37 reviews liked by mirphy


This, genuinely, might be better than the base Quake II campaign. Six brilliant, huge, imaginative, challenging and devious maps that hold more than a few surprises for fans of all things Quake. Feels more of a sequel to Quake II than Quake 4 did.

So much better than the vanilla Q2 campaign, thanks to all the years that have passed where players and designers both have come to understand the best ways to use monsters and design level geometry around them. Feels like a Quake mapping jam / Doom community project, there's a solid variety of map types and I was particularly happy to see more than one map with slaughter DNA very upfront. Would recommend Operation Corpse Run in particular if you're not sure that you want to spend time playing the full thing yet - Really impressed me with its aggressive action.

Here's a million awesome cool powers - now have fun, as every single enemy is completely resistant to every single one of them, and the only method of completing the unfun, awfully designed story missions is by driving a floaty-ass tank at all times, which is EXACTLY what people want from a SUPERHERO game.....

Prototype is a fucking mess of broken controls, a poor framerate (as far as PS3 goes), an unintelligible story with horribly directed cutscenes and exquisitely terrible voice acting, and very little to actually have fun with your powers.

For reference, my positive points are entirely attributed to the fun that can come from messing around in the open world - hurling cars, cutting zombies in two, blowing up buildings (with graphics that make them look like those exploding model buildings from Power Rangers and Ultraman), it does feel good.

Unfortunately, actually playing the story or side content becomes an increasing excerise in frustration - by the midpoint of the story, engaging the military in any way instantly throws 3-5 helicopters on you, all spamming nigh-undodgeable heat seeking missiles that stunlock you and kill you in mere seconds. For a game about having superpowers, it goes out of it's way to make you feel as powerless as possible.

The over-the-top edgy presentation makes things impossible to take seriously unless you're 13 years old, and plot points come and go with only the occasional resolution to them - rarely one that's satisfactory.

Altogether, this game is kind of a piece of shit, with incredibly horrible game design when it comes down to actually playing it. But, all that aside, the sandbox gameplay is honestly kind of fun for the time period.

Another one of Nintendo’s obscurities.

Donkey Kong: Jungle Climber is rightfully in Donkey Kong Country’s shadow. However, this game is not to be underestimated. While it’s not even close to be a masterpiece, it still manages to surprise with fresh ideas and introduce new mechanics in almost every single level. Its level design is fair at all times and challenging to complete.

Me, normally: My stupid dumb ass switch is just a paper weight at this point, piece of shit underpowered console run by a shit company who makes games for toddlers.

Me when Metroid Prime Remastered comes out: Here's 40 Dollars Sir! May I Shine Your Shoes? Let Me Hang Your Coat Up Mr. Nintendo!

A game so generous with nuggets of level design wisdom that they even included a couple of examples of what not to do. How nice of them.

Verticality is mostly always seen as indication of good and creative level design in the video game sphere - this is especially true for platformers for which I can see the case being made but I do think that holding this as some sort of universal fact limits creativity and can make everything feel the same; when all the designers are striking for the same goal of verticality it can all start feeling ridiculous.

I wouldn't say verticality always conducts to good level design. Point in case is the DOOM franchise, where my favorite official maps to date are still those designed by John Romero for Episode 1 (1993) which do have this element but it's restrained to the point of working well with the nuances of classic DOOM gameplay or even Sandy Petersen's Mt. Erebus where most of the enemy encounters happen in a horizontal fashion.

When this element gets out of hand you get things like Industrial Zone for Doom II which I appreciate for existing for being so ridiculous, having enemies on top of skyscrapers shooting at you and then having to jump off buildings to reach the bit of land where you need to go is interesting but it's not fun on the whole - all of this in a game where you cannot look up or down.

On this same line of thought, corridor and maze-like levels in first-person shooters are often seen as something boring and indicative of bad design but I especially don't agree with this at all.

DOOM 64 had to work with the limitations of the N64 which is partly the reason that there's an emphasis on back-tracking, compact level design (which conduct to what people call corridor-like/maze-like) and even absense of verticality.

Instead of a "DOOM lite" coming out of these limitations, the developers justified these elements by giving DOOM 64 an atmospheric and survival horror spin. Whereas 1993 and DOOM II are a gamer fantasy of being an overpowered macho marine listening to heavy metal and blasting through hordes of demons (okay maybe DOOM II on UV not so much); 64 exists to oppress you, scare you and make you realize you had claustrophobia all along and need a big open space to breath some fresh air.

The soundtrack was changed from renditions of heavy metal classics to oppressive atmospheric sounds. Deciding not to go with these dopamine-inducing tracks was a great choice thematically for 64, it does play with the theme of you being somewhere you don't really belong. Just have a listen to Final Outpost for example

I love the art design for 64: the darker color palette, the environments, the weapons and enemy re-design were all done incredibly well. My favorite redesigns probably being the Imp and the Pain Elemental, Nightmare Imps are also a really cool new addition.

Difficulty is also really important for me, I usually enjoy challenging things. I would say the hardest difficulty level of 64 (Watch Me Die!) sits somewhere in between DOOM II's UV and 1993's UV (closer to the latter) so I was not disappointed in this regard. I did play Sunlust on UV (cbt) before this so my concept of difficulty might be a little distorted.

The only reason I'm not giving this 5 stars is because I did feel the levels had some predictability to them, maybe a byproduct of me already having beaten 1993, DOOM II and Sunlust so it's harder to surprise me. I still miss that feeling of wonder and surprise that 1993 gave me though so that one is still my favorite.

Ultrakill feels like it was developed entirely in one night by a dude who snorted a bunch of cocaine, kept saying "you know what would be really sick?" and was right every time

I actually prefer this to base Doom II. Just a very fun expansion for gaymers