A number of years have passed since I first beat this action-RPG. I loved it so much back then that I actually found its brilliant sequel just a bit disappointing when I gave it a try shortly thereafter. The first game is about ten times longer and twenty times more difficult; it's an incredible epic that dwarfs the beautiful-but-brief followup in scope, and trekking through it made for one of the most satisfying game completions I've ever experienced.
GAME REVIEWS
Sunday, November 29, 2009
Legend of Xanadu
Tuesday, November 24, 2009
Bonk 3 CD: Bonk's Big Adventure















Saturday, November 21, 2009
Tecmo World Cup Super Soccer
My curiosity is piqued whenever I see "Tecmo" at the beginning of a sports game's title, a phenomenon that exists only because of the brilliance of Tecmo Super Bowl, as many of the company's other endeavors within the genre resulted in utter awfulness. And I'm always up for trying Media Rings products, as they seldom fail to be interesting and sometimes achieve sleeper-level greatness; but porting a standard-looking soccer title didn't seem like a project that would grant the group much opportunity to showcase their ingenuity. What this means is that Tecmo World Cup Super Soccer intrigued me thanks to the names involved, but empirical evidence indicated a feast-or-famine result was imminent.
As it turns out, Tecmo Soccer is a rather middling title--playable and innocuous, sure... memorable, not in the least. It looks nice (except, perhaps, during gloomy rained-on matches), as it employs a small batch of bright colors and relatively large sprites. The animation is poor, and the scrolling, choppy; but the game still plays smoothly and at a decent (if not exactly exhilarating) pace. It isn't superior to the soccer games EA delivered for the Genesis, but it's solid in its own right, and it comes cheap.


There are a number of different nations you can represent, but the USSR isn't among them, unfortunately. I go with Argentina since it has always been like a second home to the Duomazovs.

Tinker with your formation before kick off. An offensive alignment really can help keep the ball in your opponent's zone, and you won't have to worry much about defense if you can maintain your assault. Once you've settled on a strategy, you can adjust the weather conditions.

Remember the old NHL Hockey games in which players would continually try to carry the puck down the rink sides to set up one-timers? The bicycle kick is Tecmo's one-timer and your best bet for scoring goals.

Neat, I thought, a game where penalty kicks/shots don't employ the usual "fancy" close-up view. Then I remembered that the fancy close-up view is typically the only thing remotely cool about them.
Friday, November 20, 2009
Kaze Kiri
This game basically sums up everything I hate about people who collect video games. If you look around you'll find endless hype and ebay auctions ending at ludicrous prices, all because long ago some fucktard who could barely speak English posted a glowing review of this Kung-Fu remake on his website (a laughable collection of "reviews" where a game had to be a blank CDR to score less than a 80%). At the time there wasn't much for PC Engine info out there so all the other fucktards took it as gospel and immediately rushed to ebay to buy the game. To their dismay they found that it was slightly uncommon (when compared to say, Keith Courage), so the price immediately skyrocketed and a legend was born.
Unfortunately the legend is complete dog shit. This is easily one of the most boring, repetitive games I have ever played. I wasn't joking when I said it was a graphical remake of Kung-Fu-- Kaze Kiri is a carbon copy of Kung-Fu with really nice graphics and a few (and I mean literally "a few") new moves. It plays exactly the fucking same as a shit, boring game made in 1985. You've probably read some dufus reviewers talk about the "depth" of combat. This is totally made-up bullshit. Here's how every battle goes down-- you attack, the enemy blocks... and blocks... and blocks... then you get lucky and get a strike in, then you do it again until either yours or his life meter is empty. Repeat for every fight in the entire game. That's it, there's no reversals or parrying, the "depth" comes from a block button which only serves to make the experience like stripping all but 4 moves from Street Fighter II and then playing 100 matches in a row with someone who just stands in the corner and blocks the entire time.
Which brings me to the next problem-- you do all this without once ever seeing even the tiniest of bumps on the floor. Every part of this game is flat as fuck-- there isn't a single environmental obstacle in the entire game. Despite what the screen shots tell you, the reality is that everything which looks like interesting parts of the environment is purely background art. And there are 19 levels of this boring crap. 19 levels and not a single fucking platform or pit to break up the monotony-- for fuck's sake, even Kung-Fu at least had a staircase you could climb.
The graphics are definitely really, really nice, though. And hell, if walking left to right over a perfectly flat floor and engaging in protracted turtle-fights with the same 10 enemies for a couple hours is your idea of fun, then you'll have a blast with Kaze Kiri in between adult diaper changes and trying to forge a third digit on your IQ test results.
































