phase where he liked to be called Acorn.

The answer: not much. From the time Aaron checked himself into AA and the time he died, we hung out twice. Twice. The first of those two times was an awesome day. We went to Brady Street Fest and walked around and checked stuff out. We ate food from street vendors. We rented Lime scooters and drove them through the neighborhood, mainly going up and down Farwell and Prospect.

Our travels took us to the Landmark, where we went downstairs and shot some pool. Aaron did not touch any alcohol. We came upstairs and saw that Once Upon a Time in Hollywood was playing at the Oriental. We both wanted to see it, so we got tickets for it. While we were waiting for it to start, we went across the street and smoked a doobie at the bus stop. Then we went in and saw that long ass 9 hour movie. Okay, I know it wasn't that long. But it felt like it.

Overall it was a really good day. I told my wife afterward that it was like a bro date. I wouldn't see Aaron again for a few more months, when we went to go see the movie Joker together. We didn't like that one either. After the movie ended, I remember telling Aaron that my wife was pregnant. He sat up straight in his seat. What? No way! 

Aaron had always been supportive of my wife and I trying to have a baby. You could tell he was excited for us. But in the back of my mind I kept thinking how Aaron had made a comment once that whenever one of his friends had a baby, they always disappeared from his life. I promised Aaron that wouldn't happen.

I dropped Aaron off at home after the movie. I could tell Aaron was disappointed because it was still relatively early, and he obviously wanted to hang out more. But I was tired. I told Aaron we'd hang out again soon.

We never hung out again. In fact, we never saw each other again.

2020 hit, and so did the pandemic. Couldn't go out or do anything. We were encouraged to stay at home. Aaron was still in AA. My wife had her baby. Life happened. Aaron started his own company called Abel Aaron, where he did tiles and home interior construction kind of stuff. I moved into a night time position at my job. My entire life began to rotate around work and the baby.

When 2022 came around, it had been nearly three years since I had last seen Aaron. I had some light work around the house that needed to be done, and I remember texting him about it. My wife and I were interested in hiring him, not only for his work but to see him and hang out and catch up on old times.

Aaron seemed interested. He told me to let him know whenever we wanted him to come, and he would. But once again life happened. We got distracted. We ended up doing said things around the house ourselves, while putting off some of these other tasks for a later time. I never ended up texting Aaron back.

About a month ago Aaron once again popped into my head. I remember thinking how I hadn't seen or heard anything from Aaron on Facebook for a while. So I searched for his profile. I pull it up. I start scrolling through his posts. A bad feeling started to form in my gut before I even knew why.

What is the first thing I read on his Facebook wall? "It's been seven months since I last saw you. I'd give anything to bring you back for one more day."

Um, what??? I kept reading. More condolences. More sad messages. I'm not a smart man, but I knew that Aaron had died. I kept reading. The messages went back for several months. All the way back to the beginning of 2022. March, to be exact.

I felt numb. My best friend, probably the closest friend I've ever had in my life. And he'd been dead for seven months, and I didn't even know it. I handed the phone to my wife in stunned disbelief. "Look."

I'm guilty of taking things for granted in life. I always thought Aaron would be there. Yeah, life had taken us our own separate ways for a few years. Aaron to AA, cleaning up his life and starting his own company. Me to starting a family with my wife and new baby. Oh man, my new baby. The one Aaron was so excited for me to have. And he'd never get to meet him.

I can't help but feel like I was robbed out of years and years of further friendship with Aaron. It was not supposed to end like this. We had been friends for 31 years. I thought we'd go for 31 more. As I said way back at the beginning of this long ass post - I don't make friends easily - especially guy friends. I'm shy. I keep to myself. I'm not interested in the same kind of things most people are. But none of that mattered with Aaron. I think we were always such good friends because we were so opposite. We complimented each other. He was the loud abrasive one, and I was the quiet, chill one.

It was a friendship for the ages. Or so I thought. 

There's so much more I could say about Aaron, but I have gone on long enough. When I think of Aaron, I'll think of someone who, aside from my wife, has probably come the closest to knowing the true Dan than anyone else ever has. He knew me when I was a kid. We grew up together. We spent five years together in the same room every day in grade school. We reconnected as adults. We hung out. We had fun. We opened up to one another. We lived.

And for that I'll be forever thankful. Aaron, my polar opposite, plucking me out of my comfort zone and forcing me to get out and live a little bit. I'm a different person for it. and I'm a better person for having had Aaron in my life.

If only it had been longer.



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Saturday, December 3, 2022

Video Game Review #418: Final Fight CD

Final Fight CD
Sega CD


Nostalgia Factor:

Having played and reviewed the arcade version of Final Fight a little over a year ago, I had little reason to come back and play another version of the game quite so soon.

As luck would have it, I found myself with a little time to myself recently, and I was looking for something quick and easy to play through. I've always been curious to see how the Sega CD version of Final Fight stacked up against the arcade version, so I figured I'd pop this in and try to power my way through the game.

How would it stack up against the arcade classic? Read on and find out!




Story:

This game's story is exactly the same as it was before, but this time there are some added cutscenes and some added voice acting to help flesh things out. This is about the only thing I prefer about this version of the game when you put it next to the arcade version.




Gameplay:

I always feel like such a lazy reviewer when I do this, but this game plays nearly identical to the arcade version of the game. So I'm just going to copy and past some snippets from my last review here, rather than have to explain everything all over again. Enjoy!

"You should know how this type of game works, but I’ll explain it if you don’t. Each level starts with you in control of whichever of the three characters you’ve selected. It is your goal to make it through each stage while punching, jump kicking, and throwing your enemies into oblivion. You walk on a 3D plane, meaning you can go up and down in addition to left and right. Occasionally you’ll find things like telephone booths and barrels that you can break to get special items. These items include health upgrades, shiny collectibles that add to your point total, and weapons you can use to bash your enemies, such as a pipe or a sword."

All of this holds true for the Sega CD version of the game. At its core, the gameplay is vastly unchanged. I'm going to tell you why I didn't like this version of the game, however. And it starts with the difficulty.

This has never been a game known for its steep difficulty. In the arcade, you just keep plugging quarters in and you can beat the game pretty easily, as long as you have more quarters. This version of the game limits the number of lives and continues you have at your disposal, and this in turn completely affects the way you have to play the game. You can't just recklessly charge forward into dangerous situations. You have to be cautious. You have to proceed slowly. You have to play defensively. If you run out of lives or continues, you have to start the entire game over again from the beginning.

I did not have fun with this. Even using save states, I found myself in a situation where I was down to my last life with still an entire complete stage to finish. No matter how slowly I moved forward, no matter how cautiously I played, I was still taking a lot of damage from enemies and I was still finding myself dying quite often. Like I said, in the arcade this is not an issue. Just plug in another quarter and keep playing. But at home? When you're done, you're done. And you have to play the entire game over again from the beginning.

This is a game with a lot of button mashing and a lot of nonstop action. I really did not have it in me to play "fairly" (in other words: not using save states) and attempt to beat the game the natural way. It would have taken me days, maybe even weeks to make my way through this game. You have to basically be perfect, or you will never make it. And I don't have time for that.

I can imagine this game would have frustrated me to no end if I had played it when it first came out. As it is, it was only a minor irritation because I abused the save state feature to get me to the end of the game with minimal damage taken. But where is the fun in that?




Graphics:

Something felt a tiny little bit "off" to me the entire time I was playing. This is almost an arcade perfect port. It's lacking something that I can't quite put my finger on. It's less vibrant, or something.

But overall it still looks good.




Sound:

The game sounds just as good as ever, I guess. I've never been a massive fan of Final Fight's soundtrack. It's in one ear and out the other.

I liked the voice acting during the cutscenes.




Overall:

If given the choice between this version and the arcade version, I'd take the arcade version any day of the week. I hate that you have to be near-perfect to beat this game with the amount of lives you are given. Even using save states and turning the number of live and continues to maximum, I still struggled to be able to beat this game. I can't imagine the dedication it would take to be able to do it without "cheating". You have to be perfect. I ain't got time for that. Just let me play the arcade version and pump in a bunch of quarters until I beat it. Please and thank you.

The only thing this game has going for it lies within its cutscenes. It gave some life to the characters and the story of the game. I'm a fan. If you could merge this game's cutscenes with the gameplay of the arcade title, you'd have a near perfect beat 'em up. Instead, this version stands as far inferior in every other category. I see no reason to come back to it when the arcade version is out there beckoning to be played.

I might get some hate for talking smack about Final Fight. I just did not have much fun with this specific version of the game.



THE GRADE:
C-



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



Thursday, December 1, 2022

Video Game Review #417: Deep Fear

Deep Fear
Sega Saturn


Nostalgia Factor:

In the last year or so I've really been brushing up on my Sega Saturn history. I listen to a Sega Saturn podcast and I also participate in several Saturn-based Facebook groups. This podcast and these groups have been an absolute wealth of information as far as discovering new games. There are so many interesting titles out there that I've never heard about or otherwise would have thought to play. Deep Fear is one of those titles.

There's a good reason I had never heard of this game before: it was never released in the USA. As soon as I read this game's premise and saw some of its screenshots, I knew I had to play it. From everything I was able to gather, the whole game was one big blatant ripoff of the original Resident Evil. And you know what? I was all for it.

I started playing this game on Halloween, and I just finished it a few days ago. Did the USA miss out on an awesome title when they decided to keep Deep Fear overseas, or was this whole thing a huge mistake? Read on for my full thoughts!




Story:

You play as John Mayor, the game's protagonist. No, not John Mayer. His body is NOT a wonderland. John Mayor, with an O. He is member of an emergency response unit that resides in an underwater station called the Big Table. It's very similar to something you'd see in the movie The Abyss. 

The game's premise is based around a probe that was sent out by Earth many years ago. The probe returns to the planet and crashes in the ocean. A recovery unit is sent out to reclaim this probe, and bring it back to the Big Table. Yeah. It goes about as well as you would expect.

Before you can count to 20, the station is infected with a virus that turns regular people into horrible, violent mutations. It's now up to John to rescue as many people as he can and escape to safety.




Gameplay:

When I say this is a Resident Evil clone, I mean it. You'll have no trouble picking this game up and getting the hang of it if you have ever played a classic Resident Evil game in your life. Tank controls. A similar inventory screen. Similar combat. Similar exploration. The only obvious difference is that you don't see the door swinging open when you move from room to room. Instead you just get a black loading screen with some text that gives you the name of the room you are entering.

Deep Fear does have other differences, however, that make it unique. The main difference is the oxygen meter. Many areas in this game display a countdown on the top of the screen. This countdown indicates how much oxygen is left in your area. There are small display consoles located randomly throughout the game that refill the oxygen supply and pump those numbers back up to their maximum. But as you play you are constantly having to monitor your oxygen levels, and I found that this helped increase the tension in the game. Well, for a little while at least. Not too long into the game, you find a breathing device that kicks in as a failsafe when the oxygen level reaches zero. I'm still not entirely sure what happens when you completely run out of oxygen, as I simply never ran into this issue at all. I'm sure you die - but the game is so generous with the time allotted that this never became a serious concern from my end. It's a nice idea, though.

I also like what Deep Fear does with its health items and its ammunition supply, although admittedly it reduces the tension levels tenfold and makes the game laughably easy at times. I'll explain what I mean. Each area of the game has its own room dedicated to ammo or health supplies. These supplies are infinite. So if you have no health items, just come to one of these rooms and fill up your inventory with them until you can't hold any more. Same with ammo. Just refill all your guns and head on back out. There's no real threat of running out of health items or ammunition. This was one of the scariest things about the original Resident Evil games: staying alive and managing your inventory to make sure you didn't run out of anything to keep you alive. In Deep Fear, this is never really a concern. You'll always have what you need in order to advance right at your fingertips. It may require some backtracking at times, but it'll be there.

The word "backtracking" gave me some PTSD when I typed it in just now, so I guess I need to elaborate on that before I dive deeper into my review.

The backtracking is terrible. Some of the worst I've ever experienced in a video game before, and I've played a lot of video games. I know from playing Resident Evil and other similar games to expect a certain level of backtracking, but this game takes it to a whole new level. The Big Table isn't called the Big Table for no reason. This thing is freaking huge. There's a ton of rooms, a ton of different areas, a ton of different levels to explore, and a ton of loading screens to sit through. Simply going from one end of the Big Table to the other, even without fighting anything, can take you about 10 or 15 minutes. And that's if you know where you are going. Deep Fear seems to get its rocks off on not giving you any idea of where to go next, and then letting you flounder for 20 to 30 minutes at a time.

But Daaaaaaan, all these survival horror games do the same thing. No, imma stop you right there. They don't. They give you some kind of clue what to do next. You'll see a locked door with a specific type of key that you need, or you'll see an unexplored area on the map. You might run into a puzzle that seems a little obscure. But you have a general idea of what to do or where to go next. This game just says fuck it, you're on your own.

A prime example of this happened to me about 60 percent of the way through the game. There's a door on the top floor of the residential area that is locked the entire duration of the game. I checked it dozens of times as I played, each time as I walked through the area. A certain character later tells you that you have to come to this door, but there's just no way to enter it. I wandered for freaking hours, with no clue what to do. Turns out that after I talked to that character, I had to go explore another area of the Big Table, and then come back and talk to that character again. After you do that, the door mysteriously unlocks on its own and you're able to gain access to it. WTF? I had literally JUST talked to that character, and she told me to go to that room. Why do I need to go explore another area of the game and then come back and talk to that same character again for that door to open? She told me to go there. Why the extra hoop to jump through? I was stuck on this area of the game for so freaking long. Even looking online didn't help much, as text walkthroughs on this game are few and far between - and it was hard to find where to look when all the YouTube walkthroughs of this game are like 10 freaking hours long. Just one click a freaking millimeter apart from your last one fast forwards you through like 15 minutes of game video. Trying to find the one tiny thing you need to do in a video that long is much more difficult than it seems.

This isn't the only instance of something small like this tripping me up for hours on end. It happens a lot in this game. You have to explore every inch of the map, and talk to some characters multiple times for things to open up properly. With the size of the map and all the rooms to explore, plus all the loading screens, this becomes a massive drain on the game. I was just completely done with this game by the time I was even halfway through it. Luckily I'm a completionist or I may have just stopped playing completely. There's just no fun to be found in all that wandering. I have a toddler. My time is limited. I hated this aspect of the game. Absolutely hated it.

That said, all of the things that this game does right were still enough to keep me going.

Barely.




Graphics:

If you enjoy the graphical style of the 32-bit era Resident Evil games, you'll enjoy the look of Deep Fear. The areas are well-designed. The characters are blocky and pixelated, but still have that classic charm to them. Cutscenes are your standard terrible looking affair associated with this era of gaming, but I still enjoyed them.

I have to give the Saturn props for handling this game as well as it does. It could have easily been a massive train wreck, especially with all the water in this game and the Saturn's propensity to mess up water textures. But if you had told me this was a PS1 game, you would have fooled me completely. It looks good!

If I had to offer any complaints, it would be about the "samey"-ness of the environments. I had a hard time telling some areas apart from time to time. I guess there's only so much you can do with the dark underwater living areas.




Sound:

I'm starting to sound like I'm repeating myself, but if you are a fan of the sound of the 32-bit Resident Evil games, you'll be a fan of this game's sound. The voice acting is cheesy and terrible, but it works. I swear the voice actor for John Mayor is the same voice actor who does Wesker in the original Resident Evil game, but according to IMDB it is not.

As far as the sound effects go, the ambient noises like the dripping and clanking you hear all fit the environment perfectly. You'll even hear some recycled sound effects from the Resident Evil games, like the sound of your footsteps. I can't remember any specifics, but there were a few other sound effects that made me tilt my head and think to myself: "Did they just steal that straight from Resident Evil?"




Overall:

I really wish I could say I liked this game more than I did. It has all the trappings of a great game, but at the same time it has too many terrible flaws that completely wreck it for me. If only they'd given you a better map, or some kind of indicator of where to go next, or cut down on some of the backtracking, this would have been a much more enjoyable experience. Instead, too much depends on blindly wandering around, talking to people you've already talked to, and exploring areas you've already explored, all in the hopes that you'll accidentally trigger something that gives you direction on what you need to do next. I wasted hours and hours of my life blindly wandering through this game, and let me tell you this: I want those hours back.

This game also is not as scary as the Resident Evil games it is based on. And it's not even close. Aside from a few jump scares, this game never reaches a fraction of the stress level that any of the Resident Evil games did. No tension as you walk around. No dread. That creepy unsettled feeling you get when playing Resident Evil is completely absent here, which is a little strange considering that Deep Fear's setting is perfect for a horror game. I want to be scared. I want to be on the edge of my seat. And this game just didn't do it for me.

I didn't like this game, but I won't say I hated it. There's something to be found here, if you're at all interested. I can see why someone would like this game. It's just not for me. If this was actually a Resident Evil game, it would rank below all of the tank control games in my opinion - even below Zero and Code Veronica. And again, it wouldn't even be close.

I'm glad I played this game, if only for curiosity's sake. But will I play it again? Not a chance.



THE GRADE:
D+




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

 

Saturday, November 12, 2022

Video Game Review #416: Heavenly Sword

Heavenly Sword
PlayStation 3




Nostalgia Factor:

Mop Up Duty moves us along to the year 2007 with my review of Heavenly Sword. This is a game that I never had much of a desire to play when I was younger. I remember checking out a demo for the game and coming away from it unimpressed.

A year or two after its release, the manager at my former place of employment bought me this game for my birthday. I remember looking at it and kind of being like "oh yay... this game."

Heavenly Sword would sit on my book shelf, still in its plastic casing, until November of 2022. 15 years after this game first came out, I'm just now giving it a shot. How would I feel about it? That's what we are here to find out, isn't it? Keep on reading for the full scoop.




Story:

Prophecy foretells the birth of a mighty warrior, destined to save the people of a countryside town from an unstoppable force. When the prophesized warrior turns out to be a woman, seeds of doubt begin to fall over the land.

This woman, Nariko, is not phased. Under the watchful eye of her father, she trains for combat with the mystical  Heavenly Sword. When an invading force threatens her town, she rallies its people around her and forms a defense against the enemy forces.

As the game progresses, you'll learn more details about Nariko and her relationship with her father. You also learn a lot about the invading forces and their eccentric command structure, led by King Bohan. These characters are wild and seem like they'd be right at home in a Resident Evil game.

I don't want to spoil too many things, but the main focus of the game centers around this five day skirmish between Nariko's people and Bohan's forces. Expect to see some supernatural things happen. Expect maybe a shocking death or two.

I didn't expect much from this game's narrative, but it is actually pretty good.




Gameplay:

I'll get the God of War comparisons out of the way. This feels like a PS2 era God of War game. Nariko moves like Kratos, she jumps like him, she rolls like him, she blocks like him, her weapons feel like his, and some of the buttons are even mapped out in a similar or identical fashion, like the weak and the strong attacks. Square, square, triangle for the win!

Where this game differs from God of War is how you switch back and forth between different attack modes. There's normal attack mode, ranged attack mode when you hold the L1 button in combat, and a more powerful attack mode when you hold R1. Different enemies are vulnerable to different attack styles, so being adept at moving back and forth between them in battle is an absolute must.

You can also block enemies in these different attack modes too. Blocking is also an absolute must, because some of these enemies can be absurdly tough to beat unless you let them attack you and then you counter their attacks. Watch closely for the color of your enemy's attack, because depending if you see orange or blue, this effects the battle mode in which you'll want to place your counter attack. Don't hit anything to block blue attacks and R1 to block orange attacks. If you do it right you can then hit the triangle button to get some hits in on your attacker

There also exist stages where you have to fire projectiles at waves of incoming enemies. Nariko has a friend named Kai who has a crossbow. You take control of her many times throughout the game. Firing with the crossbow is a little difficult, as this game is from the era of experimental motion controls. You have to hold up the PS3 controller and treat it as a steering wheel to guide your bolts and arrows. I wasn't a big fan of this gimmick when I first started playing the game, but it grew on me. I came to love these shooting stages more than the regular combat ones.

There are also stages where you control Nariko as she fires things like catapults and cannons at incoming enemy forces. These utilize the same motion control gimmicks as well. These stages are a little more annoying than the Kai stages, as some of the enemy weapons of destruction can only be destroyed by hitting very small and specific target areas.

While this game is reminiscent of God of War, it reminds me of a few others as well. There's no real exploration or puzzle solving in this game. It's mainly just watch a cutscene, fight through a battle sequence, watch a cutscene, fight through a battle sequence, etc. It really brought to my mind a game called Sword of the Berserk: Gut's Rage for the Sega Dreamcast. But Heavenly Sword is much better.




Graphics:

For an early era PS3 game, Heavenly Sword looks really good! The character models are a stand out, particularly Nariko's character (boom chicka wow wow). All jokes aside, the characters look terrific and each have their own fun and unique distinctions about them.

The environments are terrific. The colors are bright. The battles are massive and epic in scale. The entire game has this cinematic feel to it, almost like a Lord of the Rings or God of War game. While this is certainly no Ghost of Tsushima or anything like that, the entire game is pleasant to look at, with no obvious eyesores, except for perhaps that bizarre PS3 shininess that seems to creep its way into the action quite often.




Sound:

The voice acting is good, the music is sweeping and epic. I can't complain about anything here either. 

Everything sounds exactly as it should.




Overall:

This was a very surprising and pleasant gaming experience. I shouldn't have let my negative experience with the demo almost 15 years ago keep me from playing this game until just now. It's pretty good!

It's not a perfect game by any means. I would have liked to see the game open up a little bit more and allow for some exploration and puzzle solving. Maybe if there had ever been a sequel it would have gone in that direction. Instead, this game is more of a fighting title where you take on waves of enemies at a time, with the occasional gimmicky shooting level thrown in. And I'm totally okay with that. Everything this game does manages to work on some level. It may not be incredibly deep, but at least it is fun for what it is.



THE GRADE:
B




40th Birthday Mop Up Duty Celebration Tour:




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2007:
Heavenly Sword (the review you're reading)


Next we move onto 2008 with something I've been wanting to
play for a while now:
Far Cry 2!


For a complete index of all my past posts and game reviews, click


Video Game Review #415: Ultimate Ghosts 'n Goblins

Ultimate Ghosts 'n Goblins
PSP




Nostalgia Factor:

Back in 2006 I was just a 24 year old kid. I spent a lot of time with my girlfriend Jessica, playing big name console releases such as Final Fantasy XII, Tomb Raider Legend, and The Legend of Zelda: Twilight Princess. I did not own a PSP, so I was not even aware that a brand new Ghosts 'n Goblins game with 3D graphics had been released.

In fact, I would never find out about this game's existence until just a few weeks ago, here in the year 2022. As soon as I heard about this game, I knew I had to play it. I've been waiting for a game like this to come out for as long as 3D graphics have been a thing. Little did I know, one has already been out for 16 years.

How would I feel about this brand new (to me) old game? That's what you're here to find out, isn't it? I'd hate to disappoint you, so why don't you go on and read my full thoughts?




Story:

Arthur.

Demons.

A princess.

A kidnapping.

Do I need to say more?




Gameplay:

My first impression of this game was that it was everything I could have ever asked for from a next-gen Ghosts 'n Goblins game. It kept the 2D side scrolling, which is good. I mean, I enjoyed Maximo, but it was never able to quite capture the feel of the classic series. This game, however, does. The controls, the stage design, the constantly spawning enemies, the weapons, the bosses, the power ups... based on first impressions alone this game came across as an awesome update to a classic title.

And then I really started to dive into it. Let's just say the game left me a bit underwhelmed in the end. And honestly, it's really hard to put my finger on what it is exactly that I don't like about the game.

The controls handle just like the classic 8 and 16-bit versions of the game. Arthur moves the same, he jumps the same, he throws his weapons the same. There are the usual staple of Ghosts 'n Goblins weapons to collect, with a ton of new weapons thrown in to keep things fresh - like a crossbow that fires flaming bolts, a whip made out of plant vines (?), and a metallic throwing projectile that homes in on your enemies. The usual staples like the lance, the dagger, and that freaking useless fire projectile all make an appearance in the game.

On the surface the difficulty is a bit more forgiving. You get more lives. Arthur can take two hits before losing his armor and going down to his undies. You can even collect armor upgrades that allow you to absorb more damage. When you die, you pick up where you died instead of having to start the entire stage over again, which is an absolute godsend. You can save your game. And of course there are unlimited continues.

All these extra features don't make the game any less difficult, however. This game throws EVERYTHING at you, right from the bat. You barely get a microsecond to breathe, as enemies are constantly swarming at you from all directions. I grew up on the NES game and Ghouls 'n Ghosts for the Sega Genesis, and I do not remember those games sending so much crap your way. They were slower and more deliberate and rewarded a patient gamer. This game, however, is absolute chaos. You are going to need every single one of those five lives. And if this game didn't let you pick up where you died, it would be virtually impossible to complete.

Everything in this game is out to kill you. If that wasn't bad enough, there are bottomless pits galore to fall down. A few stages revolve around jumping back and forth on floating platforms, and let me tell you these are a nightmare. If you get hit by an enemy, you get knocked back - just like in the older versions of the game. This was always one of the most annoying things to me, so I'm a little irritated they didn't fix it. I know, I know - they wanted this to be like a continuation of the older games. But that doesn't mean I have to like it.

There are so many things that could have been done to make this game more accessible, like the ability to fire your weapon diagonally. I get wanting to be true to the original games, but come on. Evolve with the times. This game came out in 2006. The ability to fire diagonally was the very least thing they could have done.

Instead we get upgrades no one asked for, like the ability to double jump and use a shield. I guess double jumping is a good upgrade, but when you can't adjust your jump mid-air it makes Arthur wildly uncontrollable, and almost makes it harder to complete routine jumps.

In typical Ghosts 'n Goblins fashion, the game isn't over when you make it to the end of the game. No, no no. You have to go back to the beginning of the game and collect 22 gold rings that have been hidden throughout the game's stages. I had collected, like six of them on my first attempt. The thought of going back and scouring each stage to collect 16 more of them was NOT my idea of a good time, especially considering I wasn't even having any fun to begin with.

And then I find out that once you collect all 22 and make it to the end, you have to go back to the beginning of the game and collect 11 more! Ummmmmm: no. I said screw this. I'll look up the ending of the game on YouTube and call it a day.

Anyone who is a loyal reader of this blog should know that this is not typically the way I operate. I can count on one hand how many of my 415 reviews I've completed without actually finishing the game. Jet Force Gemini comes to mind, because it has a similarly annoying game mechanic. Honestly, I'm struggling to think of any others. I'm a stickler for actually completing a game before moving onto the next one. But sometimes there are exceptions. And this game is one of them.

I just couldn't anymore. I had to move on. And I'm completely okay with that.




Graphics:

Visually, this game is great. It looks like a PS1 game. The world of Ghosts 'n Goblins is made for 3D. The characters, the enemies, the items, everything looks so cute and charming with polygonal graphics.

The stages really steal the show, with the lively backgrounds and the eye popping special effects. I'm a big fan. Too bad the game isn't any fun to play.




Sound:

Ultimate Ghosts 'n Goblins some really good music, but I don't think it is anywhere on the level of the 8 and 16-bit versions of the game. Those games have such iconic musical tracks. This game's music just comes across as a not-quite-as-good copycat.

The sound effects are decent. I really can't complain at all about how this game looks or sounds. They did a really good job delivering a new entry to the series that really captures the essence of the originals' presentation.

Again, I just wish it was more fun to play.




Overall:

I've already said it several times now, but I'll go ahead and say it again: I wish this game was more fun. It has all the trappings of a great game. It's a resurrection of a franchise I enjoy, complete with updated music, graphics, sound effects, and stage design. There are quality of life improvements, such as being able to save your game so you don't have to beat it all in one sitting. There are power ups and character upgrades galore. You can even equip your character with different shields and other items.

But what good is all that if the game isn't any fun? I really, really struggled with this one. It took me almost three weeks to trudge my way through this game - and even then I didn't complete it 100%. The game asks you to play through the whole thing multiple times in order to get the true ending, and I just don't have that in me. I'll keep my save file active in case I ever decide to come back, but I highly doubt that will ever happen.

Life is too short, and there are too many other great games out there that you could be playing. I cannot in good faith recommend this to anyone, even to fans of the classic series. I see that this game is fairly well-reviewed online, so I must not be seeing what everyone else is seeing. I won't say the game is a complete failure. It does do a lot of things the right way, which I'll try to reflect in my final grade. It's just not my cup of tea, and I don't think there's anything wrong with that.



THE GRADE:
D+




40th Birthday Mop Up Duty Celebration Tour:




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2006:
Ultimate Ghosts 'n Goblins (the review you're reading)


Up next, we roll into 2007 and the PS3 era with my review of:
Heavenly Sword!


For a complete index of all my past posts and game reviews, click