Showing posts with label Sega. Show all posts
Showing posts with label Sega. Show all posts

Sunday, 2 November 2014

The Great Playthrough: Game 73 - World Cup Italia '90



World Cup Italia '90
Released on: Sega Mega Drive, Sega Master System
Played on: Sega Mega Drive
Release Date: 1990 (D'uh!)

Before I start this review, I feel I should make a confession. I don't watch football, I don't play football. In fact, I'm not a football guy at all. The only reason I even own this game (as you may be able to tell from the photo above) is because it is part of a compilation cartridge.

But having said all of that, I do remember playing certain football games in my youth (most notable Sensible Soccer) and not hating the experience. And I do like a large selection of video games, so maybe I'll be surprised by this one.

Well, that was my hope. Sadly, though, it was not to be.

There's very little I can say about this game that is positive. I plugged it in, started it up, and then spent five minutes selecting which members of my team I wanted to use. "Ooh," I thought, "This looks like it might be some tactical suggestions, that's always a good start."

Well it would be, but then, when I started the game, I realised that it looks like this.


It's a top down football game. Where every player is white-skinned with black hair, and there is no indication of which player is which - so why ask me to select my team in the FIRST F@*#ING PLACE??

And speaking of the top-down situation, you'll see that the characters are quite large, so you can't see very much of the pitch at all... but that's OK, right? Because you've got a map? Let me show you that map closer...


Yes, that map shows lots of little dots where the players are. However, it makes no discernible difference between your players and the opposing team's players - so how the hell am I supposed to know where any of MY players are???

Sensible Soccer got around the inherent problems of a top-down football game by having the players the size of a couple of pixels, so you could see a lot of what was going on around you - but this game just stumbles badly at this first hurdle.

The controls are - OK. You have a ground pass button, a high pass button and a shoot button. However, the computer teams also appear to be able to head the ball, but try as I might (and even after much reading of the instruction manual) I couldn't find an option to do that. So that put me at a disadvantage anyway.

You also cannot select which player you are controlling at any one time. The computer automatically selects one - and it automatically does so about 30 seconds after you wanted it to. So you'll still be controlling a player at the top of the screen, the opposing team have the ball and are running down the pitch, and it changes your control to the player the opposition run past JUST AFTER the opposition have already run past him!

Seriously, it's a nightmare.

There's also no polish to this game - if you score, then you get the following screen:
This is actually the computer team scoring, because I didn't score any goals.
 
Please note - this isn't a representative still of a moving image, this is the picture that comes up on the screen for thirty seconds once you've scored.

*Sarcasm Mode engaged*

Wow - I'm having trouble containing my excitement.

*End Sarcasm Mode*

Look, I know I was never going to be the target market for this game. I don't do football - never have, never will. But I do know what makes a good video game, and this is quite definitely NOT a good video game.

Rating: 2/10Time Played: 15 Minutes
Would I play it again? No, no I would not.

Thanks for reading - and please do let people know if you regularly read this blog - they can also find the facebook page for this group here.

Also, I'm considering doing a video blog for a future entry - anyone got any advice/suggestions?

Sunday, 21 September 2014

The Great Playthrough: Game 70 - Sonic the Hedgehog 4: Episode 1

So today, it's time to review a game on a format I haven't reviewed before - and no, that doesn't mean I bought a new console (not yet, anyway)...

I couldn't take a photo of me with the box, because it's a digital-only
game. I also couldn't take a photo of me playing it, because I played
it on my phone, which is what I normally use to take photos...

Sonic the Hedgehog 4: Episode 1
Released on: iOS, Android, Xbox Live, PSN, WiiWare and many many other digital distribution systems...
Played on: Android Phone (Samsung Galaxy Note 3 if you are interested)
Release date: 2010

When this game was first announced, I was ridiculously excited. Yes, Sonic 3 may have been a slight disappointment in comparison with one of the best videogames of all time - Sonic 2 - but all of the early 2D Sonic games were entertaining at worst, so I was hopeful about Sonic 4.

Then I read that they were distributing it exclusively via digital platforms and episodically, and I was (frankly) a little disappointed. I know this makes me sound like an old fart - but nothing beats having a physical copy of a game. I can understand and appreciate the digital distribution model, but to not give people the option of a physical copy is annoying, as if it existed, I would probably have bought it by now on a proper console.

But four years after the release of Episode 1, and two years after Episode 2 came out - there's still no sign of it. So when I saw Episode 1 appear as part of a Humble Bundle Mobile package, I decided it was time to give it a try.

(NOTE - If you've never encountered Humble Bundle, then go and check them out right now! They do great bundles of Phone Games, PC Games, eBooks, Comics etc.. all for a donated amount that goes to charity. I have bought three or four bundles in the last couple of months and intend to keep doing!)

This bundle of games was the first set of mobile games I have ever paid for, as I've always been a bit wary of mobile gaming. And, do you know what? It was a bit of a disappointment...

I should clarify. I know I'm going to end up tarring Sonic 4 and mobile gaming with the same brush, so I'll say here and now that I don't think Sonic 4 is a bad game by any means. Is it on a par with Sonic 2? Not a chance. It's not even on a par with Sonic 3, but it's way better than a lot of other games in the world.

But, sadly, mobile gaming really lets it down. The problem with porting games to touchscreen phones is the controls. Games that are developed for a touchscreen initially tend to have no problem - look at the world-destroying Angry Birds for proof of that. However, when you try and apply console style controls to touchscreen phones then it tends to go wrong, and that was sadly the case here.

Trying to control a game via virtual touchscreen buttons is a nightmare - mostly because of the complete lack of feedback. When you press a physical button or move a physical d-pad, you can feel what you are doing, whereas on a virtual screen I find myself constantly looking down at the controls to check that I'm doing it right, which affects my way of playing the game. And that's no fun.

On a much lighter note, the game itself (as I said before) is not bad at all. The level design is mostly good, the graphics are pretty (although I personally don't like the style of art as much, but hey, that might just be me), and the gameplay is typical sonic gameplay - which for me is a good thing.

But it's not perfect. There are a couple of little things that bug me - why give me the option which order to tackle the levels in? It's not like Mega Man, where if you tackle certain levels first you get power ups that are an advantage for another level - it's Sonic - you run to the right until you succeed - and why give people the choice of doing Act 2 BEFORE Act 1? That's like going to a dinner party and saying that you can eat your desert before you eat the main course if you'd prefer - both courses will still taste nice, but there will be a slight feeling of unease...

I know it's a strange thing to moan about, but for me it means that the feeling of achievement is gone, because you can play any level at any time...

The Physics are strange - Sonic feels slightly floaty when jumping, and it feels more like luck than skill when landing (although how much of that can be attributed to the control scheme I'm not sure.) There are fun Sonic 1-inspired bonus rounds with the spinning maze that we all remember - only because I'm playing it on a phone, you control it by tilting and rotating the phone - which is a method of control I'm REALLY not a fan of - especially when it comes down to precise control.

But my biggest problem with the game design itself (excluding the platform I am playing it on) is the second act of the Casino Street Zone - where instead of having a fun level to navigate through while bouncing around on flippers and bumpers etc, your objective suddenly changes as you have to earn 100,000 points by bouncing Sonic into the fruit machine over and over. And that's just dull - sorry Sega, but it's the truth.

In conclusion, Sonic the Hedgehog 4: Episode 1 on a proper console (which I may at some point purchase - especially if they EVER do a physical copy) might be a 7/10 game, with the Casino Street Zone Act 2 letting it down as well as the slightly strange physics. However, Sonic the Hedgehog 4: Episode 1 on a phone? Well....

Rating: 5/10
Time Played: 1 Hour and 5 Minutes
Would I play it again? On my phone, probably not. If I ever buy it for Xbox or PS3 or if I ever get an Ouya and buy it for that, then I'd give it another try...

Wednesday, 17 September 2014

The Great Playthrough: Game 69 - Magic Carpet


Magic Carpet
Released on: PC, Playstation, Sega Saturn
Played on: Sega Saturn
Release Date: 1994

I remember when Magic Carpet came out. At the time I was 13 and a PC gamer - not owning any of the then-new generation of consoles. So my first memory of this game was that when it came out it was the must-have game of the time, and many articles in PC Gamer and other 90's PC magazines advised me of this.

I only have a vague recollection of the game itself (which I am sure was a PC copy "borrowed" from a friend) and that memory is that it was graphically impressive, but I strangely don't remember any of the actual gameplay - so it's one of those games where the memory of the hype and reputation is vastly greater to the memory of the actual game.

And that was a worry for me when I started it up on the Saturn. To give a popular example, how many of you remember Knight Rider? (And yes, I mean the original 1980's show, not the 2008 remake that I should have hated but actually have a soft spot for).

Back to the original point - Raise your hand if you think that Knight Rider was one of the greatest shows of your childhood?

*Counts hands*

Now, raise your hand if you think it is massively over-rated?

*The hands that were raised drop, and a smaller selection of different hands are raised*

And how many of you have watched any episode of the show in the last fifteen years?

*99% of the same hands stay up, one other hand raises, and Raptorneet (a small yet colourful utahraptor) does backflips in the corner of the room.*

This is my point. It's a show that is great in your memory, but really doesn't hold up to repeated modern viewing. Every episode is the same, the acting is awful, the effects are cheesy, and it's just not something that most people would spend any time watching...

And that is true of my experience with Magic Carpet. The reputation of it has clouded the actual gameplay - and that is the elephant in the room.

*Raptorneet looks up at the mention of an Elephant and starts hunting around for one*

The METAPHORICAL elephant in the room....

*Raptorneet stops hunting and looks sad*

... is that Magic Carpet is an awful game. And I have no idea why I don't remember that. I mean, the hype thing becomes more obvious when you realise that the games designer was Peter Molyneux, a man famed for hyping up his games as being the most amazing thing ever to appear on this earth, but I don't know why I've failed to remember the awful, awful gameplay.

And I'm sure that this game has fans, and I'm sure I'm insulting many of them, but the combination of the early 90's 3D graphics (which looked impressive then, and look dated now), the fact that it's a third person shooter with awkward controls (primarily due to the d-pad style Saturn controller) and that it has strategy elements (which are never my forte) render it essentially unplayable. It's completely unintuitive as well - I had to pause after playing for five minutes and examine the manual carefully, at which point I still didn't understand what I was doing. I accidentally built and lost a castle, because I couldn't find it on the map and it was then destroyed by monsters/enemies unknown. I couldn't aim spells in any way accurately, and I found my enthusiasm waning fast - and I'm enthusiastic over almost every video game I've ever played!

But I know what question you're all asking... "Why is there a small and colourful utahraptor invading this review?"

*Raptorneet looks up hopefully*

Well, the reason that she is here is that I wanted to inject some comedy into this post, but it's so tough with a game I dislike so much. And I am genuinely sorry if I have annoyed or offended any Magic Carpet fans, but I have never found a game I would want to play less than this game.

Well.. except for these two.

Hopefully the next game I play will be better...

Rating: 1/10
Time played: 16 minutes (including the time it was paused while I read the manual)
Would I play it again? I would never want to put myself through that again!

Friday, 29 August 2014

The Great Playthrough: Game 68 - Choplifter


Choplifter
Released on: Apple II, Atari 5200/7800, Colecovision, Commodore 64, MSX, NES, Master System and many more
Played on: Sega Master System
Release date: 1985

After my venture into popular modern gaming last blog, I'm back to some traditional retro goodness here, and I do believe this is the first Master System game I've reviewed...

*Checks back over the list*

Oops, I was wrong! I totally forgot about Castle of Illusion!

Anyway, it feels like ages since I've played on the Master System, so I was looking forward to this - although, it has to be said, I was unsure about Choplifter. I got it recently when I bought a few games from a flash sale the wonderful Vintage Gamer had on Facebook - and I bought five games from them - four of which I really wanted, but Choplifter was kind of an impulse buy.

I remember playing a version of this game many MANY years ago when I was young and we had a BBC Micro (back in the days when you could just rip off other games and no-one really cared) and I remember enjoying it then, but I've been disappointed before with 80s arcade games when I try them out in the modern day.

So I fired up the Master System, took the pad, pressed the start button and.... spent five minutes trying to figure out how to turn the helicopter around!

But once I'd figured that out, I set out on my mission to shoot down planes, collect stranded soliders and get them back to base. And after getting over the fact that the game is quite hard (which is the normal state of affairs with older arcade conversions) I really got into it, and enjoyed my time with it.

It does have it's negative points (just like any game) - the sound design is pretty non-existent and very repetitive, and while I do enjoy a challenge, the difficulty level did mean that I didn't even make it past the first stage. The graphics suffer occasionally from trying to fit too much on screen at once, although it is a remarkably good job - whoever programmed this conversion really knew what they were doing!

In regards to the difficulty level, although it was hard, the game never felt unfair. In comparison to games I've spoken about recently, it felt more like Ghouls'N'Ghosts than Super Star Wars - death was common, but never malicious or unavoidable. Instead, thanks to the good game design, I felt like I was getting somewhere slightly further or learning something new every time I tried the level.

And I know this is going to sound strange, but the thing that affected me most about the game, and really reeled me in, was this innocent little box in the top-right corner:


That's right, the box shows you how many men are DEAD - whether by your chopper being shot down, or by them being shelled while you were ferrying their friends back to base, or (and this is the embarassing part) by you accidentally LANDING THE CHOPPER ON THEM AND KILLING THEM!

OH THE HUMANITY!!!!!

I may be mocking it slightly, but this ticking clock of death really made me worry about the people I was trying to save! And it kept me going back, over and over again.....

In short, it's a fun arcade game that will entertain you for a short time - is it a game designed for constant hours of play? No, but if you've got a spare half-hour, you could do a lot worse than to slot it into your system and enjoy the retro fun

Rating - 7.5/10
Time Played - 45 Minutes
Would I play it again? Definitely!

Wednesday, 28 August 2013

The Great Playthrough: Game 51 - Road Rash II

You're going to get box art pictures for the
next few blogs - Neety and I are in the midst of
moving, so photos are impractical!


Road Rash II

Released on: Sega Megadrive
Played on: Sega Megadrive
Release date: 1992

If you know me, you would think that this game would be a perfect fit for me. It's an arcade-style-racer (and we know I've spoken about my enjoyment of those before, most recently here) - it's also a 16-bit game, and it involves motorbikes, so I should love it beyond belief, right?

Well......

*Makes awkward noise*

.... I like it. Sort of.

After my recent run of games that are either brilliant (Street Fighter II Turbo, House of the Dead III etc...) or awful (yes, I'm looking at you Sonic the Fighters - I'm looking right into your polygonal face!) it is both a change and a disappointment that I'm back into games that I remember being better than they are.

But that's right where Road Rash II sits, sadly.

Don't get me wrong, it's got some good bits - beating up Policemen on bikes, beating up other people on bikes, stealing weapons from passing bikers so you can use those weapons to beat up people on bikes...

.... oh wait. That's all the same bit isn't it. That's the "beating up" bit.

So how's the racing bit?

Well - it's distinctly average. And yes, this is one of those situations where maybe I have been spoilt by the advances in racing games over the last few years, but the controls feel strange, there's very little sense of speed, and whether you win or not seems much more down to luck than skill. And the less said about the "progression" through the game, the better.

I don't know if you can tell from the segmented style of this review, but I'm finding it really hard to be negative about this game - because somewhere in my heart I know I should love it. You know when you buy an an album that's recorded by a band you really love, years after they are past their best? You are happy to own it, you know you should like it, but every so often you put it on and are disappointed. So it sits on your shelf, and you gain pleasure from knowing it's there, even though it's disappointing? Well Road Rash II is like that.

Sort of.

(Wow, that was a convoluted analogy - I hope you understood what I meant!)

I think the final thing to say about this game is that I think it was massively ahead of it's time. As I played it I just kept thinking

'If someone remade this for current generation consoles, it'd sell by the bucketload!'

And I think that's the first time I've ever longed for a remake...

Rating: 5/10
Time Played: About 45 Minutes
Would I play it again? In a couple of years, when I've forgotten the disappointment of this attempt.

Next time on Brawny's Great Playthrough - you'll laugh, you'll cry, and most importantly you'll wish a certain blue hedgehog had remained in two dimensions.....