Click here to watch me play the arcade version of this game as Scorpion.
Released: 1994 Originally Released: 1992 Developer: Arena Entertainment / Probe Development / Midway Original Developer: Midway Also Available For: Arcade, Mega Drive, Mega-CD, Game Gear, Game Boy, Super Nintendo Entertainment System (SNES), PC, Amiga, PlayStation 2, PlayStation Portable, PlayStation 3, Xbox, Xbox 360
A Brief Background: You’ve all heard of Mortal Kombat, right? The violent fighting game series that revolutionarily used digitised sprites instead of traditional 2D sprite art and was filled with all kinds of controversial violence and blood? These days, the blood and brutal Fatalities the series is known for don’t cause nearly as much outrage as they did back in the day but, in the early-nineties, parents and organisations alike were fuming at the levels of violenceMortal Kombat depicted. As you might expect, this meant that Mortal Kombat was massively successful; kids finally turned away from Street Fighter II: The World Warrior(Capcom, 1991) and wasted their hard-earned pocket money trying to tear their opponent’s spines from their bloodied bodies. Given its level of popularity, Mortal Kombat received numerous ports to home consoles; the Mega Drive version reigned supreme thanks to SEGA including the game’s trademark blood and Fatalities (albeit after a code was entered), while Nintendo lagged behind with heavily edited “Finishing Moves” and substituting blood for “sweat”. While the Mega Drive version is sluggish and hasn’t really aged very well, it’s got nothing on this Master System port!
First Impressions: After slotting Mortal Kombat into the Master System, you’re treated with a long diatribe about “codes”, which was the developer’s sneaky way of telling you that you need to enter a code to enable blood in the game. I skipped this, however, and, as always, selected Sub-Zero to take on the game’s arcade ladder. The first thing you’ll notice is that Kano is missing from the game’s roster; the second thing you’ll notice is how absolutely God-awful the game’s graphics are! I grew up playing the Amiga version of Mortal Kombat but, mostly, was playing either Mortal Kombat 3(Midway, 1995) on PC or Mega Drive (except for that odd period were I happened to have a copy of Mortal Kombat II (Acclaim Entertainment/Probe Development, 1994) for the Master System) so maybe I was a little spoiled but…my God, the graphics here are terrible! The downgrade to 8-bit has left the already-questionable digitised sprites looking blocky and blurry. Sprites seem to float or merge with the foreground and background, and so many frames of animation have been lost that there seems to be a delay in every button press!
Backgrounds are okay and everyone has their special moves…but still…
It’s not all bad, though; the backgrounds are okay, for the most part, those there’s a noticeable lack of stages here. Each character also has their signature moves but, thanks to the Master System’s two button setup, I couldn’t throw even one Ice Ball for the life of me. None of this changes the fact that the game plays like absolute garbage, though. One of the things I love about Mortal Kombat (especially the early titles) is how the game is easy to pick up and play and gets deeper the more you master its controls; unlike Street Fighter II and its sequels and spin-offs, you don’t have to stress yourself with worrying about “frame cancels” or whatever. Every Mortal Kombat character basically plays the same, with only their special abilities separating them, meaning it comes down to how good you are at getting through the opponent’s offense and landing your own.
My Progression: In this version of Mortal Kombat, you can technically wipe the floor with the computer without any real problem; if you select the “Easy” difficulty, you can pretty much trounce every opponent with just flying kicks, rapid punches, and leg sweeps no matter how much better they are at throwing their projectiles at you. The issue is, though, that you have to battle against some really dodgy hit detection and slow-down; it’s like the game is taxing the Master System to its very limit, as you’ll slowly stutter through the air and punch through the opponent more often than not.
At first, it’s not too difficult to get the win, especially on “Easy”.
When I fired the game up to have a quick playthrough, I selected the “Easy” difficulty, picked Sub-Zero (because…obviously…!), and played through the arcade ladder. I managed to get all the way to the Mirror Match without losing more than one round (Rayden turned out to be a cheap spam-artist) and was promptly, soundly defeated by my doppelgänger. Truthfully, I’m not too bothered about this as the one thing I always hated about Mortal Kombat was those damn annoying Endurance Matches, where you have to take on two opponents with two health bars while you only get one. That probably wouldn’t be so bad but you need to fight your way through three of these bloody things before you can take on Goro and, eventually, the game’s final boss, Shang Tsung.
Honestly, the original Mortal Kombat has not aged well at all. The only version worth anyone’s time is the arcade version, and even that is slow and graphically sub-par to its later sequels. This 8-bit port of the game is a joke from top to bottom; it’s literally the poor man’s version of Mortal Kombat, made for those kids unfortunate enough to not be able to upgrade to the Mega Drive, and should be avoided at all costs. Am I being too harsh on the Master System port of Mortal Kombat? Which was your favourite version or sequel to Mortal Kombat? Do you have any fond memories of wasting your childhood away in arcades trying to set your opponent on fire? Write a comment below and let me know.
Released: October 2018 Developer: Traveller’s Tales Also Available For: PlayStation 4, Nintendo Switch, and PC
The Background: You’ve heard of Lego, right? Those little Danish plastic blocks that you can slot together to build all kinds of shit and make you wish you were dead when you step on them? Well, some time ago (around 2014), they started producing playsets based on DC Comics characters. After the release of Lego Star Wars: The Video Game (Traveller’s Tales, 2005) laid the groundwork for what would become numerous licensed Lego videogames, Traveller’s Tales released Lego Batman: The Videogame (ibid, 2008), the first in a series of Lego-themed videogames based on DC Comics characters. Lego DC Super-Villains came hot on the heels of The Lego Batman Movie (McKay, 2017) and was a spin-off of its immediate predecessor, Lego Batman 3: Beyond Gotham (Traveller’s Tales, 2014). While the gameplay and narrative may have expanded beyond simple pantomiming in enclosed environments to fully-voiced open worlds, the core blueprint of building increasingly ridiculous Lego constructs in a DC-themed world remained unchanged.
The Plot: When the evil Justice Syndicate arrive from Earth-3, pose as superheroes, and promptly dispose of the Justice League, the super-villains of the DC Universe must join forces with a mysterious new villain in order to expose the Syndicate as frauds and reclaim their place as the world’s number one villains.
Gameplay: If you’ve ever played a Lego videogame before, you’ve played them all; gameplay is ridiculously simple and yet fun, with the games designed to be accessible to younger players and emphasising pick-up-and-play, co-operative gameplay, and simple, easy to master mechanics. The first thing you’ll do is design your own Lego supervillain from a range of available heads, costumes, and powers, which you’ll unlock more of as you play through the game’s story mode and find hidden Gold and Red Bricks. Once you have your Rookie, you’ll adventure with some of DC’s most notorious super-villains (including Harley Quinn, Lex Luthor, and Black Adam) across some of DC’s most recognisable locations (from Slaughter Swamp, to Metropolis, to the fire-pits of Apokolips).
Learn new abilities as you play through the story mode.
Gameplay couldn’t be simpler; you can attack enemies with combos, ranged weapons, energy blasts, and crowd-clearing ground pounds, or fly and flip across the skies of the game’s various open worlds, amongst many other attributes. The Rookie’s abilities can be customised as you play and his ability to absorb and learn new powers is a crucial part of the game’s amusing story mode.
There are many secrets to find in the game’s many locations.
Considering the Lego videogame formula hasn’t changed since their first Lego Star Wars videogame, there’s a lot to see and do here; every time you complete a chapter of the story mode, you unlock it for use in Free Play mode. As each environment has many hidden secrets that can only be uncovered by using characters and abilities not initially available in the story mode, this encourages a great deal of exploration and replayability if you want to find everything and earn all of the Achievements. Combat and gameplay are simple enough, and the game’s puzzles aren’t generally much to worry about; Lego DC Super-Villains’ challenge comes in the multitude of secrets hidden in the game’s multiple overworlds and individual chapters and in the vast amount of side missions on offer. You’ll be tasked with photographing goons, destroying certain objects, or collecting certain items, all to either obtain another hidden brick or unlock an extra playable character in the game’s already stacked roster.
You’ll need to build all manner of Lego toys to progress.
A crucial aspect of any Lego videogame is smashing everything in your path, collecting Lego studs, and building, building, building. Holding down B near a cluster of Lego pieces will see your character piece together all manner of Lego constructs, from weapons, to computer terminals, vehicles, and even the Flash’s Cosmic Treadmill, all of which will spew out yet more Lego studs, open up new areas, or allow you to progress further.
Everyone is represented, from the iconic to the obscure.
Collecting studs is vital to your progression; although you have a heart-based life system, you can return to the game as many times as you like after dying as long as you have enough studs. However, as they’re scattered across every inch of the Lego DC world, you’ll never be running short of these, and enemies will often drop hearts upon their defeat. Studs can also be used to purchase new characters and vehicles, both of which are essential to earning some of the game’s Achievements.
Graphics and Sound: A key aspect of all of Lego’s multimedia ventures is just how well they recreate the feeling of playing with actual Lego toys; everything in their movies, animated shorts, and videogames has some basis in reality and is either based on, or available as, an existing Lego playset.
You’ll visit some of DC’s most iconic locations.
To that end, all of the characters look and act exactly as a Lego toy would; they’re made of shiny, stiff plastic and it always feels as though you’ve just dropped a bucket of your Lego out on the floor and started playing with them. Iconic DC locales are lovingly crafted out of the iconic bricks to the point where you’re smashing your way through a dark and stormy Gotham City that evokes exactly the same sense of gloomy dread as anything produced by Rocksteady.
You’ll recognise a lot of the voices in Lego DC Super-Villains.
While early Lego videogames based on movie properties utilised the soundtrack and vocal performances of their source materials, Lego DC Super-Villains favours a largely original score and goes all-in with the quality of its voice actors. You’ve got the likes of Kevin Conroy, Clancy Brown, and Michael Ironside reprising their roles from various DC cartoons and animated movies alongside John Barrowman, Zachary Levi, and Brandon Routh voicing their respective characters from DC’s live-action television shows and movies.
Enemies and Bosses: As you journey to expose the Justice Syndicate, you’ll naturally face opposition from local law enforcement and rival goons before squaring off with members of the Justice Syndicate and the Justice League.
You’ll eventually take on Darkseid in an epic encounter!
As a result, you’ll inevitably end up in battle against the likes of Ultraman, Mazahs, Owlman, Johnny Quick, and Superwoman but you’ll also fight against Solivar, Doomsday, and the titanic New God Darkseid. Each boss battle has a unique twist, forcing you to use different abilities to break through their defences and chip away at their health.
Bosses are grandiose, but simple, affairs.
In many instances, bosses will use the environment to their advantage (such as Sea-King, who attacks with a giant octopus) or send waves of goons against you. Luckily, however, you can utilise different abilities to uncover building bricks around these environments to construct weapons and other Lego that will turn the tide in your favour.
Power-Ups and Bonuses: As you play Lego DC Super-Villains, you’ll find Gold and Red Bricks, hidden Batman-branded Minikits, and various graffiti points. Each of these, and the collecting of studs, will unlock and allow you to purchase a treasure trove of in-game modifiers which will double your stud bonus, detect secrets, enable one-hit kills, and even flash up the Batman (1966 to 1968) “Pow!” sound effects.
Some characters drastically change form to reach new areas.
Additionally, every Lego character has their own unique weapon and playstyle; some, like Clayface, can increase or decrease in size to smash through obstacles or fit through vents; others, like Livewire, can charge electrical conduits with their electricity powers. The likes of the Joker and Scarecrow can collect special items to brew up fear gas or laughing gas, respectively, while also commanding goons found in each level to form bridges or activate switches. Similarly, there are some characters, like Tigress, who can dig up hidden treasures or use their acrobatic abilities to jump across rooftops. While it would be wrong to say that no two characters play the same, as there are many who share recognisable traits, playing as Superman is a markedly different experience to playing as Chang Tzu. Add on to that the Rookie’s ability to learn and combine these different abilities and you have a lot of different options available to you to progress through the game’s story and side quests.
Additional Features: Once you clear the game’s substantial story mode, which will see you take command of various different DC villains across multiple locations, you unlock five bonus levels that are narrated by Lobo and located around Apokolips. These extra missions allow you to play as the various members of the Justice League as they battle their way to freedom out of Darkseid’s hellish homeworld. There’s also a fair amount of downloadable content on offer that adds characters and levels based on DC films like Shazam! (Sandberg, 2019) and Aquaman (Wan, 2018) and DC’s live-action shows, like Arrow (2012 to 2020) and The Flash (2014 to present), among others.
The Summary: I’ve always enjoyed the simple pleasure of the Lego videogames; they’re not exactly taxing to play through and are easy to slip right back into after years away as the fundamental basics have remained unchanged since 2005. Not only are they harmless fun to play, they’re also pretty funny; Traveller’s Tales have put a lot of work into the game’s story and dialogue and much of the game’s humour comes from genuinely funny jokes, gags, one-liners, Easter eggs, and sight-gags. Saying that, though, Lego DC Super-Villains is best played with a friend so you can easily smash your way through the story mode and side quests and uncover every hidden trinket on offer. As a solo experience, it’s serviceable enough but these are games built to be enjoyed with a friend or, more ideally, a younger sibling or a child (preferably yours…) as the challenge on offer is tailor made for a younger audience. There’s a lot to like, here, though, especially if you’re a fan of DC Comics or their animated endeavours.
My Rating:
⭐⭐
Rating: 2 out of 5.
Could Be Better
What did you think about Lego DC Super-Villains? Are you a fan of the Lego videogames or do you find the formula to be wearing a bit thin by now? Feel free to leave a comment and give me your thoughts and feedback.
To continue to milk the release of the Resident Evil 3remake (Capcom, 2020), I figured I’d spend the next few weeks taking a look back at the official comic book magazine released by WildStorm between 1998 and 1999.
Resident Evil: The Official Comic Magazine ran for five issues and mostly featured stories that filled in events between, during, and after Resident Evil (ibid, 1996) and Resident Evil 2 (ibid, 1998). Many of these stories and events, and the characterisations of familiar Resident Evil characters, may have since been rendered non-canon by subsequent sequels and reboots but, nevertheless, these comics do a great job of fleshing out the Resident Evil lore outside of the videogames.
Wesker is assigned to investigate some strange murders.
Issue one released in March 1998 and featured cover art by the always-fantastic Jim Lee and four full-length stories. The first, “S.T.A.R.S. Files” (Adams, et al), is a minor prelude to Resident Evil in which Albert Wesker is charged by his mysterious superior officer to form two teams to investigate a series of murders in Raccoon City.
Wesker gives a rundown on his recruits…
Wesker compiles a report (how very Resident Evil) in which he runs down each member of the Bravo team and his Alpha team, their abilities, a bit of their backstory, and how much of a threat they pose. He talks about his willingness to blackmail Barry Burton into being his second-in-command, criticises both Rebecca Chambers and Brad Vickers, and gives a little bit of background to Chris Redfield and Jill Valentine. The story ends with the Bravo team heading out to Raccoon Forest and Wesker promising that the team won’t find out anything. Obviously, this story was written long before Resident Evil Zero (Capcom, 2002), so the Bravo team exists simply to be written off but this story, while brief, does provide some insight into Wesker’s motivations and mindset at a time when he was still a one-note, clichéd villain rather than a superpowered mastermind.
John created many of Resident Evil‘s iconic BOWs.
The second story, “Who Are These Guys?” (Adams, et al), sheds a bit of light into how all of those files and notes you pick up in Resident Evil titles are created by showing the story, and degeneration, of Ada Wong’s boyfriend, here called John Fay. It turns out that John was the scientist responsible for experimenting with the Tyrant-Virus (T-Virus) on animals, such as dogs and sharks, thus creating some of Resident Evil’s most memorable bio-organic weapons (BOWs).
John succumbs to the T-Virus and becomes just another zombie.
In the course of his research, and the story, John contracts the T-Virus and begins degenerating into a zombie; he just about manages to scrawl out passwords and codes for Ada before being blown to pieces by Jill. This was an interesting story, fleshing out a character I don’t think we’ve ever seen in the videogames and visually detailing the degenerative process the T-Virus has on a human. It’s quite fun to see how John’s note was written out, and how all he amounts to is being just another zombie to be dispatched during the game.
This story recaps the events of the first game.
“Dangerous Secrets” (Oprisko, et al) mixes things up a bit by telling a story about the survivors of Resident Evil as it literally takes place two days after the end of the game. The story is, basically, a recap of the events of the first game, recreating the team’s first encounter with a zombie, the infected crows, the fight against Yawn and Enrico’s assassination, their battles with the Hunters, Wesker’s betrayal and death, and the destruction of both the Tyrant and the mansion itself.
It’s all a matter of perspective…
Tying in with the previous story a little bit, “Dangerous Secrets” also shows the characters actually using the files and notes they found in the mansion and Umbrella’s laboratory to their advantage to piece together what happened, how the T-Virus was created, and what it does to those infected. There’s also a really amusing part where Chris and Rebecca both reference how Jill was captured and imprisoned in a cell but Jill remembers the events slightly differently, believing that it was Chris that was imprisoned. This is a great reference to the contradictory story parts the player encounters when playing Resident Evil and good way of pasting over those continuity errors before the production of the Resident Evil remake (Capcom Production Studio 4, 2002) and other sequels; the idea being that each scenario is as valid as the other as it’s simply from that character’s perspective (it’s also slightly implied, through Jill’s thought bubble, that Chris is intentionally lying because he’s ashamed of being captured).
The story acts a bridge between the first two games.
This story is also where Barry’s betrayal is revealed to Chris, explaining in detail how Wesker threatened Barry’s family to get him to go along with his plot to release the Tyrant. The story comes to an end with Chris planning on investigating Umbrella further and Leon S. Kennedy arriving in Raccoon City, effectively bridging the gap between Resident Evil and Resident Evil 2 and (although unintentionally) Resident Evil – Code: Veronica (ibid, 2000).
Ada confronts Birkin, anaware they’re being spied on…
Speaking of Resident Evil 2, the comic’s final story, “Raccoon City – R.I.P.” (Adams, Oprisko, et al), details Ada’s arrival in Racoon City to confront William Birkin (who looks a little…different to how he appears in Resident Evil 2) just as the first zombies begin to crop up around the city (which is a bit of a continuity error as zombies weren’t supposed to appear until after Birkin is killed).
Gun Shop Kendo gets a brief cameo…
Their conversation is overheard by an unidentified third party, who then visits a bar that is promptly trashed by zombies. He heads to Gun Shop Kendo to grab a shotgun before being attacked by a zombie at a petrol station, which explodes in the fracas, killing him and his attackers.
Sadly, Leon wouldn’t duel-wield for some time…
A trucker witnesses the explosion and is immediately set upon by zombies, who are taken out by a duel-wielding Leon, thus filling in a few blanks between Resident Evil and Resident Evil 2. Despite casting a bit more focus on Ada and her characterisation and detailing how quickly the T-Virus spread to Raccoon City, “Raccoon City – R.I.P.” is easily the weakest of this issue’s four stories; it’s got a lot more continuity errors, puts far less emphasis on recognisable characters, and the art isn’t as good.
Mikami talks about some original character concepts.
Issue one also features a really insightful interview with Resident Evil producer Shinji Mikami, who details some of the production and design influences on the game and series, directly referencing the impact Night of the Living Dead (Romero, 1968) had on the game’s production. He also talks about how the version of Resident Evil released in the United States is actually harder than the Japanese version so that they could make more money of repeated game rentals (remember when those were a thing?) and some cut characters, including an original version of Barry who more resembles Arnold Schwarzenegger. In the end, this is a decent first issue; it’s more of an anthology and companion piece to the videogames rather than a by the numbers adaptation, with only “Dangerous Secrets” directly reinterpreting the videogame into comic book form. However, it has to be said that this story is easily the best this issue has to offer as it features all the characters and events you remember from the first game recreated with some stunning (and gory) art by Carlos D’Anda.
My Rating:
⭐⭐⭐⭐
Rating: 4 out of 5.
Great Stuff
Did you ever read the Resident Evil comics published by WildStorm? Would you be interested in the series receiving a reprint as the collection is currently out of print? Do you have a favourite piece of ancillary Resident Evil media? Drop a comment below and come back next Tuesday for my rundown of issue two.
Released: February 2019 Originally Released: February 2000 Developer: Capcom Production Studio 4 Also Available For: Dreamcast, PlayStation 2, GameCube, PlayStation 3, and Xbox One
The Background: After redefining the survival/horror genre with Resident Evil (Capcom, 1996), Capcom were under pressure to release ports of their popular franchise onto consoles other than Sony’s PlayStation. Unable to get a port of Resident Evil 2(ibid, 1998) for SEGA’s ill-fated Dreamcast off the ground, and with Sony claiming first-dibs on Resident Evil’s next numbered sequel, producer Shinji Mikami opted to develop two concurrent Resident Evil sequels. While Resident Evil 3: Nemesis (ibid, 1999) continued the story of Jill Valentine and was, largely, simply a side-story to Resident Evil 2, Resident Evil – Code: Veronica reunited Claire Redfield with her brother, Chris, and utilised the superior processing power of the Dreamcast to diverge what was quickly become a stale narrative formula into a more global story.
The Plot: Three months after escaping the destruction of Raccoon City, Claire Redfield is captured and imprisoned on Rockfort Island while attempting to reunite with her brother, Chris. After an outbreak of the Tyrant-Virus (T-Virus), Claire soon finds herself teaming up with a fellow inmate, Steve Burnside, and once again battling through hoards of zombies and the malevolent Umbrella Corporation’s Bio-Organic Weapons (BOWs) in a desperate attempt to survive.
Gameplay: Code: Veronica features exactly the same survival/horror gameplay as its predecessors; players once again utilise “tank controls” to navigate Claire, Steve, and Chris through a number of environments but, like in Nemesis, players can now pull back on the analogue stick while pressing A to perform a quick 180-degree turn, which makes dodging BOWs and attacks far easier.
Item management is key to your survival.
As is the tried-and-true Resident Evil formula, players must pick up files and notes to flesh out the game’s story and earn hints as well as collect and combine weapons, ammunition, key items, and healing times (herbs and first-aid sprays) in order to progress. It is crucial to your survival to be constantly aware of your environment and your resources as running out of ammo or herbs can be the difference between life and death. Players can store their items in Item Boxes, which are generally located in safe areas where players can restock and save their progress using an Ink Ribbon and a typewriter. You’ll need to make frequent use of these rooms in order to tackle the game’s puzzles, which can be as simple as moving crates and as complex as risking your life to crush a glass sphere under a massive weighted block.
You’ll get to play as this asshole a couple of times…
Unlike the first two Resident Evil’s, but almost exactly as in Nemesis, Code: Veronica sees players jump between different playable characters as they progress through the story. You begin as Claire trying to escape the zombie outbreak on Rockfort Island but also take control of the irritating Steve at one point, before switching to Chris about halfway through the game. Like in previous games, each have different skills that help them progress (Claire has a lock pick, for example) and players can choose to help out their sibling by clearing areas of enemies or leaving weapons or items behind for them to acquire.
Graphics and Sound: Unlike its predecessors, Code: Veronica ditches the classic pre-rendered backgrounds for three-dimensional environments that are rendered in real-time; this means that, while there are still some examples of fixed-camera angles, Code: Veronica features the most dynamic and cinematic camera the series had ever seen at that point. This works fantastically with the game’s incorporation of new, foreign locations for its story; while many of the game’s environments will be familiar to Resident Evil veterans (mansions, underground facilities, sewers and the like), you’ll also travel to the frozen wastelands of Antarctica and visit some gothic-inspired locales, though the “HD” makeover isn’t anywhere near as extensive as it has been in recent Resident Evil renovations.
Claire is suddenly a bullet-time bad-ass…
Thanks to the power of the Dreamcast, Code: Veronica not only features a much higher level of detail in character models, faces, and zombie details but also steps up the game’s use of CG cutscenes, which specifically portray Claire in a far more capable and tougher light than she appeared in Resident Evil 2. Just as Leon S. Kennedy jumped from a relatively competent rookie street cop in Resident Evil 2 to a martial arts superspy in Resident Evil 4 (Capcom Production Studio 4, 2005) with little in-game explanation, Claire is suddenly dodging bullets (from a helicopter, no less!) and performing grandiose, bullet-time actions. The game also features a foreboding soundtrack that echoes those of its predecessors; a lot of the time, areas are devoid of music, meaning all you can hear is the shuffle of rotting feet, the moaning of zombies, or the ominous growling of some unspeakable mutation. Subtle, soothing tunes let you know when you’re in a safe area and the dramatic score kicks in as monsters attack and dies down once they’re defeated, which is all standard fair for these early Resident Evil titles.
Enemies and Bosses: Code: Veronica features a lot of the standard enemies you’ve come to expect from a Resident Evil title; you’ll mainly encounter rotting, bloody zombies who shuffle about, claw along the floor, or burst through windows in their droves. There’s possibly the most variety in the zombies’ appearance here, though, as there’s reanimated corpses from a cemetery, naked zombies in a sauna, zombies with little worker hats, vomiting zombies, frozen zombies, and even zombies with glowing eyes like Albert Wesker. Speaking of which, Code: Veronica inexplicably returned Wesker to the series after he was skewered into ribbons of bloody flesh in the first Resident Evil; while you don’t get to fight Wesker here, he is heavily involved in the game’s plot, which revolves around Alfred and Alexia Ashford developing a new T-Virus strain.
I’m seeing a few similarities here…
The T-Veronica Virus offers a variety of additional BOWs for players to contend with; some will be familiar, like the deadly Hunters and giant spiders, and others are new, like the Tremors (Underwood, 1990) inspired Gulp Worm and Code: Veronica’s most persistent new enemy, the Bandersnatch, which can grab you from afar with its stretchy, clawed arms and will leap and haul tiself around the environment to get at you.
Good luck hitting this fucking thing!
You’ll also battle some messed up, multi-formed bosses that owe more than a small debt to John Carpenter’s The Thing (Carpenter, 1982); there’s a particularly gruelling close-quarters fight with a Tyrant in a plane, the blind, spider-limbed Nosferatu (who can swipe you right off a helipad and must be awkwardly shot at with a sniper rifle during a blizzard), Steve’s transformation into a hulking, axe-wielding frog-like creature that can only be ran from, and Alexia’s mutation from an insectile creature that flings flaming blood at you, bulges out into a grotesque, bug-spewing monstrosity, and finally ends up as a dragonfly-like annoyance that will take not only your best weapons (usually the Magnum) but also the unwieldy Linear Launcher to defeat.
Power-Ups and Bonuses: In true Resident Evil fashion, you can find additional and more powerful weapons as you play and explore your environments; both Chris and Claire can obtain an assault rifle, dual-wield submachine guns, the go-to fan favourite shotgun, and a grenade launcher with four different types of ammo while also being able to upgrade their base pistol to a burst fire mode or improve its power, respectively.
Additional Features: Players can unlock a couple of bonuses through gameplay. Completing the game unlocks “Battle Mode”, a time attack survival mode where you must battle hordes of enemies with infinite ammo and lets you pick between third- and first-person perspectives. You can unlock not only Steve but also Wesker for use in this mode and, as you might expect, finishing the game with an S-rank unlocks an infinite rocket launcher for your use. There’s also a handful of Achievements you can attain but, as this was originally an Xbox 360 title, they’re mostly tied to gameplay progression rather than Easter eggs or obscure actions on the player’s part.
The Summary: Resident Evil – Code: Veronica X is about as classic a Resident Evil title as you can get; it hits all of the beats you would expect from Capcom’s survival/horror franchise while also expanding its scope beyond the confines of Raccoon City for the first time. Narratively, this is also where the series begins to kind of fall of a cliff as the plot suddenly becomes far more dense, layered, and convoluted and shifts towards a focus on Wesker’s evil ambitions and away from a faceless corporation’s machinations. Yet, for as good as it is, Code: Veronica doesn’t really offer anything new; despite the benefits offered by the Dreamcast, the game is firmly entrapped in the gameplay mechanics and restrictions of the series, meaning that it’s more a case of the same-old, same-old rather than offering the fresh take on the series we’d see in Resident Evil 4. However, for those (like me) who were disappointed with the brevity of Resident Evil 3: Nemesis and like jumping back into a traditional survival/horror title, there’s enough here to sustain your interest and engagement, though you’ll most likely soon forget the experience once you jump to one of its successor titles.
My Rating:
⭐⭐
Rating: 2 out of 5.
Could Be Better
What are your thoughts on Resident Evil – Code: Veronica X? Did you play the original Dreamcast title or, like me, discover it through one of its many ports? Would you like to see an HD remaster of this title as well or do you think that it’s best left as it is? Sound off in the comments and come back for more Resident Evil content coming soon.
Superheroes may dominate television screens these days, but it all started back in the seventies. Long before the Marvel Cinematic Universe (MCU) took cinemas by storm and drummed up enough cash to sink a small cruise liner, Marvel Comics had ventured into live-action adaptations of their comics books by licensing their properties to studios like CBS and Universal Television. This produced the iconic Incredible Hulk (1977 to 1982) television show that firmly entrenched the Green Goliath in the cultural consciousness and produced tropes that became synonymous with the character for years to come.
You wouldn’t like him when he’s angry…
However, The Incredible Hulk wasn’t the only live-action adaptation of a Marvel Comics property to be produced in the seventies; in fact, there were so many productions (or, at least, so many Marvel characters) around this time that a version of the MCU can be seen to have existed long before Iron Man(Favreau, 2008) graced cinema screens. So, today, I’m going to take a quick look back at some of these productions and have a chat about the MCU we very nearly saw come together back in the days of Pink Floyd, frayed jeans, and mullets…
As I mentioned, The Incredible Hulk kicked all of this off; starring Bill Bixby as Dr. David Bruce Banner, the show depicted a scientist recklessly experimenting on himself with gamma radiation in a bid to unlock the hidden strength and potential of the human body. When he absorbs too much gamma radiation, moments of stress and anger cause him to transform into the green, bestial Hulk (Lou Ferrigno), a creature of limited intelligence, immense rage, and incredible strength.
McGee relentlessly hounded Banner.
Believed dead at the Hulk’s hands, Banner is forced to wander around the country in search of a cure, helping those in need with both his intelligence and the strength of the Hulk when pushed too far, all while being relentlessly pursued by reporter Jack McGee (Jack Colvin). The show was famous for coining the phrase: “Don’t make me angry. You wouldn’t like me when I’m angry”, which has since become so synonymous with the character that it has appeared in most Hulk adaptations. Equally popular was both Bixby’s portrayal of Banner as a wandering nomad, desperate to cure himself of his alter ego and return to normal life, and Ferrigno’s portrayal of the Hulk (a role that Arnold Schwarzenegger auditioned for and that originally went to mammoth actor Richard Kiel).
Ferrigno always had a place in Hulk adaptations.
Ferrigno has since become so associated with his role as the Hulk that he went on to not only voice the character in the animated Incredible Hulk (1996 to 1997) television series but also collaborated with Mark Ruffalo in voicing the Hulk in the MCU and cameoed in both Hulk(Lee, 2003) and The Incredible Hulk(Leterrier, 2008), a movie that was heavily influenced by the ‘70s television show. If there’s any downside to the show, and Ferrigno’s performance, it’s that they both popularised the notion that the Hulk is a feral, growling creature rather than a semi-to-impressively articulate individual. While Stan Lee himself may have signed off on this at the time (“I had the Hulk talking like this: “Hulk crush! Hulk get him!” […] that would have sounded so silly if he spoke that way in a television show” (Lee, quoted in Greenberg, 2014: 19 to 26)), I feel this was more a case of Lee signing off on anything for the licensing revenue. This portrayal even carried over into the MCU, where the Hulk was capable of rudimentary speech (one or two growling lines here and there) but did not properly articulate until Thor: Ragnarok (Waititi, 2017); to compare, Bradley Cooper was snarking up cinema screens as Rocket Raccoon in Guardians of the Galaxy(Gunn, 2014) before Hulk was allowed to properly talk.
The Incredible Hulk returned with a bang.
In any case, The Incredible Hulk ran for eighty episodes before finally coming to an end on 12 May 1982. Banner’s adventures, however, continued in the made-for-television film The Incredible Hulk Returns(Corea, 1988). While the TV show shied away from including any Marvel characters aside from Banner and the Hulk, much less his fellow Marvel cohorts, The Incredible Hulk Returns featured two of the most unlikely inclusions you could imagine given the show’s relatively rounded approach to its source material. After successfully suppressing the Hulk for two years, Banner’s idyllic life is turned upside down when an old student of his, Donald Blake (Steve Levitt), seeks him out. Right as Banner is on the cusp of finalising a potential cure in the Gamma Transponder machine, Blake reveals that he discovered an enchanted hammer in Norway that, upon his command, releases the mighty immortal warrior Thor (Eric Kramer) from Valhalla.
I honestly can’t tell the difference…
When Thor upsets Banner, he briefly battles with the Hulk and damages Banner’s the Gamma Transponder, but the two (three, I guess) are forced to work together to stop criminals from stealing Banner’s research and harming his life interest, Dr. Margaret Shaw (Lee Purcell). In the end, while Shaw is rescued, Banner is forced to destroy a vital component to the Gamma Transponder and, with the Hulk’s presence catching McGee’s attention, promptly returns to the road to seek out a new cure for himself. When I was a kid, I never got the chance to watch The Incredible Hulk, so one of my first exposures to it was with The Incredible Hulk Returns, which I found to be hugely enjoyable largely because of the thrill of seeing the Hulk in live-action and the banter between Blake and Thor. Rather than transforming into Thor, as in the comics, Blake instead brings Thor forth with the hammer and is charged with guiding him in life and in the fulfilment of a number of heroic deeds so he can take his place at Odin’s side in Valhalla. It’s absolutely mental, especially as a continuation of the TV show, but Kramer is so much fun as the loud-mouthy, arrogant, meat-headed Thor that you can’t help but smile when he’s onscreen, especially when he’s drinking and fighting in a bar or battling with (and alongside) the Hulk.
Banner forms a kinship with Daredevil.
I said I never really watched the show but, in truth, my first ever exposure to the Bixby and Ferrigno team was the follow-up movie, The Trial of the Incredible Hulk (Bixby, 1989), in which Banner, now a desolate soul who’s lost all hope, wanders into a city and, after disrupting a mugging on an underground train, is wrongfully imprisoned. As luck would have it, his appointed attorney is none other than Matt Murdock (Rex Smith), a blind lawyer who also patrols the streets at night as the black-clad vigilante Daredevil. Murdock is pursuing evidence against Wilson Fisk (John Rhys-Davies), an entrepreneur whom Murdock (rightfully) believes is a dangerous crime boss. While Banner is content to stay safely locked up in jail, the idea of being put on trial causes him to Hulk out and, eventually, team up with Murdock/Daredevil in bringing Fisk to justice.
John Rhys-Davies was great as Fisk.
The Trial of the Incredible Hulk is notable for a couple of reasons; it features Stan Lee’s first-ever live-action cameo in a Marvel production, it heavily adapts elements of Frank Miller’s iconic run on the Daredevil comics, and the titular trial only actually takes place in a nightmare Banner has while imprisoned. Nevertheless, Rhys-Davies is exceptional as Fisk; he’s never referred to as the Kingpin onscreen but that doesn’t stop him being a cool, calculating puppet master of a villain; his eventual escape (in a God-damn rocket ship!) is a loose end that was never tied up as the final TV movie, The Death of the Incredible Hulk(Bixby, 1990), chose to bring an end to the Incredible Hulk series and did not feature any additional Marvel characters.
Hammond was a decent Peter Parker…and he had a great stunt double.
Hulk wasn’t the only one to get his own live-action TV show though; after the feature-length pilot, Spider-Man(Swackhamer, 1977), proved popular, Marvel’s web-head got his own thirteen episode series in the form of The Amazing Spider-Man (1977 to 1979). In addition, episodes of the show were edited (“cobbled”, is probably a better word) together into two made-for-television movies, Spider-Man Strikes Back (Statlof, 1978) and Spider-Man: The Dragon’s Challenge (ibid, 1981), both of which (along with the pilot) are the only exposure to this show I’ve had. The Amazing Spider-Man starred Nicholas Hammond as Peter Parker (with the show’s stunt co-ordinator, Fred Waugh, taking the role of Spider-Man, which was pretty obvious given their wildly contrasting size and builds) and, if you thought that this show took more from the source material than The Incredible Hulk then you’re going to be woefully disappointed.
I mean…they did the best the could…
Jonah Jameson (played by both David White and Robert F. Simon) featured quite prominently but Robbie Robertson (Hilly Hicks) and Peter’s Aunt May (Jeff Donnell) only appeared in the pilot episode and, though Spidey tussled with hypnotists, terrorists, and gangs, he never once butted heads with any of his colourful rogues gallery. Spidey (and Parker) also initially ran afoul of Police Captain Barbera (played with gruff, loveable glee by Michael Pataki), but this character was sadly dropped for the show’s second season. The Amazing Spider-Man was an ambitious project, especially for the seventies; Spider-Man is a character who requires a lot of effects and stunt work to pull off correctly and is arguably far more dependent on modern computer effects than the likes of even the Hulk. As a result, while the show featured an incredibly faithful recreation of Spidey’s origin, costume, and web shooters and did its best to portray Spidey’s wall-crawling and web-slinging through wires, pulleys, and other camera tricks, the show always came across as being far more absurd than its Universal counterpart.
For whatever reason, Doctor Strange got a movie too.
There was more to come from Universal Television, however, as they also produced a Dr. Strange (DeGuere, 1978) made-for-television movie that featured Peter Hooten in the title role (I guess Tom Selleck was unavailable…) and Jessica Walter as Morgan Le Fay. This one’s especially obscure and many have probably never heard of or seen it; it actually got a DVD re-release in 2016, coincidentally around the same time as Doctor Strange (Derrickson, 2016) was released in cinemas. Interestingly, Stephen Strange is portrayed as a psychiatrist rather than a physician and stumbles into his destiny as the Sorcerer Supreme when Le Fay possesses one of his patients, Clea Lake (Eddie Benton). The movie also featured other recognisable faces from the source material, such as Wong (Clyde Kusatsu) and the Ancient One (Michael Ansara), which is already a bit of a leg up on the Hulk and Spider-Man outings. What scuppered Dr. Strange, though, was, again, the fact that it was produced at a time when special effects simply were not up to the task of doing the character justice. It also didn’t help that the film was criticised for being overly long and boring and lacking any real urgency. In all honesty, there really isn’t much to see here that’s worth you rushing out to watch except the novelty of seeing a C-list character like Strange get a live-action movie well before his time.
Yeah, I don’t think K.I.T.T. had anything to worry about…
CBS also had one another Marvel character to offer the seventies; Captain America (Holcomb, 1979) brought the star-spangled Avenger to life on television screens and…dear Lord, is this a sight to behold! Reb Brown starred as Steve Rogers, a former marine-turned-artist living in the present day whose patriotic father was known as “Captain America”. After he’s nearly killed by an attempt on his life, he’s inexplicably chosen to be administered with the super-serum F.L.A.G. (Full Latent Ability Gain), which turns him into a superhuman. He then decks himself out in a horrendous version of the Captain America costume and takes to the streets on a modified super-cycle so massively over-the-top with gadgets and features than even K.I.T.T. would blush! Luckily, by the end and the sequel, Captain America II: Death Too Soon (Nagy, 1979), Rogers adopts a more faithful version of the costume and uses his abilities to oppose the plans of General Miguel (inexplicably played by Christopher Lee!), who desires to create a dangerous chemical. I’m actually far more familiar with the equally-lambasted Captain America (Pyun, 1990), which is still a guilt pleasure of mine. Nevertheless, both films were released on DVD and, while Dr. Strange was lost to the mists of time and obscurity, these films appear to have at least partially influenced the MCU as Cap (Chris Evans) does favour a motorcycle (but, to be fair, so did the comics Cap…).
I would’ve watched a show with either of these two in.
Both The Incredible Hulk Returns and The Trial of the Incredible Hulk introduced Thor and Daredevil with the intention of setting them up for spin-off shows of their own but, for a variety of reasons, this never came to be and that’s a bit of a shame. Smith is no Charlie Cox but, while his Murdock was quite dull and boring, he gave a pretty good turn as Daredevil and it would probably have been easier and far cheaper to produce a Daredevil TV show than a Hulk or even Thor one. Similarly, I love the portrayal of Thor in Trial; sure, he doesn’t look or act anything like his Marvel Comics counterpart, but it could have been pretty fun to see him tossing fools around, getting into bar fights, and learning lessons in humility on an episodic basis. One thing that is equally unfortunate about all this is that the inclusion of Thor and Daredevil really took a lot of the focus off of Banner and the Hulk; sure, in the show, he was often a supporting player in a bigger story and other character’s lives, but these movies devoted so much of their runtime to pushing and establishing their new characters that it’s easy to forget that Banner and Hulk are even in them. The Death of the Incredible Hulk rectified this, but at the cost of killing both characters off in what was, while emotional (as a child, anyway), probably the lamest way imaginable.
All these guys co-existed at about the same time…
Unfortunately, there hasn’t been much love shown to The Amazing Spider-Man over the years; it’s never been released on home media outside of a few VHS tapes and, while Hammond appears to have been the basis for Parker’s design in the Spider-Man (1994 to 1998) animated series, he’s never returned to the character or the franchise again, not even for a quick cameo or a voice role (though I’m hoping the sequel to Spider-Man: Into the Spider-Verse (Persichetti, Ramsey, and Rothman, 2018) will rectify that). Interestingly enough, there were apparently talks in 1984 to produce a movie that would see Spider-Man cross paths with Banner and the Hulk, with Spidey even donning the black costume during the film. There were, apparently, also talks of an additional made-for-television Hulk movie, The Revenge of the Incredible Hulk, which would have seen Banner (somehow) revived and forced to recreate the accident that turned him into the Hulk (or be reborn as the Hulk with Banner’s intellect, depending on what you read) but neither of these ideas ever came to fruition and were ultimately halted when Bixby sadly died in 1993.
Magic linked these shows together, however tenuously.
However, none of this changes the fact that, sometime around 1978 to 1979, there were all these Marvel characters running around on television screens at about the same time, all produced by two studios and, in some cases, airing on the same networks. What this effectively means, then, is that it’s easy to imagine an alternative world where negotiations never broke down and the shows and movies proved popular enough for Spider-Man to crossover with the Hulk and, by extension, interact with Thor and Daredevil. So, what if…? What if there were a threat so big, so far beyond petty street crooks and one-note villains that these heroes would be forced to band together? Dr. Strange was heavily steeping in magic and mysticism, which was already (however unfitting) be proven to be a part of The Incredible Hulk’s world; hell, even The Amazing Spider-Man dabbled in the paranormal at times.
It’s easy to image these guys existing in the same place and time.
Perhaps the threat would involve Fisk waging a war against Daredevil and all costumed heroes? The city is never named in The Incredible Hulk Returns but it could easily be New York City, the same New York City that Spider-Man swings around in. Perhaps this would be a chance to do a supervillain team-up, of sorts, between Fisk and Le Fay or to introduce other classic Marvel villains, such as Loki and the Red Skull. I would have loved to have worked Nick Fury (David Hasselhoff) into this imaginary Marvel team-up but it’s difficult to do that seeing as Bixby died in 1993 and Nick Fury: Agent of S.H.I.E.L.D. (Hardy, 1998) didn’t release until 1998 but what if…? What if Bixby hadn’t suffered from cancer, or had beaten the disease and Banner had been resurrected in The Revenge of the Incredible Hulk? Perhaps we would have seen a version of the Professor Hulk or Grey Hulk personas, one that merged the brawn and the strength together, and Fury could have banded these heroes together to fight a common enemy.
Spidey and Daredevil often work well together.
Personally, though, I would have preferred to see Banner and Hulk as they were portrayed in the television series; Bixby would have been the veteran actor who held this team up together and I would have limited his Hulk outs to two or three occurrences. Have him be the team’s moral compass, the hesitant advisor who learns to reconcile with his enraged alter ego through working with the other heroes. Murdock, as the older of the two, could have also acted as a kind of mentor to Spider-Man as the two are often portrayed as friends in the comics and have a lot in common with their “everyman” approach to super heroism. While the effects would not have allowed us to properly see the two swing across the New York rooftops, I think they could have cobbled together enough to produce some semi-decent, maybe even slightly acrobatic, fight scenes between the two.
These guys are worlds apart.
You’d obviously think that Captain America would be the natural leader of this group but, remember, this isn’t the war-tested superhero we all know and love and I am not proposing an Avengers movie; Brown’s Cap is more of a secret agent, an enhanced super soldier who hasn’t nearly a fraction of the combat experience that Cap is usually known for. Because of that, I’d imagine him as the public face of the group and (in the absence of S.H.I.E.LD.), a source of the group’s intelligence resources. Perhaps Cap prefers to work alone and he has to learn to work with a group, rather than tackling everything head-on.
Thor still had a lot to learn about humility.
Instead, I’d have Doctor Strange be the de facto leader of the team by virtue of his age and power as the Sorcerer Supreme. His arc, perhaps, would have revolved around him needing to shift his focus from the bigger picture to factoring in the smaller issues that his peers face on a daily basis, effectively making himself both a public figure of the superhero community and improving his interpersonal skills. And then there’s Thor (and Blake, of course); Thor would be the group’s hot-headed jock, the guy who runs in, hammer swinging, trying to fix every problem with brute strength. This team up would be the perfect opportunity to teach Thor proper humility, to accept that he must work alongside mortals and lead by example rather than being a blundering buffoon. While he learned some of this in The Incredible Hulk Returns, it was clear that there was more to tell with his story and, perhaps, this team up and his learning of humility would be the final heroic act that would earn him his place in Valhalla, allowing Blake to, however sorrowfully, begin his life anew.
In the end, for as hokey and cringe-worthy as a lot of these seventies Marvel shows were, it does disappoint me that we never got, at least, to see Spider-Man, Hulk, and Banner crossover onscreen. There was a lot to like about each of these, from the impressively realised costumes to the heart-felt emotion, to even the woeful action scenes and I would honestly have loved to see all of these characters come together to battle a common enemy. What do you think about Marvel’s television show and movies from the seventies? Do you have fond memories of The Incredible Hulk? Do you also wish that The Amazing Spider-Man would get a release on DVD? Perhaps you hated the monotony and ridiculousness of these shows. Whatever your opinion, leave a comment below and get in touch.
Released: May 2015 Developer: CD Projekt Red Also Available For: PlayStation 4, PC, and Nintendo Switch
A Brief Background: So, I’d heard of The Witcher III: Wild Hunt for a while now; my Twitter feed was full of praise for the game for some time and, even now, it crops up as being a really good, immersive combat/role-playing experience. Similarly, I’ve heard nothing but praise for the Netflix series, The Witcher (2019 to present), particularly for its portrayal of main character Geralt of Rivia (Henry Cavill), its violence, and its sex scenes. Given that I’m currently in lockdown due to the fact that the world has gone mad, I’ve started watching The Witcher and, while I’m only about six episodes in, I’ve liked what I’ve seen so far. With all that in mind, and at the urging of many of my peers, I decided to download The Witcher III: Wild Hunt as it’s currently on Xbox Game Pass. However, because I have a massive backlog at the moment and still have work to do at home, I can’t devote my entire focus to the game so I’m just going to briefly talk though my initial impressions of the game and leave it up to you guys to decide if I should make the time to continue playing.
First Impressions: One of the reasons I hesitated to play The Witcher III: Wild Hunt sooner was simply that fact that I hadn’t played the previous games, am not familiar with The Witcher (Sapkowski, 1993 to 2013) series of fantasy novels, and I don’t really have the time to immerse myself fully into a layered role-playing experience. I should stress that I have only played about an hour or so of the game, and was skipping through the impressively-realised cutscenes in order to get straight to the gameplay but, from what I pieced together Geralt is a mutated monster-hunter, a Witcher, who is on a quest to located his adopted daughter, Ciri. From what I experienced, it seems the narrative jumps from a time in Geralt’s past (which acts as a convenient tutorial for the game’s mechanics) and a more tumultuous time in the present, where Geralt is far more cold and stoic.
The Witcher III has some impressive aesthetics, and Geralt certainly has a lot of options in combat.
Geralt can use his enhanced senses to scan his environment and interact with other characters and objects, this is necessary to find loot and other useful items that can be used to heal Geralt or crafted in what I am assuming is quite a layered crafting system. Combat is a simple, yet surprisingly complex affair; Geralt can target an enemy and attack with his sword using light and strong swipes. He can block and, with successful timing, parry incoming attacks and also use both throwing weapons (like bombs) and a range of magic (known as Signs) to protect himself or attack his enemies. Soon after completing the tutorial (which involved a bit of free-running around a town, where I accidentally leapt off too high a ledge and died…), you skip ahead in time and take control of a more seasoned Geralt, who is accompanied by his fellow Witcher, Vesemir. This is where you learn how to control Geralt’s horse, Roach, which looks to be your primary mode of transport, and battle monsters that roam the world map on your way to the first town, White Orchard, where you can visit a shop to sell and purchase items, take on various side quests, and interact with other characters using the game’s intricate dialogue wheel.
My Progression: As I said, I only played for about an hour and, even then, I was rushing a bit as I was pushed for time. I literally made it to White Orchard, popped into a tavern, saved my game, and had to stop playing. However, even in that brief bit of time, it is clear how large and sprawling the scope of The Witcher III: Wild Hunt is; not only do you have multiple options to pick from when talking to other characters, but there are many side quests and additional concerns that crop up as you pursue the main story mode and also a lot to occupy yourself with in terms of crafting and item management. One thing I did like was the non-playable characters will react differently to you whether your sword is sheathed or not; during the tutorial, it was a sign that I wanted to spar and, in White Orchard, townsfolk would flee as I slaughtered their chickens and cows. Clearly, there’s a lot to get to grips with in The Witcher III: Wild Hunt and it’s not really a videogame geared towards a casual player or a quick run-through, as I did here. I’ve hardly scratched the surface of what the game has to offer and I’m already intimidated and, considering I have quite a backlog to work through, I’m not sure that I’ll be returning to Geralt’s adventures any time soon.
What do you think of The Witcher III: Wild Hunt, and The Witcher series? Would you recommend putting the hours into mastering everything this game has to offer or do you feel that it was a bit over-rated? Whatever you think let me know in the comments.
The Background: It was 2011 and SEGA were eager to celebrate the 20th anniversary of their iconic videogame mascot; after years of disconnect and complex additions to what had begun as a simple, one-button videogame, it’s fair to say that there was some…confusion regarding Sonic’s past, canon, and timeline. SEGA initially opted for a soft reboot, of sorts, with Sonic Adventure (Sonic Team, 1998), which clearly depicted Sonic and his cast of characters redesigned into a slightly older, more anime-inspired aesthetics in a world similar to ours, inhabited by both humans and anthropomorphic characters, and with a tenuous connection to the previous videogames. However, very quickly, this fell apart a bit as Sonic videogames became both incredibly dense and complex or laughably simple, especially in their narratives. After years of fans wanting a return to the traditional, 2D gameplay of the past, Sonic Team opted for a title that would combine not only the tried-and-true 2D gameplay of the past with the fast-paced 3D gameplay of what was, at the time, the present but also bring together two different generations of Sonic for the first time.
The Plot: While celebrating Sonic’s birthday, Sonic and his friends are scattered through time by Doctor Eggman’s ferocious, mysterious beast, the Time Eater. Teaming up with a past version of himself, Sonic races through from his past to rescue his friends, retrieve the Chaos Emeralds, and put a stop to the Time Eater’s rampage.
Gameplay and Power-Ups: Sonic Generations takes the fast-paced, “Boost”-centric formula of Sonic Unleashed and Sonic Colours and further refines it, offering both 3D and 2.5D, high-speed action stages as players race through some of the most iconic stages (or “Zones”) in Sonic’s history. While Sonic remains the only playable character, there are now two of him: the “Classic” Sonic (who plays exclusively in 2.5D) and the “Modern” Sonic (who plays in 3D and 2.5D). There are nine Zones to playthrough in Sonic Generations, each with two levels (or “Acts”): Act One is exclusive to Classic Sonic and Act Two is tackled by Modern Sonic. Although you’ll pot a timer in the to-left of the screen, there are no time outs here’ instead, you get a letter grade a points for finishing Acts as fast as possible. You’ll want to stick to the higher paths, where available, and utilise rails, pulleys, and other shortcuts to cut down your time, but you’re basically guaranteed an “S” rank if you finish an Act without losing a life. Unsurprisingly, Golden Rings are your life source, protecting you from most attacks and granting an extra life for every increment of 100 you collect. Golden Rings also fuel Modern Sonic’s “Boost” gauge (which is also filled by performing tricks off ramps and bashing Badniks), allowing him to blast ahead at high-speeds and plough through any enemies and destructible objects in his way. While both Sonics have unique gameplay mechanics, they share some common controls: you jump with A or X, pressing it again in mid-air to attack nearby enemies or hit targets with Sonic’s Homing Attack. While this is exclusive to Modern Sonic, you can unlock the ability (or “Skill”) for Classic Sonic, too, and it becomes mandatory in the 3DS version. B sees you crouching to fit through small gaps, Y activates any Skills you have equipped, and the Right Trigger either blasts Modern Sonic off or quickly performs Classic Sonic’s Spin Dash. When Boosting, you can hold the Left and Right Triggers to drift and use the Left and Right Bumpers to quick step. As Modern Sonic, you can press B in mid-air to perform a stomp, wall jump off specific surfaces, and dash along a line of Rings by pressing Y.
Both Sonics have distinctive playstyles, though gimmicks are recycled and shared between both.
These controls are largely mirrored on the Nintendo 3DS, with players jumping and using the Homing Attack with A or B and Boosting with Y, though there’s no quick Spin Dash for Classic Sonic. Classic Sonic’s taught the Homing Attack early on, though he doesn’t really need it and ends up playing as a slower, clunkier version of his counterpart. While it might seem like Modern Sonic has more tricks at his disposal, each Sonic can be assigned Skills, unlocked by collecting Red Star Rings, completing additional Challenges, and spending points in the Skill Shop. Each Skill has a point value, and you can assign as many as you like to each Sonic until you hit the point cap of 100. A bunch of these are shared between both Sonics, giving each the ability to begin an Act with ten Rings, granting an additional extra life, giving them more movement options when underwater, and eliminating the recovery time after taking a hit. Classic Sonic can equip one of the elemental shields from Sonic the Hedgehog 3(SEGA Technical Institute, 1994), gaining a bounce, flame burst, and double jump and being able to breathe underwater, resist flames, and attract Rings, respectively. He can also equip the “Twin Spin Attack” (or “Insta-Shield”) from Sonic 3, start with a temporary invincibility, extend the Spin Dash, turn enemies into Rings, and even hop on a skateboard. Some of these abilities are available in Zones as well, such as the speed up and invincibility and skateboard, though you’re more likely to smash Ring monitors. Modern Sonic can also be assigned Skills to allow him to blast off at the start of an Act, perform faster Homing Attacks and wall jumps, and increase the length of his Boost gauge. When playing Planet Wisp or Tropical Resort, you’ll utilise the returning Wisps, with Classic Sonic using the Pink Wisp and Red Wisp to race across walls and ceilings and turn gears or burst through the sky and Modern Sonic rocketing up Dr. Eggman’s factory and smashing through barriers or ricocheting about with the Cyan Laser. Acts also contain the usual gimmicks and hazards, such as springs, spikes, flame bursts, ramps, and rails. You can jump through boost rings to blast through the air, fly off ramps to perform tricks and fill your Boost gauge, repeatedly hit bouncy springs to get higher, and even run on those awful Marble Garden Zone platforms to reach higher areas in Sky Sanctuary. When underwater, you’ll need air bubbles to keep from drowning; when leaping to platforms, you must watch for bottomless pits; and you’ll often press switches to activate or move platforms and blocks.
Sonic’s greatest hits and misses are revisited in each Zone and Challenge.
Interestingly, the Nintendo 3DS’s bottom screen is only used to track your progress in an Act, display the boss’s health bar, and to navigate the sparse hub world. Sonic Generations takes place in a simple hub world called “White Space”, a disappointingly barren void where stages from Sonic’s past have been dumped by the Time Eater. These are arranged in three areas corresponding to an era of Sonic’s history and guarded by a Boss Battle. To progress through the game’s brief and simple story, you must complete each Act to partially restore colour and life to the White Space, then acquire a Chaos Emerald from a Rival and Boss Battle. By and large, the game’s Acts aren’t particularly challenging, though there are some unfair bottomless pits and each Sonic seems to have lead in their sneakers, which can make precision platforming slippery and frustratingly difficult. The difficulty comes in the lengthy and haphazard variety of gameplay mechanics seen in the later, modern levels; unsurprisingly, Crisis City stands out as one of the game’s more frustrating stages thanks to the fire traps, lava pits, bottomless pits, and that Goddamn flaming tornado! The Nintendo 3DS version sees you flying through Mushroom Hill using propeller plants, bouncing around Casino Night, and racing from a destructive orca in Emerald Coast, though the additional Challenges are missing from the Xbox 360 version. Here, after clearing each area, you’ll unlock five additional Challenges for each Sonic; you’re required to clear at least one of these for each Zone to gain a Boss Key, battle the boss, and progress to the next area. These Challenges are considerably varied and can be anything from racing against a ghostly doppelgänger to finding Chao, to completing a stage with only one Ring. Sometimes, you’ll also race against, or team up with, one of Sonic’s friends; you’ll use Mile “Tails” Prower to hover over obstacles and gaps, knock musical notes back to Vector the Crocodile, and clear walls of flame with Blaze the Cat, for example. While you may call upon Sonic’s friends with Y in these Challenges, you’ll never control any character other than the two Sonics, which is quite disappointing. These Challenges can be frustrating but clearing them is the only way to completely restore each area and also unlock additional Skills, artwork, music, and character profiles in the Collection Room.
Presentation: Graphically, Sonic Generations is still one of the brightest, most vibrant Sonic 3D titles ever made. Classic Sonic, especially, looks and animates really well and every stage is packed full of life, colour, and little details that will be recognisable to any Sonic fan. Both Sonics have idle poses and celebrate or lament their letter grade after each Act, though, strangely, Classic Sonic is completely mute. This means that Modern Sonic gets all he puns and one-liners and voice clips, while Classic Sonic simply pantomimes his feelings and relies on Classic Tails to talk for him. Sonic’s friends appear as non-playable characters (NPCs) in White Space, offering encouragement and hints after being restored to guide you towards Red Star Rings. White Space is very annoying for such a simple hub world, with the game forcing you to take boost pads, loops, and springs to reach Challenges (though you can cycle through Acts, at least). I’m glad the game isn’t bogged down by a huge open world, but White Space feels very cheap and half-assed at times, despite some fun Easter Eggs. Sonic Generations takes the original 2D and 3D environments and gives them an eye-catching visual makeover, though the screen’s a bit too zoomed in at times for Classic Sonic and it’s easy to just blast off into the void as Modern Sonic. Perhaps the pinnacle of Sonic Generations’ graphical achievement, though, is in the fantastically updated battle against Perfect Chaos, who has been turned from a choppy, flappy-mouthed monstrosity into a genuinely terrifying, bio-organic creature. However, when playing the Xbox 360, I did notice some blurriness to the images, some frame rate issues, and the game crashed on me three or four times, which was odd. It’s obviously graphically superior to the 3DS version, which offers the same headache as all 3DS titles and is extremely basic at times. You cans ee this in Mushroom Hill, which looks strangely bland, the cutscenes (which are simple 3D models with dialogue boxes), and the reduced Zone count.
A generational adventure that lovingly recreates Sonic’s classic stages.
Each of the game’s Zones are beautifully rendered and expanded upon with gameplay gimmicks from other games and even little extra things, like a celebration taking place in Rooftop Run and getting to visit Hidden Palace in Sky Sanctuary. While there are some obvious choices (Green Hill and Chemical Plant have since been overused to death), there are some odd inclusions, like Speed Highway from Sonic Adventure (I would have picked maybe Ice Cap or Red Mountain), and some disappointments, like Seaside Hill from Sonic Heroes (Sonic Team USA, 2003). I’m honestly surprised that Sonic Team didn’t include Casino Park instead, though I would’ve liked to see them mix it up with Egg Fleet or Frog Forest. There’s some real depth to the environments, with Chemical Plant’s factory exploding in the background, the Death Egg rising in Sky Sanctuary, and desolation as far as the eye can see in Crisis City. Things can be a bit cluttered at times and it’s not always clear which winding path you can take and which is part of the background, but I loved how faithfully Sonic Generations recreated each area and the little twists they toss in. Classic Sonic’s Seaside Hill is largely underwater, for example; the infamous truck wrecks the environment and rockets after you across walls in City Escape; and Dr. Eggman airship hounding you in Rooftop Run. The Nintendo 3DS version oddly adapts Zones from Sonic’s main console games rather than his handheld ventures, with the exception of Water Palace (and, I guess, Tropical resort), which was an odd choice and results in some janky, bland stages that are actually inferior to their Nintendo DS predecessors since the action’s limited to one screen. The Xbox 360 version features some really well done CG cutscenes; it’s just a shame that the game’s story is so criminally short that we don’t see more of these. When you free Sonic’s friends, they’ll make a comment while Sonic just stands there like a tool rather than properly interact with them. As for sound, Sonic Generations has you covered! Every area features a unique, remixed version of its original track and each Act has a different version to differentiate the two. On the Xbox 360, you can also unlock additional music tracks, including some great remixes by the likes of Cash Cash and Crush 40, and play these on any Stage, allowing for a lot of variety in the music you hear as you play.
Enemies and Bosses: Given that it features stages from three eras of Sonic’s history, Sonic Generations also includes many recognisable Badniks and enemies from each time period being represented. You’ll smash apart the likes of Moto Bugs, Buzz Bombers, Crabmeats, Spinys, and Egg Robos from the classic games, with Egg Robos sporting missile barrages and giant Badniks even chasing you at certain points. Moving into the modern era, you’ll bop Eggpawns, Cop Speeders, robots from the Guardian Unit of Nations (G.U.N.), and flaming Iblis creatures. While most slow and easy to attack, they can still surprise you with bolts of energy or other attacks, such as the construction Egg Pawns on Planet Wisp tossing their pickaxes. Enemies are largely there to be bothersome, with the cannons surrounding Rooftop Run’s clock tower being particularly aggravating and the Egg Pawns in the barrel store being notably cheeky. Enemies also act as “bridges” between platforms, rails, and other areas, allowing you to Homing Attack or bop them to reach higher paths, cross lava, or avoid spike pits. The Nintendo 3DS version features a handful of unique enemies due to its different Zone selections, such as those mushroom-tossing moles, axe-wielding Egg Pawns, and even a massive Egg pawn that wrecks the ruins of Water Palace. Spikes are annoyingly commonplace, often waiting right where you land, as are crushing hazards, moving blocks, flame bursts, and missiles from the walls and ceilings. You’re chased by a gigantic truck in City Escape, one that now sports giant buzzsaws, have debris flung at you by a flaming tornado in Crisis City (which also whisks away the environment and the end goal for Classic Sonic!), and must watch for crumbling platforms when bouncy from clouds in Sky Sanctuary. Spiked obstacles also appear on rails, mines litter the ground, and you must quick step left and right to avoid being blasted by Dr. Eggman’s drones and airship. While warning signs alert you to bottomless pits, it’s very easy to plummet down them when moving so fast, or to clip through the environment, and Sonic can be quite slippery, which doesn’t help when trying to make trickier jumps.
Iconic bosses get a massive upgrade, adding extra gimmicks and attacks to their arsenals.
Six classic bosses return and are remixed in each version of Sonic Generations. On the Xbox 360, Classic Sonic first fights the Death Egg Robot on a narrow platform, dodging its extending, drill-like arms and running under it when it jumps to ram its butt. The fight the switches to a recreation of the Death Egg Zone and the mech exclusively attacks from the background, forcing you to lure it to attack bombs with its arms so you can run up and ram its head. The fight with Perfect Chaos is now a whole stage as you dodge its tentacles and jump on crumbling platforms to reach it, hitting springs and pulleys and blasting across the water on boost pads to race up its body. Perfect Chaos spawns twisters, fires energy beams, and unleashes its massive mouth laser, before erupting water geysers. This forces you to precariously hop to platforms, battling the awkward camera to land the final blow. The Egg Dragoon sees you blasting through a circular tunnel avoiding its freeze bolts and missiles and hopping to rails to ram the cockpit. When on a 2.5D plane, you must hang back and jump over shots then quickly wall jump up its arms, avoiding a downward shot, before diving after the falling mech, avoiding its drill arms to target its body. On the Nintendo 3DS, you battle one of my favourite bosses, the Big Arms, now avoiding its arm slams and palm slaps, then, oddly, battle the Biolizard. This is an annoying fight as you must awkwardly run from its gaping mouth or thrashing tail, grinding up to its core, avoiding high and low shots and bouncing off orbs to smack its core. Finally, you battle the Egg Emperor in an autorunner, desperately avoiding its energy waves, dodging its charge, and taking out the cannons to smack his big, stupid face.
Best Sonic’s rivals to power-up and battle the aggravating Time Eater with two Super Sonics!
You’ll also compete against some of Sonic’s rivals in both versions, with the Xbox 360 fights yielding Chaos Emeralds. You’ll once again race across Stardust Speedway against Metal Sonic, hopping over its torpedo dash and avoiding its lasers and the debris it tosses at you to give it a smack. You’ll across the walkways of the Space Colony ARK against Shadow the Hedgehog, chasing down purple energy orbs to power-up and blast meteorites at him in a battle that’s ridiculously easy if you can speed after him fast enough. Finally, you return to Crisis City to battle Silver the Hedgehog, avoiding his telekinetic waves and targeting the debris he flings at you to wallop him, before scrambling over a huge wave of junk and racing towards the camera to finish him off. This rival fights are significantly downplayed on the Nintendo 3DS as you don’t fight Silver and both are reduced to races, with you hopping over obstacles and slowing Metal Sonic or Shadow with some lucky shots and desperately trying to avoid Shadow’s boost and Chaos Spear. Unfortunately, Sonic Generations and its bosses arefurther let down by the final battle with the Time Eater. Despite an impressive, ominous score, the unique design of both the creature and the bizarre vortex you battle it in. Despite the joy of seeing Classic and Modern Sonic turn Super Sonic to battle two versions of Dr. Eggman, this fight is a confusing mess. You hold down RT to charge head-first through a time/space distortion, dodging pieces of the Zones and the Time Eater’s arms and lasers, to ram its core. You can press Y to switch to the outside of the vortex and press X to fire the other Sonic to destroy incoming projectiles, all while Sonic’s friends constantly shout “advice”. You can barely see Golden Rings until they’ve flown past you, you have no idea if you’re holding or mashing buttons, and defeating this monstrosity is much easier on the Nintendo 3DS. You battle it on a 2.5D plane, with no attacks at your disposal and simply dodging its lasers and arm swipe until its core is exposed, then race towards it on a 3D plane. This can be tricky as it’s not easy to dodge its hand claps and it’s easy to run out of Rings, but at least you’re not bombarded by repetitive voice clips, and you can land hits a lot easier.
Additional Features: There are forty-nine Achievements to earn in Sonic Generations, with one popping every time you clear both Acts in each area and defeat a rival and boss. Every Act as at least one Achievement tied to it (normally something involving going a specific route and collecting a specific Red Star Ring before completing the stage), you’ll get Achievements for performing tricks, acquiring Skills, and unlocking all collectibles. Every Act has five Red Star Rings to find, with each one unlocking artwork, music, and other extras; you’ll also get an Achievement if you find them all. As you complete Acts, Challenges, and collect Red Star Rings, you’ll unlock additional music tracks, cutscenes, artwork, and little character trophies that can all be viewed in a little gallery/museum at the far left of White Space. If you explore the Green Hill hub, you’ll find a SEGA Mega Drive and, for 7777 points, you can purchase a Mega Drive controller to play a port of the original Sonic the Hedgehog(Sonic Team, 1991)! You can also challenge the rivals and bosses on “Hard” mode (though there’s no Achievement for this), upload your fastest times to an online leaderboard, and play a pinball table themed on Casino Night Zone if you snagged the DLC. On the Xbox 360, you acquire the seven Chaos Emeralds by playing the main story, unlocking Super Sonic for the finale and as a 100-point Skill for both Sonics, but play Special Stages on the Nintendo 3DS. These are modelled after Sonic Heroes’ pipes, with you collecting orbs to power-up your boost and avoiding spiked mines in super easy challenges. You can also download additional missions using the handheld’s “StreetPass” feature, play an online versus mode (that appears to be a head-to-head race), customise a profile card, and play a time attack mode, though the Nintendo 3DS lacks the Skills and Red Star Rings of its counterpart.
The Summary: When I first played Sonic Generations on the PlayStation 3, I remember it being a fantastic experience; it was fun, fast paced, and chock full of nostalgia and little bits of fan service. Aside from the final boss, I had a blast breezing through everything the game had to offer and lamented the lack of follow-up downloadable content from Sonic Team, hence my excitement for the later remaster. I was therefore super exited to revisit Sonic Generations on the Xbox 360 and snag the Nintendo 3DS version, only to be put off by how zoomed in the camera was for the 2.5D sections. Nevertheless, I ploughed ahead, happy to be revisiting this slice of nostalgia and, very quickly, found myself quite frustrated by a lot of little things. The sheer uselessness of the regular jump both Sonics have, their tendency to spontaneously slip off platforms, the frustrating nature of a lot of the Challenges and, of course, the massive letdown of the final boss. All these years later and I’m still disappointed that the story wasn’t a bit more grandiose given that this was a celebration of Sonic’s 20th anniversary. White Space feels so empty and lifeless, the lack of other playable characters and extra stages was disappointing, and the barebones nature of the title makes it feels cheap and rushed at times. The Nintendo 3DS version is even more barebones, lacking so many features, characters, and even having a reduced Zone count, with the only consolation being simplistic Special Stags. Not adapting Zones from Sonic’s handheld past was a huge mistake, the Zones we do get are largely empty, and both Sonics play too similar for the game to compete with Sonic’s Nintendo DS library. Yet, by and large, Sonic Generations is still an enjoyable experience. I fear this playthrough may have been soured by me rushed through it as quickly as possible rather than taking my time and losing myself to the nostalgia. If you can do that, there’s a lot to like here from a visual and aural perspective, as well as the game being a fun, if all too brief, break-neck action romp through some of Sonic’s most iconic areas.
Nintendo 3DS Rating:
Xbox 360 Rating:
⭐⭐
Rating: 2 out of 5.
⭐⭐⭐
Rating: 3 out of 5.
Could Be Better
Pretty Good
What did you think of Sonic Generations? Do you think it still holds up or, like me, do think that it was lacking in content and features? What did you think to the Zones featured in the game and the remixed boss battles? Were you disappointed by the lack of other playable characters? Which Challenge was the hardest for you and why was it Vector’s? What was your favourite Classic and/or Modern Sonic videogame? Share your thoughts in the comments, support me on Ko-Fi, and go check out my other Sonic content.
Note: Those who actually read my blog with any regularity will notice that I am starting a different format with Game Corner with this review.
Released: November 2015 Originally Released: June 2013 Developer: High Moon Studios Also Available For: Xbox 360, PlayStation 3, PlayStation 4, and PC
The Background: First announced at the 2012 San Diego Comic Con, Deadpool was published by Activision who, at the time, held the rights for all videogames based on Marvel Comics properties. It was developed by High Moon Studios, who were primarily known for their work on a number of Transformers videogames released between 2010 and 2012; they would also go on to work on a couple of Call of Duty titles in 2016 and 2019 despite the fact that, after completing work on Deadpool, around forty of High Moon’s employees were unceremoniously fired by Activision. The game is, obviously, based on the Marvel Comics character of the same name; created in 1991 by Fabian Nicieza and Rob Liefeld, the “Merc With a Mouth” has gone on to become one of Marvel’s most popular and enduring anti-heroes whose use of violence, fourth-wall breaks, and crude humour has made him a consistent fan favourite. Deadpool received mixed reviews upon release and was soon removed from all circulation after Activision lost the Marvel license; once the Ryan Reynolds-starring movie came out in 2016, however, the videogame was re-released for Xbox One and PlayStation 4…before again being dropped due to licensing issues, meaning that the only way to play it now is to pick up a second hand copy.
The Plot: Bored in his crummy apartment, Deadpool calls up High Moon Studios and threatens them to produce a videogame based on his specifications and soon finds himself embroiled in a battle against Mister Sinister.
Gameplay: Deadpool is a third-person, hack-and-slash action shooter with some elements of stealth and platforming. Ostensibly taking its cues from the God of War (SIE Santa Monica Studio/Various, 2005 to present) and Devil May Cry (Capcom/Ninja Theory, 2001 to present) franchises, players must use a variety of melee weapons (swords, sais, and mallets, all double-wielded) to hack apart enemies while also employing firearms (pistols, machines guns, and shotguns…also all duel-wielded) and grenades to blow apart anyone who gets in their way. Deadpool is also equipped with a teleporter to travel short distances or dodge and counter enemy attacks and is tasked with performing some rudimentary platforming across gaps and floating platforms. Deadpool’s teleporter can be upgraded to assist with this and he can also wall jump, clamber up certain ledges, and teleport back to safety if he falls down a bottomless pit.
Cut through enemies to earn experience points.
There are, occasionally, sections of the game where Deadpool must perform a stealth kill; creeping up behind unsuspecting enemies, Deadpool can use any one of his weapons to execute his target in brutal fashion. Attacking enemies builds up Deadpool’s momentum and, by pressing two buttons together and either holding or mashing a button, Deadpool will unleash a super move to dispatch his foes. Attacking also employs a combo system; racking up a chain of combos awards Deadpool greater bonuses in the form of Deadpool Points (or “DP”), which can be spent upgraded Deadpool’s weaponry and basic stats (such as health and ammo). Deadpool is gifted with a generous healing factor; he can take a lot of punishment, and accrue damage to his costume and person but, if you duck away from the chaos for a few seconds, his health will automatically regenerate. If his health is depleted, you can restart from the last checkpoint, but you can also recover health by eating tacos.
The game always finds weird ways to keeps things entertaining.
There are a few more ludicrous moments in the game as well, such as when Deadpool’s head is twisted on backwards and he must chase his dog to recover his missing arm all while battling reversed controls. There are also moments where you blast enemies with laser cannons, take control of Rogue after she absorbs too much of Deadpool’s powers and personality, and classic 2D gameplay interludes that help to keep the game fun and interesting.
Graphics and Sound: The jump to Xbox One hasn’t really done much to improve Deadpool’s aesthetics; the strongest element of Deadpool’s graphical presentation is in the character designs and the over-the-top, gore-filled anarchy of the game’s combat but environments leave a lot to be desired.
Deadpool‘s environments can be disappointingly bland.
While Deadpool’s apartment is full of character and some fun little things to interact with, you’ll quickly find yourself hacking your way through such exciting locations as…an office building, a sewer, and a prison. Deadpool does visit Genosha, which is an iconic Marvel location, and there’s a fun sequence where Deadpool embarks on a spirit quest, but none of the game’s environments are that lively or interesting to look at.
Deadpool‘s character designs are top notch.
The game’s characters, however, look great; even the enemies and non-playable characters (NPCs) are all rendered in a gloriously over-the-top fashion that evokes Liefeld’s, shall we saw “trademark”, artistic style. Characters are all impossible muscles, jiggling boobs, or massive tanks and they animate with a charm and character matched only by the game’s on-point script. Sound design is where Deadpool really excels; while gunshots and sword slashes aren’t anything to write home about, the game is almost constantly narrated by Deadpool and his three competing personalities, voiced by the always-amazing Nolan North. Deadpool will quip, break the fourth wall, and comment on everything from the game’s design, his relationship with other characters (especially Mister Sinister, Wolverine, Rogue, and Cable), and, thanks to the work of former Deadpool writer Daniel Way, he is perhaps the most accurate recreation of the infamous anti-hero outside of the movies.
Enemies and Bosses: Deadpool cuts his way through a whole mess of nameless, faceless goons in his quest to take out Mister Sinister; there’s the standard, everyday grunts who offer little in the way of resistance but then you’ll also have to contend with enemies who will buff their cohorts with shields or attack bonuses. However, things quickly ramp up once Deadpool starts battling Sinister’s clones. Cloned from some of Marvel’s most famous X-Men, Deadpool battles knock-off versions of Lady Deathstrike and Gambit while also having to content with the likes of Arclight, Blockbuster, and Vertigo. Each of these offers a different challenge that forces you to use different methods of attack: the Gambit clones, for example, rush at Deadpool and explode (all while constantly, hilarious, babbling “Mon amie!” over and over), meaning it’s better to take them out from a distance; the Deathstrikes and other sword-wielding enemies require you to mix up Deadpool’s light and heavy attacks to break their shielding, and the bigger enemies can only be put down by using Deadpool’s speed and more powerful attacks.
Deadpool‘s bosses can be tricky, if predictable.
Bosses are a slightly different breed; Vertigo will mess up your display and Blockbuster must be dodged, countered, and stunned before your attacks will do any damage. There’s no battles against massive Sentinels, unfortunately, and, quite often, a lot of Deadpool’s boss battles either boil down to a hit-and-run while taking out hordes of regular enemies, punishing endurance battles against waves of opponents, or a simple quick-time event.
Sinister doesn’t pose much of a threat.
Even the final battle against Mister Sinister isn’t all that thrilling; he simply attacks alongside copies (or clones) of himself and, as long as you keep your distance enough to keep your health regenerating and pick up the ammo strewn around the arena, it isn’t all that difficult. The endurance gauntlet that precedes it that sees wave upon wave of enemies relentlessly whittle your health down and then forces you to battle Arclight, Vertigo, and Blockbuster all at the same time is actually a lot harder than this final battle.
Power-Ups and Bonuses: Deadpool comes equipped, by default, with his trademark double pistols and double swords; as you earn DP, you can purchase additional weaponry that can then be upgraded even further. This will allow your weapons to deal more damage, reward more DP, or make your enemies bleed so they die even faster. Some of the bigger enemies also drop massive laser cannons or grenade launchers that deal maximum damage but, as far as power-ups go, that’s about it. Deadpool will only get stronger and more powerful if you work to accumulate DP and spend it on upgrading his skills; once you have, though, you can unleash more of his special attacks and increase your odds in battle with more options. There are also occasions where Deadpool teams up with Cable, who will blast at enemies and help clear them out but, in terms of actual, acquirable power-ups that aid your gameplay, that’s about it.
Additional Features: Deadpool is a single-player only experience; you’ve got the main story campaign, with three difficulty modes, a Challenge mode, and some character biographies and that’s about it. In the Challenges, you’ll be…challenged…with battling waves of enemies and graded on your performance; this, and replaying previous levels, is a great way to grind DP to upgrade your weapons and skills but it doesn’t really translate into actual, in-game rewards. There are no costumes, skins, or bonuses to unlock or earn here; it’s simply play, play some more, and work towards getting those Achievements. Speaking of which, there are obviously some Achievements to get in Deadpool; some are stupidly easy as the game literally just awards you two right off the bat but others are tied into more specific things, like interacting with NPCs, clearing sections in certain ways, repeatedly slapping Wolverine in the face, or surviving the sewer slide without injury. Some of the trickier ones will require a bit more of your time and patience but, if you just want to rack up a bunch of easy Achievements like I do, Deadpool has you covered.
The Summary: There’s a lot to like in Deadpool; the action is fun and fast, the characters and writing are crude and amusing, and the gore and violence is a blast to take part in. However, the game does suffer from a jerky camera (you can lock it on to a target but I found that more difficult that it should be), some frustrating platforming sections, some bland environments, and some really annoying enemies. Perhaps the worst thing about Deadpool was the glitchy frame rate; I don’t know if it’s just my version and maybe my disc was a bit smudged or scratched but I constantly found the game would pause and stutter even when there were no enemies onscreen. This meant a lot of missed jumps, broken combos, and just a generally annoying experience, like I was fighting against the game most of the time. Overall, though, I think there’s enough here for fans of hack-and-slash, third-person action shooters and definitely enough for Deadpool fans. If you’ve never really had any exposure to Deadpool before than this game is a great introduction; once you learn to be patient with the game and enjoy its eccentricities, it’s a real blast to play through.
My Rating:
⭐⭐⭐
Rating: 3 out of 5.
Pretty Good
What did you think about Deadpool? Did you play it when it first came out or were you like me and hunted down a copy later on? Did you have any issues with the game bugging out on you? Leave a comment below and let me know what you though, and your feedback on my new format for Game Corner.
Released: July 2019 Director: Kunihiko Yuyama and Motonori Sakakibara Distributor: Toho Budget: $27 million Stars: Sarah Natochenny, Michele Knotz, Bill Rogers, Ikue Ōtani, James Carter Cathcart, Michele Knotz, Dan Green, and Kōichi Yamadera
The Plot: Cloned from the genetic material of the rarest Pokémon of all, Mew (Yamadera), and enraged at his mistreatment at the hands of humans, the Psychic Pokémon Mewtwo (Green) lures Ash Ketchum (Natochenny) and his friends to its island to witness its plan to enact revenge against all humanity.
The Background: No doubt you are familiar with Pokémon (Nintendo/Creatures/Game Freak, 1995 to present), a role-playing videogame for Nintendo’s Game Boy and handheld consoles that, with no exaggeration, took the world by storm back in the late nineties. Everyone who was anyone rushed out to buy a copy of Pokémon: Blue Version or Pokémon: Red Version (ibid) back when they first released and, before long, kids everywhere were hooked on the seemingly never-ending stream of multimedia merchandise released by Nintendo. Chief amongst these was the still-ongoing Pokémon (1997 to present) anime series which, while somewhat removed from its videogame source material, nonetheless enthralled kids everywhere and, perhaps inevitably, led to the production of a feature-length animated movie, Pokémon the First Movie: Mewtwo Strikes Back(Yuyama, 1998). Then, for whatever reason, the decision was made, in the midst of a soft reboot to the Pokémon film series and anime alike, to remake this iconic movie entirely through the use of computer-generated imagery (CGI), resulting in this modern twist on what is, in my opinion, still the best Pokémon movie ever made thanks, largely, to the power of nostalgia.
The Review: Basically, Evolution is exactly the same story as its predecessor but with a few noticeable changes; the most obvious is, of course, the CGI animation but other things, such as dialogue changes, narrative changes, and changes to the music, all help to freshen up the original movie. The opening scenes are largely the same (but, once again, the film skips the prologue that sees Mewtwo make friends with other clones who heartbreakingly die right before his eyes) as Mewtwo is cloned from a single cell of Mew and, unimpressed with the motivations behind his creation, destroys the facility in which it was created and kills all the scientists who birthed it.
Mewtwo swears revemge against humanity.
Summarily manipulated by Giovanni (Ted Lewis), the evil leader of Team Rocket and the mastermind behind its creation, Mewtwo’s rage against humanity leads it to organise a Pokémon tournament in order to build an army of clone Pokémon to “strike back” against the world that treated him so badly. In the middle of their journey through Kanto, Ash, Brock (Rogers), Misty (Knotz), and Pikachu (Ōtani) receive an invitation to Mewtwo’s island and, after braving a storm it created, immediately take umbrage to Mewtwo’s twisted world view and rally a group of trainers, their Pokémon, and even their long-time enemies from Team Rocket, Jesse (Knotz), James (Cathcart), and Meowth (ibid), in opposing Mewtwo’s plans.
Ash vehemently opposes Mewtwo’s plans.
Let me state first of all that, unapologetically, I absolutely love Pokémon the First Movie; I still remember going out of my way to purchase a bootleg VHS tape of the film back in the day before finally getting a legitimate copy from a car boot sale. As much as I’ve enjoyed subsequent Pokémon movies, nothing beats the nostalgia of revisiting the original film. It may have some flaws, largely based around the numerous changes made when dubbing the film into English that made Mewtwo far less sympathetic, but I will defend it to this day simply because it came right at the peak of Pokémon’s popularity for me; Pokémon: Gold Version and Pokémon: Silver Version (Game Freak, 1999) were due to be released around that time and the hype was real concerning brand new Pokémon, to say nothing of finally seeing Mewtwo in all its glory (it had been teased in several episodes of the anime prior to the movie’s release), much less going head-to-head with Mew, which was the most elusive of game secrets at the time due to their being no legitimate way to catch it outside of Japan.
The Nitty-Gritty: Thankfully, Evolution doesn’t really alter that much from the original film, meaning that the only thing you’re really missing out on is the gorgeous anime aesthetic from the original. The CGI looks good on the Pokémon but the human models look a little…off, like they’re made of plastic, which gets a bit distracting at times.
A lot of the battles have been improved and expanded upon.
Additionally, there were a few odd choices made here; dialogue is altered significantly, to the point where it feels much closer to the original Japanese dialogue (if that makes sense) but then, about halfway through, the dialogue changes and is almost exactly the same as in the original film (Mewtwo’s closing monologue, for example, is pretty much word-for-word). There’s also the criminal decision to supplant the original dub score with a new one (those who preferred the Japanese score will likely be thankful for this, however) and completely remove Blessid Union of Souls’ ‘Brother My Brother’ from the epic final clash.
Ash’s sacrifice still hits in the feels…
One change I did appreciate, however, was the complete remove of the “tears of life” sub-plot; in the original, Ash and the others are fed a nonsense story about Pokémon tears being able to restore the dead to life, which was completely missing from the original Japanese version. While this did bring a lot more context to Ash’s resurrection in the film’s climax, it never sat well with me in the original as it always felt wedged in there.
Evolution features some welcome alterations to the original.
Similarly, Mewtwo’s mechanical suit gets on hell of a bad-ass upgrade, Team Rocket’s amusingly ridiculous disguise as Viking sailors, of all things, is removed completely (and for the better), and minor niggles like Pokémon being referred to incorrectly have been addressed. There are also some improvements made through this remake, as well; the ambiguity surrounding Mewtwo’s motivations that was explicit in the original Japanese release is far more prevalent here than in the original dub, for one thing. Some of the battles also receive a makeover, such as Ash’s initial battle during the iconic Pokémon theme song and the battles between the cloned start Pokémon and their biological counterparts.
The Summary: In the end, Pokémon: Mewtwo Strikes Back – Evolution is a nice little update to a childhood favourite; it adds in a lot of subtle story beats that were missing, beefs up some of the battles and content, and adds a fresh coat of paint to a classic. Yet, at the same time, it feels incredibly redundant; beyond the CGI overhaul and a few of these alterations, there’s not much new happening here and, considering the fact that the Pokémon movies are completely removed from the anime, it feels a bit weird to have this suddenly released upon us. A big factor into my final score comes down to my unconditional love for the original movie but even I kind of feel like much of the same could have been accomplished by releasing a high-definition, digitally remastered version of the original movie with all of the cut content restored alongside the recording of a new dub and the option to watch in the original Japanese.
My Rating:
⭐⭐⭐⭐
Rating: 4 out of 5.
Great Stuff
What did you think of Pokémon: Mewtwo Strikes Back – Evolution? Do you think it is a good tribute to Pokémon the First Movie: Mewtwo Strikes Back or do you, perhaps, not share my fondness for that movie? Whatever the case, feel free to share your Pokémon thoughts and memories in the comments.
That’s right; we’re back in the nineties with another bright, colourful action/platformer. This time we’re looking at one of many attempts by the Amiga to copy SEGA’s success with Sonic the Hedgehog(Sonic Team, 1991), Zool: Ninja of the “Nth” Dimension (Gremlin Graphics, 1992), which was ported to the Mega Drive by Electronic Arts. Given that it released about a year after Sonic, and about a month before Sonic the Hedgehog 2(Sonic Team, 1992), Zool was one of the first videogames to ape Sonic’s success and even beat the franchise to the punch in some ways. Hell, just look at his eyes; they’re almost exactly the same style as Sonic’s!
Zool used cutscenes and comics to tell its story.
One of the main things that sets Zool apart from Sonic is its use of text-and-picture cutscenes in the game’s opening and ending to tell its story; this story was also elaborated on through a charming little comic included in the game’s manual. It would be some years before Sonic videogames even used in-game sprite animations to convey their story, much less text-and-picture cutscenes.
I’d rather have a packet of Love Hearts…
As we saw in Cool Spot (Virgin Games, 1993), Zool also includes some rather unsubtle product placement; the entire first World is littered with Chupa Chups, quite possibly the most generic lollipop sweet there is. Quite how Zool contributed to the sale and advertisement of Chupa Chups is beyond me but perhaps it was this advertising revenue that allowed the videogame to be ported not only to the Mega Drive but also to MS-DOS (where it would later be surpassed by the far superior Jazz Jackrabbit (Epic MegaGames, 1994)), Game Boy, Game Gear, Master System, SNES, and even the Atari ST.
Zool‘s Levels are certainly vibrant.
But let’s start from the top; upon beginning the game, players are immediately tossed into an absolute blast of bright, vibrant colours and catchy, rock/electronic music. Zool, a little gremlin ninja thing from the “Nth dimension”, must jump, blast, and spin his way across seven equally animated and colourful Worlds (each with four Levels), defeating the minions of Krool in an effort to return to his home dimension.
Blast, spin, and slide your way to victory.
Despite wielding energy sticks on the game’s box art, Zool’s primary form of attack is to blast enemies with energy projectiles; however, unlike other sidescrolling shooters, Zool can only fire projectiles in the direction he is facing. Zool can also perform a spinning top attack when jumping to attack airborne enemies or break certain level obstacles or, thankfully, simply jump on enemies to defeat them. Zool can also scale walls by either climbing or jumping up them, slide under spikes and through narrow gaps, and fire projectiles whilst ducking.
Zool darts around maze-like Levels at break-neck speed!
Arguably, Zool plays a lot faster that Sonic, however the game lacks some of the polish of SEGA’s iconic platformer; controlling Zool is like skating on ice on the Moon as Zool darts across Levels and soars through the air seemingly in defiance of gravity. While this doesn’t stop the game from being extremely fun to play or make navigating Levels that difficult, it can make some of the game’s attempts at precision platforming trickier.
You have to collect items and find a coin to clear Levels.
What does get in the way of navigation is the game’s primary gameplay mechanic; in order to clear a Level, Zool must collect a certain number of items. These change as Zool visits new Worlds (being anything from various fruits to CDs and bath toys) and the number you must collect depends on the difficulty you set the game to. Once Zool has collected enough items, he must follow an extremely vague arrow in the game’s HUD to reach a coin and be spirited away to the next Level or World.
Blast walls to reach hidden routes.
Zool must do all of this while battling against not only respawning enemies and level obstacles such as spikes and disappearing platforms but also while traversing the game’s maze-like Levels. Some Levels are considerably more labyrinthine than others, to be fair, and sometimes the game cheekily hides your route behind a wall that must be blasted open…though, as there’s no visual distinction between walls, it’s easy to miss these routes entirely.
Truly the stuff of nightmares!
Zool’s enemies are as wacky and outrageous as the game’s Worlds; Zool must contend with the likes of anthropomorphic jelly, killer violins, floating screws, projectile-spitting liquorice treats, and evil fruit (the implication being that sweets are good and veggies are bad…which I can get behind). To clear each World, Zool must also battle equally weird and wild bosses, such as a giant cactus and a screaming pink head with a spring-loaded boxing glove for a tongue!
Double Zool’s shot with power-ups!
Luckily, Zool has plenty of things to assist him in his mission; Zool has an energy bar and can take three hits before losing a life, can blast various checkpoints to respawn at a number of different points throughout a Level, and can collect numerous power-ups that increase his jump height, give him a shadow to double his firepower, increase his time, destroy all onscreen enemies, or make him invincible.
Some hidden mini games add some spice.
There are a few hidden secrets to be found in Zool as well; when I played the Master System version, I distinctly remember accidentally finding a warp point that simply took me straight to the game’s ending. There’s also some mini games and arcade games that can be played by doing certain actions in some Levels to add a little intrigue and variety to the proceedings.
Platforming can get tricky.
Zool isn’t especially difficult, even on its hardest difficulty setting; 1 Ups are scattered across Levels (sometimes extremely liberally) to increase your chances, enemies often drop health, and the bosses have very simple attack patterns. However, there are some frustrating elements; the time limit, for one, and having to collect enough items to access the exit point, for another. While there are no bottomless pits, there are some frustrating platforming sections that require Zool to jump to very small, disappearing platforms and, if you fall, it can be a chore to get back up, especially as the enemies will respawn.
Turns out it was all for nothing and the REAL battle is still going on!
Perhaps the biggest letdown of Zool, though, is the ending; after defeating the final boss, Zool successful escapes back to the Nth dimension where he is greeted by Zooz, his female companion. Although she congratulates Zool, she reveals that Krool has invaded another handful of worlds, essentially making the ending a giant tease for its sequel, Zool 2 (The Warp Factory, 1993). This might be fine but, unfortunately, Zool 2 never received a port to the Mega Drive, all but forcing players to invest in an Amiga or other such console to play the sequel. I did own Zool 2 back when I had an Amiga and remember it being a pretty fine little game in its own right; this time, players can select between Zool and Zooz, with each character playing slightly differently (Zooz had a whip…) and being able to take alternative routes through Levels. It’s a shame that Zool 2 didn’t get the same cross-platform release but I guess that does go some way to making Zool the unofficial mascot of the Amiga. Unfortunately, despite these two titles, the myriad number of ports Zool received, and even a couple of young adult novels, Zool has pretty much faded into obscurity. Quickly surpassed by Sonic 2 and other similar action/platformers, Zool never quite managed to outshine Sonic like the Amiga probably hoped he would. Zool’s time in the sun was very brief and it’s a shame, really, as, despite the game’s slippery controls, the character has a unique design and his games were extremely bright, energetic fun with some nice levels of animation. When it comes to a re-release, port, or HD remaster, I’d like to say “never say never” as even the similarly-themed, arguable more obscure Superfrog (Team17, 1993) got a nifty HD version in 2016 but it does seem like Zool’s brief flirtation with fame has long since passed.
My Rating:
⭐⭐⭐⭐
Rating: 4 out of 5.
Great Stuff
Do you remember Zool? If so, which version did you play? If you haven’t, I urge you to track down a copy and give it a whirl but, either way, let me know your thoughts in the comments below.
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