While Neutopia was content with dressing itself up in nice, cartoony graphics and performing a fairly uninspired Zelda-imitator shtick, Dungeon Explorer found a way to murder the classic from which it borrowed its fundamental play mechanics. Ironically, DE's massacre of Gauntlet had little to do with the adventure elements it added to the mix (as it really doesn't feature much of a narrative); rather, it established its superiority by refining the action aspects it mimicked. As in Gauntlet, players view the proceedings from an overhead perspective and launch swords-and-sorcery-themed projectile attacks as they dash about labyrinthine environments. But there is no barreling through enemy lines here; one can't apply the tried-and-true Gauntlet stratagem of lowering one's head and plowing through armies of grunts and ghosts (in what designers laughably dubbed "melee combat"). Hit-point totals in DE are never stratospheric, and progress is best made methodically. Yet, combat is heavy, and the opposition, relentless, making the game one hell of a success as an action-based TurboChip.
GAME REVIEWS
Thursday, September 23, 2010
Dungeon Explorer
Monday, September 20, 2010
Popful Mail
Being a huge Falcom fan familiar with Popful's good reputation, I had very high expectations for the game when I purchased it years ago. It seemed reasonable to anticipate great things from a sidescrolling adventure title that has an Ys-esque feel about it and features three appealing playable characters. Unfortunately, it ended up being a major disappointment. I felt that it had humor and some nice audio working for it, but the level design just totally turned me off. It seemed like I was constantly dealing with slow-moving platforms, or waddling through empty corridors, or sliding up and down pointless poles and ladders, or partaking in whatever other dull activities the designers could think of to make the process of reaching my destination at any given instance as time consuming and annoying as possible.
There are plenty of high-quality cinemas...
Friday, September 17, 2010
Bubblegum Crash
BC's story really doesn't do much for me. It focuses on a group of gals who decide to investigate some mysterious bank robberies. The little troop goes from place to place and from person to person, finding clues and unearthing truths that just aren't very fascinating.
Thursday, September 16, 2010
Power League '93
Well, not much has changed since Power League V. '93 even utilizes many of V's tunes. Granted, we're talking good music here, but I wouldn't have minded hearing some good music exclusive to this title. The visuals are largely redundant as well...
Wednesday, September 15, 2010
Power League V
Churn out enough sequels and you're bound to fall prey to redundancy at some point. Power League IV was an enjoyable baseball title on its own (and thus not a total waste), but it was also a largely irrelevant addition to the PL line. Hudson rallied for the fifth episode and delivered a product that would've made perfect sense as the immediate followup to PL3. 5 is a great game, boasting visual enhancements over its predecessors along with irresistibly catchy in-game music and gameplay that feels more refined than 4's.

The batters are a good deal larger in this episode, but they sometimes assume awkward-looking stances.

The field graphics haven't been altered a whole lot since PL2, but what's good is good. The action is a little slow compared to PL4's, but if anything, the game is better off for the adjustment.

The old pitching system is back, meaning you have plenty of control over the ball as it makes trips to the plate.

The computer doesn't put up much of a "fight." Gotta love those eighteen-run innings. Home runs actually aren't all that common, but you'll typically bombard your opposition with line-drive base hits. This episode is even easier than PL4...

...so don't be surprised to see your entire lineup on the league leaders list. But lack of challenge didn't ruin the first PL, and it doesn't ruin this awesome title either.

Players sometimes fall down after swinging strikeouts. Personality had kind of been waning since the first game, but it's back a bit here.
Tuesday, September 14, 2010
Power League IV
This is the first Power League title that felt a bit superfluous. It's a good, fun baseball game, to be sure, but it isn't much different from the series's previous outing. There are new pitching mechanics to master, but opposing teams pose less of a challenge than PL3's stout squads, and most of the new material is of the "bells and whistles" variety.


Addressing the new stuff won't take long: there are nighttime games, animated bits on the scoreboard, and more stadiums to play in. It's all nice but kind of insignificant when there's nothing really fresh about the gameplay.

The most noticeable mechanical tweak concerns the pitching system. You aren't granted as much control over pitches as they head towards the plate--no more of that waving-them-around stuff. This new system doesn't feel great at first, but it's more realistic and requires more skill and thought than previous PL pitching systems. Pitchers seem to last longer as far as pitch counts go (perhaps to account for the inevitability of more balls being thrown), which is cool.

The game keeps track of a few more statistical categories than its predecessor. Don't be surprised if the league leader board ends up filled with your players, as PL4 is easy and, for a Power League vet, unrewarding.














































