79 reviews liked by Berny23


Fun game that I still have the box for I believe. Also go watch the cutscens for this masterpieces on youtube now. It is excelent acting compared to these "disney" fan films that have come out over the last few years.

I always seemed to get lost in the sandbox aspect of the game and never got around to finishing the story, but today I finally finished the game in its entirety. This game is and always will be one of my favorites due to nostalgia but also for it being a product of its time. The physics and AI still rival and even outperform most games being released today. Now onto another GTA 5 playthrough :)

Like with After Burner, I had practically forgotten about the Space Harrier series shortly after I had checked out the original game, which is a shame too, because I had a great time with that game when I played it. The game itself wasn’t all that complex or interesting, and it was pretty short, but like with After Burner, it kept things exciting with its blinding speeds and constant action, fun gameplay, and challenging scenarios which were pretty satisfying to overcome. It’s too bad there weren’t too many other games in this series that were released after the original, but there were a few, so I figured it’s about time I got to playing another one by completely ignoring the weird 3D one and moving straight onto Space Harrier II.

Unlike the original Space Harrier, this one was originally released exclusively for the Sega Genesis, made to be one of the launch titles released for the system right alongside others like The Revenge of Shinobi and Altered Beast, and when you learn that little tidbit of info about the game, you can pretty much figure out what you are getting into with this game. While a good number of these launch titles were original games, games like Golden Axe and Ghouls ‘n Ghosts were pretty much just home console versions of their arcade counterparts, so in many ways, Space Harrier II is essentially an at home version of the original game. It does feature some new elements, some that improved upon some small issues that the original had, but it is pretty much just the original game, except worse, to the point where I can only say it is ok and nothing more.

The story is as basic as sequels get, where Harrier gets a distress call from the 214th sector of space, and when he goes to investigate, he finds that Fantasy Land is being taken over by evil creatures once again, so it is to him to set off on his own to take them all out, which is an alright story, not doing anything new or exciting from the original, but it is a sequel to an arcade game, so I would’ve expected nothing less. The graphics are pretty good for a launch title, looking close enough to the arcade game’s graphics, but with an obvious downgrade in terms of both the animations and general visuals, the music is pretty good, having plenty of good tracks to listen to while blasting robots in the face, but nothing that leapt into my ear and decided to stay there for the rest of the day, and the gameplay/control is identical to that of the original, to the point where you wouldn’t be blamed if you just mistook this game for being a downgraded port of the original.

The game is a 3D rail shooter, where you take control of Harrier, go through thirteen stages through various very-similar lands full of dangerous baddies, dodge plenty of obstacles and enemy fire as you are flying forward at the speed of sound, shoot down as many things as you can, living or otherwise, while watching that score of yours soar higher than you ever thought it could possibly go, and take on plenty of bosses that have such mind-boggling tactics to beat such as shooting them in the face and… waiting a bit, and then shooting them in the face. Any veteran Space Harrier players (all two of you) will be all too familiar with this gameplay style, and be able to jump into it all too well, even if it will most likely make them just want to go back to the original game.

When this game is practically identical to the original, I mean it, as if you take a look at both of them side by side, you can barely tell them apart. This isn’t limited to just the visuals either, because nothing is changed about the gameplay at all, which can be good for those who just want a version of Space Harrier they can play at home without needing some 3D glasses, but it could be disappointing for those wanting some more out of the sequel. But hey, to the game’s credit, it doesn’t feel like a complete repeat, because it does improve on one aspect of the original game: the bosses. There were a good handful of bosses to take on in that original game, but a lot of them were repeated throughout the game, making them not as exciting to get to and take on. Thankfully though, with this game, not only are most of the bosses unique from each other, but a good handful of them do incorporate some challenging scenarios to overcome, which I did enjoy taking down. There is only one boss in the game that you have to take on again (aside from something I will mention in a second), which I am pretty grateful for, and thankfully, the boss that does get repeated is simple enough, so it doesn’t take too long to get through that.

If that doesn’t interest you at all, then I wouldn’t say anything else about this game will. Not only is it basically a worse version of the previous game, but it still has all of the same problems the original game had, such as being extremely repetitive and how the last stage is just a boss rush, even though there REALLY didn’t need to be one. Also, one other thing that did get on my nerves quite a bit with this game in particular is with the frame rate. I’m not the kind of guy that really tends to complain about frame rates in games unless the downgrade is pretty noticeable, and you can definitely see that with this game, as it is chugging along the most of the time, unable to handle a lot of what is going on on screen at once. Obviously, this was gonna be the case no matter what, given the limitations of the Genesis, but it is still something to point out just in case you wanna try this game for yourself.

Overall, despite having more boss variety and keeping the fun gameplay in-tact, Space Harrier II is pretty much a nothing sequel, doing nothing to make itself stand out as better or more original compared to its predecessor, and giving you no reason to check it out when the original is already accessible and readily available for people to play. I could only recommend it for those who LOVE the original game, and just want nothing more then just to play more of it, but for everyone else, you are much better off just playing the first one only, and nothing else from there. It’s no wonder why this series never managed to continue after the second game, only to be brought back for some obscure arcade spin-off game after a decade of nothing…………… although, now that I think about it, if there ever was a modern-day reimagining or remake of the original Space Harrier, that would be pretty cool. I’d be all over that shit, so Sega, if you are looking to revive any more of your dormant IPs, this one is just begging for another chance.

Game #547

Somehow a random dude's closed beta key got into my email as it did with many others and I could get a peek at this game. I don't even know why I signed up for beta.
Optimization is kinda rough at this point, which is fine because it's still in closed beta.
There are few cars and few tracks and gameplay is kinda hard, I know this game is striving to be the most realistic car game and it is the reason why I struggled to drive the cars. I just want to wreck some cars in a derby.

Not that I would know but according to the others, it's fun with friends.

Ever since the Black Parade released to marvelous acclaim hitting Moddb’s mod of the year for 2023. I couldn’t help but ask myself “Is Thief good?” In an effort to see if the game holds up, I decided to start with the first installment before I inevitably reach the mod down the road. And I must say after 28 hours on expert difficulty. Thief Gold(Thief 1/T1) by Looking Glass Studio. Is a dark, thrilling, and fulfilling experience in reigniting all the checkmarks I like and love in the stealth realm. And I am glad to be back in the genre once again. From my days in Metal Gear, Syphon Filter & Old Assassin’s Creed.

Originally called Thief: The Dark Project. The gold edition adds three new missions to deepen the plot and five new enemies. Edited original missions with a slew of bug fixes. So this feels like a definitive edition. Although I did have to use several mods I’ll detail later on to bring the game up to modern standards.

The premise is simple and you control a single character Garret who is a master thief. With no special powers whatsoever. His days from being a homeless orphan were discarded long ago since he joined a secret order. Years later he leaves and decides to make it on his own. Delving into the path of thievery without remorse to fulfill his greed for money. He is ambitious, selfish, cynical, and an untraditional protagonist. All qualities I don’t like at all for a main character and yet by the time the end credits are rolling, I am very tempted to head right into the sequel to see what’s next in store for him.

Worldbuilding is subtle, dark, and strangely yet fittingly humorous at times. A mix of middle ages, dark fantasy, and on the cusp of an industrial revolution. With lore dropping from scrolls and conversations between guards during their breaks. Offering vital gossip on the citizenry, complaints of co-workers, and my personal favorite lore stories and convenient tips/hints that may connect to the main cast. A method to reach a previously unassailable location. Secrets will be revealed unintentionally and a good eavesdropper should without hesitation use it to their advantage to maximum effect. G-man will also monologue amongst himself and will at times drop interesting commentary during work. Usually comments like being dumbfounded or witty responses to abrupt changes in objectives. A nice change of pace from the otherwise silence permeating while you lurk in the shadows. Parchment readings and books offer insightful lessons and teachings from the factions of Hammerites and the Pagans. Both believe in their gods in a way bordering unhealthy zealotry and are at odds with one another. The supernatural elements took me by surprise many times. Spells, incantations, and rituals are fitting. Inducing a mystical wonder beyond the medieval. Zombies, ghosts, and malformed supernatural creatures are here to stay. Oh, and bugs like mutated spiders I didn’t think were a threat had me running away once I caught sight of them. Seriously, how can they jump so high and shoot acid!? Machinery such as factories, smelting tools, and items with a steady supply of lava provide their citizenry with new forms of artificial light instead of the traditional natural fire to illuminate surroundings. Creating an interesting level design throughout, a blend of medieval housing full of conventional bricks, wooden planks, and pavement with the power of adopting steel into the surroundings.

Quite ingenious for a stealth-based gameplay approach back in the old days. Erase approaches such as shooting from afar with guns or tasing anyone to oblivion. The game operates on a mission structure. Before a mission starts you are given a briefing of the events prior, a chance to buy equipment using gold earned from a prior mission, and a handy, but vague map. Embarking on a new place in the City at various times. Always looking forward to a new place to see the sights and steal whatever I can of course. Sometimes your goals will change during an operation. Good o’l no plan survives contact with the enemy is important to keep in mind. Therefore, caution is advised when conducting skullduggery. But hey Garrett has immensely useful tools to help. No stamina gauge when swinging weapons. Innate ability knocking a bow and arrows. The blackjack is easily the #1 most useful weapon. Capable of one-shotting nearly every enemy into blissful unconsciousness. They never get back up despite hours passing by too! You can move them into shadowed areas preventing patrols from encountering them and thus initiating an alarm at a whole base. Arrows dipped in fire, water, gas, and rope are likewise vital in completing a task. Blasting creatures with fire is like launching a missile capable of damaging multiple enemies. Water aids in dousing torches causing the light in room/s to darken and therefore allowing one mistah G to conduct his activities in better stealth mode than dressing up like an orange ninja from a shinobi world. Gas is powerful. No not fart ones, these kinds if launched correctly can take out groups of enemies into dreamland. Vital when being chased by a horde of angry guards…

Additionally, the rope arrow single-handedly changed my whole experience. Making me think outside the box. Reminds me of using the GLOO gun from Prey and applying the weapon to reach places I wouldn’t otherwise be allowed to exploit regular means. The cable, by comparison, allows one to hit any wooden surface dropping a decent length of string. Becoming instantly available for climbing. As a result, you can traverse higher elevations. Furthermore, one can retrieve their shaft if applicable to re-use once again making the tool highly versatile in nearly any sticky situation he’s subjected to. Trust me you’ll need it when you're at a rock and hard place with nearby zombies closing in on your position with nowhere to run except upon checking your surroundings a wooden beam is above. Maybe a handy tool would surely be useful now.

Level design in every assignment is intricate, maze-like, and deep. Displaying an awesome sleight of hand in the dev’s works to craft initially simple environments then suddenly catching me off-guard by transforming into a large several corridors and passageways leading a lost one into a room full of secrets. It is deep and chock full of hidden areas that can be unlocked from levers, switches, and cleverly tucked away corners. Intrinsically linked in the environment. Delivering a cool verticality and thorough ‘puzzle-like’ solving when applicable. The start of any new venture won’t be the same to some extent in the end portion upon completing all your objectives. You will see sprawling organized streets and then hit unfamiliar ruined suburbs and towns. Dive underwater and emerge in desolate gray caves emerging into a facility of machinery mixed with stone masonry. Similar, but different to how dungeons are made from a certain Zelda series. Full of traps, few floors, and twisting passages that can be confusing to any newcomer unused to the design. One of my favorites is encountering an awesome Pixar-like ‘room’ essentially allowing me to venture inside and somehow escape replicating a [T$%] Story-like design. Someone at Looking Glass has good taste being inspired by the 1995 film huh. And to think this was an optional target I could’ve missed. I. Am. Amazed. Sure the rest of the content isn’t filled to the brim with cool sets like those, but to a degree, they offer a unique hodgepodge of interesting locales to wonder and gawk at least. As a newcomer coming into the series I did not expect at all to admire the sheer size of these levels. Some are more subtle in ways before a certain fire nation attacked delving into the mysticism of earth, wind, and water extending the dev’s creativity to their utmost limit. The elements become more profound and are used intricately as I delve deeper into the endgame. Changing the propensity of manmade structures into natural habitats. Surfaces of the earth and elevating platforms in one section demonstrate the move from traditional simple human paths to complex passageways. Can be confusing at times, but hey remember! You have a handy compass and a map too! So all is not lost. A master thief enjoys establishing their path forward through balanced platforming and embracing the wonders of being lost in the thrill of discovery.

Hell the power to jump provides excellent mobility in areas and the level design pays off in spades demonstrating to great effect. For example, Imagine facing a fort with no possible entryway. Ok well, let me go around to see for any wooden roofs or beams. Voila, there is! Shooting a rope arrow then. I climb and then acrobat onto the rampart. But wait, the door is locked inside! Hmm. The new plan is to head to another rooftop and get inside from there. I climb to the nearest rampart point then give myself a boost and ledge grab my way onto my destination. Successfully entering with no one aware. The ledge grab is super satisfying to enact every time. Although I quickly save before I launch myself just in case I fail. Yet holding the jump button is easy to maneuver and painless to execute.

Almost delving into the point of frustration at times, yet never truly becoming mad to the nth degree I wanted to throw my controller. Perhaps due to the save at anytime system in place making retries quick and painless. It is a relief to operate an easy system to retry failed attempts since most levels are so large. Not an open world at all. Garrett conducts most of his missions at different new locations within the metropolis, which we can explore without a time limit. And there’s always something new to look forward to. I ventured into a manor to steal a scepter. Dived into the pits below to enter hidden caverns and reach a prison facility. Sought treasure in abandoned ruins, boldly stole a precious item between two thieves' guilds, and enacted revenge on a rich dude who tried to assassinate me. Seriously the gall of that guy.

Sound design is brilliant, harsh, intense, and fair. And this is weird. Usually, I praise the heck out of the soundtrack, and while it is good. In Thief I found it more enjoyable to analyze how the gameplay and level design work in tandem with the soundscape. Each step you take and every breath you make is calculated. Go on the steel floor versus carpet and rugs and you can see the clear difference upon nearby patrols. Rugs and carpets muffle your steps while treading on steel produces loud noises capable of making any close enemy's senses go on alert. Any action like swinging your sword, launching an arrow, or even bringing out blackjack to play whack a guard heightens an enemy's awareness. G-dude will exhale after an action and it's gotten to a point where I hold my breath whenever I have a close encounter. Exhaling once the coast is clear. Sights and sounds are interconnected. If you’re in a very dark area, chances are you become neigh invisible compared to a brightly lit room. Staying in the shadows like a sneaky fella pays off. And thankfully, you can stay in a crouched position than a normal pose to conduct your sneaky endeavors. Harsh, but I kid you not I repeatedly felt it was balanced throughout at no point during my time did I feel it was brutally unfair at all times. Rather the usage of noise in this instance facilitates between easy to hard and complex as you dive deeper into the latter stages. As if the devs are saying “Hey, we are increasing the difficulty gradually, no steep cliffs or curveballs.” And I like it. Keeps things fresh and exciting to uncover new hurdles. Supernatural entities like zombies and spirits have this ghastly voice. I found myself with chills crawling up my back. And goodness the regular harmless citizen will shout for help to call attention to your current position. Tension is alive. Stress remains an ever-constant companion when pursued, and patience is needed every day for every hour.

Lastly, I also want to praise the main objectives of missions and AI. The latter for being smart and dumb. Patrols once memorize their route and what their limit is. Abusing their ai becomes rinse and repeat and oh so satisfying. Never waking up after becoming unconscious. Some enemies of different classifications will vary in their sight and danger capability. I.E. Seeing farther and more acutely aware of their surroundings than the usual shmuck of a guard with base intelligence. Think of them as elite guards who have an intruder radar built in updated to version 2.0 than the base version. Hearing better on how loud footsteps are near along with acute 20/20 vision if close in line in sight. This is fascinating and as I progressed deeper into the game, proved once again the devs are challenging me to be better. Goals likewise increase in complexity. You have standard, hard, and expert. Differs from traditional modifiers of upping the enemy's health I usually see in other games. Their parameters increase meaning more tasks to do. A 'normal' setting would indicate one or two retrieve an item and escape. 'Hard' adds a couple more like finding another item in conjunction with the main goal. Expert unleashes a full page of tasks to do. From not killing anyone, finding multiple items, checking with a friend of yours, and attaining a set amount of money all while completing the main quest and escaping to boot. Here are several examples of differences in difficulty. Insane. Furthermore, as I continued with 'expert' on all missions, they largely increased my time in a level due to how large they can be. I usually spent an hour or two depending on the size. Only occurred on max settings. If you try the standard option you can breeze through levels much faster. The addition of higher parameters causes an interesting shift to occur for the player. Thus I had to explore as much as possible, find hidden secrets, embrace the longer plans, being meticulous to survive and not incur any of the killings. The game is much easier killing anyone you come across. But a master thief should never kill. Only retrieve what was ordered and then get out without a fuss.

Time for my mixed feelings. Not a positive or a negative. Just some points from the game I think could be improved, tweaked for the better, and concerns I had. Didn’t affect my overall experience in a major manner.

First, same old, same old textures - Once I saw gray walls, gray bricks, stone pavement, same dirt in more than half of the missions, and frequent density in the latter stages it all became blurred together. Brought up with the maze-like corridors. I felt myself seeing the familiar paths without end. You don’t have a minimap either except a paper map that will vaguely pinpoint where you are. Therefore I had major deja vu. “Haven’t I been here before?” Thankfully, this isn’t egregious and the level variety for what it’s worth elevates everything else. Making it not so noticeable to see constantly. Makes me wonder if the sequel shakes things up a bit with colorful terrain when appropriate. I’m not asking for a rainbow from the color spectrum, merely suggesting slightly distinct patterns.

Second, Some objectives can be a bit vague to find. Like Mission 3. To retrieve the soul of the mystic required me to check everywhere and refer to my papyrus notes for hints and clues. Further, targets or items are not given exact instructions sometimes. Up to you to piece things together. Granted I personally like the non-approach to hand-holding, but some of these goals can be a real head scratcher. If you don’t come across hints and clues, eavesdropping a guard or finding a key to unlock another passageway or door is often the right path forward. Gentle reminder to explore thoroughly. Or use a guide when needed.

Third, May need a tool like a fire, water, or rope arrow to progress. While not required for every assignment. The wire is invaluable and shouldn't be utilized every so often at every opportunity. Elementals to a lesser degree, but still keep them in stock. Most of your inventory is consumables. And while you can find new ammo during a heist, it is best to at least save a decent amount. For situations when you require them. Sucks to use up all of your stock for minor loot grabbed when they may be needed for a critical venture.

Fourth, Wish some missions had health potions available close by. They’re pretty scarce in a job. Some later missions they in my opinion feel needed to help progress rather than me forcing a quicksave and quickload. Saving my health. Enemies can swarm you if you’re not careful and having more health is better than being one-shot. G-guy isn’t some deadliest warrior. So don’t think you can expertly assassinate any bloke. Keep in mind, I played on expert which usually required no bloodshed. Lowering settings offers no restrictions to eliminating anyone.

Fifth, Controls can take some getting used to. I tried keyboard and mouse and found the initial impression cumbersome so I switched to a controller setup and found it far better. Only had to input a couple more keybinds manually and I was fit as a fiddle to steal! Borrow items. I suggest changing them if you feel weird handling your main character.

Sixth, due to the title being more than two decades old I highly recommend some of these mods I installed to grant an enhanced vanilla experience. Most you can find via a respective PC gaming wiki article. I did use a faithful texture pack. Not the popular one. Feel they change the original textures too much. I’ll leave the choice of what pack to choose up to you. I prefer Enhancement Pack 2.0 alpha.

Mods:

Unofficial patch for Thief 1/Gold - “improves compatibility with new pcs significantly, fixes graphic issues, adds support for widescreen resolutions and much more.”

Texture pack - “Replace all the old, low-quality objects and textures from Thief 1 and 2 with versions that have higher polygon counts and texture resolutions, while keeping as close to the originals as possible.” - This is the hardest mod to install. For some reason, the directions given resulted in half of the textures being improperly replaced. Displaying half high quality and half low quality. Inside you need to edit an ini file to put in the correct mod_path. Here is what I had that finally got everything to work. Hope it works for everyone else. If not, your mileage might vary.

mod_path usermods+mods\packfix+mods\candles+mods\EP\Thief1+NecroAge\Thief1+NecroAge+EP2\Thief1+EP2+mods+mods\t2skies+mods\EP+FMdml

Take a screenshot before the mod is installed and after to see if everything worked out. The rest of the mods I didn't have any trouble inputting.

Subtitles - Self-explanatory. In-game there is no option for subs. With this mod, you can read the spoken dialogue instead of straining your ears.

Sound Enhancement Pack - Makes all sound enhanced and not muddled. Providing clearer audio in both speech and sfx.

60 FPS Video Pack - Original videos are in a low resolution. With the video pack, all the videos are replaced with higher framerate and resolution.

Aside from minor tinkering to get the game up to speed and my barely noticeable mixed feelings. Thief shines when unconventional level design meets strong simple foundations in the gameplay to accentuate and enhance both categories. At its worst players(maybe newbies) may have difficulty in grasping the maze-like paths to reaching their objectives along with vague to almost obscure hints to their solutions(not always, uncommon I think). More so on increasing levels of difficulty than normal I feel. The central narrative I expected to be boring. And in turn I was mentally preparing myself for underwhelming. So to my delight, I was extremely glad to be wrong and found myself beset with a decent narrative and ultimately a likable protagonist.

Finally reaching the end of my trail I found Thief Gold impressed me to a degree I can’t stop thinking constantly about the missions inside. I adore it so much I had to hold off on playing the rest of the series so I won’t get burned out if I continue to run-non-stop at every entry. Filled with lengthy missions depending on difficulty and fair gameplay mechanics to tackle in whatever and however manner you so choose. A freedom in gameplay philosophy I love! And honestly its given me more thought to level design in general and the approach of AI to objectives. I encourage anyone to give it a shot. Especially those who love Stealth or dipping their toes into the genre. For those curious about this old title, it still holds up quite well. Especially if you installed mods to bring it up to modern standards. And hey here’s one tidbit I found fascinating. Turns out Ken Levine worked on Thief along with Warren Spector. These guys would ultimately father some well-known titles down the road. Pretty insightful stuff. I bet we're in for Shocking Examples down the road.

8.5/10

References & Additional Material:
Thief Black Parade Mod
Different Examples of Difficulty
Thief 1 Credits
Mods - Thief PC gaming wiki - Thief 1/Gold Unofficial patch - Sound Enhancement Pack - 60 FPS Video Pack - Texture pack
Subtitles

Edited: 4-3-24 - Small correction on Blackjack use. From human to nearly every enemy. Thanks to @blackcat for the correction! After the small edit. 99% of review still intact.

Over the course of time, specific genres in video games have become staples of the industry, to where we wouldn’t be able to imagine it without them nowadays. Platformers, adventure games, metroidvanias, first-person shooters, visual novels, and of course, role-playing games, or RPGs are just a few of the genres that continue to be relevant to this very day, through brand new releases that either try to reinforce what the genre is capable of delivering, or even ones that try to elevate the genre to new heights that weren’t thought possible before. However, it wasn’t always like this, for some genres like RPGs weren’t always as big of a staple on the industry as they are now, in America anyways, being outshined by other genres like platformers, shmups, and fighting games at every turn. Some developers would take notice of this, and as a result, they would try to make these types of games more “accessible” to audiences in these territories, all for the better… and for the worst. One such instance of this would be with one odd-ball of a title known as Final Fantasy Mystic Quest.

At this point in time, Squaresoft, the primary developers of the Final Fantasy series, had been working towards making RPGs more accessible through audiences in several ways, such as with the release of Final Fantasy IV in the US being noticeably much easier than the original version, because Americans just can’t handle a game with normal difficulty! They are too stupid, obviously! With this mindset in mind after changing up that title like that, they would then go onto making Mystic Quest, the first side game in the series that was specifically made with the U.S. market in mind, which, as we have seen from games like ActRaiser 2, isn’t exactly the best mindset to have when you are making anything. But nevertheless, the game was released, and has gone onto having a divisive reputation ever since. I only played through the game for the first time a few months ago, and from that experience, I can say that, as a whole, the game is… ok. It definitely has some interesting ideas and quirks that do make it stand out from the rest, but it is primarily a repetitive and sluggish experience, one that never elevates much further then what you are presented with.

The story is, appropriately, extremely basic, where a young adventurer by the name of Benjamin has his village destroyed seemingly out of nowhere, and he is informed by a strange old man that, because of this, he must fulfill the “knight’s prophecy”, where he must travel across the four continents, gather the four crystals, and use them to defeat the demon king, so Benjamin then sets out to do just that, which is a very basic premise, one that is way simpler then what FFIV gave us, but it does fall in line with previous FF games, and it is as simple as they are wanting, so I guess I can excuse it. The graphics are good, having plenty of good monster and dungeon designs, but a lot of it does feel uncreative and artificial, much like the rest of this game, the music is pretty good, having plenty of great tracks that I enjoyed listening to like the battle theme, but it doesn’t quite reach the heights of previous games’ soundtracks, and the gameplay/control is very familiar to those who have played any other Final Fantasy game before this, except now it is much more simplistic to the point where a toddler could play this game and have an easy time with it.

The game is a traditional turn-based RPG, where you primarily take control of Benjamin, go across a vast overworld through four different continents, talk to the many inhabitants of the world who will either give you helpful hints/advice or help you on your journey in some way, find plenty of items that you can use to either upgrade your defense, mobility, or attack, purchase items from the shop, or heal yourself whenever you need to, and naturally, get into random battles, where you will attack your opponent using either your main weapon or whatever spells or items you have lying around in your pockets, gain experience points, and level up to increase your stats. Any RPG veteran knows this set-up by heart, and they will be able to get used to how this game works pretty quickly… in fact, too quickly, if you ask me, and while a lot of it is passable and appealing to said veterans of the genre, it is also completely shallow in its execution in many areas.

If I were to describe this game in one sentence, I would say it is a Final Fantasy game made for babies. Everything about the game, which we have seen time and time again from previous games in the series, has been extremely simplified and dumbed down for the player, which could aid less experienced players along, yes, but it also becomes mind-numbing and unengaging as a result, therefore making it tedious to trek through. Some stuff in the game remains the same, such as walking through towns and dungeons, talking to people, buying items from the shops, and sleeping at inns, so that is all well and good, but in terms of the raw gameplay, the meat and potatoes of what any player would come to an RPG for, that has all been completely changed around for the worse.

Starting off, we have the overworld of the game, which is no longer a vast open land that you can explore freely to see what kinds of locations and creatures you can find, but instead, it has turned into a world map from a Mario game. You travel from location to location with nothing in-between, which does make things faster and more convenient, yes, but it also completely removes any sense of an adventure or its grand scale from this entire journey, making it feel empty and lifeless. The same can be said about the battles themselves, which are no longer random, but instead, every single enemy you can fight in this game appears on the map, to where a lot of the time, you can simply avoid them if you don’t feel like fighting them. Not only that, but instead of encountering enemies while walking along the overworld, you now have these designated enemy spaces, where you can fight 10 different battles in the row to get a certain reward.

Once again, this is a very beginner-friendly approach to something you would typically find in one of these games, which I am all for, but the problem with this is, to make up for this, they spam the fuck out of these enemies, especially in later parts of the game. If you choose to fight every single creature so that you can get as strong as possible (which I tend to do in most RPGs), then you will be spending hours just fighting these random enemies over and over and over again, each one dealing out the same EXP every time, and it is, once again, an absolute slog to go through. Yeah, you can avoid plenty of these fights, but there will be many instances where you CAN’T avoid these fights at all, and will be forced to take on every single thing in your way, and you can imagine how fun that would be.

And speaking of which, the battles themselves aren’t that much better than what you find outside of them. The Active Time Battle system is gone from this game, and we are back to the traditional turn-based system, and it works pretty much how you would expect it to, with the only real difference in this being how the perspective is shifted from the back rather than the side. That is cool and all, but what makes these battles so boring would be because of, again, how simplistic they are. The enemies barely do anything that’ll cause too much harm for you, and even if they do, you can just easily remedy that in a matter of seconds, given how much money you are given to purchase potions and elixirs for healing and revive spells, and the only thing you need to do in order to win these battles is just to spam the attack button and then wait until you win. Not all battles are like this, but it is rare you will find a fight that needs a little more strategy then that to win, and while this is, again, beginner friendly, it is still extremely mind-numbing and boring, especially with the previously mentioned abundance of foes that you will need to take on, a lot of the time at once.

However, with all that being said, I can’t say in good conscience that this game is bad, because it really isn’t. It lacks any of the complexity and innovation that previous Final Fantasy games had, and it can be a chore to go through, but it does manage to accomplish the one goal that it sets out to accomplish: being an RPG for beginners. I could definitely see someone who isn’t really familiar with RPGs at all being able to sit down, play this game, and have a good time with it, even if it wouldn’t be my first recommendation for someone who isn’t all too familiar with the genre. In addition, while a lot of the gameplay features here have been dumbed or are just not that fun to deal with, I do like some of the mechanics and ideas that this game tries out.

For one thing, in a lot of the dungeons and towns you go through, you can interact with various things using your weapons that will help you proceed forward, such as with cutting down trees with your axe, pressing buttons with your sword, or climbing along walls using your claw. It doesn’t offer too much variety, but it does offer some more mobility through these dungeons that hasn’t been seen previously, which is nice. Not to mention, you can jump as well, which also increases the mobility you have in a lot of areas, and as a personal note, I also like how, whenever you are dealing damage to an enemy, their appearance changes depending on how much health they have. It isn’t much, but it is a neat little touch that makes battles somewhat more enjoyable.

Overall, despite its beginner-friendly nature and some interesting ideas that I enjoyed messing around with, Final Fantasy Mystic Quest is one of the most bland and basic RPGs that I have ever played in my life, one that doesn’t offer anything revolutionary or interesting for this series or genre as a whole, and instead ends up being a repetitive slog that you can beat in a single day if you spam through a lot of the fights by just attacking over and over again with no thought. I would recommend it for those who are HUGE RPG fanatics, or for those of you who aren’t familiar with them and want to give the genre a shot, because despite all my gripes with it, who knows: it could potentially become a new favorite of yours. Although, if you are asking me, I would recommend a Pokemon game for your first RPG, preferably FireRed or LeafGreen. Those games at least have adorable creatures you can catch and battle with. This game has some creatures that you could say are adorable, but I can’t catch them……..

Game #543

(Part 4 of 4)

Y’all ever heard of this weird-ass thing called the Sega Channel? It was apparently this service that was around in the mid-90s that allowed owners of the Sega Genesis to play games on an online service for a monthly fee, which eliminated the need to go out and get the game for yourself if you don’t want to pay a full $60 for a game that was complete trash. It was a neat little idea, and it did last for a good while before shutting down, but while it did have plenty of benefits for owners of a Genesis, it also had plenty of costs as well. On one hand, you do get access to plenty of new Sega Genesis games and demos to play to your heart's content, but on the other hand, there were certain games that were made for the Sega Genesis that were released EXCLUSIVELY for the Sega Channel… for us Americans, anyway. This made it so that, once the Sega Channel was ultimately shut down in 1998, you could never play these games anymore, unless you wanted to go out of your way to buy a foreign copy of the game along with a Mega Drive, but who has the time, patience, and money for that? This meant that plenty of people would miss out on some truly great Genesis titles for the longest time, including today’s subject, Mega Man: The Wily Wars.

Nowadays, there have been several re-releases of this game to where you can easily play the game if you have access to it, but for the longest time, fans in America wouldn’t be able to officially play this game for the longest time, and I remember that this KILLED me inside back in the day. Knowing what this game was, I desperately wanted to get my hands on it for the longest time back then, but I couldn’t, seeing how it was only available in a completely different part of the world. It was only around when I was 15-16, I wanna say, and I went to a video game convention happening in my town where I found someone was selling bootleg cartridges of The Wily Wars that I finally managed to snag a copy for myself, and all was right with the world. It was worth it too, because even after so many years, The Wily Wars is still a pretty great game, one that gives plenty for fans of the series to play through and appreciate, while also providing new content and ideas that were great to see in action.

For those of you who are unaware, this game is pretty much the Mega Man equivalent of Super Mario All-Stars, where it takes the original trilogy of Mega Man games from the NES and completely remakes them for the Sega Genesis, featuring a new coat of 16-bit graphics and music right alongside it, as well as save points, which are not only pretty helpful, but they also make those dumbass grid passwords obsolete (and the whole world cheered). All of the games present here work pretty much exactly like they did back on the NES: they are all still 2D platformers where you run, jump, and shoot your way through plenty of different foes, obstacles, and bosses, gather plenty of different special weapons and upgrades to assist you on your journey, and question how this super-powered fighting robot is somehow unable to stop this crotchety old man from doing evil things. So, needless to say, if you enjoyed your time with any of the original NES versions of these games, then you will most likely enjoy these versions as well.

Really though, there’s not much else I can say in terms of the improvements between these versions of these games and the originals. Unlike with Mario All-Stars, The Wily Wars doesn’t really change anything too drastic about the games themselves in terms of save points, win conditions, or the content that is present, which isn’t a bad thing at all, but for those that are looking for more stuff to mess around with in these three original games, they aren’t going to get that here. They are just 16-bit versions of those original games, which, in my opinion, is still pretty great, because not only can I still enjoy these games in the way that they are supposed to be, but now they look much nicer than before, and looking at all the different sprites for all the characters, enemies, and bosses is nice to day the least, even if some… aren’t quite as good as others (Rock should really put sunscreen on before going out in the sun for that long).

However, despite how much I still enjoyed these renditions of the classic games, I can’t say they are perfect, as there are several issues that do hold them back from being the definitive version of these games, such as the music. Now, I wouldn’t necessarily say that a lot of the music remixed in this game is bad, and there are some pretty great tracks to be heard in this game, but since they are on the Genesis, most of them are accompanied by that good ol’ Genesis twang, so if you aren’t a fan of that, then you will hate listening to this game. Secondly, there is the issue with slowdown, which has been a recurring issue ever since the original Mega Man, to be fair, but here I think is where it is the absolute worst. There are plenty of sections in these remakes where it will slow down where it was never meant to, and while in some instances like with the Yellow Devil fight, it makes things easier, most of the time it isn’t pleasant to look at. Not to mention, there are also some little things that bug me as well, such as there being no difficulty option for Mega Man 2, and whenever you beat any boss, after the jingle plays, Mega Man stands there like an idiot for a good 10 seconds before teleporting out of the stage, almost as if he is waiting for his cue card.

Of course though, for those of you who know The Wily Wars by heart, then you would know that these remakes aren't all that this collection has to offer. Right alongside the remakes of Mega Man 1-3, there is also a new game mode known as Wily Tower, which can only be accessed after you have beaten the main three games. Let me tell you right now, THIS right here is the main reason why anyone should play this version of these games, as Wily Tower is the best part of the entire package. It is essentially a smaller Mega Man title bundled in with the other three, as it features its own entirely new story (and by that, I mean Wily is a dick, and you gotta stop him again), new stages, new challenges, and new bosses that you won’t find in any other game in the series. All on its own, it is really fun, not only because of all the different challenges you take on and the gameplay still being as tight as ever, but seeing all the different enemies and hazards of the main three games clashed together in this mode is pretty neat to see. Not to mention, since this mode was specifically made for the Genesis, the music doesn’t suffer from the same issues that the main games suffer from… at least, not by much, anyway.

But none of that even comes close to what is the main draw of this mode, and that would be how weapons and special items are handled. From the beginning of the mode, you are given access to all of the weapons and special items from Mega Man 1-3, but of course, since there are so many, you aren’t given the ability to carry all of them at once. Instead, before each stage, you are given the option to customize your loadout, choosing which weapons and special items that you can take into a stage, while also being able to swap out your options for whatever stage comes next. This, in my opinion, is a GENIUS mechanic, because not only does it give the player plenty of opportunities to experiment with the items they have access to, seeing what loadout is best for them, but it also allows for plenty of replayability, just to see what works best in what stages. It really does suck that this kind of feature never returns for any of the other games in the series, because it is that good, and I would say that I hope they bring this feature back for a future game in the series… but that would imply that Capcom would make another game in the series at all.

Overall, despite some issues with the music, some instances of slowdown getting in the way, and how I wouldn’t say these are the definitive versions of the classic three games, this is a fantastic collection of remakes of the original trilogy, one that any Mega Man fanatic like myself would love to play not just because of how well these games still hold up, but also because of the equally fantastic Wily Tower mode, not only providing a fresh, new experience for fans of the series, but also by doing things that the series had never done before and since this game. I would absolutely recommend it for those who are fans of the Mega Man series, or even for those who couldn’t really get into the original versions of these classic games, because while the games themselves remain mostly unchanged, the new 16-bit coat of paint and the inclusion of saving may just be all you need to give these games another proper shot. It’s just a shame though that this was initially locked into a subscription service for us Americans for so long… but hey, they at least brought it back!.... and locked it behind another subscription service……. but hey, it’s on the Sega Genesis Mini!...... that is only available in limited quantities…………………. I hate video games.

Collection #2/Game #536

To make sure that I keep myself from going insane, I made sure to check out a video of this game before I decided to try and play it, just to see if it actually changed things up from the other two games at all, and spoiler alert, IT DOESN’T. Yes, you can now play as Lala, the environments change as you keep going, there is one new hazard and one new enemy, and you have infinite lives, but none of that matters, because it is the same goddamn game as the last two, and if you ask me, I think I have had enough adventures with Lolo to last a lifetime. So, I will just skip this one, and go onto playing another game that won’t make me wanna throw myself off a tower.

Game #530

(Part 1 of 5)

It seems so wild to me that, despite now living in a constant state of confusion, with the quality of his titles constantly going up and down like a rollercoaster, Sonic was pretty much on top of the world back when he was fairly new to the gaming scene. Not all of his games at this point were good, but for a good majority of them, Sonic had managed to knock it out of the park with high speed platforming, enjoyable challenges and bosses to take on, secrets that lead to wonderful rewards, and just a general overall sense of fun that can be seen throughout the titles, and it was clear at this point that Sega was nowhere near close to stopping. It wasn’t too long after we got a slew of Sonic titles, both main titles and spin-offs, when we would get yet ANOTHER Sonic game, but this one was important, as it was the BIG one, one that would prove to be the fastest and the best of the bunch. That game would come to be known as Sonic the Hedgehog 3.

So, truth be told, out of all my years playing this particular entry in the Sonic series, I had actually never played through the original version of the game. I had always played through the & Knuckles version of the game, which makes sense, given that it is the complete version of this game, but I figured, if I am gonna review this game correctly, I have to cover EVERYTHING about it, all the way from the original release to all the little secrets about this title. Therefore, I decided to then play through the original Sonic 3 for the first time, and what a shocker, it was a wonderful time. I wouldn’t say that this is the version of the game that you should play, nor is it perfect by any means, but for what we have here, it is still a great Sonic game on its own, and one of the best games to have for the Sega Genesis.

The story is similar to the previous games, yet somewhat mixed around, where after his defeat in Sonic 2, Robotnik and his Death Egg end up crashing into another land known as Angel Island, a floating island that manages to sink into the ocean due to the previously mentioned crash. Soon after this, he repairs the Death Egg, and Sonic and Tails can’t have that, so they go off to stop him, which is all mostly a typical story from this franchise, but it is good enough to get you on your way, as well as having a few extra elements to it that I will get to in a bit. The graphics are wonderful, being the best looking game in the series so far, making the environments as colorful and full of life as ever, while also providing great designs for all of the characters, enemies, and bosses. The music is also incredible, with there being plenty of bangers that you can listen to throughout the game, which makes sense, given that part of it was made by Michael Jackson!.... oh, wait, I’m sorry, it was “allegedly” made by him (even though we all know he did). Anyway, as for the controls and gameplay, both of these work just as well as they did before, if not better, and they have some new elements added to them to spice things up just a tad.

The game is a 2D platformer, where you take control of either Sonic, Tails, or both of them at the same time, take on six different zones through many different locations seen on Angel Island, run through each level at the speed of sound while defeating plenty of different Badniks along the way, gather plenty of rings and powerups to help you out against the many foes and traps you will find, locate special stages in order to get a chance at nabbing the Chaos Emeralds, and take on the many different machines that Dr. Robotnik has prepared for you in plenty of boss fights. Those who are familiar with Sonic at this point know exactly what they are getting into with this game, and thankfully, it just so happens to be the fastest, tightest, and most enjoyable adventure in the series so far. Not to mention, just like with every other mainline Sonic game at this point, there have been numerous additions made to this game to ensure you don’t get tired of it easily.

In terms of Sonic himself, he retains all of his moves from the previous games (except for the Super Peel Out, because fuck you), and in addition, he has a brand new move called the Insta-Shield. It doesn’t really do much, as it just creates a little barrier around the player for a brief moment, but this move can actually be pretty useful for both taking something out and getting yourself out of a bind, so I would say it is a good addition to Sonic’s moveset. Speaking of good additions, Sonic also now has new shields he can mess around with, each one of them carrying an elemental property of some sort. There is the Fire Shield, which allows him to not only dash in mid-air, but also protects himself from fiery hazards, the Bubble Shield, which lets you bounce on the ground for extra height, while also protecting you from drowning, and then there is undeniably the best one, the Electric Shield, which gives you a double jump, and it allows you to attract any lonesome ring that you pass by straight towards you. These shields, when you can get them, are very helpful against whatever you may run into along your journey, and on their own, they are pretty fun to use to see what new paths you can reach by using them.

In terms of other new additions, there is, of course, one new character that gets introduced in this game: Knuckles the Echidna, and when you first encounter this guy, you think he’s an asshole! He just uppercuts you out of nowhere, steals all of your Chaos Emeralds, laughs at you, and then runs away, which leads you to think “What a dick! When I find him, I’m gonna kill that fucker!” Unfortunately though, you don’t get to fight him at all in this game, and he just laughs at you more while making your life hell throughout the entire journey. That’s all he really does in this part of the game, but not only does he get more purpose and story in the later part that I will get to soon, but also, just like with Tails, Amy, and Metal Sonic, Knuckles does become one of the central characters of the Sonic series, not appearing as often as some characters like Tails or Robotnik, but enough to where many fans of the series will recognize him and love him all the same. And I mean, how can you not? He’s like Sonic, except infinitely cooler, obviously. Not to mention, he doesn’t chuckle. He’d rather flex his muscles.

Of course though, we can’t forget about one of the main draws of any Sonic game: getting the Chaos Emeralds, and just like with the previous games, there is a brand new method of getting them here, and in my personal opinion, this is the best method of getting them that the series has had so far. Throughout the stages, there are plenty of these big ol’ 3D rings that you can find, hidden in alcoves that are either easy to spot, or can be pretty tricky to find. Once you find them, you just simply jump right into them, and boom, you are in the special stage! No need for any 50 rings bullshit or anything like that, you are just right into it, which I prefer heavily over the alternative.

As for the special stages themselves, they consist of you running through these simplistic, 3D environments where you have to collect a handful blue balls (stop laughing), while doing your best to avoid all of the red balls that plague the levels, and once you manage to collect them all, BOOM, the Chaos Emerald has been retrieved. Yeah, it isn’t as complex, exciting, or drug-trippy as other Sonic special stages, but they are pretty damn easy in comparison to what this series has given us before, and honestly, I am all for that. What’s even better is that, once you get all seven of the Chaos Emeralds, you can now transform into Super Sonic once again, who functions basically the same as he did in Sonic 2, but who cares, because you are now a golden god, and everything cowers in sheer terror as you blaze through them, which is all that matters at the end of the day.

Would you believe it though when I tell you that, in terms of special stages, that’s not all that this game has to offer? If you do still manage to get 50 rings and pass by a checkpoint, a sparkling ring will appear above it, and when you jump into it, you can then enter one of three special minigames, with them serving the purpose of getting you more rings, power-ups, as many rings as you can carry. I don’t typically go for these types of special stages, as I usually already have plenty of rings and lives to work with, but not only can they be pretty helpful for those that need it, but once you get the hang of them, they can be pretty fun to bounce around and exploit for your own good. And finally, speaking of things I don’t typically check out, there is also the multiplayer mode of this game, returning from Sonic 2. It essentially works almost the same as that game, except now you can play as Knuckles, and you run through several stages that aren’t in the main game at all. These are pretty cool to mess around with, not just to see new content, but also to challenge your friends if you have nothing else to do, even if I myself don’t personally ever see myself trying out this mode ever again.

So yes, all of this makes for a better and more enjoyable experience when compared to every previous mainline Sonic entry, but… there is one area of the game that is severely lacking: the content. The game as a whole is pretty short, with you being able to beat it in about an hour if you know what you’re doing, which isn’t helped by the fact that there isn’t as much content here, with there being only six zones with two acts each to play through. That may sound like quite a bit, but compared to Sonic 2, which had 11 zones in total, or even Sonic CD, which had 7 zones, each with two different acts and a boss fight, that is quite a decrease in content. Of course, there is an explanation for all of this (which I will get into in a later part), but still, that does kind of suck, especially if you were one of the people who bought this game back when it first came out, and you were able to beat it relatively quickly, considering what you have to deal with.

Overall, despite the lack of stages for a Sonic game, this is still a pretty great version of this game, one that does offer plenty of content to mess around with, fun new additions that make playing through it all the more enjoyable, and that same solid gameplay that manages to still be just as fun and timeless as ever. I would definitely recommend it for those who are fans of Sonic, as well as those who just love old-school 2D platformers in general, because this is certainly one of the best ones you could find on the Sega Genesis, or from the 16-bit era in general. Although, if we are being completely honest, if you are looking for the true Sonic 3 experience, then you probably shouldn’t play this one, and you’ll soon see why……….. BUT FIRST-

Game #506