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Ethos Video Game Reviews
Wednesday, 10 February 2010
3.0 out of 5.0
Now Playing: Sonic 3D Blast (1996)
Topic: Sega Genesis
    

     The Sega Genesis was home to some of the most true classic Sonic games that the industry has ever known. Sonic the Hedgehog 1, 2, and 3, were all bonafide classics in every way possible. Sonic & Knuckles wasn't far behind either, as it was another solid entry in the series. There were a few spin offs of the main series of games as well, including the mediocre diversion Sonic Spinball (previously reviewed here on Ethos). In 1996, released on both the Sega Saturn, and the aging Genesis, was Sonic 3D Blast. It was a psuedo spinoff of the series, but still held on to some of the core gameplay concepts, but at the same time, was a radical even drastic departure from the rest of the main games in the franchise.

     The version I am reviewing is the Genesis version, and by the time of its release in '96, the system was, as another critic put it, "decaying." I couldn't have picked a better word to describe the state of the system at that time. The Super Nintendo had won the Console Wars of the early to mid 90s, and the embattled Genesis already had two failed peripherals under its belt with the 32X and Sega CD. The Saturn was already well into its run, albeit a struggle. The Playstation was out and becoming a powerful presence in the market. Jaguar had came and went. And the Nintendo 64 was just on its way, so the Genesis was indeed decaying.

     As for Sonic 3D Blast, it's a decent game. At first glance, it can be very odd, but when given a chance, it really isn't that awful, but it lacks a lasting appeal. The game lacks the super speed that the franchise was known for, and rather than side-scrolling amazement, the game favored something of an isometric 3D perspective. The graphics are average, but pale in comparison to the earlier iterations of the franchise. The Saturn version of 3D Blast, at least in accordance with some screenshots I've seen, is far superior in every possible way. While the visuals are reduced, they are rather colorful and really aren't that bad on the Genesis. However, the brief opening cinematic is hideous by today's standards, but I guess was nice in 1996.

     As for the isometic 3D perspective, take a game like Super Mario RPG: Legend of the Seven Stars, for the SNES. It is one of top ten favorite games of all time, it too was released in 1996, and with an isometric 3D view, yet somehow the control and movement was so much more fluid. And that is perhaps the biggest drawback to 3D Blast - the controls are very clunky. They do take some getting used to, but are generally not very sharp. You'd figure by '96, control in a isometric game would be perfected, considering Mario RPG had such sublime control.

     As for the gameplay itself, if you've ever played Snake Rattle N Roll for the NES, you'll feel this game to be quite similar. The object of the game is to go around, jump on enemies, and catch the little Flickies (little birds) that were trapped inside, and then bring them over to giant ring at a set point in the level and the Flickies are released, bringing you to the next level. This is essentially the whole game, and the levels can become rather tedious and repetitive. The tedium also leads to single levels being a little too long, and that's a drag, but things move quicker once you get a good hang of the game.

     While the game lacks much of the typical Sonic staples like speed, it does have all the trademark sound effects in all their glory - from the rings, springboards, the spin dash, jumping, etc., all the sounds are there. The music in the game is also rather charming, and does not disappoint.

     Overall, Sonic 3D Blast is a flawed game. It lacks depth and speed, and the latter is a Sonic staple. With its clunky control, and grid-like isometric level design, it's something of an oddball. However, it is not a bad game. It is definitely a playable and enjoyable experience if you can look pasts its shortcomings. There are far worse Sonic games out there, and I would certainly not consider this one of that bunch. It is indeed on the middle tier of the Sonic franchise.

-Kurt L.

______________________________________________________

    


Posted by ethosreviews at 11:19 AM EST
Updated: Wednesday, 10 February 2010 12:13 PM EST
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Tuesday, 9 February 2010
4.3 out of 5.0
Now Playing: Sonic the Hedgehog 3 (1994)
Topic: Sega Genesis

    

     Following the major success of Sonic 2, Sega released the third in the blue-blur's franchise - Sonic the Hedgehog 3. By 1994, the Genesis was becoming embattled by the Super Nintendo, and made several attempts to mainteam strength in the market by releasing such bombs as the Sega 32X and the Sega CD. Both add-ons failed miserably, and the Genesis would carry on, much better off from a gaming standpoint, on its own. So, with Sonic 3, Sega tried its hand again at making another successful flagship game, and they absolutely succeeded. Competition in '94 was tough with games like Super Metroid and Donkey Kong Country being released for the SNES.

     Sonic 3 is better and more expansive in many ways over its predecessors. The gameplay is just as fast as the previous entries in the series, and certainly blows Sonic 1 out of the water in terms of pure speed. It also featured some of the most stunning 16-bit graphics on the Genesis, with grandly detailed backgrounds and foregrounds, popping and dazzling everywhere along the way - a pure treat for the eye. Sonic himself is armed with a few new tricks up his sleeve as well. I always felt he was a fairly vulnerable protagonist because he didn't have much in method of attacks. Well, here, the Spin Dash returns from Sonic 2, but also, Sonic has what I believe is called the "insta-shield." When you jump with Sonic and tap the A button again, a little force field erupts around the circumference of Sonic that can defend you against enemies as well as defeat them. It's incredibly handy, and makes the hedgehog all the more dynamic.

     In addition to this "insta-sheild" are powerups as well, which was a first for the franchise. Yes, Sonic still has the chance for invincibility and whatnot, but now, he can also power up with a fire sheild, an electric shield, or a water bubble. All are helpful in their own ways, and are such a natural fit in the game - I wonder why they didn't exist from the start of the franchise? Anyway, the shields are great and are very helpful along the way. The fire shield can allow Sonic to become a fireball, the electric shield shoots out sparks as well as magnetically attracting rings, and the water bubble can have you bouncing upside down, and also make you invincible in water levels, so that you don't have to search for air bubbles! THANK YOU SEGA! Seriously, one thing I've always hated in Sonic games is the fact that you can't breathe underwater! I've always hated Sonic water levels because of that! Mario can breathe underwater, so can Mega Man, so why cant Sonic? I must digress. Though, if you lose your water bubble, then the hassle of breathing underwater returns, so, good luck.

     The level design in Sonic 3 is once again impressive. They really are a marvel to behold, and that goes for all these early Sonic games. More so than ever, they are so vast and complex, I can't make head or tails on how to begin even mapping such intricate stages, but, they are great, and again, the graphics are amazing - best yet in the series.

     Some other worthy features are a Save Option, which is another big plus. And also, you can have an option from the start to play as Sonic, Tails, or as Sonic & Tails together. I'm so glad they gave you the choice this time, as Tails is just incredibly annoying, so I pick Sonic solo every time, the game is much better off that way. I've heard Tails can save you when in trouble by switching off to the second controller, but I can't comment further about that since I haven't tried it - I try to avoid Tails at all costs. Also, this game also marked the debut of Knuckles the Echidna, but he was Sonic's rival here.

     The gameplay in Sonic 3 is again top-notch. But as the series has grown to even greater heights in many other aspects, there were a few drawbacks here. The levels are quite long for the most part and rather challenging, but that is a good thing, as you are getting a good amount of game here. But there are a few too many cheapshot hazards in your way, things that will suddenly pop up and disrupt the flow of action, causing you to either lose your rings or die. It's a little disconcerting, as this was not as evident in Sonic 1 or 2. It wasn't as prevelant in Sonic 3 as it was in Sonic & Knuckles, released also in 1994. In Sonic & Knuckles, there are tons of nuiscance hazards, but that is also still a very good game.

     A quick word about the music - it's awesome. The soundtrack, like all Genesis Sonic games, is incredibly memorable.

     In the end, Sonic 3 completes a great trilogy of Sonic games that stand as the best in the franchise - by far. After Sonic & Knuckles, the original charm of the Genesis games was lost in the newer games, especially when the series made its leap to 3D. Sonic 3 is a terrific game with all the fixins - great gameplay, music, graphics, tight action, and replayability. Is it better than Sonic 2? Well, that is a matter of opinion, as it is better in some ways, but I think for me, Sonic 2 edges it out by just a smidge. I highly recommend Sonic 3 - it is an exemplary example of Sonic gaming.

-Kurt L.

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Posted by ethosreviews at 9:33 AM EST
Updated: Tuesday, 9 February 2010 10:20 AM EST
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Saturday, 6 February 2010
2.9 out of 5.0
Now Playing: The Black Bass (1989)
Topic: Nintendo (NES)
    

     When you think of the Nintendo Entertainment System, most people usually associate games like the Super Mario Bros, or the Legend of Zelda. A fishing oriented game generally won't come to mind, even in modern gaming fishing isn't exactly the formula for a hardcore experience. Regardless of that fact, fishing games are out there, and The Black Bass for the NES is one of them.

     The Black Bass is a very simple game, the entire idea is to catch as many black bass as possible within the process of an in-game day. Sounds easy enough, right? Well, it is and it isn't. Players begin their game by selecting either being a ranked player, or a beginner. Although, most time players will be selecting beginner since being a ranked player requires a lengthy password from a previous game. I don't know about you, but I never could be bothered with those ridiculously long passwords no matter what the game was. Anyway, after starting their game players are free to boat around different locations in hopes of hunting down that elusive black bass. Location is key being bass like certain conditions, failing to hit the right spot will result in you reeling in a rainbow trout, or some other undesired fish . Selecting the right lure is also key for your location, and there is a good selection and colors to choose from. Some combinations are obviously better than others, and it is up to each player to figure out how to use each lure to attract a fish. These elements work well while adding a bit of realism to the game, and being The Black Bass is on the NES, that's impressive within itself.

     Once you've found your perfect location, selected your lure, its time to get your big hat angler doing his thing. Players will use the A button to power up their cast, and by hitting A once again at the precise moment the cast meter becomes full will send the fishing line as far as possible. Casting to far to either the left or right will cause you to lose your lure. You might also get your line stuck on a rock, or weeds depending on your location, but by hitting A and B together will automatically reel the line back in. After the line is set in the water, players will have to actively attract a fish if there is any chance of catching a fish. Simply pressing A will reel in the line, which will be a complete waste of time. Instead, by using the D pad you can manipulate the lure. For example, if you are using a Red Frog lure, you can give it a more life like movement in a swampy area to attract a fish. Consistency and pace are key to entice the fish to bite, but once their hooked the fight is on. You'll have to reel in the line by using A, and guiding the fish around obstacles with the D pad. This can be a very frustrating task, being the line can break if you fatigue it too much. You are alerted to this by a frantic beeping, and you must back off reeling in for a short while allowing your line to recover. Sometimes, it seems no matter how long you wait every time you try to reel in that frantic beeping continues, and shortly after the line is snapped. Also, while you wait the fish may start to dive deeper into the water. As this happens, the fish may break the line and get away with the lure. A lot can go wrong, but having a fish hooked is exciting while the threat of losing it looms in the back of your mind. Actually reeling it in all the way is accompanied with a genuine feeling of success. Catch enough Black Bass between sun up and sun down, and you'll move onto a different location. There the process continues, and the fishing gets even harder, that's right harder. I guess that's why they call it fishing and not catching, am I right? Eh...

     The Black Bass's overall presentation is pretty bland, and that is due to in part by the graphical limitations of the NES consol. Level design is often just getting a glimpse of the fisherman, a small lure, and a blue body of water. While some areas have a bit more detail, there really isn't a whole lot to see in this game. An approaching fish is just a black fish shaped blur in the water, and once its hooked that black fish shaped blur becomes a colored fish shaped blur so players can identify what kind of fish they have on the line. To put it bluntly, its ugly to look at. There are a few musical themes in the Black Bass and they repeat constantly. Although they aren't necessarily bad, and at first are even enjoyable, they can start to grate on your nerves after awhile. But that is common in NES games, and one player's opinion of the themes may vary from another.

     Fishing on the NES was an ambitious move to do something different. It is apparent that an attempt to make a good game went into the Black Bass, but for the age bracket the NES attracted, fishing wasn't something many kids would sit and play for hours on end. Game play and poor presentation can cause plenty of frustration, but finally reeling in the big one is truly rewarding. This game isn't for everyone, and as a whole doesn't really stand the test of time. But if vintage fishing games interests you, well the Black Bass is right up your alley. For the rest of us, I'd recommend actually going outside for fishing.

Written by RB

Over and Out

_______________________________________________________


Posted by ethosreviews at 1:49 PM EST
Updated: Monday, 8 February 2010 8:12 PM EST
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1.5 out of 5.0
Now Playing: Dash Galaxy in the Alien Asylum (1990)
Topic: Nintendo (NES)

     Dash Galaxy in the Alien Asylum - ever heard of it? Either did I until fate dropped it into my mailbox. This game became part of my collection purely by accident. A while back I had discovered this vintage game website online and ordered some NES games from it. However, this gaming website, which shall remain nameless, sent me Dash Galaxy by accident instead of Dr. Chaos, which is what I actually ordered. Fortunately, the rest of my order was correct aside from this one blemish. I wasn't upset or anything by it either, it wasn't a big deal. Eventually I did get Dr. Chaos, but that game turned out to be rather lame unto itself anyway, and I ended up trading it in elsewhere. So, as fate would have it, I am the owner, but not a proud owner, of Dash Galaxy in the Alien Asylum. This game was totally alien to me, and I played it. And I replayed it again recently for review purposes, and it was indeed an experience that does not make me proud, but ashamed.

     The game is essentially broken up into two primary game types. There is a puzzle solving section where you get an overhead view and must push these large blocks or use bombs to blow them up to find the right doorway. And then once upon entering one of those doorways, you are treated, or mistreated, to a platforming section where you collect various items and whatnot while avoiding enemies, and if you get hit by them, you lose oxygen (which acts like a life bar). Dash Galaxy is basically a tale of two games, the puzzle section is actually pretty clever, but not particularly compelling - but, I must say, if that were the entire game, it might actually be a good game.

     The platforming sections, where the game turns into a traditional side-scroller, is horrible. The controls are clumsy and terribly sluggish. The jumping is awkward and unresponsive. What I don't like is how Dash actually moves: first when you press forward he just walks, then after a few seconds he'll then jog, and then with enough room, he'll run. Why? What's the point of that? Trying to make a jump from one platform to the other becomes very annoying if you don't leave yourself enough room to charge up your running - which you just shouldn't have to do in the first place. In any good game like Mega Man or Castlevania for instance, you can just jump from one platform to another without any issue, but in Dash Galaxy you are subject to this trial and error like experience, and how could a platforming section of a game be messed up when it is such a simple fundamental of NES games of the time? You'd think by 1990 when this game came out, developers wouldn't make such awful games, but, this here stands as an example of poor execution. And another quick note, unless you somehow find some bombs, there seems to be no way to fight oncoming enemies in these platforming sections, so trying avoid them with these horrid controls is not fun.

     I give the game a little credit when you jump and float in the air a little bit, as to imply perhaps a sense of gravity, because it apparently takes place in Outer Space somewhere, but, it's unnecessary, and it doesn't make the game fun. Since the control is already so busted as it is, having any other additions is simply superfluous.

     The music is the game isn't bad either actually, so I certainly give it that. However, that won't salvage this game. The graphics are a coin toss too. On the puzzle sections, they are clear and vivid, and on the platforming sections, they are hideous, and Dash himself looks practically like a glorified stick figure - there's no excuse for that.

     So as fate would have it, I was somehow destined to play Dash Galaxy in the Alien Asylum, and I must say, what a disappointment it was. If only this game existed as a puzzle game, it would have been good, otherwise, it's a disaster. Before receiving this game by accident, I had never heard of it. Frankly, I was better off because sometimes ignorance is bliss.

-Kurt L.

_____________________________________________________


Posted by ethosreviews at 9:43 AM EST
Updated: Saturday, 6 February 2010 10:24 AM EST
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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.

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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

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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.

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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.

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Posted by ethosreviews at 9:17 AM EST
Updated: Friday, 29 January 2010 10:05 AM EST
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