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


Monday, October 31, 2022

Video Game Review #414: Gunstar Super Heroes

Gunstar Super Heroes
Game Boy Advance




Nostalgia Factor:

I have nothing to be nostalgic about with this review, for once in my life. I didn't own a Game Boy Advance growing up. I had never played a Gunstar Heroes game until earlier this year. Regarding the Game Boy Advance version of the game, this is the first time I'm even hearing about it. My only experience with the series so far is when I played the Genesis game about three months ago. I didn't really like it, much to my surprise.

Loyal readers of this blog know that I'm trying to play through at least one game from each year of my life, in order of the years of my life. Starting in 1982, I'm now up to 2005. I only decided to play this because I needed to play through a quick and easy game from 2005. I want to be done with this little side project of mine, so I am going to try to power my way through it until I hit 2022 as quickly as I possibly can.




Story:

I'm struggling here. I always try to write my reviews without having to actually research these games. I try to base things off of my own memory as much I possibly can. The problem with that? I have no idea what was happening with this game's story. I just finished it a few days ago and already I can barely remember anything.

I was able to gather that this game takes place even further into the future than the first Gunstar Heroes. There are powerful gems that everyone is trying to get. You fight the bad guys for control of the gems. A weak narrative pushes things forward, but the game seems to focus more on being goofy and funny than actually delivering a compelling narrative. Ultimately, the game's story doesn't really matter much since it is still fun to play otherwise. But it needs to be pointed out that there is absolutely nothing special happening here storywise.




Gameplay:

This premise of the game is very similar to that of its Genesis predecessor. You run. You jump. You shoot things. You collect items. You upgrade your weapons. You fight a boss. You move onto the next stage.

The biggest difference I noticed is that you no longer have the ability to combine weapons. You have three different weapon types you can toggle back and forth between. Determining which weapons are best suited for which enemies and being able to switch back and forth between them in the heat of battle is a big part of the game's strategy. It may seem like a lot of mindless running and jumping and shooting, but there's a little bit of surprising depth here.

I don't know what it is about this game versus the Genesis version of Gunstar Heroes, but I had a much more fun time with this game than I did the original. The gameplay seems a little bit more forgiving, especially when it comes to letting you pick up closer to where you die, when you inevitably kick the bucket too many times playing through this game.

When I died and was forced to restart a particular level or area, I often found that I was able to use what I'd learned the first time through and make it onto the next stage. The fact that there are save points makes this whole game so much less daunting. You don't have to worry about playing the game from the beginning if you can't make it through it in one sitting.

I really enjoyed the changes to the game. I found this version of Gunstar Heroes to be so much more accessible than the first. I am probably the only person in the universe with this opinion, but I much prefer this game to the original, actually.




Graphics:

I have to tip my hat to the Game Boy Advance once again for delivering to me a very outstanding looking game. I've heard the system described as a "Super Nintendo II" in spirit, and I'm beginning to come around to that statement.

The characters and the settings of the game are bright and colorful. The sprite animation is beautiful. The effects are terrific. The world of the game is just bursting with life and energy. You can tell they had a lot of fun designing this one.

This title would have looked right at home on the Sega Genesis. In fact, this may be even a little better than Genesis quality. Growing up in the 16 bit era, it's crazy for me to think that a handheld system would someday be able to surpass a home console.




Sound:

I took note as I was playing this game that I was digging the music and the overall presentation of the game. But looking back on my time with it, nothing in particular stands out to me. No tunes to hum. No basic melodies come to mind. I remember nothing. And that's kind of a problem I had with the first Gunstar Heroes. It's got a good soundtrack, at least I think it does. But why can't I remember any of it?

Luckily, this doesn't mean much in my book.




Overall:

I'm pleasantly surprised with this game. Maybe it's because I came into this with such low expectations, anything above failing would have impressed me, But I don't think so. I legitimately had a really good time with this game, so much more so than the Genesis one.

Do I see myself coming back and playing this game in the next few years? How I answer this question is always important to me. And I would say yes. I had a good time with this game. It's fun and accessible. Not as frustrating as the first. And I enjoyed learning from my mistakes and doing better with each passing attempt.

I think this will be a fun two player game as well, and I can't wait to sit down with my son when he's old enough and fire this one up. 




THE GRADE:
B




40th Birthday Mop Up Duty Celebration Tour:




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2005:
Gunstar Super Heroes (the review you're reading)


Next up we move onto 2006 with my review of:
Ultimate Ghosts 'n Goblins for the PSP!



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