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Ethos Video Game Reviews
Friday, 5 February 2010
4.6 out of 5.0
Now Playing: Super Mario Bros. 2 (1988)
Topic: Nintendo (NES)

    

     Often considered the oddity in the Mario Bros. franchise, Super Mario Bros. 2 was, as the title indicates, the second of three installments on the NES in Nintendo's flagship series. To the surprise of many, Mario 2 differs greatly from its predecessor, and it isn't a bad thing. From the outset, it doesn't technically take place in the Mushroom Kingdom, which is now safe for the time being apparently. It takes place in what is called the Sub-Con, a dream like world controlled by Wart, the frog-like villain. SPOILER ALERT: the entire game is taking place inside Mario's dream!

     That alone makes Mario 2 such a standout, as that already the second game into the series, Nintendo was already shaking up its formula. This game does not feature many of the franchise signatures like goombas, question blocks, jumping on enemies to kill them, and Bowser! Yeah, no Bowser in the game! Also, it isn't 2-player either, but you can choose from up to four different characters, and of course Mario and Luigi, but also for the first time ever, Toad and Princess Toadstool. What is unique is that each of the four legendary Mario Bros. characters have their own defining abilities and strengths; which I would say is fairly groundbreaking for the time. For instance, Luigi can jump a lot higher than Mario, or anyone else for that matter. Toad is the strongest character and can pick up enemies faster than anyone else. Toadstool is the weakest, but floats like a feather when she jumps, and Mario is the good old neutral one with complete balance. That in itself is pretty cool.

     This is the Super Mario Bros. 2 we all know and love, but it was not the same sequel that was released in Japan. The Japanese sequel is actually much more closely linked to the original Super Mario Bros. for the NES, and it looks and plays just like it, except that it is much more difficult. You can play the Japanese Mario 2 on Super Mario All-Stars for the SNES under the moniker Super Mario Bros.: The Lost Levels. Also, you can download the original Japanese Mario 2 on the Wii's Virtual Console if you should so desire. The American version of the game is basically an identical game to the Japanese game Doki Doki Panic, and I've seen screenshots of Doki, and it really looks to be the same exact game aside from a few minor enhancements. Why was this then made into Mario 2 in the USA? I'm not totally sure, but, you know what? It doesn't matter, because the game is awesome! It is definitely one of the best games on the NES and it more than a worthy addition to the Mario series.

     Even though Mario 2 is so much different, some elements of this game carried over into future games in the series. For instance, the ability to pick up things and throw them is seen in practically every other Mario game to date, including the newest entry - New Super Mario Bros. Wii (previously reviewed here on Ethos). Not only did it contribute great gameplay mechanics to the Mario lore, but also some enemies and timeless music themes as well. Enemies like the Shy-Guys and Bob-Ombs have become staples in the franchise, and some others as well.

     I know I haven't talked too much about how the game is itself, but believe me, it is loads of fun. Despite the fact that it boldly defies the franchises core concepts, again, it doesn't matter, because Super Mario Bros. 2 is a classic NES game. It is remembered as the oddity, but, play it and see for yourself how great it really is - it has that trademark Nintendo quality we all grew up with. If you can track down an original NES cartridge of it, I would say do that. If not, this particular game is also available for the Wii's Virtual Console in addition to its estranged Japanese version. I'd stick with the American version though, it's far superior. It's Mario Madness!

-Kurt L.

_______________________________________________________


Posted by ethosreviews at 9:26 AM EST
Updated: Friday, 5 February 2010 9:58 AM EST
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Thursday, 4 February 2010
Ethos Video Review
Now Playing: 1991: The Year of Stuff
    

     Hello everyone! This is a special edition of the Ethos Video Review series. This is more of like a year in review of 1991. Why 1991? Well, see why and find out! So much stuff came out that year, and I take a look back into the past to share my thoughts. Thanks for watching!!

https://www.youtube.com/watch?v=96g9YsKRj1A

-Kurt L.

_______________________________________________________


Posted by ethosreviews at 9:20 PM EST
Updated: Thursday, 4 February 2010 9:25 PM EST
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Wednesday, 3 February 2010
3 out of 5
Now Playing: Red Dead Revolver (2004)
Topic: Playstation 2

     The old west, untamed America at its finest. It has been an outlet for many sources of media, and at one time or another what kid hasn't tried to play out scenes from a Clint Eastwood flick with their buddies. But alas, over the years there has been a dramatic drop in the beloved film genre. Sheriff's and outlaws have been replaced by detectives and gangsters. That's not necessarily a bad thing, American's interests have simply shifted to accommodated the more modern times. Unfortunately though, this shift has undoubtedly left a substantial gap for all the want-a-be gunslingers out there. So when word got out that Rockstar, the creators of the GTA series, was going to release a western inspired video game for the Ps2 and Xbox platforms, it instantly sparked an interest. For many gamers, it was about time that the old west made its way into gaming. I mean, the western genre had all the elements of gaming gold. With a good amount of hype surrounding Red Dead Revolver around the time of it's release, needless to say expectations were pretty high.

     Red Dead Revolver is a tale of vengeance against the forces of greed and corruption. The game begins with a young Red Harlow learning how to wield his trusty shooting iron when his mother and father are brutally murdered. Unable to stop his family's slaughter, Red grows up and becomes a formidable bounty hunter. He speaks little, and shoots often. In other words, Red is your typical Western protagonist. To balance out Red's linguistic limitations, Red encounters numerous other playable characters that are more animated and unique in nature. These characters include an English pistolier named Jack Swift, the female rancher Anne Stoakes, a stealthy Native American known as Shadow Wolf, and an African American US soldier known only as Buffalo Soldier. For the majority of the game players will be assuming the role of Red, but the other side characters have their own levels and side stories that add to the overall plot which as a whole is average at best. That doesn't mean its bad, it just not great. I won't go into too much detail, but many clichés from the western genre have been intermixed and tossed into Red Dead Revolver. So don't expect any huge revelations or surprises from this game. Action is the main focus here, plain and simple.

     Speaking of the action, Red Dead Revolver is a decent third person shooter with some interesting game mechanics although some of them aren't exactly perfect. The core elements of a third person shooter make their appearance in Red Dead Revolver. Players will aim, shoot, hide under cover, all things have done before and they all work as they should. Two new elements however make things a little bit more interesting. As players eliminate their enemies, they will be able to gain access to Dead Eye. Dead Eye is similar to Max Payne's bullet time as to it slows down everything around Red. Red goes into a sort of tunnel vision, where all the focus goes onto the target. Making it easier to pull off headshots, or riddle a target with multiple shots. Another distinct feature to Red Dead Revolver is the quick draw. That's right, quick draw. Throughout the game, players will encounter certain situations where Red has a stand off against an opponent. With pistols holstered, the player must draw their weapon, aim, and fire while their adversary is doing the same. The one with the slowest draw, or misses...well you get the idea. This is without a doubt, a love/hate feature. Although unique to the game and genuinely fun, can also be very difficult for even seasoned players. If Red Dead Revolver is going to cause some nerd rage, this is exactly where its going to take place. When it comes to the quick draw, there is no margin for error. Some enemies are easier to defeat then others, while some will make you want to toss your controller through the TV. Luckily, players have unlimited continues. There are also some bizarre difficulty spikes throughout the game, which can cause some heartache. But with a little persistence I don't see level difficulty stopping anyone from completing the game. The most disappointing aspect to Red Dead Revolver was the lack of free roaming. Being a game by Rockstar, many gamers were expecting a more GTA like approach to the old west. Although players are free to roam about town to buy new items, and listen to town folk chit chat, this only made me want to jump on a horse and see more of the western frontier. Being unable to did hurt the overall experience, especially when the tag line for the game was "The OPEN frontier of the West". It is very misleading, and as a result caused Red Dead Revolver to feel very confining. Red Dead Revolver also offers a multiplayer mode that allows up to 3 other players to join in for some gun slinging mayhem, but overall really isn't anything to brag about. New characters can be unlocked by purchasing different items throughout the story mode, and there are a few different game modes. None of which are really a whole lot of fun. Red Dead Revolver is better as a single player experience, and even though it is nice to have a multiplayer, isn't necessary for this game.

     Graphically, Red Dead Revolver isn't exactly ground breaking yet they get the job done. There is a very distinct visual style that effectively gives Red Dead Revolver that familiar Spaghetti western flare. Character and level designs, some of which are over dramatized, all look like they belong in the western genre. The overall visual experience can be marred from time to time by blocky movements, and frequent frame rate issues. These flaws aren't exactly deal breaking, have to be mentioned. Considering how Red Dead Revolver was originally going to be made by Capcom, and was rescued from going dormant by Rockstar Games, I'm actually surprised there weren't more issues. It isn't uncommon for games that are sold to other manufactures to be plagued with problems. Fortunately Red Dead Revolver comes in just above average in that department, but just barely. The same could be said for Red Dead Revolver's use of sound and voice work. Although the sound effects, and musical score add to the western experience most of the game's voice work aren't so hot. The majority of the voice acting is very clichéd and lacks any imagination. For example the character Red, the tough, rugged, mute bounty hunter has very few lines through the game. But when he does speak, the voice doesn't exactly seem to fit the character. Although Red's voice work in particular aren't really bad, they simply just don't seem to fit the bill.

     When it is all said and done, Red Dead Revolver is an average gaming experience. It has great elements, a true western feel, but unfortunately just comes up flat in certain areas. Fans of the old west will certainly get a kick out of Red Dead Revolver, and does merit at least one time played through for action gamers. I can't help put think if a little bit more effort, Red Dead Revolver could have lived up to the hype that was surrounding it, and even surpassed it. Red Dead Revolver isn't exactly a misfire, but I can't full heartedly recommend it to everyone.

Written by RB

Over and Out.

_______________________________________________________


Posted by ethosreviews at 3:34 PM EST
Updated: Wednesday, 3 February 2010 11:01 PM EST
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Sunday, 31 January 2010
5 out of 5
Now Playing: The Legend of Zelda: Ocarina of Time (1998)
Topic: Nintendo 64

 

     The Legend of Zelda is easily one of my all time favorite franchises. Zelda games have been staples in my gaming rotation since my youth, and never fail to disappoint with classic unforgettable moments. This couldn't be more true than with the Legend of Zelda: Ocarina of Time. Its regarded as the best Zelda title, and can be argued as one of the best video games ever made. I personally don't consider that a far stretch by any means.

     Upon its time of release, The Legend of Zelda: Ocarina of Time had a heck of a lot going for it. With its full 3D environments, epic story, and well executed game mechanics it was a bold step forward for the franchise. Yet, thankfully Ocarina of Time was able to recapture all the familiar themes from previous installments keeping memories of hours spent in front of the NES, SNES, and even a gameboy alive. No N64 owner was complete without getting their hands on a copy of this gem, and you can tell the real die hard fans by those who reserved their limited edition gold cartridge. Unfortunately I missed out on that little collector's keepsake, but regardless I still had my hands on one seriously outstanding game.

     Being a Zelda game, the core game mechanics are essentially the same in Ocarina of Time compared to any other installment of the franchise. Players will once again assume to role of the green clad hero Link and do battle against the forces of evil. This is done by entering dungeons, finding new items to help Link progress, and of course a lot of sword play. However, these core elements have been done before somehow in Ocarina of Time they seem completely new and refreshed. By taking advantage of everything the Nintendo 64 had to offer, The Legend of Zelda: Ocarina of Time drastically re-imagined all that we know and love about the franchise. Our young hero is now immersed in a fully 3D environment with bright color schemes, vibrant clear sound, and a control layout that fit's the N64 with absolute perfection. Players are able to quickly pick up a controller and jump into this new adventure without complication, and with plenty of "how to" tutorials that pop up along the way ensures no player is left behind. Link's new world is also open to exploration with a slew of side quests that will give Link new gear, or upgrades to items already obtained. While exploring the new rendition of Hyrule, Link will run or use a horse to get around between towns and new territories on the map. While outside of a town, time will progress through night and day. As the sun rises and sets, new dangers will emerge and disappear adding yet another reason to explore locations during different time settings.

     The biggest draw to Ocarina of Time is with out a doubt is story. I can remember playing through Ocarina of Time for the first time, and simply not being able to stop. All I wanted to do is keep progressing the plot, that was both gripping and dark. Ocarina of Time begins in Kokiri forest, which is inhabited by children that never grow old. It is here young hero sleeps in his home, completely unaware of the destiny that is about to be laid upon him when his fairy companion Navi finally tracks him down. From there, Link bold and true, must take up arms and enter the dangerous world outside the safety of Kokiri Forest and team up with Princess Zelda in hopes of thwarting the evil Ganondorf's attempt to gain an ultimate power, the Triforce. Despite the Princess's darkest fears, the world seems aloof to the impending danger. This is depicted visually as players explore the brightly lit world, and interact with its inhabitants. As the game progresses, Link obtains a special item. An item that holds the power of time itself, the Ocarina of Time. This allows Link to gain the Master Sword, and advance 8 years into the future. This is where players are introduced to for the first time, adult Link. That's right after years of playing as a child Link, the young hero is finally given the chance to grow up. But, the world isn't exactly how Link left it. Hyrule has been cast into darkness, the once bright world cast into shadow and destruction. As Link has matured, so has the overall theme of the story. This leap into a darker form of story telling changed the scope of the game itself. Villages and characters have aged, and not for the better. The overall theme of this new Hyrule matches that of the new shadowy setting. Once thriving characters are now met with hardship and despair. Everyone seems to be missing the good old days, and searching for any sign of hope. This leap in time not only broadened the scope of Ocarina of Time's story, and kept players hooked. Ocarina of Time is filled with memorable moments, and plot twists that players will not see coming.

     One element that I didn't expect to be as influential as it turned out to be was Ocarina of Time's use of music. The Legend of Zelda: Ocarina of Time is loaded with unforgettable musical themes that not only complimented the unique locations, but also key moments in the story. But, those aren't the only places music had a major impact. The use of music also had a major impact on the player themselves. The Ocarina came into play often throughout the game. Players would learn new tunes to play as the game progresses, and use the Yellow C buttons to make Link play each note. These themes were not only entertaining and well crafted, but were also used to unlock hidden locations, or solve puzzles. Later in the game, the Ocarina would even be used to quickly warp between locations. Simply talking about how impressive this musical element is just doesn't do the game justice. Like any great story, players must play Ocarina of Time to truly gain an appreciation of how music has so much influence in making Ocarina of Time such a legendary game.

     Over the years since its original release, The Legend of Zelda: Ocarina of Time hasn't been forgotten. In fact, it has seen numerous re-releases. A digitally remastered version of Ocarina of Time was packaged with reserved copies of the Legend of Zelda: Wind Waker released for the Gamecube, and is even available for download on the Wii's Virtual Console. Demand is still high for Ocarina of Time, making it truly a timeless classic. When it is all said and done, everything fell into place with Ocarina of Time. It revitalized the Zelda franchise, and is flawless in its execution. For those who argue Ocarina of Time as the best game ever made, I can certainly agree with you that it is one of the best. The Legend of Zelda: Ocarina of Time is N64 gaming perfected.

Written by RB

Over and Out

____________________________________________________


Posted by ethosreviews at 1:06 PM EST
Updated: Wednesday, 3 February 2010 11:18 PM EST
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1.6 out of 5.0
Now Playing: Clay Fighter 63 1/3 (1997)
Topic: Nintendo 64
    

     I am a big fan of the Clay Fighter series - the original SNES game is a classic fighting game with a slew of wacky characters, and it was a game that seemed to deliberately be different from the bigger, more popular fighting games of the day like Street Fighter II and the Mortal Kombat franchise. Clay Fighter, I feel, has a unique place in gaming history as the alternative to the fighting game giants, and to its own credit, it was not only different, but a darn good game. Two sequels would follow on the SNES, and eventually a fourth game in the franchise would arrive on the Nintendo 64. In 1997, game company Interplay (who made all the Clay Fighter titles) released Clay Fighter 63 1/3, and let me say right off the bat that the title is great! In typical Clay Fighter humor, it pokes fun at the fact that it seemed every N64 game had the suffix "64" attached to it. For instance - Super Mario 64, Mario Kart 64, Pilotwings 64, Wave Race 64, Doom 64, and Starfox 64 to name a few, you get it. So, naming a game "63 1/3" - I like it!

     Unfortunately, that is where the appeal ends for this game. I remember being very excited to get this game. I didn't get it back in 1997 when it came out, though I remember all the articles about it in Nintendo Power - and it looked awesome! However, many games back then cost an astronomical 70 dollars, so you had to be particularly selective, so I ultimately passed on it. 70 dollars! Games today don't even cost that! Anyway, I eventually got Clay Fighter 63 1/3 about ten years later used at a Gamestop for about 5 bucks - I thought, what a deal! Alright, so I popped it in my system and with such anticipation, I turned it on...and there in lies my disappointment. Maybe if I never turned the game on, I would have never felt so disgusted and downright appalled. If I only remembered 63 1/3 as a concept rather than an actual game, it would be remembered more fondly.

     In a nutshell, 63 1/3 is sloppy. Aside from the games title, the game itself lacked the sort of fun and charm that was ever so present in the earlier iterations in the franchise. The graphics in this game were very blurry, and just completely unappealing to the eye. Couple the hideous visuals with some slow and sluggish gameplay, and you have a bad game. It often looked like a game that was half finished, as many of the stages had such vapid, under developed looking backgrounds. And maybe if the game developers took more time to at least polish the controls, it might be playable. But don't have a game that not only looks bad, but plays just as bad! It's a shame! This game could have been another classic take on the franchise, but it ended up being a forgtten relic of gamings past. Simply put, stick with the SNES games.

     In 1998, Clay Fighter: Sculptor's Cut was released, and is apparently an upgraded version of 63 1/3. There shouldn't have been an upgrade, because the original should have been good enough!

     Well, this game was just a big disappointment in my book. I hate to give a Clay Fighter game such a low score of 1.6, but, sadly, it deserves it. In fact, this game is so awful, I ended up returning it to the Gamestop store I bought it in, getting my 5 dollars back, and you know what I swapped it for? For the same price, I got a used copy of Metroid Prime for Gamecube! Now talk about an upgrade!

-Kurt L.

_______________________________________________________

 


Posted by ethosreviews at 9:20 AM EST
Updated: Sunday, 31 January 2010 10:00 AM EST
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Friday, 29 January 2010
3.7 out of 5.0
Now Playing: Metal Gear (1988)
Topic: Nintendo (NES)
    

     Metal Gear was a game that dared to defy its contemporaries by emphasizing a stealth element not before seen in a video game industry thats primary focus had always been action. The Metal Gear franchise would only continue to refine, re-define, and ultimately set the benchmark for the stealth genre. However, its humble beginnings, in North America at least, were on the NES, and Solid Snake's adventure began in Outer Heaven, in a game that had plenty to offer, but also missed the mark here and there.

     By 1988, many big name action games were dominating the market. Only a year earlier Contra was released for the NES, and it is essentially the definitive shoot 'em up for the 8-bit Nintnedo. The great Mega Man franchise was also just getting under way with its first release as well, setting up what would be a 20 plus year focus on action-gaming. Action was king for the most part on the NES, only second to the side-scrolling platform genre that made the Super Mario Bros. household names. So, here comes a game that isn't a platformer, nor a action shoot 'em up - a stealth oriented game was indeed, at least, a unique and refreshing take on the established concepts of video gaming.

     It's not to say Metal Gear is all stealth either, but a fine blend of both, with its tilt favoring espionage. In the game, you play as Solid Snake, who would go on to become one of the truly great heroes in video games, and he is deployed into the deep forest outside an enemy base named Outer Heaven. Oddly enough, when you are dropped from the helicopter, three other soliders are as well, and you never see or hear from them whatsoever. You do your best to avoid conflict in this game by evading numerous guards, and along the way you free imprisoned soldiers, eventually garnering a higher rank, and thus acquiring higher health. Like any Metal Gear game to follow, you start off with no weapons, but with just a pack of cigarettes. Thus, you must avoid fighting because you don't have any weapons, unless you want to punch everyone in their path. It is rather thrilling when you can sneak behind guards and punch them out!

     You don't get any weapon for a short while, but eventually you'll need one because things do get hairy as you get further along. From time to time there will be a few bosses you'll encounter, and a shootout becomes a necessity - so, clearly the game strikes a nice balance. However, where the game loses balance is its esoteric presentation. It is a fairly laborious effort to try and find all the little things needed to progress through the game. There isn't any sort of map, so navigation is fairly hard if you don't know where to go - but then again, that adds to the challenge and thrill. When you gather enough coded keycards, you must constantly switch back and forth for each and every door - and it sort of becomes a trial and error when sifting through the various cards on your items menu. There's a fairly particular way to go to get through this game, and you do recieve a little help from the Transciever, or "codec" if you prefer - messages from Big Boss or other allies to aid you through your quest.

     A big problem with this game is when you die, you are sent back to the far beginning. Considering this game is pretty lengthy, and the bases eventually become complex labryinths, it is very disheartening to die in the game and be sent all the way back to the beginning. There are no extra lives, it's a one shot deal, and technically no "continues", because you go back to the start either way. However, when you do die, thankfully, you keep all of your items and weapons, eliminating a good amount of hassle. The game also offers a password system, but oddly, you have write down this exceptionally long password, then turn the game off, then back on, then re-enter it in the "Continue" option on the main screen...why do all that? Game developers should simply have put various check points in the game? Of course, these days with the internet debunk any old notions of writing passwords down as they are all available on gaming websites. But still!

     Metal Gear, for the NES anyway, is infamously known for some terribly botched English translations - some of them are pretty funny actually. In the first few screens of the game, you'll encounter your first enemy guard and he exclaims, "I feel sleepy!", followed by, "I'm feeling asleep!" There are plenty of other little errors throughout the game as well, but I'm sure you'll want to pick them out for yourself. You see, this particular game was ported from the Japanese version, and some things were altered in translation - apparently, Hideo Kojima, brilliant father of the Metal Gear franchise, had nothing to do with the U.S. port of his game when it was developed by Ultra Games (a subsidiary of Konami). Perhaps if Kojima's touch was on this game, it would have been far better.

     I consider this game to be in the same vein of Castlevania II: Simon's Quest. Why? Well, because they are both rather ambitious NES games that looked to push the boundaries that were set by its contemporaries. Unfortunately, Castlevania II was a misfire in many ways, but Metal Gear fared a lot better. Both games depend heavily on exploration, but I think those who will ultimately get the most out of these games are the ones who know them exceptionally well. I think a newcomer, looking to play the NES Metal Gear, might see it as a daunting task to overcome its esoteric ways, and simply won't know where to go. Couple that with going back to the start of the game after each death, and you have a game not for the faint of heart.

     In the end, Metal Gear for the NES is something of a mixed bag. It's better than many games, but falls a bit short to be of the elite. It's still a good game, but it takes some work to get through it. It is a challenging affair, and one that requires some dilligence. In any case though, this game is indeed epic! And it really is! It contains many of what would become staples in the franchise such as: stealth element, codec, rations, cigarettes, the gasmask, coded keycards, and the characters, to name a few. For long time fans of the franchise such as myself and my Ethos friend and colleague RB, Metal Gear is a fascinating piece of nostalgia, and is a interesting piece of gaming lore because it is the roots of one of the great franchises in gaming history.

     If you want an epic challenge, and don't mind a little frustration here or there, Metal Gear can be a fun experience despite its flaws.

-Kurt L.

_______________________________________________________

    

    


Posted by ethosreviews at 9:17 AM EST
Updated: Friday, 29 January 2010 10:05 AM EST
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Tuesday, 26 January 2010
2.1 out of 5.0
Now Playing: Mafia (2004)
Topic: XBox

    

     Consider this gaming's greatest tragedy. Mafia had one of the great gripping and riveting storylines set in a fascinating setting of the 1930s big crime mobster era, in an open sand-box style reminsicent of Grand Theft Auto III. Originally a PC game, Mafia was ported to the Xbox and Playstation 2 consoles - sounds like a winner, huh? The legacy of this game is a sad and forgettable one as this piece of gaming lore is sullied with some of the most busted and hideously executed gameplay ever in a modern video game. It is indeed one of those games that "could have been" - and it surely could have - stood with the likes of GTA 3.

     Mafia had that potential. It had the story: a classic tale of a fictional Depression era big city named Lost Heaven about a cab driver named Tommy Angelo who slowly but steadily gets his life turned inside out as he is sucked into the disillusioned life of crime in the Salieri family. You readers out there understand I'm sure, that this has that "could have been" game...but what went wrong? Well, for starters, apparently the original PC version of the game was actually quite good, with far better visuals and gameplay, but I've never personally played it, only the ported version here for Xbox. And a word about "ports" for a moment; I feel many critics only seem to use the word "port" to describe a game that was transfered poorly, I just get a negative vibe when I hear that phrase, and you know what...it couldn't be more negative here.

     While Mafia does many things very well, even when it was ported, there is pretty much no way to overcome the horrendously mangled control. Punching or beating an enemy street-tough with a bat works well enough, but aiming any sort of gun is a mess. It's like having a death wish! You use the little black button on the controller to aim your weapon (which is awkward unto itself), but it doesn't work, it sort of just straightens you out, but doesn't actually make your enemy the focal point, as it claims to do! So what's the point of it then?! It doesn't do anything!

     Even if you're lucky enough to get a good shot off, I doubt you'll actually kill the enemy. On one of the missions, I snuck in the back of a motel to save my partner in crime. Having played this mission before at a previous time, I knew there was a goon hiding in the bathroom, so I swung open the door, and took a shot, but...nothing happened. I shot him again, unloaded almost a whole clip, and this enemy didn't flinch! What's going on! Why don't he die?! The hit detection in this game is despicable! It doesn't even exist it seems! So, ten bullets later, he's finally dead, but I almost am too. Then other bad guys heard our leaded exchange, so they come running and I was ganged up on. And I already am down to like 51 Health - after fighting just one typical bad guy. Aiming from a distance is just as annoying, and ultimately you'll realize your pistols are total gahbidge. Stick to the Tommy Gun, it fares a little better, otherwise, it's over.

     I can't tell you how many times that I've been down to 4 Health and still had plenty of mission to go; it's a bad and frustrating place to be. Many of the missions aren't terribly hard, but the gameplay mechanics are so butchered, the odds are so stacked against you, you can barely get through it! Also, Health packs, rarely seen, only replenish 30 health! Why such an odd number? Not 50? Or all of your health? But 30. So, when you're down to 4 Health, or up to 34 with a useless health pack, picking off mobsters from a distance is a total disaster - it's a chore!

     These simple fundamental gameplay mechanics of aiming, and hit detection continue to plague Mafia until the very end. But also, the animation is fairly stiff as well. I was playing a mission and I got shot once by a bad guy and it drained 18 health! What game does that? 18 for one shot! Was it a headshot? I couldn't tell, the characters move so stiffly you can't tell where you are hit, or tell if ever hit at all!

     Many of missions are very long also - too long for their own good. Just when things seem like they are over, there's another part to it to complete, and it's annoying. Also, too much driving. Too much driving in this game! I know this game wanted to push a sort of car culture, which is admirable, but there's too much in this game. You'll spend ALOT of your time just getting from Point A to Point B, and then because all the missions go on forever, Point C and D, E, F, G...X, Y, Z. And would you believe it, there are TRAFFIC VIOLATIONS?! That's right, you could get pulled over by a cop in this game if you run red lights! You could out run them, but why do we need to do that at all?! It's absurd! They ticket you and you pay them off, but there isn't any money in this game anyway, so what's the point of it? It's just time consuming. Again, an admirable idea that wasn't executed well. That is a continuous trend in this game, good ideas gone bad.

     The only saving grace in this game is its story and its cinematics. They are engaging and very entertaining. If you can muster the energy to play through the actual game itself and get to the cutscenes, I applaud you. It's a laborious game because of the busted gameplay mechanics. A game shouldn't be this frustrating. In the end, Mafia is a mess, and it's a shame. It could have been great, but to its credit, it has a few good qualities, but you'll be hardpressed to find them, I know I was. Mafia is rated M for Mature, but it's more like it is rated M for, "Man, this game is a chore."

-Kurt L.

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Posted by ethosreviews at 10:27 AM EST
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4.3 out of 5
Now Playing: The Elder Scrolls III: Morrowind (2002)
Topic: XBox

     Role playing games, or RPG's are they're more commonly known are undoubtedly one of the most popular of all the gaming genres. Over the years, as gaming technology has gone through upgrade after upgrade, so has the RPG. Known for their epic stories that take players to world far more interesting and unique then our own, the expansive nature of the genre allows game creators to explore the limitless possibilities of their own imagination. A prime example of what an RPG can be is the Elder Scrolls III: Morrowind for the Microsoft Xbox and PC platforms.

     Around the time of its release, few people ever heard of the Elder Scrolls. When most people think of RPGs, they're first thought is usually the Final Fantasy genre, which is respectively (yet arguably) role playing perfection. But, being Final Fantasy are story driven linear experiences where the player is confined to simply taking on the role of a predetermined character. This is where the Elder Scrolls III: Morrowind makes a drastic change for RPGs. The Elder Scrolls III is a completely immersive role playing game. Each player begins their adventure by creating their own unique character from a decent list of races with their own unique abilities, choose skills that cater to the player's liking, and then players are free to do whatever they please in a truly beautifully crafted open world environment. Quite a big change from the constricting design of most RPG's, no?

     The Elder Scrolls III: Morrowind is a very story driven, yet free roaming game. Upon completing the character creation process, the player is given the start of the main chain of quests that will advance the story. One could complete this main story from start to finish, but it would be a difficult task being your character wouldn't have gotten the chance to level up. This is where the unique quality of the game truly shines. Instead of simply playing the game's main story, the Elder Scrolls III encourages players to explore the world they've been literally thrown into. Players can join guilds such as a Fighter's Guild geared towards melee combatants, Mage's guild that favors magic users, Thieves Guild for stealthy rogues, and even Assassin's Guilds for those with a true blood lust. Each of these guilds has their own story line, and numerous quests to complete. These quests bring you around the world, help you earn gold, and season your skills so you can advance your level. These guilds aren't a requirement, players can freely roam the world and still progress their character, and there are plenty of other side quests to tinker around with. The concept of choice is really the main focus of the Elder Scrolls III: Morrowind's play style. The game is yours, and its progression is completely up to you. If a quest is too hard, or you don't care for the guild you've associated yourself with, the player can simply move on to something else.

     Another interesting twist to the Elder Scrolls III is the game mechanics. The Elder Scrolls III: Morrowind successfully combines two gaming perspectives, a third person view and a first person view. By pushing in the right thumb stick, players can switch between the two. While roaming the world someone might prefer staying in third person but quickly switch into first person perspective for combat. Both third person and first person views have their own pros and cons. Combat is much easier in first person, but the player misses out on some character animations. The opposite can be said for third person, combat is tougher, but you have the character animations. Although admittedly, the character animations are a bit on the blocky side. Character movements are stiff while walking and running, and combat animations basically just stick to hacking and slashing. It is a stark contrast to how detailed and truly beautifully rendered the environment of Morrowind is. In terms of setting, and background graphics the Elder Scrolls III is easily one of the best looking games offered for the Xbox. The attention to detail and variety of landscape are impressive. The land of Morrowind itself is also very large. The Elder Scrolls III is by no means a short game. Players could easily spend hours exploring their new world. Getting lost in Morrowind isn't uncommon, although it can be frustrating at times, is part of what makes the game so fun. The Elder Scrolls III has an in game map to help players find their way, but the game is also packaged with a hard copy of the map that shows Morrowind in complete detail. It actually comes in handy when trying to find locations that you haven't uncovered yet, and is a time saver when trying to complete quest.

     The game's voice work is dare I say, hit or miss. Although there is voice acting in the Elder Scrolls III, it is incredibly limited. Only a few main characters have fully vocalized lines, while the majority of the NPCs players will encounter will only have a few lines at their disposal. Only one male and female voice is available for each race, so when a character does speak there isn't much in the way of variety. Overall, players will be reading their quest objectives and character conversations. This is by no means a bad thing, in fact I feel it gives The Elder Scrolls III a more novelistic quality, but undoubtedly some gamers may be turned off by the lack of voice acting in an Xbox game.

     I could continue on for hours about the Elder Scrolls III being there is so much to cover about this outstanding example of what an RPG can be, but in the end each player must do as the game intended and explore it themselves. The Elder Scrolls III: Morrowind received over 50 awards, including a game of the year title. It is by no means a game that should be forgotten. The Elder Scrolls III is nothing short of epic, and is easily one of my favorite games offered on the Xbox.

Written By RB

Over and Out

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Posted by ethosreviews at 7:46 AM EST
Updated: Wednesday, 3 February 2010 11:19 PM EST
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Monday, 25 January 2010
Ethos Video Review
Now Playing: Console Review: Super Nintendo
Topic: Super Nintendo (SNES)

    

     This is the first ever Console Review! Take a look into the past with the Super Nintendo Entertainment System and revisit the 16-bit era. Thank you for watching and enjoy!

https://www.youtube.com/watch?v=xMQhatAXBAc

-Kurt L.

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Posted by ethosreviews at 9:10 PM EST
Updated: Monday, 25 January 2010 9:21 PM EST
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Saturday, 23 January 2010
4.1 out of 5.0
Now Playing: Contra III: The Alien Wars (1992)
Topic: Super Nintendo (SNES)
    

     Contra - a name synomonous with gamers everywhere for gut-busting, in your face, over the top, uber fun ACTION! For decades now, Konami has been producing plenty of exemplary Contra games for the respective consoles of the times, and they have always shared that one mantra - Contra is action! There was the legendary original Contra for the NES, and that was a great, great game of epic proportions. There was the lesser known Super C, but still another fine game, also for the NES. And again for the NES, there was also Contra Force, which honestly I haven't played because it has been hard to find. However, in 1992, the kick-butt franchise exploded onto the 16-bit Super Nintendo with Contra III: The Alien Wars.

     From the gecko, this game looks and plays great. The graphics, like many SNES games of its time, showcase the power of the systems visuals. They are very well detailed with a post-apocolyptic atmosphere, along with several scary looking alien bases. Everything looks far better in this game than it did back on its NES counterparts, to no surprise, as this system has literally twice the punch. Each level looks distinct, and no two areas look alike. The bosses are also supremely detailed, and some of them are downright horror shows. Contra games have always been known for their truly vile looking hellish bosses, and this game provides many more examples of that. Needless to say, this game pleases the eye.

     The gameplay is crisp, and the heroes in this game are much more dyanmic this time around - they can carries two different weapons, and by pressing Y, you can cycle through them. Also, if in a bind, press L and R together, and then the shoot button, and your character does a wicked somersault while shooting both his guns at once - it kicks a lot of butt. Also, your heroes can climb up the sides of some walls, and hang on girders and wires. This adds to a great variety in the gameplay - and it also makes for some really cool boss battles where you gotta swing and climb from and to different places to avoid being attacked.

     And now to the point to "avoid being attacked"...it's near impossible. This is easily the most difficult game I've ever played in recent memory. Yes, Contra games are known for their intense difficulty, but there is absolutely no stopping Contra III. It is ruthless, and ultimately relentless in what it throws at you. I had always thought that those Metal Slug games were the most difficult over the top action side-scrollers, but Contra III tops them. This isn't to say that the NES Contra games were easy - they were hard too - but by comparison, they are at least managable. Thankfully, like the NES game, the famed Konami Code returns where you can enter a series of buton-pushes on the title screen and get 30 lives, and you may just need every single one of them! Sometimes I felt this game was unfairly hard, especially in the last level, where it just seems to have one boss battle after another, but, you know what? This should definitely appeal to the hardcore gamers out there, because it brings the highest of challenges, and some people, not the faint of heart, are down for it.

     Another leveler of the difficulty is the option to lower or raise it. On the option menu, you can choose "easy", "Normal", or "hard." I don't know who would want to punish themselves by playing on "hard." I played on Normal, and even Normal was HARD! To be perfectly blunt, I played Contra III with my Game Genie on and beat the game with unlimited lives, and even with that huge handicap, I still felt like I was going to run out of lives - you simply will die that often! However, like I had said, there are some gamers out there who are surely better experienced with such an extreme challenge, thus they would get a huge thrill. But I must say, depsite the fact that I was basically cheating with my Game Genie, I still had loads of fun playing through this classic SNES title. It was utterly thrilling, and I'll be back for some more (maybe on Easy this time, without Game Genie!).

     This game is a great experience, but unfortunately, it is a rather short one. It is only 6 levels long, and no, it doesn't need to be a 20 level onslaught or anything like that, but, the NES game had 8. However, the six levels are fairly decent in length, but two of them are top-down view stages (similar to the Base Levels in Contra for NES), where you run and gun through a bombed out street or dessert. These stages are unique, but aren't quite as compelling as the side-scrolling stages, however, they do showoff some impressive Mode-7 SNES techniques and have some cool controls (the L & R buttons rotate the camera view for instance). I felt that the game should have been just a bit longer, about 8-10 levels, and any added levels being side-scrolling ones, because that is Contra at its best.

     Overall, Contra III is a fantastic experience on the Super Nintendo. Yes, it has an incredible challenge, and if you're up for it, then by all means, go in guns blazing! However, it is fairly short, but, the action never stops, and it thrills from beginning to end. I personally still prefer the original Contra for the NES, just something about that game I liked better. That isn't a knock to Contra III, because it is really awesome as well. I reccomend playing it for sure, and if tracking down an SNES cartridge for it fares to be a difficult venture for you, then it is also avaialble on the Wii's Virtual Console - but be forewarned, you can't use Game Genie!! - ah, like you folks will need it! Go give 'em hell! And one more thing, this game, like any NES Contra game, Contra III should definitely be played with two-players, though it is still a blast of course as a solo adventure. Either way, go in there and kick-butt! Just don't forget about that Konami Code.

-Kurt L.

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Posted by ethosreviews at 10:21 AM EST
Updated: Saturday, 23 January 2010 11:09 AM EST
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