Bio
Mostly a Sega, Sony and retro gamer. A fan of RPGs, Strategy, Action and Horror games. Trophy hunter, cat owner, and I wish I owned a hyperbolic time chamber.

PSN: FallenGrace
Steam: FallenGrace
Personal Ratings
1★
5★

Badges


GOTY '23

Participated in the 2023 Game of the Year Event

Pinged

Mentioned by another user

Epic Gamer

Played 1000+ games

GOTY '22

Participated in the 2022 Game of the Year Event

Busy Day

Journaled 5+ games in a single day

Treasured

Gained 750+ total review likes

Shreked

Found the secret ogre page

Famous

Gained 100+ followers

2 Years of Service

Being part of the Backloggd community for 2 years

Listed

Created 10+ public lists

Gone Gold

Received 5+ likes on a review while featured on the front page

Organized

Created a list folder with 5+ lists

Well Written

Gained 10+ likes on a single review

Adored

Gained 300+ total review likes

Trend Setter

Gained 50+ followers

Best Friends

Become mutual friends with at least 3 others

Roadtrip

Voted for at least 3 features on the roadmap

Donor

Liked 50+ reviews / lists

GOTY '21

Participated in the 2021 Game of the Year Event

Loved

Gained 100+ total review likes

Popular

Gained 15+ followers

Full-Time

Journaled games once a day for a month straight

Liked

Gained 10+ total review likes

On Schedule

Journaled games once a day for a week straight

Noticed

Gained 3+ followers

Elite Gamer

Played 500+ games

Gamer

Played 250+ games

N00b

Played 100+ games

Favorite Games

Mass Effect
Mass Effect
Shining the Holy Ark
Shining the Holy Ark
Monster Hunter: World - Iceborne
Monster Hunter: World - Iceborne
Vagrant Story
Vagrant Story
Panzer Dragoon Saga
Panzer Dragoon Saga

1072

Total Games Played

035

Played in 2024

721

Games Backloggd


Recently Played See More

Contra Force
Contra Force

May 05

Phantasy Star IV: The End of the Millennium
Phantasy Star IV: The End of the Millennium

May 04

Aliens
Aliens

May 04

Dolphin Blue
Dolphin Blue

May 01

Unpacking
Unpacking

Apr 28

Recently Reviewed See More

Before last year when I played through Konami's Contra collection release I had barely played the series. For the most part they aren't games I'd play again (except for the amazing Contra: Hard Corps.) but they are fun well made titles that do hold up well. Having gone through the collection however I found out that for some reason it was missing the third NES game in the series Contra Force. Having now played it I understand why though, I suspect Konami themselves hope people forget it.

It was originally developed as a totally different game called Arc Hound with no ties to Contra but was cancelled in Japan and never released. I was going to say that I don't know the reason for the cancellation but based on how bad the game is I imagine it's self evident but considering what existing content of the game was rebranded as a Contra title and released in the US anyway? who knows the truth of the matter behind it. By the time it actually came out was after Contra III on the SNES which only really helps to emphasize the low quality here as everything about this is worse than the original Contra released 4 years prior.

Firstly the games performance is awful. The game has constant slowdown even when there isn't much going on. I have played more intensive NES games so know the hardware is more capable than this but even without the slow down the actual game just feels slow and cumbersome moving and firing around, it's like playing in slow motion through treacle. The technical limitations don't stop there though with constant sprite flickering and even the auto scrolling at times just doesn't work leaving your playable character stuck on the very front of the screen. This is just an ugly title to play and feels unfinished which considering the information on it's development history I have managed to find? That may well have been the case.

The issues don't stop there though with Arc Hound's original set up meaning this isn't actually a contra so the enemies and especially the bosses you fight are just so...bland. The first boss for example is just a slightly larger commando that jumps and fires a couple of bullets. There are no aliens, large machinery or anything interesting at any point to engage with. The closest thing is a jet plane but even that somehow when you fight it is somehow kind of boring with no interesting bullet patterns or abilities.

You can choose between four characters to play as with slightly different load outs because the only, and I mean only, interesting thing this game does is to implement another Konami property's weapon upgrade system from Gradius. Instead of new weapons dropped from enemies or locations there are generic suitcases that act as power ups. Each one you collect pushes along a bar of choices that you can then manually select. The issue is most of the weapons are crap, slow demolition, grenades with no range, guns that feel the same and missing classic contra weapons to boot. You can change characters by pressing the start button to go to the menu. From the menu you can even select another character to do an AI attack for you on screen which was kind of neat though I initially thought it would be a permanent companion as going into the laggy menu is also a chore to no ones surprise. Speaking of which to continue feeling like this is an incomplete prototype when going into the menu from a jump and coming back out your character jumps again in mid air meaning in some levels you can by pass huge sections by jumping almost infinitely. It's just broken.

And there you have it, Contra Force. Worth playing for an hour or so only if you are interested in it's historical placement as the odd game in the series Konami doesn't want to acknowledge by repurposing an (I assume) incomplete cancelled project with the Contra branding. It runs terribly, has pretty mediocre bosses and gameplay over it's 5 stage run time and generally isn't a fun title. The Contra Collection I played was missing a lot of titles on it but honestly? this one I understand why at least.

Pints for being possibly the worst game I've played but with the coolest cover art though.

+ Gradius Power up system is an interesting implementation....

- .....though I don't think it really fits the game.
- Technical issues everywhere, slowdown, sprite flickers and broken auto scrolling.
- Levels, bosses and weapons are just unfun.
- It's bad.

I never thought starting this year that by the end of April I would have finally played all 4 of the original classic Phantasy Star games. They have been on my bucket list for years and the experience has been a mixture of surprises and Phantasy Star IV: The End of the Millennium is no exception.

To start with I really want to get this out the way that this game is by far the best of the 4 games. It takes all the good parts of Phantasy Star II and builds on them in all the right aspects while still linking the story of every game in the series together. It really feels like it ties the plot up for all of them while still being able to play it on it's own. It's an incredibly well made experience with a couple of aspects that really stood out in particular.

Story wise the game takes place 1000 years before Phantasy Star III and 1000 years after Phantasy Star II which in turn was 1000 years after Phantasy Star I. We are once again in the Algol star system following mercenary hunters Alys Brangwin and her apprentice Chaz Ashley on planet Motavia. They have been hired to take care of some monsters that lead them on a steadily longer world saving adventure than they could have anticipated. The writing and story of Phantasy Star IV is a massive increase in quality over it's predecessors with full comic like panel cutscenes, genuinely funny jokes, facial expressions and stand out personalities making the story moments actually a delight rather than simply a cardboard set of instructions for the next location. This was such a pleasant realisation within less than 10 minutes of starting that this was going to be a much different experience than I initially thought.

The game moves at a fast pace generally and while certainly not linear I would say it seems very focused so it's quite clear in most cases where to go but still plenty of space for side exploring and without being super grindy. The combat is still turn based and the dungeons are third person. The most interesting thing about the combat is how kind of insanely ahead of it's time it feels. Though it has the basics of the genre in that you can attack, use magic and items it also lets you can set up macros from a list prior to fights. These serve as pre selected moves for your whole party for that turn. For example I had 'macro A' set up as my opening gambit to cast buffs for defence, attack, speed up and a strong attack spell so I didn't have to manually select them each time with 'macro B' as all attack, C as spells etc. Certain combinations of spells or skills would also unlock extremely strong special attacks like a combo though you would have to experiment or look them up to know what they are and set them off in the right turn order uninterrupted.

Another stand out feature I didn't expect is the game also has a hunt system at the guild so at this point I am really feeling like Final Fantasy XII took the gambit system, hunt system and Star Wars influences entirely from Phantasy Star IV... It's obviously more limited here to only a dozen or so and are essentially side quests you (sometimes) get rewards for but with the improved dialogue, characters and towns it all comes together to make the game and world feel very alive for a title in this era.

Visually it's colourful and crisp and the aforementioned anime scenes are fantastic. I love the art style and designs that Phantasy Star II really solidified for the series. I've generally enjoyed all the music in the games so far but like everything it feels like Phantasy Star IV just cranks it up to eleven with every track creating this crunchy electronic bass the megadrive was so good at. There is even a great Phantasy Star 1 remix as part of the OST.

Honestly I really loved Phantasy Star IV and it is easily in my top games to recommend for the megadrive for it's pacing, production values, compact design and scenes but there is one thing that does hold it back from a five star award from me. It goes through party members at such an insane pace it's a bit strange with characters constantly coming and going sometimes within the space of a dungeon or two. They were often the ones I liked most leaving me consistently with Chaz who, and let's be polite to him, is an unlikeable idiot. It is however only a small nit-pick really in an otherwise fantastic RPG I would recommend.

+ Anime scenes and dialogue make the game feel slick with personality.
+ Macros are such a great feature for setting up combat instructions in a seamless way.
+ Music is fire.

- Going through party members like disposable cutlery with the story pacing.

Ever play Metal slug and think to yourself "That was great and all but it really needs 100% more dolphin". Well boy do I have the game for you!

Evidently some former Metal Slug developers had the same thought when making this run and gun for Sammy Corporation in the early 2000s. Initially only released in arcades on Sammy's Atmoiswave arcade boards but later ported to Dreamcast by fans a few years ago to allow more people to experience it. Though adding in it's own unique ideas Dolphin Blue is such a close representation of Metal Slug you would think it was actually a spin off by SNK themselves. The military uniforms, guns and even the sound effects in places sound like they are just samples taken from it's influential forebear.

You get two characters to potentially play as, Erio an Arms Dealer and Anne a soldier. Regardless of who you play as in this adventure you will shoot through hordes of soldiers as they kidnap the Kingdom's Princess as the main premise. The most striking thing about Dolphin Blue are the visuals. It uses a mixture of chunky 3D backgrounds with 2D sprite characters and it's a gorgeous mix. Whilst the sprite work isn't the best I have seen of that era the colours and contrast with it's backgrounds make the game a real looker to play through. There is a lot going on at any one time with a lot of action and enemies on screen. A lot of the humour of the Metal Slug games is present such as scuba diver enemies suits inflating up when damaged and soldiers dangling precariously off of runaway trains in a very comic fashion. The levels themselves are pretty memorable with flooded mines, battleships, airships in a 1940's style diesel punk aesthetic.

There are only 5 levels but there only needs to be because this game is bloody hard. There are 3 types of gameplay in it's hour or so runtime though all three are run and gun type of foot, swimming or dolphin riding. Each have the same principle of shooting enemies, stabbing them if they get close whilst picking up some weapon power ups like Vulcans, missiles or firecracker grenades. These weapons have limited ammo and though frequent aren't always frequent enough and your base rifle can barely kill basic enemies but little else. Aside from that you also get a special attack that has a charge bar I was calling the RPG in my head (Rocket Porpoise Grenade) where your Dolphin flies forward doing a strong homing attack or on land you do a more powerful shot.

Now where the game gets hard is in both it's design and execution. On land your character feels stiff to control and shuffles rather than walks with no way to speed up. You can only shoot in 4 way directions despite some encounters clearly needing 8-way which I found extremely vexing often leaving me in no win unavoidable situations. The enemies will come in force from all angles leaving deaths often unavoidable and without the abilities to really deal with them except learning the game and the later levels are utterly brutal. The other modes are a lot more fluid for both underwater sections feeling more like a shoot 'em up and the dolphin Riding sequences which are a genuine blast to speed though. Even then though you can't fire backwards sometimes leaving you open to attack from the enemy encounters which was also a small annoyance. If it wasn't for the Dreamcast port I would never have beaten this as it has infinite continues and in places I just died endlessly.

I guess overall no matter how I look at it this is a good looking fun game that's a bit weird but there isn't a lot here that I don't think to myself Metal Slug already did and better. Certainly worth a playthrough for run and gun fans or people that like playing obscure retro games like me but it's not quite the hidden gem I was hoping.

+ Dolphins!
+ Great visual style and colours, striking looking game.
+ Dolphin riding!

- Too hard for me in the latter half.
- Stiff characters on land and no 8-way directional shooting. Really?