I've written about Mega Man quite a bit
here on the site, probably because with the sheer amount of games in
the series there is bound to be some overlooked gems and some bad
games. I am quite fond of the series, so that is probably why I have
mostly focused on the stuff that I like, so I guess that makes this
article something of a turning point. Now, Mega Man & Bass
isn't really a bad Mega Man game, but it isn't a great one either.
Don't be surprised if I ever write about another game in the
franchise that I like, considering I haven't written about Maverick
Hunter X or the Zero series yet, but with this game it feels like
things are probably trending down into the inevitability of things
like Mega Man X7, Mega Man Network Transmission, and
Mega Man Soccer.
Thursday, December 15, 2011
Saturday, December 10, 2011
The Disappointment of APB
Very few games have disappointed me as
much APB: All Points Bulletin. I was initially sold on the
concept alone: a GTA-style MMO based around cops and robbers. It
seems like such a great idea, and since it was being developed by
Realtime Worlds, the company formed from ex-GTA staff that made the
excellent Crackdown, I had a lot of faith that it would be
pulled off. Add on to that a really complex system of character
customization, and I was really excited for the game. When I finally
played the game I was massively disappointed because it just isn't
fun. The concept is still great, and I don't think the game itself
isn't salvageable, but it will never be the game I wanted it to be.
Thursday, December 8, 2011
SmackDown! 2 Knows My Roll
I've said before that there are only
two wrestling games worth playing: WWF No Mercy for the N64
and WWF SmackDown! 2: Know Your Role for the PS1. While the
former is technically a better game, the latter has always been my
favorite. It was made by Yuke's, whom make most all the wresting
games since 2000, as well as UFC games, Berserk games, and the
strange Evil Zone. SmackDown! 2 is fast paced, has a
lot of wacky shit, and also happens to come from the era in which I
watched the stuff. My opinion is no doubt clouded by nostalgia, but
I contest that it is a fun game, with lots of entertaining things to
do. At the very least, it is the only game I can think of that let
me create a horrific effigy of Mega Man.
Tuesday, November 29, 2011
D(imension) Force
It has occurred to me that I haven't
posted much about SNES games. This is mostly a product of my small
SNES collection, so to help rectify this I've decided to write about
some random SNES roms. After landing on a few Japanese-only RPGs,
which I don't feel qualified enough to get into, I ended up with
Dimension Force, which I had never heard of. There doesn't
appear to be much of a difference between it and the North American,
D-Force. This 1991 shooter was made by Asmik Ace
Entertainment, a company that has been around since the NES era, and
is still active today, but has never made much of importance. The
most notable of their releases to me is the terrible The Ring:
Terror's Realm for the Dreamcast.
Tuesday, November 22, 2011
Spider-Man vs. NYC
I grew up playing Spider-Man vs. The
Kingpin for the Genesis, and it is one of the earliest games for
the system that my family owned. Maybe it was because of that, or
because it was at the height of the comics boom, when everyone loved
Spider-Man, but my brother and I loved this game. It's really not a
very good game, but all that mattered was that it is a game that a
kid can play as Spider-Man. It was the first game developed by
Technopop, a company that only lasted through the nineties, whose
only other notable game was the early console FPS Zero Tolerance,
also for the Genesis.
Sunday, November 20, 2011
A Defense of Tank Controls
It has always bothered me that some
people completely dismiss a game based on the way it controls. The
goal of controls is to give the player a way to interact with the
game, and, to me, a game has good controls if they facilitate logical
interaction with a game. Basically, if the controls allow the player
to do what needs to be done in the game, then they are good controls.
Most complaints that a game has “bad controls” seem to boil down
to a player that wants one game to control like another instead of
attempting to understand why the other control scheme may be more
suited the that particular game.
Saturday, November 19, 2011
Brown Before It Was Cool: Desert Strike
It's strange how much things stay the
same. Back in 1992 EA's biggest success was a military shooter based
around real world weaponry and a fictionalized version of a modern
conflict in the Middle East. Some people were saying that it was in
bad taste. It was a whole big thing. On the other hand, much of the
success of Desert Strike: Return to the Gulf was based on the
way it was different from the other shooters at the time. It isn't
about just blowing up everything on screen and never getting hit by a
single bullet, but about going around, completing objectives, and
tactically dealing with any opposition there might be.
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