This puzzle-centric adventure game seemed like a sure thing to me. Shadowgate is my favorite NES game by far, and I even like the N64's much-maligned Trial of the Four Towers. Plus, back in the day, I dug Sierra's Quest games (which this title is highly reminiscent of) and the TG-16's similar-in-style Loom. So all the ingredients necessary for success seemed to be in place here.
GAME REVIEWS
Tuesday, June 23, 2009
Beyond Shadowgate
Monday, June 22, 2009
KiKi KaiKai
KiKi is an intense little overhead-view shooter somewhat reminiscent of Last Alert in its "free roaming" style. It's the type of game you'll gradually feel yourself getting more and more awesome at as you put in practice. The later levels are quite challenging, as they present you with lots of projectiles and small, quick enemies to worry about in tight spaces.
The boss fights are also fairly difficult. It feels great to figure out effective methods for getting through them.
Sunday, June 21, 2009
Legendary Axe II
A kick-ass hack-and-slasher in the vein of its widely lauded predecessor, LA2 is unique because of its atmosphere: I've yet to experience another game quite as dark and brooding and melancholy as this one. The overhanging feeling of despair isn't conveyed through cinematic events; instead, it's established via elements of in-game presentation. The music is so grim and somber; the enemies, so bizarre; the stages, so bleak and unforgiving. And there's no new dawn to look forward to, as even the concluding sequence is completely fucked up. I know a fellow who doesn't enjoy playing the game because it depresses him. I understand why he feels that way, but I can't say I'm similarly repelled by the darkness. In fact, said darkness is what draws me into the adventure.
Saturday, June 20, 2009
R-Type
I've always appreciated this sidescrolling shooter's well-thought-out level designs; there's rhyme and reason to every aspect of every one of its stages. And brilliant board construction is hardly the only thing it's got going for it: its enemy designs are legendary, its graphics are remarkable, and its soundtrack is memorable and diverse. Despite all those positives, I've never particularly loved the game, as I find it falls short in many respects when compared with certain other strategy-emphasizing titles, and admittedly, I tend to prefer fast-paced Thunder Force-type shooters to the slow breed that it belongs to. Still, with my affinity for high-level challenges, I can't help but give R-T a play every now and then.
I do enjoy it for the most part. It hits its strategic stride with the stretch that comprises levels 4-7 before wrapping up with a somewhat-lame final mission. The first three stages are rather slow and easy, but they're veritable shooter-hall-of-fame displays considering the bosses and tunes they feature.
Friday, June 19, 2009
Space Harrier
Inspired by my brother Alexei's heartfelt review and fond recollections of the game, I decided to give Space Harrier a quick play for the first time in a while. Actually, it wasn't so quick; I must admit it took a few sessions for me to regain my space-harrying skills. That's a good thing, as I like it when a game requires practice. And SH is always a nice change of pace for me; there are few Duo games quite like it (the system, like its contemporaries, was low on into-the-screen blasters), so transferal of sharpened skills from one recently played title to this one is generally out of the question. Before too long, I was back in the zone, tearing through enemies and speeding past pillars until I reached the glorious "Epirogue."
As for negatives, the game is too repetitive. It takes a number of stages and basically rehashes them with obstacles more abundant and enemies quicker to the draw. The gameplay is challenging and enjoyable enough that the repetition doesn't become a major issue, but I feel the designers were a little short on ideas for the eighteen stages they constructed.





























































