I've always hated Breakout and most of its many imitators. The only title along those lines I'd ever enjoyed was an ancient LCD handheld game called Spitball Sparky, which stars a likable Q*bert-like character and plays better than its "paddle"-featuring peers. Of course, I haven't had the pleasure of giving SS a go since I was about seven years old; if it's actually crap and my memories are horribly distorted by nostalgia, well, I'm none the wiser. And this didn't bode well for Drop Off: I'm inclined to despise its ilk to begin with, and there wasn't any chance it could compete with the masterpiece that I recall Spitball Sparky being. With things looking grim, DO actually brought a quick smile to my face with its opening cinematics, which can boast of very cool music accompanying very goofy text that relays a "go inside a mind" plot reminiscent of Psychosis'.
GAME REVIEWS
Saturday, January 30, 2010
Drop Off
Friday, January 29, 2010
Cyber Core
I think it's absolutely ridiculous that this extremely entertaining insect-centric shooter is often compared to the wretched clunker Dragon Spirit. The respective control setups are similar, as each grants you a main weapon with which you can take out aerial foes and "bombs" so that you can deal with enemies on the ground, but that's where the similarities end. Cyber Core is faster and offers much more action than Namco's title; it really is one of the "busiest" chip shooters, while crappy DS simply plods along. Delightful, upbeat melodies and a lovable cast of big-bosses and mini-bosses contribute to CC's irresistible charm. Veteran players will have little trouble beating the game, but its fast-paced action gives it good replay value.

It's unfortunate that most of the backgrounds aren't very appealing, but CC thrives on speed and onscreen activity, so its visual shortcomings are hardly devastating.


Most of the midbosses actually do look pretty cool, and they're lots of fun to fight, especially the enormous mosquito who wields a mighty sword of a proboscis and the gargantuan moth who plops himself onto the playfield.


Some of the bosses really make you work. You'll have to sneak through a barrage of projectiles and smaller vermin to make precise bomb strikes on the massive spider. The final boss, on the other hand, gives up after taking just a few seconds' worth of direct hits from powered-up weaponry.


Speaking of weaponry, four different devastators are at your disposal and can be strengthened to remarkable extremes (if you're willing to accept an expanded hitbox). If you power up the mighty blue "pinwheel," you'll find yourself flying freely for most of the adventure. The defense-oriented green shot had the most promise, as it unleashes sickles capable of eliminating any sort of enemy-emitted projectile, but CC gives us little reason to play with a conservative game plan.


Look down at Stage 2's desecrated city to see a line of funny little beetles scampering down the road. The game employs more-serious enemy designs later on.
Thursday, January 28, 2010
Addams Family
I didn't like the "classic" Addams Family television show, nor did I enjoy the "hit" movie NEC intended to cash in on here, so as you might imagine, I wasn't exactly dying to play this game. Still, I was a bit--and I really do mean a bit--interested in the title because ICOM went in such an unusual direction with it. Umbrella-wielding Tully Alford is hardly a dream hero, but as I fully expected to play as the "good-guy" Addamses, the unlikely protagonist was a pleasant surprise. And since some of my favorite games are ambitious sidescrolling adventures that shun the idea of level-by-level progression, I'm always interested in giving new ones a try. Indeed, exploring the hallways (and dungeons and caverns and torture chambers) of the Addamses' mansion can be quite enjoyable, as you never know what sorts of freaks you'll run into.
Tuesday, January 26, 2010
Bikkuriman World
Well, thank goodness things got a hell of a lot better with Dragon's Curse.
That's what I was thinking a few levels into Bikkuriman World, an aged and seemingly decrepit chip title that was showing its revolting wrinkles at every "cartoonish" turn and having me play as a dopey-looking, poorly dressed Chubby Cherub wannabe.
Sunday, January 24, 2010
Shockman (Schbibin Man 2)
Schbibin Man 2 retains the charge-up method of attack featured in its predecessor but ditches swordplay in favor of MegaManish run-and-shoot action. Indeed, that this is a PCE game so prominently featuring the MM style (the resemblance goes beyond basic combat elements) makes it a novelty unto itself...










































